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Steam News27 August 20214y ago

Making Items Great Again

As the name implies, Treasure Tile is made up of two core ingredients: treasure & tiles. Ok, ok there’s actually more to the game but Treasure Action Skill Quest Procedural Tile was already taken.

Full notes

Full Treasure Tile update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions2 changes0 removals
  • UI and audio
  • Gameplay
changedTreasureThat was by design. Now I know how that sounds. “Why the hell would you make a loot ARPG with boring loot” I hear (hope) you’re saying. Well as you may already know we’re using a development model where we take in the feedback of our players and try to implement it. That means that the overall design of the game has to be as dynamic and malleable as possible. This way once we start realizing what direction our players are expecting from the game we can easily adapt. But for that to happen we couldn’t really commit to any core features at the very beginning. That’s why when we were implementing items we wanted them to be as basic as could be. You could destroy enemies, they’d drop look and you’d equip loot. That was all we needed.
addedThat does sound basicExactly. So for the next version we’re finally fixing this. This update might be a bit on the annoying side since most of the fixes won’t be that visible and there’s a lot of under-the-hood stuff that we had to implement, but here’s a few: We’re adding a way to increase your item’s quality level (more on that in the version announcement). You’ll also be able to change up the affixes you find on items and replace them with something better (or worse). You’ll also be able to restock the shop if it doesn’t have anything cool available. This will hopefully give you more control when deciding whether to save up for that new armor set or try to upgrade the old one.
addedThat does sound basicAnother thing that’s changing is how the items are dropped. We’ve completely changed the drop rates and drop counts which means you’ll see larger piles of items more often. HUUUGE DISCLAIMER that the word large means different things to different folks. A collection of 4 items is pretty large for us. Pretty large indeed. Don’t @ me when you don’t get that 50+ item shower you were dreaming about all these years. There’s also a greater variety of affixes with some being much rarer than others. You’ll also sometimes (rarely tho) get drops that don’t relate to your class. You can, like, I dunno. Use them as a cool door stop. Maybe a paper weight. You’ll figure it out. The way the items scale has also been tweaked a bit. OP items at the very start of the game will be less common. There’s also a whole new rarity added to game. Guess what color that’s gonna be.
addedThat does sound basicThe last one doesn’t make sense on paper, but it feels great, trust me . We’ve added comparison icons that will tell you whether an item is stronger that the one you currently have before you pick it up . It’s hard to explain, but knowing if you need the item or not kinda feels awesome and you don’t have to recheck every. single. item. We’ve also updated the UI so that higher rarity items actually pop on the screen instead of blending into it. Also, now, when you pick up an item it’ll have a nice lil’ NEW tag the first time you open the inventory. Dunno why, but it just feels nice to see where them OP gloves gone to after you picked them up.
addedIs that it?Not even. There’s a bunch of new changes all over the place. Some minor, some major. One particular of note is that we’ve added TELEPORTS!!! I mean, we’ve had a Go to town button but that just wasn’t it. Now you’ll be able to summon a baby waypoint that’ll take you to town and wait for you to come back. Then, when you do come back, the map will remain exactly the way you left it . This should make trips to the shop painless and waaay quicker. OH! And I almost forgot. We had this super groundbreaking idea of multiple characters. It came to me in a dream once. But basically, and stay with me, now, you’ll be able to create more than one character. AND creating a second character won’t delete your first one. Amazing, I know.
changedIs that it?I honestly can’t wait for you guys to try it. Stay tuned for next Thursday. It’s coming! Steam post image

As the name implies, Treasure Tile is made up of two core ingredients: treasure & tiles. Ok, ok there’s actually more to the game but Treasure Action Skill Quest Procedural Tile was already taken. We had to streamline a little. Anyway, what I want to talk about is the treasure part.

Treasure

As you may imagine treasure or loot is really important in a loot-based ARPG. You could even say it’s the most important thing. You shouldn’t tho. But you could. And you probably already noticed that loot is something the game ain’t that good with. It’s terrible, but it doesn’t feel complete. What I mean by that is that the drop rates aren’t that exciting, there aren’t that many interesting affixes, buying, selling items seemed somewhat pointless. Worse of all - most of the enemy drops are kinda boring. I mean, if you haven’t noticed it that’s great, but if you have that’s even better.

That was by design. Now I know how that sounds. “Why the hell would you make a loot ARPG with boring loot” I hear (hope) you’re saying. Well as you may already know we’re using a development model where we take in the feedback of our players and try to implement it. That means that the overall design of the game has to be as dynamic and malleable as possible. This way once we start realizing what direction our players are expecting from the game we can easily adapt. But for that to happen we couldn’t really commit to any core features at the very beginning. That’s why when we were implementing items we wanted them to be as basic as could be. You could destroy enemies, they’d drop look and you’d equip loot. That was all we needed.

That does sound basic

Exactly. So for the next version we’re finally fixing this. This update might be a bit on the annoying side since most of the fixes won’t be that visible and there’s a lot of under-the-hood stuff that we had to implement, but here’s a few: We’re adding a way to increase your item’s quality level (more on that in the version announcement). You’ll also be able to change up the affixes you find on items and replace them with something better (or worse). You’ll also be able to restock the shop if it doesn’t have anything cool available. This will hopefully give you more control when deciding whether to save up for that new armor set or try to upgrade the old one.

Another thing that’s changing is how the items are dropped. We’ve completely changed the drop rates and drop counts which means you’ll see larger piles of items more often. HUUUGE DISCLAIMER that the word large means different things to different folks. A collection of 4 items is pretty large for us. Pretty large indeed. Don’t @ me when you don’t get that 50+ item shower you were dreaming about all these years. There’s also a greater variety of affixes with some being much rarer than others. You’ll also sometimes (rarely tho) get drops that don’t relate to your class. You can, like, I dunno. Use them as a cool door stop. Maybe a paper weight. You’ll figure it out. The way the items scale has also been tweaked a bit. OP items at the very start of the game will be less common. There’s also a whole new rarity added to game. Guess what color that’s gonna be.

The last one doesn’t make sense on paper, but it feels great, trust me. We’ve added comparison icons that will tell you whether an item is stronger that the one you currently have before you pick it up. It’s hard to explain, but knowing if you need the item or not kinda feels awesome and you don’t have to recheck every. single. item. We’ve also updated the UI so that higher rarity items actually pop on the screen instead of blending into it. Also, now, when you pick up an item it’ll have a nice lil’ NEW tag the first time you open the inventory. Dunno why, but it just feels nice to see where them OP gloves gone to after you picked them up.

Is that it?

Not even. There’s a bunch of new changes all over the place. Some minor, some major. One particular of note is that we’ve added TELEPORTS!!! I mean, we’ve had a Go to town button but that just wasn’t it. Now you’ll be able to summon a baby waypoint that’ll take you to town and wait for you to come back. Then, when you do come back, the map will remain exactly the way you left it. This should make trips to the shop painless and waaay quicker. OH! And I almost forgot. We had this super groundbreaking idea of multiple characters. It came to me in a dream once. But basically, and stay with me, now, you’ll be able to create more than one character. AND creating a second character won’t delete your first one. Amazing, I know.

I honestly can’t wait for you guys to try it. Stay tuned for next Thursday. It’s coming! Steam post image

Source

Steam News / 27 August 2021

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