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Update 1.40

Rogue Fable III · Community Announcements · October 31, 2021

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Hello everyone!

Getting close to the end of development and I’m pleased to say that everything is going according to schedule. The main theme of this update is a complete overhaul of the player races along with some final balancing and tuning.

I was a bit nervous going into this update as I had not touched races since they were very hastily added way back in alpha. Until now I’ve almost exclusively done all my playtesting with human and so this felt like less of a rework and more like starting completely from scratch. I’m happy to say that it went very smoothly and I’m quite pleased with the results, so much so that now I find myself wondering why I’d ever play human when there is so much more interesting complexity with the various race/class combinations. I think this should really add a nice additional layer of depth to the game.

Going forward the next update which should be done by the end of November will focus mainly on getting a bunch of achievements implemented and redesigning the character selection and records screens to reflect the choice of class/race. Also there are still some holes in content that I’d like to fill and a bunch more Yendor levels wouldn’t hurt either. Then its just lots of debugging and final balancing with a planned final release sometime in mid-late December in time for the Steam Winter Sale.

So with all that said, onto the update!

Player Races:


As mentioned above, this was the bulk of the update. The primary goal of races in my mind is to add a whole new layer of variation and depth to character development, to expand the scope and complexity of the game. The races are NOT balanced with each other by design, in fact they can probably be sorted into normal, hard and very hard difficulties.

Human should be the default choice for new players and should be the easiest race to play. All other races should be harder, or at least trickier to build and play characters with. I tried to avoid really obvious race/class synergies where certain races are just better at certain classes and worse at all others as I don’t think this really adds anything interesting to the game, though of course this can not be completely avoided.

So regardless of the race/class combination, all non-humans should be harder or trickier to play than their human counterparts. This took me awhile to fully wrap my head around and commit to fully but as an example an Ogre Warrior should actually be harder to win the game with than a Human Warrior. Now, in skilled hands, this Ogre Warrior is going to be an absolute monster of a tank that should feel stronger, or at least ‘tankier’ than the human but the key here is that it should take a bit more skill and game knowledge to actually get this to work.

I was kind of hesitant about doing unique race/class sprites for every combination as art can be pretty hit or miss for me as far as quality and time but I think they actually turned out quite nice and it encouraged me to clean up the human sprites as well which were getting a bit crusty looking. The next update will have an overhaul of the character selection screen and the game records/achievements to better integrate the more prominent role that races now play.

So here's the new changes to races and their various bonuses and penalties. Feedback here is definitely appreciated once we’ve all had some time to play through these. Again, the goal here is for the races to play very distinctly so feedback or suggestions on how to make them more distinct is most important.

Ogre:
Ogre is the classic lumbering tank race with the potential for a massive hit point total and the ability to wear the heaviest armor. Slow movement speed is a pretty big penalty, interestingly more so for melee focused characters.


The two-hand weapon + shield mechanic was removed for a number of reasons:


Troll:
The troll should be a frantic race to play where resting is not an option. Trolls should have to just barrel from one fight to another as quickly as possible in order to keep from starving to death. I think some additional traits may be appropriate here to further emphasis this sort of play style.


Gnome:
The glass cannon race with huge offensive potential but incredibly fragile. I went through a few iterations here to try not to make the gnome just a better caster and worse at everything else. Don’t think I succeeded completely so suggestions here are appreciated.


Fairy:
Elves were kind of boring in my mind so they got replaced by fairies which are the DEX version of the gnomes glass cannon. The enchantment mechanic is actually very strong imo and works well regardless of class.


Mummy:
Mummies were actually one of the few races I was quite happy with. They are very, very hard imo, the inability to use potions is just a massive penalty which the lack of food does little to balance against. I was playing around with also making them slow moving like the ogre but this was just way to much. The unique talent requirement system is at least some advantage that also makes a big difference as to how you spend your attribute points.


Gargoyle:
I was also reasonably happy with the gargoyles existing implementation. The change here is simply that only HP regen is disabled. The issue here is that gargoyle casters were just way harder. If MP doesn’t regen then really neither should cooldowns or speed points which would of course be ridiculous. I actually think the gargoyle might be to strong now, since I’d like him to be one of the ‘hard’ races, so feedback and suggestions here are appreciated.


Vampire:
This should definitely be a hard race to play, though it can vary quite a bit based on what dungeon branches generate. He probably needs a few more interesting traits to fully flesh him out but I’d like to get some feedback on the initial main mechanic first. For the record I did manage to win a game going through the Iron-Forge with no blood but it was pretty insanely difficult.


Talents:




Player Balance:




Merchant and Friendly NPCs:




Monsters:




Dungeon and Levels:




User Interface:




Bugs and Crashes:




Well that about does it for this update. As always, the next week should have a number of hot-fixes to clean up whatever mess I may have made and then its on to what should be the final major update of the project. Thanks as always for everyone's support and feedback!

Hot-Fixes:


Hot-Fix 1.40.1


Hot-Fix 1.40.2


Hot-Fix 1.40.3


Hot-Fix 1.40.4
BUGS-AND-CRASHES:


USER-INTERFACE:


BALANCE:


MISC:
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