10/6: Options and Warps

New build is up! Check the links to right to grab your preferred flavor of Demon. :)

Major new features in this build:
* An options screen, accessible with the – key, that allow you to tweak various aspects of Demon’s gameplay and interface.
* Most stairs in the Tower are one use only: you cannot go back to previous floors, and side dungeons may only be attempted once.
* Side dungeons now appear much more often. (No new ones added, but you’ll always find the ones that do exist.)
* You can now see a demon’s basic attack ability in its character sheet (use arrow keys to change pages to get to the one it is on.)
* Improved information about demon modifiers when using a Silver or Gold Matrix.
* Improvements to how the player is displayed versus allies on the main map.
* The player is now included in almost all party menus so that hotkeys stay in sync.

Enjoy, and good luck in the Tower. :)

9/21: Keeping Warm

Pushed a small build just now with two bug fixes: Warmth now correctly continues to add increasing bonuses beyond the first visible Ignited character, and Regen no longer causes resting to take forever. :)

9/20: ARRP!

The Annual Roguelike Release Party 2015 build of Demon is out! Go get it at the links on the right, or from right here if you prefer: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

The list of changes in this build is fairly extensive, but here are the highlights:

  • Significant improvements to melee combat abilities: “charge” abilities such as Bull Rush and Pounce now have their own cooldown instead of using Breath (allowing them to be used more effectively with Breath cooldown abilities), “whisper” abilities such as Yellow Whisper that can be used at melee range for control effects are now free actions, and “support attack” abilities such as Reviving Cut, Guarding Cut, and other Crown of Glory abilities can now affect the user as well as allies.
  • A review of melee characters in general was undertaken and completed: nearly two dozen of the Tower’s denizens were given new abilities or had old ones swapped out as part of this change. You can expect melee-oriented demons, summoners, and heroes to be more effective/dangerous, and to have some new tricks, even those found on the first floor.
  • Over a dozen new abilities added, many of which appear as starting options on relics.
  • A small number of new monsters have been sprinkled throughout the current 17 floors of the Tower to provide access to some abilities that needed to be made part of the commonly available set.
  • Some polish work on relics in general: a few more primary and secondary options have been added to or tweaked for most of them, and the starting stats granted by the choices you make for each have been adjusted.
  • ‘p’ is now an alternate hotkey for using portals to accommodate Spanish keyboard layouts a bit better. (Portal Search has been moved to Shift+’p')
  • Tooltips for stats such as Strength, Agility, Vitality, etc. now give some information about the benefit your current amount of them is providing you with. The tooltips will also preview the results of pending changes, such as bonus points assigned during level ups, or during previewing a new modifier for a demon.
  • Fixed a bug with Panic that was causing it to not properly randomize the target’s targeting most of the time.
  • Reactions no longer trigger Guilt and Pariah.

I hope everyone enjoys the new build, especially anyone who was struggling to get melee off the ground before. It was certainly doable before (2 of 4 wins post-relics have been melee), but now it should be much more in line with magic and support in terms of fun, effectiveness and entertaining build options to consider.

Good luck in the tower, and please, consider playing some of the other roguelikes released for ARRP as well! You can find a list of them here at the RogueBasin: http://www.roguebasin.com/index.php?title=2015_ARRP

9/11: Small Fixes

The 9/11 build is up at the download links. :) Fixes a nasty bug with Rallying Cry, and also improves the interface for using abilities that can only be aimed at yourself.

9/10: Not All Who Wander Are Lost

New build posted! The download links on your right have been updated t0 the 9/10 build. :)

9/10′s big feature will come as no surprise based on my last few posts: automapping!

You get both a small automap helpfully located in the bottom-right corner…

Map5

…and a zoomed in version you can access by pressing Tab or the m key.

Map6

This build also makes some small balance and interface tweaks, but automapping is the big deal. :) Check it out, and good luck. :D

8/30: What’s in a Nickname?

New build posted! If you just want to dive in, the build links on your right have the new 8/30 build for PC, Mac, and Linux!

The 8/30 build’s main new feature is demon nicknaming:

RenameOption

You can now give any demon in your party a nickname while viewing it’s character sheet by pressing Shift+n. Nicknames are shown throughout all interfaces, the one partial exception being on the character sheet where it is shown in quotes to remind you it is a nickname, and not the demon’s default name. If you ever do want a demon’s nickname back, simply rename it again and enter an empty name. (And yes, you can even rename uniques!)

In addition to a collection of minor and moderate bug fixes and UI improvements, the 8/30 build also added a fun new twist to unique demons: all unique demons now offer a unique modifier when sacrificed to a Silver or Gold matrix. For example, here’s a preview of what would happen to a Gandayah if you applied Vihkor’s “Whirling” modifier to it:

WhirlingGandayah
Yes, that’s a 20% speed increase! Unique modifiers can have extra little perks like that. :) Here’s another shot of a Gandayah previewing the “Brewmaster” modifier offered by Ninkasi:

Brewmaster Gandayah
Two resistances? Yep! :D This isn’t power creep though… after all, if you sacrifice a unique to matrix, by definition you’ve given up on the equally interesting option of using a Gold matrix to modify the unique itself. :) Choices, choices…

Anyway, one week left on the job before I’m free to do full time Demon work, but it will probably be an extra busy one, so this might be the only post until the weekend. Cheers, and good luck in the tower!

8/24: Missing Tooltip Fix

It’s probably the lamest reason ever to make a build, but I can’t stand having known bugs, even small ones, out in the wild when I know I could easily fix them though…. so, yes, 8/24/2015 is out, and all it does is turn Judge’s Mein’s tooltip on and make a small VFX change to Shocking Spear.

The actual productive part of my week Demon-wise starts Wednesday. :) I’ll let you know what’s cooking that *isn’t* a silly bug fix at that point. :)

8/23: Squishing a UI Bug that annoyed me

Feel free to skip this build if you like. :P All it does is fix a bug where the auto-target UI for player abilities preferred to aim projectile abilities “behind” intended targets. This was not wrong behavior per se, but it did look weird so I went ahead and fixed it real quick.

If it sounds like it’d annoy you too, download away. :P Otherwise 8/22 is perfectly fine. :)

8/22: These Six… No Seven, Seven! …Relics

New build is up! Check out the links to right for the PC, Mac, and Linux zips. :D

SevenRelics

As promised, this is the build that adds the first six seven relics to the game, the six previously previewed relics, and the “secret” seventh I kept under wraps because I do things like that sometimes. :)

Chosen at the start of character creation, relics determine your character’s appearance, what elements they can choose from, and what abilities those elements will provide. I think the relics allow character creation to do a much better job of letting you get a good start on the playstyle you want. :)

The other major feature of the build is revamped ability descriptions. The new descriptions do a much better job of explaining what abilities actually do, and in giving you information you can use to compare abilities and make decisions about which ones suit your needs best.

As previously discussed, the scoreboard has been reset with the release of this build. Good luck climbing to the top!

7/23: A Small Group of Small Fixes

Nothing too exciting in this build, an adjustment of the time limits on some “defeat X enemy” capture requirements, a small upgrade to hotkey button tooltip UI, and some typo fixes in a few descriptions, But, I wanted to go ahead and do this before getting into the implementation work on anything bigger, so here you are. :)