v5.0.0


This update introduces a new Undeep layout, which removes the need for a "main boss". In this setup, each boss (Giant, Dragon, Hydra) must be fought (at least for 100% completion), but the player may decide the order in which to fight them. Why is that interesting? Because when a boss is defeated, the other bosses grow in size! On top of that, each boss dwells in its own lair, with each containing a unique reward.

Other notable changes:

  • Goblins drop goblin weapons/bows/spells
  • Monsters also drop loot
  • Tweak spell cast price + bonus

For the full list, see the changelog below. Enjoy, and keep the feedback coming. Thanks!

Gameplay

  • Goblins drop goblin weapons, bows and wands
  • Monsters drop monster parts and additional loot
  • Tweak spell cast prices + revert 'innate cast' back to 'free cast'
  • Merged Monster Parts into 3 groups
  • Increased drop rate of items and shields
  • Add call spirits option to combat defense phase
  • Restructured the Undeep into 3 sections, each ending with a boss battle. After each battle, the player may decide to quit. With each defeated boss, the remaining boss(es) grow in Hp.
  • When an enemy flees and the player later returns to that place, the enemy can be avoided
  • Add Forks back to the chapter 2 lands (with the new statues, the order in which to visit these "service places" is a lot more interesting IMO)
  • Distribute talent nodes normally across the ability tracks
  • Decrease chest drop chance
  • Decrease weapon/bow/spell attack (this makes the character's attack values relatively bigger)
  • Decrease enemy Hp

Texts

  • Change all Arrow names to Bows and modify texts accordingly.

UI

  • Improve clarity of warnings for weapon durability / arrow count / spell consumption

Others

  • Fix bug with Antidote use button + new label
  • Fix bug with spell cast prices

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