This is it boys. The BIGGEST update in Roguelands' history so far. It's been a lot of 10 hour work days but man does it feel good to have all of these new features in the game!
Added Difficulty Modifer System: In the planet selection menu, Players can spend (1000/5000/10000) credits to increase a planet's difficulty modifer.
This modifier will change enemy stats, spawn mutated versions of enemies with different attacks, and even have players encounter new bosses.
EXP & Credit drops will be boosted based on the difficulty modifier. There will be a chance for enemies and harvesting spots to drop Weapon Mods and (Aether/Darkened/Omega) Shards, which can be turned into Prisms in Mech City for Ultimate Gear forging.
You can now collect Gear Mods from enemy/harvest drops but I haven't included the NPC that allows you to actually put them on your gear. You will have to wait for the next update for that! But in the mean time, collect a bunch and start working towards those Ultimate Armor sets. BTW Ultimate Armor retains the tier of the armor used to craft it.
Added Black Dunebug [New Dunebug variant] Added Black Wasp [New Wasp variant] Added Rage Worm [New Worm variant] Added Spikey Eyepod [New Eyepod variant] Added Aberrant Urugorak [New Urugorak variant] Added Engine Block for purchase in Market Added a % tracker when crafting gear/potions Added Particle Burst effect and animatin upon selecting a planet on ship
Users can now hit ESC or cancel button in main menu to go back to previous menu Users can now cycle through traits and allegiance by left or right clicking in char create menu Users can now cycle through variants with left & right click
Fixed Variant text Bug Fixed Pink Screen Bug (I think!) Fixed Lingering projectiles in multiplayer Bug Fixed Portal Multiplayer Bug Fixed Byfrost's graphical Bug
I also added a second chalice in towns, if your difficulty modifier is 1 or more. It just generates 5 random items for you to pick up. The higher the modifier, the higher the chance of a gear mod or shard.
Thanks for the support guys I don't know how I'm gonna top this update but I'm gonna keep working everyday. I love you all!
-Sean
P.S. I liked a lot of your guys' ideas for difficulty modified enemies in the Desolate Canyon. Any ideas for other planet enemies? Maybe a big blue Hivemind that shoots lasers idk.
This is it boys. The BIGGEST update in Roguelands' history so far. It's been a lot of 10 hour work days but man does it feel good to have all of these new features in the game!
Added Difficulty Modifer System: In the planet selection menu, Players can spend (1000/5000/10000) credits to increase a planet's difficulty modifer.
This modifier will change enemy stats, spawn mutated versions of enemies with different attacks, and even have players encounter new bosses.
EXP & Credit drops will be boosted based on the difficulty modifier. There will be a chance for enemies and harvesting spots to drop Weapon Mods and (Aether/Darkened/Omega) Shards, which can be turned into Prisms in Mech City for Ultimate Gear forging.
You can now collect Gear Mods from enemy/harvest drops but I haven't included the NPC that allows you to actually put them on your gear. You will have to wait for the next update for that! But in the mean time, collect a bunch and start working towards those Ultimate Armor sets. BTW Ultimate Armor retains the tier of the armor used to craft it.
Added Black Dunebug [New Dunebug variant] Added Black Wasp [New Wasp variant] Added Rage Worm [New Worm variant] Added Spikey Eyepod [New Eyepod variant] Added Aberrant Urugorak [New Urugorak variant] Added Engine Block for purchase in Market Added a % tracker when crafting gear/potions Added Particle Burst effect and animatin upon selecting a planet on ship
Users can now hit ESC or cancel button in main menu to go back to previous menu Users can now cycle through traits and allegiance by left or right clicking in char create menu Users can now cycle through variants with left & right click
Fixed Variant text Bug Fixed Pink Screen Bug (I think!) Fixed Lingering projectiles in multiplayer Bug Fixed Portal Multiplayer Bug Fixed Byfrost's graphical Bug
I also added a second chalice in towns, if your difficulty modifier is 1 or more. It just generates 5 random items for you to pick up. The higher the modifier, the higher the chance of a gear mod or shard.
Thanks for the support guys I don't know how I'm gonna top this update but I'm gonna keep working everyday. I love you all!
-Sean
P.S. I liked a lot of your guys' ideas for difficulty modified enemies in the Desolate Canyon. Any ideas for other planet enemies? Maybe a big blue Hivemind that shoots lasers idk.
Hey all! Been a pretty hectic past few days since I had to drive down to my hometown for family business but I did manage to get a lot of work done. Here's a few things that I've added, but the GREAT stuff is gonna have to wait until next Thursday.
Fixed Gear stats while in storage Bug Fixed Hover info clipping Bug
Next Thursday's build I'm planning on having a difficulty modifier in the planet selection screen. Players will be able to pay credits to increase the difficulty of planets! Some enemies will gain higher stats, some will mutate into stronger versions of themselves, and sometimes biomes will introduce totally unique and harder enemies.
But why bother increasing difficulty for planets, Sean? WELL...
The harder the planet is, the greater chance you'll acquire weapon/gear mods from enemies and harvest sources. I'm talking about those little abilites that activate on your weapons and armor after every 3 levels. But I want to allow players to customize what mods go on what piece of gear!
Also, I'm planning on adding these new crystal things that can be forged and combined with any piece of gear at Lv.10 to create an "Ultimate" version of that gear.
Let me know what you guys think and as always thanks for the support. -Sean
P.S. Give me some good ideas for enemy/boss mutations when players pay top dollar for a truly challenging planet!
Hey all! Been a pretty hectic past few days since I had to drive down to my hometown for family business but I did manage to get a lot of work done. Here's a few things that I've added, but the GREAT stuff is gonna have to wait until next Thursday.
