Hello adventurers! Now that our second game Flowstone Saga has shipped, our team is starting to transition back to working on Tangledeep 2 and we can hardly wait to show everyone how it's going. To help shape the game and make it as good as it can be, we're inviting all Tangledeep players to fill out a short survey about the game. This will help us decide on what features to bring to TD2, what mechanics to improve, which to omit, and in general, how to make the game as good as it can be. Thank you so much in advance! p.s. If you want to be SURE to keep up on any Tangledeep 2 news, the best things to do are join our Discord, and our newsletter by clicking here!
[ 2024-10-18 14:19:26 CET ] [ Original post ]
Hello adventurers! I'm excited to announce that our second game, Flowstone Saga, is now available on Steam! Featuring the heroine of Tangledeep, Mirai, Flowstone Saga is a new adventure in a new genre (JRPG) with a charming and engrossing story, plus a totally unique hybrid battle system. You might even see some familiar faces like Katie & Nando... ;) The game is available for Windows, Mac, and Linux (native Steam Deck compatibility included) and even features a co-op assist mode in battle. Learn more about the game and grab it for 20% off during launch week right here. After 5 years we are so happy to finally show this game to the world. Thank you so much for your support, and we can't wait to show what else we have in store in the world of Tangledeep.
[ 2024-09-26 13:24:28 CET ] [ Original post ]
Hello adventurers! Today we have a minor (but helpful) bug fix patch that restores Challenges functionality, fixes the minimap toggle button, and circumvents corrupted shared bank files. Also, did you know our second game, Flowstone Saga, is coming out later this year?! You can watch the trailer and wishlist it now on Steam. https://store.steampowered.com/app/1372000/Flowstone_Saga/ If you want to check out the latest demo build, pop on over to our official Discord. We'll see you there!
[ 2023-01-19 16:47:18 CET ] [ Original post ]
Our next title Flowstone Saga is a 16-bit, JRPG-inspired adventure with a totally unique battle system, lots of customization, beautiful pixel art, epic music, charming characters, a grand story, and of course, frogs. Though the project started in 2018, we've been heavily working on it since 2020 and are very proud to release the first playable demo.
Play it now for free and let us know what you think:
https://store.steampowered.com/app/1372000/Flowstone_Saga/
Featuring a small slice-of-life scenario outside of the game's main story, you'll get a taste of the look, feel, and gameplay that's in store in the full game. And once you complete the demo, you can even keep playing in a "New Game+" style loop that lets you find more treasure and fight a greater variety of monsters.
If you like what you see, please share it with the world and wishlist the game - it makes a huge difference for us. We really appreciate it!
[ 2022-10-03 16:29:54 CET ] [ Original post ]
This patch addresses a few edge case issues that can stop a save file from loading, related to corrupted save files (various levels of corruption!) It also addresses an issue where you could somehow have innate skills/bonuses from a job other than your own, making it impossible to do job trials.
[ 2022-08-19 18:06:36 CET ] [ Original post ]
The Lunar New Year event has ended. However, you can now change active special events at the wardrobe for a fee!
[ 2022-03-02 16:17:38 CET ] [ Original post ]
BUGS
- Fixed potential infinite loop bug with the Traps magic mod affix
- Added graceful failure if the game tries to write to globalplayerprefs and the file is locked for some reason
- Defeating dirtbeak in one blow from when he has >50% health should no longer spawn a blank dialog box.
- Captured monsters, when first named and Buddied Up with, should no longer have their generic species name
- Updated final boss (first phase) default music to hopefully prevent odd cutscene error
- If you have never done the Escaped Frog mini-quest at the corral, and you also have the Ancient Cube from the first boss fight, the Frog event will now play out *first*.
- Attempted fix for rare issue where game would soft lock after capturing a pet in another file
- Attempted fix for rare issue with gamepad-style options menu where transparencies could get messed up
- Fixed game error related to pets, where if you captured a pet on one file, saved the game and started a new file, the game would soft lock
[ 2022-02-26 01:29:25 CET ] [ Original post ]
BALANCE
- Increased drop rate of Lucky Envelopes from champions, bosses
- Increased event item drop rate in general slightly from champs/bosses
BUGS
- The Counter Swallow attack of the Nian monster and Tyrant Dragon no longer affects corral pets
- The dungeon floor name in the upper left should no longer overlap UI at some resolutions
- Fixed bottom HUD UI positioning issues at various resolutions
- Bottom hud UI should no longer overlap full-screen UI at various resolutions
- Pressing Escape to open the options menu should now correctly show a full background behind the entire screen at all resolutions
- Fixed bug related to duplicate pets on game load again
- Riverstone Waterway unlock should be global now
[ 2022-02-05 22:24:14 CET ] [ Original post ]
BUGS
- Fixed Tsukida not accepting Lunar New Year consumable items after collecting them without speaking to him again
- Fixed some music bugs related to Riverstone Camp
- Fixed Ronin mode startup error
- Fixed game freeze on trying to enter certain maps (this was related to LNY bonus monster spawn logic)
[ 2022-01-28 02:46:12 CET ] [ Original post ]
It's a celebration with new delights, challenges, and powerful equipment to discover! We have added both permanent new content, plus limited-time content available through February 15th, for you to play with and enjoy.
LIMITED-TIME: NEW QUEST!
Tsukida the Moon Rabbit has arrived with a quest for Mirai; help out, and you can get a powerful legendary item new in this patch!
LIMITED-TIME: NEW CONSUMABLE TREATS!
You can now find traditional Chinese food and drink in the world of Tangledeep, especially from champion and boss monsters, such as a Jumbo Dumpling, Five-Spice Peanuts, Sesame Buns, and Fresh Black Tea, all with brand-new effects. You might even come across some traditional lucky red envelopes full of money!
LIMITED-TIME: SWORD DANCER SKIN!
The look of the Sword Dancer job has been adjusted to match the garb of the legendary warrior Fa Mulan. It's a perfect fit, since the Sword Dancer's style and abilities are already based on Chinese sword fighting.
LIMITED-TIME: FESTIVE RIVERSTONE CAMP!
The town has been decorated with lights and lanterns, and the classic town music has been rearranged using traditional Chinese instruments mixed with original soundtrack instruments.
LIMITED-TIME: NEW SPLASH ART!
Enjoy a beautiful new loading screen painted by Grace Liu. You can download it as wallpaper for your desktop here: [link will be here]
PERMANENT NEW CONTENT: THREE MONSTERS!
Encounter three strange new beasts: the confused, chaotic DiJiang (lower level), the bringer of fire Bifang (mid-level), and the incredibly powerful Nian (high level.) During the celebration, you will find these monsters more frequently; after it ends, they will be rare spawns.
PERMANENT NEW CONTENT: FIVE LEGENDARY ITEMS!
We've created four new legendary weapons plus a new legendary accessory based on Chinese mythology, all with new and unique effects and sprites. If you have the Legend of Shara DLC, these effects can also be discovered on Relic items. ---- Besides all of the above, we've fixed a handful of bugs related to monster pets thanks to your feedback.
BUGS
- Another pass at fixing strange behavior with Doublebite Axe mod, dual wielding, weapon switching, stacking (etc!)
- Fixed deep bug that could potentially make certain effects not work if the first effect triggered a second one; for example, using Skewer while being equipped with the Traps magic mod would cause the movement component of Skewer to not work
- Fixed error when loading pets in a New Game Plus or Savage World file; pets were not loaded at the correct XP level sometimes
- Fixed issue where buddied-up corral pets would sometimes disappear and go back to the corral on load
- Fixed some magic mods using wrong data from upcoming patch content
CONTENT/GAMEPLAY
- Lunar New Year has arrived in Tangledeep!
LOCALIZATION
- Revised certain Chinese, Japanese, and Spanish localizations
- Fixed missing Japanese characters
[ 2022-01-27 15:42:02 CET ] [ Original post ]
BUGS
- Fixed bug where if a new monster was created from two parents, the new monster could potentially be deleted or overwritten due to not being assigned a unique ID
- Fixed bug where going to New Game+ with a pet could cause some data issues with the pet
- When abandoning or failing a quest involving appeasing a food-loving monster, that monsters quest status should now be correctly removed
- (Hopefully) Fixed the constrict/paralyze VFX getting stuck sometimes
- Fixed bug where Doublebite Axe, or items with its special affix, could be stuck on one elemental bonus in some situations (i.e. dual wielding with the same mod), or could grant both bonuses simultaneously
- Knocking out a monster in the 2nd Job Trial now counts as removing it from the map for purposes of beating the trial
- Fixed bug where seasonal drops were not working at all
CONTENT/GAMEPLAY
- Prep work for the Lunar New Year patch and event!
QUALITY OF LIFE
- Added a new prompt if you try to switch gear, when doing so would cause you to fail a rumor.
[ 2022-01-11 21:57:07 CET ] [ Original post ]
BUGS
- Fixed Steam mod download / workshop modals; they are interactable again
- Ultrawide: hidden jobs now properly hidden
- Fixed bug where starting New Game+ or Savage World could delete your active pet
[ 2021-12-21 16:31:51 CET ] [ Original post ]
- Fixed Steam mod download / workshop modals; they are interactable again
- Ultrawide: hidden jobs now properly hidden
[ 2021-12-18 19:36:54 CET ] [ Original post ]
- Fixed issue where saves from previous versions of the game on Mac OSX would not be detected
- Fixed issue where rapidly clicking on the title screen during the initial scroll could cause game errors
- Fixed visual issue with Phasma tiles
- Fixed bug with monitor selection change throwing a game error
- Fixed bug where missing item magic mods could corrupt a save file
[ 2021-12-14 21:38:30 CET ] [ Original post ]
BUGS
- Attempted fix for bug where pets could sometimes be duplicated in the corral
- Restored resolution/display prompt removed in previous minor builds
- (Legend of Shara) Fixed Shara mode unlock not working consistently
- (Legend of Shara) Fixed hotbar being available during Sharas opening flashback
[ 2021-12-14 16:07:38 CET ] [ Original post ]
Hello adventurers! In this patch, we've addressed some important bugs. and made a few other minor tweaks.
- Mac OSX should now recognize DLC correctly
- Control bindings should save and restore correctly
- Reduced Glitterskin SFX volume
- Monster relationships should not develop, and trees should not age, in Shara's story
- Fixed rare game hang errors when starting New Game+ or Savage World
[ 2021-12-13 19:54:45 CET ] [ Original post ]
BUGS
- Fixed bug where after returning to title screen from gameplay, you could not create a new character
- Fixed bug where progress was not correctly saved on a heroic or hardcore defeat, leading potentially to pets or items being lost
- Fixed bug where monster letters would appear in Shara mode
- Attempted bug fix for rare issue where items were not properly upgraded after completing a dream, even with full gold entered
[ 2021-11-22 15:54:48 CET ] [ Original post ]
BUGS
- When trying to attack a monster that is on top of a dangerous destructible tile like an ice block, you should now attack the monster and not the destructible
- Essence Storm should no longer create a non-functional bar beneath the character
CONTENT/GAMEPLAY
- Ronin mode should be available in non-English languages!
LOCALIZATION
- Fixed the pre-game start text box not being localized when selecting a daily or weekly Challenge
- Control Mapper should be localized for Simplified Chinese
[ 2021-11-03 14:23:20 CET ] [ Original post ]
BUGS
- Fix for mouse issues on title screen
- Fix for game load issue related to pets
- Fix for game load issue related to corrupt monster and level data
[ 2021-10-28 22:18:52 CET ] [ Original post ]
BUGS
- Fixed bug where Savage World could not be started after clearing New Game+
- Attempted fix for game hanging on trying to contact challenge server
- Attempted fix for bug where if you died with a pet on Heroic mode, that pet would be gone forever (not intended!!!)
- Fixed bug where equipped relics or relics in inventory would disappear if you died on Adventure mode
- (Legend of Shara) Sorceress job unlock is correctly checked at character creation now.
LOCALIZATION
- Updated Chinese translation
[ 2021-10-27 20:39:33 CET ] [ Original post ]
BUGS
- Controller / keyboard mappings should save & restore properly now
- Quite a few attempted fixes for pets disappearing on their (or your) defeat, including fixes to corrupt 1.50+ save data
- Fixed incorrectly labeled elemental Damage/Defense columns on the character sheet
- (Dawn of Dragons) Beastlake Park should now always be enabled and accessible after defeating the Frog Dragon
LOCALIZATION
- Game will attempt to start in Chinese if the system language is set to Chinese
- Added Chinese localization for the display settings at the startup screen
- Fixed broken please restart app Chinese text when switching languages
QUALITY OF LIFE
- Clicking to move now produces less jittery, smoother, and faster move animations.
[ 2021-10-24 01:04:51 CET ] [ Original post ]
This patch includes some minor fixes.
- Ensured that after the 2nd boss fight, the victory state should always be confirmed correctly (allowing the exit doorway in the lower-right to appear)
- Holding the mouse button down on an invalid target no longer repeatedly plays the error sound
- Created a new display settings screen on launch, as the latest version of Unity removed the previous launcher option. (This can be disabled.)
[ 2021-10-20 19:42:35 CET ] [ Original post ]
Hello adventurers, and welcome to Tangledeep Patch 1.50! This major update combines the Nintendo Switch and PC versions of the codebase & engine, allowing us to more easily maintain and update the game for multiple platforms. It also changes some core features - by popular demand - and should overall present a smoother gameplay experience. Let's jump in and explore the notes!
SHARED STASH, CORRAL, UNLOCKS
All save slots now share ONE banker with shared items, gold, and item capacity. Also, unlocks such as jobs, feats, Shara mode (for Legend of Shara DLC, etc) are now global across all slots. This is stored in the new "shareddata.xml" folder in your save directory. Finally, corral pets are ALSO now shared between slots. The max limit for actively usable pets in the corral is still 12; any pets beyond that will be seen wandering around, but they will not be usable unless you release other pets first. To sync existing progress to the shared progress you must load each of your save files then save the game (i.e. go back to the title screen.) Of course, hardcore, Challenge, and Ronin modes do NOT access the shared stash or corral. However, job & feat unlocks will carry over into those modes.
IMPROVED CONTROLLER SUPPORT
If you play the game exclusively via controller, there have been even more updates to make it smoother and more compatible than ever. There are also new options that benefit controller-exclusive gameplay. To try them, download this platformoptions.txt file and put it in your save file directory (alongside files like savedgame0, metaprogress0, etc.) Future builds will auto-generate this file. For optimal controller settings, change the following lines to the listed values (they are false by default): gamepad_onlytrue gamepad_style_optionstrue gamepad_style_hotbartrue
PET GROOMING EXPANDED
Various changes have been made to the pet monster system, specifically with grooming at the corral. First, you can now groom up to 10 times; each one will cost a bit more. Second, a pet's beauty can now confer a special passive status if they are anything other than "Plain". For example, very ugly pets may draw more aggro, or be so repulsive that they scare other monsters away. Beautiful pets may blind enemies with their perfect complexion or charm them to fight on your side. Finally, additional grooming options have been added to let you adjust both beauty and happiness in either direction (up or down).
RUMOR QUALITY OF LIFE
If you have explored at least one floor of one dungeon "branch" (e.g. Amber Station) but not the other (e.g. Fungal Caverns), you will no longer get rumors for that other branch, unless they are for discovering new areas (like the casino). If a rumor involves a monster that has become trivial to defeat, or an item that is low quality compared to your level, it will be automatically abandoned after a couple in-game days. This will never happen with legendary items, set items, Item Dream rumors, or rumors involving finding new areas. (This option may be toggled on/off) Text will now appear on the screen indicating current rumors on your current floor (or nearby) so you dont have to keep checking your log.
CONTENT/GAMEPLAY
New feature: "Auto Eat Food" (on/off toggle in options). When enabled, if your Health is below 50% and it has been 10 turns since you've been in combat, you will automatically start eating healing food from your inventory. Tangledeep Curries will be prioritized.
BALANCE
- Frostspike damage reduced by 50%
- Elemental Kings (rumor bosses) toned down across the board (health, damage, defense)
- Added gentle damage scaling that tones down particularly large damage spikes within a single turn (i.e. chunky attacks that deal >25% of your health), does not apply to New Game+ or Savage World however.
QUALITY OF LIFE
- When attacking an object that harms you upon destroying it (such as a monsters summoned ice block), you will ALWAYS receive a warning prompt the first time you try to strike it on a given turn. Always.
- Favorited items are always shown at the top of your item/equipment list after ANY sort is performed
- Added subtle UI pulse to the Snack Bag and Flask icons if you are at or below ~60% Health, if you *could* use your flask or eat healing food
- Story cutscenes and dialogs are now skipped in New Game+ and Savage World
- Snack Bag now opens much faster; items in the Snack Bag are also sorted with Health restoratives at the top, always
- New "transparent minimap" option is available, ported from the Switch version of the game
LOCALIZATION
The Chinese localization has been updated and improved, and missing strings have been corrected in all languages.
BUG FIXES
- Attempted fix for bug where if you portaled out of an item dream and quit from Riverstone Grove, the dream might be closed
- Cleaned up a variety of oddly-behaving and oddly-sized dialogue boxes for more consistency
- Fixed bug where you could store items in the bank beyond max size
- It was possible to spawn in the Machine Labyrinth with only one exit from the room, covered by a forcefield. You will now find slime parts on first entry to the labyrinth to help you with the first room (if necessary)
- Many other minor fixes
ENGINE
- Save file size and load time optimizations via data compression, particularly with relic-heavy files (a mega-chunky 4mb file is down to 2600kb!)
- Experimental ultra-widescreen support added
[ 2021-10-18 01:41:24 CET ] [ Original post ]
STEAM BUGS
- App correctly flagged as 64-bit compatible on Mac OSX
BUGS
- Fixed bug where certain un-inheritable monster abilities were not ever being used, even by enemy monsters
- Captured level-scaled monsters (such as those caught in Dragon areas) will no longer continuously re-scale on reloading the game
- The game modifier that gives all monsters at least one champion power no longer works on pets (this was causing all kinds of problems)
- Fixed bug with monster ability inheritance, even WITH the latest patch, not behaving quite correctly
- Attempted fix for bug that could cause weird stair loops, bad destinations, and other re-routing problems (as a result of a previous fix for inaccessible stairs)
- Attempted fix for rare NullRef with CleanStuckVisualFX
- Applecan legendary effect should no longer persist from Wanderers Journeys, except for ones where you keep your stats on exit
- Gambler innate passives should now work in Ronin mode
- Steel Resolve now works against stuns from Frozen as intended
- Fixed game freeze in certain map load situations involving the Frog Dragon dungeon, or Item Dream versions of it
- Fixed bug where gaining or losing set bonuses would sometimes not update your stats or resists correctly until changing maps
- The Conjuration magic mod can now be added to an item with elemental damage mods and vice versa
- Fixed bug where the energy shield from Steadfast disappeared between maps
[ 2021-06-17 19:08:30 CET ] [ Original post ]
Hello adventurers! Patch 1.4 introduces Ronin Mode, a new challenge that gives you a wildly-variable set of skills, new monster encounters, and a streamlined dungeon!
Ronin Mode Basics
In this mode, you do not pick a job. In fact, the job system is effectively removed! Instead, when you start the game, you are assigned 12 random active abilities and 6 random passive abilities, all of which are purchased with JP. These abilities come from an enormous pool of skills and include over 50 NEW, never-before-learnable skills such as effects from Legendary items. We guarantee you will find some interesting combinations! As you venture through Tangledeep as a Ronin, you'll also find not just more monsters, but also randomly-generated monsters (similar to Wanderer's Journeys in Legend of Shara) fighting alongside the monster ensemble you're used to. You'll have to use observation, tactics, and ingenuity to learn the abilities & patterns of these new monsters and overcome them. Not to mention... they can be captured as pets! If your character is defeated, you'll retain your "meta" progress like in Heroic Mode, but you will have to roll a new character with new skills. That's just how it is!
Other Ronin Mode Changes
There are a variety of other tweaks in Ronin Mode to generally streamline the game and encourage that "one more run" style of gameplay we all know and love.
- Gold find rate is increased by 33%
- Magic items (equipment w/ affixes) are now +10% more common
- Orbs of Reverie are more common
- You can now access Job Trials anytime, as long as you have the JP
- You can switch clothes at the wardrobe anytime, to any job
- A powerful RELIC will be dropped by each of the 4 major bosses
- Weapon Masteries cannot be learned, except for Ultimate Masteries, but may be assigned as starting skill(s)
- The Mysterious Wanderer (from Legend of Shara) is no longer available
- Either Old Amber Station OR Fungal Caverns, and Ancient Ruins OR Stonehewn Halls, have been removed (no need to backtrack / jump back and forth between branches)
Bug Fixes
Of course, Patch 1.4 also brings with it a collection of bug fixes from months of player feedback.
