New Features, Additions, and Changes Progression System Overhaul Game progression has been changed to a linear rogue-lite style system. I would even call it rogue-super lite.
In this update4
Full notes
Full Of Grit & Graves update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes15 additions4 changes1 removal
Gameplay
Events
UI and audio
changedProgression System OverhaulGame progression has been changed to a linear rogue-lite style system. I would even call it rogue-super lite. The goal is to advance to the final level and defeat the prismatic dragon. Upon death, you lose gold, relics, experience obtained on that particular quest but keep all previously obtained gold, experience, and relics. Non-relic items are never lost upon party wipe. As like before, levels are procedurally generated and every run through will always be different and increase in difficulty on any level that you previously passed. Hardcore mode has been removed from the game.
addedAchievementsOver 70 achievements have been added to the game with more to come. Each achievement comes with a reward which is gold, experience, or items. Achievements in the demo will not unlock on steam, only in game. Any achievements obtained during the demo will automatically unlock on steam for the full game as long as you haven't reset the demo. All achievements can be viewed in the graveyard.
changedSmall Updates and EnhancementsRituals are more difficult now but their reward is greater. Bonuses obtained from rituals now last for the entire current run(until the party dies). The curse remains the same, lasts until the end of the current quest.
addedSmall Updates and EnhancementsItem transfer between characters during quests added. Characters can now drag items from their quick slots onto adjacent characters to give them items.
addedSmall Updates and EnhancementsAttack range highlighting overhauled: A new outline visual effect replaces the old tile highlighting. Attack range is shown upon movement now to help determine better positioning for combat. An option has been added to always display attack range highlighting.
changedSmall Updates and EnhancementsMovement interaction automation: An open hand icon will now appear over interactable objects such as doors, treasure, and throwables. Click on them will automatically move your character to the object and attempt to interact with the object automatically.
Of Grit & Graves changes
RRoguehero
changedGame progression has been changed to a linear rogue-lite style system. I would even call it rogue-super lite. The goal is to advance to the final level and defeat the prismatic dragon. Upon death, you lose gold, relics, experience obtained on that particular quest but keep all previously obtained gold, experience, and relics. Non-relic items are never lost upon party wipe. As like before, levels are procedurally generated and every run through will always be different and increase in difficulty on any level that you previously passed. Hardcore mode has been removed from the game.
addedOver 70 achievements have been added to the game with more to come. Each achievement comes with a reward which is gold, experience, or items. Achievements in the demo will not unlock on steam, only in game. Any achievements obtained during the demo will automatically unlock on steam for the full game as long as you haven't reset the demo. All achievements can be viewed in the graveyard.
changedRituals are more difficult now but their reward is greater. Bonuses obtained from rituals now last for the entire current run(until the party dies). The curse remains the same, lasts until the end of the current quest.
addedItem transfer between characters during quests added. Characters can now drag items from their quick slots onto adjacent characters to give them items.
addedAttack range highlighting overhauled: A new outline visual effect replaces the old tile highlighting. Attack range is shown upon movement now to help determine better positioning for combat. An option has been added to always display attack range highlighting.
New Features, Additions, and Changes
Progression System Overhaul
Game progression has been changed to a linear rogue-lite style system. I would even call it rogue-super lite. The goal is to advance to the final level and defeat the prismatic dragon. Upon death, you lose gold, relics, experience obtained on that particular quest but keep all previously obtained gold, experience, and relics. Non-relic items are never lost upon party wipe. As like before, levels are procedurally generated and every run through will always be different and increase in difficulty on any level that you previously passed. Hardcore mode has been removed from the game.
Achievements
Over 70 achievements have been added to the game with more to come. Each achievement comes with a reward which is gold, experience, or items. Achievements in the demo will not unlock on steam, only in game. Any achievements obtained during the demo will automatically unlock on steam for the full game as long as you haven't reset the demo. All achievements can be viewed in the graveyard.
Small Updates and Enhancements
Rituals are more difficult now but their reward is greater. Bonuses obtained from rituals now last for the entire current run(until the party dies). The curse remains the same, lasts until the end of the current quest.
Item transfer between characters during quests added. Characters can now drag items from their quick slots onto adjacent characters to give them items.
AddedAttack range highlighting overhauledA new outline visual effect replaces the old tile highlighting. Attack range is shown upon movement now to help determine better positioning for combat. An option has been added to always display attack range highlighting.
Movement interaction automation: An open hand icon will now appear over interactable objects such as doors, treasure, and throwables. Click on them will automatically move your character to the object and attempt to interact with the object automatically.
Multi-target weapon property added. Some weapons will allow multiple targets.
New powerful end game magical weapons have been added along with a few non-magic weapons.
New curious items added.
New relics added.
Relics now show their modifiers on the character info panels.
A line of sight indicator has been added for spell casting. Enemies or heroes within line of sight will have an "eye" icon displayed next to them.
Frozen Depths is now playable in the demo.
Tutorial system added(with the option to disable it in options menu).
Total experience and next level experience points added to the HUD.
Actions remaining added to the HUD.
Character dialogue has been moved to animated dialogue windows with new character portraits.
Pathfinding updated for characters. They default to attempt to avoid revealed traps.
When sleep spell is cast and the caster is destroyed, the sleep modifier will be removed after that character's next turn.
Camera bounding collider added to keep camera from drifting infinitely
Background tiles have been added to all levels
Additional rooms added to tomb of the damned and frozen depths