This is the first major update of the year! This update is truly massive adding a ton of new mechanics. This represents a new direction I want to take with the game, which is more uniqueness of each item and enemy. Alot of time was dedicated this update to make everything extendable. Which means you should be seeing more variety in your dungeon crawling. You can play the update here: https://jakethebeest.itch.io/transf.....mation-dungeon
Either way here is the changelog. (As usual everything above the line is since the last minor update, everything below is new since the last major update)
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Patch 9.0.1a
Fixed arctic foxes spawning on the incorrect floor in increased numbers
Made the control menu pop up if it's the first time you are entering the dungeon.
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Added a new enemy, Snow leopards.
Added a new mechanic associated with them: Amplification. Under certain conditions the certain enemies will be amplified, causing stronger attacks and different behaviors. (Currently only Sneps can be amplified). Naturally the player can also become amplified if you're transforming/transformed into the enemy.
Added shop indicators above npc’s so you know that they are not hostile.
Added the ability to delete your save file under the settings menu (backups won't be deleted but will still be overwritten)
Fixed the settings menu so now you can properly set your resolution and auto move delay.
Fixed concentration spells behaving incorrectly when saving/loading and when losing.
Fixed inventory spacing
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Added 2 new NPCs. They have a 50% chance to spawn each floor and will sell you items.
Added a new console command /givetokens [amount] {temporary=true}
will give you a number of tokens. because these things are permanently saved to your save file i've made it so that adding tokens by default will give you temporary tokens that will disappear when the run ends or when you save and quit. these will be spent first at a store
Added a new item, the torch
Added a token reward if you lost due to a cursed item
Fixed humans not having a vision radius.
Fixed Status effects given from items just being non-functional
Fixed the red-dragon spawn chance
Fixed the starting rations from being undroppable.
Fixed base forms not interacting correctly with the limb panel.
Changed the inventory item spacing
Changed the limb panel text so that it uses your base form instead of "human" as the default
Added the ability to change your base form into any enemy you transformed into before (the unlock condition will change later). starting the run as one with the benefits and drawbacks that include. (you can do so by interacting with the machine near the hub)
Changed regression logic a fair bit. you'll regress back into your base form as long as you have no active transformations. this regression is random across all non-base form limbs.
Excluded the map from the colorblind filter.
Changed the way 3rd transformations interact. now if a limb is trying to transform into 3 different things, instead of the 3rd one outright taking over, it will now decrease the second transformation until its nearly gone.
Enemies will now be cleared around the spawn area when you get knocked out.
Reworked how items spawn. The item pool is a lot more varied now And is actually sensible. for now...
Added cursed items v2. Any item now can be cursed (with few exceptions) And require a new spell scroll to purify.
Cursed items now become permanently equipped until purified.
Some items will always be cursed and have unique mechanics.
Added 5 new cursed items with a small rework done to the cursed existing items.
Cursed Items now have dynamic descriptions.
Cursed items will now notify you when you have been cursed
Added 2 spell scrolls. a new item type
Your inventory is now sorted by consumables > weapons > Armor
Finally tracked down that random transformation bug and unlocked transformations.
Added the species that a sublimb belongs to.
Fixed the formatting on sublimbs so now its consistently capitalized.
Fixed the silver ring being VERY broken.
Either way here is the changelog. (As usual everything above the line is since the last minor update, everything below is new since the last major update)
~~~
Patch 9.0.1a
Fixed arctic foxes spawning on the incorrect floor in increased numbers
Made the control menu pop up if it's the first time you are entering the dungeon.
~~~
Added a new enemy, Snow leopards.
Added a new mechanic associated with them: Amplification. Under certain conditions the certain enemies will be amplified, causing stronger attacks and different behaviors. (Currently only Sneps can be amplified). Naturally the player can also become amplified if you're transforming/transformed into the enemy.
Added shop indicators above npc’s so you know that they are not hostile.
Added the ability to delete your save file under the settings menu (backups won't be deleted but will still be overwritten)
Fixed the settings menu so now you can properly set your resolution and auto move delay.
Fixed concentration spells behaving incorrectly when saving/loading and when losing.
Fixed inventory spacing
____________________________________________________________________________
Added 2 new NPCs. They have a 50% chance to spawn each floor and will sell you items.
Added a new console command /givetokens [amount] {temporary=true}
will give you a number of tokens. because these things are permanently saved to your save file i've made it so that adding tokens by default will give you temporary tokens that will disappear when the run ends or when you save and quit. these will be spent first at a store
Added a new item, the torch
Added a token reward if you lost due to a cursed item
Fixed humans not having a vision radius.
