Releases: ConsideredHamster/YetAnotherPixelDungeon
Version 0.3.4
MINOR CHANGES
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added a pop-up about Tutorial on the second floor for new players
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decreased the amount of healing Goo receives from absorbing its spawn
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decreased the distance between Tengu's shadows spawned in the alternate phase
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DM-300 now spawns immediately aggroed and closer to the starting room
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decreased DM-100's health by half (they deserved it)
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boss summons no longer grant any experience
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piranhas are now resistant to fire and immune to burning
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changed skeletons spawning on the fifth floor to gnoll shamans
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evil eyes no longer drop meat, but vampire bats do
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buying, selling, and stealing items from shops now takes one turn
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increased amount of ammo/gunpowder/bombs sold at the last shop
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freezing duration from Wands of Ice Barrier will ignore the target's armor now
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Scrolls of Phase Warp are now more reliably random
BUGS & ISSUES
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fixed Yog's fists not counting as magical enemies
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fixed the burning fist ability description
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fixed evil eyes being able to hit you twice
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fixed DM-300 bombs not exploding at the same time
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fixed DM-300 being able to hit you at a distance
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fixed DM-300 being able to use abilities while asleep
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fixed DM-300 always throwing two bombs while enraged
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fixed dropping/throwing equipped armor taking fewer turns than unequipping it
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fixed Scrolls of Detect Magic failing to identify equipped items in certain cases
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fixed some shelves being inaccessible on warehouse floors
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fixed vampiric weapons draining health from magical enemies
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fixed the guard buff lasting longer than intended
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fixed some other (even less important) stuff
Version 0.3.3
GENERAL
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all difficulty levels are now unlocked by default
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last three chapters became much more open-ended
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added more decorations for wall and floor tiles
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made a lot of tweaks to make chapters differ from each other
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added random clutter in empty rooms to make them look a bit different
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added "burnt" floors which have a lot of (likely cursed) bones and barely any grass
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added "storage" floors which change most of the floor's walls to (mostly empty) shelves
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added "guarded" floors with additional mobs spawned, some of them wandering by default
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"trapped" floors no longer affect mob amount and respawn rate
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decreased amount of traps on "flooded" floors
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removed the "haunted" floor feeling
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all hazards now have descriptions when inspected
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the ambitious imp now only spawns in the floor's exit room
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the troll blacksmith's quest now requires only 5 pieces of dark gold ore
ENEMIES & BOSSES
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the mob description window now also shows their stats, resistances and abilities
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completely reworked the Tengu boss fight
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completely reworked the DM-300 boss fight
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boss summons now can be encountered as regular mobs
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evil eyes no longer run away when approached
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evil eye beams are now reflected from walls
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golems can now inflict knockback upon attacking
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blackguards can now pull you closer with harpoons
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stats of gnoll hunters/shamans now scale with the current chapter
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piranhas and imps can turn invisible now
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significantly decreased the chance of mobs dropping food
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delay between mob respawns now increases much faster
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replaced fire elementals with a new enemy: fire drakes
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replaced fiends with a new enemy: demonic magi
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reworked the succubus sprite so it looks more demonic
