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The focus this month was mainly on rebalancing combat and adding some new things to it. 

All attacks have been nerfed, but they now don't cost anything and give AP when used. New growth skills have been added that will use up all your AP at once for a big burst of growth. The idea for this is that you go between attacking and buffing yourself instead of both taking from the same pool and just having to wait. The fights will be longer but you no longer have to wait around to attack so it should be more active. Hopefully combat will be a lot more fun now, featuring more growth. I would love feedback on the new combat, you all play the game way more than me so you will have a better idea of what its like and what I could do to improve it.

I've also expanded the skill tree a bit, added 1 new skill for each class, and skills/abilities have tiers which you can upgrade more than once.

Theres a few fixes too, camera for huge characters should be better, I remodeled the trees in the canyon so performance shouldn't be as bad, and I fixed the bug that gets rid of all armor bonuses when you lose one piece.

Files

Comments

Anonymous

Found only one bug being that the "size" skill tree doesn't work. I can't select any of those skills but,everything else works as intended. Also loving the new combat.

Anonymous

Yeah, can't select any of the Size skills. EDIT: Found that Foreman uses default dialogue options.

Anonymous

Can't interact with at least one of the bosses in the infinite dungeon (lich boss), creating a stuck zone. Didn't get to any others

Anonymous

the ego mechanic seem to have some trouble

MrFluschel

Couldnt gain ego anymore after I lost a fight and died once.

Anonymous

On the non-bug-report side, the new battle system definitely feels more active and involved than before. The gaining-spending AP for growth works pretty well I'd say and fits the game's overall concept better, and especially makes the early game more enjoyable. I didn't get to very late game stages with the 0.2.1 yet (waiting for hotfix to really dive into the combat), however I feel like it will be less exploitable than the old active combat system at those stages. Good work!

Anonymous

I found a bug. Sometimes a greenish skeleton appears in the eternal maze, it is impossible to attack it, or somehow interact, and you have to start over. P/S For Poor knowledge of the language, please forgive

Gilded_Wolf

Ego growth forces the view to zoom out really far

Anonymous

To begin, thanks for continuing to provide updates to this game. Provided below are my observations around potential bugs, general questions and thoughts. My apologies if any of these have already been noted. Potential Bugs: - Wings are slightly detached from the body during character creation. - When customizing the head during character creation, the character creation screen somewhat blocks the characters head. - This can be worked around by rotating the camera. - Dino Tail option appears not to work or be implemented. The others looks good and the bun one appears to be new? - Challenge Me numeric value appears to be 50 but only cost 1 AP to use. - Leg Day skill provided by the dex based weapon appears to increase bust rather than leg stat - Fat explosions visual state gain (HP and block) persist into the next combat. After the player takes damage in the next combat the visual stats appears as normal. - When respecing, the player loses their ego there does not appear to be a way to gain it back. - Regen in the bust tree appears to not be functionality. The end of turn effect for fat stacking does appear to work. General Questions: - Does Snack heal scale with any stats or does it heal for a fix value? - Is AP suppose to carry over from one combat to the next? - It is possible to make the default Blacksmith interaction 'Trade' rather than 'Talk' after turning in the key? - By investing more points into a certain skill in the skill tree, what does the player gain? With the current implementation, the player does not know what the difference between putting 1 or 2 points into a 5 point skill will do. - Would it be possible to provide an adjustor or increase player movement speed? When testing stuff I find it easier to open the console and set the slomo setting to 3 or 5 to expedite getting from location to location. I don't utilize it in combat as I feel it would impact my opinions on how things feel from a balancing standpoint. General Thoughts: For the initial play through, I played up until I had about 200ish in stats. End up taking out the bunny samurai and doing about 20 floors of the dungeon before concluding. Overall the combat feels more active which I think is a step in the right direction as compared to the passive combat before. It is certainly less exploitable as it removes the situation where the player was performing a balance acting of making themselves tankier, performing "Challenge Me" actions on the opponent to yield more experience and then ultimately finishing off the opponent for a large payout. From a play-ability standpoint, the new system is more fair and the player is less likely to create conditions that would allow them to infinitely scale in combat. With that said, the drawback is the player spends less time watching things grow because there's a timer which is the enemy's health. This new system along with old system still presents the player the opportunity to effective steal turns from the enemy using weapon skills/abilities that are associated to AP (Bust and Legs). What I mean by this is most weapon skill/ability (not sure what to call new options provide by weapons) which have an animation will effectively stop the enemy from moving. Towards the end of the animation, the player can queue up another skill and start a new animation. As a result the player can chain weapons skills/abilities until their AP is depleted. The exception to this rule is Leg Up and Open Mind. Both of these abilities/skills increase the rate that AP is generated. As a result the player can continually scale these stats until they have enough to one shot the enemy. Combine this with "Challenge Me" and the player can scale the enemy first and then proceed to take them out in one go for a considerable experience gain. The other concern with the new combat is that it does favour certain weapons over others, specifically ones with faster attack animations. Cast and Shield Attack do not seem worth using in their current form because of how slow they are to hit and gain AP from. The last thing I wanted to mention is explosion skills current do not feel worth using. Most of this might be due to the turn stealing concept from earlier but it feels like there's more of a net benefit of spending individual actions to buff the stat rather than using it all in one go. With that said I have not explored it enough so not sure if say casting Open Mind 10 times is better than using one Mind Explosion with the obvious benefit of Mind Explosion being you do get the stat gain immediately. Also glad to see the stun working with the bun samurai though didn't feel like I was punished for being stun as bun samurai kind of sat there as I was stunned. Also like the addition of the new stuff on the skill tree. If time allows I'll give it another go before the hotfix goes out and provide additional feedback. Once again thanks for working on this game and looking forward to more updates. Take care!

digitalfurbelow

DigitalFurBelow the snack skill heals depending on your rank. AP is not supposed to carry over. is it? investing more will make the skills/abilites more powerfull. I probably need to mention the specifics in the description I am considering adding in a sprint to the game but its not a priority right now. were you playing the game on passive or active? because the trade off of the slow growth is that you can be hit out of it vs the explosion which is quick and knocks enemies down. I will probably slow down all attack animations because I do feel like they all go to fast and are lacking oomph Thanks for all the feedback

Anonymous

Good update, but PLEASE fix the Litch boss bug, I have been soft-locked multiple times unless there was a ladder or plushie in the room. Also, this may sound like a weird suggestion, but could you perhaps consider moving the barrels spawns in the dungeon to the right side of the room when they spawn? It's just that I have had times where the barrels, the alchemist, and the ladder will all spawn together, and its kind of time-consuming to have to press q or e to cycle through the options each time I want to search a barrel, and I can't tell you the number of times where I have accidentally left the dungeon via ladder when I was trying to talk to the alchemist. Also, Im not sure if this is a bug, but I seem to be unable to pick or select any of the skills in the size skill tree.

Anonymous

Everyone seems to have pointed it out but the lich dungeon boss is bugged and soft locks you. It will not give you the text option to fight it. Also it would be nice to have an option to disable the enemy text and just go straight to fighting them like the old game did. Also I'm glad to finally be here!

Anonymous

I found another bug, if you remove the armor from the chest to the body, it looks the same as with the armor on, the same when the armor breaks in height, noticed this only on a body with a female breast, the same was in version 0.20. I think I understand, this bug with the chest happens only if the belly armor is worn

Anonymous

we are looking forward to the fix

FFCCZACK101

Not sure if other players are still experiencing this but my character that I have transferring over to each new version still doesn't receive any XP from combat it just says zero out of how much I need. If I make a new character it works like normal but I really don't want to have to start all over again considering my character is a very high level.