⚜ SteamCozy

Home / News / Rogue Fable III

Update 1.39

Rogue Fable III · Community Announcements · September 19, 2021

Read the original on Steam ↗
Hello everyone!

It’s finally here! The last major zone rework in what's ended up being a nearly 2 year long journey. This time its The Vault of Yendor so for the first time, the game actually has a proper end game that doesn't make me wince every time I reach it! I'm quite excited :)

The next few months will be a lot of clean-up and polish as well as lots of additional content filling in obvious holes. A complete race rework is the first major priority and I’d also like to add an additional class or two. Achievements are definitely also on my ‘must have’ list and I'm sure there's some other important stuff. The current plan is to have the game totally finished with an official end to Early Access by mid December in time for the Steam winter sale. I'd love to hear from you all what sort of things you'd like to see in these next updates that you think should really be in the final game.

So now onto the update!

The Vault of Yendor:


The main bulk of the update is a complete overhaul of The Vault of Yendor, its monsters and the final goblet level. I’m calling this a first draft which I’m releasing ‘early’ since I’d like to get feedback on the difficulty level here. I think getting the right balance in this last section of the game is pretty critical.

In contrast to the rest of the dungeon, The Vault of Yendor is composed entirely of hand-made levels, each with a carefully planned theme and challenge. There are over 30 of these already and I’m planning on quite a few more. The 4 main levels of the zone are selected so as to avoid repetition. So for example there will never be two fire themed levels. The idea here is to have the widest possible set of challenges to really test the players build.

These levels are intentionally pretty tough and during testing I’ve often found myself just searching desperately for the exit in order to save consumables for the last level.

The final level is now a proper boss fight with the Wizard Yendor himself. Several fights in fact due to his ‘immortality’. There's a pretty simple ‘trick’ to actually finally killing him which should be pretty obvious by design.

I’m trying to strike a fine balance here between providing an interesting and challenging last fight, while not totally screwing over the player at this final moment. With a good character build, a decent stock of consumables and no silly mistakes he should be pretty straightforward. As amusing as it would be to make this into some sort of elaborate death trap, I’d really rather not see a ton of character deaths at this late stage of the game. The fight should sort of be won or lost long before arriving here i.e. build a good character, don’t blow all your consumables, play the fight carefully and he should be ‘easy’. So please let me know how it goes, feedback here is very appreciated.

Yendor Taunts and Messages:
With the addition of The Wizard Yendor as an actual character in the game, I’ve added some dialog taunts as the player progresses through the dungeon as well as a bunch of signs and messages in various vaults. Though I have no intention of adding much of a story to the game beyond ‘goblet good, go get it’, I think it doesn’t hurt to characterize Yendor himself as a classic evil overlord persona and give a bit of context to the players quest. I’d love suggestions for more signs, messages, taunts, or anything else of this sort.

Attribute Point Rebalance:


Another big chunk of the update is a final major rebalancing to character development, specifically with regards to attribute points.

There were two main issues that prompted this rebalance:

First, with all the new attribute items, shrines, potions and fountains, I was finding that all my characters were ending the game with an absurd number of attribute points. I’d often end up with characters with a maxed primary stat, a very high secondary stat and still have some points left over for the third stat. This resulted in all builds sort of converging on a single ‘do everything’ build rather than each character being distinct.

The second problem, which has been around for awhile is that 1 Speed Point per point of Dexterity is just really really good compared to the other two attributes. Previously it was even set as 1 Speed Point per 2 dexterity but I really dislike these sort of odd break points.

So with that in mind I changed attribute points to be gained on even levels only instead of every level and began rebalancing from there. With a lot less total points, I’ve been able to make each point more powerful. So instead of nerfing Dexterity and Speed Points somehow, Strength and Intelligence are simply stronger in comparison. The changes are as follows:


This ended up being one of those changes that unraveled a lot of design knots that have been bugging me for awhile. I did a ton of testing for this update and my observations have been:


Damage Caps:


Max weapon damage will now only apply to bonuses gained from attribute points. Any bonus from items or talents will now always be added. I was constantly annoyed when, say as a melee focused character, I’d find a +2 ring of slaying which should be the most amazing item ever, but I'd often be damage capped or close to it so it would be useless.

