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Update 1.38

Rogue Fable III · Community Announcements · August 06, 2021

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Hello everyone!

Another big update today. Last time I mentioned I was ready to start working on completely reworking The Vault of Yendor and I figured that I'd spend the first week or two cleaning up some bits and pieces across the rest of the game. Well those bits and pieces sort of grew, as they always seem to do, and as the weeks turned into months I figured it would be better to just make this a big clean up and all around content update.

I had a bunch of help this time from a friend who's worked with me before (Zellyna on the Discord server). He did a ton of new vaults and levels, vastly increasing the amount of dungeon content in the game. So big shout out to him, we'll be continuing to work together for future updates as we wrap this project up.

I also want to give a big shout out to Random595 (also on Discord) who has recently posted some quite frankly insane challenge runs to YouTube. His 1HP challenge runs pretty much confirmed in my mind that he understands this game far better then I do, so be sure to check him out!
https://www.youtube.com/channel/UC4zVFdgPe_3gJUCoW5-YP-Q

Now onto the update:

Dungeon and Levels:


As with the previous updates a ton of new vaults and levels across all zones in the dungeon. Roughly half the time on this update was spent in this area so there's a lot to see here. In particular Colten added a lot of new unique special levels filling out a lot of zones that were previously missing anything of this sort.

Attribute Shrines:
An attribute shrine (STR, DEX or INT) will now always spawn somewhere in the lower parts of the dungeon allowing the player to buy attribute points. This provides another place to spend gold and gives the option of either maxing out your builds primary attribute or else quickly building up a secondary attribute. This may later be expanded to a larger set of shrines to various gods each granting different bonuses.

Merchant:


Portal Spawners:
The Dark Temple now has triggered spawners that teleport in monsters. This lets us setup more ambush type vaults with enemies coming from multiple directions. I'm always looking for more ways to setup fights where the enemies are not just coming from one direction.

Misc:



Player Character:


General:


Talents:


Items:


Monsters:


Elite Monsters:


Monster Abilities:


Monster Balance:
Most of this is part of the general, ongoing theme, of reducing cool-downs to more closely match the length of fights. If you've missed the last few updates, I did a bunch of tests that confirmed that the vast majority of fights take well under 10T which was the sort of default, no brain cool-down I was using originally for most enemy abilities. Since I want enemies to actually use their abilities more than once in a fight, I've been gradually reducing cool-downs across the board.


Game Mechanics:




User Interface:




Graphics and Animation:


Did a bunch of little improvements and cleanups that I'm not going to bother listing but I did spend an ENTIRE DAY making nice little corners tiles for pools of water and other liquids so damnit I'm listing it here!

Totally worth it...

Bugs and Crashes:




Alright, that about wraps it up. Next time The Vault of Yendor for real this time! I cringe every time I reach it since its so primitive compared to the rest of the dungeon now.

Thanks as always for everyone's support, feedback and the positive steam reviews (we passed 300! weee!). Will be spending the next week or so doing hot-fixes as per tradition :P

Hot-Fixes:


Update 1.38.1 - Saturday August-07-2021:
- Fixed goblet not spawning on some of the the last levels.
- Fixed level-gen crash (there was a note mentioning food and totally messed up tiles if you reloaded)
- Fixed crash w/ a level in The-Upper-Dungeon where clicking the Tome-Of-Knowledge resulted in a crash.

Update 1.38.2 - Wednesday August-11-2021:
- Fixed a Slow-Explore crash when playing Ogre in The-Iron-Forge near conveyor belts.
- Fixed a crash in The-Iron-Forge when poison clouds (or any clouds) were cast atop a steam vent. Game would crash when the steam tried to come out.
- Fixed some messed up platform walls in a few vaults/levels.

Update 1.38.3 - Friday August-13-2021:
- Fixed some inaccessible vaults that were being placed in the wall in The-Sunless-Desert
- Fixed shrines either allowing you to buy points past your natural cap or not allowing you to buy points when you were not at your cap. It was not checking your race/class bonuses.
- Fixed a whole host of level-gen crashes in The-Orc-Fortress. This took an absurd amount of time (10+ hours) just to isolate and replicate. What I finally found was that a few vaults were off by one in the map file and so they had open floor tiles on their edges. When these were placed up against the map edge a number of different crashes could occur. So after all that time spent isolating this damn crash the solution was... to move the vaults over by one tile. Programmers will understand the mix of pain/euphoria :P
- While holding an item on the cursor both the talent and attribute upgrade buttons will now be hidden.
- The spell Discord was incorrectly requiring clear LoS. This has now been fixed.
- Fixed a bunch more messed up platform wall tiles. I believe I caught them all this time.

Update 1.38.4 - Saturday August-14-2021:
BALANCE:
- Weapon-Mastery-II changed to only increase damage cap to 3x base damage (still found it very strong during testing).
- Charge-II has its range reduced from 6 => 5. I found that 6 is so close to the max LoS range that you very rarely have to even maneuver to get into charge range.
- Mummy race is now immune to poison and poison gas.
- Levitate now completely negates the effects of conveyor belts.

BUGS_AND_CRASHES:
- Traps will no longer be placed adjacent to conveyor belts.
- Fixed an odd bug where enemies near a Tome-Of-Knowledge were treated as if they were in your LoS even when far away.
- Fixed some odd pathfinding behavior where enemies would step back and forth, never attacking. This ones been an issue for awhile now.

Update 1.38.5 - Monday August-16-2021:
- Removed some debug text that was spamming the console.
- Dominated tentacle spitters will now move in toxic waste.
- Fixed a bunch of issues with charge. Clicking after charging was causing you to charge again. Any type of quick move (including lunge) was causing the game to stop ticking turns. This was also causing the cooldowns to not tick and a few other oddities that were reported.

Update 1.38.6 - Tuesday August-17-2021:
- Shock was targetable and would spread on stuff like Arcane-Arrows and Orbs-Of-Fire.
- You could press Slow-Explore key while charging and it would halt the charge.
- NPC Necromancers were reviving the boss skeletons, which would then drop copies of their unique item.
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