Full notes
Full Marburgh update
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What changed
- Gameplay
- Balance
- Maps
- Store
Next Big Content Drop is being pushed slightly
Turns out, most of what I wanted to add not only isn't supported by my old code, changing it undoes a lot of the original "Spaghetti"
I'm still planning to be done very soon, but most of the past several days has been refactoring.
On the bright side, I've already added/changed quite a bit, which will go live right away
RELEASING NOW - Tutorial, Rework, Balance, Bugfix
Tutorial The game now has several layers of tutorial, as some people were having trouble figuring out what to do next, or were getting killed quickly in combat. There is a screen after picking a character which goes into greater detail as to how the character works. There is also a COMBAT ARENA now. To begin your adventure in the dungeon you must show your prowess in the arena! The arena will be fleshed out in future patches as a way of earning Prestige, loot and a title.
Rework A good chunk of the game has been reworked, in terms of the order in which things happen. There is more of a linear narrative, with a clear direction or what to do next.
Balance Lots of balance changes, to the weapons, and especially the monsters. The rework has made it easier to tell where the player SHOULD be at in terms of power at different stages of the game, which means the challenges should be more appropriate
Bugfix and changes
Changes - You now gradually unlock Marburgh - NPCs are now individuals - Tavern : Can now order drinks - Tavern: The bartender gives advice based on current goals - Combat Arena : Tutorial area to learn combat and get starting equipment - Enhanced Info screens - Opponent names changed to give better indication who you are targeting - When a player dies, Next character gets some compensation to jump back in - Offhand Weapon now does full damage for rogue, 2/3 damage for Warrior and Mage, up from 1/3 for all. - Item shop is now open, selling basic potions and basic equipment when no other stores are open. - You can now Back out of targeting an enemy in combat by pressing 0 - Added color to a bunch of text - In the store, Damage is the first attribute listed on weapons - Forest encounters - Right now, there's little to do except find some monsters to help level up. I plan to flesh it out in the next patch. Nearly every monster can be found in the forest. Watch out - New Mage Ability: Magic missiles - New Warrior Ability: Cleave - New Rogue Ability: Backstab
Bug Fixes - The shops were written a long time ago. This time during the fixes I overhauled almost the whole thing. - The shopkeepers no longer buy your fists. - Everything to do with equipping 2 hander was messed up. It works properly now. Yikes - There were still a few armor selling issues. They should be completely fixed now - Spelling: Orcs no long "belive" things during the Shrine encounter - Energy Maximum was not displaying or calculating properly - Shrine: Negative event on desecrate wasn't doing damage properly
At this point, I feel like the game is a game, rather than a collection of Ideas. The next big push will be adding another dungeon and many things to do, at which point the game will be essentially complete
Plan for last major push - Players can make drinks at the bar. These may have interesting effects... - Players can steal from shops/the bank. Woe be it to those who get caught however... - Some NPCs in town may have work for an adventurer looking to gain a little extra xp, or a potion or two - More tavern interactions: Chatting with Locals, Listening to Roderic the bard, Making rousing speeches, Chatting up the bartender - Random town events - New Dungeon: The Cave - Much more developed forest - Lots of Bug fixes, obvs
Source
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