Links updated. At least it wasn’t for the same bug.
Category Archives: Demon
6/25: Whoops
Had to fix a small bug in 6/24 that could cause the game to hang. 6/25 fixes it! Sorry about that!
6/24: Too Many Carrots
Whew. Remind me not to decide to do an all UI and bug fix build again, it’s pretty tiring! Links to the right have been updated!
Here’s the full change log for interested parties:
Updates, 6/24/2017
Dungeon - Renamed Baba's Sanctum to Yaga's Sanctum, which is more gramatically correct.
Balance - Corpse encounters involving demons suffering from a status condition now involve one less demon. - Juggernaut now gives less energy, as a belated adjustment based on movement now being a half-turn action. - Changed Tremane's ability set slightly, in hopes of leading him to be a bit less of a heal bot.
Abilities - Dash now requires an empty space as a target. - Discharge and Emit Sparks can now hit Sleeping targets. Notably, this will cause the AI to be rather reluctant to use them if there is a Sleeping target they might hit. - Changed Wild Frenzy's icon to better reflect it is not a movement ability.
AI - Improved pathfinding and decision making for 'pacifist' demons attempting to keep their allies in sight. For now, this improvement is only for player allies due to concerns about the performance of the new code. - 'Pacifist' demons are less likely to advance on sleeping targets. - The AI will no longer use hostile abilities that do not effect any hostile targets in any way. (This fixes a visual bug where the AI would sometimes use hostile abilities this way if it had another reason to do so, such as cooldowns that are reduced by using abilities of a certain type.) - Reduced the willingness of the AI to take the 'long way' around when pathing to locations where the direct routes are blocked. - The AI will no longer consider using hostile enchantments being used on allies already afflicted by those hostile enchantments, even if it would not change the remaining duration. - The AI is now more likely to use hostile AE abilities on its former allies while Charmed, and is also more likely to attack friendlies who are in different 'groups'. - The AI now values removing the Infection status effect more. - Made the AI less eager to use Miracle cooldown abilities. - Unconquerable now causes the AI to be less reluctant to use Endure cooldown abilities. - Reduced the evaluation for the Regen status effect. - 'Pacifist' demons are now less aggressive when given a Kill Command. - Hand of the Dead AI summoners no longer spitefully delete all of their allies when near death.
UI - Status effects are now displayed as icons instead of text in most places that display status effects. - You can mouse over status effect icons to get a tooltip with information about the status effect's ... well, effect... and its remaining duration. - Fixed a bug where the player becoming Charmed while having too many demons caused a lockup that required restarting Demon to fix. - Bask should now be better about selecting an Ignited enemy as a default target. Bug Fixes - Enemy summoners are no longer, under certain circumstances, oddly hesistant to summon replacement demons during combat. - Fixed a bug where Dash would sometimes fail when there was no reason for it to do so during ability execution, causing the user to get "yanked" back to their original position. - Newly summoned allies now have their last action set to Basic Pass instead of null, allowing them to be the target of abilities that check the last ability used by a target. (This also applies to newly spawned demons from corpse encounters.) - Fixed a bug where abilities with "random chances" did not work properly. - Enchantment removal results are no longer processed if the target enchantment is not present, which sometimes caused odd messages. - A certain ability used by a certain entity now respects the Charm condition and will no longer continue to be used against enemies even when those enemies have Charmed the source. - Your Codex is now cleared slightly later in the end game sequence, so that your demons don't show up as "New!" during the end game review when playing in Solo mode. - Fixed a tiny graphical glitch with negotiation windows in lower resolutions. - Fixed a tiny graphical glitch with the tile cursor during the end game sequence.
Fixing The Last Bug On the List Now :)
Then I’ll be in testing, and then, the new build can be released! So close!
Still Here, Still Eating Veggies
Not much of any great excitement to report: I’m down to the last “bug fixing” phase of the UI and bug fix cycle I’m in. While I’ve fixed many interesting bugs, it just doesn’t make for a super exciting weekly blog post no matter how much I think on the matter. But the build after this one should be a fair bit more exciting…
Now With Exciting Tooltips
Updated Status Indicators Progress
Time To Eat Some Veggies
It’s that time again. Working on new things and experiments is fun, but there’s a bit of a backlog on bugs and UI tweaks I’ve been putting off longer than I probably should have. This will also give me time to see if the player base at large agrees with the experimental changes that were just pushed live.
That said, knowing me, I’ll probably sneak in some interesting stuff too, but I wanted to give everyone a heads up that it was broccoli time again. Cheers, and good luck in the Tower!
5/26: Mad Science
The 5/26 build is released! Links at the right have been updated!
The 5/26 build is the official release of the experimental build content, including:
* Faster-paced combat: Damage and healing have been increased roughly 25% across the board. Most status effects now have increased chances to land, and/or increased effects, but shorter durations.
* Fast Movement: Basic movement is now a 1/2 turn action instead of a full turn action.
* Relic Preservation: Summoner (player and non-player alike) relics can now act to save the life of a dying summoner, temporarily draining MaxHP to prevent fatal damage.
Needless to say, it’s a bit of a brave new world in the Tower. Good luck!