Update Alpha 10: Experiments Part 1 Update
Going Deeper » Devlog
Hi
Time for another release! This release cycle was a bit rough for external reasons, so it doesn't have the full gamut of the content for the "Experiments", but it does add enough to be worthwhile.
Some of the content of this update may not spawn unless you meet certain conditions and see a particular cutscene. I don't THINK this is too hard to do, but in case you need help getting started, highlight the following text:
"
Make deals with the Witch that total up to at least 75 value (including the keep witch value new game+ bonus) and have at least one knight with a drive for Knowledge of High or higher
"
Bugfix 10.1 Changes:
- Fixed some miscellaneous typos.
- Includes the poltergeist scenes with missing/incorrect dialogue scripts.
- Set Relay Race to still work even if Finish Line is lowered to rank 1.
- Removed combat mantra tent action (I had meant to do this before release).
- Recluse now checks that the source character of any support skill is not the character with the curse.
- Applying First Aid to self for example.
- Fixed filtering tutorial info in the research notes menu not working properly.
- Fixed allies not moving to the stairs room to rest when Harboring is active.
- Fixed Pity's compulsion not properly checking monster status effects.
- Sloth's Rank 0 effect now causes the curse to be revealed if it isn't already.
- This NOT revealing the curse intentional, not a bug, but I recognize that people seeing it would probably THINK it was a bug.
- Turns spent by an ally with Sloth staying in the safe room while well rested no longer prevent the effect of Patience.
- Fixed there being no text callout for waking an ally up from trance.
- Added conditions to some camp events to not allow them to happen when the player is asleep.
- Fixed the Anonymity curse not having embrace text.
- Set allies who have been directed to a specific room to not discard it as their destination after reaching it.
- This means that allies who are set to a specific destination room that are moved out of it by some effect will attempt to path back into it rather than staying put where they get moved to.
- Fixed the Imp Chest "Attacked" event not displaying the room as a monster room afterward, for real this time.
- Fixed monsters that run away still not appearing in the research notes, for real this time.
Content:
- Upped the number of floors in a run to 15!
- 2 new monsters
- 5 new traps
- 4 new (ally) status effects
- 4 new skills
- 4 new curses
- 6 new spells
Changes:
- Changed event descriptions to (usually) show modifiers on the threats that cause them.
- Added a flag so that monsters which retreat can be set to be added to your research log that way.
- Non-rearmable traps can no longer spawn with many modifiers that don't make sense for them.
- Allies now attempt to keep track of what they were doing before being hit with a behavior altering status effect and go back to doing it once they're free of such status effects.
- Added the ability for the game to check requirements and determine what floor to give you next (rather than simply going through them sequentially)
- Fixed monster opportunity attacks not actually working.
- Turns out this was broken for a while.
- Also fixed it being listed as a 25% bonus to attack in the research notes page when it is a 50% bonus (as stated in the tutorial).
- Fixed a bug where research could still be done during dungeon time.
- Fixed some bugs with Mantra effects not properly being removed when their duration was up.
- Fixed a bug where the chest imp spawning would display as an empty room instead of a monster room.
- Fixed a bug that was causing multiples of the same skill/spell scroll to not stack in the loot found window at the end of a floor.
- Fixed a bug with skill scroll filtering.
- Temporarily disabled the Entropic Touch skill.
- There's an issue with how DoT effects are handled that I only just realized. It'll be back.
- Fixed a bug that could cause expected monster/trap counter damage to calculate incorrectly in the UI (it would still be applied correctly).
- Added handling for the edge case where a knight has no curses that they qualify for at the end of a floor.
Balance:
- Map Generation
- Slightly decreased the base room count of most floors.
- Lowered the amount of bonus rooms that can be generated on most floors due to Chaos.
- Decreased how linearly most floors will generate (and added map data to set this without changing code).
- Lowered obscured room count (especially in early floors) again.
- Tweaked Corruption Wave speed values.
- Added a Super Rare tier for skill scroll chest reward spawns.
- Made lower tiers slightly more common.
- Curses
- Fixed Rope Bunny
- The description of the curse wasn't matching the actual effect in the scripting. They match now.
- Also extended the effect to include Restricted.
- Buffed Scatterbrained
- Gain Dazed when Scatterbrained stacks are >= 5 now at rank 1 and 2 (up from just 2).
- At rank 2, Scatterbrained stacks no longer decrease from moving.
- Fixed Rope Bunny
- Spells
- Changed Contractor to work with Foreboder (no longer requires the scry be "natural" for the mark to apply)
Files
Going Deeper Alpha-10 Public (win).zip 406 MB
Apr 04, 2023
Going Deeper Alpha-10 Public (lin).zip 408 MB
Apr 04, 2023
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Going Deeper
Dungeon delving erotic roguelike/management game
Status | In development |
Author | NRFB |
Tags | Adult, Management, Roguelike |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Update Beta 2Jul 01, 2024
- Update Beta 1.5Dec 25, 2023
- Update Beta 1Nov 11, 2023
- Update Alpha 16: Bosses UpdateOct 07, 2023
- Update Alpha 15: Tasks UpdateSep 04, 2023
- Update Alpha 14: Lore & Dreams UpdateAug 03, 2023
- Update Alpha 13: The Sex UpdateJul 02, 2023
- Update Alpha 12: Special Skills UpdateJun 02, 2023
- Modding Documentation PageMay 01, 2023
- Update Alpha 11: Modding UpdateMay 01, 2023
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