Getting very close now to being ready to release the next build now: most of what’s left is some polish and testing. Network stuff’s new to me, so I’m being a little extra cautious on this one.
The next build will also include some other changes, such as the ability to name characters (necessary for the high score list to make any sense!), and some balance/gameplay changes including but not limited to:
- T:1 and T:2 have been adjusted to be a bit less of a meat grinder and a bit more reliably sane. In particular: Will O’ Wisps and Freybugs have swapped locations (Wisps now appear on T:2 instead of T:1, and Freybugs take their place as a T:1 monster), and Raicho are now weak to Slash, Impact, and Pierce (in addition to Body and Mind, which they were weak to before.) I want a tough-as-nails roguelike, not an unfair one.
- All trait-based requirements/restrictions on recruiting monsters have been removed. Frankly, these weren’t a lot of fun and were making balancing a pain since it meant you could find yourself excluded from large numbers of abilities unless you were willing to completely rewire your party around getting them.
- Hitting any key to “speed up” turns in progress will now automatically skip message log “more” prompts that are related to lots of messages coming in at once (though it will still pause and make you clear “next” prompts, which occur for very important messages, usually related to immediate danger.)
- Light and Dark “smite” abilities have been adjusted, based on how common their condition is, and how easily the condition is averted. As a result, some got stronger (Agony), some didn’t really change (Blight), some got a little weaker (Punish), and some now act completely differently (Exorcism and Bane now do damage based on the target’s remaining HP, for example.) Also, Easg Saint now get Humble instead of Punish, so that the first introduction to smiting is one that can’t be fatal.
- Made the friendly demon indicator a bit easier to see (it’s now almost-neon green instead of a subtle blue.)