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removed class-specific mob descriptions in the sewers
ITEMS & CONSUMABLES
- interacting with bookshelves now has a chance of identifying one unknown scroll
- changed the Scroll of Identify into the Scroll of Detect Magic
- Potions of Invisibility now snuff out the lantern when used
- Invisibility is also dispelled when lighting the lantern
- all uncursing effects now remove only one negative level from cursed items
- items in perfect condition can now be repaired anyway
BOMBS & FIREARMS
- all flintlock weapons now require only 1 portion of gunpowder to reload
- bombs now explode on the next turn after being thrown
- bomb sticks now require more gunpowder to craft
- bomb explosions no longer inflict knockback
- changed damage from explosions from non-elemental to their own element
WANDS
- the Wand of Lightning zaps now arc to nearby targets unless the target is standing in the water
- the Wand of Ice Barrier now simply creates a short wall on the tiles adjacent to the target
- the Wand of Disintegration shouldn't affect the same target twice anymore
- stacking runes of the Wand of Firebrand beyond the fifth stack only affects their duration now
DEBUFFS
- lightning damage from all sources now spreads over the water, just like the Wand of Lightning zaps
- damage debuff from being Poisoned, Withered, Charmed and Controlled was decreased from 50% to 25%
- the Vertigo debuff now interrupts your movement when causing you to misstep
- mobs affected by the Vertigo debuff will now switch their behavior to "wandering"
FIXES
- fixed cave scorpions appearing one floor earlier than intended
- fixed the issue that caused Scrolls of Banishment to apply the Tormented debuff instead of Banished
- fixed the issue that caused cursed Rings of Durability to prevent repair too often
- fixed visual issues with harpoons
- fixed a lot of minor issues and typos
Version 0.3.2a
GENERAL
- "magic skill" stat was renamed into "magic power" and now affects wand's damage/effect
- "willpower" was renamed into "attunement" and now affects recharge rate not as much
- potions of Strength now increase your magic power in addition to its previous effects
- Scholar now receives bonus magic power only on every 3rd level up
- Acolyte now receives bonus magic power only on every 6th level up
- Warrior and Brigand do not get additional magic power on level ups at all
- increased starting health for all character classes from by 5 points
- regeneration rate now depends on the max health amount only
- nerfed waterskins and oil lantern
- Acolyte now starts with three empty bottles instead of a potion of Overgrowth
WANDS & RINGS
- wand damage, recharge rate, and number of charges were significantly rebalanced
- combat wands now are Magic Missile, Disintegration, Smiting, Lightning, Acid Spray and Firebrand
- utility wands now are Ice Barrier, Thornvines, Force Blast, Charm, Life Drain and Damnation
- wands will never miss their target anymore (except Magic Missile)
- "utility" wands can miscast/squeeze charges, just like combat wands
- only unidentified and/or cursed wands will ever miscast now
- changed curse chances for wands/rings to be dependent on chapter rather than floor number
- wands and rings now have much more detailed descriptions
ALCHEMY & POTIONS
- brewing potions now requires an empty potion bottle and two specific herbs
- empty bottles can be found in shops, laboratories, and among the loot
- using incorrect herbs will give you unstable potion which is, well, unstable
- added potions of Rage, Toxic Gas, and Confusion Gas
- Potion of Overgrowth was replaced with Potion of Webbing
- Potion of Blessing was divided into Potion of Shield and Potion of Blessing
- Potion of Corrosive Gas was replaced with Potion of Caustic Ooze
- Potion of Caustic Ooze creates temporary acid puddles on the floor
- rain created by potions of Thunderstorm now can refill wells in its area of effect
HERBS & FOOD
- raw meat cannot be cooked by burning or freezing it, but is completely safe to eat
- burning raw meat will turn it into burned meat, which is a worse version of raw meat
- you can, however, cook raw meat in alchemy pots, making it more nutritional
- it can also be cooked with herbs to provide a much longer resistance buff when eaten
- herbs now require only one turn to be eaten (was three turns before)
- herbs now remove debuffs and apply short resistance buffs when eaten
- spawn rates of different herbs now depends on the current chapter
- implemented Feyleaf herb, which increases magical resistance when eaten
- Dreamweed was renamed into Dreamfoil and had its sprite changed slightly
- herbs and other types of food now have much more detailed descriptions
EQUIPMENT
- quarterstaffs now increase your magic power by 10-25% depending on their upgrade level
- rebalanced prices and quantities of ammunition and throwing weapons
- missile and flintlock weapons got their damage increased
- light throwing weapons can now inflict bonus damage on sneak attacks
- debuffs from special throwing weapons now ignore target's armor
- javelins and tomahawks can now knock their targets back on hit
- chakrams can now be used to hit several enemies at once
- harpoons were reworked and will be more reliable now
- throwing items at secret doors now also reveals them
- weapon enchantments do not provide bonus damage for certain wands anymore
- added a confirmation pop-up when equipping items which are too heavy for you
BUFFS & DEBUFFS
- the Enraged buff now has decreased effect, but lasts longer
- Mind Vision now increases Perception by 25%
- Levitation now increases Dexterity by 25%
- Invisibility now increases Stealth by 25%
- Invisibility is now dispelled on stealing
- Corrosion now causes its target to spawn an acid puddle on death
- Vertigo now prevents you from receiving "Focused" buff from skipping turns
- being Poisoned now decreases attack speed only by 25% (instead of 50%)
- electricity damage does not inflict Electrified debuff on its targets anymore
- electricity damage now just gets increased by 50% if the target is standing in the water
MOBS
- slightly buffed minimum damage for most of the mobs mobs
- Goo was tweaked to make its fight easier for new players and less annoying for veterans
