0.4 - Major Content Update - The Crimson Update


0.4 Patch Notes

New Content 

New map: Crimson Cave

  • comes with four new enemies and one boss with unique mechanic

added classes:

  • Dark Knight:
    • weapon --> dark edge: slash-type short-range weapon, can also pierce one additional target
    • ability --> doppelganger: hold-type ability that when held imitates player attack, uses 10 mana per tick
    • powerup --> silver ruby ring: grants offensive bonuses when hp is lower or equal than 50%
    • unlock by --> buying with 1000 gold
  • Crimson Mage
    • weapon --> crimson claw: slash-type short-range weapon, releases 2 projectile per attack but has lower damage
    • ability --> crimson cannon: charging projectile 
      • can be charged into three phases, each phase increases dmg, pierce, and projectile speed, each phase consumes 10 mana
      • applies a status for 3s, when the target with the status on dies, heals the wielder for 1 hp
      • when fully charged, the projectile will release an explosion
    • powerup --> crimson star: can use health instead of mana when the mana required to cast is not enough
    • unlock by --> clearing new map 'Crimson Cave'
  • New objectives (for more details they can be found in game's main menu -> 'Objectives' section)
  • 8 new powerups (for more details they can be found in 'Collection' section)
    • armor break: ignore 1 point of armor
    • silver ruby ring: increase stats when less 50% HP
    • silver sapphire ring: increase stats when less 50% MP
    • golden ruby ring: increase stats when full HP
    • silver sapphire ring: increase stats when full MP
    • elemental mastery: increase statuses damage and duration
    • chocolate bar: decrease dash cd and increase invcibility frame
    • crimson star: when there's not enough mana to cast a spell, it will be casted using player hp instead

Changes

existing powerup balancement:

  • marksman's emblem: 10% crit rate, per tier --> 5% crit rate + 10% crit damage, per tier   

existing classes changes:

  • priest weapon: now projectile has unlimited range but the size has been reduced quite a lot
  • archer:
    • weapon: now has an additional innate +1 pierce (not counting the powerup)
    • ability: triple shot pierce scaling --> x3 (before) -> x2 (now)
    • now poison flask ability can be also held in order to automatically throw until you release spacebar or you have no more mana left
  • main menu's UI:
    • is now bigger
    • now you can scroll objectives list in objective section
    • improved char selection screen:
      • adjusted size of texts
      • added colors to mana cost and cd text
      • now each weapon shows how it performs approximately
      • now each weapon sprite is followed by its projectile sprite
      • now each hold ability that needs time to activate (e.g. triple shot) displays also how much time it takes to fully charge
    • in map selection screen, now each map has an unique description
  • in game UI
    • now enemies when spawned have a little hp bar (it's a removable setting)
    • now bosses when spawned display an hp bar at the bottom of the screen
    • magnet display moved slightly up
    • now the newly introduced conditional powerups (seen below) are displayed when the effect is active under the hp & mp bars
  • added settings
    • enemy hp bar toggle
  • sprite update
    • holy slash (priest projectile)
    • armor & thorn armor powerups
  • now the following bosses have new unique sprites:
    • king slime (map 1 boss)
    • elite skeleton (map 2 boss)

Post-Patch Dev Thoughts

Thanks to all that are currently playing the game!

This patch took really a long time! The reason behind this are quite a lot:

  1. I had to stop working for the game for some time because of university session.
  2. This patch is kinda big (for my standards at least) and it didn't just add a map and 2 chars, it added a lot of new mechanics, including a part that were scrapped, because they were highly unbalanced, however, I will try to re-use them in the next patches.
  3. You can see that in this game every class is unique (or if they're not I tried the most to), this applies also applies to certain enemies, I tried to not just give to all of them more hp or damage, but different mechanics, like the final boss of the new map for example.
  4. I had to work, as I always do, everything alone, which increases exponentially the time needed to finish everything

With all of this said, I want to say that I have plans for this game, so it means that I'll continue making new patches, where I add more stuff, like: QoL changes, new mechanics, characters that comes with their unique abilities and weapons, powerups, and maps, that have a specific theme, as you can see in the title, this one was the crimson update. I would like to release at least 1 map and 2 chars per patch.

In the end, I'd like to say that the more support I get, the more glad I will be to continue developing this game, thank you again and have fun!

...And don't remember to report any bug you find!

Files

Quest Survivors - 0.4 - WebGL.zip Play in browser
Aug 20, 2024

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