
Version 0.10.0 has been released! This first milestone update upgrades the Rogue class - they didn't feel unique enough from the Warrior class before. Here's the major changes to the Rogue:
- The Rogue's Aim class ability has been replaced with Disarm. Disarm removes a trap peg from the battlefield.
- The Rogue has new starting equipment that provides for Stab balls for offense and Evasion balls for defense. - Evasion balls combine for a dodge chance in a 10, 20, 40... sequence. That gives a percent chance that you'll dodge the next attack for no damage. Your accumulated evasion will halve on a successful dodge AND halve when your turn starts. Stronger against single opponents, weaker against multiple monsters.
- Stab balls follow the same damage sequence as Sword balls. Their special power is that a Stab ball can merge with a same-size Sword ball. If it does so, it creates a larger Sword ball and deals double damage.
(Question: Does this double damage stack with the standard off-ball double damage multiplier? Answer: :) )
- The Rogue's Multishot ability now rains down two extra balls instead of firing them from the ball release location.
The Rogue is the highlight of the update, but there's much more to it! Here's the full changes.
- Added UI popup buttons for visiting the merchant, stairs, or altar. Shoutout to froderick for the idea.
- The poison dagger has been renamed the poison sword. There's a new poison dagger that also adds stabs.
- Fixed a bug where Boss and Elite fights didn't give the proper treasure if they weren't the first mob fought.
- Added an alarm trap, which wakes up all monsters on the floor. It's killed me twice already.
- The inventory screen now shows stealth chance and gold.
- The inventory screen's item description now lets you popup ball descriptions.
- The inventory screen's unequipped section is now scrollable! Now you can marvel at your fat bag of loot if you have more than 11 items.
- In the inventory screen, consumable items now auto-stack when gained.
- Larger boss sprites moved werid in the dungeon. Now they move more normally.
- The player used to only display 6 status effects at once. That limit is raised to 12.
- Fixed a bug where treasure crates could overlap each other.
- Treasure crates always had a small post-bounce cooldown before they register another bounce. This cooldown now has a visual effect indicating it can't be hit.
- Changed Hord's level 3 piety ability from Throw Wallet (offbrand!) to Horn of Plenty, which grants 25% more starting balls. Makes Hord synergize nicely with sneak attack builds.
- Fixed a bug where going down a floor didn't reset the creature overlay tile of the moved-from tile. This caused enemies to sometimes erroneously display on top of the stairs.
- Fixed a bug where you could fight a mob twice, on two different floors.
- Dungeon elements (fountains, merchant, traps) now have popup help boxes.
- Fixed a bug where cage traps would disappear with your potions.
- Buffed the Hat of Healing - Heal Balls now heal on drop and on merge.
Added items:
Spiky Breastplate - grants Armor Spike 2
Scroll of Evasion - grants +100 evasion on use
Scroll of Weakness - applies 3 stacks of weakness to all enemies
Assassin Boots - Grants stealth and starting stab balls
Floating Shield - grants Heavy Armor 2
Sundancer Boots - Merging on-fire Evasion Balls deals damage
Rusty Dagger - starting Rogue weapon, adds Sword and Stab balls
Thief's Cape - starting Rogue armor, adds Evasion balls.
Steel Dagger - Tier 2 Rogue weapon, adds Sword and Stab balls.
Assassin's Cape - Tier 2 Rogue weapon, adds Evasion balls.
Poison Sword - really the old Poison Dagger
Poison Dagger - now that daggers are stabby, this one grants Stab balls. Happy crawling!