Test Release! And first patch notes


Hi everyone,

Yesterday marked the first day of beta testing for Centum. I want to thank you all for providing feedback, it's been incredibly exciting hearing from you all and implementing your much needed insight to improve this game. I hope you all stick around to see the full release of this game, your playtesting is instrumental in reaching the best possible quality for the final product. Thanks again everyone! Keep the feedback coming.

-Dan


Some upcoming changes:

- A mouse-hover-over system that will detail all relevant stats for monsters and items. This should help combat confusion over how powerful certain items are, or how dangerous monsters are compared to others.

- Difficulty curve tweaking. The main goal is to curb luck (to an extent) without making it a major proponent in mid-late game depth progression. This is one thing that will be wildly subject to change over the course of testing and I'm all ears for hearing what's been too easy/hard.

- Optional objectives - in addition to the Amulet, various valuable items (called macguffins) will spawn sporadically throughout the depths. Picking up one of these treasures will award the player with a large score boost, but will incur a permeant difficulty increase for the run and take up an item slot (can't be swapped out). Brainstorming this one.

- Minor notes: earthquake buffs, additional weapons and armor, regeneration changes, more scroll/potion/relic ideas


Changelog:

- The shop no longer spawns in shadow monsters.

- Owlbear, golem, and elf scout monsters now hit less hard and have slightly less hitpoints.

- Slime and ochre monsters now inflict a corrosive status effect (25% chance, -5 def, 5-8 turns)

- Enabled weapon special attacks for the following weapons:

  • Sabre - double attack (50% chance to deal an attack with half power)
  • Hammer of lightning - cast lightning (75% chance to shoot lightning on hit)
  • Mage staff - cast fireball (60% chance to inflict fireball damage to target)
  • Silver spear - slay demon/undead ( 70% chance to deal 1.8x damage to slay species type)

- Various weapons will now appear much earlier than before. Drop rates subject to change.

- Shortcut difficulty reworked: taking a normal staircase increments difficulty by one. Every ten points of difficulty results in a new tier of monsters (so ten stairs => new tier of  monsters). Shortcuts now only increment difficulty by one, just like normal stairs.

- In addition, shortcut prices now scale slower. Subject to change.

- Stun grace period added: when stunned, players and monsters cannot be stunned again for at least three turns. Hopefully this will combat unfair stunlocking situations.

- Fixed poison not killing player/monsters when hitpoints reached zero.

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