9/8: The Day The Tower Grew To 17 Floors

It was a long haul, but the tower has been expanded to 17 floors! Some other changes have been made as well, particularly to the starting packages, and to how pure debuff spells (such as Weaken, Weigh Sin, etc.) work. Build link, update notes, and a teaser screenshot below!

Link to buildshttps://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Update Notes, 9/8/2014

Character Creation
- Changed Pierce, Mind, Electric, Buff, Debuff, Light, and Dark’s starting packages.

Tower
- The tower now goes up to T:17!
- New enemies (and possible allies) abound, some more special than others.
- T:11 and up now have a different list of random modifiers for demons than T:3-10.
- A large number of new abilities were added, some for the new enemies, some for the new modifiers.

Interface
- Adjusted brightness of floor tiles a bit.
- You are now warned when summoning low health allies during combat (but you can still do it if you insist.)

Balance
- Major: Most non-damaging debuff spells are now Direct instead of Aimed.
- Several tweaks to many abilities…
- Damaging items are now 50% more effective.
- Damaging items now also ignore the user’s stats when determining their effectiveness.
- Swapping is no longer possible if the swappee is disabled or has any Mind-element debuff (Sleep, Panic, Charm, etc.)
- Adjusted hit rates for various status conditions.

Bug Fixes
- Fixed a bug that sometimes caused fleeing monsters to make poor life choices.

Lemme know if you run into any problems. :) Oh, right, and here’s a peek at the sort of nonsense you will sometimes run into in the new part of the tower. :>

ScaryMonster

7/22: Small Update with Bug Fixes

Slowly working Demon back into my newly modified schedule. :) Have some bug fixes!

Update Notes, 7/22/2014

Balance
- All enemy characters on a level are fully healed when you leave that level.
- Nerfed the Lifegiver modifier by giving it some less useful ablities it can possibly generate with.
- Nerfed enemy summoners slightly by forbidding “modified demon” abilities from being passed out so much.

Interface
- Swap messages are suppressed outside of combat.
- The mouse no longer triggers tooltips when the window is not in focus.

Bug Fixes
- Fixed a bug that could cause allies to take the long way around to enemies in rare circumstances.
- Fixed a bug causing the opening title to sometimes flicker white unintentionally.
- Fixed a bug causing the Portal Search button to stay lit if used when there are no known portals.
- Fixed a bug where attempting to hold Alt (such as for Alt+PrintScreen for screen shots) triggered manual reminders.
- Fixed a bug that caused a monster’s health rating to be “Dead” if it had more than 100 MaxHP and less than 1% HP.

7/12 build is up! Beware of enemy summoners and new unique demons!

Builds link: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Also finally got it to where messages for things you don’t see happening no longer post to the message log. :) But, the new enemy summoners are the big deal. Enjoy!

Update Notes, 7/11/2014

New: Enemy Summoners
- Enemy summoners now exist as possible encounters!
- Like you, enemy summoners choose, train, summon, and unsummon their allies.
- Enemy summoners’ minions cannot be recruited until the summoner is defeated.
- But what happens to demons not currently active when a summoner is defeated anyway…?

Content
- Two new unique demons have been spotted in the tower, one near the lower levels, and one near the middle.
- Two enemy summoners, one near the middle of the tower, and one near the current top, are reportedly taking on all comers.

Balance
- Juggernaut is now much more effective.
- The cooldowns on all Endure-cooldown abilities have been reduced. (This is mostly just a buff for Unconquerable, the passive which actually allows Endure cooldowns to decrease during combat.)
- Cleansing Dance and Slash Dance are now treated as movement abilities for various purposes (Swiftness, Evade Step.)

Bug Fixes
- Messages for actions the player did not see happen no longer appear in the message log.
- Fixed a bug where being Stunned while Sleeping could cause the player to gain a turn in which they could do nothing.
- Fixed a bug where cooldowns for Endure abilities were displayed improperly.

Welp

6/27: Standard Actions hotkey bar and some other usability upgrades

Link to the builds: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Yes, another UI patch. I know, I know. I want to get back to content too! And, soon enough, I will. :) Anyway, here are the notes. :P

Update Notes, 6/27/2014

New
- Added a hotkey bar for general summoner abilities.

Balance
- Weigh Sin is now smite-targetted, cheaper SP cost, and has a short Light cooldown.
- Dark Omen is now smite-targetted, cheaper SP cost, and has a short Dark cooldown.

