v1.1: Actually Better This Time


Hello everyone! Was busy at a conference this past week, but I've received some feedback and done some testing, so here's some thoughts behind the changes.

With weapons, durability gets reduced "per hit", so AoE weapons will now last longer (but remain suboptimal for damage when only one enemy remains). This adds a small extra element of resource management consideration and makes certain weapons not break so quickly.

A low amount of Exp given from enemies meant that finding characters on each floor and swapping them out as you returned to town to resupply would help the player keep pace with the enemies. The hassle of returning to town and the lack of actual variety between most characters made it not quite work in practice. Some of these changes are also to bring the unique weapon characters more in line with the others by reducing their SP.

Something I might try to fix in the future is not being able to purchase multiple items at once. I'm using a plugin to limit the amount of items able to be help and to track durability of each piece of equipment, but the code is set up somewhere I can't find to prevent players from flooding their inventory. So the way it currently functions isn't intended, but is something I'm having a hard time actually dealing with and is not fixed in this patch.

Here's the actual fixes and adjustments:
-Armor calculations actually weren't in the enemy damage formula. This has been fixed (so now there's value in actually re-equipping armor after it breaks).
-Base durability of equipment slightly increased.
-Base durability of "target all" weapons increased.
-18 of the characters have had stat adjustments.
-One-way teleporters added to every _5th floor.

Thank you all for your patience and support, particularly for a game that I'm having trouble figuring out how to market and one that I was away from my laptop for a good week for just after release.

Files

Just One More Dungeon.zip 453 MB
26 days ago

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