- Added logic that should detect & correct "bad" map generation where starting stairs are encased in stone
- Fixed bug where certain shops would serve you low-level items once you hit level 16 or higher
- Fixed bug where you could initiate a conversation with Horatio after beating him, but before the correct story dialogue took place
- Fixed bug where losing an Ancient Jungle map could sometimes cause the game to freeze / progress to be reset
- Fixed bug where in rare cases, weapons/offhands could disappear from your inventory permanently
- Fixed bug where Armillary Mirrors and/or other Relics with that "never miss" effect could get in a bugged state if you equipped more than one and then unequipped one
- Fixed bug where legendary items could be lost when depositing/selling multiple copies of the same legendary to the same NPC
- Item quantities for items mapped to the hotbar now correctly update every time a UI is closed, such as the cooking UI or inventory
- Spellshift: Penetrate now only applies to Evocations, as intended
- It is no longer possible to die for ANY reason in Riverstone Grove
- Gluttony, Food Lover and similar effects should no longer incorrectly display a healing improvement for non-food healing effects
- When crafting gems with Horatio in town, putting 3 Diamonds will no longer eat them up for nothing in return
- Trees should no longer have negative lifetimes
- The final boss room now has unbreakable walls (was visually/gameplay-wise janky before)
- Various minor performance optimizations
[ 2021-03-19 18:36:40 CET ] [ Original post ]
Yet more fixes to Ronin mode, plus 7 new active abilities for that mode!
[ 2021-03-17 19:44:48 CET ] [ Original post ]
Fixed some major stability issues that occurred if you died and restarted, plus various other bug fixes.
[ 2021-03-17 03:02:47 CET ] [ Original post ]
Looots of bug fixes here, plus RONIN MODE (English only) - full notes will come after this is tested!
[ 2021-03-16 17:59:12 CET ] [ Original post ]
Hello adventurers! Today's patch makes pet ownership in the world of Tangledeep easier and more fun by allowing pets to self-heal outside of combat, gain XP more easily, and inherit more abilities (among other things.) There's also a smattering of bug fixes to keep the game smooth and stable. Enjoy!
BALANCE
- BIG CHANGE! Corral pets now passively regenerate health at a rate of 2.5% per turn, if they have not taken damage in 10 turns. This means that your pet can now heal to full relatively quickly between fights, hopefully making many more pet types viable, even if they dont have self-heal abilities. Also, naturally, they will heal to 100% when in town or campfire areas.
- Monster pets now gain 100% of the XP you get, instead of 50%.
- When something special happens between two pets, the newly-created monster is now *guaranteed* to get at least as many abilities as the least-skilled parent (previously, the guarantee was only 1 power)
- The Opulent affix should no longer spend gold multiple times per turn, even if you manage to perform multiple attacks in a single turn
SWITCH BUGS
- Fixed bug where Adventure mode saves were erased if you quit on the character lost screen, or otherwise exited the app before the game saved again
BUGS
- Fixed bug where corral pets could potentially need too much XP to level up
- Fixed bug where two-handed weapons (aside from swords) were not spawning enough, or maybe at all?
- Effects that increased or decreased healing should no longer apply to MAX HP boosts, such as putting on gear that increases max HP
- (Dawn of Dragons) Attempted fix for rare issue where some Dragon areas would not have stairs leading back to the previous zone
- (Legend of Shara) Fixed various bugs with Doublebite Axe if its effect was present on a Relic
- (Legend of Shara) Fixed bug where Precision Finish would give you permanent double gold, sometimes
[ 2020-12-03 18:50:43 CET ] [ Original post ]
Hello adventurers! Today's patch enables our yearly Halloween event, which brings some cosmetic changes to Riverstone and several common monsters, as well as limited-time drops (tricks n' treats.) We've also been collecting balance feedback and have buffed a wide range of abilities that were perhaps a bit underutilized. We've also implemented a popular user request, the ability to "reroll" relics found in Wanderer's Journeys once you've unlocked Horatio in town. You will need both Legend of Shara and Dawn of Dragons to access this feature, but hopefully it should help give you more chances for great, useful relics!
Patch Notes
BALANCE
- Divine Protection shield mod now has 33% chance to negate a crit (up from the *actual* previous value of 25%, but down from the previous *displayed* value of 50%)
- Absorbing shield mod now has 75% chance to negate a crit
- Doubled the chance that merchants in Wanderers Journeys will stock (one or more) Relics
- Gamblers Hot Streak now costs 10 Stamina (down from 20)
- Floramancers Photosynthesis now costs 12 Stamina (down from 24)
- Soulkeepers Parting Gifts now costs 12 Stamina (down from 20)
- Floramancers Thornsplosion now deals 230% Spirit Power in damage (up from 190%)
- Brigands Fire Bomb now deals 175% Weapon Power as damage (down from 200%)
- Edge Thanes Verse of Suppression now costs 12 Stamina (down from 15), and has a 25% chance to inflict debuffs to enemies within 3 tiles (up from 20%/2) each turn
- Skill Orb version of Verse of Suppression now costs 10 Stamina (down from 15) and now reduces aggro chance by 85% (up from 65%) per step
- Hunters Eagle Eye now costs 16 Energy (down from 24) and has a 16 turn cooldown (down from 20)
- HuSyns Gravity Surge now costs 16 Stamina (down from 20)
- (Legend of Shara) Relic Hunter passive now grants +2.5% to damage/resists per Relic gear equipped, down from +4%
- (Legend of Shara) Polish and Shine now costs 10 Stamina (down from 20) and has a 4 turn cooldown (down from 5)
- (Legend of Shara) Chakra Shift now costs 12 Energy (down from 20) and has an 8 turn cooldown (down from 10)
- (Legend of Shara) Calligraphers Combat Biography now costs 12 Energy (down from 20)
BUGS
- Using the character name Shara no longer creates a bad game state
- Fixed rare issue where the entrance to Riverstone Waterway could get misplaced
- Fixed terrain + powerup tutorials appearing at inopportune times
- The Divine Protection shield mod that granted 50% chance to negate crits was displaying the wrong value; should have been 25%; but also it has been rebalanced slightly (see above)
- Fixed broken text for some Dragon Soul abilities
- Fixed janky looking sprite on the Adventure tab of your character sheet, if you had a big pet
- Added many extra safeguards to prevent issues where an Adventure-mode character could permanently die
- (Dawn of Dragons) Fixed issues with creating an Echo of a dragon, i.e. the Echo of a Bandit Dragon could steal your food
CONTENT/GAMEPLAY
- (Dawn of Dragons) New Frogcrafting recipe: Any two relics = one relic of similar power. The target power will be the average rank of the two input relics. There is a 50% chance that the new relic may rise slightly in rank, up to a cap of rank 10. To exceed rank 10, the input relics must be 10 or higher.
[ 2020-10-09 14:58:20 CET ] [ Original post ]
Hello adventurers!
We're pleased to announce the launch of Patch 1.34, which essentially imports all the control improvements we made for the Switch version back to PC (among others things.) And speaking of the Switch version, that has been updated within the last few days as well, and is now at parity with PC.
In a nutshell, with patch 1.34, it should be easier than ever to enjoy Tangledeep with a controller. The targeting UI has been clarified, analog movement improved, and the ring (radial) menu has been added. We've also made a number of other quality-of-life improvements, which we'll detail in the patch notes below.
Before that though, we invite you to check out our next project, which is now live on Kickstarter.
Puzzle Explorers: A Tangledeep Story
As the name suggests, this is a spinoff of Tangledeep that takes place in the same universe, with some familiar faces, but also many brand new characters, a new story, new items, and completely different gameplay.
Puzzle Explorers combines many elements from classic JRPGs (grand story, beautiful music & pixel art, upgradable town, party building) with falling block puzzle gameplay. You'll be dropping blocks in frantic real-time combat to defeat monsters, unlocking various elemental powers, attacks, and equipment. There's even a job system!
To find out more and play our pre-alpha builds check out the Kickstarter page. We hope you'll like what you see!
Now then, on to the patch notes!
Patch 1.34 Notes
CONTROL + QUALITY OF LIFE
- The visuals for the targeting UI have been improved, with a clear border around targeting areas, and a targeting line to show where you are pointing at (in addition to the pulsing square)
- New binding for Toggle Ring Menu, ideal for controller users! Try mapping this to a shoulder button (default is RT / R2). While holding it you can tap the d-pad to access quick and essential functions like waiting a turn, using flask, skipping to your Snack Bag, etc. Release the button to close the menu. The analog stick can also be used to select an option and confirm it.
- The Confirm Step Move style has been greatly improved. It now shows exactly what tile you will move to, with an arrow mirroring your analog stick direction. You can also tap the Confirm button to automatically attack the nearest target.
- The hover info bar has been improved, especially for controller users.
- The inventory tabs Type sorting now actually sorts by item subtype. For example, HP restorative items are all grouped together, damage items are grouped together, etc. The equipment tab also has a new Type button and will sort by type there, too - armor type, weapon type, 1h/2h, etc. Overall, its super convenient!
- New tutorial popup when you start the game w/ a controller
- Various improved tutorials and prompts for controller users
BUGS
- Fixed bug where 2H Daggers were not dropping.
ENGINE
- Refactored how certain global progress flags are saved. Moved out of PlayerPrefs (stored per-machine in registry) to a separate file that is treated like any other save file. Benefits include being able to transfer this progress via Steam Cloud (e.g. Shara unlock status, control bindings, keyboard preferences) or simply back up at your convenience.
[ 2020-07-23 20:01:47 CET ] [ Original post ]
Hello adventurers! Today marks the start of the Steam Summer Sale and some of our biggest discounts ever for Tangledeep, its DLC, and soundtracks. We're also launching Patch 1.33 with some fantastic new content for players of all levels! https://store.steampowered.com/app/628770/Tangledeep/
New Two-Handed Weapons
We're greatly expanding the build diversity and weapon selection for two-handed fighters by adding three new 2H weapons in every weapon category! This means you can now find two-handed Axes, Maces, Spears, Staves, Claws, Daggers, and Whips* (if you own Dawn of Dragons). These should provide lots of new opportunities to experiment with your melee characters and make use of masteries beyond the Sword. Oh, and two-handed Staves also get a big ol' Spirit Power boost in addition to the innate level-based bonus, so even casters have something to play with here. A huge thanks to player Entitas who provided the foundation for this new content with their excellent 2H weapon expansion mod! Thank you!
14th Job - the Sorceress
If you own the Legend of Shara DLC - and if you don't, now is your chance to get it cheaper than ever - we've got a treat for you: a new playable job! The Sorceress is based on Shara, but reworked and adjusted for Mirai's game mode. She can make use of powerful Void and Phasma abilities, even though she lacks Shara's domination and shield powers, and has some new innate talents to encourage tactical gameplay. As for her Job Emblem, much like how Shara draws power from all the other jobs in the game, your Sorceress emblem allows you to pick 1 power from any four randomly chosen from other job emblems for each tier you obtain. This should create some interesting and wild emblem ability combinations... provided you can survive the Job Trials!
Check out Dungeonmans
Dungeonmans is another action-packed, tactical roguelike that served as a major inspiration for Tangledeep's gameplay. It has continued to get updates since its original release in 2014 (!!!) and is on sale for more than ever now. The creator Jim Shepard also worked on Tangledeep, so if you like our game, check out his! https://store.steampowered.com/app/288120/Dungeonmans/
Switch Update Progress
The Switch update including this content (plus various other fixes and tweaks from the PC version) is in the pipeline for Nintendo and should be arriving within the next 30 days. We don't have control over the approval process but we also don't anticipate any major problems or delays. So Switch owners, stay tuned!
Puzzle Explorers: A Tangledeep Story, Coming to Kickstarter Soon
Our next project is a hybrid of JRPG and falling block puzzle gameplay set as a spinoff in the Tangledeep world. It features some characters you already know, and many more new ones, with a totally different gameplay style and super gorgeous pixel art. We're launching a Kickstarter for this game soon, and if you like what you hear & see, please consider supporting the game there. To stay posted on our progress, and be notified when the campaign launches, please join the Impact Gameworks mailing list!
[ 2020-06-25 18:17:38 CET ] [ Original post ]
Version 1.1.0 of Tangledeep for Nintendo Switch includes all PC updates since July 2019, along with the entirety of Legend of Shara completely free! This massive update will give Switch players not only a smoother, better-balanced experience with countless fixes and improvements, but dozens of hours of new content and adventures to enjoy. Today also marks the launch of the Dawn of Dragons DLC on Switch as optional $5 DLC, offering powerful challenges, new items, monsters, and abilities aimed at veteran players. We decided to make Legend of Shara free on Switch because the Switch version of Tangledeep has a list price of $20 - more than PC - and it has been slower to receive updates, due to the nature of patching a console game. So, this is our way of saying "thank you" to Switch players for their patience and for their support of our game. Also, if you are in North America or Japan, you can grab the Switch version for 50% off for the next week! The sale in Europe will begin on 3/30. Thank you for playing Tangledeep!
[ 2020-03-26 18:50:47 CET ] [ Original post ]
Enter the Dawn of Dragons!
Hello adventurers! Our second expansion DLC is now available on Steam! We also have a new "Tangledeep Complete" bundle that will allow you to get ALL DLC at a discount (or just the stuff you're missing!) DAWN OF DRAGONS Store Page Tangledeep Complete Bundle Store Page
About the Expansion
Dawn of Dragons is centered around a group of diabolical super-boss monsters, and their respective dungeons, which can be unlocked at level 12. The quest line will start in Riverstone Grove. These dungeons each have unique themes, gameplay mechanics, and monsters, with incredibly tough boss fights at the end. Defeating these bosses will earn you new "Dragon Soul" abilities, plus ultimate bragging rights! While these new areas and foes are geared toward advanced players, the expansion also features new content throughout the existing game - like new monsters, weapon types (like Whips and Hand Wraps), new consumable items, item crafting, and dozens of new magic mods that can create totally new builds. We can't wait for you to check it out!
Key Features
- Discover the Ancient Dragons, super-powerful boss monsters that inspire fear into even the heartiest adventurers!
- Venture through Dragon Dungeons, themed areas offering new gameplay mechanics, layouts, and challenges!
- Obtain Dragon Souls, granting you unique powers to unleash in your most desperate moments.
- Wield a new weapon type (Whips) with four mastery abilities! Lash and pummel groups of enemies with finesse!
- Give old items a new purpose with an unlockable crafting NPC, who offers a variety of useful recipes to create the items you need.
- Empower your fists with Wraps, handwear that allows you to enchant your fist attacks without interfering with other bonuses.
- Battle (or capture!) a menagerie of new monsters, from psychic rats and prismatic jellies to acid elementals, robots, flying snakes and more.
- Enchant your equipment with dozens of powerful new magic affixes that can change or strengthen your build.
- Beautiful new pixel art and music, of course!
1.30 Patch Notes
Besides enabling all Dawn of Dragons content for owners of the DLC, there are some other changes and improvements: BALANCE Rebalanced/fixed how Confusion status works. Now, Confused monsters have a 50% chance to take a Confused action on their turn. This action is either: attack a random target (including possibly allies, or themselves), OR wander to a random nearby space. Overall, this should be way more useful than Confusion was previously. Fixed a certain harmless frog exploit. You know what it is. BUGS Fixed bug where the searchbar tutorial could sometimes mess with dialog box state. Fixed rare game crash bug Fixed issue where Bandages and Iron Breathing would trigger healing regardless of clearing any bleed/poison effects Fixed bug where getting a campfire before a boss or special map would sometimes spawn you in a weird location LOCALIZATION Fixed missing kanji in Japanese fonts QUALITY OF LIFE When talking to Jorito about Weapon Masteries, he will tell you how much JP you currently have. The game now saves your combat log in your save file folder (combatlog0, 1, etc. corresponding with save game slot.) This log mirrors the content of the log in the journal UI tab.
[ 2019-11-25 17:59:17 CET ] [ Original post ]
Hello adventurers! Today's update covers a range of bug fixes and changes that should make the game experience better for everyone.
First, we have some buffs for the Budoka job that should affect its lategame potential. Right now, bare fists are very strong in the early and mid-game, but fall off compared to high-rank legendary and relic weapons later on.
So, we've increased fist/kick scaling for Budoka at levels 12, 16, and 20 (the latter two levels available to Legend of Shara owners) and also increased their chance to strike vital points once their Mastery passive has been unlocked.
Otherwise, we have an impressive slew of bug fixes and game optimizations that should smooth out some rough edges that have cropped up. Optimizations include faster load times and less CPU spikes in heavy combat situations. Naturally, we will be bringing this to Nintendo Switch as well.
Full Patch Notes
ART/VISUALS
- Worked on smoothing some dialog box jank
AUDIO/MUSIC
- Reduced volume of the vine summoning SFX when "Aura of Growth" is enabled
BALANCE
- Non-boss monsters in Savage World now have generally more Health, and scaled monsters in NG+ / Savage World (i.e. low level monsters scaled to higher level) both have more health and power as intended
- When extracting magic mods from the Dreamcaster, you now have a chance at a bonus shard depending on the rarity of the item.
- Budoka fist / kick weapon power now increases by an additional 5% at levels 12 1 6, and 20
- Budokas tier 3 innate passive now boosts Vital Point proc chance on attack to 30% as intended (up from 20%, which was bugged)
BUGS
- Fixed dream crystals sometimes having no aura and soft locking the game
- Fixed game error due to rare monster spawn
- Fixed Wild Cards Straight evaluation again
- Fixed bug where status data was not saved correctly, so hero-spawned poison/bleeds (etc) would load and use the monsters stats instead of the heros
- Fixed bug where items would show a 4th upgrade possible in the Dreamcaster (such as +20 Stamina/Energy) outside of Savage World
- Fixed bug where a corral pet could be mad at you forever
- Fixed rare game error related to Runic Crystals on death
- Fixed error that could cause game to not load (due to DLC2 work, oops sorry)
- Fixed bug related to large pet parties throwing game errors
- Corral pets can no longer be charmed, ever
- Damage conversion effects like Fire --> Shadow should work correctly now with your bonus dmg
- Addressed various issues with monster level scaling. This might result in some monsters (scaled from a lower level) having more Health
- Whirlwinds - 2H weapon mod - now triggers only on use of physical damage skills, as intended
- Fixed issue with disappearing friendly elemental spirits
- (Legend of Shara) Orbs of Reverie should drop correctly in the right Wanderers Journeys again
- (Legend of Shara) Fixed bugs related to saving/loading certain Wanderers Journey data in some regions
- (Legend of Shara) Less immersion breaking at the start of Sharas story (tutorial popups)
MOD SUPPORT
- Fixed bugs with viewing / uploading mods from Linux
ENGINE
- A variety of engine optimizations for better performance on all platforms (fewer stutters, frame drops in various combat situations)
- Improved loading times
[ 2019-10-28 15:23:07 CET ] [ Original post ]
Hello adventurers! Today's update has a nice variety of fixes, balance tweaks, and improvements sure to please players of all experience levels. For those of you who own the Legend of Shara DLC, we have a specific set of changes for you as well!
Speaking of, we continue to work on Legend of Shara for Switch. Still no exact timeline, as our testing resources are very limited, but the majority of code is now ported over and there are no major hiccups yet. Hooray!
ART/VISUALS
- Limited the max # of pets displayable in the Pet Party hud element, so they dont take up the entire screen
BALANCE
- Paladins Advanced innate bonus (blocking empowers next damaging skill) now applies to Shield Slam too
- Spears now have a new inherent effect: basic attacks pierce 25% of targets resistance (depending on the Spears damage type)
- The second Spear weapon mastery now has an additional effect: Spears will strike two targets at once in a line (so if you attack at range 2, it hits the one in between, if you attack in melee, it hits the target behind)
- An Axe in your offhand will now correctly execute the 360 degree attack that all Axes have
- Adding Skill Orbs to Legendary and Relic items now takes 2x the JP
- (Legend of Shara) Default max # of mods on relics is now 3 instead of 4. Higher rank relics can reach up to 5, rather than 6, unless youre in the Tower of Ordeals!
- (Legend of Shara) The final boss of Tower of Ordeals now drops two relics!