Fixed Status effects given from items just being non-functional
Fixed the red-dragon spawn chance
Fixed the starting rations from being undroppable.
Fixed base forms not interacting correctly with the limb panel.
Changed the inventory item spacing
Changed the limb panel text so that it uses your base form instead of "human" as the default
Added the ability to change your base form into any enemy you transformed into before (the unlock condition will change later). starting the run as one with the benefits and drawbacks that include. (you can do so by interacting with the machine near the hub)
Changed regression logic a fair bit. you'll regress back into your base form as long as you have no active transformations. this regression is random across all non-base form limbs.
Excluded the map from the colorblind filter.
Changed the way 3rd transformations interact. now if a limb is trying to transform into 3 different things, instead of the 3rd one outright taking over, it will now decrease the second transformation until its nearly gone.
Enemies will now be cleared around the spawn area when you get knocked out.
Reworked how items spawn. The item pool is a lot more varied now And is actually sensible. for now...
Added cursed items v2. Any item now can be cursed (with few exceptions) And require a new spell scroll to purify.
Cursed items now become permanently equipped until purified.
Some items will always be cursed and have unique mechanics.
Added 5 new cursed items with a small rework done to the cursed existing items.
Cursed Items now have dynamic descriptions.
Cursed items will now notify you when you have been cursed
Added 2 spell scrolls. a new item type
Your inventory is now sorted by consumables > weapons > Armor
Finally tracked down that random transformation bug and unlocked transformations.
Added the species that a sublimb belongs to.
Fixed the formatting on sublimbs so now its consistently capitalized.
Fixed the silver ring being VERY broken.
Category Other / Transformation
Species Unspecified / Any
Size 686 x 384px
File Size 51.1 kB
Listed in Folders
Thank you very much, glad to see you liked the update! i'll try not to burn myself out with this idea. But honestly this mentality came from how burnt out i was feeling making everything too similar to each other. adding any verity ended up being a massive hassle, but keeping everything the same was boring. So commiting to the idea that everything is unique i can build a framework that allows me to extend it to add new features. Its a win win, because we both get more verity. Though at the cost of the quantity of things i can make. But yeah, thanks for the concern.
So.... there might be an issue. Not bug per se, but balance wise. I've managed to get a couple runs down to where cats start spawning, but... after that it seems difficulty scaling starts to go NUTS. After a few runs failing there I got curious and pulled out CE to lock hp/mp, just so I could see how bad it is... and by the time wolves and snakes started spawning, floors seem to be up to 13-15 rooms, plus a veritable spiderweb of connections, with every single room being ~40+ monsters, usually 12-18 on the screen at any time. You REALLY ought to tone down that a little... I don't think any legit run could last against a battle of attrition with that many monsters.
Oh, and on these runs, totalling about 7, I never ever found a single weapon in a chest. Are those from merchants only now? Or did I just get SUPER hecked by RNG?
Oh, and on these runs, totalling about 7, I never ever found a single weapon in a chest. Are those from merchants only now? Or did I just get SUPER hecked by RNG?
Also, had fanny pack equipped (active), then used a scarlet potion, and things... broke after getting the 'potion settled' message. Broke something fierce. Enemies stopped moving, buffs/debuffs stopped ticking, transformations stopped progressing... Also had suppress curses active.
Thanks for the report, for the first problem. I can adjust the spawn congestion penalty to cover a wider area (Basically if 2 enemies exist in a 10x10 area around the spawn location, we prevent spawning. but i'll up it to an 18x18). So hopefully enemies don't spawn too close together. Yeah RNG can be a bit of a problem. But i can up the spawn rate of weapons to compensate for the fact that there's only a few of them that can spawn at any given time.
For the last problem. i haven't been able to track it down. But i'll keep looking for it. Still seems a bit weird because those systems shouldn't be interacting with each other in that way.
Either way i'll release a patch in a few days, prob around thursday or friday.
For the last problem. i haven't been able to track it down. But i'll keep looking for it. Still seems a bit weird because those systems shouldn't be interacting with each other in that way.
Either way i'll release a patch in a few days, prob around thursday or friday.
I had just reached the floors where cats spawn playing very conservatively and had gotten lucky enough to find good equipment and not get any transformations started. Then I ate a meat ration that said oh by the way that was cat cursed. I was like well shoot I'll just hit suppress curse, keep my health and food up and I'll be fine right? No. It just blew through me like nobody's business. When i dropped my weapon due to having paws and started doing chip damage on everything I ragequit.
