Full notes
Full Folder Dungeon update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Fixes
- Workshop
- UI and audio
- Events
GENERAL CHANGES:
Inspecting relics, spellbooks or scripts now shows related relics in your inventory. For example, if you inspect frost staff (on dealing arcane damage, apply frost) you can quickly look up which relics you have deal arcane damage
Added sliders to adjust game's saturation and brightness in color palette window
Resource collection effects are slightly animated
Improved zip open visual effects
BUG FIXES:
Fixed lance visual effects
Fixed enchanted cloak visual effects
---------------------------------------------------------------------------------------------------------------- And I'm also posting 0.0.1-0.0.4 patch notes since they weren't public: PLAYTEST PATCH 0.0.4: Spellbook rework, defense nerf and balance changes!
GENERAL CHANGES:
REWORKED SPELLBOOK MANA SYSTEM:
Spellbook mana system felt kinda weird. Either you get to spam your spellbook every turn or it was almost useless. I decided to change that all spellbooks now gain 1 mana the first time you attack a bug each turn. This way every spellbook has consistant way to generate mana, but there are still relics that let you get it in more funky ways.
Of course, because of this change, all spellbook mana costs and the amount of mana each relic generates were updated.
BALANCE CHANGES:
DEFENSE is very strong attribute. You almost required to invest a bunch of points into it to have a good time and not immediately explode on third zone. But balancing defense is very tricky. It's damage reduction effect can't go lower because it's already at 1. My solution is to increase all bug damage, player healing, max health by about 50%. That way defense gets indirectly nerfed and as a bonus, some strong relics that apply frost or increase max health get toned down too. Let me know how these changes feel, I'm really curious
ATTRIBUTES:
- Magicadded: +0.1 mana gained from attacking per point
Luck: gold and keys bonus per point 10%→5%
GENERAL:
Starting max health 30→50
Health potion healing: 7→10
Mana potion: mana 8→5
Blood stone requires 4→6 health, health cost increase 2→3
BUGS:
Slime: damage 2→3
Bee: damage 2→3
Slimepile: damage 5→8
Boar: damage 2→3, damage bonus on taking damage 1→2
Hedgehog: damage 2→3, damage on being attack 4→6
Slimemound: damage 7→10
Bat: damage 4→6
Blood baron: damage 6→9, damage bonus on attacking 2→3
Centipede: damage 2→4, damage bonus on ally death 3→4
Dead knight: damage 3→4, damage bonus on attacking 4→6
Spook: damage 6→10, revives 5→2, health 1→6, revive with 1→6 health
Skeleton: damage 9→14, damage bonus on death 4→6
Vampire: damage 5→7
Ancient guard: damage 12→18
Chief: damage 12→18
Iguana: health 25→16, shield 16→25, damage 6→9
Commander: damage 9→10, damage bonus on ally attack 2→3
Lizard warrior: damage 4→6, damage bonus on shield break 6→9
Tribe defender: damage 5→8
Asssasssin: damage 18→22
Tribe shaman: damage 5→8
RELICS:
Bandage: healing 4→6
Healing herbs: healing increase 2→3
Pocket watch: mana 2→1
Mana cluster: mana 2→1
Mana pills: crit chance 5%→10%, mana 3→1
Old wizard hat: trigger chance 25%→20%
Forge hammer: trigger chance 25%→20%
Crystalized mana: mana needed 3→2
Scythe: healing 3→4
Strange root: healing 3→4, healing bonus per luck 4→6
Broccoli: healing 4→6
Cultist mask: healing 2→3
MODS:
Bloom: trigger chance 35%→25%
Guard: trigger chance 50%→35%
Rage: trigger chance 35%→25%
Reaper: trigger chance 25%→20%
Smort: trigger chance 100%→75%
BUG FIXES:
Fixed relics not being discovered in the library that you can no longer find
Fixed game not working after dying and defeating boss at the same time
All damage taken (including heat damage) now counts for damage taken statistic that is shown at the end of run
Fixed game freezing if opening tarot pack while having all tarot cards
Fixed relics showing incorrect icons if transformed by ghost's ability
Lost soul now drop correct loot
Fixed few typos
---------------------------------------------------------------------------------------------------------------- PLAYTEST PATCH 0.0.3: Quick patch to add option to adjust game's colors since it's one of the most requested features
NEW FEATURES:
SELECTABLE COLOR PALETTE:
Color palette now stays the same through out the run, but you can select which one you want to use in the new start menu section. Added some new color palettes too bringing the total to 16.
