10/13: Bowl of Carrots

Bigfoot

Annnnd, the build is released. :D Links on the right have already been updated, so grab your copy when you’re ready. :) Two quick reminders: 1) This version does not change the scoring model, so scores from the previous build will still be shown, and 2) There is a new option that by default displays all other-player summoner names on the scoreboard as “Player”, you can disable this if you wish in the options menu accessible in game with the – button.

I hope the interface improvements are helpful. :) Having eaten my fill of UI vegetables for awhile, the next build will be something a bit more meaty, I promise. Good luck in the Tower!

9/19: Bug Fixes

Hey folks. :) Updated the build links to 9/19, which includes a fix for a bug causing Sudden Chill to affect allies as well as enemies, and Pyre Rite to affect enemies as well as allies. Thanks for the quick report ayayaya. :D

9/18: Several Sanctums (ARRP 2016 Build!)

And we’re clear! The 9/18 build, for ARRP 2016, is up! Download links to your left have already been updated!

In case you’ve missed it, the big changes in this build are:

  • 10 new demons, including 3 uniques.
  • 22 new abilities.
  • 9 new Sanctums, 4 of which will appear in each game, controlled by uniques old and new alike.
  • Some moderate adjustment of the “Strength = Defense” mechanic to make it more balanced at low and high Strength.
  • Some changes to how bonus MaxHP accumulation/loss operate to make this a more viable mechanic for melee casters.
  • Other smaller bits and pieces, detailed in the change logs included with every build.

Enjoy, and good luck in the Tower. :D I’m a tired FerretDev and am going to go be flat somewhere for awhile to prepare for Shin Megami Tensei IV: Apocalypse’s release Tuesday. :P

8/3: Light and Darkness

The new build is out! Downloads available at the links on your right like always. :D

Several significant changes present in this build: a significant revamp of Light and Dark abilities, tweaking of the Credits costs for most transmutations, Strength now reducing damage taken from attacks, and several UI improvements and performance boosts as well. The previous post (and the change logs included with every build) can give you more details if you want them. :)

Enjoy, and good luck in the tower. :D

Telvora2

7/1: Upgrade Complete

This is the “real” relic upgrade build. :D Links to the right have been updated as usual. :) There actually aren’t many changes from the 6/25 “preview” build, as it turns out: just a fix for the nasty Consume and Recycle bug, a fix for a negotiation sacrifice bug, and a scoring model change.

Before I get into details about the build itself, a small announcement: Demon development’ll be going mostly dark for roughly a week or so coming up. Short version is, I’ve had some pretty heavy real life stuff happen recently and I need to digest it. I wanted to meet my obligations to you folks before running off to do that though. If you want more details, I’ve posted about it here in the off topic section of the forum: http://forum.ferretdev.org/viewtopic.php?f=7&t=165

So, Relic Upgrades!

Relic Upgrades are a new feature that add new or tweak existing relic functions. Every relic begins with 2, and new upgrades can be chosen upon reaching 5th level, 15th level, 25th level, etc. They have a wide variety of effects ranging from simple discounts to existing functions as Copy Ability and Fuse Demons, to offering entirely new functions such as Soul Armor (the ability to make a demon’s resistances and Speed your own), Revelation (teach demons abilities from their modifier’s list), and Enemy Sense (can see enemy positions on your map.)

This build also includes several balance changes of note: “defeat X enemies in Y turns” capture mechanics have been made more challenging, multi-element attacks have had their SP costs reduced, Breath weapon cooldowns have been reduced a bit, and demon resistance tables in the mid and late Tower have been adjusted with a particular eye to making Fire vulnerability a bit less common. In addition to these bigger adjustments, some smaller tweaks were also made.

Finally, there have been reports of some new demons being added, creatures out of urban legend rather than proper mythology. But, sightings have been rather rare, with the notable exception of those chosen by the Vodun Mask: summoners of the Mask seem to much more frequently report sightings of these strange new demons than other summoners. Eh, it’s probably all nonsense though. :P

I hope everyone enjoys the new relic upgrades system, and as always, good luck in the tower. :D

6/25: Upgrade Complete (Almost?)

This is going to be a short for a build post, and also a bit of a weird build post, bear with me. :P

* The 6/25 builds have been added to the usual download links. However, the 5/3 builds have been left up as well. The dates are clearly marked in the file names, it should be easy to grab the right ones. (This is a bit of a change from my original plan of making a separate download link that I discussed in the forums, sorry for the confusion.)

* This is because I have unexpectedly been called out of town for a few days, and will not be here to address any bugs, even very very bad ones, that may be present in the 6/25 build. If you run into problems, you can always re-download 5/3 and play that until I return and can fix such bugs.

* I need to leave for the airport very soon, so unfortunately I can’t really say much else here. That’s okay: when I return, and when I fix any bugs that have come up, I will do a more “formal” release of the build, including my usual posts on RogueBasin, Twitter, etc, and a more in-depth discussion of what’s new in the build here. However, I *did* update the changelog included with the builds, so you can read all about there right now if you like.

* This is a pretty significant balance change for Demon, similar in scope to the addition of currency a few months back. Like with currency, I expect that despite my best efforts, some things will end up out of whack and need adjustment. This means two things: 1) Don’t get attached to the current versions of anything yet, 2) Don’t assume anything is “intended” to be the way it is, especially if it seems crazy over or underpowered. :P

Apologies again for the odd circumstances surrounding this release. It was either this weirdness or put off releasing until I got back late next week. I decided to take a bit of a risk and go ahead and release oddly so you folks can try out the Relic Upgrades a bit sooner. :) Thank you for understanding, and good luck in the tower!

5/3: Of Mice and Wraiths

The new build is released! Grab it at the links on the right. :D

The main three changes in this build are:

1) The long-requested and finally added “off click to close” feature: right-clicking off of a pop-up window such as selecting a character to summon, choosing an item to use, etc. will now, if possible, close the window, just as if you had pressed Escape instead.

2) With thanks to ayayaya on the forums for the suggestion: Bonus MaxHP gained by using abilities no longer degrades over time, instead, it is lost when you take damage: 50% of the damage you take is also deducted from any bonus MaxHP you have. This allows professional drainers to keep bonus MaxHP around without having to micromanage resting/healing. Of course, this rule change also applies to the enemies… on the assumption they have encountered other foes in the past, any character that spawns with a MaxHP draining ability (including even negotiation demands) will generate with some bonus MaxHP added. :P

CharlissIsMean
(Yep, even heroes spawn with bonus MaxHP if they have abilities like Vigor Siphon. Remember, you can right-click off his character sheet to close it once you’ve seen how many bonus MaxHP he spawned with! :D )

3) I finally fixed a long-standing issue where if you backed out of training/copy ability at any point, it automatically dumped you back to the neutral interface instead of just one menu back, in some cases. UI bugs are the worst. :P But, this one is finally dead! Yay!

And now, I am finally free to get back on to fun stuff, which I will have more to say about very soon! Stay tuned, and good luck in the Tower!

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

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!