v5.0.0
Path of Adventure 2 » Devlog
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
Path of Adventure 2
Text Roguelike RPG
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