Update Alpha 11: Modding Update
Going Deeper » Devlog
Another update! This update is rather light on the content side of things (although it does include some), as a majority of the work went toward back end stuff in order to enable modding!
Truth be told, even though modding works now, I underestimated the task of writing out modding documentation. Putting all the information down is still a work in progress, and I'm also still not sure how to best format things to make them easier to understand/read. Bear with me on this, and if you end up with questions, don't hesitate to hop into the discord. I've been accused by multiple people on there of "always being here".
The modding documentation and example mod download can be found here.
Bugfix 11.1 Changes:
- Fixed various crash causing null reference exceptions.
- Fixed the "Starting Corruption" and "Extra Monster/Trap Modifiers" New Game+ bonuses both being controlled by the extra monster/trap modifiers entry.
- Fixed Skilled Sadist monster status effect applying to all rooms rather than just the room the monster is in (a VERY skilled sadist)
- Fixed a bug with the Pity compulsion not comparing properly against Willpower stat
- Fixed Disarmingly Charming missing information in its counter damage expected forecasting data.
- Fixed the "Perform Action" button not being disabled when the Actions List was disabled when manipulating a Knight's desires in your tent.
- Various performance improvements (particle loading/disposal, check/trigger stack management, limiting the amount of requirements that need to be evaluated by threats when a check is raised).
Anyway, release notes.
Content:
- Enabled user made modding
- 1 new major plot scene
- 1 new spell
- 3 new monster status effects
- 1 new trap status effect
Changes:
- Fixed particles with add_particle_on_apply set to true showing in rooms that are not visible/unobscured.
- Example: Revenge Journal would apply Marked to all monsters and the particle effect for Marked would appear even if the room hasn't been revealed.
- Fixed Flirty sometimes not being set to be revealed when the compulsion goes off... I'm surprised nobody reported this.
- Updated desire manipulation menu for more usability
- Added a keybind for generic "close window" command, which should close most UI windows (default: Esc)
- Fixed liquid latex construct's spawn condition being set to "event seen" rather than "event seen this run"
- Added a post-check to allies gaining statuses, this means that many effects that previously were not cancelled when a status gain was cancelled will now be.
- Example: Eclipsing Focus skill would cancel the gain of Exposed status, but other effects would still trigger based on that (now cancelled) exposed status gain like Seeing Red.
-
Memory improvements
- Better optimized the taking of "snapshots" of an ally's state at the time of an event so that it doesn't have a lot of useless extra data hanging around in memory.
- Removed the "shattering" game over animation. I have reason to believe it was causing occasional crashes for some people on top of being poorly optimized (the shard objects were created but not added to the scene tree until they were needed, thus weren't automatically cleaned up when switching between scenes, causing them to pile up in memory).
- Fixed the Flirty interaction not precluding an ally from also Resting that turn.
- Moved KP, Encounter Counts, Total Value Given to the Witch, and Advert to the first page of new game+ options
- The third page of the new game+ menu is now ONLY difficulty increase options
Balance:
- Status Effects
- Moved Sleep's exhaustion heal to when the status ticks rather than during the turn the ally spends asleep.
- Moved all related sleep effects to the ALLY_DAMAGE_WAS_HEALED post check
- Moved Sleep's exhaustion heal to when the status ticks rather than during the turn the ally spends asleep.
- Skills
- Nerfed Too Rich To Die
- Increased Material drive requirement to Intense
- Damage Reduction is now capped at [1/2/3/4/5]
- If you want to get a lot out of this skill, you better be rich.
- Buffed Cull the Weak
- Now works on all monsters not tagged as bosses.
- Corruption cap lowered to 15.
- Buffed Arbor Armor
- Stacks of Thorns is now 2/4/6, up from 1/2/3
- Nerfed Too Rich To Die
- Monster Status Effects
- Runic now gives +2 armor
- Exposed granted by Heart Seeking monsters now stacks duration rather than ignoring further applications.
- Corruption Waves
- Increased the speed of corruption waves on later floors
- New Game+
- Standardized KP gain from events. Most events now give 10 KP, with some rare ones giving 30.
- This decreases the total KP in the game.
- Increased KP gain from most difficulty increasing new game+ options
- Added more difficulty increasing new game+ options
- Standardized KP gain from events. Most events now give 10 KP, with some rare ones giving 30.
Files
Going Deeper Alpha-11.1 Public (win).zip 410 MB
May 04, 2023
Going Deeper Alpha-11.1 Public (lin).zip 411 MB
May 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
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