Bugfixes, Balance Adjustments, and QoL Updates - v0.14.2
Familiar Quest » Devlog
Bugfixes, Balance Adjustments, and QoL Updates - v0.14.2
- Rebalanced secondary ratings scaling. Should now be easier to obtain, for instance, boosted movement speed from Dexterity
- Bosses are now 2 levels higher than the dungeon's stated difficulty, not 5 levels higher
- Kobolds can no longer be bosses, as they are too easy to kill even with boss adjustments
- Energy Wisplets can no longer be boss adds, as they do not attack
- Bosses no longer reset due to "leaving the fight" when you hug the walls of the boss room.
- You can now see the level of items in their tooltips. Level was not previously tracked during item generation, so all items generated previously to this update will show as "L0" unfortunately.
- The camera position has been zoomed out greatly to provide the player with a larger field of view
- When the shop window is overly full, the bottom row's costs will no longer be cut off
- Dragging items across UI windows will no longer result in the character attacking repatedly while the mouse is over the game area
- Bosses no longer gain back all health upon eating a minion... they instead gain 25% of max health
- Inventory and shop items are now aligned to the upper left hand side of the window, not centered
- The character creation ability selection panel now shows the character's selected stats
- The character sheet now shows the character's average item level
- Enemies can now rotate to hit the player more accurately with ranged attacks while using said ranged attacks at the same time
- LEVEL UP text should now continue to work as intended after the player changes levels multiple times
- Revamped visual effects for damage over time zones -- their physical boundaries should now be clearer as well as looking better
- Added a teleport effect for boss teleports
- Fixed a bug where all items would be named as if they were common items
- You can now de-equip items by dragging them to your inventory (note: you cannot de-equip your weapon, as you must have a weapon to deal damage)
- Inventory and shop items no longer block scroll events on their parent window
- Homing projectiles now cannot last longer than 18 seconds
- Weapon attack power displayed is now based off the player character's highest attack stat, not the weapon type
- Deleting a character now asks for confirmation
- Bracelets now auto-equip to any empty bracelet slot
- Item drops will now refresh the player's inventory when inventory is open and item drops at the same time
- Bosses that heal or change hit point totals due to enraging will no longer trigger boss phase loops due to their changed HP
- Slots 9 and 0 on the ability hotbar can now properly hold abilities
- The abilities window now has separate areas for passive and active abilities
- Monster damage greatly increased
- Boss health greatly reduced
Known Issues
- Potions will continue to display on your hotbar even after you have used them all.
- Monster unit frames can be seen on your minimap and around corners
Files
FamiliarQuest.Windows.v0.14.2.zip 534 MB
Apr 15, 2020
FamiliarQuest.Linux.v0.14.2.zip 556 MB
Apr 15, 2020
FamiliarQuest.Mac.v0.14.2.zip 540 MB
Apr 15, 2020
Get Familiar Quest
Familiar Quest
A familiar goes on a quest to rescue their wizard!
Status | In development |
Author | caesuric |
Genre | Role Playing, Action |
Tags | 3D, Action RPG, Fantasy, Procedural Generation, Roguelike, Roguelite, Top-Down, Unity |
More posts
- v0.17.2 - Major Adjustments and BugfixesDec 02, 2020
- Bugfixes - v0.17.1Sep 08, 2020
- Ability Updates - v0.17Aug 30, 2020
- Major Bugfix and Stability Update - v0.16Aug 10, 2020
- Overworld + dungeon variety - v0.15Apr 29, 2020
- Bugfixes and QoL Updates - v0.14.1Apr 03, 2020
- Equipment Updates - v0.14Mar 27, 2020
- Minor Update - v0.13.1Jan 14, 2020
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