« Reply #15 on: November 15, 2014, 12:58:41 PM »
Alpha 12
Alpha 12 will release November 15th for Desura and Itch.io users.
We’re pleased to finally be posting the Alpha 12 patch notes for miniFlake. You’ll find a massive list of changes, additions, improvements, optimization, increased stability, improved user interface, and a more expanded xData folder for modders to leverage. There’s a lot to talk about!
First off, we got Greenlit on Steam!
Thank you to everyone who supported us for the last 805 days on Greenlight. We could not have done with without you. We will be talking about Steam Keys and other bonuses for early supporters at a later date. For now, thank you for believing.
We’ve been talking for a long time about renaming the game after we hit Beta. We’re taking the opportunity we’ve been given with Steam to do exactly this. We’ll be rebranding the same game soon. Don’t worry! The game you’ve supported all this time will not change with the rebranding.
Here are the patch notes!
We’ll be offloading a lot more of the current assets in a12, which is coming in very soon. We plan on having 90% of the game in a state where anyone from a hobbyist modder to the first time player interested in how games work — will be able to drastically change the game and see how things function.
We’ve added a new member to the team! PROTODOME! PROTODOME is a UK based jazz musician with a particular interest and focus on old videogame hardware. You’ll find a sample track from his newest EP above. He specializes in FM Synth. Boy, how he can make that old hardware sing! We’re honored to have him on board.
The combat system is nearing completion. We’re currently finalizing all of the new additions to the math portion of the combat system. The next steps after this are gameplay improvements inside this incredibly robust new system. We won’t spoil anything here!
Instruments make a debut. Players will be able to play music. Every instrument has a unique sound. Crafty players will be able cast unique spells with their tunes.
Status effects also make a debut. There’s a huge list. We won’t break everything down here, but every effect is very different.
+) Added
-) Removed
≈) Changed
General
+ Games can be saved
+ Game saves can be loaded
+ Gamepad support. (Currently mapped for Xbox pad on PC)
+ Inventory will now save and load!
+ Main menu effects
+ Biomes
+ Status Effect icons added to database.
+ Status Effects will be displayed in the space between the Stats Plate and the Minimenu Plate in the main GUI.
≈ Shaders optimized. This paves the way for console release.
+ Dungeons now have more than one floor
+ Full NPC dialog system added
+ Players may now play musical instruments.
+ Players may now view paintings.
+ ”Enter” key on the keyboard will now confirm on PC.
+ “Esc” key now closes all of the extra frames opened.
+ ”Credits” added to the main menu.
+ “CRT Glow” shader. Enable from Options menu.
+ Attack Types
+ Armor Types
+ Category Tags
+ Special Attack Types
≈ Menu Code more generic, game more stable.
≈ Dungeon Generation optimized. More stable.
≈ Screen-space shaders have been improved and now properly fills the screen.
≈ Text rendering in the Inventory has been fixed.
≈ Copyright Information
- All Character Classes removed
≈ Character Classes are now loaded externally
+ Warrior added
+ Wizard added
+ Thief added
The following items are now loaded from xData
+ Player Pawns
+ Instruments
+ Books
+ Character Classes
+ Biomes
+ Attack Effects
+ Paintings
+ Sounds
+ Attack Types
+ Special Types
+ Armor Types
+ Category Tags
+ NPC Dialog, including portraits
Monsters
+ Attack Types such as “Slashing”
+ Armor Types such as “Scale”
+ Category tags such as “Giant”
Status Effects
+ These are effects that can change your status in the world. Some things are more traditional, like being poisoned. Some change your own personal “weather” effects, current class level, or the “biome” you are standing in. Each effect is unique and all have their own unique outcome. Effects typically last a set number of turns, which is defined in the xml file for the Item, Spell or Monster.
Current for Alpha 12:
blindness
Your screen goes dark. (NPCs will attack blindly and walk in random patterns in Alpha 13)
poison
X Damage Per Tick. For X turns. Can stack.
