Author Topic: We Slay Monsters (now at Early Access #40 "Ravenous Raven") $  (Read 19173 times)

getter77

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We Slay Monsters (now at Early Access #40 "Ravenous Raven") $
« on: August 02, 2014, 11:57:55 AM »
http://weslaymonsters.com/   Win/Mac $4.99


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We Slay Monsters streamlines traditional roguelike RPG gameplay and introduces a unique poker-esque card based combat mechanic. Each class (Wizard, Rogue, Warrior, or Cleric) has a unique deck of cards; using this deck you will guide your hero through the dungeon. Each dungeon is designed to play in short bursts, with a single dungeon taking 15-25 minutes to complete (or even less if your hero dies).


The Academy For Dungeoneering. Where heroes are made.

The once famous Academy For Dungeoneering has fallen on hard times and its arch-rival, The Institute of Evil, has been left unchecked. You must rebuild the academy and fight the Institute of Evil. Heroes come and go, but your Academy is persistent; build it up over time to make your heroes strong and better able to face more difficult challenges.


Update #17

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We're pleased to announce the completion of Update #17. Update 17 is focused on improving the pace of the game. To that end, three major changes have been made which should dramatically improve the pacing:

    Fog of War. The dungeon is now revealed a room at a time, as your hero explores.
    Faster move speed. Heroes and monsters both move much faster, which should make traversing large empty areas of the dungeon much better.
    Reduced the number of monsters in large rooms. Large rooms had way too many monsters, which was both difficult, and took a lot of time to clear them all out.

Other Features:

    Runes of Discard have been added to the game. These allow you to discard up to three cards in your hand. Heroes start with three of these runes.
    A new type of scroll can be found that refreshes any exhausted abilities.
    Added some decorations to dungeon walls.

Balance Changes:

    Summoned monsters no longer grant experience.
    Scrolls are no longer so brutal (but can still have negative effects).

UI Tweaks:

    Cards are now hidden when not needed.
    Right clicking on cards now gives you an explanation of what the cards do.
    Made other various UI tweaks and improvements.

Fixes:

    Teleporting works properly now (instead of freezing the game).
    Clicking cancel on the summon card screen no longer exhausts the ability.
    Accidentally clicking between buttons and other places should no longer freeze the game.
    After the initial deal, cards in hand no longer move at funky angles when selected.
    When you upgrade the Shoppe in the Academy, starting heroes properly show the new equipment.
    Mini-boss chickens no longer turn into regular chickens when their heads are cut off.
    Using a healing potion while bleeding/poisoned will save you from death if you would have otherwise died from the poison/bleeding (assuming the potion heals more than the bleed/poison damage).
« Last Edit: June 08, 2017, 02:50:11 AM by getter77 »
Brian Emre Jeffears
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iamagiantnerd

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Re: We Slay Monsters (now at Early Access #17 "Scary Skeleton") $
« Reply #1 on: August 06, 2014, 02:01:45 AM »
Thanks for posting this Brian!

FYI, there is an old thread on the "Early Dev" board about our game too:

http://forums.roguetemple.com/index.php?topic=3610.0

The game used to be called "Fury", and has been renamed "We Slay Monsters", partly as a result of advice I received on that dev thread :)


getter77

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Re: We Slay Monsters (now at Early Access #18 "Elusive Elf!") $
« Reply #2 on: September 02, 2014, 03:25:32 PM »
#18

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We're very excited to announce the completion of Update 18, which is currently available on itch.io and will be available on Desura in the next few days.

Update 18 is focused on adding a new game play mode: Arena. In arenas, your hero will face wave after wave of increasingly difficult monsters, culminating in a fight with the boss.

Additionally, Update 18 introduces our beautiful new world map, with tons of interesting detail.

We had wanted to include the Warrior with Update 18, but we're still fine-tuning the cards and animations and we're not quite ready to release it. Update 19 will include the Warrior, and we're hoping to get the Rogue in with Update 19 as well.

When you update from 0.9.17 to 0.9.18, any saved dungeon you have in progress will be lost.

Features:

    Arena mode. Send your heroes to fight for glory in the arenas!
    New World Map. Many interesting areas on the map will be explored as we introduce the official campaign mode.
    Monsters drop treasure! Monsters now have a chance to drop loot bags. Mini-bosses will always drop one. The higher your luck, the better the chance there is for the monster to drop a loot bag. Consequently, the amount of treasure you find throughout the dungeon has been reduced.
    Dungeon Map Variation. Some new room types have been introduced into the dungeons, with some new features (like water!)
    Small Straights have been introduced. Requested by many players, you can now play a straight with 3, 4, or 5 cards, like flushes.
    A simple tutorial has been added for new players.

