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Update 1.37

Rogue Fable III · Community Announcements · May 07, 2021

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Hello everyone! Update 1.37 is finally here after a long development cycle but I'm very pleased with this one. The main thrust of this update is a complete rework of the Branch-II zones (Forge, Arcane, Crypt) and the addition of new end zone bosses. Along the way I added an absurd number of new vaults and special levels throughout the game and generally fine tuned the balance in many places.

After this, I'm planning a final major update for The-Vault-Of-Yendor which is looking pretty lame now in comparison to all the levels that come before it and then its just a number of final clean-up updates before I'm calling the project complete.

Dungeon Generation and Content:


Zone Expansion:
Due to the new boss levels generally consisting of a single large room, I've expanded the length of the two branch zones (Sewer/Core/Ice and Arcane/Forge/Arcane) to 5 levels. So there are now 4 standard levels and the special boss level at the end. These special boss levels now have unique level names reflecting the boss so for example The Crypt levels now display as "Crypt:1/4" - "Crypt:4/4" followed by "The Tomb of the Lich King".

Zone Partition:
The zones in the later half of the dungeon (the two branch zones + Orc/Temple) have had their difficulty and spawn tables more distinctly partitioned. There is now a more pronounced jump in difficulty at the halfway point and of course the boss level is another noticeable jump. I tend to prefer these kinds of discrete 'breaks' in content which as opposed to just smooth gradients. During my testing I found that this encourages a much less linear path through the dungeon where, depending on my build, I may do the first half of a zone then return later when I feel better prepared for the second half. For reference the following levels are roughly equivalent in difficulty:

Orc:1-3 and Ice:1-2
Orc:4-6 and Ice:3-4 and Crypt:1-2
Crypt:3-4 and Yendor:1-2
Yendor:3-4

Branch-II Zone Rework:
This is the bulk of the update with complete reworks on the generation and content for The-Iron-Forge, The-Arcane-Tower, and The-Crypt. Pretty much rewrote all the generators from the ground up and added a ton of new vaults, layouts and levels. Also added new end zone bosses to these 3 zones which I'll leave as an exercise for the player to discover. Some specifics:


Vaults in Other Zones:
During the Branch-II rework I significantly improved the system I use for creating, storing and tagging vaults and so I ended up adding a quite frankly ridiculous number of new vaults, layouts and special levels throughout the rest of the dungeon. I'll be continuing to do this for the remainder of development as ideas and inspiration strike. Just for reference we're now approaching nearly 2000 unique vaults.

Monster Balance:


Monster Power vs Num Monsters
With the introduction of so many vaults to the game it was becoming common for single large vaults to contain most of the monsters in a level leaving the rest of the rooms empty. Furthermore, I find that large fights with lots of different monsters tend to be more interesting, particularly in the late game. So to this end I've reduced the hit points and damage of enemies a bit and increased the number that spawn, specifically in the later half of the game. Note that these changes are more of a nudge then a drastic change, I think most of the values only changed by about 20% but I feel like it makes the later half of the game play a lot better.

Monster Hit Point Rounding
Monster hit points greater than 20 are now rounded to the nearest 5. This doesn't really make much of a difference balance wise, I just prefer the 'cleanness' of not having enemies with 39 or 41 HP.

General Boss Changes:


Specific Monster Changes:


Player Balance and Changes:


Attribute and Talent Gain:
The old system was a bit messy and difficult to predict. I cant even remember on which levels the player got attribute and talent points. So to simplify things and make it easier to plan your build the player now consistently gets an attribute point every level and a talent point on every odd level. To compensate for the greater control over attribute points, talent requirements have been slightly increased.

I've decided to remove random attribute gain from leveling up as I believe the player should not be 'forced' to take some random attribute as part of the basic character progression system. Fountains and potions of attribute gain will continue to give semi-random attribute points.

Tome of Knowledge


Non-Magic Ability Cooldowns:
The second rank of most non-magic abilities now reduces the cooldown in half rather than increasing the power. Though on paper this doesn't effect the balance (say half damage, twice the speed), what it does is provide more options and control for higher level characters. I was finding it frustrating to use my 2-3 abilities and then have everything on cooldown and be left with no better options then just spamming attacks. This is related to a point above regarding monster cooldown. Most battles are over quite quickly and so shorter cooldowns should be preferred.

Levitation
Changes the way that levitation works when hovering over pits. Previously you could float there indefinitely and melee enemies would never be able to attack you. So now when floating over a pit, a 10 turn timer will be added to your status effects after which you will fall down the pit. Not really a massive change but simply removes an obvious exploit.

Talents and Abilities:


Enchantment
Many stats will now increase by a greater amount when enchanting. This was mostly apparent with stuff like hit points where +10HP was only turning into +11HP/+12HP/+13HP when enchanted multiple times. Its now roughly a 20% increase so many items that were not worth enchanting now get pretty substantial upgrades.

Bugs and Crashes:


A bunch of stuff I'm likely forgetting to list but the following has been fixed:


As always there's tons of little tweaks and additions that I've failed to list so give it a whirl and please let me know how it goes, what's working, what isn't working and any suggestions etc. As is always the case I'll be dedicating the next few weeks to reading through feedback and bug reports and trying to hammer this thing into a stable state with daily hot-fixes.

Thank you everyone for your continued support and a big thanks to those who have reviewed the game here on steam, it makes a big difference in terms of discovery in the Steam searches. Just one more to go to hit the big 300 :).

Hot-Fixes:


May-10-2021 Update-1.37.1


May-12-2021 Update-1.37.2


May-13-2021 Update-1.37.3


May-17-2021 Update-1.37.4


May-18-2021 Update-1.37.5


May-24-2021 Update-1.37.6


May-28-2021 Update-1.37.7


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