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:
- I had to stop working for the game for some time because of university session.
- 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.
- 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.
- 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
Get Quest Survivors
Quest Survivors
A top-down class-based survivor rogue-lite
Status | In development |
Author | gexxo1 |
Genre | Role Playing |
Tags | 2D, Classes, Fantasy, lone-survivor, Pixel Art, Roguelite, Singleplayer, Top-Down, Unity |
Languages | English |
More posts
- 0.3.1 - QoL Update - Sound Re-design & UI changesApr 30, 2024
- 0.3.0.2 - bugfix patchApr 18, 2024
- 0.3.0.1 - bugfix patchApr 17, 2024
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