Balance Changes:

    Scarecrow boss has been made way less annoying.
    Zombie chickens are no longer super brutal.
    Monsters now can only use their abilities on the hero when they are in range, instead of from across the dungeon.
    Intelligence no longer increases experience earned. It now only effects damage done by magical attacks.

UI Tweaks:

    Health bars have been introduced for monsters when you have cards selected (I wrote a whole blog post about this).
    The player's level is now shown on the screen, like the monster's level is currently shown.
    Descriptions for cards and their super-combos have been added. Right-click on a card to view these descriptions.
    A "cheat sheet" showing valid combos has been added in the dungeon menu.

Fixes:

    Change the way the monster AI takes its turn to avoid weird scenarios where the UI can get out of sync (monsters on top of each other, monsters that think they are right next to you and attack you but they aren't next to you in the UI, etc).
    Goats could accidentally leap way too far.
    When viewing the missing briefing screen, it was possible to click through to the map that was underneath the screen.
    Extra experience earned beyond what you needed caused the experience bar to stick out over the right edge.
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iamagiantnerd

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Re: We Slay Monsters (now at Early Access #18 "Elusive Elf!") $
« Reply #3 on: November 18, 2014, 05:10:19 AM »
We just launched on Steam! To celebrate, we're offering a 20% launch discount on top of our already low early access price.

http://store.steampowered.com/app/332540

We're also finishing up work on Update #19 "Troubling Troll", which adds the warrior profession and a bunch of new monsters, and also includes a bunch of bug fixes and features.

getter77

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Re: We Slay Monsters (now at Early Access #19 "Troubling Troll!") $
« Reply #4 on: December 01, 2014, 12:11:10 AM »
Update #19

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We are pleased to announce the completion of Update 19. This update features the introduction of a new profession, the warrior, with a new deck and new abilities. You can unlock the warrior by building the Barracks building in your academy.
Note: This update is incompatible with previously saved dungeons; they will be deleted when you first run the game after updating.

Full Patch Notes:
Features
Warrior Profession, new deck and new abilities added.
Added a “fantasy monster” set. New monsters: Ork, Three Headed Dwarf, Ninja, Elf, Flying Shark, Dog Monk, Pirate, Skeleton Warrior, Teether, Dragon, Walking Tree.
Changed the way bosses work. The scarecrow is now a normal monster that can appear in dungeons, and the boss is chosen randomly from monsters that you have unlocked.
Monster AI has been improved. Your old tactics may not work.
The rare and elusive “Loot Pinata” has been spotted in some dungeons.

Balance Changes
Characters start with 20 health now.
Teleport effect from Wizard’s staff now applies before damage is applied.
Explorer and Xenophobe badges no longer awarded on arena maps.
Added new random starting perk “Starts with 10 gold.”
Characters can now randomly get a pet puppy as a starting perk.
Distribution of items in the dungeon should be more even (you should see equipment more often).
Scroll effects now last a certain number of “attacks” or “defends” rather than turns.
Opening a door now takes a turn, but doesn’t move you into the door square.

UI Tweaks
An “announcement” animation is played when encountering a mini-boss or the dungeon boss, so it’s clear you are facing a tougher opponent.
Tutorial text has been added for the Academy.
WASD keys can be used to move your hero.
Discard rune acquisition now has an animation rather than a pop-up.
Music and Sound volumes can now be altered from the options menu on the World Map screen.
Numpad 5 can be used to skip a turn (in addition to space bar, and in addition to choosing the “skip turn” icon from the character radial menu).
Show how much bonus damage a combo will do when showing possible combo damage at the bottom of the screen.
The “backquote” key (next to the 1) can be used to deselect all currently selected cards.
New effect for snail slime.
New dungeon textures; some tweaks to old ones.
Added/tweaked various text displays.

Bug Fixes
Sometimes headless zombie chicken was still able to attack when stunned.
Sometimes the bleed effect wouldn’t properly go away.
Overcautious badge improperly granted when ability was used.
Loot bags from monsters should no longer drop on the quest treasure, rendering the map unfinishable.
Amount of gold is now visible when you have a building’s “build menu” active.
Straight flushes are now proper super attacks.
Three orb super attack now properly grants an orb shield in addition to the pushback effect.
Monsters who summon should no longer be able to summon other monsters on top of closed doors.
The quest treasure should now show the proper icon (instead of usually showing the jewel).

Miscellaneous
Added new dungeon music.
Added new mini-boss and boss-battle music.

Known Issues (To be addressed in future updates)
The new AI sometimes chooses to move the monster when attacking would be a better choice.
Quitting takes a long time. Until this is figured out, added a modal to let you know the game is in the process of quitting.
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getter77

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Re: We Slay Monsters (now at Early Access #20 Dubious Dwarf") $
« Reply #5 on: December 15, 2014, 02:08:52 AM »
Update #20

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We are pleased to announce the completion of Update 20. This update features lots of UI tweaks and game balance changes, largely based on feedback from our growing community on Steam (thanks everyone!).
Note: This update is incompatible with previously saved dungeons; they will be deleted when you first run the game after updating.