BUGS
- Monsters should no longer exceed the Happiness threshold after breeding
- Fixed bugs related to job & feat unlocks using wrong data from other save slots instead of the selected slot
- Fixed incorrect text output when Catie bonks a pet on the head
- Fixed some ground effects not being flagged correctly as reducing defense
- Fixed various status effects added by gear not reading the correct originating actor as the Hero on load. This made some statuses like increased block chance with even gold amount not work correctly.
- Fixed mod viewer not maintaining scroll position past the first page of mods.
- When dueling your pet, your pet should no longer harass your other corral pets
- Fixed bug with Sword Dancers tier 2 emblem effect that was supposed to auto-attack enemies when pulled or pushed by them.
- Fixed bug where trying to put a Skill Orb on an item via Dreamcaster would sometimes display a success rate of 0% regardless of JP added
- (Legend of Shara) Relic quivers should no longer use a shield icon
- (Legend of Shara) Ranged relic weapons should no longer spawn with Parry mods
- (Legend of Shara) Relics shields should now properly have physical damage reduction
- (Legend of Shara) The Eat Weapon ability of Mimics should no longer be inheritable
- (Legend of Shara) You should no longer be warned about failing a rumor while in a Mystery Dungeon.
- (Legend of Shara) You should no longer find Orbs of Reverie in Wanderers Journeys where you cant use them or carry them out
- (Legend of Shara) Attempted fix for bug where relics would sometimes be capable of getting more magic mods via Dreamcaster than originally intended.
- (Legend of Shara) Fixed bug where Mystery Kings would sometimes not drop relics. Sorry!
ENGINE
- Switched to a new typewriter text function, should be much more CPU-efficient now
QUALITY OF LIFE
- Monsters will now drop all items they are carrying if hit with a Monster Mallet. This should prevent situations like your weapon being eaten by a Mimic, never to be retrieved again.
- You should no longer receive a popup about entering Savage World once you have already seen it at least once.
WRITING
- (Legend of Shara) The Armillary Mirrors effect no longer says Armillary Mirrors in the log if you are using a relic with that effect
[ 2019-09-16 15:22:18 CET ] [ Original post ]
Hello adventurers! Today we're launching patch 1.27, which is mainly focused on bug fixes and balance tweaks. There's also a new fun feature (currently English-only, but coming soon to other languages) called Pet Duels, which is exactly what it sounds like. Got an awesome corral pet? Well, now you can fight it! Neither of you will be permanently defeated from the fight, but it's a great way to test who's really in charge. Before we get into patch notes, I wanted to briefly give a general development update.
Upcoming Content / DLC
Work on Tangledeep's second expansion is well underway, and should be done in Fall of this year. This will be around $4 or $5 and will focus on new dungeons, monsters, and bosses, plus some other neat features and content. Keep an eye out for further news on this!
Switch Updates
We just published Switch patch 1.0.6 which added the "Lizard Lounge" to the game, along with all the content and bug fixes from the PC version (with the exception of pet duels.) We're also continuing to port Legend of Shara to that platform. It's the current focus of our Switch dev efforts, now that the two games have reached feature parity.
Our Next Game...?
Impact Gameworks is working on another project connected to the world of Tangledeep! Tentatively called The Legend of Tangledeep: Puzzle Explorers, you can follow our development progress at our dev blog here. However the BEST way to stay up to date on all upcoming development is to sign up to our mailing list! ---
BALANCE
- The benefits of the second Dagger Mastery have been reduced from +10% dual wielding accuracy/damage to +7.5% (per hand).
- Using a Lightweight weapon or a Claw in your offhand is now a little worse than before, by about 5%. However, if your offhand weapon is both Lightweight AND Claw, its still as effective as before.
- (Legend of Shara) Slightly bumped up the average monster level in Temple of Elements, along with respawn rate. Also, shops now appear a little less frequently (25% chance per floor, down from 33%)
- (Legend of Shara) The base weapon power of all Relics has been reduced by 15%, prior to any other modifiers, multipliers, flat enhancements etc. Since Relics are already pretty strong, this seems reasonable.
- (Legend of Shara) Default armor, shield, quiver, and magic mod values have also been reduced slightly for Relics.
- (Legend of Shara) The Precise Finish skill now grants +35% JP, gold, and XP (up from +20%) when landing a finishing blow with the skill
BUGS
- You should no longer riposte while under the effects of Paladins Sanctuary
- Heavy magic mod should now correctly show the CT penalty when hovering over the item
- Fairys Choker (20% chance to reduce random cooldown by 1 turn when attacked) should work again
- Fixed issue with certain directional-based status effects causing game errors occasionally
- Savage World / New Game+ selection should work reliably now on main branch (was only working properly on beta, most of the time)
- Gamblers Wild Cards ability should now properly test Aces valued as both 1 and max value for the purposes of Straights etc.
- Bred monsters should now have the correct Family in all cases
- Visual fix for bug w/ ending scenes/credits where gameplay leaked through
- Attempted fix for bug where portals were not always created when leaving an Item Dream
- Fixed bug with Talrose the Painter sometimes telling you to go to the wrong place
- When interacting with the food cart, you should no longer see Sale Value: 0g
- Fixed some garbage text in the log related to the food cart
- (Legend of Shara) Fixed game error that occurred with the Shard relic affix (negate magical damage, gain spirit buff)
- (Legend of Shara) Attempted fix for Obsidian Band affix on relics that was causing problems when stacked (it should not stack)
- (Legend of Shara) Attempted fix for rare bug related to Sharas Dominate power
- (Legend of Shara) Fixed bug where Relics could be permanently lost if eaten by a Mimic, then saving+quitting
- (Legend of Shara) Fixed bug where items with the Does not interfere with offhand fighting mod were not working on Relics correctly
CONTENT/GAMEPLAY
- You can now duel (roughhouse) with your corral pet, in Riverstone Grove. Just use the appropriate pet command. When dueling, you cannot actually defeat your pet (or vice versa). After the duel, you both will be cleared of all temporary negative statuses, and restored to pre-duel Health.
ENGINE
- Considerable work on DLC2!
QUALITY OF LIFE
- Up to 12 buffs/debuffs can now be displayed (up from 8/8)
[ 2019-08-01 15:16:17 CET ] [ Original post ]
Hello adventurers! Before we get to the patch notes: for those of you who don't yet own Tangledeep or Legend of Shara, you can get them for 40% / 15% off (respectively) during the Steam Summer Sale. Check it out! https://store.steampowered.com/app/628770/Tangledeep/ https://store.steampowered.com/app/953080/Tangledeep__Legend_of_Shara/ With that, here are the notes for the patch that just launched today, plus the last couple minor 1.25 versions!
PATCH NOTES
BALANCE
- Corral pet max health has now been capped at 4000 for the regular game, 6000 for NG+, and 8000 for Savage World. The reason for this change is because, due to a bug fix also in this patch, corral pets can learn and pass on a wider range of passive traits than they could before.
- NG+ minimum monster health slightly increased
- Savage World monster health increased
- (Legend of Shara) The min & max rank of scaled relics found in Wanderers Journeys now varies based on the difficulty of the Journey. Easier journeys like Goldfrogs Grand Grotto will have somewhat lower average & max relic quality than much harder ones like Temple of Elements and Tower of Ordeals.
BUGS
- Passive monster abilities on pets/corral monsters should no longer disappear on save/load. This means passive monster skills should now be able to be passed down to children.
- Talking to NPCs should no longer trigger end-of-turn effects like gaining CT or ticking statuses (could be particularly exploitable in Wanderers Journeys)
- Fixed a couple item comparison bugs; comparisons should be more accurate now particularly for armor with Dodge
- Fixed bug where certain status effects granted by equipment (such as Antipode Blades fire/ice attack) sometimes got stuck and were not removed
- You should now be able to enter an item in the Dreamcaster if it does not have max upgrades (+++) but *does* have max magic mods. You just wont be able to get more mods on it.
- Chance of passing day in the Dreamcaster should be accurate even if you clear a Nightmare Prince
- Fixed bug where Skill Orb version of Escape Artist had the unintentional limiting property of adjacent wall only
- You should now be able to search for rarity RARE (threw an error before)
- Fixed bug with Overdraw magic mod not working correctly on quivers, also fixed it not working properly when auto-switching weapons
- Edge Thanes innate Survival bonus should no longer persist if you change jobs
- The buff from Vanishing Ink should no longer persist if you unequip the ability
- Damage from Radiant Starhelms Smite effect should now show up correctly in the log (as Divine Fury)
- Fixed game error when capturing very high level monsters and trying to add them to your corral
- The new searchbar tutorial should no longer pop up more than once
- After upgrading your Monster Mallet, the correct Health threshold should be displayed when using the ability (20% instead of 15%)
- Attempted fix for rare bug with cooking UI
- Attempted fix for some weird edge cases with Blinking monster power
- Fixed bug with searchbar tutorial popping up after using a Job Change scroll
- Fixed Chinese language selection at title screen.
- Fixed display bug with reserved Energy and dismissing Floraconda
- Fixed bug with pet trainers forget skill function not subtracting JP properly
- Fixed bug in evaluating game completion state for purposes of NG+ / Savage World
- Fixed bug where HuSyns tier 3 emblem was not working correctly (Runic Crystal was not picking up powerups as intended)
- Its now possible to close the Steam Leaderboards via controller
- Daggers now actually give +35 CT on crit as intended (down from +50; this change was made a few patches ago, but was not implemented correctly)
- Ice shards from Ice Tortoise should no longer be consumed when passing through friendly creatures
- (Legend of Shara) Relics that grant the Deep Lake Gem effect of ignoring Deadly Void damage should now work properly
- (Legend of Shara) Fixed animation time on Energy Shield effect
- (Legend of Shara) Runes of Knowledge now actually cost JP as intended, instead of *giving* you JP
- (Legend of Shara) Fixed bug with stairs disappearing sometimes in Shara mode
- (Legend of Shara) Fixed map generation bug in Realm of the Gods where objects could be on inaccessible tiles
- (Legend of Shara) Fixed display error when getting multiple relics in a single Wanderers Journey, sometimes showing incorrect item info
- (Legend of Shara) Subtle Bonk should work correctly now
- (Legend of Shara) Another bug fix related to relics disappearing in Wanderers Journeys
CONTENT/GAMEPLAY
- New armor magic mod: Gourmands (upgraded version of Gluttony - increases food healing)
- New melee weapon magic mod: Immobilizing (% chance to root with basic attacks)
- New shield magic mod: Spiked (blocking attacks deals 33% of Weapon dmg back to attacker)
- New shield magic mod: Balance (not blocking an attack raises block chance by 20% until your next block)
- New 2h melee weapon mods: Weighted and Robust. Uses 15/20 CT per attack, but increases attack damage by 20/30%.
- New 2h melee weapon mod: Fury. Gain 35 CT upon defeating a non-trivial enemy.
- New 2h melee weapon mod: Sundering. Weapon attacks reduce targets def/dmg by 5%, stacks up to 4x.
- New 2h melee weapon mod: Whirlwind. Using Physical skills also attacks nearby enemies for 20% weapon dmg
- New bow/staff weapon mod: Point-Blank. Attacks to enemies in melee range deal +25% damage.
- New armor magic mod: Determination. Reduces damage from summoned creatures by 50%
- New weapon magic mod: Anti-Summon. Increases damage against summoned creatures by 25%.
- New equipment magic mod (any slot): Loyalty. Corral pet restores 10% of its max Health when you defeat a non-trivial monster.
- Eight new legendary items, including a new Wild Child-oriented gear set!
LOCALIZATION
- SPANISH language support is now available!
QUALITY OF LIFE
- Sped up the animation on Divine Fury again
- Abilities taught by Catie, such as Fast Healing and Taunt, should no longer get written in Monster Letters (this was just a time-waster!)
WRITING
- Teleportation Scroll is now Scroll of Teleportation, and Job Change Scroll is now Scroll of Job Change.
[ 2019-07-03 20:05:55 CET ] [ Original post ]
Hello adventurers! Welcome to Tangledeep v1.25, featuring a wide variety of game improvements, fixes, balance adjustments, player-requested features, and a new difficulty mode! Also, if you missed the previous update, the first expansion - Legend of Shara - is now available. Be sure to check it out, as it brings a whole lot more content, story, and gameplay to the base game! https://store.steampowered.com/app/953080/Tangledeep__Legend_of_Shara/
Switch Updates
We have been working on regular patches for the Nintendo Switch version of Tangledeep, and the process of porting Legend of Shara is going well.
Spanish Localization
This is also coming along, with the first pass of translation complete! We expect to have a beta this month for sure.
SAVAGE WORLD
The ultimate challenge for those who have defeated even New Game+! As with NG+, this restarts the game world while keeping all of your progress. The entire game will be much harder in a variety of ways, in exchange for even greater treasure-finding prospects and the ability to upgrade equipment to ++++ in the Dreamcaster. If you can defeat this mode, youll have supreme bragging rights! Here is a list of key changes in Savage World:
- Bonus CT gain from all sources reduced by 33%
- Using any item from your inventory, unless it *grants* CT, now reduces your CT to 0
- Parrying now blocks 66% of damage (instead of 100%)
- Base powerup drop rate reduced to 25% of normal game; healing reduced 50%
- Monsters recover from non-damaging statuses twice as quickly
- Monsters gain additional stats, damage, defense, and aggro range
- Certain easily-dodged monster abilities like Panthoxs Claw Rake and Electric Jellys Lightning Circle now have more challenging targeting patterns
- Monster skill cooldowns reduced by 25%
- Monster density and respawn rate increased
- Boss fights now have extra enemies
- Items can be upgraded a 4th time in the Dreamcaster (++++)
- Loot quality improved throughout the game
- Items can now spawn with up to +++ already added
- Double legendary and Orb of Reverie drop rate compared to NG+
- You can learn an additional ultimate Weapon Mastery
BALANCE
- Non-summoned player-faction monsters should no longer combine with each other (could lead to wacky scaling)
- Godspeed Strike no longer gives you a free turn automatically, instead granting +25 CT on use.
- Daggers now grant +35 CT on crit (down from 50). They are just a little too strong in giving the player multiple turns.
- In New Game+ (and beyond), the hidden dream boss encounter is now much harder
- In New Game+ (and beyond), loot rank has been nudged up.
- In New Game+ (and beyond), champions now have a chance to drop Rose Petals in addition to their other loot
- In New Game+ (and beyond), shops now carry more stuff
- (Legend of Shara) The Armor Training relic mod should no longer show up on armor (as it could potentially show up on medium/light armor, where it did nothing).
BUGS
- Job change scroll should no longer use stairs if you use it on top of stairs
- Fixed Godspeed Strike display bug
- (Legend of Shara) Hotfix for Wanderers Journey related bug introduced in 1.25b
- Fixed issues with hero starting in the wrong position on certain maps (like the 2nd boss fight)
- Sword Dancers gold emblem (allowing for skill parrying) should now work as intended, giving you 33% of your normal Parry chance (instead of the unintended 100% of your normal Parry)
- Also fixed bug where abilities used on ANY character had a 3x multiplier on parry chance
- Fixed wonkiness allowing you to sometimes learn multiple armor masteries (quest flag was being reset)
- Fixed bug with Ice Daggers sometimes not dealing triggering its effect correctly
- It should no longer ever be possible to Fast Travel from within an Item Dream (caused some further bad behavior)
- Hopefully fixed bug where the black fade behind the end cutscene and credits sometimes didnt work
- Fixed some bad save file issues
- (Legend of Shara) Factory Free-for-All should now properly give you 10 Camouflage Perfumes at the start
- (Legend of Shara) Attempted fixes for Mirai campaign data leaking into Shara data somehow
- (Legend of Shara) Fixed hang in post-final boss cutscene
- (Legend of Shara) Calligrapher ground buffs (shadow, lightning, water) should now spawn on monsters, as intended
- (Legend of Shara) Fixed possible bug in Sharas second boss fight
CONTENT/GAMEPLAY
- A new challenge has been added: Savage World, unlocked after completing New Game+!
- (Legend of Shara) After completing Sharas story in any save slot, Mirai will now be able to do a Shara cosplay.
ENGINE
- Save file size optimizations, particularly for Legend of Shara players with many relics
- Game now saves an additional layer of backup history to help with future file corruption issues
QUALITY OF LIFE
- Doubled the size of the combat log in the Journal
- There are now 15 save slots available
- New features for the searchbar! See below:
- Searching trash will allow you to view only items marked as trash
- You can now add or to your searches, for example sword or axe, to get items that match at least one of those terms. You can even use multiple OR terms, for example: relic or legendary or trash
- You can now search by rank by typing: rank:x, where x is the desired rank. Typing rankbelow:x will search for anything below that rank, while rankabove:x will search for that rank and higher.
- The same works for rarity, for example: rarity:common, raritybelow:ancient, etc.
- Negative searches can now be performed with !, for example !quiver would return anything *not* a quiver
- Also, searches for quiver, shield, and book should now work properly to search for those offhand types
- There is now a tutorial that pops up the first time you use the searchbar (after you close the UI you were using, of course) explaining these features
STEAM STUFF
- A new option has been added when launching the game allowing you to play without a launcher.
- Fabled Tamer no longer requires a **Wild Untamed** Eidolon (too random!), just a regular one.
- Attempted fix for merchant/gold achievement
- (Legend of Shara) Fixed the Fabled Tamer achievement.
WRITING
- Minor text fixes
[ 2019-05-01 18:51:26 CET ] [ Original post ]
Hello adventurers! I'm excited to announce that the first full-length expansion to Tangledeep is now available on PC, Mac, and Linux. Welcome to Tangledeep: Legend of Shara! https://store.steampowered.com/app/953080/Tangledeep__Legend_of_Shara/ Inspired by some of my favorite classic PC expansion packs, this new DLC adds to the game in just about every way imaginable. Whether you're a hardcore player with hundreds of hours in the game, or you've only dipped your toes into the world of Tangledeep, there's something for everyone. Here are just SOME of the major features:
- An all-new story mode featuring the enigmatic Shara, with her own unique gameplay and boss encounters!
- Play as a Calligrapher - the game's 13th job - with its powerful dual wielding and elemental scrolls!
- Meet the Mysterious Wanderer and venture through Wanderer's Journeys, randomly-generated adventures from 12 to 50 floors long!
- Fight and capture dozens of new monsters throughout the world!
- Start your adventure in Riverstone Waterway, an alternate early-game area with a bit more challenge but higher rewards!
- Discover powerful Relics, randomly-generated legendary items that can contain almost any combination of effects and powers!
- Reach a new max experience level (20), with even more powerful monsters to face...
- The full DLC soundtrack is included with 8 new music tracks, too!
[ 2019-04-04 13:33:54 CET ] [ Original post ]
Hello adventurers! Today we're releasing a patch focusing on bug fixes and quality of life improvements based on your feedback, and introducing a new way to further customize the game. Before we get into the notes, a quick note on Legend of Shara - the expansion has been delayed beyond our original planned due date due to localization. We want to release in Japanese, German, and English simultaneously. However, since there is a large amount of complicated new procedural text in the expansion, it's taking longer than expected. We're now targeting April 4th. With that, let's get into the notes!
Patch 1.24 Patch Notes
BALANCE
- The Training Dummy should no longer drop powerups.
BUGS
- Fixed rare game error that happened on restarting same character
- Charcuteries effect no longer disappears on opening/closing menus
- Attempted fix for rare pet breeding bug that caused the pairing not to work
- Attempted fix for bug where Job Trials would not mark as cleared correctly
- Fixed bug where pet attraction would reset upon defeat + restart
- Leveling up while simultaneously wounding Dirtbeak to 50% or less of his health in the first boss fight should no longer cause issues with the dialog box
- Corral pets should no longer ever be flagged as combinable (slimes, River Spirits, etc.)
- Fixed invisible wall in pre-boss2 area (only applies to new saves)
- Spirit Slaying quiver mod now correctly uses the name Anti-Spirit Arrows
- Caramel flask infusion (level 15 haste) now works
- Fixed various bugs with the Equipment screen search bar losing focus
- Permanent or toggle buffs should no longer display durations on the Character sheet
- All skills that have a stun effect should now display the STUNNED! text above the target when the effect is first added
- Fixed cursor mis-alignment when Manage Data is selected.
- Fixed cursor disappearing in the job select screen after returning to the main menu from gameplay and starting a new character
- Fixed game error when using status immunity items w/ Spellshift Penetrate (you should not be able to resist this effect!)
- Exiting a campfire and portaling back to town while talking to Goldfrog will no longer sometimes cause town NPCs to disappear permanently. (Wow)
- Created script that verifies Magic tree state in save files where the state may be messed up (wrong visuals, no trees where they should be, etc)
QUALITY OF LIFE
- Bottles and Brews should now allow fast travel FROM the map
- The options menu and cancel keys should no longer exit pet naming mode *and* confirm the name. Instead it will just clear the name input.
