Gate Playtest · public · first seen
Since the playtest went relatively well as it didnt had any game breaking bugs at all, work on the dungeons was made to have a more polished demo.
The Eternal Season has been disabled in order to test the Playtest in a more focused way, so you will be able to play on Playtest Season characters only for the remainder of the Playtest.
A lot of the new level types are missing decorations and layouts and will be added over the duration of the playtest up until the demo date, its juist the most basic implementation of the new system.
A new dungeon generation system has been introduced and the previous one was scrapped as it was very inpredictable, impossible to balance and caused a lot of inconsistencies such as empty rooms, dead ends and inconsistent monster counts. The new system not only makes dungeons look better, it gives a lot of control to finetune layouts and visuals.
Gates now have a set of Layouts which can be randomly picked from, these layouts always generate a dungeon with a consistent shape and path, making it easier to get used to certain levels, for now each gate type has 1 or 2 layouts.
Gates now have consistent sizes according to level and the number of monsters inside is also consistent across levels with small variations, with packs of monsters spawning more on bigger rooms.
The visuals and details of all gates were reworked significantly, making each gate look more lively and with more decoration and details across the board, more decorations and improvements will be made over time. The generator now has about 4 times the layers of detail such as height, outer detail layers and features such as rivers and others.
The speed at which the dungeon generates should be faster than before, as the previous generation system used fixed timers to process certain steps.
10 Gate layouts and tilesets are available :
Tundra
Mines
Beach
Coast
Volcano
Dungeon
Oasis
Crypt
Caverns
Forest
Fixed a bug where players could enter into town instances from other Seasons, now, every Season and type has its own set of instances, such as town and the Gate portal. These instances still get deleted once the game closes.
All monsters spawned by encounters are now affected by zone modifiers and added quantity / gold mods on itemized gates.
Encounters should now dissapear from the minimap correctly once interacted with
Singular elixirs show the correct icon when being unlocked on the collection
Added sounds to more enemies and skills
Added a well to the town so elixirs can be refilled while using the training dummy.
Dungeon improvements alongside fixes and QoL will be done during this last month before demo!
More decoration is coming alongside sound effects, and of course adjustments to the dungeons if they need it!
Thanks for playing!
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