Full Patch Notes:

Features:
The item shop features six choices instead of five.
Health potions and discard runes can now sometimes be found in the shop.
Items you find in the dungeon should always be better than the one you are currently using in that slot.

Balance Changes:
Overall, monsters have been lowered in difficulty (less HP, less attack).
Ninjas, Elves, and Dragons have been tweaked to be less lethal.
Elves are now cowardly (will run away at low health).
Added “cooperative” and “magnanimous” as monster traits, which influence how monsters work with each other to defeat the hero.
"Vampiric" and "Regenerating" are now monster abilities instead of traits, which allow them to also appear as mini-boss and boss abilities.
Monsters that summon other monsters will do so much less frequently, and summon less at a time (Scarecrow, I’m looking at you).
The monsters in a dungeon should be more evenly distributed.

UI Tweaks:
Tooltips! We are starting to add tooltips for various items in the game, starting with monsters, heroes, and pets.
Monster traits (and their descriptions) are now shown on the monster’s character sheet.
Monster character sheets should re-size better to show everything about a monster (especially for mini-bosses and bosses).
Warrior’s hair is now hidden when they obtain a helmet.
Cards are now displayed straight across; while less interesting looking, they hide less of the dungeon this way.
New button styles have been introduced in many places (the UI re-vamp is still a work-in-progress, so expect more changes in the future).

Bug Fixes:
WASD movement should no longer cause your hero to have a seizure and spasmodically gyrate as they open doors.
Loot Pinata graphic should properly show on the score card at the end of the dungeon.
Zombie chickens no longer drop loot (but their headless version do).
Character stats should now properly persist through game saves (if there were buffs or debuffs applied at the time of save).
Passive creatures will no longer attack pets without being provoked.
Fixed a rare case where monsters could hate themselves (which caused certain attacks, like fireball, to be directed inward). The therapy sessions were successful.
Fireballs no longer cause spike damage to the originating monsters.
Fixed a semi-rare case where the hero obtained gold, putting them over the shop threshold, and the amount over the threshold wasn’t properly given to the hero.

Miscellaneous:
Dungeon generation has been tweaked to have more “cave” style rooms show up.
Sound effects have been added for warrior attacks.
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getter77

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Re: We Slay Monsters (now at Early Access #21 Pesky Pirates") $
« Reply #6 on: December 22, 2014, 09:48:56 PM »
Update #21

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Update 21 “Pesky Pirate” is now available on Steam and itch.io.

This update features a minor overhaul to the UI in the dungeon, major balance changes, and lots of bug fixes.
Note: This update is incompatible with previously saved dungeons; they will be deleted when you first run the game after updating.

Features:
New level-up perks have been added (see Balance Changes for more info on leveling up): 10% physical damage resistance, 10% magical damage resistance, and two gold discount for shop visits.
Balance Changes:
Heroes now get 10 HP automatically when leveling up. Extra HP has been removed as a level-up perk.
Healing potions now heal more, and are more useful at higher levels. The amount of bonus healing possible from luck has also been increased.
The random item generator won’t be so generous with good items.
Rubber Duck and Shout are now (properly) magic-based attacks like they should always have been.
Monsters that regenerate will now not regenerate if they are standing in fire (they already didn’t regenerate if they were on fire).
Now that orb shields are working correctly (see bug fixes), they were way too powerful. Now you earn 1/2 a point of shield for each point of damage inflicted on a monster. This is subject to even more change as we evaluate the shield’s relative power.

UI Tweaks:
Health, Gold and XP have all been moved to the top of the screen, and score has been removed (but it’s still shown at the end).
Your deck and discard pile (and how many cards are in each) are now visible in the UI.
You can now temporarily hide the cards in the dungeon to see what’s underneath by pressing the ‘C’ key.
Tooltips have been added to the hero’s radial action menu.

Bug Fixes:
We think we have fixed all the bugs that may have prevented the final treasure from being claimed. Let us know if you run into this particularly nasty bug again.
Heroes should now get all the gold they are told they are going to get (darn gremlins stealin’ gold).
Scroll items that buffed poison were incorrectly marked as lasting a certain number of defends instead of attacks.
Orb Shield didn’t stack properly, causing multiple applications to not give heroes the full benefit.
Chaotic Power (wizard purchasable upgrade) didn’t work at all. It announced bonus damage but did not apply it. I can only blame lack of sleep.
Fixed a bug where melee cards could target things out of range.
Some invisible monsters were lurking about, hopefully they have been de-invisi-fied.
Zombie chickens losing their heads in the middle of a multi-card combo could cause some problems (freezes/bugs).
There were several cases where text would overflow in various dialogs. We may not have gotten them all, but we got a lot of them.
Fixed a bug where fire on the ground would animate behind the fog of war.