- King of Dwarves was tweaked to make his fight to be less confusing/unfair for everyone
- carrion eaters, giant spiders and cave scorpions are now vulnerable to mind debuffs
- warlocks and evil eyes will not miss anymore (same as the corresponding wands)
- carrion eaters are not resistant to body and acid anymore
- updated giant spider sprites, and now they only spawn webs on death
- cave scorpions now spawn acid puddle instead of corrosive gas on death
- dwarf monks aren't resistant to mind effects anymore
- dwarf warlocks now deal more damage with their ranged attacks
- charmed mobs should be a bit more independent now
- hitting charmed/controlled mobs doesn't remove the effect from them
DUNGEON
- moved old wandmaker NPC to the Sewers, and sad ghost NPC to the Prison
- decreased amount of water in the bonus well rooms (only guaranteed wells are on the 4th floor of a chapter)
- poison dart traps were changed into confusion gas traps
- toxic gas trap now releases toxic gas instead of corrosive gas
- trapped vaults now can be filled with summoning traps
- made item piles on the already visited tiles visible through the fog of war
- small changes to the layout of the second boss floor nd imp's shop floor
- secret doors on the 2nd floor are now guaranteed only if you have not unlocked at least one of the strength, upgrade or boss badges yet
Version 0.3.1j
GENERAL
- added ability to steal items from shops
- shopkeepers do not leave any items behind when fleeing anymore
- boomerangs and chakrams now always return when thrown (just like harpoons)
- sleeping in water doesn't affects health regeneration rate anymore
- slightly adjusted various debuff durations
MOBS & BOSSES
- gnoll brutes now become enraged on being hit while having less than 50% health
- DM-300 now becomes slightly faster after every enrage (up to 95%)
- DM-300 now receives halved damage when enraged
- Tengu now receives halved damage when enraged
HERBS & WATERSKINS
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brought back the Earthroot herb
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changed the sprite of the Whirlvine herb
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added a rare Wyrmflower herb which can be used to brew potions of Strength
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pouring water from waterskins does not flood the targeted tile anymore
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pouring water from waterskin now turns ember tiles into grass tiles
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pouring water from waterskin now turns grass tiles into high grass tiles
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pouring water from waterskin now grows random herbs on a high grass tiles
BUGS & ISSUES
- fixed game crashing when attacking burning Goo or its spawns
- fixed game crashing sometimes when Ankh tries to resurrect you
- fixed game crashing when player character is killed by a trap
- fixed Levitation visual effect glitch when using potion of Levitation to fall down
- fixed Ensnared duration from webs and regrowth clouds
- fixed guard lasting for a more than a single turn
- fixed some descriptions in the tutorial
- fixed some typos and grammar mistakes
- fixed some other minor issues
Version 0.3.1h
GENERAL
- lantern can be used to spend your oil flasks to ignite nearby tiles
- amount of oil flasks spawned is increased
- waterskins can be used to pour water on adjacent tiles (or yourself)
- pouring water now creates a patch of water on affected tile
- wands of Magic Missile now inflict energy damage with their spells (instead physical)
MOBS
- decreased wraith HP
- decreased wraith blink chance
- restored wraith spawn rate on haunted floor to the previous value
- gnoll shamans now inflict energy damage with their spells (instead of physical)
- fixed first boss not spawning minions when hit
MISC
- weapons ands armors in shops can be enchanted now
- increased duration of "Withered" caused by unholy damage
- thunderstorm clouds now can remove Corrosion
- updated loading tips
- updated tutorial
BUGFIXES
- fixed issue with weapons being degraded too fast
- fixed scroll of Challenge crashing the game
- fixed scroll of Transmutation and throwing weapons/ammunitions issue
- fixed issue when using throwing weapons with ranged weapon in your main hand
- fixed issue with quickslots acting as offhand slots when item in them is equipped
- fixed scroll of Transmutation not showing a message when transmuting rings
- fixed some typos and grammar mistakes
Version 0.3.1e
GENERAL
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new soundtracks, kudos to Jivvy! (music in the first chapter remained the same)
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when you skip a turn, the character gains a significant bonus to the chance of hitting
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waterskins now occupy a separate button on the left of the game screen
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added a digital indicator of the character's health
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added the indicator of current difficulty in the upper right corner
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numerous bugfixes
BUFFS & DEBUFFS
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all status effects were standardized, many were partially or completely reworked
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some overly powerful or redundant debuffs were removed from the game (stun, for example)
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some debuffs were brought back to the game or implemented from scratch
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duration of debuffs from attacks now scales from damage received vs target's total health
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duration of most debuffs from blobs now depends on amount of time target spent in the blob
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added descriptions of effects in the "Buffs" window
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added effect duration indicator at the top of the game screen
