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Update 1.36

Rogue Fable III · Community Announcements · September 25, 2020

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Hello everyone! Big update today with lots of new content, talent reworks, balance tweaks and general improvements.

The big focus of this update was to finish the bosses for The Core, The Ice Caves, and The Sewers, continuing my slow march through the dungeon, finalizing all the content for the finished game. Along the way I did a bunch of balancing and tweaking to player attributes and talents, trying to get everything pretty close to how I'd like it for the final version. Of course lots of bug fixes, interface improvements and general clean up.

NEW-BOSSES:
All bosses have been given unique drops and at least 3 variations of their boss levels. The old end-levels have either been removed or have been reworked to be standard static levels that can generate anywhere.


USER-INTERFACE:
Cleaned up the HUD a bit so that everything fits better.


ATTRIBUTES:
There are a number of goals here. Each point in an attribute should be useful to all builds i.e. you should always get some sort of noticeable improvement. An attribute should never be useless to a particular build (trying to not have dump stats here). An attribute should never feel REQUIRED i.e. you should be FORCED to put a bunch of points in an attribute. In general, I felt like STR was just a bit too good compared to the other attributes and was often required simply in order to wear equipment, even for pure spell casters.


TALENTS:


WEAPON DAMAGE:
All weapons will now have a maximum damage of 2x their base (including enchantments).

First, this helps to balance the pretty substantial power gain in abilities from the cooldown and mana reduction changes above. Generally speaking, I'd like a lot of the players 'power' to be coming from the use of abilities rather than just spamming away w/ weapons. This also makes better weapons 'much' better. Previously all you'd get from an upgraded weapon was say +2 DMG. With these new changes you not only get the +2DMG but actually get +4 to your maximum possible damage which makes a pretty big difference in the later game. Finally this adds some clear breakpoints to character building where, once you've maxed out your current weapons damage, it makes sense to start spreading attribute points around a bit more until/if you find a better weapon.

DUELIST:
I’m trying a complete rework on the duelist so feedback here is appreciated. There were a number of issues that I’m trying to fix here:

1) The duelist was just brokenly OP pretty much from the very first level.
2) The duelist felt oddly tied to his rapier since it felt very odd to suddenly lose the ‘lunge’ attack when changing weapons.
3) The duelists would then sort of gain this ability back with his ‘lunge’ talent which is even odder and overlaps heavily with the charge ability.
4) The duelist talents all use DEX as a requisite and yet increasing DEX didn’t really feel like much of an improvement in itself.

So the idea behind this rework is to really tie duelist talents to speed points and make the duelist the basic ‘speed’ build while cleaning up the weird rapier/lunge progression. This should also feel like a bit of a nerf since, as mentioned above, the duelist was just absurdly over powered previously.


MERCHANT:


MISC:


BUGS-AND-CRASHES:


As always, I'll be spending the next week debugging and tweaking in response to feedback so please let me know what you guys think or if there's any issues. After that, we're really getting into the home stretch here. I've got another update planned handling bosses in The Crypt, The Arcane Tower and The Iron Forge, then another update to rework Yendor and add some bosses there as well (its getting a bit anti-climactic atm). After those two updates its really just a lot of cleanup and auxiliary stuff like achievements, better record keeping, maybe an online leaderboard etc.

Update 1.36.1


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Update 1.36.2


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Update 1.36.3


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Update 1.36.4


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Update 1.36.5


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Update 1.36.6


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