Miscellaneous:
Lightened the color of rock columns against gray tile floors; they were hard to see.
Loot bags could drop on already opened containers, which didn’t cause any problems, just looked weird.
Lots of cleanup around tutorials; if you’ve already seen them, you won’t see them again.
Improved the quality of the funky-looking fonts.
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getter77

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Re: We Slay Monsters (now at Early Access #22 Eerie Eyball") $
« Reply #7 on: January 06, 2015, 03:38:35 AM »
Update #22
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Update 22 “Eerie Eyeball” is now available on Steam and itch.io.

This update introduces more persistence into the game world in preparation for the campaign mode, as well as the normal slew of smaller enhancements and bug fixes.

Note: This update is incompatible with previously saved dungeons; they will be deleted when you first run the game after updating. Also, saved Academies will also be deleted and will need to be started over. To make this a bit easier, players that are moving from Update 21 to Update 22 will be given 5,000 gold to buy upgrades in the Academy, instead of the normal 1,000 starting gold.

Features:

    The world map is now much more persistent.
        The recruits available from the Academy are now the same 4 recruits (per profession), regardless of which quest is chosen.
        The quests available are now persistent between game sessions.
        Winning a quest will open up a new quest on the map.
        Dying in the dungeon will now leave a gravestone where the hero died, which can be claimed by a subsequent hero to get some loot. A new recruit will be made available from the Academy to fill the poor sod’s spot.
        Dying in a dungeon will also add a gravestone next to the town on the main map, indicating how many times a particular quest was attempted.
        Missions have more interesting names.
        Once a mission has been attempted at least once, it will be “locked”, so that subsequent attempts will produce the same dungeon (with the same monsters in the same locations).
    Better items will now (rarely) appear in the dungeon shop (the higher the hero’s luck, the better the chances).
    Two new types of pets are now available and can show up as starting perks for new heroes.
    "Erudite" has been added as a starting and level-up perk, reduces the amount of experience needed to level when selected.

Balance Changes:

    Many people wanted some sort of “quick escape” option for warriors, so this has been added. A new ability, “Bullrush”, has replaced the ability “Iron Will”. Bullrush allows the warrior to rush along a path, stunning any monsters in the way. The ability starts at 3 map squares and can be upgraded to 4 or 5 map squares.
    Wizard teleport ability has been expanded to 4, 5, or 6 map squares, depending on which level has been purchased.

UI Tweaks:

    The quest treasure now emits an awesome-looking glow.
    Change the “forums” button to point to the Steam forums.
    Added a button to view the latest patch notes.
    When you reach max level, the experience bar now shows the word “MAX” instead an unmoving number.
    Many dialogs with only a single option (such as “ok”) can now be triggered with space, enter, or esc, in addition to clicking the button.
    When the map square selector is shown (such as when using the Wizard’s teleport ability), the cards are now hidden so the map underneath can be seen.

Bug Fixes:

    Fixed a bug where players were able to move using keyboard commands when they shouldn’t have (such as when various popups were showing), which caused the game to “freeze”.
    Discarding “entangled” cards now properly untangles them.
    The description for the “entangled” effect didn’t properly update when loading a saved dungeon.
    Description for “Teacher’s Quarters” was cut off.
    Skipping a turn with cards selected now properly re-targets monsters that may have moved in/out of range.
    Fixed a bug where some saved games couldn’t be re-loaded and the loading screen would hang.

Miscellaneous:

    Tweaked monster AI to be a bit smarter when moving out of the way so other monsters can get a crack at the hero.
    Doors on the dark gray “cave” tileset have been tweaked so they are easier to see.
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getter77

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Re: We Slay Monsters (now at Early Access #23 Leaping Lizard") $
« Reply #8 on: January 21, 2015, 12:57:30 PM »
Update #23

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This is a smallish update, mostly focused around UI tweaks and bug fixes, but with some new features.

Lots more “background” work has been done to pave the way for the campaign mode as well, including more persistence around the world map.

If you are upgrading from any version prior to 0.9.22, your saved dungeon and academy will be deleted, and you will be given 5,000 gold to start a new academy (instead of the normal 1,000 gold).

Another note; we are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.