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many debuffs got new shiny visual effects
ILLUMINATION & SECRETS
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torches have been removed from the game
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characters start with an oil lantern that can be turned on and off at any time instead
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lantern increases view distance and guarantees detection of traps/doors, but nullifies your stealth in return
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lantern needs oil flasks, there are two of them per chapter (one among random drops and one in a shop)
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player character's view distance is now limited to 4 cells regardless of the chapter
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rebalanced chance to detect traps (mostly decreased it)
FOOD & SATIETY
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satiety drain rate now depends on strength requirement of your current equipment vs your current strength
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starving now gives you some time before it starts to inflict damage (and it also deals decreased damage at first)
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in general, starvation now inflicts less damage than before (4% HP per turn at max vs ~6% HP per turn as before)
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herbs can now be eaten to slightly satisfy hunger and/or to remove certain debuffs
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some herbs, on the contrary, inflict short-term debuffs (but satisfy hunger anyway)
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it's better to eat harmful food when you are not that hungry
BOSSES & DENIZENS
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the fifth boss now has immunity to fire/acid, as long as the corresponding fist is alive
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on knockback into something, the fourth boss now inflicts Vertigo instead of dealing additional damage
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wraiths are now resistant to physical damage
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reduced the frequency of wraith spawn on the haunted floors
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some mobs have been slightly tweaked
EQUIPMENT & CONSUMABLES
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resists from buffs, rings and enchantments now stack and can be brought to 100% immunity
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bonuses from rings and the chance of triggering enchantments have become slightly higher at the lower upgrade levels
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scrolls of Torment now inflict a "Torment" debuff, frightening off mobs in addition to inflicting damage
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scroll of Challenge now enrages your character instead of mobs on the current floor
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scrolls of Banishment now banish magical mobs in addition to inflicting damage, forcing them to flee
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scrolls of Sunlight now disrupt (confuse) magic mobs instead of ignoring them
Version 0.3.0d
CHARACTERS
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changed Wand skill attribute into Magic skill, which affects your accuracy with wands and power of some of the scrolls
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changed Detection attribute into Perception, which affects your chances to expose your enemy to counter attacks instead of your chances to prevent equipping a cursed item
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changed Magic power attribute into Willpower, which affects your chances to prevent equipping a cursed item instead of determining scroll's power
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Warrior now gets increased amount of hp only on every 6th level instead of every 3rd level
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Acolyte now gets decreased amount of hp only on every 6th level instead of every 3rd level
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shields now apply their armor class bonus only with 50% chance or on failed guard attempts
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shields now degrade and proc only when applying their bonus or when guarding
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debuffs now affect chance to apply shield's bonus AC instead of the shield's AC
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guard effectiveness is now affected by your base strength instead of excess strength
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hero's remains are now separated by difficulties
MOBS & BOSSES
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all enemies in the fifth chapter now count as magical (but not necessarily having body or mind immunity)
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third boss does not counts as magical, while still having body and mind immunity
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evil eyes now drop raw meat instead of cave scorpions
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fire elementals and evil eyes now only partially pierce target's armor instead of completely ignoring it
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imps now deal physical damage and don't have fire resistance anymore
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imps now will steal random amount of stackable items instead of the full stack
ITEMS & SHOPS
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ankhs now weaken curses on all of your items on activation
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waterskins now can be used to wash away caustic ooze and douze burning effct on self
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potions of Mending now heal 25% of health immediately
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base duration of the effect of potions of Mending decreased to 15 turns instead of 20
