Friday, February 2, 2018

v0.92

Couple new things.

- Add "Chaos Mode" which randomly links vanilla maps together into a dungeon.  Basics of chaos mode:
   - Knowledge of game maps is useful.  Maps with three exits have either a mana seed room (which bumps up the mana power, and max level of spells) or an element room, which will grant you a set of spells.  Four-exit maps have both.  Two-exit maps are pass-throughs to the next floor.
   - Every mana seed and element spirit should appear exactly once.
   - I took out the floor indicator for this mode for a little more immersion and less of a "countdown until you're done"
   - Every once in a while Neko and Watts show up instead of enemies.
   - I had to painstakingly document exits to transform on each map, and set a whole bunch of flags for how to handle the maps.  It's possible I fucked a few of them up and haven't realized it yet.  If so, these should smooth out in the coming weeks.

- Fix an issue where enemy weapon damage was not being stored properly.  As a result I had to make some enemy stat adjustments to all modes.  You might find that all modes are a little harder and some enemies hit harder now.  Enemies should overall have less HP and be less grindy.

- Add some descriptive text for each mode on the UI, and adjust some tooltips.

Link

2 comments:

  1. Once again, your hard work is amazing! I'm so excited for Chaos Mode. Thank you for what you're doing.

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  2. Sounds interesting! Can't wait to try. Looks like you are getting close to version 1 :D

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