Features:

    The dungeon shoppe now sells actual items for slots where your character currently has nothing equipped.
    Things in the dungeon shoppe that improve your existing equipment are now called “enchantments”

Balance Changes:

    If an orb shield absorbs all of a monster’s attack, and that attack would normally have a secondary effect (such as bleed), the secondary effect will no longer be applied.
    Warrior’s defense buff has been “nerfed” a lot; it was way to powerful. It now adds defense equal to the warrior’s level, which lasts for 1 attack (or, in a super attack, it lasts a number of attacks equal to the number of shield cards played). The riposte effect from the shield super attack remains the same.
    Miser badge now grants 1,000 points.

UI Tweaks:

    A new dungeon HUD has been introduced, which includes a new micro-map on the main screen (the mini-map is still available which shows the entire dungeon).
    The end-of-dungeon scorecard has been completely re-done to work better for non-touchscreen size displays. Still more work to come here, but it look a lot better.

Bug Fixes:

    If you die while low on health, the low health indicator sound will no longer continue to play.
    Fixed a bug where hitting a loot pinata with a teleport attack would hang the game.
    The visual effect that accompanies stun should wear off immediately instead of hanging around a bit.
    Monsters that aren’t aggro before being attacked, and then subsequently killed with a one-shot attack will no longer play their aggro animation before they die.
    Monsters that flee can no longer flee onto the doors in the arena, which would render them un-killable.

Miscellaneous:

    The troll now properly plays its aggro and death sounds as appropriate.
    Town names now better match their location on the map, and are persisted between play sessions.
    The main map has a tiny bit more life around it (birds flying around, bats near the ominous tower).
    The academy map is now a bit more interesting, visually speaking.
    The Hall of Records has been built in everyone’s academy, but it’s not yet open for business.
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Re: We Slay Monsters (now at Early Access #24 Shuffling Shrub") $
« Reply #9 on: February 09, 2015, 03:18:52 AM »
Update #24

Quote
Another smallish update; again focused on on bug fixes and UI tweaks. Lots of work going on to add the Rogue profession and continued work on support for the campaign mode.
If you are upgrading from any version prior to 0.9.22, your saved dungeon and academy will be deleted, and you will be given 5,000 gold to start a new academy (instead of the normal 1,000 gold).
Another note; we are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.

Features:
New badges added for finishing a quest with a character that is under level 10.
New badges added for finishing a dungeon that has been previously lost several times.
Arena missions now choose 4-5 monsters up front to include in the waves of monsters that attack the player.

Balance Changes:
Exploding sheep now cause more damage the higher level the sheep.
Chaotic power was too powerful and has been toned down.
Monsters who are cowardly will run away more sensibly now.

UI Tweaks:
Gold animation has been “smoothed” so that extra gold doesn’t show up all at once at the end of the animation.
Teleport and Bullrush can now be cancelled if they are chosen inadvertently.
Tooltips have been added to describe the items on the win summary screen.
Tooltips have been added for towns on the main map.
A new animation has been added when monsters drop a loot bag.

Bug Fixes:
Pets that die will no longer be added as trophies (was causing an exception to be thrown in the background).
Fixed some cases where keyboard commands would stop working.
Riposte now properly shows as a buff on the character sheet rather than a debuff.
If space or esc has been used to make the score card screen render faster, it will properly reset the next game that is played.
The hall of records remains closed, but it no longer overlaps with other houses in the academy.
Monster tooltips should no longer show up underneath other UI elements.
Monsters should no longer run off the end of the new win screen.
"Overcautious" badge will no longer be awarded if the hero has no abilities to start with.

Miscellaneous:
Added sounds for: pet puppy’s buff, pet puppy dying, pet fat bird screech debuff attack, pet fat bird dying, pet kitten dying, searching a treasure bag, super slam monster ability, pounce monster ability, teleport, summon card
New flourish for winning a quest or arena.
New player healing sound.
Winning an arena will now show the celebration animations, and open up a new arena map.
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Re: We Slay Monsters (now at Early Access #25 Odd Octosquid") $
« Reply #10 on: March 18, 2015, 11:49:05 AM »
Update #25

Quote
Update 25 focuses on major improvements to the UI and the introduction of a new dungeon type: The Rescue Dungeon!
All previously saved campaigns will be deleted and new ones will be generated with this update (which really just means you’ll get new random missions on the world map). Additionally, if you are upgrading from any version prior to 0.9.22, your saved dungeon and academy will be deleted, and you will be given 5,000 gold to start a new academy (instead of the normal 1,000 gold).
 
Another note; we are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.

Finally — we are still working on all the new icons for the new character sheets and tooltips, so if you see icons that don’t quite fit, they are just placeholders.

Features:
Brand new character sheets for hero! You can mouse over the equipment that’s shown on the character sheet to see info about it.
Brand new character sheets for monsters! You can mouse over the abilities for the monster to learn more about them.
A new type of mission is now available: Rescue Dungeons. Save poor people and creatures that have been kidnapped and taken to a dungeon!
Balance Changes:
Undead things are now immune to poisoning and bleeding.
Dungeon bosses now give out more XP than other monsters in the dungeon (Thanks Wuffell).

