"The next Shattered update will be v1.1.0, and will focus heavily on alchemy! I want to make alchemy more cohesive, simple, and make it better at recycling items the player doesn’t want into items that they do want.\n\n"+
"Expect to hear more details about v1.1.0 in a future news post, likely sometime in September."));
"The next Shattered update will be v1.2.0, and will focus on a variety of smaller improvements, including working on proper support for desktop users in anticipation of the game's upcoming Steam release. Unfortunately I'm spread a bit thin right now with Steam and real-life obligations, so v1.2.0 will be light on content additions. I do hope to release it in less than 4 months though!\n\n"+
"Expect to hear more details about v1.2.0 in a future news post, likely in January."));
"The most major change will be an overhaul to how alchemy energy works. Currently energy sort of sits on top of the system and acts as a limiter on how much advanced alchemy a player can perform, but otherwise does nothing. I have some plans to make energy a much more integral part of the system, and for it to tie directly into recycling consumable items."));
"v1.1.0 focused pretty heavily on the alchemy system itself and exotic potions/scrolls, but there are definitely improvements to be made to other alchemy items too! Once the dust has settled a bit from 1.1.0 I intend to do a full evaluation and balance pass on alchemy produce. That may mean some nerfs, but I expect the majority of item changes from this will be buffs."));
"With alchemical energy changing, I'll naturally be looking at many of the game's higher end alchemy recipes as well! I can't promise that every single recipe will be perfect, but I hope to make some major changes in the next update that will substantially improve on many recipes."));
"The other major focus for v1.2.0 will be new and enhanced features for desktop users! I wrote a blog post about this in detail already, but in summary I want to make it easier to install and run the desktop game, and improve the interface to better take advantage of mice, controllers, and larger screens."));
changes.addButton(newChangeButton(Icons.get(Icons.AUDIO),"More New Music",
"So far the early reception to the new music has been extremely positive! Kristjan and I are already working on some new tracks, and we might be ready to add more music in the next update. The current plan is to have a unique track for every region of the dungeon! "));
"v1.1.0 includes a bunch of new music, but Kristjan and I aren't finished yet! We're currently working on a boss track for Yog-Dzewa, and might add some music for the other bosses too."));
"Lastly, there will be some smaller miscellaneous changes v1.1.0 as well. I plan to continue keeping an eye on game balance and making tweaks to the new hero abilities added in the v0.9 updates. I might have enough time spare to rework an item or two as well! "));
"Lastly, there will be some smaller miscellaneous changes in v1.2.0 as well. Alchemy items will get the most adjustments, but I also plan to look into improvements to a few other items, such as the master thieves' armband. There will be the usual round of balance improvements too."));
changes.addButton(newChangeButton(newItemSprite(ItemSpriteSheet.ENERGY),"Alchemical Energy Overhaul",
"_The role of Alchemical Energy in the alchemy system has been totally overhauled!_\n\n"+
"Energy is now a resource that the player carries with themselves, like gold. The game also generates much less energy for free, but more can be created by scrapping consumable items.\n\n"+
"Many recipes have been adjusted to compensate for this. Exotic potions and scrolls now require energy instead of seeds/stones, and several of them have been buffed or totally redesigned (see buffs and changes sections for more details).\n\n"+
"Other recipes have received relatively minor changes for now (mostly energy cost tweaks), but I'll likely be giving them more attention soon in future updates.\n\n"+
"This repositions energy as the primary driving force for alchemy, and should make the system both more flexible and better at recycling consumables the player doesn't want into ones that they do."));
changes.addButton(newChangeButton(newItemSprite(ItemSpriteSheet.SUMMON_ELE),"New and Reworked Spells",
"While this update mostly focused changes on exotic potions and scrolls, there are _two new spells, and one totally redesigned spell:_\n\n"+
"_Summon Elemental_ requires fresh embers and an arcane catalyst. It can be used to summon a friendly elemental to fight for you, and can even be powered up with other items!\n\n"+
"_Telekinetic Grab_ requires some liquid metal and an arcane catalyst. It can be used to grab items remotely, even thrown items that are stuck to an enemy!\n\n"+
"_Alchemize_ has been totally redesigned. It now only requires an arcane catalyst, and is used to convert items into gold or alchemical energy on the go. I'm really hoping this spell helps with inventory management.\n\n"+
"Because of the redesign to alchemize, the merchant's beacon and magical porter are made mostly redundant and have been removed from the game. Shops now sell a few uses of alchemize instead."));
changes.addButton(newChangeButton(Icons.get(Icons.AUDIO),"more new music!",
"_The game now has a music track for each of the five dungeon regions!_\n\n"+
"Just like the remastered tracks from v1.0.0, they are all composed by Kristjan Harristo, check the about scene for more details on them.\n\n"+
"Each of these tracks use a similar variable looping method to the sewers track, to try and reduce repetitiveness.\n\n"+
"There have also been some small tweaks made to the existing sewers and title theme tracks."));
"The reduction to the Mage's starting melee damage in v1.0.0 had a good effect on his early game winrate, but it's still notably higher than other heroes. So, I'm nudging his early melee power down one more time:\n\n"+
"_- Mage's Staff_ base damage reduced to 1-6 from 1-7."));
"The Assassin is doing very well right now, especially after the power boost he can receive from smoke bomb or death mark. I'm scaling back his core power a little to try and reign him in a bit:\n\n"+
"_-_ Preparation bonus damage at power level 1/2/3/4 reduced to 10/20/35/50%, from 15/30/45/60%"));
"Just one talent/ability nerf this time! I'm scaling double jump back a bit to put it more in line with the other heroic leap talents:\n\n"+
"_-_ Charge cost reduction now caps at 50%, down from 60%\n"+
"_-_ The warrior must now jump again within 3 turns, down from 5\n\n"+
"I'll likely making more balance tweaks (including nerfs) to abilities and talents in the future, but at the moment double jump is the only major standout."));
"_-_ various minor errors with electricity effects\n"+
"_-_ soul mark not working properly on low HP enemies with shielding\n"+
"_-_ various rare errors with shadows buff\n"+
"_-_ errors with time freeze and inter-floor teleportation mechanics\n"+
"_-_ rooted characters not being immune to knockback effects\n\n"+
"_-_ statues not becoming aggressive when debuffed\n"+
"_-_ swapping places with allies reducing momentum\n"+
"_-_ DK minions dropping imp quest tokens\n"+
"_-_ giant succubi teleporting into enclosed spaces\n"+
"_-_ spectral blades being blocked by allies\n"+
"_-_ Spirit Hawk and Shadow Clone being corruptible\n"+
"_-_ Rogue's body replacement ally being vulnerable to various AI-related debuffs\n"+
"_-_ some ranged enemies becoming frozen if they were attacked from out of their vision\n\n"+
"_-_ gladiator combos dealing much more damage than intended in certain cases\n"+
"_-_ magical charge and scroll empower interacting incorrectly\n"+
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