Changelog v1.4
UI Changes
Inventory and User Interface Enhancements
- Print message when a monster triggers a trap.
- Revealed traps show the type of the trap
- Added new sound FX for using magic staves and scythes.
- Improved aim-ray when the player is aiming.
- Enhanced idle animation for the player; equipment will now move up and down.
- Added more informative text in the console after certain actions.
- Updated the Help (?) menu with additional commands.
- Players can now select the season on the Champion's Stone.
- Player will name each seen monster the first time they are encountered.
- Added update checker for new versions of Coop Catacombs.
- Added four more labels to display player status on the sidebar.
- Monster projectiles (arrows) have improved sprites showing direction/aim.
- Poisoned monsters will display a sprite indicating poison.
- Update descriptions for Sabre and Sword
Accessibility and Navigation Improvements
- Fast selection feature for typing online messages promotes easier navigation.
- Fast aim selection using TAB and CTRL keys
Gameplay Additions
New Features and Mechanics
- Introduced "seasons": after completing dungeon 35, a new season starts, resetting the dungeon level back to 1.
- New commands added for enhanced gameplay:
- "Shift+T" to re-throw the same weapon at the last targeted monster, speeding up ranged combat.
- "z" to rest for 100 turns; this action will cancel if the status changes, a monster appears, or the player is attacked.
Combat and Interaction Enhancements
- New items added to enhance combat and strategic interactions:
- Magic Rings:
- Ring of Perception: See through obstacles within a radius that scales with enchantment level.
- Ring of Fling: Increases damage when throwing weapons, scales with enchantment level.
- Ring of Masochist: Increases damage dealt and received per hit.
- Magic Staves:
- Staff of Cloning: Clones the target object/monster.
- Staff of Translocation: Swap positions with a target.
- Staff of Perforation: Destroys walls to create shortcuts.
- Staff of Bastion: Creates walls to imprison monsters or block corridors.
- Staff of Polymorph: Transforms the target monster into another monster.
- Staff of Force: Displaces monsters by a shockwave; causes damage if they hit walls.
- Staff of Poison: Deal damage to monsters each turn. Spawn poison gas after death
- Magic Potions:
- Potion of Resistance: Increases player's defense by +1; also affects monsters.
- Potion of Dusk: Halves the player's vision range.
- Potion of Chaos: Consuming causes all negative statuses; when thrown, polymorphs monsters and spawns random gas.
- Potion of Vampirism: Heals player every time touches blood. Duration 10 times
- Demolition Shockwave:
- Scroll of Demolition: Destroys all obstacles around the player; also deals damage to nearby entities.
- Pendant of Demolition: Similar effects to the Scroll of Demolition, destroying obstacles and dealing damage around the player.
Terrain and Equipment Changes
- Introduced various new changes:
- New terrains: Withered grass (fire spreads fast) and debris (post-magic effects).
- New trap: Rust acid gas (rusts one piece of armor each turn).
- New status effect: Goopy Eyes (halves vision and reduces hit probability by 5%, lasts 50 turns).
- New weapon effect: Double hit (sword may hit twice per attack).
- Less metal grates on dungeons
- Slime, Jelly Ochre, and Gelatinous Cube will affect the player with goop.
Environmental and AI Adjustments
- New behaviors and AI improvements for monsters:
- Centaurs prefer ranged combat.
- Confused monsters will avoid using doors and perform fewer ranged attacks.
- Improved patrol movements for non-player characters.
- Added ranged vision for monsters
Balancing Fixes
Monster and Combat Adjustments
- Balanced drop tables for items
- Adjusted effects and behaviors to improve game balance:
- Adjusted drop item probabilities for Treants and Ghosts.
- Spiked Shield will reflect more damage per hit
- Modified damage interactions involving environmental effects and critical attacks.
- Monsters generated at deeper dungeon levels (>25) will have increased base damage.
- Reduced environmental fire and poison damage to monsters
- Buffed damage from crushing monsters into walls (hammers)
- Buffed 5% the chances to proc push effect from hammers
- Buffed lunge attack from sabre, from x1.5 to x3
- Attacking with Sabre will have +2% hit probability
- Axe and War Axe will hit all 8 adyacents tiles
- Increased hit probability when attack melee. The minimum chances to hit raised from 10% to 16%
- Increased hit probability when throwing weapons. The minimum chances to hit raised from 15% to 20%
- Increased damage for javelins, both wooden and bronze
- Increased +5% chances to proc double attack from Swords
- Sabre base damage nerfed from 3d4 to 2d4
- Monsters balancing:
- Various monster-specific adjustments, such as for Hellhounds, Jelly Ochre, Minotaurs, Purple Worms and Dragons.
- Buffed damage output for werewolves, treants, and ghosts.
- Carnivorous Plant may spawn acid gas or poison after being killed
- Silver Knight rework: They use spears so they can attack from 1 tile of distance
- Silver Knight experience bug, from 100 to 1000 experience points
- Spider gives more XP
- Slime gives more XP, may drop items (low chance)
- Cobra damage reduced from 1d10 to 1d8
- Increased drop chances to 15 monsters: From Quasits to Werewolves; +2% to +5% more chances
- Gelatinous Cube increased HP and AC, also more item drop chances
- Ochre Jelly / Purple Worm will have a 10% to not rust your equipment
- Special monsters than can steal, paralyze or poison have 2% less hit probability
- Reduced 5% chances of getting poison per hit
Equipment and Potion Balancing
- Reworked several items to balance gameplay:
- Reduced healing percentage of Potions/Pendants of Life.
- Nerfed the Ring of Leech, Ring of Trapfinder and the Scroll of Enchantment.
- Staffs and Pendants may now appear without being fully charged.
- Pendants and staves spawn with at least 2 charges
- Balancing adjustments for item distributions across scrolls, staves, and rings.
- Reduced chances to find Water and Fire Immunity potions
- Each weapon enchantment will add +1% hit probability. From +3% to +4% per enchant
- Increased chances to find enchanted items
Gameplay Mechanics Adjustments
- Major tweaks to gameplay mechanics:
- Introduced new organic and realistic behaviors for fire/gas expansions.
- Adjusted the effectiveness and radius of various spells and effects.
- Modified the hit probability mechanics to provide a more challenging and balanced experience.
- Reworked confusion effects to make them less impactful on gameplay.
- Buffed Staff of Monster Creation: It will create two monsters per cast.
- Reduced haste effect, from +20% to +18% hit probability
- Confused and paralyze reduce player's hit probability 2% more, from -15% to -18%
- Traps become visible if an enemy step on them
- Water can be used to clean goopy eyes
- Corrosion affects equipped rings
Bug Fixes
Gameplay and Interaction Corrections
- Addressed critical gameplay and interaction bugs:
- Fixed a critical bug where monster vision was not working! Now every monster will have its own vision range
- Fixed issues with projectile damage calculations and monster position reservations.
- Corrected bugs related to environmental interactions such as traps and halberds.
- Monsters will not reserve their position as occupied when the dungeon is loading, fixing a prevalent bug.
- Added delay between HTTP request retries, solving connectivity problems.
- When dropping a staff/pendant after death, add +2 charges max
- When dropping a potion/scroll after death, add +2 quantity max
UI and Visual Fixes
- Resolved various UI and visual issues:
- Corrected typos in words like "pillar," "step," "corroded," and "receives."
- Fixed the non-functional Discord logo in the Main Menu.
- Ensured consistent visual effects for fluids and gases.
- Monsters will drop items even on grate/door tiles
- Monsters will not take a turn after creating fire or gas from potions