UI Tweaks:
Trying to move with cards selected (which isn’t allowed) now shows a warning message.
Most UI panels that show in the game have been spruced up a bit.
The instructions for mouse actions on the monster tooltip only shows “attack” when you can actually attack the monster.
Tooltips have been added to the academy screen.

Bug Fixes:
Right clicking on characters in the mission select screen will no longer mess up the game.
Shield buff from warrior shield cards will properly go away when your character has spikes (Thanks Lord Gek).
Upgraded equipment will now properly show better names as it gets better.
Pressing escape when the mission briefing screen is showing will no longer mess up the game.
All tooltips should stay on the screen now.
The micro map in the HUD wasn’t properly updating the level color of monsters.
The tutorial that shows when you first play a dungeon level has been fixed to account for the new locations of the HUD elements.

Miscellaneous:
A new animation has been added when you cut the heads off poor zombie chickens.
More small animations have been added to the world map.
Brian Emre Jeffears
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Re: We Slay Monsters (now at Early Access #26 Nimble Ninja") $
« Reply #11 on: April 27, 2015, 11:58:13 AM »
Update #26

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This is a HUGE update, and we’re excited to finally get it out!
The biggest feature of this update is the addition of the rogue profession, unlocked by building a Bar in your academy. The rogue’s cards are very different than other classes; they are designed to be tricky, and can make the rogue a bit more difficult to play if you’re not careful. We are really looking for feedback around the rogue and the profession’s cards and abilities, so let us know what you think.

Also included in this update are six new monsters, part of our “Alien” monster set. They all have unique and deadly abilities, so be careful.

The last “big” feature of this update is the beginning of our Steam integration. We have implemented leader boards for all professions for regular dungeons and for arena levels. See how you compare to others in the community.

As usual, saved dungeon will be released. If you are running a version prior to 0.9.25, all previously saved campaigns will be deleted and new ones will be generated with this update (which really just means you’ll get new random missions on the world map). Additionally, if you are upgrading from any version prior to 0.9.22, your saved dungeon and academy will be deleted, and you will be given 5,000 gold to start a new academy (instead of the normal 1,000 gold).

Another note; we are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.

Finally – we are still working on all the new icons for the new character sheets and tooltips, so if you see icons that don’t quite fit, they are just placeholders. This release does include a ton more than the last release, but we’re still working on some.

Features:
New rogue profession, unlocked by building a Bar in your Academy.
Six new monsters: Meandering Shrub, Blob, Lizard Eye, Worm, Eyeballs, and Octosquid.
Bonus goals have been added, which give you extra gold for finishing a dungeon meeting certain criteria. Only two are included in this update, but we plan on adding lots more.
Steam leader boards. They can be accessed from the main menu. Additionally, when you beat your score for a particular leader board, you can see where you are compared to others. For now, these are just web links.

Balance Changes:
Critical Hit chance is now exposed in the character sheet UI, and items, perks, and scrolls have been introduced which can increase critical hit chance. Luck still plays a role in getting critical hits.

UI Tweaks:
Chaotic Power and Elementalist buffs now have a better description (thanks Lord Gek!).
Cards now have a tooltip which gives some basic information about the card.

Bug Fixes:
Renamed the “Third Time’s the Charm” badge to prevent wrapping on the score screen.
Academy tooltips now “know” that an ability is at max level and don’t suggest that you can make it better.
Main menu tooltips won’t sneak underneath the sheep on the world map anymore.
Mini-boss descriptions and name will wrap better on the monster character sheet and not overlap with the borders.
Loot should no longer drop underneath your hero, making you do a little step dance to pick it up (thanks Wuffell!).
Hero and Monster tooltips were misaligned sometimes.
Stun particles (among others) should properly go away when instructed to (thanks Cruick31!).
Ninjas should be poisonous again (broken with the last update). Strange that no one reported this as a bug :)
Monsters teleported into other rooms should no longer continue to show up, despite being “hidden” by the fog of war.
If you have a fat bird pet, and it screeches, and that screech effects monsters in nearby rooms, they shouldn’t suddenly show up, despite being “hidden” by the fog of war.
Brian Emre Jeffears
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getter77

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Re: We Slay Monsters (now at Early Access #26 "Wonky Worm") $
« Reply #12 on: May 23, 2015, 12:01:57 AM »
Update #27
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Another day, another exciting update!

This update brings more Steam integration, namely cloud saves and achievements! We only have a small number of achievements currently in the game, but we have plans for lots more.
Also new with this update are usable items! Each hero can now carry up to two one-time use items.
As per usual with updates, saved dungeons will be deleted. Additionally, saved campaigns will be deleted, but the only effect will be everyone’s town names will be re-assigned, and you will get all new missions. See the full notes below for more information about this.
We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.