With this in mind the Weapon-Mastery talent has been reverted to once again simply add melee damage since this is now always useful.

Monster Balance and AI:


Tons of minor tweaks here which I wont list, mostly fiddling with cooldowns, damage, defenses, exact hit point numbers etc.. Some more important ones:



Items and Equipment:




Charms:


A new and powerful item type that fits in the melee, range or shield slot. Still debating if shield slot should be included here. These items should have the highest stat bonuses in the game as well as some stats that don’t occur on any other items.

They make it possible to create say a pure archer who gives up his melee weapon for some big stat bonus. Or the more extreme case of the true pure caster, duel wielding charms, with no weapon at all. I’ll be adding more of these in the future. A lot of stats or effects that may have been broken on other equipment may find there way onto charms.


Merchant:




Talents:





Bug and Crashes:




Well that about sums it up for this update. As always I'll be doing a lot of quick hot-fixes in the next week for any issues or bugs that crop up. After that I plan on doing a lot of smaller, more frequent updates as the project wraps up. Thanks as always for all your support, I'm looking to hearing your feedback and suggestions!

Hot-Fixes:


Update 1.39.1 - September-20-2021
- Lava had NaN damage in Vault-Of-Yendor:5/5 which caused any enemies taking damage from it to also get NaN HP and become unkillable.

Update 1.39.2 - September-20-2021
- Fixed issues with Yendor not spawning portals on his death.
- Related but, also clicking some portals in Yendor:5/5 was crashing the game.
- Fixed a crash when mousing over items in inventory or shop (a stat rand-arts was causing the crash).

Update 1.39.3 - September-20-2021
- Fixed a crash occurring when triggering portal spawned monsters while also picking up an item in the same tile.
- Fixed some typos

Update 1.39.4 - September-21-2021
- Fixed a crash/lockup when wishing for a staff from scrolls of acquirement or wishing wells.
- Auto explore will no longer open doors if there is nothing to explore on either side.
- Added gates to the last level of The-Iron-Fortress to prevent levitating over the conveyor belts.
- Fixed: there were a few angles where the player or NPCs could shoot, cast spells, or otherwise interact through walls.
- Fixed: game would lock up when talking to the merchant occasionally. There was an infinite loops as he tried to stock unique equipment in some cases.
- Fixed: goblin storm mage (possibly others) was constantly swapping places with player when in melee range.

Update 1.39.5 - September-22-2021
- The game timer will now pause when dialog window is open.
- The game timer will now pause when loading new levels.
- Ranged enemies will now prefer to move to tiles from which they can attack you that are as far away as possible. They should not be rushing towards the player quite so much. Still working on pathfinding, not happy with it yet.
- Wizard Yendor will no longer regen HP. I'd like to let the player chip away at him without having to beat his quite high regen rate.
- Fixed: A crash in which Yendor was killed either while on a bear trap or when being knocked back onto a bear trap.
- Fixed: Charging the Wizard Yendor would cause the portal to spawn beneath the players feet and lock all movement.

Update 1.39.6 - September-23-2021
- Fixed: Killing a War-Engine w/ shields up resulted in a crash.
- Fixed: Game would crash when Yendor tried to blink away from the player while surrounded by force walls.
- Fixed: An enemy whipping the player into a pit would result in the whip graphic stuck on screen for the rest of the game.
- Fixed: At a specific angle, ranged enemies were not shooting but also were not moving into range.
- Fixed: At very specific angles, an enemy would be out of vision (greyed out by fog-of-war), but still attackable. It was actually the vision LoS that was not permissive enough since there was in fact a clear line between the two tiles. So the vision LoS is slightly more permissive to cover this specific angle.