If i recall correctly, cats shouldn't remove the ability to use weapons. if that is the case then thats a bug. did you get the message "you drop your weapon because of your now useless hands" or something similar? Other then that, yeah that'll sometimes happen. Cursed items tend to be pretty dangerous. Though its a bit intended by design. the curse should work its way through but shouldn't cause a game over on its own if properly dealt with.
Just stumbled upon this, it's quite a cool concept that i think, for a prototype demo, is executed rather... okay?
I wouldn't just yap here about nitpicks, but I will say, it took me a few minutes to understand exactly what was happening, these maps are big; and there isn't really much direction as they seem to be randomly generated "tiles" instead of randomly generated "rooms"
Other than that I can definitely see this becoming a really fun game with replayability (i'll be playing this a lot more in the next few hours, that's for sure)
I'll be looking forward to how the development of this game goes!
also, i noticed that there were meant to be 11 transformations (i'm assuming this means enemies) but in the 30 or so minutes of me playing i only actually saw about 4 unique enemies, is it supposed to be THAT rare to see the other ones?
I wouldn't just yap here about nitpicks, but I will say, it took me a few minutes to understand exactly what was happening, these maps are big; and there isn't really much direction as they seem to be randomly generated "tiles" instead of randomly generated "rooms"
Other than that I can definitely see this becoming a really fun game with replayability (i'll be playing this a lot more in the next few hours, that's for sure)
I'll be looking forward to how the development of this game goes!
also, i noticed that there were meant to be 11 transformations (i'm assuming this means enemies) but in the 30 or so minutes of me playing i only actually saw about 4 unique enemies, is it supposed to be THAT rare to see the other ones?
Glad to see that you played it.
Yeah one of my goals right now is trying to make map generation a bit more interesting. There is a difference between hallways and rooms but currently there isn't too much of a mechanical difference.
new enemies get added the deeper you go. and old ones get phased out. the general rule is every 4 floors a new enemy gets added and a old one stops spawning.
but yeah glad to see that you seemed to have enjoyed it.
Yeah one of my goals right now is trying to make map generation a bit more interesting. There is a difference between hallways and rooms but currently there isn't too much of a mechanical difference.
new enemies get added the deeper you go. and old ones get phased out. the general rule is every 4 floors a new enemy gets added and a old one stops spawning.
but yeah glad to see that you seemed to have enjoyed it.
Honestly, that makes more sense than what I thought was happening (different enemies in different biomes), I probably just need to play more to get farther down.
If i could give my two cents, A common thing with generative dungeon types (at least, from the other games I've played) is that the "rooms" feel at least familiar, maybe that'll give you an idea on how to tackle map generation? Biomes are also interesting, I couldn't exactly tell if the biome was doing anything or not; I thought it made some animals stronger / weaker but I'm not entirely sure?
Also, no problem! I like seeing other Game Devs work on TF related stuff, makes me feel more relaxed that I'm taking a while to work on my own prototype~
If i could give my two cents, A common thing with generative dungeon types (at least, from the other games I've played) is that the "rooms" feel at least familiar, maybe that'll give you an idea on how to tackle map generation? Biomes are also interesting, I couldn't exactly tell if the biome was doing anything or not; I thought it made some animals stronger / weaker but I'm not entirely sure?
Also, no problem! I like seeing other Game Devs work on TF related stuff, makes me feel more relaxed that I'm taking a while to work on my own prototype~
Been playing this game quite a bit. Concept and TF-wise, very rewarding, and did find a way to change your base form. Overall, the dungeon layouts can be frustrating, taking over an hour from aimless wandering before I would find stairs. Got to floor 12 about about 2 hours, the last 1 hour on the previous 2 floors. Didn't have trouble surviving (hit level 8, found loads of gear, wish I had the money to buy the cursed bunny ears from the cat merchant, but haven't yet bought all passives).
Is suppress curse supposed to do the opposite if you do get an infection? Once something finally goes through, feels like it gets cranked up to an A speed.
Managed to find mice, bunnies, cats, and kobolds, and eventually a snake, didn't get transformed into the snake, sadly.
Is there a way your progress every 5 floors or so is saved with the option to start there? I read you added things like arctic foxes and snow leopards, but feels like getting there would take an eternity of getting to experience new transformations.
Is suppress curse supposed to do the opposite if you do get an infection? Once something finally goes through, feels like it gets cranked up to an A speed.
Managed to find mice, bunnies, cats, and kobolds, and eventually a snake, didn't get transformed into the snake, sadly.
Is there a way your progress every 5 floors or so is saved with the option to start there? I read you added things like arctic foxes and snow leopards, but feels like getting there would take an eternity of getting to experience new transformations.
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