Features:
Steam cloud saves! Your game save files will now be synced automatically, so if you play on multiple computers you will be able to continue your game across them. This required that we move where the saved files were actually written to disk. They are now stored in the same directory where the game is installed. (First suggested by Shak59, thanks!)
Steam achievements! There are only five achievements currently active in the game, but many more are planned. You can see the current list of planned achievements on our community page, but these are subject to change!
Usable items! There are six new usable items available in the game: Complete Heal Potion, Wand of Teleport, Disguise Kit, Bomb, Decoy, and Trap. Only two items can be equipped at a time; if you find a third item you will get the chance to sell one of them for gold. Items can be found in chests, the item shop, and certain heroes start with items as their starting perk.
A new type of scroll has been added - the map. Finding this scroll will reveal part of the dungeon nearby.

Balance Changes:
Random missions are now available in three different lengths: Short, Normal, and Long. Short dungeons have 10 rooms to explore, Normal have 15 rooms, and Long have 20 rooms. One of each is available on the main map, and when you finish a mission you will get a new one of the same length added to the map.
Monsters that are burrowed will no longer burp, fly, charge, or leave slime trails. (Thanks Wuffell!)

UI Tweaks:
When you lose a rescue mission, you will no longer be greeted by death. Instead, angry villagers will be angry with you.
After you kill the boss and move onto the quest treasure, you now have the opportunity to continue exploring the dungeon, instead of ending the mission immediately.
The leaderboard button is now shown on the score card screen even if you didn’t beat your best score.
When you find equipment in the dungeon, you are once again able to view your character sheet before you make a decision on which piece of equipment to keep.
“C” has been added as a keybinding to show your hero’s character sheet. The hotkey to hide/show your cards has been moved from “C” to “X”. (Thanks Wuffell!)
Monster attack and defense has been added back to the monster’s character sheet.
Added many more icons for status effects.
Added actual tutorial text for the bar, instead of saying “BAR1″.

Bug Fixes:
Fixed the “pluralizer” so that Decoys is properly “pluralized” (instead of Decoies). How embarrassing. (Thanks Wuffell!)
Monsters that run away to other rooms should no longer disappear in the doorway of said rooms. (Thanks Wuffell!)
Blob mini bosses that split into two smaller bloblets will no longer drop loot; instead, one of the child bloblets will drop loot instead.
Fixed a case where two keys could be dropped if the mini-boss guarding the prisoner was a zombie chicken/headless zombie chicken.
Using the diagonals on the number keypad should now work regardless of numlock status. (Thanks Rezaf!)
In general, monsters should respect stealthed and disguised characters much better. (Thanks Wuffell!)
Brian Emre Jeffears
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getter77

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Re: We Slay Monsters (now at Early Access #28 "Blundering Blob") $
« Reply #13 on: June 23, 2015, 02:12:57 AM »
Update #28

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This update features additional Steam integration with 51 achievements now live in the game! The full list of achievements can be viewed on our community page. These are very exciting times.

As with the last couple of updates, there is a lot of work going on behind the scenes getting campaign mode ready to go. Some advanced warning to everyone – when the campaign mode is ready, we’re going to do a game wipe and have everyone start from scratch so we can make sure to get the progression and balance right.

As per usual with updates, saved dungeons will be deleted. Additionally, saved campaigns will be deleted, but the only effect will be everyone’s town names will be re-assigned, and you will get all new missions.
We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.

Features:
51 Achievements! Whew. We should get an achievement for finishing all of these achievements.
Sound effects have been added for all rogue attacks.
A sound effect has been added for the Lizard Eye laser attack.
A sound effect has been added for monster fireball ability.
Updated music that plays when you are in the Academy.
Introduced a new system for generating the random stories that are shown for random missions. In the future, this will give us the ability to have more varied and interesting stories. For now, there are still only a few. Our writer is busy churning out new ones feverishly.

Balance Changes:
Rescue missions are now just another type of random mission, and will show up occasionally along with other random missions.
A new, one-time-use item has been added: Cloak of Shielding, which grants a shield similar to the wizard orb shield.
Monsters that see through stealth can no longer be sneak attacked.
Monsters with the heal ability will no longer heal other monsters that have had a decoy applied to them.

UI Tweaks:
The “C” key now closes the character sheet (in addition to opening it) (Thanks Wuffell!).
When you find an item, the updated instructions will now indicate more clearly that you are being given the choice to keep or sell the item (Thanks Wuffell!).
Tooltips for one-time-use items now indicate that they are one-time-use (Thanks Wuffell!).
Fixed some yucky overlapping and icon alignment on hero and monster character sheets.
Added an animated intro with our company logo. Neat, huh?
The tooltips, character sheet and animations for the ever-elusive Loot Pinata have all been updated.