These changes pave the way for the following planned status effects:
level
Changes the level of the Entity.
experience
Gives the entity experience points
strength
Buffs the Str of the entity.
agility
Buffs the Agi of the entity.
constitution
Buffs the Con of the entity.
dexterity
Buffs the Dex of the entity.
mind
Buffs the MND of the entity.
intelligence
Buffs the INT of the entity.
wisdom
Buffs the WIS of the entity.
charisma
Buffs the CHA of the entity.
defense
Buffs the DEF of the entity.
harm
Buffs the HRM of the entity.
strike
Buffs the SRK of the entity.
resistance
Buffs the RES of the entity.
evasion
Buffs the EVA of the entity.
accuracy
Buffs the ACC of the entity.
dmgbonus
Buffs the DMG of the entity.
defbonus
Buffs the DBN of the entity.
torpor
Debuff STR and CON of entity by 10%.
madness
Debuff INT and WIS of entity by 10%.
slow
Debuff AGI and DEX of entity by 10%.
oder
Debuff CHA of entity by 10%.
plague
10% Damage Per Tick. For 10 turns.
charm
Lose control of player for 3 turns. Player will move with enemies. If NPC is charmed, NPC moves with player for X turns, will attack with the player.
melt
X Damage to MP Per Tick. For X turns.
drain
X Damage to MP Per Tick. For X turns. Gives caster the MP.
frozen
Double damage received from all attacks.
stone
Character is slowly turned to stone. Movement speed decreases over time and, once solidified, are killed if struck by any attack.
bleed
X Damage Per Tick. For X turns. An additional stack will happen every 5 rounds.
stun
lose X rounds. To be used sparingly.
soaked
Double damage received from Ice and Thunder-based attacks. Half damage from Fire-based.
oil
Double damage recieved from Fire-based attacks.
sleep
Character cannot act for X rounds. If struck by an attack is immediately woken up but takes 1.5x damage from the attack.
curse
-60% to all attributes and takes 40% increased damage from all attacks.
silence
Cannot cast spells.
possession
Movement is limited and the character takes damage over time. Movement limited to a radius around where the target was possessed.
radius
Adds X to light Radius.
burning
Does X fire damage every tick.
moon phase
Changes personal moonphase of target to X
weather
Changes personal weather of target to X
biome
Changes personal biome of target to X
Attack
+ Attacks will now be broken down into types. The current types in the xData folder are as follows.
Subdual
Slashing
Piercing
Projectile
Magic
Armor
+ Armor will now be broken down into types. The current types in the xData folder are as follows.
Sinew
Feathers
Cloth
Light
Hide
Heavy
Hide
Light
Leather
Heavy
Leather
Studded
Leather
Bone
Shell
Chain
Scale
Exoskeleton
Half
Plate
Plate
Magic
+ Magic will now be classified in the “Special Types” XML files. The current types in the xData folder are as follows.
Acid
Arcane
Celestial
Demon
Earth
Elemental
Fey
Fire
Gas
Gelatin
Ice
Mechanical
Metal
Lightning
Spirit
Void
Water
Wind
Wood
Categories
+ Categories are special tags to assign to objects, monsters, NPCs, and players based on what type of creature they are, as well as their condition in the world. Categories will now be classified in the “Special Types” XML files. The current types in the xData folder are as follows.
Acid
Alive
Ancient
Arcane
Beast
Bridge
Celestial
Dead
Debris
Demon
Dragonkin
Earth
Elemental
Fey
Fire
Flying
Gas
Gelatin
Giant
Ground
Humanoid
Ice
Insect
Item
Mammal
Mechanical
Metal
Mounted
Lightning
Organic
Plant
Reptile
Spirit
Structure
Tiny
Undead
Underwater
Void
Water
Ward
Wind
Wood
Categories
We added the following bugs
+ “Seam” in the middle of the screen that distorts the art.
Cut from Alpha 12 / Planned for Alpha 13
The following features did not make the cut in time for Alpha 12.
+ “End Dance” added from SilverQuest
+ Crafting recipes can now be found. They serve merely as guides, and do not gate access to crafting
+ Monster Spawnrates
+ Blindness functioning on NPCs
Logged
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training