Fixed Gear stats while in storage Bug Fixed Hover info clipping Bug
Next Thursday's build I'm planning on having a difficulty modifier in the planet selection screen. Players will be able to pay credits to increase the difficulty of planets! Some enemies will gain higher stats, some will mutate into stronger versions of themselves, and sometimes biomes will introduce totally unique and harder enemies.
But why bother increasing difficulty for planets, Sean? WELL...
The harder the planet is, the greater chance you'll acquire weapon/gear mods from enemies and harvest sources. I'm talking about those little abilites that activate on your weapons and armor after every 3 levels. But I want to allow players to customize what mods go on what piece of gear!
Also, I'm planning on adding these new crystal things that can be forged and combined with any piece of gear at Lv.10 to create an "Ultimate" version of that gear.
Let me know what you guys think and as always thanks for the support. -Sean
P.S. Give me some good ideas for enemy/boss mutations when players pay top dollar for a truly challenging planet!
Hey all I had to drive down to my hometown today for some family stuff. I'll probably launch v0.6 sometime this weekend. I've got some awesome new stuff to show you :)
Hey all I had to drive down to my hometown today for some family stuff. I'll probably launch v0.6 sometime this weekend. I've got some awesome new stuff to show you :)
Hey all! I figured I should take a break from adding new enemies and biomes for this build and clean up some of the core game mechanics. I hope you guys will enjoy actually levelling up past levels 10-13 since I adjusted the level up algorithm among many other things!
Roguelands v0.5.9
Upon levelling up, you will gain +1 in both of your primary stats that you picked in character creation BUT... Every THREE levels, you will instead gain stats equal to your starting race stats (Wanderer would get +1 VIT, +1 STR, and +1 FTH every 3 levels)
So now there is more meaning to picking primary stats and a race because of your stat growth.
Also, gear levelling up will have a similar system. Upon levelling up, instead of adding 1 to every stat that isn't 0, you will add the base gear stat(excluding item tier bonus). So a Lvl.1 Aetherlance[1,2,1,0,0,0] at Lvl. 5 will have [5,10,5,0,0,0]. This system will make starting stats have substantial differences because it is stat growth and not a flat bonus.
Added Shroomtown song! Added Marketplace song! Added Gear EXP Bar Improved mana regen from 20 seconds to 4 seconds per tick Reduced Plaguebeast's speed while invisible Reduced Squirm's speed Max HP, Mana, & Energy is now 100 Reduced Heal sound volume Increase chance of non tier 1 combat chips in town Changed Doomguard's stats Changed Glitterblade stats Changed Aetherlance stats Changed Runelance stats Changed Gallatria's Spire stats Changed Abraxas' stats Changed Urugorak's tooth stats Changed Golden Eye stats Actually I changed just about every weapon's stats lol Changed nearly all helmets and armor stats Changed nearly all race starting stats Max gear level is 10
Fixed Textbox audio Bug Fixed quick crafting potions not crafting Bug Fixed selecting comabat chip when opening inventory quickly Bug Fixed levelling up algorithm (reduced steep curve around lv.12) Fixed Lag by disabling ship objects when on a planet
Things might seem easier since players will probably getting much higher stats quicker. If this is the case then the next build we'll see some further changes to either player stats or enemy stats.
Thanks for the support I love you all! -Sean
P.S. I'm thinking of finally adding some 4th Age Weapons! How do you think players should go about acquiring these? :D
Hey all! I figured I should take a break from adding new enemies and biomes for this build and clean up some of the core game mechanics. I hope you guys will enjoy actually levelling up past levels 10-13 since I adjusted the level up algorithm among many other things!
Roguelands v0.5.9
Upon levelling up, you will gain +1 in both of your primary stats that you picked in character creation BUT... Every THREE levels, you will instead gain stats equal to your starting race stats (Wanderer would get +1 VIT, +1 STR, and +1 FTH every 3 levels)
So now there is more meaning to picking primary stats and a race because of your stat growth.
Also, gear levelling up will have a similar system. Upon levelling up, instead of adding 1 to every stat that isn't 0, you will add the base gear stat(excluding item tier bonus). So a Lvl.1 Aetherlance[1,2,1,0,0,0] at Lvl. 5 will have [5,10,5,0,0,0]. This system will make starting stats have substantial differences because it is stat growth and not a flat bonus.
Added Shroomtown song! Added Marketplace song! Added Gear EXP Bar Improved mana regen from 20 seconds to 4 seconds per tick Reduced Plaguebeast's speed while invisible Reduced Squirm's speed Max HP, Mana, & Energy is now 100 Reduced Heal sound volume Increase chance of non tier 1 combat chips in town Changed Doomguard's stats Changed Glitterblade stats Changed Aetherlance stats Changed Runelance stats Changed Gallatria's Spire stats Changed Abraxas' stats Changed Urugorak's tooth stats Changed Golden Eye stats Actually I changed just about every weapon's stats lol Changed nearly all helmets and armor stats Changed nearly all race starting stats Max gear level is 10
Fixed Textbox audio Bug Fixed quick crafting potions not crafting Bug Fixed selecting comabat chip when opening inventory quickly Bug Fixed levelling up algorithm (reduced steep curve around lv.12) Fixed Lag by disabling ship objects when on a planet
Things might seem easier since players will probably getting much higher stats quicker. If this is the case then the next build we'll see some further changes to either player stats or enemy stats.
Thanks for the support I love you all! -Sean
P.S. I'm thinking of finally adding some 4th Age Weapons! How do you think players should go about acquiring these? :D