UI
- Hotkey buttons that are ‘in use’ now light up (and all others dim)
- Items are now automatically picked up when you enter a cell containing any. This does not take any game time.
- As a result, there is no longer a pickup/get command, so g no longer does anything.
- Portal search is now shift+P instead of ctrl+P.
- Auto-explore now takes you to portals on the level when used after the level is fully explored.
- Added a reminder about how to use portals when you enter a cell containing one.

Bug Fixes
- Auto-explore now finds all items in a level, for real this time.

 

A screenshot of the new standard action hotkey bar:

Yay

 

And one of a new feature where “in use” hotkey buttons light up and dim the rest:

LightUp

 

Dry stuff. :P But, I’m planning to invite more new folks  to play soon, and this sorta thing is kinda important for that. :) Next build (barring any horrible bugs) will be content though. :D

6/23 Build: In Game Manual And Some Tweaks

Link to the 6/23 builds: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Update Notes, 6/23/2014

New!
- Added in-game documentation! Hit ? to check it out!

Balance
- Madevra and Zaji’s normal spawn locations have been swapped.
- Cynocephali are now slightly more threatening.
- Herd Humans are now slightly more threatening.

AI
- Fixed a bug that caused the AI to ignore Guilt, Pariah, and Sleep status when choosing targets.
- Made the AI less likely to swap based on moderately low health.
- Made the AI more likely to swap based on critically low health or “disabling” status.

UI
- Added a few helpful messages for input fail cases.
- Added a distance indicator to portal listings.
- Activate Link will now default target demons who object to your party makeup, but are otherwise recruitable.
- Made all Discard menus consistent in appearance.

 

Not the most exciting of builds for current players, but it’s an important step before opening the gates a bit more. :) Here’s some screens of the new in game manual in action:

TableOfContents

 

ExplorationManual

New Build Up: Consumables and AI Swapping

Link to the 6/12 builds: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Major changes:

  • The AI is now capable of using the “swap” manuever and uses it quite often.
  • Generally speaking, level, stats, ability set, and current condition of the two entities involved determine whether the AI will swap.
  • In regards to abilities: direct combat abilities (melee attacks, ranged attacks, etc.) make an AI more likely to swap.
  • A large number of new consumables have been added to the game as well, with a corresponding increase in item spawning of 50%.
  • Demons that require you to discard all allies of certain ‘types’ now force you to do it manually before allowing you to speak to them: this way you can spend training points and what not as you please. Use Shift+D to discard allies (this list shows the ‘types’ of demons as well, for easy comparison to the types your potential ally objects to.) A demon’s types can also be viewed on page 3 of its character sheet (use <- and -> to change pages when viewing a character sheet.)
  • Demons that ask you to feed them allies of your choice now allow you to use that ally’s training points before completing the sacrifice. Isn’t that polite of them?

Other changes/fixes:

  • Kill Order (‘c’ key) is now a free action: it does not take a turn to use.
  • The AI is somewhat better about not getting “stuck” around corners during combat.
  • Poison Breath has been nerfed a bit.
  • Fire Breath has been nerfed a bit.
  • Lucky Dodge has been taken outside and beaten soundly with a nerf bat… and may yet be too powerful. :P

Apparently it’s good to post some screenshots when you do new builds, so here’s a couple. :)

Items

The full list of available consumables. What do these things all do? :D

BadCrowd

The new discard demon interface (shift+d to access.)

Have fun, and please lemme know if you run into any problems. :) Thanks!

So let’s see if this works…

Here’s a link to a Google Drive shared folder with PC and Mac builds of Demon:

https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

This build is a major update on even the 5/5 build, much less any older builds. The biggest changes of note (from 5/5): the Tower now goes to 12 floors, AI for handling monsters with no aggressive abilities is much improved, and a new starter pet, the faerie, has been added to give a healer option among the choices.

A few things to remember:

* Not very laptop friendly at the moment. Attempt with my apologies.

* All documentation that exists is in the pair of text files in the executable directory. None is in the game itself. This will be changing soon, but for now, the files are your only hope.

* This is still pre-alpha: expect horrible bugs, crashes, and what not… but let me know if/when they happen. If possible, save a copy of your Save directory as close to the time of the incident as possible, sending it to me may be helpful in debugging what happened.

Thanks for helping me with testing, and enjoy. :)