In this update3
Full notes
Full Rogue Fable IV update
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Repeated intro
Hello everyone!
What changed
- Gameplay
- Performance
- Balance
Rogue Fable IV changes
- Stormhero
This will probably be the last of this series of house keeping updates. My wife and I are expecting our daughter to be born sometime next week and I'll be taking about a month off of active development as I help her out with the new baby.
Final Odds and Ends:
I'm very pleased with all the work thats gotten done these past few months in terms of cleaning up the game and getting it ready for the next major push of features and contents next year. We've now reached the minimum number of generators I wanted to hit for each zone and we are just 2 monsters short of having the minimum number per zone as well. This means the games content is now all nicely spread out and even with no major gaps. This should be a really solid starting point for going into serious sub-zoning next year.
On the bugs and crashes side the mountain of issues has been reduced to... well a slightly smaller mountain. I'm hoping to still get a bunch more of these issues worked out before the new year though of course I'll just keep hacking away at them with every update after that.
Next Development Phase:
In terms of where we are in the project, we're at about the 1/3 to completion point. I think most of the really major changes from RFIII have now been made which was really the main goal of this first 3rd of development. Next year is going to be primarily devoted to just adding a ton of new content both in terms of new zones, sub-zones, generators, bosses, enemies etc. and also on the player side with new classes, talents, races, items etc. I'm also planning a major expansion to Ranked Mode at some point with a ton of new modifiers and just generally polishing up what is currently still mostly just a bare bones prototype.
Update 1.19:
New Monsters: Just 2 monsters short of hitting the minimum of 16 unique monsters per zone. Just need 1 more in The-Swamp and Ice-Caves.
The-Under-Grove: Entling-Warrior - I wanted to add some slightly more 'boring' enemies to The-Under-Grove since it currently has such a ridiculous number of fast moving and swarmy enemies. The Entlings spawn in small groups, are slow moving and will root themselves into the ground, grow leaves and heal themselves after a 3T delay when they are low on health. These will likely get worked into a future Grove sub-zone with the Corrupted-Ent as the boss.
The-Under-Grove: Entling-Archer
The-Under-Grove: Entling-Elder - summons roots to attack the player
The-Under-Grove: Centaur-Knight: A tankier version of the existing Centaur-Warrior with Inspire-Ally.
The-Arcane-Tower: Crystal-Sentry: fast, flying, ranged constructs that spawn in swarms. Each sentry can Mirror-Image and create a duplicate of itself. The duplicates can also duplicate (with a 3T delay) so its important to quickly kill the root Sentrys.
The-Swamp: Froglok-Fisherman: Melee + Summons Pirahna
The-Ice-Caves: Ice-Giant-Priest: Throws Hammers, Heals, and casts Haste on his allies.
Level Generators: The big final push that achieves the minimum number of unique generators per zone. Most of the future level generation will likely be pushed into sub-zones with new assets and more interesting and varied layouts.
- Arcane-Construct-Mazewas made last update but not actually added to the zone.
Arcane-Storm-Pit: Bridges and platforms over pits with all storm type and flying enemies.
Upper-Narrow-Tunnels: very tight windy tunnels
Grove-Template-Square: forest variation with lumber camps at the top, cleared stumps in the middle and trees in the bottom.
Source
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