Update 1.39.7 - September-25-2021
- Fixed a crash where tornados would kill a summoner, which would poof his summons, then try to kill the summons (all in the same turn).
- Fixed a crash with error message referencing 'noDuration' and statusEffects. Occurred when a dominated priest was constricted by, in this case, a golem and killed him with smite. There was a very specific order this had to occur in which was a fun little puzzle to figure out :P.
- Ballista's (and other rotating turrets) will no longer rotate and follow the player if they cannot see him.

Update 1.39.8 - September-29-2021
- Fixed a level gen crash in Ice-Caves.
- Dominated NPCs will no longer attack unaware or sleeping enemies.
- Healing potions now also cure Slow.
- Confused enemies will not summon orbs, blades etc. (confusion should not spread to their summons and so the summons would always attack the player).
- Freezing cloud, poison cloud, and dangerous terrain in general will no longer block spawners. If no safe tile is available they will spawn their monsters into dangerous terraion.
- Immobile enemies are now immune to slow (doesn't make sense).
- Players ability: Summon-Skeletons will summon into dangerous terrain if no safe tiles exist.
- Orc-Slavers now have a melee attack (same as Goblin-Slavers).
- The player will no longer perform melee strafe attacks on damage shielded enemies unless using a polearm or wearing Beast-Masters-Gloves.
- Sword-of-Energy now has parry stat added to it (like all other bladed weapons).
- Reduced the cost the merchant charges for enchantments on items from +20GP to +10GP. Continuing to try to make items in the shop more relevant.

Update 1.39.9 - October-02-2021
Hopefully this is the last hot-fix as I'm eager to get going on the next update. So assuming nothing is burning uncontrollably I'm planning on getting to work on 1.40 on Monday. Should be a quicker update since the focus is primarily on fiddling with the race stats and balancing talents and items in general. I'll likely release it somewhat earlier in order to gather feedback.
- Fixed: clicking fountains w/ explore. This was one of those infuriatingly simple fixes. I've seen this reported many times and experienced it myself many times. I've tried to fix it... many times, and was never able to actually replicate it in testing. I tried all sorts of different things. Finally I realized it ONLY happens with energy fountains, and in all my testing I was always using a healing fountain... durrrr. Literally the only issue was that 'Energy Fountain' was misspelled on the list of 'Spotted Objects', the objects that halt exploration and movement.
- Fixed some enemy pathing issues. Umbr had a good screen shot depicting ranged enemies that were out of range that would take the long way around rather than just stepping forward. Their pathfinding was prioritizing the furthest tile in range to the target (ranged enemies try to maintain distance). So this is now adjusted where they consider both the range to target (try to maximize) and the length of the path (try to minimize).
- Fixed: blinking out of a bear trap did not remove the 'immobile' status effect.
- Fixed: bear traps were not ticking their 'immobile' status effect on the first turn.
- Fixed: The-Spider-Queen will no longer become unstable on her own webs.
- Fixed: Dominating a hidden character will now make them unhidden. Previously they would remain hidden and never actually unhide / do anything.
- During my own playthroughs I noticed that there seemed to be a real lack of gold recently. I realized that by reducing the price of many items (in order to make them more affordable), this had the effect of reducing the amount of gold the player gets from selling items. Since the player typically sells more items then he buys, the net effect was slightly less overall gold. I really want the player to have a decent pile of cash before tackling Yendor in order to do final character development choices. So I've adjusted the sell price of items slightly from 0.25% => 0.30%. Not a huge change, but I'll be keeping an eye on this going forward.
- Fixed: enemies were fleeing while constricting the player.
- Fixed: enemies will no longer use their bolt spells when out of LoS of the player (even though they technically have a clear bolt path).
- Fixed another one of those odd angles where enemies were out of LoS but could still shoot the player (player could also shoot them). Actually did a ton of work on LoS and player vision and smoothed out a lot of odd things. Please let me know if you notice any more oddities in this area.
Rogue Fable III MORE ON STEAMCOZYRogue Fable III 93.4% positive · 710 reviews Price tracking · player charts · similar games →