3/2: The Word For World Is Trees

It’s finally here. :D The new build (available for download right now at the links over on the right) is out, adding the forest realm of Arcadia as a possible for substitute for Tower: 1 & 1/2.

Arcadia

When Arcadia is in a given game, you will find its portal on Tower: 3 (notably, not Tower:2 where Tower:1 & 1/2 is accessed from.)

This build also has some other good stuff:

  • Slimes are no longer weak to Fire and Electricity.
  • Freybugs are now weak to Light instead of Fire.
  • Modifiers granted to demons now give stats focused more on the role the modifier encourages rather than just the abilities it can grant. (i.e.: Melee modifiers now grant more Agility and Vitality than before, for example)
  • Some small adjustments to Earth Break, Avalanche, and Bloodlust to bring other melee abilities back up to speed. (Yes, this means I nerfed those three things :P Sorry, had to be done! :P )
  • The new demons local to Arcadia can sometimes be found in the Tower itself, as early as Tower:4.
  • Adjusted the AI calculations for stagger/turn acceleration effects.

Enjoy, and as always, good luck in the Tower. :D

:D

And he emerges victorious, with some new powers and new friends. :D Build should be out relatively soon today! :D

OutOfTheForest

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Next Build’s Almost Ready

Hey everyone. :) The next build featuring the new possible alternative to Tower: 1 & 1/2, the untamed wilderness of Arcadia, is in testing now. :D Hoping for a release late Wednesday or sometime Thursday. :D See you soon!

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Arcadia: The Untamed Forest

Still have some work to do on the walls to make them a bit less hedge maze and bit more forest, but things are far enough along now where I can show off a couple of screenshots. :)

Here’s a terrain shot:

Arcadia1

And, here’s a sample map generated using the new forest “architect” I made for the level:

Arcadia2

I really like how the maps have turned out. :) They tend to have one big forested area, but with lots of fun side paths into smaller areas. :D

Arcadia is a one floor side dungeon that will appear in 50% of games. When it appears, its portal will spawn on Tower:3, and the unique Actaeon will always spawn within it. Games where Arcadia appears will *not* have Tower:1 & 1/2, the two are part of a dungeon set (the first in Demon), only one dungeon in each set spawns each run (similar to Lair sub-branches in Dungeon Crawl Stone Soup.) This also means you may finally be able to run into West and Headless in the main Tower again…

Still a bit of work to do for this build, but I’m hoping to release relatively soonish. :D Stay tuned!

Forests Are Hard :P

Hey, didn’t mean to go silent for more than a week. :D I *almost* have Arcadia’s terrain looking good enough to show here, and will post something soon. :D Organic terrain is much trickier than interiors. :P Stay tuned!

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2/13: Bug Fixed

New build is up at the links on the right. :)

Fixes the 2/12 bug where certain status effects couldn’t expire while the affected character was unsummoned.

Also fixes a long-standing bug with Maul that caused the first attack to be auto-hit.

Bug Fix Build Coming Soon, But Here’s a Temp Fix

So, there’s a bug with the new control effect duration changing code where these effects never wear off if the demon is in your stash :P

That’s pretty bad, and I’ll be rolling out a fix ASAP.

However, it’s somewhat of an illusion: if you summon the critter, the effect should wear off before it takes it first turn still. Just means you can’t remove it while resting if they’re stashed, which is annoying and bad.

Anyway, fix will be coming soon. :) Sorry about that. :D Even I don’t think of everything, sometimes. :)

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2/12: Fixing Broken Hearts

…among other bugs, polish fixes, and small UI/AI tweaks. Probably not the most exciting build ever, but I can’t completely neglect non-content things, even during a content push. :)

Major highlights:
* Frozen Heart and Storm Heart actually work now. :)
* Many ‘control’ type status effects now “wait” until the target gets a turn before expiring. Since these status effects can’t be refreshed by being reapplied, this helps raise the odds of the target getting at least some ‘clean’ turns now and then, even when facing several opponents capable of applying control effects.
* Some AI tweaks related to Guilt, Pariah, DEFDown, DEFUp, EVDDown, and EVDUp effects.
* Other assorted polish bits, balance tweak, and bug fixes.

The next build will be a bit more exciting, but we have to eat our veggies too. :D Good luck!

Next Build In (Brief) Testing

Assuming all goes well, the 2/12 build will be released tomorrow. If I’m being honest, it isn’t anything too exciting, except maybe for the balance change where “control” type effects only expire at the start of the target’s turn (thus raising the odds of you getting at least one ‘clean’ action now and then, offer not valid if under multiple control effects at once. :P ) The rest is just a collection of small UI, AI, and balance tweaks that had built up during content pushes. :D

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