AGR 0.7.0 Tools of the trade Update


In a nutshell:

This update took a while since I just wanted to rebalance the spells, but ended up rebalancing spells, weapons, armor and even a bit of crafting. So, weapons are now even more deadly and armor is even more vital, and non AOE spells now do a decent amount of damage andddd it’s possible to cast more of them before becoming hungry and tired.
Overall, the equipment  progression is now clearer and each weapon and spell type has been given a special trait and speed rating. Food also has been affected and now it roots after a certain amount of days, however salted and smoked consumables tend to last a while. On top of that spells can now be quickslotted into 0-9 keys.
Oh and watch out for a swamp village, rumor has it there’s a weird monster entombed in it. 


A Closer look:

Tools of the trade

Some of the rebalanced tools of the trade.


New features:

- It’s now possible to assign spells to 0-9 keys.
- Food now rots, meats and fish tend to spoil pretty fast, so it’s better to cure them for later
- Massive combat rebalance (Check Game Balance part for details):
    - Armor is now divided into under armor(better coverage, lower protection) and over armor (lower coverage, higher protection)
    - Each damage type has now a specific effect
    - Each weapon and spell type now has a specific trait
    - Material, armor, weapon and spell progressions has been made a tad clearer
    - Spells now got tiers and are easier to acquire
- New unique enemy that “drops” an unique armor 

Game balance:

- Weapons, armor and spells are now divided into tiers (T0 to T3).
- Armor is now divided into under armor(95% coverage, lower protection) and over armor (80% coverage, higher protection). It’s possible to wear both, but it’s quite encumbrancing.
- Armor now covers more body parts to remove inventory clutter.
- Added several new armor pieces for high tier armors
- Added two new biousuits, which trade even more protection for more coverage
- Added an unique armor “bioskin”
- Replaced scale armor with noble mail armor (T3 under armor)
- Animal hide now mimics under amor, but with 100% coverage
- Warrior type characters start now with a under and over armor
- Explorers start with under armor
- Crafters start with no armor
- New bio animals have been added, currently only spawn in one location
- New Unique NPC has been added
- Increased base HP and Blood to 100
- Each point of endurance now increases Hp/Blood by 1.0 (was 0.5)
- Each point of strength now increases Hp/Blood by 0.5 (was 0.25)

- Each damage type has now a specific effect 
    - Cutting, fire and acid haveBleeding/Burning DOT
    - Blunt and cold have Stamina damage
    - Piercing and electrical have armor piercing

- Each weapon type now has a specific trait,
    - Swords have 5-10 ToHit and Defense bonus
    - Axes and crossbows have +5 damage
    - Maces have 25% resistance bonus
    - Spears and bioguns have 10-20 ToHit bonus
    - Shields have 10-20 Defense bonus
    - Bows and slings have +5 range

- Each weapon type now has a specific speed
    - Fists, claws and shield are instant (0 MP), so there’s no penalty for shield bashing or punching  
    - Swords are Fast(25 MP)
    - Axes, spears, bite attacks are average (50 MP)
    - Maces are slow (75 MP)

- Each ranged weapon now has a specific reload and attack cost
    - Bows are slow (75 MP) to shoot and fast to reload (25 MP)
    - Crossbows are average (50 MP) to shoot and average to reload (50 MP)
    - Bioguns are fast (25 MP) to shoot and slow to reload (75 MP)
    - Javelins are average (50 MP) to throw
    - Other throwing weapons are fast (25 MP) to throw
- Increased damage for ranged weapons that do not benefit from high strength

- Material progressios has been made a tad clearer:
    - Cloth, leather and improvised materials have 50% effectiveness and costs 10-25%
    - Chitin has 75% effectiveness and costs 50%
    - Biomass has 75% effectiveness and costs 50%
    - Bronze and composite has 100% and costs 100%
    - Iron 125% and cost 200%
    - Steel 150% and cost 400%
    - Copper has been removed as a weapon/armor material

- Spell Changes:
    - Each spell now has a novice, advanced and expert version, which increase the effectiveness of a spells by aprox 25%
    - Every magic school now has two distinct spell books which are then divided into novice, advanced and expert versions.
    - AOE spells no longer hit all body parts and can be dodged/blocked
    - Spells are now cheaper to cast
    - Added several new utility spells to cover most common tools
    - Buffs and debuffs now affect three attributes rather than two
    - Each spell type now has a specific casting cost, which mimics ranged weapons 
    - Added new spell biowhip

- Food rotting
    - Eating rotten food now carries a risk of disease
    - Meats and fish tend to spoil fast
    - Mushrooms and berries have average life spawn
    - Bread and cured foods last quite long
    - Flour has been added and it’s non perishable

- And many more minor changes…

Bug hunter log:

- Utility spells are now fully checked for simulated tools
- Bread now requires "flour" not "flour plant" resource, also added “water” as an requirement
- Fixed textures issues for forge and grindstone
- Lights are no longer visible when covered by fog of war

What’s next?

First things first, a togglable map, since the playground is getting a bit big and getting lost isn’t fun. After that I’ll probably work on adding special attacks to melee weapons, since they seem a little bit dull, plus some of them could use new textures. 
Then I’ll probably work on integrating critical success and failure into activities other than combat.

That’s all I’ve got for this release, so see you in a month and a half :).

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