
Thanks to everyone who has been playing so far, and who has provided feedback. Hopefully with this batch of changes, the “difficulty” problems with the game can be exacerbated so that I can focus on adding varied and fun new content.
Difficulty now follows a ramping system that more gradually increases throughout the run.
There’s an upgrade to help discern which tiles are more or less difficult.
Even if difficulty doesn’t end up “perfect,” I have plenty more tools to tune it without having to apply major changes.
NOTE: I suspect the game will be easier than I initially intended, for now. Difficulty will be tuned with each update. The goal is to have a challenging experience that rewards skill and clever upgrade combination.
Torch regalia now has upgrades, making it a more interesting choice.
Plus many other changes and bug fixes all around.
Finish the Fortitude Map, to start on the new one.
Add more variety to encounters.
Create some synergies between Regalia and their Upgrades.
Name
patch_notes
type
playtest and difficulty balancing
Main objective of this sprint. Difficulty should be toned down, and most importantly, easier to manage on the backend.
⚖️balance
Only 2 regalia shrines upon Goblin Remembrance
bugfix
⚠️bug
weak bow_long shot cuts through grass infinitely, instead it should stop on it immediately.
bugfix
⚠️bug
Enemy Recycle (on Cave) eventually crashed
bugfix
⚠️bug
Encounter Clean up with New Simpler Systems
Difficulty work.
⚖️balance
road encounters adjusted
Difficulty work.
⚖️balance
consider NOT creating a Shadow Echo off of Wandering Encounter
Shadow echoes will no longer contain “Wandering Encounters”
⭐design
simplified bonds system to be off of Encounters completed, not arbitrary points
management
⭐design
Globalize more of the Difficulty Systems
difficulty work
⚖️balance
second regalia pick (from shrine) did not hold over save a load, but shrine still showed cleared
bugfix
⚠️bug
NOTES - make the game extremely beatable and “easy” the go through it - TAKE NOTES
New standardized difficulty system in place.
⚖️balance
Dungeon gets stuck without doors opening.
bugfix
⚠️bug
Goblin chief difficulty
balancing
⚖️balance
Add first batch of Upgrades to torch
New upgrades for the “Flambeau”, with a focus on status effects.
⭐design
Remove from TEMP Bomb Upgrades: Charge Bomb, Ground Burn, Volatile Bomb
Bomb upgrades that have self-damaging side effects should not appear as temporary upgrades, keeping them completely optional.
⭐design
Broken bramble level
bugfix
⚠️bug
100 dashes Mastery not working
bugfix
⚠️bug
map difficulty indication colors
New way to communicate the difficulty of map tiles.
QoL
Road 3 acid snails too difficult probably road 4 too.
balancing
⚖️balance