Update v1.9.0-beta


Don't be fooled by the fact this looks like the usual monthly beta update for this game, because, IMO, it's among the ones with the most significant changes of them all.

A lot of new things to spice your dungeons up with!

Changes:

Game Engine

  • The Expression parsing system has been refactor to allow an indefinite amount of field nesting. It also allows sending functions as parameter for another function.
  • The org.matheval functions used for parsing have been abandoned. The game now uses its own implementations of said functions, plus a few more. Check the Wiki for more information.
  • Special Tiles have been added. These custom tile types can cause an effect on whoever steps on them. They can be added as rivers or lakes in a floor.
  • Custom Stats. Characters can now have stats beyond the mandatory ones, that can have the function you desire.
  • Attack Elements. Now, DealDamage has an Element parameter to indicate the attack type. These Elements can have their damage reduced by Custom Stats serving as resistances, and have an OnAfterAttack effect to make all attacks of the same Element have an intrinsic property (e.g. Poison attacks having a chance to Poison the target).
  • Floor Groups can now spawn Monster Houses. You can set up the chance of a Monster House for each of them. If it passes the RNG check, one non-Dummy Room will spawn a lot of Items and Traps, and will ambush the player with enemy NPCs when stepped into.
  • The NPC AI system has been redone from near-scratch, and now moves and picks actions in a way mostly similar to that of the Mystery Dungeon series.
  • NPC, Item and Trap Generation tables from Floor Groups are no longer forced to have their Chances sum to 100% to be allowed. Now, the game uses a Weighted Randomization system to both retain the initial functionality and allow higher flexibility for item odds.
  • Actions now have Ids. This will be, from now on, what distinguishes them, rather than their Names.
  • The Dungeon Manager has been refactored to remove nearly all the elements for when it supported a server-client model. Now it can only support one Dungeon at a time.
  • Number ranges (such as that for damage) can now be written as a [X;Y] interval.
  • Player is added as a parsable entity for expressions. Unlike ThisSource and Target, it's always fixed to the Player Character.
  • Scripts. Scripts are Actions that are not tied to any Entity. They can be called via CallScript, or learned or forgotten via LearnScript and ForgetScript repeatedly. Scripts are mostly meant to represent sequences of steps that are used by multiple Actions, or techniques that Characters can learn and forget.
  • Characters now have a OnLevelUp Action. As the name says, it triggers whenever they gain enough experience to reach a new level.
  • NPC, Item and Trap Generation tables from Floor Groups now include SpawnConditions. If a SpawnCondition is not fulfilled, the game will not try to spawn that object and move to another.
  • Flags can now be of any type, not only integer numbers.
  • Fixed an issue where Items and Traps were ignoring their maximum spawn limits.
  • HP lost by starvation has been fixed to 1/20 of a Character's Max HP.

Dungeon Editor

  • New sections have been added to support the Special Tiles, Custom Stats and Attack Elements.
  • As the NPC, Item and Trap Generation systems now use Weighted Randomization, a button has been added to their windows to get an idea of the odds for each object to spawn (assuming all of them can).
  • DealDamage's Critical Hit Chance parameter is now shown as a formula rather than a numeric control, to allow dynamic values.
  • Fixed an issue where trying to save a new Floor Group, then trying to save it again, was throwing an overlapping Floor Group error.
  • Copying and pasting a step in the Action Edit window will now also paste all the child steps.
  • Various minor UI improvements.

Game Client

  • The events in the game are now displayed in a more sequential way rather than all the events at the same time. Plus, some events, such as sounds or Message Boxes, now block execution until they finish playing or are closed, respectively.
  • Save Game system has been overhauled. Rather than one Save Game total, now there's one Save Game per dungeon (up to a total of two per dungeon if one Save Game has Hardcore Mode enabled).
  • Save Games are also now stored in Base64 rather than as raw data.
  • Hardcode Mode has been added. If you die, whichever Save Game you had created of it will be instantly deleted. Don't say I didn't warn you.
  • WE HAVE A LOGO NOW! Handmade by myself, for everyone's shock.

Dungeon JSONs from v1.8.0 are NOT compatible. Run them through the Dungeon Editor to be able to play in the new version.

What's next?

Ideally, the very next version will be the one that places the game out of beta, and be the true Version 1.0.0. A lot of the planned features are already done, with the remaining hurdles being few, but major and game-changing:

  • The ability to switch targets mid-Action.
  • Looping within an Action, depending on Conditions. For example, loop between all Characters within a certain distance, or perhaps attacks that hit multiple times.
  • A currency system.
  • Actions where you have to select something from a Menu. For example, select an item from a list, or select an action to be used in another.
  • Fully-customizable maps, with layouts that are fully "hand"-drawn, not restricted to the square rooms + hallways system of now.
  • Random affixes for Items, like in the Diablo series.
  • Multiple slots for Items to be equipped. These slots would be customizable, not just for the Dungeon, but for the Character Class.

Files

Rogue Customs.zip 30 MB
35 days ago

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