Not all color palettes are unlocked from the start. Most of them must be found in the dungeon.
BALANCE CHANGES:
GENERAL:
Temple shrines grant 35→30 gold
Temple shrines grant 5→3 keys
Temple shrines grant random relic instead of guaranteed rare
Challenge shrine grants slightly worse loot
BUGS:
Blood baron: health 70→80
Chief: health 120→160, shield 50→75
SPELLBOOKS:
- Nature tomechanged mana trigger to “50% chance on any debuff apply”, mana needed 12→10
- Cookbookchanged mana trigger to “on heal”, mana needed 12→14 ----------------------------------------------------------------------------------------------------------------
PLAYTEST PATCH 0.0.2: Small patch to adjust balance, because game was way too easy. Of course, difficulty options are coming, but I want to slightly adjust base difficulty too. Builds still get very busted :)
GENERAL CHANGES:
Map auto-closes after teleportation
Updated in-game update program UI
You no longer need to take damage to enter devil shop
BALANCE CHANGES:
GENERAL:
More bugs to fight in 2nd and 3rd zones, but bugs drop slightly worse loot
Zips drop relics a little less often, but drop more snacks
Relic shop sells 6→5 relic
Key shop sells 4→3 relic
Graves grant 1 less key
1 less tribe altar in third zone
Dev note: These nerfs aren't that bad, since there are more bugs in the dungeon which in turn means more loot
BUGS:
Bee: damage 3→2
Slimepile: 6→5
Slime: damage 3→2
Boar: damage 3→2
Blood baron: damage 4→6, health 60→70
Asssasssin: less common, damage 18→16
Chief: health 85→120, shield 40→50, damage 9→12
Dev note: Before you could easily die in the first zone if you were unlucky and hadn't found good relics, so I slightly reduced bug damage.
Second and third zone bosses were absolute pushovers, so I gave them sizable buffs
RELICS:
- Bag of givingadded 10 charge limit
TAROT CARDS:
- The MoonNew moon mod has 7 charge limit
The Hierophant: triggers effects only once
MODS:
- Accuracychanged to: relic has 20% crit chance
- Acidremoved damage penalty, changed to: all damage by this relic applies 2 poison
- Vampirismremoved damage penalty, changed to: heal 3 on dealing damage with this relic
Brilliance: damage bonus 3→2
Force: damage bonus 3→2
Hunt: chance 100%→50%
Ice: frost 3→2
Infection: targets 2→1
Moneymaker: gold 3→2
Nature: repeats 2→1
Rune: damage 4→3
Stone: damage 8→6
Thunder: damage 4→2
Dev note: I made some mods more versatile and nerfed ones that were really op. Mods made game very RNG-heavy, because finding a good one could practically auto-win you a run, so I'm trying to even out their power
BUG FIXES:
Fixed starting zone with 1 heat
Fixed some tooltips
Fixed sometimes health going over max health
And some minor visual fixes
WHAT'S NEXT?
I'll continue working on balance and bug fixing, but I'll also want to start building the difficulty system. I have some cool ideas and can't wait to share them :) ----------------------------------------------------------------------------------------------------------------
PLAYTEST PATCH 0.0.1: First patch of the playtest! Let's go! NEW FEATURES:
Added library application to view all relics, bugs etc
BUG FIXES:
Secret lab is easier to find
Fixed reward windows sometimes getting behind other windows
Fixed reward windows sometimes blocking properties window
Adjusted cursor hitbox
Fixed tutorial text sometimes going off screen
Fixed arrows in the end screen task section not working
Improved some relic descriptions
Fixed being able to obtain relics with mechanics that tutorial hasn't explained yet
Fixed skipping treasure chest reward not granting heat reduction
Fixed some tutorial typos
Fixed error being thrown if trying to open application while it's already open
Source
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