New stat system almost ready

I’ve been working on the new stat system. :) It’s almost ready.

Basic idea:
* Stats now are rated by numerical values, rather than adjectives.
* The main character gets 5 points per level to allocate (other characters automatically assign theirs, based on their type.)
* Stats have much simpler effects: Strength only affects physical damage, Magic only affects magical damage, Vitality only affects MaxHP, Agility only affects accuracy and evasion, and Cunning only affects the chance to successfully apply a debuff.
* No more Orbs of Change (hooray!)

The new system should be easier to understand and give everyone more control over their character’s development, as well providing better hooks for possible future additions, such as equipment.

This isn’t a finished interface for leveling up, but here’s how it’s coming along. :)

LevelUp

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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

Next Build is in Testing :)

One of the many goodies, the updated character creation packages. :)

NewCharacterCreation

I’ll be uploading the new build as soon as testing is complete. :D Thanks for your patience, this content update ended up being a weeeeee bit bigger than I expected. :)

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Back From Self-Imposed Exile

My temporary exile to a dark realm without good computers or reliable internet is concluded, so I’m back to work on Demon. :) Not a whole lot else to say, just wanted to break radio silence now that I could :D Will have an update on the content push soon. :D

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New Demons Means New Abilities

And now, to go with the peek at the updated monster atlas, the updated ability atlas. :) Once I get all the new ones among these implemented, the next build will be getting close to finished!

AbilityAtlas

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New friends/foes coming next update.

The next major update will have 12 new characters to run into while exploring the Tower’s new floors, T:13 to T:15. Here’s a screenshot of the character texture atlas including the art for the 12 new guys: Scarab, Irikyou, Kuchisake, Shoggoth, Jinn, Bonnachon, Ben Nefilin, Manananagal, Archangel, Ninsaki (a unique demon), Adria (a hero), and Breska (a summoner.)

CharacterAtlas

 

Still adjusting to juggling my new job with work on Demon, but things are still moving along, if a little bit slower than before. :) I’ll post another update when this build is nearing completion. :)

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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

Enemy Summoner Screenshots

New build is getting close to being done! Here’s a few screenshots related to enemy summoners!

EnemySummoner

Ludoc is the first summoner you’re likely to meet…and yep, if Headless didn’t spawn earlier in the game, you may see him as one of Ludoc’s pals. As you can see, just like you, enemy summoners will unsummon and summon their allies as needed. And of course, no recruiting their allies (at least, not while the summoner is still alive…)

RelicExplosion1

Killing a summoner causes their relic to go a bit nuts…
RelicExplosion2

…releasing all of the demons at once, though with various Mind-flavor bad status. However, at this point you can recruit them. Enemy summoners customize their demons just like you do, so they may have some very powerful allies you can snag if you play your cards right.

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