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. Thanks to wizzzargh for the bug report!
Yearly Archives: 2016
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. Congrats ayayaya!
4/12: It Makes The World Go ‘Round
It’s here. 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.
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. 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. Then, back to more exciting things. Good luck in the tower!
Currency Build In Testing
Not much else to say. Hoping to have a clean test series and release shortly!
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.
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 )
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!
Currency Progress :D
Have a screenshot, and below it, a brief explanation.
Currency, found throughout the Tower, is in part being used to replace some older under performing or troubled systems. Two such systems are the “training point” system used to transfer abilities between demons and the “ability teaching” system used by the player’s main character to learn abilities from demons.
These systems were good first passes, but time and feedback had exposed some flaws in them: training points tended to accumulate both too slowly and too quickly. Players often felt obligated to keep demons around for a significant period of time just to transfer their abilities around, and yet also, well-used demons tended to end up with tons of excess training points that could be used to game the system by teaching an ability to them from a demon with only 1 point, then using their much larger pool to spread it around as desired
The new system of simply buying training directly with currency is much more straightforward. Generally speaking, you have much more control over ability copying now (since it is no longer tied to individual demons’ training point pools)… but counterbalancing that are the facts that currency is a shared resource with other systems, and that training has been priced such that the total number of ability copies available will be less than before. Fewer, but better, ability copies, is the outcome.
You may notice the main character has a training cost listed as well: direct purchase of training has also replaced the “ability teaching” system. However, one old rule still applies: while the main character can be taught by demons, they cannot teach demons. This allows starting abilities and abilities learned by defeating heroes to remain semi-restricted and powerful, since they still cannot be immediately copied around to an entire party just because the main character learned them.
More details about these systems, as well as information about the other things currency will be useful for, will be coming soon. Cheers!
3/23: Monkey Business
Small bug fix coming tomorrow
Need to put out a small fix for a bug that can be found around Tower:18 or so when attempting to negotiate with a Shojo. Should have it out early tomorrow. Thanks for your patience, and thanks to wizaaarrrgh for the quick bug report.
3/22: Zoomed In
New build is out, download links have been updated. Lots of good polishy/balancey bits in this one. Next up, currency. A list of the major changes can be found below the screenshot.
Some of the bigger things included in the 3/22 build:
- (Hopefully) cleaned up texture errors that were occurring on a small number of machines.
- Demons with non-aggressive ability sets are now considerably more reluctant to advance into melee when not under orders to do so.
- Characters now need considerably less experience to reach 2nd level: this will usually happen mid-way through Tower:1 now. A bit less experience is also needed for 3rd level, this will sometimes happen as early as Tower:2.
- Several demons have had their resistance tables adjusted, particularly corporeal undead found early in the game. Zombies in particular are very different from before on this point.
- Some early encounters involving Ukobach, Preta, and Jiang Shi have been adjusted to introduce the concepts of ranged attacks, smite-targeting attacks, and leap attacks a bit more gently.
- Auto-explore is somewhat more efficient in how it approaches filling out the level map.
- Four new items can be found in the Tower: the Guardian Gem that briefly provides some protection from attacks for your party, the Magic Map that reveals the structure, portals, and items on a level, the Calm Card that immediately unsummons all of your allies as a free action, and finally, the Zephyr Card that immediately summons one ally at range as a free action.
Plenty of other stuff was added or changed as well, see the change log included with the downloads for more details. Enjoy, and good luck in the tower!
Next Release Soon, Then, On To Currency
Hey. Just a quick update on progress before I dive back into the code.
The next build, which is full of previously backlogged tweaks and improvements, should be out early next week. I’ll post more details about what is in with the build release post, but it’s some good stuff I think.
The build after that one will be all about adding currency to the game. This is kind of a big deal, it’s one of the few remaining major systems Demon has been missing. Adding it is part of a concentrated effort I am undertaking to finally begin to move Demon towards an actual beta.
The other major systems that will be following include glyphs, traits, summoner perks, and actual level generation. This isn’t the order I’ll do them, and is not an exhaustive list of all system work mind you, it’s just a list of the missing systems I consider major.
However, I still plan to mix in some content builds during the process of implementing these so that old hands have some new things to fight in addition to the new systems to use, so there will be that too.
See you again soon for the build release.