- Red exclamation on your portrait notifying you that you can learn a skill is now more reliable
- Favorited items now consistently show * before the item name in all UIs
- Scrolling UI text with the Scroll UI Boxes Vertical binding (default: right analog stick on gamepad) is now faster, and frame rate-independent
- A new Jump to Searchbar keybinding has been added; defaults to Tab in menus. In any UI with a searchbar (EQ, Inv, Shop, Dreamcaster), this should immediately focus the cursor on the searchbar.
- Swapped Exit and Chop Tree in the chopping dialogue, to avoid accidental chopz. Also, added a bit of a wait time in that dialogue.
WRITING
- Fixed help text about core stat growth that inaccurately stated your job affects stat growth
- Various minor text fixes to clarify Monster Mallet working on mobs with 15% or less health (as opposed to *less than 15%*)
- Divine Bolt is now Divine Fury in all cases
- Fixed up writing for Flask infusions, clarifying effects per turn, while Flask is active, and Kale is now Green Apple!
EXTRA SETTINGS CUSTOMIZATION AND EXPERIMENTAL STUFF!
Because our options UI is not (yet) more expandable, weve added a new settings file called miscsettings.txt which will appear in the same directory as preferences.xml and your save files. This file will be used for game settings that the majority of players will probably not want or need to change. Some are totally experimental and may not work 100% correctly (but your save files wont be harmed, so dont worry.) The file can be found here (it's auto-generated after you play build 1.24 at least once): OSX: ~/Library/Application Support/unity.ImpactGameworks.Tangledeep Linux: ~/.config/unity3d/ImpactGameworks/Tangledeep Windows: YourUserName/AppData/LocalLow/ImpactGameworks/Tangledeep Each setting should have a single tab between the setting name and the value. All settings are read at startup, so you must restart the game for any of these to take effect. fixedmapsize followed by a tab, followed by 0. If set to a value higher than 0, the minimap will always use this pixel size regardless of map size. mapopacity sets the minimap opacity, as value from 0.05 to 1. Default is 0.82 (82% solid) speedrunmode can be set to false or true. If true, various cutscenes and tutorials will be skipped. This is still a work in progress. animspeedscale can be set to a value from 0.05 to 1 (default - 100% of normal). This will speed up animations like movement and attack. NOTE: This may cause problems? Im not sure yet! turnspeedscale scales the minimum delay between turns taken from 0.05 to 1 (default - 100% of normal). Be careful with this, as it can make turns VERY fast and get you defeated fast!
[ 2019-03-24 17:15:28 CET ] [ Original post ]
Hello adventurers! Today's patch is a balance, bug fix, and quality of life update based on your feedback! Before we go over the notes, a couple quick updates on the DLC and Switch versions. Legend of Shara Progress Tangledeep's first expansion is 99% feature-complete! We're primarily focusing on polish, bug fixing, and localization now. We should be looking at an early March release on PC. Switch date TBA. Switch Patches There is a patch headed to Switch as well - 1.0.2 - which you can read about here. The patch process on console is much slower as we can't release things ourselves; changes have to be bundled up and sent to Nintendo for approval, tested, and then released. It can take as little as a few days but up to a month. This, combined with the fact that the Switch codebase differs somewhat from the PC codebase, means you will not necessarily see the same exact list of changes on both platforms. Our goal is to maintain as much parity between the two as possible, but since Switch has some content from the expansion, different UIs/input methods etc., some bugs on PC are not on Switch, some QOL changes are not necessary, and so on. With that, on to the PC 1.23c changes!
BALANCE
- Adjusted how the Banish champion ability works. It now reduces the summon duration of all nearby temporary player summons by 50% of max. Permanent summons like Floraconda will take 50% of max health in damage.
- Staff-type weapons now give +1 base Spirit Power per level (before multipliers)
- The Staff mastery Force Blast now inherits your weapons element, and gains an additional +20% damage from Spirit Power (is now 40%/60% of weapon/spirit power, up from 40%/40%)
- XP/JP rewards from chopping down trees have been increased across the board. The cap on these rewards has been raised, and uncommon/rare trees give even more now.
BUGS
- Fixed bug where elemental auras on champions would not appear if you loaded the game near one
- You should no longer get double money when using a movement ability to land on a pile of coins
- Fixed somewhat broken trigger mechanism for random lightning strikes by champions
- Fixed display bug if you got 0 fountains in a dream (should say 0, not -1)
- Fixed rare game load bugs related to certain blocking objects
- Possibly fixed bug with non-rendering terrain
- Fixed another AI bug related to healing abilities and dismissed or destroyed summons
- Discipline stat should no longer extend the duration of your Escape Portal, causing it to take LONGER to go back to town!
- Fixed longstanding bug with equipment comparisons! If an item had multiple stat mods, it was only calculating as if it had one mod. e.g., A plain Spectacles (+5 Guile/Swiftness) would almost always be better than a magical one (+5 Guile/Swiftness, +2 all stats; only the second mod was counted).
- Summoned monsters like Bonecrabs can no longer be marked for quests
- Finally fixed Hergons Frostplate ice shard bizarre movement
- Fixed AI quirk related to corral pets with lots of abilities (some abilities would be ignored at certain angles)
QUALITY OF LIFE
- You can now hover over stairs on the minimap to see where they lead!
- In the shop UI, when *buying* items, hovering over a consumable item will show you how many of that item you already have in your inventory.
- Divine Smite / Holy Bolt animation (i.e. from Radiant Starhelm, Divine Fury) should execute about 250% faster now.
- Daily/Weekly challenges now have reduced or sped-up cutscenes and callouts.
- Lucid Orb Shards now display the full text for the mod they add in the item description.
- When using Repeat Recipe in the cooking UI, the cursor will now return to the Repeat Recipe button unless you change the recipe.
[ 2019-02-15 20:00:02 CET ] [ Original post ]
We are incredibly proud to announce that Tangledeep is now available worldwide in the Nintendo Switch eShop!
North America
https://www.nintendo.com/games/detail/tangledeep-switch
Europe & Australia
https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/Tangledeep-1505728.html
Japan
https://ec.nintendo.com/JP/ja/titles/70010000003095
This version of the game supports the Switch's handheld and docked modes (of course!) along with the Pro Controller, complete with UI and control optimizations to make it feel great in your hand. We worked very hard to make this port as polished and complete as possible and it contains virtually everything the PC version has to offer without compromising performance!
Switch Version FAQ
"Is this the same game as the PC version?" Yes... 99.9%! The game was approved by Nintendo in late 2018. Aside from some minor changes we made on PC since then, it is the same game. Of course, we will continue to patch and update the Switch version now that it is available to maintain parity with the PC. Plus, the Switch version has a number of UI improvements, enhanced control methods, and even some new exclusive content like an alternate starting area and new monsters! "Will the Tangledeep expansion Legend of Shara come to Switch?" We hope so. The expansion is not yet complete, but once it is, we will look into porting that as well. If the game is successful on Switch, this will influence our plans for the DLC. "Why is the Switch version $20?" It took us over a year to port the game to Switch. We did a lot of work to optimize the port and make it run smoothly whether you are playing handheld or docked. We also had to rethink a lot of UI and control issues, since on PC you have access to keyboard & mouse. Given the amount of content and the resources that went into it, we felt this was a fair price. "Are there plans to bring Tangledeep to other platforms?" We've had requests for mobile, Xbox One, and PlayStation 4 ports. At the moment, we are not making any plans for future ports, but plans can always change. A lot of the work we did for the Switch version would benefit these other platforms as well. "I backed the game on Kickstarter. Can I get a Switch code?" Unfortunately, we received a very limited amount of promotional codes from Nintendo. All of them are being used for press outlets, reviewers, YouTubers, etc. If we had any extra to give away, we would!
[ 2019-01-31 23:05:48 CET ] [ Original post ]
Hello adventurers! We're pleased to announce that Tangledeep for Nintendo Switch will launch worldwide in just two days (on January 31st), so be sure to keep an eye out on the eShop if you are a Switch owner! :D Now for today's patch notes. This covers today's patch as well as previous versions of 1.22. Lots of great bug fixes, some new tools for modders, and quality of life improvements to be had.
ART/VISUALS
- When an ability reserves Energy or Stamina, this is now reflected on the main HUD
BALANCE
- Resistance-piercing effects obtainable by the player now apply to elemental damage dealt with weapons as well as abilities
- Lower rank gear should now appear slightly less often if you are fighting harder monsters / exploring higher level areas
- Effects that involve stealing food items now steal a random item, rather than the latest item
- Increased drop chance of quivers, books, and shields in the master equipment loot table
- Certain champion powers like Boost Morale and Regeneration should no longer be spammed out-of-combat
BUGS
- The Wandering Merchant dialog should no longer appear in boss areas, potentially interfering with cutscenes
- Fixed skybox bleeding through in ultrawide resolutions (which are technically still not supported but this still looks bad)
- Fixed missing job names from emblems
- Attempted fix at FPS uncapping sometimes after patch 1.21a
- Fixed buggy log messages if you have a charmed/pet Wraith
- Gamblers Flush hand and higher should no longer affect friendly creatures
- Fixed deep engine bug that incorrectly evaluated status effects if your list of statuses changed while being evaluated. For example, if Sneak Attack triggered and was consumed, other on-hit effects were not triggering properly on that turn.
- Various attempted fixes at rare bug where the menu screen could be open, but your character info could disappear
- Fixed some bugs with the JP ! indicator showing inconsistently
- Added extra error checking for stuck damage multiplier or mitigation effects (happened rarely on the hero)
- Fixed bug with Item Dream portals not appearing.
- Fixed erroneous rarity coloring for certain items with 1 magic mod or more (i.e. Spectacles with 1 mod showed up as Magical, when it should have been Uncommon)
- Fixed rare bug that could occur with effects that randomly summon more than one actor at a time
- You should no longer disable your own Bear Traps by stepping on them
- Certain rolls were not being subject to your World (random) Seed. Now they are!
- Bottles and Brews should now be excluded from combat rumors, which were causing problems there
- Fixed major bug where, if certain map object effects triggered simultaneously, all player status effects could tick multiple times (along with a bunch of other issues!!)
- Fixed bug where, in pet breeding, inaccurate parent health was sometimes used (e.g. if a parent leveled up after its original capture)
- Fixed bug with ability targeting that prevented you from using abilities like Hail of Arrows on tiles occupied by objects like ice blocks
- Fixed bug where, if you used an item with quantity of more than 1, the sprite would not pop up
- Attempted fix for bug with targeting lines emanating from monsters out of view
- Fixed bug that rendered the Sword Dancer tier 3 emblem power of parrying abilities 100% useless!
- Fixed Day 31 indicator that sometimes appeared briefly on game load
- Fists should no longer be the target of dream king rumors
- Fixed bug with calculation of Medium Armor Mastery dodge bonus (was not giving enough)
- Fixed game error that could occur after using Deafening Dream Drum
- Fixed bug where if a monster died due to one of YOUR turn-end statuses (such as Radiant Starhelm) they would linger on the map at 0 Health for one turn.
- Fix for rare bug in shops that would cause a game error when pressing page up/down with quantity selector open
- Fixed bug with Haunt effect when used by non-Wraith creatures
- Fixed rare bug with damage text and exiting Item Dreams
- Fixed bug with monster aggro causing them to be generally less aggressive than intended
- Fixed bugs that could occur if you quickly opened your Inventory and used something before the top animation finished
- Fixed bug with difficulty display of dungeon floors when loading a save
- Fixed powerups not triggering if you used a movement ability to land on one
- It should now be possible for monsters to inherit weapon animations from their parents (this wont help existing bred generations)
- When switching places with an NPC, you should now pick up any items in the spot where the NPC was residing
- Fixed bug where status immunity wasnt being checked in some cases
- Fixed faces going outside of dialog boxes sometimes. Whee!
- Dirtbeak in the Bandit Library should no longer be a valid rumor target
CONTENT/GAMEPLAY
- Four new optional Game Modifiers available! Remember, these can be accessed in the Feat Selection menu at character creation. They are as follows:
- Free Job Changes (job changes cost nothing at Percy)
- No Job Changes (you cannot change jobs anywhere)
- Fewer Powerups (BASE powerup drop chance is lower)
- Goldfrogs Anywhere (chance to find a Goldfrog anywhere on the main path)
MOD SUPPORT
- It is now possible to create GAMEBALANCE mod files in any mod. This lets you change various multipliers: hero damage, monster damage, XP gain, JP gain, gold gain, loot drop rate, magic item chance, orb drop rate, powerup drop rate, powerup healing, pet XP gain, pet damage, monster density, and monster respawn rate!
QUALITY OF LIFE
- Sped up animations that appear at the top of the menu screen on first open. This will also hopefully help solve a bug where this block could disappear without the menu closing.
- When friendly monsters are defeated, you should now see (and hear) their red fadeout effect
- Ice blocks summoned by Ice Missile now use smaller sprites that are colored like players Materialized Ice (etc) to differentiate from enemy blocks.
- The bandit NPC in the Bandit Enclave now has a swap position option
- Adjusted opacity of tornado effect to make things a bit easier to see
- Default Cursor Repeat Delay is higher now. Should feel better.
- When holding a direction and opening a dialog or menu, there will now be a pause before the dialog or menu keeps scrolling, until you return the keys/controller to neutral. This helps the cursor feel less slippery
[ 2019-01-29 19:02:44 CET ] [ Original post ]
Hello adventurers! We've just launched patch 1.21 followed by a quick hotfix. This update brings lots of bug fixes and quality of life adjustments, along with a few balance tweaks. But before we get into the notes, we want to invite you all to subscribe to our email list! This is the best way to make sure you don't miss any major Tangledeep news, or info about future projects. We hate spam as much as anyone, so we use this VERY sparingly; so far we've only sent two messages for our Early Access and 1.0 launches. The next mailouts will be for the expansion & Switch port release days. You can sign up here: http://eepurl.com/cAFft1 And now, on to the notes! Many of these fixes and changes are due to player feedback, so if there are things that you want to see improved, be sure to let us know (Discord is best!)
BALANCE
- Monsters should no longer have Butler Bells on their loved / hated food table
- Elemental King rumors should now have a slightly larger pool of items to choose from
- Adjusted how JP spent improves pet breeding stats. Previously, you had to spend about ~93% of the max possible value of JP to get any bonus at all. Now the bonus will scale linearly with JP spent.
- Aura of Growth effect now significantly prioritizes tiles within view
- Slightly toned down the stat scaling of monsters in Job Trials.
BUGS
- Damage is now properly capped at 9999 per hit
- Fixed missing campfires :(
- Fixed occasional error when restarting game
- Fixed display bug related to name/rarity of equipment upgraded in Dreamcaster (occurred if the gear auto-equipped upon picking it up again)
- Fixed minor display bug when quickly cycling hotbar weapons (one frame of another weapon was being shown)
- Removed certain debug key macros that were not intended to be in non-editor mode
- Fixed Wild Child tier 1 emblem adding +50% crit instead of +5% crit chance against Champions
- Attempted fix for rare bug when creating Item Dreams that ate your gold yet produced no dream
- Fixed bug that caused old/bad summon data to sometimes be saved and loaded
- Attempted fix for rare bug where multiple dialogues could be open at the monster rancher. This bug may have caused other issues with other dialogues as well (typically happened when exiting back to title and continuing a save again.)
- For rumors involving Wild Untamed monsters, this prefix is now shown in the initial rumor dialogue
- Fixed bug with monster food/happiness thresholds occasionally causing errors or returning incorrect values
- Fixed bug where, in pet breeding, only the 1st parents rarity was used to determining JP growth scaling costs
- Fixed bug that occasionally caused tier 1 job trials to not be winnable
- Fixed Examine Mode or mouseover hover text sometimes being cut off
- Using items while stunned will no longer consume the item
- Dream items assigned to hotbar will now disappear when you exit the dream
- Another fix to pet happiness threshold calculation (thanks Zhentar)
- NPCs should now be shown on minimap
- Fixed bug with Restart Same Character option causing game hang
ENGINE
- Removed AssetBundle functionality originally designed for Switch (which now has its own codebase) - loading should be much faster now
- Improved loading speeds further (thanks Zhentar)
MOD SUPPORT
- Fixed bugs with More Earlygame Monsters and Shopping Madness not working correctly on the latest game version
QUALITY OF LIFE
- Merchants and fungal columns now have unique minimap icons
- The extended combat log in your journal is now substantially longer
- The banker now displays used / max slots in the header
- The extra turn popup and log text will no longer appear if you havent been in combat for awhile (10+ turns)
- When entering a Job Trial, you should now be healed to full even if youre a Floramancer and had an Energy-reserving effect (i.e. Floraconda)
WRITING
- Fixed Conjuration magic mod description (numbers were switched)
- Fixed bandit love quest text (lady bandits end dialogue)
- Filled in missing name of Shadow Elementals vanishing passive (its Vanishing)
- Clarified a few abilities that used the word Instantly but still took a turn to use.
[ 2019-01-05 19:14:07 CET ] [ Original post ]
Hello adventurers! We've just released Patch 1.20 which includes a number of fixes, tweaks, and improvements to the game. We'll cover those notes shortly, but first I wanted to formally announce the name and artwork for Tangledeep's first expansion, coming soon!
Tangledeep: Legend of Shara
Legend of Shara will be Tangledeep's first DLC, a fully-featured expansion pack full of new content and features for players of all skill and experience levels. New areas, new items, an entire new story and gameplay mode, a 13th job, dozens of new monsters, new art & music... just check out the feature list below:
Expansion Key Features
- Shara's Story: A new tale in the world of Tangledeep with a unique story, boss encounters, and new gameplay!
- A 13th job, the Calligrapher, armed with two weapons, elemental scrolls, and devastating combo attacks!
- Increased level cap: from 15 to 20! With this new level cap comes even more powerful items and challenges to discover.
- Dozens of new monsters with new powers! You can capture and tame them, too!
- Begin your ascent in Riverstone Waterway instead of Cedar Caverns: a new early-game path with slightly more challenge and greater rewards.
- Encounter the Mysterious Wanderer and explore Wanderer's Journeys: entirely new dungeons with bizarre creatures, scenarios, and treasure.
- Discover ancient Relics, rare items with limitless combinations of legendary powers and bonuses!
- Strange new Item Dreams that twist and warp areas you've already visited with new events, monsters, items, and objects.
- Unearth Runes of Knowledge, a set of tablets that teach special abilities not found anywhere else!
- New monster sprites, tile sets, layouts, item graphics, effects, and music!
Expansion Release Date
Legend of Shara will launch in Early Access in January 2019. It will be 95% complete by then, and we will use Early Access as a way to gather broader player feedback. We'll then have our full launch in February 2019. We can't wait for you to see & play everything this expansion has to offer!
Switch Port Update
We are still going back and forth with Nintendo to get our Switch port certified. It's been a very arduous process to say the least. The game has been complete for months now, but we've had to track down a number of Switch-specific issues necessary for shipping. The reason this is taking so long is that each time we submit the game for approval, we have to wait up to several weeks. During that time, if Nintendo's QA finds any problem, the game is sent back for fixes. We then have to start the process all over again. This simply takes a long time, even if each issue is easily fixed. As soon as we have a fixed release date we will announce it. We're really proud of the Switch port as we made a large number of UI and control improvements to make it feel right at home on the system. There's even some content from Legend of Shara in the port, such as the alternate starting area and a variety of new monsters.
Patch Notes 1.20
BALANCE
- Passive abilities can no longer be swapped in non-safe areas.
- Monsters summoned via eggs can no longer be commanded like regular pets, nor do they show up in your pet list. This means they also no longer follow you between floors.
BUGS
- Fixed minor errors that occurred when returning to menu from main game scene
- Fixed bug where using Reveberate Monster during boss battles could allow you to trigger cutscenes before defeating the boss.
- Fixed Gamblers Lady Luck buff disappearing sometimes
- Fixed occasional game errors related to shops and restarting the game
- Illusions should no longer drop items - ever
- Fixed various bugs with Wraiths Haunt ability when used by pets or charmed enemies
- Fixed bug where you could not use your Escape Portal during Job Trials (this should be possible, it just cancels the trial)
- Fixed bug where Shield Slam would always give you improved block, even if you had no Wrath charges.
CONTENT/GAMEPLAY
- Catie the pet trainer can now help your pets forget skills (in exchange for JP, of course!)
