
Hello everyone! A medium-sized update for DA_RL has been released. Focus on balancing and add in some new items.
Next, an update on the development of DA_RL. Some good and bad news: good news is that I got a job, bad news is that the job will take up a lot of my time so DA_RL will have to move from one of my primary focuses to more of a side project. So updates may take a while to come out.
Balance
- Reworked the XP curve from level 8 onward so growth eases off instead of spiking hard at a couple of specific levels
- Roughly doubled the XP granted by every monster to match the new curve
- Potion of Experience now scales with how far away your next level is instead of a flat amount
- Dual-wielding a weapon in your off hand now costs Defense and Dodge, scaled by that weapon's weight - a light dagger barely costs anything, a heavy mace or sword costs a lot
- Raised carry capacity across the board
- Trapdoors now drop you at a random spot on the floor below instead of conveniently next to the stairs back up - you have to find the stairs like anywhere else on the floor, instead of just climbing back out where you fell in
- Weapons now keep scaling past floor 20: added Runic Claymore (floor 24), Soul Reaver (floor 30), Reaper's Scythe (floor 38), and Voidforged Blade (floor 46) so there's still a gear upgrade path through the back half of a deep run instead of your floor-20 weapon carrying you to floor 50
- Reduced poison chance on early snakes and stingers and shortened Rattlesnake's poison duration
- Toned down Fly Man (floor 12), which was roughly twice as tough as everything else spawning in its floor range
- Eased The Binder's and Ember Warden's damage and poison/burn chance and duration, since they were landing much harder than intended after an earlier healing exploit got closed
New
- Added Greater Identify Scroll: identifies every unidentified item you're carrying, not just equippable gear
- Shrine divine insight can now also identify unidentified potions, scrolls, wands, and spellbooks, not just equippable gear
- Character info screen now shows your calculated weapon damage range
- Dying now identifies your entire inventory and equipped gear, and the death screen lists your backpack contents alongside your gear
Bug Fixes
- Drinking or reading an item whose effect does nothing right now (e.g. a mana potion at full mana) now still identifies it
- Throwing an unidentified potion or scroll now identifies it
- Fullscreen no longer forces the OS to upscale a backbuffer smaller than your monitor's native resolution, which could produce garbled, blocky-looking graphics; the game now defaults to Borderless if no supported resolution exactly matches your screen
- Falling through a trapdoor no longer reveals the room around the stairs back up on your map before you've ever set foot in it
- Equipping a shield in your main hand no longer leaves your previous weapon's damage stuck in place