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base duration of effect of potions of Levitation increased to 20 turns (from 15 turns)
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first four shops will not sell same repair tools in stock
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first four shops will not have more than two of the same type of ammunition in stock
RANGED WEAPONS
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flintlock weapons now can be reloaded while moving
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fixed issue with flintlock weapons being almost unable to deal sneak attacks
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trying to shoot from a non-loaded flintlock weapon now will reload it instead of showing a warning
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increased durability of ranged weapons
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decreased price modifier when purchasing throwing weapons and ammunitions in shops
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rebalanced amount of throwing weapons and ammunitions when generated in a wrong chapter
WANDS & RINGS
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wands of Disintegration/Firebolt do not completely ignore target's armor class anymore
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wand of Entanglement is twice as effective now
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rings of Perception were renamed into rings of Awareness and now affect bonus damage from counter attacks instead of view distance
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rings of Energy were renamed into rings of Concentration and now increase mind resistance chance instead of enchantment's proc chance
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rings of Sorcery now affect enchantment's proc chance instead of wand's miscast/squeeze chance
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rings of Protection do not affect your mind and body resistance chance anymore
SCROLLS
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scrolls are now affected by your Magic skill instead of Willpower
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scrolls of Challenge will not affect passive animated statues
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scrolls of Enchantment now can be used to transmute fully upgraded rings/wands into another ones
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scrolls of Torment are more powerful and reliable now, but their radius of effect is limited
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scrolls of Transmutation can be used on ammunition and throwing weapons
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scrolls of Transmutation should be way more useful now
GENERAL
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added confirmation window when trying to step on a revealed trap
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added confirmation window when trying to equip obviously cursed item
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added confirmation window when trying to drink water while your health is greater than 50%
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added new lore about winners of The Impossible Contest into the game ;)
BUGFIXES & MINOR TWEAKS
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fixed issue when explosions destroyed items which drop on the hero's death
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partial proguard activation
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improved title screen background
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improved Goo's sprite
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slightly improved sprite of ambitious imp NPC
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thunderstrikes will now occasionally hit in diagonal directions instead of cardinal
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slightly improved thunderstrike's visuals and visibility
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hopefully fixed issue with successive hits not stacking combo counter
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combo attacks now will apply their bonus only from the third hit
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fixed combo counter being visible through fog of war
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healing effect from the scroll of Sunlight cannot be resisted anymore
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being exposed to counter attacks now lasts exactly one turn instead of until the beginning of target's turn
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moved durability loss to hero's attack and defense procs
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slightly simplified durability loss logic
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cannot guard against ranged attacks without a shield anymore
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cannot guard against armor piercing opponents anymore
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game now indicates failed guard attempts
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missed attacks now interrupt hero's actions
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slightly changed character descriptions
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fixed issue with shopkeepers reacting to effects of scroll of Sunlight
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increased blink delay of succubi to 6 turns (from 5 turns)
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mobs will not drain health on successful guards
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adjusted bonus armor class from the Durability enchantment
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adjusted bonus weapon damage from the Tempered enchantment
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adjusted some of the item's descriptions
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fixed issue were unidentified rings were labeled as cursed in their descriptions
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wand of FIrebolt will not ignite non-flammable tiles anymore