MOD SUPPORT
- Fixed bug with job sprite replacements which would incorrectly use Idle sprites for Walk sprites
- Fixed bug where custom item graphics were not showing up properly on the hotbar
QUALITY OF LIFE
- During Daily/Weekly challenges, various cutscenes, callouts, and tutorial popups have been disabled. We will continue to work on this to streamline these timed challenges even more.
- Friendly creatures that use summon flame attacks will now summon blue flames to indicate they will not hurt you, as opposed to red flames that hostile enemies use.
- You can now use the search term dream in your inventory to display Dream-only items
WRITING
- Added CT gain info in item description for Brew of Rapidity
- Added damage/status info in item description for Dread Darts
- Added exact numbers for the Mega Flavor Enhancer
[ 2018-12-18 19:22:27 CET ] [ Original post ]
The Steam Halloween sale is LIVE until November 1st - now's your chance to pick up Tangledeep for 25% off!
https://store.steampowered.com/app/628770/Tangledeep/
We've also just updated the game with the seasonal Halloween event, which adds some special seasonal theming to various sprites, along with Halloween-only Candy item drops like Punkin Bombs, Lemon Delights, and Candied Corndrops.
Have fun, adventurers!
[ 2018-10-29 20:27:53 CET ] [ Original post ]
Hello adventurers! We're pleased to announce official support for German and Simplified Chinese as of this most recent patch (1.19a), along with a number of balance updates, bug fixes, and quality-of-life changes. We're very excited to bring Tangledeep to all-new audiences, as we continue to work on major new upcoming content. Plus, the Switch version is just on the horizon... Speaking of Switch, if you happen to be at Tokyo Game Show this week, we will be showing Tangledeep there at the Kakehashi Games booth!
PATCH NOTES
ART/VISUALS
- Changed sprite for legendary items “Deep Lake’s Gem” and “The Shard”
BALANCE
- The minimum cost to heal at Percy now scales with level (100g at level 5, 200g at level 8, 300g at level 12, 400g at level 15).
- Champions that summon tornados now have a reduced chance to spawn tornados near the player when outside of LOS
- When using the “Frenzy” Claw Mastery, switching weapons will break the effect and Unseal you. You will be prompted while switching weapons to confirm you want to do this.
- Adjusted the frequency of getting rooted in mud
- “Fencer’s” and “Duelist’s” magic mods reduced from +5% / +9% parry to +4% / +7% parry.
- Slightly reduced the base power of 2H Swords
- Reduced the Parry bonus on various legendary/set weapons
- Reduced the upfront damage of Cloak & Dagger from 150% to 125% of Weapon Damage. Bleed damage reduced from 45% per tick to 35% per tick.
- Phoenix Wing no longer triggers if you have Spiritwalk or any other Invisibility effect active. (You’re in the ethereal plane, whaddya expect?)
- Bombs dropped by Brigand’s Stealth Bomber ability now deal 100% of Weapon Damage (down from 200%)
- Qi Strike now deals 180% of Weapon Power and 90% of Spirit Power (up from 50% of Spirit Power)
- Panthox Skin now increases Physical resistance by 20% of the average of elemental resistances (down from 25%)
- Sword Dancer’s resist-piercing emblem now pierces 50% of Fire resistance instead of 75%
- Unarmed attack power w/ Budoka or Judo Sash now scales slightly more with level. Level 5 =250 (up from 240), Level 10 = 389 (up from 360), Level 15 = 532 (up from 480).
- Brigand’s innate “Envenom Weapon” skill now also increases damage of Poisons by +15%
- Wild Child’s “Salamander Breath” damage increased by +10% of Weapon Damage and Spirit Power
- Home Run (Mace master ultimate ability) now deals 275% of Weapon Damage (up from 240%), and 120% on impacting a wall (up from 100%)
- Maniox’ power boost now lasts for 50 turns after it defeats a monster, as opposed to being permanent. Also, this buff now stacks up to 7 times as opposed to infinite times.
- Maniox’ full self-heal for defeating a monster no longer applies when it is a pet.
BUGS
- Fixed hanging dialog cursor that happened sometimes when switching jobs at Percy
- Fixed bug where Spellshaped Auras, Sneak Attack would disappear sometimes from you
- Fixed bug with multi-target abilities like Godspeed Strike and Escape Artist not working correctly
- Fixed bug with certain dialogs not responding to ‘Confirm’ input
- Fixed bug with dual wielding accuracy calculation
- Attempted fix at map generation bug with certain Item Dream layouts
- Fixed rare game error that could occur if a monster somehow aggroed itself
- Fixed bug where getting a new stack of certain statuses would not refresh the duration of the entire stack as intended.
- Fixed bug that allowed you to accumulate infinite stacks of Thundering Lion with the Wild Horse skill orb.
- Really fixed inaccessible areas in some Item Dream layouts
- Fixed bug where trying to enter some items at the Dreamcaster would not work
- Fixed game errors that could occur with invalid paired equipment (particularly on game load or NG+ restart)
- Fixed various temporary buffs/status effects disappearing when opening + closing character/skill sheet
- Fixed missing text in the item pickup box hover
- Fixed combat log sitting out of place on non-16:9 resolutions (these generally aren’t supported, but this was an easy fix)
- Fixed bug where Runic Crystal buff would linger after the crystal died or was removed from hotbar
- Fixed bug where actors removed when changing your hotbar were sometimes not removed from your ‘party’
- Fixed bug that could occur during ability targeting on initial game load
- Fixed some camera jank
- Fixed potential gamebreaking bug with some resistance/defense-boosting status effects stacking endlessly
- Fixed certain button assignments not parsing correctly in tutorial dialogs
- Fixed bug with some food effects disappearing when opening menus
- Fixed various bugs with Spellshape Aura
- Fixed Guardian Lurker’s laser attack spawning fires in the wrong place
QUALITY OF LIFE
- The tutorial popup for when you try to switch skills - but can’t - now force closes the skill UI so you’re not confused as to why it’s not working. Also, an error sound now plays.
- Fountains are now represented on the minimap.
ENGINE
- Load time optimizations
- Minor optimizations when you’ve learned a large number of abilities
[ 2018-09-17 20:19:47 CET ] [ Original post ]
Hello adventurers! This post will cover everything we've been working on lately including the latest patch 1.18 which just launched out of beta yesterday. Let's start with...
Switch Port Progress
I'm happy to announce that we've submitted Tangledeep for Switch certification! This means release is not too far off; we're shooting to have it on the eShop by end of September. A ton of work has gone into this port to make it a great experience, and it offers customized Switch UI and controls along with some new content as well. We can't wait for you to play it! Another exciting aspect of wrapping up the Switch version is that we now have more time to put into new content and features for the game (particularly for the upcoming Expansion) so stay tuned for more announcements about that :D (p.s. The game will simultaneously launch in both the U.S. and Japan eShop!) And now..
Patch Notes!
HOTBAR BALANCE CHANGE
Previously, we had a Game Modifier that limited your character to using only skills assigned to your hotbars. You also could not switch skills outside of town or a safe area. Now, we are making this mode the default setting. In other words, you can actively use up to 16 skills at a time, but you can no longer use skills directly from the Skills page, and you can no longer switch skills in a combat area. We think this change will make your choice of what skills to learn and use more meaningful, encouraging you to try different ‘skill builds’. Also, it will give very end-game and NG+ characters a bit more of a challenge, as you will no longer be able to access dozens of toggles, buffs, and movement abilities at all times. p.s. If you prefer the old way, you can select the appropriate Game Modifier when creating a new character! P.p.s. We’re also considering expanding the hotbars with an extra 1 slot each, based on the feedback to this change.
SPELLSHAPER CHANGE
With the above balance change, we’ve changed the way Spellshape and Spellshift abilities work. Now, as a Spellshaper, learning any of these abilities gives you just a single active ability called “Spellshapes”. Using this ability will pop up a menu of all available Shapes/Shifts, and you can toggle them on/off at will. You will still learn abilities like Spellshape: Line and Spellshift: Penetrate like before, but these will be treated as ‘free’ Support abilities that don’t take any slots. You need only use the new “Spellshapes” active ability to switch between them!
BALANCE
- Soulkeeper’s Gold emblem that summons Soulshades on crit now has a 5 turn internal cooldown (up from 3)
BUGS
- Fixed bug where a number of “reaction” type abilities were not evaluating their trigger conditions correctly and thus triggering too often. For example, Detect Weakness was triggering and being consumed even when attacking at unmarked angles.
- Fixed bug where Thundering Lion charges were consumed with some attacks (such as Spears at range 2) without triggering the lightning strike effect. Now, the charges should ONLY be consumed if the effect triggers.
- Fixed bug where monsters with “Stalking” behavior could engage in this behavior regardless of player Stealth and aggro-reduction effects
- It should now be possible to Fast Travel from town if you don’t have any kind of portal open.
- Fixed bug where bosses and their “adds” were not nearly as aggressive as intended
- Fixed bug where boss “adds” such as the bandits in the first boss fight were giving too much JP
- Final boss phase 2 is now immovable, which should prevent some softlocking bugs that were possible.
- Fixed some logic bugs with 2nd job trial floor, e.g. monsters giving XP/JP when they shouldn’t
- Fixed visual oddities with Craggan’s summoned mud drawing on top of certain objects and actors
- Fixed extra staircase spawning after the final boss is defeated.
- Fixed bug where unknown characters in your character / pet names would mess up various displays such as the combat log. These characters are now replaced with question marks. (This is true for all game languages.)
- Fixed bug where Percy’s Blessing of Protection was not lasting long enough.
- You can no longer assign passive abilities to your hotbar by pressing 1-8 on the Purchase Abilities page
- Fixed bug in Equipment and Inventory UIs where sometimes interacting with an item would do nothing
CONTENT/GAMEPLAY
- New champion mods: Heavy and Massive! These champions cannot be pushed or pulled, and cause damage with each step they take. (Massive monsters cause even more.)
- New champion mod (higher level): Resist-Piercing! These champions pierce 50% of your resistances with their attacks, so watch out!
- Three new monsters with new powers and abilities: the Marbled Banebite, Maniox, and Inferno Spirit!
- Magic Books can now get mods that increase single-elemental damage by 18% (lower rank items) or 30% (higher rank), thus making 10 new magic mods total! You can stack multiple elements (such as a boost to Fire and a boost to Water), but the lower and higher-rank versions of the *same* element mods are not compatible.
- Added a new possible map layout type to Item Dreams
LOCALIZATION
- Beta support for Chinese and German!
- (JP) Various adjustments to font rendering and sizing for the pixel font. It should look best at 720p/1080p on almost all UIs.
- (JP) You can now select a “smooth” Vector style look. Just click the smooth, non-pixelized Japanese flag on the title screen and restart the game.
ENGINE
- Minor optimization to monster pathfinding / movement.
- Various other minor optimizations
WRITING
- Circlet of Persuasion is now “Charm Circlet”
- Fixed slightly awkward game log message when a monster heals you (“Monster heals yourself for…”)
[ 2018-08-23 15:44:32 CET ] [ Original post ]
Greetings, adventurers! If you haven't already noticed, the Steam Summer Sale is going strong, and Tangledeep is on sale for 20% off! If you've been on the fence about picking up the game or soundtrack, now is the cheapest they've ever been! http://store.steampowered.com/app/628770 Moving on, let's cover the patch notes below from 1.15b and today's release, 1.16 :-)
ART/VISUALS
- Added a bit more fanfare when defeating a boss
AUDIO/MUSIC
- Added SFX for completing a side area
BALANCE
- Eased the difficulty of Job Trials in a few ways. Max # of flask and consumable uses has been increased based on trial level. There are now slightly fewer monsters in level 3 trials. Also, monsters no longer receive *extra* stat and health scaling based on job trial level (previously, they received up to +30% to core stats and health, on top of existing scaling.)
- Slightly scaled up Percy’s healing costs. It is still not nearly as exponential as before, but now the cost of repeated heals will raise slightly more as you go up in level.
- Talrose should no longer send you to places far above your level
- Nando’s brothers (Wando, Armando, Juliando, Rando) now have a better chance of stocking magical gear, and this gear may have more affixes - especially as you get higher in level
- Heated Sandjaws (uncommon monster variant that shows up in a couple areas) can no longer be a rumor target
- Changed the way rarity impacts weapon power. Previously, increasing the number of mods on a weapon would increase its raw power by a %. However, this scaling had numerous issues such as: (1) high-rank weapons gaining far too much power simply due to rarity, (2) power fluctuating based on order of mods added, (3) power fluctuating based on an item being found/bought vs. Dreamcaster upgraded, etc. Now, weapons with more mods will still have more power than their base counterparts, but this scaling has been toned down and should be consistent regardless of Dreamcaster upgrades or the order of mods added.
- Dream rumors will now only start appearing when you are at least level 5 *and* have the Dreamcaster unlocked
- Adjusted the costs of some job abilities to help normalize the overall cost of mastering a job. Passives are now generally a bit more expensive and some jobs that had slightly-too-cheap abilities overall are more in line with the average.
- Champion monsters now give +10jp base (scaled down/up depending on relative level)
- Elemental Kings now give +50jp base
- Bosses now give +150jp base
BUGS
- Really, actually fixed bug with Overdrawing weapons on the hotbar not recognizing their max range on mouse click
- The cooking tutorial popup should no longer overlap other cutscenes or events in Riverstone Camp
- Fixed bug introduced in 1.15 with Edge Thane innate bonuses not working correctly
- The new Item Dream aura popup font now uses regular game font, so it can represent characters like %% properly
- Fixed Spirit Wolf’s “Wolf Lunge” behavior
- Fixed bug with Skill Orb version of Runic Crystal causing random game errors
- Attempted fix for monster transparency layer sometimes rendering at the wrong rotation
- Fixed buggy monster behavior
- The default cursor position during challenge selection now defaults to “New Game” instead of “Weekly Challenge”
- Fixed minor bugs with name input screen
- Fixed bug where the harvest food dialogue could override certain cutscenes in the Corral
- Fixed bug where, if you found a legendary item, rumors offering that item as a reward would disappear. Now, those rumors will simply change their reward.
- Also fixed bug where dream rumors related to legendary items could sometimes disappear
- Fixed battle popup text font inconsistencies
- (JP) UI navigation shortcut text should now be localized / correct font
- Fixed text bug in elemental rumor descriptions
- Fixed bug where mouse cursor was still affecting menus even when disabled
- Fixed some odd behavior with the search bar in the Dreamcaster interface (it should now completely clear when going back and forth between item and orb select mode)
- Fixed bug where menu UI could be opened during the pre-boss 3 cutscene
- Fixed some visual ugliness when dialog boxes first open
- Fixed AI bug with certain self-buffing monster abilities that could cause monsters to move around or pass turns instead of doing things
- (Audio) Fixed loop point in the ‘escaped frog’ corral theme
- The Herbalist quest should no longer reset on multiple NG+ playthroughs
- In the Dreamcaster UI, difficulty estimates should be a bit more accurate (some dreams were being estimated as a little too easy.) Also, the dreams themselves should now display the correct adjusted difficulty level.
- Fixed bug where pets using movement abilities outside of combat (such as Fungal Toads’ hop) would reset their “in combat” timer
CONTENT/GAMEPLAY
- Experimental: When trying to use an ability that requires a certain weapon type, you will automatically switch to that weapon if it is on your hotbar. Once the ability executes, you will switch back at the end of the turn (once enemies have acted.)
- You can now issue a command to any pet telling them to not attack at all. This behavior state can be un-toggled at any time from the same pet command menu. Pets in this state will still move around and use support abilities, but will not take any offensive actions.
ENGINE
- Monsterpedia now supports scrolling (necessary if we want to display even MORE monsters!)
QUALITY OF LIFE
- Spike traps are removed from the first boss fight upon victory. The map doesn’t visually change, but the spikes no longer deal damage.
- Rumors that ask you to defeat X monsters with an element will now mention that the monsters can be found in multiple locations, but give you a specific location to try (to make life easier)
- You should no longer get elemental rumors targeted at cleared side areas with monsters that only live in those side areas
- Reorganized job skill lists so that passives are always at the bottom (except for Budoka’s Vital Point: Pain, which gets a discount)
- When Phasing/Blinking mobs “Reactive Warp” ability triggers, popup and log text now appears indicating this
- If you have Changed Clothes in the wardrobe, your sprite will now change when you switch jobs. Previously it didn’t, which meant you could change jobs and not have any ability to switch to that new job’s sprite (since for Change Clothes to be available for a job, you must first spend JP in it)
- Pushing any direction (arrow keys, joystick) while dialog text is ‘typing’ will now finish the text.
- The Dreamcaster UI now displays ALL available orbs, but marks unusable orbs in red. Unusable orbs were previously hidden from view, which was confusing. Hovering over the orb will show you *why* the orb is not compatible.
WRITING
- (JP) Translated some miscellaneous English-only dialogues and messages from recent patches
[ 2018-06-28 14:16:41 CET ] [ Original post ]
Greetings, adventurers! We've been hard at work improving the game (as always) in addition to working on the Switch port which is running better than ever. We may yet see a Switch release in August, if all goes according to plan. Before we get into recent changes, we're pleased to announce the release of...
Tangledeep ~ Arrange ~
This remix album includes 21 arrangements of your favorite themes from the Tangledeep original soundtrack, all in a diverse array of styles and genres! From 80s rock and heavy metal to EDM/trance and jazz, there is definitely something for everyone here. The musicians from OverClocked ReMix absolutely knocked it out of the park, and if you enjoyed the original soundtrack, you're sure to love this!
Listen and Purchase on Steam
Listen and Purchase on Bandcamp
Patch Summary
In patches 1.14 and 1.15, we focused on a few major areas. LESS PUNISHING HEALING For a long time, Percy's healing services have been very expensive and bordering on 'punishing' depending on your level and how many times you've used them. While healing should not be free and unlimited, the way costs scaled was almost exponential at times. We've revised the healing cost formula to simply be 50g, plus another 50g per time you've healed in your current level. In other words, you should no longer see jumps like 50g -> 500g -> 1500g. Now, this doesn't help adventurers who get in over their heads in a nasty champion fight, but it will help you avoid character losses due to simply running out of resources. Defeat due to attrition was never a design goal of Tangledeep, which is why the game has no hunger system! POLISH n' SHINE Several key early game cutscenes have been much improved for clarity and dramatic (or comedic) impact. More visuals, audio, and even new music! Plus, we've put in lots of quality of life (QOL) changes that will definitely improve your play experience. For example, ordering pets "Come to me" will force them to stay right next to you for a little while, rather than running away immediately! ITEM DREAM IMPROVEMENTS All sorts of strange things can happen in Item Dreams, but these special events were not communicated well previously. Now, when entering new Item Dream floors, you'll see any sort of special floor modifiers like Big Mode, Costume Party, Fountain Floors, Berserker Floors, etc. upon entry. You'll also learn the effects of Dream crystal auras when first entering the aura (previously, you had to use the mouse to hover), and once you complete a dream you'll see a little 'report card' of what you earned and encountered during the dream! TREE OF MEMORIES A common request from roguelike veterans has been a so-called "bones" file, showing previous characters that have been lost on your current save slot. The idea of "bones" is a bit wrong for Tangledeep's tone, so instead, we now have the "Tree of Memories" which is inscribed with the names of fallen characters. You'll also be able to read where and when they were lost, their level, max floor reached, etc. This data is collected going forward on your local save, so older characters will not be shown. OPTIMIZATION We did a number of deep engine-level optimizations largely to benefit the Switch version of the game, since the Switch has a much less powerful CPU than just about any desktop or laptop processor. Some of these changes affected just about every object in the game and while we think we've addressed any bugs related to them, let us know if you find anything weird! SKILL BALANCE Some jobs had passives and innate bonuses that were particularly lackluster compared to other options. We've improved a selection of these, such as Gambler's Cheat Death, Edge Thane's low-health innates, Budoka's Vital Point: Bleed, and Brigand's Detect Weakness. Though Tangledeep is a single player game, we don't want there to be overwhelmingly powerful options OR jobs/skills so weak that they are never worth picking!
Patch Notes 1.14 and 1.15 (Combined)
ART/VISUALS
- Allies buffed by moonbeams (from the Moonbow legendary) now show the buff animation
- Improved the cutscene involving the Dreamcaster in town
- Improved the cutscene involving the escaped frog
- Improved the cutscene when picking up the cube from Dirtbeak for the first time
AUDIO/MUSIC
- New music for the escaped frog sequence
- Replaced some placeholder SFX
- Crab Grab now has SFX
- Planting a tree now has SFX
- Selecting items in your inventory / equipment screen now has SFX
- Various Monster Corral actions now have SFX
BALANCE
- Pet insurance cost is now simply player level * 75 gold, rather than monster level.
