I’ve been spending the last little while updating the UI.
In the Alpha build the UI was very simple and looked like a prototype. Function over form. In the first Beta build I updated the UI’s look a little – cleaned up icons, better layout, etc – but it was still very plain.
Keeping the UI simple has actually saved me a lot of development time, because I never cared too much about how it looked, it was easy to re-do screens and rearrange the UI layout.
However a gray background doesn’t cut it for the full game. Now that the game’s features have been pretty much implemented, I’ve been spending some time updating the look.
What do you think?
I’ll probably touch it up a little bit before it’s complete, but the overall direction I’m pretty happy with so far.
Lots of improvements all around, tons of new world events that give quests, some involving multiple dungeons, giving you a much more lively world. Plus the much-requested auto attack button, for those easier encounters.
List of Changes:
Fixed a bug where multi-floor dungeons could change on reload
Auto-attack toggle added, automatic melee attacks for easy encounters
Added basic mini-map feature to the world
World monster made more dangerous, damage is % of total gold, monsters are more agressive
Keyboard shortcuts are now user-configurable
You can now select your party by keyboard (1, 2, 3, etc)
Added basic Dungeon generating events – random dungeon creation w/reward
Fix potential crash with certain events on Tiny sized worlds,
Fix bug where reloading on turn 1 would give a new party
Higher level recruits may now be from Elite classes
What’s coming next?
The event system upgrade should mean that games become more interesting and varies. I will be adding more world events as well as adding more detailed and complex events. The choices you make will have consequences, both short and long term.
I will start taking a second look at shops and trainers, balancing their prices and skill availability.
Plus I’m going to start filling in some basic missing functionality that I’ve been promising: keyboard customization and customizable portraits.
A much requested feature has been added: help screens! Now you can see the various classes and their skills. You can also read up on defated monsters.
There was also quite a bit of skill balancing, especially Fae and Lizards, but Priests and Mages also now have some new unique skills. Unfortunately if you’re using a save game from a previous version your skills won’t be updated.
Help Menu (shows class skill list, building info and monster stats)
Tweak loot drops (slightly more armor drops)
World object tool tips
Speed now has more influence on action timings
Lizard skill tree adjusted, many more unique options on level up
Fae skill tree adjusted, Fae’s main attack changed to Fae Blast an upgradeable, unique spell
Mage and Priest skills adjusted, now more difference between classes
Skill descriptions now show stat adjustments
Ice Storm skill fixed, Ice Elementals should behave better
Skill selection now keyboard selectable
Fixed crash when player had 100% resistance
Fixed bug where Golem, Fae and Lizards could become Adventurers