Bug Fixes:
Fixed a rare Null Reference exception that could happen on the main map when trying to render tooltips.
Fixed rescue dungeon creation so there should no longer be a noticeable pause in the loading screen while the dungeon is being generated.
If you attempted to move by clicking when the gold animation was playing, the screen would move but the character wouldn’t. This shouldn’t happen anymore (Thanks Wuffell!)
Monsters with spikes should no longer cause spike damage when the player uses range attacks (Thanks FrostyHoudini!)
Brian Emre Jeffears
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getter77

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Re: We Slay Monsters (now at Early Access #30 "Treacherous Tree") $
« Reply #14 on: September 01, 2015, 01:19:50 AM »
Update #30 and #29 apparently:

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Another small-ish incremental release. Work still continues on implementing the campaign, so this release has a lot of supporting features necessary for the campaign, but some other cool stuff too. See the full notes below for all the details.

I’ll repeat here what I said last couple of times, just so no one is surprised. Although I’m sure someone will be surprised.

There is a lot of work going on behind the scenes getting campaign mode ready to go. Some advanced warning to everyone – when the campaign mode is ready, we’re going to do a game wipe and have everyone start from scratch so we can make sure to get the progression and balance right.

As per usual with updates, saved dungeons will be deleted. Additionally, saved campaigns will be deleted, but the only effect will be everyone’s town names will be re-assigned, and you will get all new missions.

We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.

Features:

    The world map has been updated, now featuring Capital City, home of the King of The Land. You might see some quests show up here occasionally.
    New load screens have been added based on the town where the quest is being performed, and the loading animation has been tweaked to look better.
    New map tilesets have made their way into the game: Forests, Farms, and Deserts. The cave tileset has also been re-done to be more cave-like.
    The win screen has been tweaked to fit the win descriptions, and give you some extra encouragement when you win!

Balance Changes:

    Bosses will now only exhibit special abilities for monsters that have been unlocked.

UI Tweaks:

    Things that are burrowed will now travel under chests, vases and other items on the ground, instead of on top of them.
    Change the coloring of warrior cards to make it easier to tell Sword Jab and Sword Slash cards apart.

Bug Fixes:

    Certain effects (like slime) should be properly under all characters now.
    Bosses for rescue dungeons should no longer appear in spots which make the dungeon unwinnable (oops!).

Quote
Features:

    A new monster has appeared in the dungeon, the Goblin. He’s crazy, so watch out.

Balance Changes:

    Monsters that are “timid” will make better choices about moving now (i.e. they will actually be more timid than before).
    The “bomb” one-time use item can now be dropped directly on top of monsters, in which case it will explode immediately.
    Removed the “refresh ability” scroll.
    The super attack for the wizard card “Lightning” will now chain up to 2 squares away, instead of only chaining to monsters in the next square.
    Monsters that burrow will now not use certain other abilities while they are burrowed.

UI Tweaks:

    Sped up a couple of animation to make the game flow a little better. These are minor tweaks in a long road to make moving around a little faster and make monster turns shorter.
    Monsters that are vulnerable to certain attacks (like fire), will now show *how* venerable they are on the monster’s character sheet.
    Meandering Shrub’s character sheet now shows their ability properly.
    If you try to leave the dungeon via the starting door, you are given a message telling you that you can’t leave that way.
    Esc will now close the hero radial menu (accessed by left clicking your hero). Also, you will now be unable to move while this menu is showing, as originally intended.
    Improved item descriptions in the shop.
    Added some clarifying text to the dialog that is shown when you find a new item in the dungeon.
    New slash screen with cool animation.
    Loading screen has been tweaked and prettied up.

Bug Fixes:

    Lots of fixes around the rogue’s stealth ability. It should behave more predictably now, and re-activate appropriately. (Thanks Wuffell!)
    Fixed an error that could occur when a monster with the healing ability tried to heal something that had already died.
    Bloblets (the mini-blobs that spawn when you kill a Blob) will now remain their smaller size when re-loading a saved game.
    The sheep on the map now are a bit more plentiful and active, and they will no longer intrude on top of tooltips.
    New items found in the dungeon should now always be better than the item you were using in that slot.
    If there was an unexploded bomb left on the map, it won’t explode when loading the next game anymore.
    Drunk and Hammering monsters (from the rogue’s “Beer” card) behave as intended now.
    If you choose the level-up perk that reduces the amount of gold needed to go to the shop, and now have enough gold to go to the shop, you will, in fact, go to the shop immediately.
    Fixed several missing sprites and sounds.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training