Alpha 9.5 - GDPR
Dungeons of Everchange ASCII » Devlog
A huge amount of new content is added, like Cyclic Dungeon Generation (although still in progress). This release reflects 1.5 half year of development. Mostly I have creating content for HD version of the game during this period, but now I have reached a point when both versions can progress at once. I will try to maintain a more or less normal pace and release a new version every 1-1.5 month.
- NEW: Ranged trigger, Slide away; if enemy comes adjacent to player, it can slide 2-4 squares away
- NEW: Ranged trigger, Hit the road; after player is hit, it can jump 2 squares away
- NEW: Triggers are affected by player speed. Hasted player will have double time to react to trigger, slowed player half.
- NEW: Player Arcana: Web
- NEW: Player Arcana: Haste
- NEW: Player Arcana: Frostbolt
- NEW: Critical Miss for all paths added
- NEW: Player Ranged Shot: Sure Hand
- NEW: Player Ranged Shot: Vampiric arrow
- NEW: Player Ranged Shot: Elemental shot
- NEW: Player Ranged Shot: Eagle shot
- NEW: 9 new levels of Volley
- NEW: Player Melee Tactic: Bleed
- NEW: Player Melee Tactic: Multi Strike
- NEW: Player's memory about surrounding is carried to levels. Descending to new level, player will remember dunegon layout, and moving back to previous level will show level state as it was before he went to new level.
- NEW: Changing levels will consume time
- NEW: Selecting some powers like heal will not deselect current power
- NEW: Login is handled as email/password pair
- NEW: GDPR Terms of Service
- NEW: Added caves, cave walls, cave ground
- NEW: Bridges
- NEW: Added crates
- NEW: Added cyclic dungeon generation
- NEW: Added confused behaviour. If you go out of sight, enemies will go to your last seen position, scan around, and if they can't see you wander away.
- NEW: Level names
- NEW: Acid Slime & Green slime will become dormant for a period of time upon splitting itself in two.
- MOD: Redesigned starting powers and triggers
- MOD: Acid Slime & Green slime will split self more rarely
- MOD: Increased possibility for critical hit on sleeping enemies
- MOD: Removed critical miss possibility on sleeping enemies
- MOD: Slightly modified reed visuals
- MOD: Heal works only on self
- MOD: Player light circle is smooth
- MOD: Green slimes are not so deadly anymore, they steal items more rarely
- MOD: Noise Level is a bit redesigned; when you hung the walls, you will be more stealthy. Except in narrow corridors :)
- MOD: Changed slimes sleeping behavior, they don;t sleep anymore
- MOD: Changed open doors to / character
- MOD-REM: Changed that enemies have Cone FOV instead of all around vision.
- MOD-REM: Enemies take into account direction where you went from last seen spot
- FIX: Lights have smooth gradient to dark areas
- FIX: Player cannot be knocked to the ground if levitating
- FIX: Fixed bug when levitating player was rendered as black square
- FIX: Fixed bug when player wanted to close door, but he died from thirst instead
- FIX: Resistance couldn't be set to 0
- FIX: It was possible to select enemies in dark
- FIX: Some levels were generated as full water
- FIX: Rare bug when enemy just after died could perform attack back on player
- FIX: Bug when player's triggers were not reseted upon selection
Files
DoERL_Alpha9.5_win.zip 3.4 MB
Jun 08, 2018
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Dungeons of Everchange ASCII
Status | In development |
Author | darkgnostic |
Genre | Strategy |
Tags | ascii, Dungeon Crawler, Fantasy, Roguelike |
Languages | English |
More posts
- Alpha 9.7.5Aug 22, 2019
- Alpha 9.7May 21, 2019
- Alpha 9.6Jul 27, 2018
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