- Gambler’s Cheat Death passive now works a bit differently. Now, if it triggers from any damage source, you cannot die from any other damage sources that turn. For example: 5 monsters attack you. The 3rd monster’s attack would normally reduce you to 0 Health, but Cheat Death triggers. Previously, the 4th and 5th monsters could still defeat you. Now, they cannot.
- Brigand’s Detect Weakness passive now has a 50% higher chance of marking a monster each turn, and the damage bonus has been raised to +100% (up from +35%)
- Edge Thane’s Glorious Battler passive now also grants 25 CT when defeating a non-worthless enemy with a song active.
- Edge Thane’s innate abilities have more generous Health thresholds. The base innate now triggers when health is <= 60% instead of 50%, and the final innate (triggers when health is <= 33% instead of 25%. Also, when the base innate triggers, your damage mitigation is increased by 20% (up from 15%).
- Budoka’s Vital Point: Bleed now has a buffed ‘trigger’ effect. Once an enemy is marked for bleeding and you strike them with another Budoka technique, the bleed will spread to enemies within *3* tiles of the original enemy, instead of within 1 tile.
- For the first 3/4 of the dungeon, there is now a ~2 turn buffer from when you first enter a floor to when monsters can aggro you naturally. This should help with edge cases where a ton of aggressive monsters happen to spawn right next to stairs. However, note that if the monsters were already aggressive, or if you attack them, they will still fight back. Note: This does not apply on New Game+.
- Monsters knocked out with a Monster Mallet should now gain immunity to mud and lava, and any ‘charged’ ability they may have been using should now be canceled
- Jade Beetle’s ‘Armor Break’ skill removed (was only accessible by pet Jade Beetles)
- Flat damage resistance (such as the Physical damage reduction granted by Medium and Heavy armor) is now applied AFTER your % resistance. This is most noticeable when you have higher resistance values.
- Percy’s healing costs have been reduced to a flat, linearly scaling 50 -> 100 -> 150g (etc), resetting each time you level up. The costs are no longer based on character level. JP healing starts at 100jp and increases by 25jp per time you heal in your current level.
- The cost to deposit an item at the bank has been reduced by about 20% on average
BUGS
- Attempted fix for bug where monster echoes and powerups would sometimes not trigger if they spawned on top of you. The powerups should now be obtained automatically at the end of the turn
- Job Trials are now accessible immediately in New Game+ (if you’ve mastered your current job)
- When hovering your cursor over an enemy and using a melee weapon with an Overdrawing bow on your hotbar, clicking on an enemy at max range should properly switch to the Overdrawing bow
- Fixed monster wander behavior in Item Dreams with Deadly Void
- Fixed bug with certain monster ability targeting such as Battousai’s Iaijutsu
- Fixed bugs with inaccurate estimated healing on food items
- Fixed bug that was allowing certain status effects like Sneak Attack to trigger on the wrong conditions
- Fixed bug that made the Overdrawing magic mod always reset CT to 0 even when at less than max range
- Fixed bugs with effects that required enemies to have not noticed you (these were always triggering)
- Fixed visual bug with ‘icy ground’ (dropped by Frosted Jellies) sprite
- Fixed bug where certain status effect sprites would “stick” to a corral pet and never come off
- Corral pets should now gain XP even if you are at the level cap
- Another attempt at fixing bug where getting pulled or pushed would not update line of sight properly
- Fixed some monster abilities not using proper targeting
- Fixed bug where monster letters would sometimes display garbage text
- Fixed bugs with Armor Training (Paladin skill)
- Fixed bug where the block bonus from Big Giant Circlet and Crystal Ring did not stack correctly
- Fixed bug where friendly River Spirits’ water shot attack could sometimes target the player. Also fixed a number of other assorted friendly monster attacks
- Fixed bug where the cursor could permanently disappear when returning to title
- Attempt at fixing bug where the Summon Mini-Panthox effect would not trigger all summons (sometimes)
- Fixed visual bugs with button colors in equipment and inventory screens
- Fixed random floating “new item display” popup text
- Enemy buff animations should no longer play while outside line of sight
- Orbs/seeds should no longer drop in Job Trials, as intended
- Fixed bug with high level rumors spawning after doing job trials
- Fixed the monster family of one of the final hub side area bosses
- Fixed random error that could happen and prevent game load on some older systems
- Fixed health bars sometimes rotating out of position
- Attempted fix at issue where Fungal Columns (and some other enemies) would occasionally be invisible
- Monsters KO’d with monster mallet should no longer take lava damage (this should have been fixed already, so re-fixed?)
- Fixed bug that was not incorporating your Spirit Power into Iron Breathing’s healing calculation (this may have affected some other healing abilities)
- Fixed issues with sprite layering of summoned objects or terrain like mud and lava
- HuSyn’s Autobarrier is now correctly classified as a Passive skill again
- Gold cost of upgrading bank storage has been capped at your max gold held amount
- Casino 2F now gives a super treasure chest when cleared, as intended
- Parting Gifts should now work correctly with Runic Crystal
CONTENT / GAMEPLAY
- You can now find a new tree in Riverstone Grove that will be inscribed with the names of characters you’ve lost in Tangledeep. This data has been tracked only recently and will show level, job, champions defeated, etc. for each of your previous characters.
- Upon completing an Item Dream, you’ll now see a popup showing the results of your Dream run: gold, XP, and JP earned, fountains found, items looted, and Goldfrogs caught. You’ll also see what (if any) upgrades your item got!
ENGINE
- Yet more XML optimizations for faster load time
- Support for dialogs with multiple pages of reponses! Wow!
- Major optimizations related to map objects, monster spawns, and wandering monster behavior
- Major optimization related to monsters trying to pathfind from very far away
- Major optimizations related to many damage-dealing effects
QUALITY OF LIFE
- On the Equipment screen, pushing left on your list of equipped gear via keyboard or controller will wrap the cursor around to the Filter buttons. Pushing right on the Filter buttons will then return to your equipped gear list.
- When walking into an Item Dream aura (after not being in that aura the previous turn), the game log will show the aura effect. Also, the aura effect will pop up over your head for a second.
- When purchasing Pet Insurance, the game will now let you know if you already have insurance *before* checking to see if you have enough money
- When attempting a Job Trial, if you have a corral pet, you will now have the option of putting the pet back in the corral automatically
- The Recipe book now updates ALL recipes to check if you have ingredients, each time you cook a recipe.
- When handing in quest-related items like Tsukida’s coffee, the game will try to use unmodified versions (such as Coffee with no seasoning)
- You can now sell items to Nando in town.
- A new confirmation dialog now appears if you try to leave a campfire area without resting or cooking at the fire.
- New tutorial popup the first time you knock out a monster in the dungeon reminding you to use your Escape Portal to easily escape
- New tutorial popup if you have not returned to town after going through several dungeon floors (and if you have never used your portal before!)
- You can now swap places with merchants in the dungeon.
- When using the “Come to me at once” pet command, your pet should now stick right next to you for a few turns. It will not move away for any reason (unless pulled away.)
- The “Wandering Merchant” message should no longer obscure the “Harvest Food” dialog after exiting an item dream.
- Dungeon areas that are roughly on-par for your level will be noted as “Tricky” in the upper left, which is generally accurate to the challenge you would expect in these maps.
- When finding unusual Item Dream events, you will now see some overlay text the first time you enter that floor
- Grove Pest and two of the final hub area bosses (re-used sprite) removed from the Monsterpedia, secret rift boss *added* to the Monsterpedia
- “Shaken” status now displays exact amount of CT lost per turn
- Added numbers to various special item and effect descriptions
WRITING
- JP: Numerous text updates and fixes
- “Spirit-Linked” modifier was previously used for both armor and shields and had the same name for both. Now, the shield version is called “Refreshing”.
[ 2018-06-14 23:06:05 CET ] [ Original post ]
Hello adventurers! Today's patch has been in beta testing for nearly two weeks, as it contains some big changes to the pet system, lots of engine optimizations to make the game smoother than ever, and complete localization to Japanese! We're extremely excited to bring Tangledeep to a new audience :D To switch languages, just click the flag on the title screen and restart the game.
PET SYSTEM REWORKS
Going forward, your corral pet will (finally) gain experience and level up while fighting alongside you! This is something that’s been a long time coming. Your pet gains a % of the XP that *you* earn, whether through defeating monsters or completing rumors. Once your pet gets enough XP, it will level up, gaining more power, stats, and health. This new method of advancement feels a lot more intuitive, and it supercedes the wonky previous system of pet health scaling. Also, this means that you can actually get a really powerful pet simply through regular gameplay, without *needing* to do any pet breeding. To make sure pets aren’t too overpowered, your pets can now only reach a maximum of level 12 in the regular game (which is about the level of the very hardest monsters.) To get them to level 15, you will need to beat the game and play New Game+. In either case, breeding is a way to increase a monster’s power even if they are at the level cap.
BREEDING
Breeding is still a powerful tool, and it works almost identically to how it did before. Breeding two pets will average all their stats, generate a new pool of abilities based on the parents’ abilities, and - if you add some extra JP - increase their base stats further as well. The only difference is that now, breeding will NOT cause the pet to actually gain an XP level. So, by both breeding AND leveling up a pet, you can gain even higher stats - without needing to go through as many ‘generations’ of pets as before.
MONSTER RELATIONSHIPS
Previously, monster relationships (affection) would develop naturally over time, but in many cases, affection would go down for any number of reasons. Now, monster affection will either stay the same, or increase. The chance of affection between two monsters rising is based on beauty (higher beauty = more affection), happiness of both monsters (the higher, the better), and monster family (same family, such as Frogs, means more affection.) Bottom line: It should be much easier for pets to *naturally* develop loving relationships without needing to be force-fed Romantic meals.
PET DEFEAT & INSURANCE
Because you can now invest much more time into a pet, we think it would feel really bad if you’re adventuring with your Harmless Frog from level 3 to level 12, only to lose it to a random crit. So now, if a pet would normally be defeated, it will instead go back to the corral with its Happiness reset to 0. Furthermore, it will be unavailable as a pet for 3 ingame days. (The corral UI will say that the pet is upset with you.) If you have Pet Insurance, of course, that penalty will be removed (just like it is now.)
PET TECHNIQUES
There is a new NPC who can show up in Riverstone Grove! To find the NPC, visit the Frog Bog. She will be able to teach your pets unique skills that can’t be obtained anywhere else! Teaching your pet these skills will cost JP and scales up based on the level of your pet. There are four skills now, and more may be added later.
ART/VISUALS
- Way better game load / dungeon creation screens featuring Grace Liu’s original art
AUDIO/MUSIC
- New music for the final areas of the game
- Steam soundtrack now includes the final area(s) music and the Job Trials theme
BALANCE
- JP is now capped at 99,999 per job
- Gold carried is now capped at 9,999,999*
- You can no longer capture Barrier Crystals as pets (didn’t make sense anyway!)
- It should no longer be possible to get duplicate legendaries in NG+ or on NG+ restarts (however, in making this change, you will temporarily find duplicate legendaries…)
- “Toxified” status now qualifies as a poison, for the purposes of abilities like Iron Breathing
- Necro Band no longer gives your Escape Portal or Healing Flask a health cost (lol)
BUGS
- Fixed bug with Elemental King power scaling being too high
- Fixed various bugs with **Wild Untamed** monsters
- Fixed rare Item Dream monster scaling bug
- Fixed bug where some special areas allowed you to walk through walls near stairs (i.e. craggan mine entrance)
- Fixed game errors that could occur relating to Wild Untamed rumors and item dreams
- Fixed yet more strange LOS bugs… maybe? Switched to a new spiral check method
- Fixed rare bug that could happen with monster summoning
- Multiples of the same legendary should no longer show up in the Casino shop
- The banker will no longer let you withdraw more than the max possible gold
- Summoned objects should no longer appear under terrain
- Fixed bug where Tsukida’s Elixir and Muguzmo’s Campfire Meat would not stack with identical items
- Fixed bug where restarting NG+ would allow you to learn more Ultimate techniques
- Fixed bug where entering NG+ would *not* preserve the # of champs defeated with each weapon type
- Attempted to fix issue where mod levels (such as Replicator 88) would sometimes show up in earlygame rumors
- Medi-Ray Dispatchers can no longer be knocked out with a monster mallet
- Fixed game error that could occur when switching combat log text sizes
- Fixed bug that could make certain mastery abilities not appear in the skill list (or appear when they shouldn’t, while switching from one mastered job to another)
- Attempted fix at bug where the Painter quest would sometimes not mark as completed if you hit a monster with the Monster Mallet
- The Spirit stat no longer makes Delayed Teleport take longer (lol)
- Fixed bug where Kunai Toss (monster ability) could hit friendlies
CONTENT/GAMEPLAY
- See the monster pet changes and additions above!
ENGINE
- Significant work done for localization prep
- Miscellaneous minor engine optimizations
- Major optimization related to the combat log draw time (caused stutters during heavy combat)
- Faster and smoother game loading
- Major optimization related to any objects spawned ingame, ranging from dialog buttons to sprite FX, reducing stutter and making the game smoother
- Up to 38% reduction in save file size, which means faster load times
- Further data file size reduction (faster loading of core data)
QUALITY OF LIFE
- Further cleanup of the hover info bar, giving monsters their own separate line(s)
- When landing a stun with Shield Mastery, “STUNNED!” should appear above the monster.
- Merchants will now consistently announce that they have new goods upon entering the floor, until you talk to them next
- Jesse, the monster rancher, now explains the new pet advancement mechanic, and will also remind you of how monster romance works!
- Consolidated Dreamcaster affinity UI if the dream has all 5 elemental affinities
- You will now be prompted if you attempt to destroy an object such as an Ice Block that causes damage on destruction.
- When starting or restarting New Game+, all toggle abilities will be cleared and reset
[ 2018-05-16 15:13:50 CET ] [ Original post ]
Greetings adventurers! Let's catch up on the most recent patch as well as our previous 1.10 release. Now is also a good time to mention our plans for the upcoming expansion to Tangledeep, which will be available later this year. This will be a fully-integrated add-on to the game that expands content and features, with new monsters, areas, game modes, and story. Our model for the expansion is the idea of the classic "expansion pack" for games like Diablo 2 (Lord of Destruction). These expansions offered so much for all types of players: not just veterans who had explored everything the base games had to offer, but also new and returning players, with new ways to play and content throughout all stages of the game. We don't have an ETA yet but if you hang out on Discord and follow the Impact Gameworks Twitch channel, you can follow our progress. Also, this should go without saying, but our work on the expansion will not take away from work on the main game. As you'll see from the notes below we have been continuing to improve Tangledeep every single day!
PATCH NOTES 1.10 and 1.11
ART/VISUALS
- Darkened ability cooldown indicators
- Brigand’s Fan of Knives now deals 120% base damage (down from 175%), but deals +30% damage to bleeding enemies (up from +15%)
- Using Sanctuary (Paladin master ability) cancels your Escape Portal. This is now stated in the ability description.
- Max item upgrades via rarity has been limited to 5. In other words, once up to 5 modifiers have been added, the raw power should not continue increasing if you remove and add mods further.
- Increased the value multiplier of food sold on the Food Cart
- The Herbalist quest no longer resets more than once, even if you restart New Game+ again
- This also goes for the Armor mastery quest, and learning Ultimate weapon masteries
- Fixed rare game load error
- Fixed dual wielding attack bug
- Fixed bug with Orb of Reverie drop rate
- More weird edge case LOS fixes
- Fixed bug with certain stacked status effects such as Echoes collected
- Fixed bug with Sword Dancer’s 1st emblem ability (empower attack after movement) - was triggering even when not moving
- Fixed game error that could occur when searching for items in shops
- Fixed bug with the side area ‘treasure chest’ icon showing as closed sometimes when it should have been open
- Fixed bug with Library encounter soft lock
- Yet more credits fixes (this time for 900p resolution)
- You can now fast travel FROM Bottles and Brews once you’ve cleared the monsters
- Fixed incorrect description for Brigand’s innate ability that causes bleed. No longer requires “sharp” weapons. You can cause bleed with any melee attack.
- You should now receive rewards for clearing Desert Oasis
- Fixed bug where pressing a menu button twice very quickly (like equipment -> equipment) would cause some UI issues
- Fixed some visual ugliness when moving north on top of stairs or Deadly Void
- Another fix to boss2 issue where attacks were possible during cutscene
- Fixed bug where Edge Thane’s innate passive triggering at <50% Health would sometimes disappear forever until switching from and back to the job
- Fixed Examine Mode / keyboard / controller targeting issue where cursor hover state would be ‘sticky’ on the last targeted object/actor
- Fixed bug with Dreamcaster’s search bar
- Fixed bug with healing item values not displaying
- The Berserk weapon mastery should no longer stun yourself
- Fixed bug where some rumors in side areas would not display the connecting floor
- Fixed bug where three Lucid Shards would sometimes combine into an Orb and leave you with an extra shard left over
- Another pass at ensuring Buried Loot always has a key - if not on the floor, than in a monster’s inventory
- Fixed bug where Righteous Charge could sometimes send you through walls.
- Fixed text issue that could occur in the Job Trial dialogues with Jorito
- Fixed bug where some statuses, in some circumstances, would be added with a duration of 5 turns which was either too high or too low
- Fixed bug that could sometimes cause issues with stat numbers (such as Health, strength, etc) for the player and monsters on saving/loading game, in certain non-US regions
- Fixed visual bug that could occur when dropping items from the same stack on the ground
- Fixed bug where pressing any menu button rapidly could cause the character portrait info to disappear forever
- Fixed bug where the Pandora’s Box reset option in New Game+ would not actually reset your count... oops
- Fixed cursor ‘flip’ happening on UIs other than the skill screen
- Fixed bug where pressing “Compare Alternate” would not change the display instantly on the Equipment screen
- Fixed some wonky AI behavior that occurred when a summoned or charmed creature under your control disappeared or died
- Added extra protections to ensure the Nightmare Queen cannot be damaged prior to the final fight of an Item Nightmare
- Finally fixed issue with glitchy terrain if summoned terrain was added to existing (water, mud, lava, etc)
- New Optional Game Modifier: No Pandora Boxes
- You can now create new map objects, such as barrels, treasure chests, doors, ground-based fires, spikes, etc!
- Create new or replace existing sprite sheets for any map object
- Create new or replace existing sprite sheets for any in-game battle or status FX (sword slashes, explosions, hovering icons, ability effects, etc)
- If you disable a mod that affects the dungeon itself (such as the official Replicator 88 mod) and try to continue a save that used that mod, the game world will now regenerate from scratch while keeping your character and meta progress. Previously, the save would just not load.
