Greetings from the Facility!
This update brings some changes to gameplay, progression, and Q.O.L, along with a number of fixes. Ideally, the game should now be a little easier early-game while still retaining difficulty later on.
For the longest time, a dungeon would begin as soon as you loaded in. Enemies would move around, and often times you may find yourself unprepared when the next room is populated. This will no longer be the case.
Upon loading in, you'll start in a room with some crates and maybe a chest or two. Enemies outside are frozen, and once you approach the doors, they'll open and all AI will unfreeze. The dungeon will now start on your timing.
Mimics are also now unable to spawn in this room, so you're guaranteed safe to open any chest that loads.
This was a change that should've been made months ago, but I never got around to it. Now, when a creature moves along the floor, you'll hear its steps. If something's approaching you, you'll know.
Added 31 items to early-mid game.
Added one enemy to each region.
Stepping into a flood light or a pillar's fire will now increase your detection stat by 25%.
Enemy health now scales with level a little more.
Increased Mage's Book Bonus Magic Damage from 2 -> 3.
Lowered Steel Breastplate item rarity from Uncommon -> Common.
Lowered Steel Breastplate defense from 12 -> 10.
Steel Breastplate can now be found as early as Labyrinths Floor 1.
Perpetuation will now reduce your Light Aura by a third when in use.
Antenna pings will now fade a half-second quicker, and now has a shorter range.
Sound Wave magic damage reduced from 24 -> 20.
Sound Wave use cooldown reduced from 2s -> 1s.
Lowered Flamethrower Ranged Damage from 10 -> 9.
Lowered Flamethrower Bonus Speed from 0 -> -3.
Slightly adjusted Spike Trap's collision to be a little more forgiving.
Dropped items will no longer be placed so low to the ground.
Made Electrified Blade, Ice Staff, and Shatter bound.
Lowered Desert Bow rarity from Rare -> Uncommon.
Increased Desert Bow ranged damage from 9 -> 11.
Archer's Bow buffed from 7 ranged damage -> 10.
Buffed Resonance Cataclysm base damage from 4 -> 5.
Buffed Phantom Strike base damage from 6 -> 7.
Glow In The Dark base damage increased from 2 -> 4.
Enemies will now give more XP per kill, preventing a plateau in higher levels. Consequently, enemy levels are now a tiny amount higher per floor.
Arrow Bundles are now slightly more common in crates.
Item info boxes will now specify "No Stats" if applicable.
Slightly reduced player tile footstep sound.
Adjusted player injured breathing to better match player hurt sounds.
Removed the Arrow fire sound that had a little too much bass.
Polarize now has sound.
Removed the scroll bar and shadows that'd show on longer journals.
Gave Dummy a simple stun animation.
Added a subtle bump map to Buried Desert environment materials.
Added a sound for when Lightkeep drops an item.
Replaced Labyrinth Elevator Button decals with a 3d model.
Adjusted Knight's Blade sprite.
Added a sound for consuming potions.
Added a sound for picking up powerups.
Hovering over the XP meter in the info menu will now display your current XP vs how much you need to level up.
Added 2 journals.
Made Orb Of Light pink instead of blue; the blue will still show as a new variant, Ionized Orb, with its own ability.
Enemy AI will now be disabled while the spawn room is closed or when the boss fight begins.
Made some improvements to the generation system; boss rooms should no longer be able to overlap regular rooms.
Fixed Orb Of Light shading issue.
Optimized Perpetuation slightly.
Fixed a number of abilities not applying class damage.
Removed some empty OnUse implementations.
Fixed a grammar error in the 'darkness' journal.
Fixed Enemy Projectiles not notifying some equipment items on impact.
Fixed Giant Bee sharing drops with Skeleton Archer (oops).
Fixed Resonance Catalyst fireballs not damaging.
Fixed Master Volume not affecting Music Volume.
Powerups will no longer block projectiles.
The Charger will now display the correct stats in the Bestiary.
A single Antenna ping can no longer strike the same enemy multiple times (e.g. Lightkeep).
Fixed Sand Elemental's collision type.
Slightly improved Recurse ability.
UNKNOWN from beyond will now use the respective footstep sound depending on the surface it's running on.
Progress is still being made on Buried Desert and Green Valleys Floor 5, along with Labyrinths Floor 4, and should be expected to release with v1.0 in the following months.
That's all for now. Take care!