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wand of Freezing now can affect chasm tiles
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fixed issue with wands of Phasing being able to teleport entities which are supposd to be immovable
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fixed a bug when falling into a chasm while having a DoT on your character
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fixed a bug where brewing a potion in a flooded alchemy lab crashed the game
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fixed a bug where enemies on the edge of the view sometimes were revealed to the player
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storage rooms now have their food in the main part and bonus item hidden behind the shelves
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treasury rooms will not be guaranteed to have a mimic chest all the time now (except in a fifth chapter)
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lightning traps will now occasionally hit in diagonal directions instead of cardinal
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reworked the final floor (mostly to remove that door-shaped red herring)
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reworked dead end floor (for the same reasons as above)
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increased width of some of the description windows when in landscape mode
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fixed issue where shooting from a flintlock weapon alarmed targets around the targeted cell instead of shooter
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player can't use waterskins on full health anymore
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slightly improved visuals of Thunderstorm cloud
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added scrolling indicators to some of the lists
Version 0.3.0c
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reworked the "Enchanted item with +X bonus acquired" badge into "X scrolls of Upgrade used" badge
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scrolls of Banishment and potions of Blessing now affect wands in the wand holder
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potions of Strength now give 2 bonus health points regardless of your class
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you can double tap the Search button to search now (with default behaviour set)
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decreased skeleton respawn rate in the fourth boss fight
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fixed scroll of Challenge freezing the game on floors with no mobs
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fixed Harpoons crashing the game when used on immovable target
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fixed the search button switch in the settings having incorrect text
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fixed "Nevermind" button when the game asks you which quickslot to replace
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fixed DM-300's boulders crashing the game in rare cases
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NPCs are immovable now
Version 0.3.0b
- added an option to change the "Search" button behaviour in the game settings
- wandmaker now shows actual wand names even if they were not identified yet
- completing the sad ghost quest will not crash the game anymore (restart the run if he still does)
- some loading tips were reworded (thanks to Dustin Jacobsen)
- fixed some of the descriptions and issues
Version 0.3.0a
General
- you can hit targets out of your field of view again, but with 50% accuracy penalty
- rebalanced rewards of sad ghost and ambitious imp quests
- rewards of sad ghost and old wandmaker quests are visible to the player now
- player character now receives 50% less damage on Easy difficulty
- player character now receives 50% more damage on Impossible difficulty
Items & Shops
- all basic shops now sell arrows or quarrels
- all basic shops now sell bullets or gunpowder
- decreased base price of ammunitions
- partially identified (non-cursed) items now cost less than fully identified ones
- rebalanced bomb damage, bomb sticks are less powerful than bundles now
- scrolls of Enchantment now can be used to upgrade/uncurse wands and rings
- scrolls of Enchantment now upgrade already enchanted weapons/armors
- scrolls of Enchantment now re-enchant only if item is already at +3
- scrolls of Sunlight now heal more the longer you stay in their area of effect
- effect of scrolls of Sunlight now lasts less longer
- thunderstorm clouds now deal low damage to the fire elementals
Mobs & Bosses
- mob damage is not affected by difficulty anymore
- mob respawn rate is not affected by difficulty anymore
- tweaked last boss battle to be a bit more difficult
- buffed damage growth rate of miasma cloud
- carrion swarms now drain 1% of your satiety per hit
- fire elementals do not drop gunpowder anymore
- golems now become less armored while burning
- wraiths now deal physical damage in melee instead of unholy, but still ignore target's armor
- increased drop chance of raw meat from sewer crabs, giant spiders and cave scorpions
Minor tweaks and bugfixes
- shopkeepers are immovable now
- last boss is immovable now
- haunted floors now generate bonus items in cursed bone heaps instead of tombs
- slightly tweaked messages when upgrading unidentified items
- tweaked pitch of the player character's scream when playing as Acolyte
- removed wall sign from the floor 25
- fixed evil eyes being stupid in melee (again)
- fixed "Search" button being active during search animation
- fixed bug with cursed items disappearing when equipped while inventory is full
- fixed attack/movement speed penalty values in item descriptions being overly precise
- item descriptions now tell item's rarity to better understand item's intended chapter
- fixed carpaccio and raw meat being partially useable even while overfed
- fixed duplication bug with win/total count on the rankings screen
- fixed some possible issues with attack/danger buttons
- fixed some typos