- More engine optimizations for performance
- Data cleanup for faster loading and general optimization
- Game startup and load time optimizations related to data parsing
- Added preventative measures in cases of total data loss due to power outage/save corruption
- When using Paladin’s Sanctuary, you will no longer counter-attack (breaking the barrier)
- Boss 3 arena will now spawn two staircases leading back to both branches which lead to the arena
- Rumors for defeating monsters with a certain element should no longer occur for monsters immune to a given element (i.e. you won’t be asked to defeat an Ember Spirit with Fire)
- The combat log now has subtle line dividers separating messages by game turn
- When visiting the Corral and looking at all your monsters, their Health will now scale instantly to your health - previously, you had to take the pet out for it to scale
- The Dreamcaster UI now shows how many of each Orb you have
- Floramancer’s summoned vines (or those created by Aura of Growth) now show up as friendly @ on the minimap rather than destructible objects/boxes
[ 2018-04-25 15:21:00 CET ] [ Original post ]
Hello adventurers! Today's patch marks an exciting milestone in the world of Tangledeep: support for player-created content (mods) and integration with Steam Workshop! We're very proud of Tangledeep's vibrant and friendly community, and we can't wait to see what kind of mods you create. Mod support v1.0 allows you to do all of the following:
- Edit or replace job sprites, animations, and portraits
- Edit or replace monster and NPC sprites, animations
- Create or edit any kind of item, including gear sets and legendaries, and create new item sprites
- Modify every loot drop and shop table
- Edit existing monsters or create entirely new ones
- Modify every monster spawn table or create new ones
- Create new dungeon side areas, paths, or side-dungeons with custom layouts
COMPLETE PATCH NOTES
ART/VISUALS
- Powerups should now stack above other items and objects in a tile
AUDIO/MUSIC
- Fixed loop point in the dungeon track “Mirai the Hero”
BALANCE
- Spirit Wolf (Hunter summon) no longer takes damage from lava or spikes
- Reduced monster aggression when you are already engaged with multiple monsters, particularly champions (Does not apply to New Game+)
BUGS
- Fixed bug with starting challenge runs sometimes
- Fixed typo in Coffee’s effect description
- Fixed bug where Friendly Fire game modifier allowed you to hit yourself with abilities (made many abilities 100% useless)
- Attempted fix at Monster Letters ‘sticking’ on ground sometimes
- Fixed bug where a certain campfire encounter could visually softlock the game
- Fixed cursor & frog flicker on game load / game start
- Fixed bug where skill orb version of Aether Barrage did not extend range when spending Echoes
- Fixed bug where the wrong version of Guardian Arachnoid was being used in the monsterpedia (boss ver instead of regular encounter)
- Bandit Library boss should no longer show up as a target for rumors
- Attempted fix at bug where stat values in non-US countries were sometimes written incorrectly to XML
- Fixed bug where the Wild Nature set’s 3pc bonus (Bed of Thorns upgraded) was dealing Physical damage, instead of Poison
- Fixed bug where some sprites or sprite effects would stick around after beating final boss phase 1
- The “Consumable Burnout” game modifier no longer applies to food
- Fixed bug with Emblem stat display
- Fixed bug where the “NO” option when trying to manually sell a Favorited item did not work
- Fixed bug that prevented abilities from being used from the menu sometimes
- Fixed bug where using keyboard/controller to scroll to the top of the equipment list (while scrolled past the first page) would not scroll up and instead go to the category buttons
- Attempted fix at issue where monsters were occasionally visible but not targetable at range
- Skill Orb version of Radiant Aura should no longer constantly mark you as being in combat
- Experimental fix to slow memory leak
CONTENT/GAMEPLAY
- Mod support added: Item data, job portraits, item sprites, spawn tables, shops, loot tables, monsters, dungeon rooms / floors, and job, monster, or NPC sprite sheets!
- Two new potions: Camouflage Perfume and Essential Monster Oils, each offering a burst of stealth for a short time (reducing monster aggression significantly)
ENGINE
- Various engine optimizations (better performance, smoothness, framerates)
- Added support for dungeon expansion in existing save files, without restarting or refreshing the current save. If game updates or player mods add new side areas, those will now be dynamically added and connected to the dungeon even in older saves.
QUALITY OF LIFE
- A quick search bar has been added to the Equipment sheet! Since this is built for use with a keyboard, you must CLICK the search bar to begin typing. You can type any part of an item name, any part of a magic mod name, a weapon or armor type, etc. You can even add multiple search terms (comma-separated) to get results that match ANY of those terms.
- The same search bar has also been added to the Dreamcaster, shops, and Inventory UI
- You can now use fast travel FROM the Desert Oasis if you have cleared the map of monsters
- You will no longer EVER move toward a monster or destructible if you click ON the object while out of range to attack it. This has tripped up many players thinking they were in range, when they actually were not.
- Added some code that should (probably) prevent you from getting the same rumor twice in a row if you rejected the first one.
STEAM STUFF
- In-game workshop integration!
WRITING
- Nigiri is now Makizushi. Did I get it right this time?
[ 2018-04-12 00:14:06 CET ] [ Original post ]
Greetings adventurers! In the latest version of the game, we've added some exciting new online-related features that will please both casual and competitive players alike. Plus, Tangledeep is now available on the Humble store!
WORLD SEEDS
Introduced in patch 1.07, World Seeds are a way to experience and share the same exact Tangledeep experience: dungeon layout, drops, monster positions, loot, etc. As the name suggests, the "seed" is what influences the state of the game when you first start. Your actions afterward may change things! You can view your World Seed from the Options menu. Naturally, since you can view this seed number, you can also *input* a seed number during character creation to play in a specific game world! This is a fun way to challenge friends to see if they can beat YOUR dungeon, and vice versa. You could also use it as a way to practice the game by re-using the same seed for future characters.
DAILY & WEEKLY CHALLENGES
For those interested in testing their skills in fresh new ways, Daily and Weekly Challenges are now available! Challenges are universal to all players (all over the world) each day and week. They give you a pre-determined job, set of feats, game modifiers, and dungeon seed to play with. It is then up to you to see how far you can get with these settings, and compare results with fellow Tangledeep adventurers! Challenges begin at midnight each day (Eastern Standard Time), and each week (Monday). If your current challenge expires, you can continue to play the file, but you will not get any ‘credit’ for it in the form of achievements or leaderboard rankings (see below). **Note that Challenges will OVERWRITE your existing save data (including meta progress) in a given slot, so it’s best to use an unused slot for them. Also, the game mode is automatically set to HARDCORE. ***Also note that you must be connected to the Internet (Steam not required) to download challenge data.
LEADERBOARDS
Participants of Daily & Weekly Challenges can now compete on Steam Leaderboards to see who reached the highest floor in the challenge! (And if you’re thinking about cheating, we added a few security measures. Tsk tsk!) You can view both global and friends-only leaderboards in-game from the "COMMUNITY" button on the main menu. Based on your feedback we may add other types of leaderboards later! --- Moving on, here are all the notes from both 1.07 AND 1.08 combined (sorry for missing a week's post - I was at the Game Developers Conference last week!)
ART/VISUALS
- When you (the hero) are Rooted, the icon above your head now pulses more obviously to indicate that you cannot move.
BALANCE
- Deafening Dream Drums can now occasionally be found as drops in the world.
- Weapons could previously be upgraded infinitely in the Dreamcaster to gain more base power with each Item Dream completion by removing a magic mod and re-adding new mods. This is now capped at a total of 10 upgrades. A 5-mod item naturally uses 5 of these upgrades. You can do the removal and re-addition “trick” another 5 times ;)
BUGS
- You can no longer mark your own corral pet as hostile.
- Fixed keyboard/controller behavior where moving the targeting square above an enemy would not show that enemy’s info (while targeting an ability or firing a ranged weapon)
- Fixed ^number^ tags appearing when viewing some abilities, including on the character creation screen at first load
- Removed visible “ ” tags from certain areas (please let us know if you see more of these!)
- Fixed (again?) visual issue where Floracondas / Guardian Spheres could pull you beneath Deadly Void tiles in Item Dreams sometimes
- Tents should now be removed from the hotbar if you use your last one
- Fixed bug where Delayed Teleport was triggering its emblem-only effect all the time
- Jellies spawned by friendly jellies should now be your faction instead of neutral/hostile
- Heavy Golem’s forcefield no longer lasts forever
- Fixed display error when removing/extracting certain magic mods via Dreamcaster, such as Sheltering
- Fixed inconsistency with Job Trial callout
- Fixed bug with regen Stamina/Energy game modifier
- Removed jank from game credits when at 4k resolution
- Fixed log bug when withdrawing items from the bank
- Fixed bug where Spellshaper’s elemental resist boost from Auras was always in effect regardless of Emblem, and also the bug where Spellshaper’s tier 3 Emblem effect granting elemental resistance based on elemental damage taken was not triggering
- Fixed bugs related to abilities learned from items causing weird states on your hotbar
- Fixed bug where Edge Thane’s low-health effects were sometimes not triggering, stacking, or appearing in your Status list
- Snow Panthox Claw proc rate is now actually 50% as intended, instead of 100%
- Added yet more checks to ensure achievements and events in the special Item Dream occur properly
- Fixed game error that could occur with Butler’s Bell
- Fixed bug when upgrading to Tier 2 Gambler emblem
- Fixed bug where Soulkeeper’s “reflect” emblem effect was not working properly
- Fixed bug where Sword Dancer’s ‘pierce fire resistance’ emblem was not affecting enemies with Fire absorption, such as Ember Spirits.
- Fixed bug where saving and exiting the game in a Campfire area in an Item Dream would cause the game state to get messed up on load (Item Dream would be lost, along with your item)
- Fixed bug where Gambler’s tier 3 emblem Card Toss ability visually cleared your hand, despite only using one card
- Fixed bug with disappearing cursor in the key bindings page (which could cause the cursor to disappear until game restart)
- Your pets can no longer pickup the rewards from K. Dox
CONTENT/GAMEPLAY
- Pandora’s Boxes now ALSO grant slightly higher treasure find (about 0.75%) and gold find (about +1%) per box. Treasure find = chance of getting extra and/or magical items, Gold Find = multiplier on gold drops. Even more tempting, eh?!
- New mid-rank legendary Axe
- New game modifier: Abilities that normally affect one faction (player or monster) affect both. In other words, “Friendly Fire”!
ENGINE
- Optimizations to map creation time (it should be about 25% faster overall now)
QUALITY OF LIFE
- You can now fast travel to side areas while *in* a safe / cleared side area (from the Portal menu)
- The Skill screen now shows ability cooldowns in your ability list, marking these abilities in yellow instead
- Added a “BACK” button on the ‘Feed Monster’ UI which returns you to the monster list
- If you have an equipped Job Emblem, you can now ask Jorito to destroy it. Doing this will allow you to start that job’s trials again and select different bonuses, should you choose. Of course, you must also pay JP again.
- It is now possible to forcibly close an Item Dream by speaking to the Dreamcaster with a Dream open. Doing so will return the item you put in the Dream, but it will not be upgraded. You will lose any gold, JP, and orbs put into the Dream, and everything else in it (such as items on the ground) will be destroyed.
- The “Mark As Hostile” mouse action is now user-assignable in the keybinds section, and is now default set to *middle mouse click* instead of right click
- When manually selling items, if you attempt to sell a Favorited item you will now get a confirmation popup first.
- Active skill sort is now remembered on save/load
- Random pet names should no longer use names already used by any of your living pets
STEAM STUFF
- Four new achievements related to Daily & Weekly Challenges.
WRITING
- Fixed inconsistency with Pandora’s Box/Chest - it is now a BOX
[ 2018-03-28 20:12:30 CET ] [ Original post ]
Hello adventurers! In this build we're introducing something big to the game - a way of customizing your experience to make it easier or harder in various ways. We've been carefully listening to player feedback since launch (and well-before) and while we think the game is more balanced than ever, Game Modifiers will let you customize your gameplay experience further should you choose. This patch also contains a major change under the hood; all text strings are now read from language files, paving the way for full localization. This was an enormous undertaking as the game has over 55,000 words and 6,000 unique strings, but it will be worth it as we roll out the game in new languages later this year! ---
GAME MODIFIERS
Our vision for Tangledeep is a challenging but fair experience that can be conquered on Heroic or even Hardcore mode with practice and skill. You don’t need a ton of luck to win, nor do you need to be a roguelike expert. We create content and adjust balance with this vision in mind. However, we understand that all players are different, and if you want to change the core Tangledeep experience to make it easier or harder, we’re introducing a new feature allowing you to do just that: GAME MODIFIERS. You can toggle any number of Game Modifiers during character creation. Some make the game harder, others easier, or more random. All modifiers are strictly optional and we do encourage new players to experience the game without any of them. You can use as many or as few as you want - even all of them at once! With all that said, here are the modifiers we are introducing:
- Player Health regeneration (1% of max per turn out-of-combat)
- Player Energy and Stamina regeneration (1.5% of max per turn out-of-combat)
- Half Fullness time
- No gold drops from monsters
- Triple Pandora’s Boxes per floor
- Non-food consumables have a 3 turn shared cooldown
- Corral pets cannot die and are returned to the corral with lower Happiness instead
- JP gain halved
- All monsters have one champion power
- Enemy monsters regenerate Health per turn
- Cannot use abilities that are not on your hotbars; cannot swap abilities in the dungeon
BALANCE
- The health bonus of Floramancer’s tier 2 and 3 innate bonuses has been reduced
- If your Floraconda dies, the cooldown to resummon it is now reset to max. To compensate, the cooldown has been reduced from 12 to 6 turns.
- Champion monsters should no longer spawn near staircases (within ~5 tiles in any direction). This means you should no longer arrive at a new floor only to be greeted by a powerful critter!
- Modified AI behavior to be a bit more forgiving when it comes to multiple champions aggroing the hero at once. (Does not apply to NG+).
- Likewise modified regular monster behavior to avoid huge pile-ups in early levels just due to unlucky monster placement. (Does not apply to NG+).
- Bosses now have a 75% chance to resist Paralyze, Stun, and Seal effects each turn
BUGS
- Fixed a variety of Emblem and Trial related bugs such as trials not completing, stats not increasing, and not being prompted to get a new tier ability
- The cursor should no longer flicker while the Riverstone intro text is showing upon character creation
- Added extra checks to ensure any rumors in side areas automatically enable those side areas if they are not discovered
- Fixed bug where Athyes’ headband’s “Igniting” effect did not stack with a weapon using the same mod
- Fixed bug where released pets would sometimes hang around on the map
- Fixed issue with buggy stair connections before the 3rd boss (i.e. if you left the area with the NPC and returned)
- Craggans’ mud-summoning power no longer affects tiles with existing terrain
- Fixed sprite layering issue with the portal in town
- Fixed bug with finishing tier 2 & 3 trials
- Fixed bug with Knight’s Glove effect stacking
- Fixed rare game error on game load in a file with multiple pets/summons
- Fixed bug where Flask count was not visually refreshed after exiting a job trial sometimes
- Fixed inconsistencies with individual and stacked item sale price, particularly for stuff like Skill Orbs / Lucid Orbs. Also fixed inconsistencies with Deposit price for individual/stacked items.
- Fixed bug that prevented you from using a Skill Orb on an item with 5 mods
- Fixed bug where Shadowstep would not trigger Brigand’s tier 3 innate ability.
- Sword Dancer’s Emblem ability that counter-attacks when being pulled should no longer trigger unless you started (or ended) the movement next to the monster
- The chance to pass days from Item Dreams now takes into account affinities, so easier dreams due to affinities will be less likely to pass time, and vice versa
- Fixed bug that cut the powerup drop rate in half on load (was only meant to apply to NG+!)
CONTENT/GAMEPLAY
- Game Modifiers! See above section.
ENGINE
- Numerical text for abilities, items, statuses, and magic mods is now stored in a location-agnostic way. Wow this was a lot of work.
- Converted all internal XML to localization-friendly master file format.
QUALITY OF LIFE
- It is now possible to dismiss any summoned pet. Click on their portrait in the “Pet Party” window (or, on controller/keyboard, use Examine mode and select them), then select “Dismiss Pet”. This does NOT trigger on-death effects; the pet simply vanishes immediately.
- If you have the Sword Dancer emblem ability that attacks enemies when pushed/pulled, and your attack misses, this will now print to the log no matter what
[ 2018-03-16 18:43:04 CET ] [ Original post ]
Greetings adventurers! Today we reveal the first major post-launch content patch for Tangledeep! We've added a BIG new feature that expands and deepens the job system. You can read all about it below and check it out right now in-game. We've also been carefully listening to your feedback about game difficulty from the very beginning all the way to New Game+, and we've made a number of changes to address what we've heard. There are also lots of bug fixes and quality-of-life improvements based on your feedback and reports, so let's jump right in and see what's new!
JOB TRIALS & EMBLEMS
Job Emblems are a way to specialize further into any of the game's 12 jobs. Every job has its own Emblem that can be upgraded twice. For each level of the emblem (1, 2, and 3) you'll be able to choose a unique upgrade that suits the skills and playstyle of your job. With 2 options per tier, 3 tiers, and 12 jobs, that's a total of 72 new bonuses in total! To kick off the Job Emblem quest, you must master a job, beat the first boss, and talk to Jorito. You'll discover that Job Trials are unlike other challenges in the game: they require limiting yourself to a minimal number of consumable uses, flask charges, and abilities from *only* your current job. Each trial is harder than the last, and to even attempt them will cost a hefty amount of JP. But should you be victorious, your Emblem will be upgraded with a new tier of power. There are a few other things to know about this new system:
- By mastering multiple jobs, you can potentially earn an Emblem for every single one.
- You can bring an Emblem from one job to another. However, you can only upgrade a job's specific Emblem by being that job.
- Wearing an Emblem reduces your JP gain - an important consideration.
- Emblems cannot be sold or banked, meaning they cannot be given to future characters.
- Emblems cannot be upgraded in the Dreamcaster. Their bonuses are unique, and must be unlocked through the Trials!
GOLD ADJUSTMENTS
Though Tangledeep veterans are able to amass large amounts of gold by the time their perfect gear set is fine-tuned in the very late game, for most players we realize that gold is hard to come by and easily spent on things like consumables, Item Dreams, and healing. We’ve done a pass to adjust some gold costs (and gold sources) to make certain features more appealing and accessible, particularly earlier on in the game.
- Percy’s healing cost has been reduced overall, and substantially for lower level character (5 and below).
- The cost to deposit items at the bank has been reduced by between 50% to 70% depending on item rank and rarity
- Average gold earned per monster defeated has been increased by 5. This extra value is subject to bonuses like mods on gear, the Entrepreneur feat, or Champion/Boss reward bonuses.
- Treasure sparkles now give 10 more gold (if they contain gold at all)
- Rumors that have a gold reward now give about 60 more gold, guaranteed
- Reduced the cost of certain early game consumable items, namely food (some of the previously-increased cost was the result of a bug!)
- Decreased the base cost to guarantee a magic mod on all equipment (except for gear at teh very highest rank). Increased the scaling cost per existing mod (or if the item is legendary/gear set). It should now be easier to start using the Dreamcaster sooner.
- Increased gold reward from Pandora’s Chests
ART/VISUALS
- Added SFX cues for things like depositing, withdrawing, selling, and dropping stacks of items
BALANCE
- Shops are now guaranteed to restock after a certain amount of time if they do not restock by chance (time threshold is about ~3 days)
- Many skills involving physical weapon attacks (such as Cloak & Dagger, Wild Horse, weapon masteries, etc.) now use your main hand weapon’s element instead of always using Physical. This gives you more tactical possibilities when considering weapon elements/mods and damage bonuses, plus enemy strengths and weaknesses.
- In New Game+, the base powerup drop rate is halved (this does not affect bonuses to drop rate from stats or gear)
- Increased Orb of Reverie drop chance in New Game+ by ~10%
- Changed Floraconda’s Bed of Thorns damage to be based on its Weapon Power (scaling) instead of Spirit Power (not scaling)
- Shara’s energy field now reduces the duration of summons that stand in it. (She’ll announce this if it happens.)
BUGS
- Fixed bug where all player damage was being treated as if you had opened 15 Pandora’s Chests (really) - in other words, all damage was being reduced by about 15%
- Fixed bug where you could not click on your pet in Examine mode (using keyboard / controller) to issue commands
- Friendly monsters in Item Dreams can no longer pick up your upgraded item after beating a Memory King
- Added extra checks to prevent monsters/hero from stacking after certain push/pull effects
- Added extra checks to make sure a Gold Key is always available in the Buried Loot map
- Inventory screen now correctly shows and recalls the previous inventory sort state
- Fixed bug where various game options were not being saved/loaded correctly
- Floraconda now only uses its Bed of Thorns skill when an enemy is adjacent
- The interaction with a certain.. Person… in the Bandit Library can now end happily
- Fixed bug where one dungeon music track never played
- Fixed text bug if you clicked “COMMUNITY” on the title screen and then went back
- Possible fix for bug where player pets were sometimes being lost on save & load
- Fixed a bug that sometimes affected spirit power calculations when wearing multiple pieces of gear that modified spirit power
- Fixed some inaccuracies in rumor location hints
- Fixed bug where final boss phase 2 energy shield would disappear on save/load
- Fixed bug where final boss phase 2 could disrupt its own energy shield by getting near map edges
- Fixed Monsterpediologist achievement
CONTENT/GAMEPLAY
- A new equipment slot has been added. To accommodate, the Gear Bonuses / Current Gear areas on the Equipment screen are now tabbed so you can see more stuff at once.
- After unlocking the Dreamcaster, you can now reset your level-up stat bonuses by speaking to Percy and paying a one-orb fee!
- Added a new mini quest to Flooded Temple. (Will appear on new save files)
- New Champion mod - Banisher. Knocks away (and sometimes roots) nearby enemies, and reduces the duration of your summons!
- New legendary bow
- New legendary claw
ENGINE
- Massively improved the performance of inventory sorting
QUALITY OF LIFE
- You can now target friendly charmed monsters (other than your own pets) to mark them as Hostile. To do this, enter examine mode (“X” on keyboard by default) and select that monster, OR if using mouse, right-click on a monster.
- When using the Town Portal in town, you will now have the option to Fast Travel. No need to walk to the cave entrance every time!
