Update Alpha 12: Special Skills Update
So again, this update is a bit more mechanical and a bit less content heavy. Hopefully the update picture is a fun scene to get to anyway though.
Originally, Special Skills were an idea that I had, but wasn't sure I was going to actually implement. The reasoning was because I had thought that tracking a bunch of cooldowns might be annoying.
I've thought better of it now, mostly because (even though I implemented it by choice) I don't feel like auto-turn should be the default way of playing the game. I want the player to have things to think about and more options for how they approach things. This should also hopefully let me buff up the level of threats available, with the understanding that you'll now have better options to deal with them. That's how games should be while still in Alpha, right? Still changing things, so let's see how this goes!
Content:
- Added systems for Interaction and Special Skills
- 2 new camp sexy scenes
- 2 new traps
- 19 new skills
- 2 new curses
- 3 new monster status effects
Changes:
- Gaining a fury stack (going from 1 -> 2 or 2 -> 3) will no longer display an event in the log stating the character lost Fury status.
- Decreased the time before a tooltip will appear over any UI control from 0.5 sec to 0.1 sec.
- Added an indicator to show what camp location is currently selected.
- Added color coding to the names of allies in their camp activity descriptions.
- Most windows that previously would not close when clicking outside of them now do so.
- The Desire Manipulation window still intentionally does not
- Fixed a bug where monsters/traps that spawned in rooms that had already been explored would not be set as "active" for the purpose of triggering effects when the room was explored again.
- Fixed a previous optimization step where monsters/traps that were not set as active would be checked for on scry effects because they would only be counted as active after the scry.
- This was mostly an issue with Runic.
- Fixed a bug where obstacles remaining to lose Well Rested status was not being properly maintained between floors when not going back to camp.
- Fixed errors with text callouts during tutorial.
- Fixed the Corruption Wave UI elements showing during the tutorial.
- Fixed a bug where the Clarification spell was attempting to change "amount" rather than "duration", causing it to not work.
- Fixed a bug where the Shield Maid's initial spawn event would not properly change the room type to a monster room.
- Set Lucette's "Concern" scene to not show a hint in the research notes (to not encourage people to seek it out and cause problems for their run).
- Fixed an issue that was causing curses with trackers to not properly track their variables (don't know how this wasn't reported)
Balance:
- Monsters
- Slightly buffed the base stats of many monsters.
- Slightly increased stats granted by some monster modifiers.
- Increased the minimum floors completed before the Drider can spawn.
- Buffed the Pressuring monster modifier to also prevent special skill cooldown from ticking.
- Traps
- Slightly buffed the base stats of many traps.
- Aside from artistic nude, which was veeeery slightly nerfed.
- Disallowed Shocking Orb from spawning with Nullifying.
- Slightly buffed the base stats of many traps.
- Floor Generation
- Decreased the range of how many chests can spawn, especially on later floors.
- Status Effects
- Flow State is no longer considered a Morale Bonus.
- Scatterbrained is no longer considered a Morale Penalty.
- Captive now cancels Mobility effects (although there weren't any mobility effects before this).
- Skills
- Changed Conduit's requirements from 26 Willpower to 13 Focus.
- Slightly increased the Willpower requirement for Spellsword from 25 to 26.
- Curses
- Reverted previous Scatterbrained buff (having scatterbrained not decrease from movement is a PROBLEM as it would mean getting stuck in a daze loop).
Files
Get Going Deeper
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
- Modding Documentation PageMay 01, 2023
- Update Alpha 11: Modding UpdateMay 01, 2023
Comments
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figuring out how to unlock scene, and researching all monster stats are my first tactic since I discover this game. Keep rubber ducking, see how that flows. I might don't know why the game made in first place, but never lose sight of your objective, let's see how folks (and me) react.