New UI Upgrades Are Hard To Show, So Have A Ferret

So, one of the bigger UI changes I’ve been adding for the next build is the ability to close most pop-up windows by right-clicking off of them.

Well, that’s pretty neat. :D But.. uh… it isn’t really good for screenshots. :P The screenshots just look like the window open, or the window closed. :P They don’t even show the mouse cursor!

So, instead, have a ferret. :P The new build should actually be out fairly soon, and then I’ll be back to working on new content and system goodies. :D

FlatFerret

4/20: Budget Cuts

I only barely got this out within the time frame promised, but here it is, the next and for awhile at least, probably last currency tweaking build, which places the Copy Ability cost somewhere between the original values from the 4/12 build and the reduced values of the 4/15 build.

The build also contains some bug fixes, minor UI tweaks, and as a cool bonus, some sprite updates by geminimax, including this awesome new Vikhor sprite. :D Thanks geminimax. :D

Vikhor

Next up: the bigger chunks of UI improvements I was saving for once I had currency in a good place. :D

Quick Update

Hey everyone. :)

My Dark Souls 3 semi-vacation is almost over: starting tomorrow, I’m back at work. :) Not because I’ve actually beaten that delightfully evil game yet mind you, just don’t want to be away from Demon too long. :D

Next up on the agenda: a build with a few more currency tweaks, then some UI improvements, and bug hunting/fixing. That’s two separate builds btw: I will probably formally “announce” currency to the world after releasing the currency tweaks. (Up until this point, I’ve only posted about it here and RogueBasin so that I’d get enough feedback to tweak it, I wanted to wait for that before unleashing it on everyone else.)

After those builds? I haven’t decided just yet, it will either be additional content, or the next system. :) Tempting to just pick the system, since most players still live in the first 25-33% of the content that already exists, but I like to remember my older fans by giving them new stuff to chew on now up there at the current top of the Tower too. :) Still, I can make better decisions about new content once all the systems are in, soo… yeah, just haven’t decided yet. :)

4/15: Discounts!

4/15 build is released. Contains a couple of bug fixes, a change to how Piercing Thrust and Shocking Spear work, and most importantly, a significant discount on the cost of Copy Ability.

Normally, that last one alone would be enough of a balance change to justify changing scoring versions again, but I’m going to pass on that this time. Until currency feels properly balanced, there isn’t much point in changing scoring versions every few days when I make tweaks to it. :P Instead, I’ll just have 4/12/2016 be the “wild wild west” scoring version that had wildly different game parameters under its single banner. :D Once things have settled down on currency, I’ll change scoring versions again.

Granted, I’m not sure how much anyone even worries about the scoreboard, but I wanted to explain anyway. :P Good luck in the tower!

4/13: Grammar Grapples

Nothing much to see here, just a small build to fix a small grammar issue with Delete Ability’s messaging. :) Update when/if you feel like seeing an awkwardly worded statement when you use a very rarely used ability would bother you. :D Thanks to wizzzargh for the bug report!

Pre-Currency Double Win :D

Hey everyone. :) Small post to give a shout to ayayaya, who got a double win on the 2/3/2016 scoring model just about the time I was releasing the new build. Since it’s the on the now previous scoring model it won’t show up in game for anyone on the new build, so I wanted to throw up a post here. :D Congrats ayayaya!

Cycle3

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4/12: It Makes The World Go ‘Round

MoneyMakesTheWorldGoRoundIt’s here. :D The long awaited currency build has finally been released!

This of course also includes a scoring version change, so the scoreboard is fresh and empty again. :) Go play and find out how you stack up in the brave new world. :D

The changes are rather extensive, so I won’t go into full details here in the post. So instead, a short summary:

  • You can find currency in the Tower now, known as Credits.
  • Credits can be spent in the Transmutations menu, accessed by pressing ‘t’ or clicking on its hotkey bar button between View Party and View Map.
  • Transmutations replace several previous systems.
  • Copy Ability replaces both training points and automated learning from demon allies.
  • Fuse Demons replaces Silver and Gold Matrix items.
  • Restore Demon replaces Spirit Chimes
  • Various other systems touched by the new system or the older systems replaced have been updated accordingly.

For this build in particular, I am especially interested in any feedback. :) It’s very likely game balance has been significantly impacted by these changes. That isn’t necessarily a bad thing, but I want to know as much as possible about what has changed in that regard, and it is not always easy to see with your own eyes. :D Please feel free to post in the comments of this post, or (even better!) on the forums with what you think of the changes.

Next up: some UI changes I’ve promised a few people. :P Then, back to more exciting things. :) Good luck in the tower!

Moving Right Along

Currency implementation continues on schedule. :) In fact, most of the main system is done, at this point, much of what’s left are things like as negotiation changes related to currency, new player “suggestion” updating, testing, and balancing.

Currency2

The new Transmutations button replaces the old Training button. It provides access to advanced relic functions, which include all of the ones that use currency.

In the first pass of this system, you will find:

Copy Ability: Copies an ability from a demon to another demon, or to the player.

Delete Ability: Permanently deletes an ability from a demon. You don’t get anything for doing this… but, it can serve as a way to “adjust” the behavior of demons, so long as you’re alright with it being a permanent adjustment (or requiring use of Copy Ability to fix :P )

Fuse Demons: Sacrifice one demon to give a modifier to another, just like Silver and Gold Matrices used to do. I say “used to do” because they’ve been removed from the game. Fusing Demons is somewhat expensive, but you will no longer need to rely on the RNG to give you access to one of Demon’s most interesting progression mechanics.

Restore Demon: Revives a previously slain demon, replacing the functionality of Spirit Chimes, which have also been removed from the game. Restoring demons is also very expensive, but provides a method by which you can claw back from what might otherwise be a catastrophic loss of a key ally. In a slight change from before, you can no longer Restore a demon that was used in fusion.

Delete Demon: Nothing much to say here, this simply allows you to delete a demon if you find some reason you wish to do so. Like Delete Ability, you don’t get anything out of this.

We’re closing in on the release point for currency. :) I can’t deny it is likely to prove to have changed things significantly, nor can I deny it is likely to require some tweaking to get the balance right. But, I wish to reiterate that my goal here is to make the game and the choices it asks you to make more interesting *without* making the game easier. :) Cheers!