- When targeting an ability, hovering over a monster will now display their information. Moving the target square to an empty tile will go back to showing ability info.
- When opening the Snack Bag, your last inventory sort type (A-Z, rank, rarity, etc) will be saved so that when you return to your Inventory, it maintains the sort it had before.
- You can now filter Equipment by Favorites only
- Newly picked up items now show [NEW!] in your inventory/equipment list
- The corral pet UI now shows exact Beauty values for your monsters
- When selling, withdrawing, or depositing stacks of items, the shop/bank UI will no longer close
- If a Dagger critical (+60 CT) puts you above the ‘free turn’ threshold for your CURRENT turn, you will see a log message and popups above nearby monsters that indicates they *missed their turn*.
[ 2018-03-09 23:04:35 CET ] [ Original post ]
Hello adventurers! This week's patch is chock full of fixes, balance tweaks, highly-requested QOL improvements, and some new features. Maxed-out corral pets are being toned down while summoned pets are getting a little tougher; Item Dreams are getting more monster variety. Several new visual options have been added, along with new keybindings. The Fast Travel dialog is better than ever. All of the above, and more! Full notes are below. But we also want to announce that we're putting the finishing touches on the internal tech needed to support localization of the game to virtually any language. This was a big project but it will be absolutely worth it, as about 99.9% of the game's text is now sourced from a single file. We're in talks now to begin the actual localization work and hopefully release in other languages beginning sometime in Q2. On to the notes!
CORRAL PET BALANCE
We’ve observed that the maximum potential for corral pets is extremely high. A maxed-out pet is nigh-unstoppable, dealing thousands of damage per hit and taking almost none. We think your pet should not be massively stronger than the hero, but at the same time, we don’t want to make lower-level, non-bred pets useless. The following changes are meant to tone down the upper limit of pet power, but also make it a bit easier to get to that limit.
BALANCE
- Paladin’s Radiant Aura now costs 12 Energy per block (up from 9), Skill Orb version costs 14 Energy (up from 10)
- Seraph’s Tear’s heal on block effect now only triggers if you are under 50% Health
- Sword Dancer’s Qi Mastery now restores 3-5 Energy on crit (down from 3-6).
- Reduced the Token cost of Casino items by about 50%. They should be much more accessible now.
- Many monster abilities that dealt fixed damage regardless of level now scale with monster level. This should help if, for example, you get a Salamander or Alchemist and breed it with stronger monsters.
- The “Familiars” magic mod now grants summoned pets +10% Health and +5% defense (instead of +15% Health)
- All summoned pets now gain an extra 1% defense per player level
- Deadly Riposte (3rd sword mastery) now grants +50% counter damage, down from +100%.
- Abilities like Hail of Arrows and Relentless Current with a ‘windup’ now use the power of the weapon equipped when first casting the power. Previously, they used the power of the weapon equipped when the power finally executed.
- Slightly reduced JP scaling from monsters higher than you in level
- Reduced award JP scaling of higher level rumors
- Reworked the Floraconda’s “Bed of Thorns” skill (from Floramancer tier2 passive). This is now a fixed-position ability that the Floraconda uses if there are enemies in melee range. It does not follow the Floraconda around. The damage is also lower now, but it does stack with YOUR Bed of Thorns, and it can be recast more often.
- Modified spawn tables in Fungal Caves. Floracondas will now start appearing on 8F (instead of 7F), and River Spirits on 10F (instead of 9F).
- Blood Frenzy (Airacudas passive) no longer lasts forever once triggered
BUGS
- Fixed Casino text referencing winning gold instead of tokens.
- Fixed bug where Spellshaper’s Kinetic Magic would not activate until you dropped below 50% Stamina - it should activate *at* 50% Stamina
- Fixed Sneak Attack triggering bug
- Using Shield Slam multiple times should correctly stack the effect AND refresh duration
- Fixed bug where summoned pets were not getting the +25% Health bonus in New Game+ as intended
- Shadowstep should now cause bleeding to targets around the tile YOU land on, not the tile you *clicked* on
- When extracting a mod from an equipped or hotbarred item, the item should now be completely unequipped and removed from your hotbar
- Fixed bug with spawn rates on floors with Fungal Columns. Previously, killing columns would increase the overall spawn rate permanently.
- Fixed sprite clipping bug when moving from the southeast and southwest
- Item Dream monster healing crystals no longer affect friendly monsters
- Fixed bug where Overdrawing quiver mod was not working correctly when firing ranged weapons with the mouse
- Fixed bug where Ramirel’s Dismantler was not using a lower proc rate vs. hostile enemies
- Fixed bug with Wild Child’s “Foraging” passive where Health herbs never spawned (health herbs restore about 8% max health, modified by Spirit)
- It should no longer be possible to push or pull the final boss (phase 1)
- Fixed bug where ace-high Straight was not recognized by Gambler’s Wild Cards (yes, I know this bug is ridiculously obscure)
- Fixed bug with water, mud, and electric visuals that could occur sometimes on load
- Fixed bug with pull effects where the player could sometimes end up on top of friendly pets (or vice versa)
- Friendly Airacudas will now reliably use Fish Rush
- Fixed bug with Watery Heal and several other monster powers
- Fixed bug with Radiant Aura that was causing it to heal 2x as much as intended
- Fixed bug (again) where items with 5 mods could not handle a free additional Skill orb as intended
- Fixed bug where pressing anything on the keyboard would hide comparison info in shops the after using the mouse
- Spinebro / Quillkin corral pets should no longer become immobile on game load
- The Skill Orb version of Verse of the Elements will no longer hit allied creatures
CONTENT/GAMEPLAY
- Items inserted into the Dreamcaster may now have affinities related to specific monster families, such as Frogs, Magic, Insects, Jellies, etc. These Item Dreams have (as you might guess) more of these monsters than other types. Monsters of this type will be level-scaled to match the rest of the monsters in the dream. For example, a high-level item may have a Moss Jelly scaled up, while a low-level item could have a Mottled Sandjaw scaled down. More variety and fun!
- Added a simple new option for players who want an even bigger challenge in New Game+. When starting your NG+ playthrough and you opened any Pandora’s Chests in your previous playthrough, you will be asked whether you want to maintain the current “Opened Chest” count. This does nothing but make your NG+ playthrough even harder, and give you bragging rights if you can beat it anyway!
- Added new “Tenacious” mod for NG+ champions
QUALITY OF LIFE
- The combat log top/bottom padding have been reduced slightly, allowing for more visible text
- A new “Smaller Combat Log Text” option has been added. This allows for yet more text to be shown at once in the log, and may be desirable depending on your monitor, viewing distance, and resolution
- A new “Battle Text Size” option has been added. This controls the size of popup text during combat, such as damage/healing numbers, “STUNNED!”, “ROOTED!”, etc
- Captured Thunder Spirits (and their progeny) should no longer use Static Charge constantly
- Thorns summoned by your Floraconda are now dimmer, to reduce map clutter
- When entering items with affinities using the Dreamcaster (i.e. Challenge/Rewards greater or less than 0), the affinities will now contribute to the difficulty text (i.e. “Easy”, “Tricky”, “Impossible”). In other words, the difficulty text should be a little more accurate now.
- The info bar at the top of the screen will now show ability costs for whatever ability you are using
- The fast travel dialog at the cave to Tangledeep now shows the closest main floor / path to each side area
- The fast travel dialog now also shows if a side area has a shopkeeper with new goods
- Rumors to side areas now show the nearest main path floor as well
- Added assignable keybindings to use Knight’s Shovels and Monster Mallets from your inventory with just a single key (or button) press. These will be default bound to V (for shoVel) or T (for malleT)
- The “Compare Alternate” keybind can be used while in shops to compare any listed accessory to your Accessory slot 2
- Any kind of fast travel back to town (such as from a side area’s portal menu) will now take you to the cave entrance to Tangledeep, instead of the south part of town
WRITING
- Added flavor text for the Emerald set
- Slingshots renamed to Slings, to match the art
- Onigiri renamed to Nigiri, also to match the art
[ 2018-03-02 14:53:16 CET ] [ Original post ]
Hello adventurers! After a minor patch for 1.02, we spent over a week compiling bug fixes, balance changes and general improvements for 1.03. Before I get into that, I invite you to drop by and watch us work on Tangledeep live on Twitch! Development streams have been happening since Early Access, and it's a great way to see what goes into a game like this. We engage with the chat and happily answer any questions you might have! Jim streams several days a week over at his channel: https://twitch.tv/playdungeonmans The official Impact Gameworks channel is where I streamed during Early Access, although I took a hiatus to focus on intense development leading up to launch. I'm getting back into it though! https://twitch.tv/impactgameworks And now... on to the notes!
PET INTELLIGENCE
This patch addresses a number of issues related to pet behavior and pathing. The biggest complaint about pet behavior was having to watch them act confusedly a few tiles away when there were enemies to fight nearby. We have corrected some issues with the AI as well as added a new feature for you to have greater control over your pet’s placement.
- Pets can now jump over you if they see that as the best way to approach the enemy. They will do this automatically if they are near you and have no other path to the goal.
- Pets that are grabbed or have grabbed others (specifically Crab pets) will no longer forget that they love you when the grab is complete.
- Pets now consider the target distance from Mirai, rather than themselves, when deciding if a target is out of range. This keeps them more focused on the threats around you.
- The “Come to me at once!” pet command now causes the pet to immediately jump to you on its next action. This command is on a short cooldown, and the happier your pet is the shorter the cooldown will be.
BALANCE
- Changed how the Casino reward system works. You no longer win gold, although if you TIE, you will get your bet back. Instead, you ONLY get tokens, and the conversion rate is now 1 token received per 100g won. Items in the shop now cost 10x more, since tokens were previously earned per 1000g.
- Adjusted how Champion damage/stats scale. Mods past the 1st no longer add as much raw damage, defense, and stats to the champion. Previously, each extra mod added 1% defense, 4% damage, and about 10% all stats. These values have been halved.
- Adjusted player Health curves (both with and without Toughness) to bump up Health a bit more around levels 5-7. Levels 8+ are unaffected.
- Final boss phase 1 Health buffed
- Final boss phase 2 Health significantly buffed, base damage increased, shield damage significantly increased (from base 10% of max Health per turn to 20%), summoned drone health/damage increased slightly
- Increased the base damage of Valkyrie. Now deals 190% (up from 175%) Weapon damage to nearby enemies, and 230% (up from 210%) to further enemies. Root duration also extended by 1 turn.
- Decreased the per-attack damage of Godspeed Strike to 80% of weapon damage, down from 100%
- The first and second bosses no longer drop guaranteed legendaries (well, the first one never did, but it was supposed to. Now it isn’t supposed to, and it doesn’t. Makes perfect sense.)
- Shadow Stalk now looks at tiles up to 2 squares away to spawn illusions if all adjacent spaces to you are full
- Spears can now proc Sneak Attack
- The acid bursts from the “Acidified” champion mod are now somewhat less brutally damaging
BUGS
- Failed rumors are now removed from the quest log immediately, rather than waiting for next round.
- Fixed various bugs that could occur with dialog boxes, related to ‘conversation’ (portrait) code.
- Fixed visual bug with when the “Extra Turn” log notification happened, so it actually occurs ON your free turn not after.
- If you have more than 3 Lucid Orb Shards in your inventory with the same modifier, multiple orbs will be produced as necessary, with unused Shards left over.
- Fixed discrepancies with the displayed vs. gameplay values of various healing items and food.
- Fixed various LOS bugs related to targeting tiles revealed by pets and Eagle Eye (this also affects monsters being able to see *you* in these situations).
- Fixed rare edge case LOS bug where you could see a monster and hit it with a ranged attack by clicking, but NOT hit it with targeted abilities
- Fixed bug that occurred if you used a Knight’s Shovel and reloaded the level. More tiles than intended were cleared.
- Fixed the JP cost display for Mace and Claw masteries to display the correct cost of 1000 JP.
- Weapon mods like “Wasting” which add extra elemental damage now work with Spears when attacking at range=2.
- The illusions summoned during the second boss fight no longer drop loot, so the fight is no longer a veritable fountain of treasure
- Fixed some bad bugs that could happen when breeding certain pets.
- Monsters now move around in the Corral again, hooray!
- The modified version of Cloak and Dagger now requires two unique targets, as intended, rather than allowing you to hit the same target twice.
- Fixed bug where the ranged attack icon was showing up when you were *out* of range, not *in* range
- The “Overdrawing” weapon mod should now work correctly if you are clicking to fire at enemies with the mouse
- Dusk Reaver’s proc now drains Stamina/Energy as intended
- Aquamarine no longer has a buy value of 0g
- Attempted fixes for issues relating to the Monsterpediologist, Distant Dream Dungeon, and Monster Whisperer achievements
CONTENT/GAMEPLAY
- Upon beating the second boss, you are now rewarded with a one-time use baller healing item.
- HuSyn’s Photon Cannon now targets two unique areas based on line of effect from Mirai and the Runic Crystal. This means that targets no longer need to be in your line of sight to be hit by the Crystal’s beam.
[ 2018-02-23 17:00:38 CET ] [ Original post ]
Hello adventurers! We've released a big new patch addressing quite a few bugs, implementing some quality of life (QOL) features, and, based on player feedback since launch, adjusting the game difficulty in a few ways. There are 9 new achievements to hunt for as well! Before we get into the actual change list, I wanted to go over our general plans for Tangledeep's development. People often ask if we will continue to support the game and the short answer is "yes"! Maintenance and Polishing We will continue to release regular updates to the game addressing bugs, quality of life, balance tweaks, and general polish. Some of these patches may also include 'minor' content such as new items, NPCs, and shops. Free Content Updates Tangledeep is already a game rich with content, but we have so many more ideas. We want to give you more things to do with your pet monsters, more post-game challenges and secrets, and new ways to progress and advance your character. Features like these will come less often than maintenance patches, but you can expect more than a couple throughout 2018. They may coincide with seasonal events as well. Downloadable Content We also have plans for DLC in the form of an 'expansion' to the game. Our vision for an expansion would be a significant amount of new stuff, for example several new jobs, plus lots of new areas, items, and possibly mechanics as well. There's no exact ETA on this, but we'd ideally like to have something by the end of 2018. -- So now you know! And with that, let's dive into our most recent changes for build 1.01a.
ART/VISUALS
- Added some visuals to the Food Cart. When it produces money, coins will actually spring forth from the cart itself.
BALANCE
- Generally softened the difficulty of monsters in Fungal Caves and Old Amber Station. These monsters now have slightly lower damage, charge time, and accuracy: Plunderer, Mad Chemist, Treasure Hunter, Rock Viper, Mottled Sandjaw, Ember Spirit, River Spirit, Floraconda, Bog Frog
- Increased max possible cost of items in the Casino, particularly legendary items
- Changed the two bosses in the 2nd boss fight so that only one of them drops loot
- Reduced legendary drop rate by about 25%
- Increased drop rate of bows and crossbows by about 50%
- It no longer costs a turn to switch gear earlier on in the dungeon. This only begins happening when you are deeper, around 9F. (The tutorial popup text has been changed to reflect this.)
- Reduced the number of foods “Food Loving” monsters are interested in, limiting to generally easier-to-acquire (or make) foods / meals
- Assassin Gloves now gives a bonus to Swords, Spears, Axes, Claws, 2H Swords and Daggers (instead of just Spears + Daggers)
- Toned down damage of tornados spawned by champions
- You no longer get JP for discovering Secret Areas
- Somewhat reduced the JP reward for clearing combat Side Areas
- Herbs created by Foraging now last 1 extra turn
- Reduced Fullness times for almost all non-Health restorative foods; some by 50% or more
- Monster corral pets will now have 99 Charge Time gain by default (many early monsters have much lower charge time, which could lead to your pets falling behind frequently)
BUGS
- Fixed bug with hovering over Soulkeeper on character screen
- Fixed bug with “Cost to Master: 0” text appearing under some abilities (was not intended to appear anywhere)
- Removed often buggy gold cost in the “Expand Storage” dialog option (just read the banker’s text to see the cost)
- Fixed bug where a corrupt save could sometimes cause you to spawn in the middle of the waterfall in Riverstone Camp
- “Frogmaster” champion mod should no longer spawn with “Conjurer”
- If your “Friendship Forest” quest state is screwed up (i.e. found Rose Petals without actually completing the quest, for whatever reason), restarting the game will now automatically unlock Wild Child
- Rose Petals should no longer appear in shops until you finish the Friendship Forest quest
- Path to Tangledeep and Casino 2F should no longer show up as rumor destinations, or Talrose locations
- Fixed bug where selling stacks of items would sell for (stack quantity) x (full stack price) instead of (stack quantity) x (individual item price)
- Fixed bug where Barrier / Turtling champions were reducing damage from all directions, not just the directions of the shields
- Fixed bug with the Unlock Job/Feat dialogues where the wrong text string was sometimes used
- Fixed bug where withdrawing lucid orb shards from the bank would sometimes cause them to not combine in your inventory
- Fixed visual bug where using a Knight’s Shovel on some map objects would cause them to remain in place
- Most likely fixed some bugs where your game’s ‘mode’ setting (Heroic, Adventure, Hardcore) could sometimes be corrupted and change, for example when starting New Game+.
- Fixed bug with Cat Ear Headband charming 100% of the time (far more than intended)
- Judo Sash no longer interferes with unarmed powers of Budoka - simply does not do anything if equipped as that job
- Fixed bug where teleporting with a Crab attached to you would sometimes create a ghost crab in town
- It should no longer be possible to interact with the main HUD during dialog sequences (which can cause various game state problems)
- Fixed bug with skill hotbars where you could manage to get a skill from one character (or even one save slot) to another based on the cursor state
- It should no longer be possible to move the Target Dummy under any circumstances
- Fixed bug where the state of chopped trees could get messed up and leave unchoppable ghost trees on the map
- Fixes for some camera jank issues related to pull effects
- Fixed bug where Quick Step targeting was not always accurate and would allow you to cast on an impassable square
- Fixed bug related to depositing and withdrawing multiples of the same Lucid Orb from the bank
- Fixed bug where Running Boots and some other passive non-combat effects were messing with the “out of combat” turn counter (and, in turn, Sneak Attack)
- Fixed bug with the log text related to attacking non-Wraith monsters while cursed by a Wraith
- Fixed bug where the Red Orb Shard callout / quest would not start
- Fixed bug where Furious Crescendo was not getting a damage bonus from song level as intended
- Delayed Teleport should no longer fire if you switch maps
- Brigand’s “Stealth Bomber” should now work with the modified Cloak & Dagger orb
- Fixed bug where certain statuses like Heavy Guard and Radiant Aura would continue to produce certain effects even if you were below the Stamina/Energy requirement
- Fixed bug where Casino game buttons would sometimes disappear
ENGINE
- Added a feature where, if your saved maps or meta progress is corrupted due to power outage or PC shutdown, you should still be able to keep playing your character in a new world.
- Added recovery features to salvage save files with corrupt Item Dream data
QUALITY OF LIFE
- Added “Switch Places” dialog option to Jorito in the Elemental Lair and Langdon’s dialogs in the Jelly Grotto
- Pressing the “Cancel” key (ESCAPE by default on keyboard) now functions as “Confirm” if you are going through unskippable dialogs
- The XP bar now resets to the far left when you level up, rather than filling up to the right more and more
- Armor Masteries learned from quest should now auto-equip once learned
- Powerups should now prioritize landing in any open tile, as opposed to tiles with literally nothing in them
- Auto targeting from using a ranged weapon will no longer auto-lock on to Pandora’s Boxes (you must manually target them)
STEAM STUFF
- Added 9 new achievements!
WRITING
- The separate breed of Mottled Sandjaw in some lava areas is now called “Heated Sandjaw” for clarity in rumors etc.
[ 2018-02-09 15:35:09 CET ] [ Original post ]
Hello Friends! Thanks for making Tangledeep's launch so exciting -- forests are being explored, monsters vanquished, loots looted, and cheese consumed. We really appreciate your energy and passion both here and in the community Discord. Here some fixes for issues that bit us at launch. There's more on the way, but this patch should fix some of the most rare-but-crucial show stoppers that had snuck in. If you have any questions or concerns about any of this, please let us know in the comments.
STALLED QUESTS
A number of quests, such as the Armor Master, or unlocking the Wild Child job, were stalling out and unable to be completed. These quests should be completable now. If your current character was stalled on one of these and still can’t finish them, please let us know in the Discord or game forums.
DIALOG HANGUPS
Some dialogs were causing the game to get stuck. This happened during some of the in-game conversations, as well as occasionally with the New Game+ dialog. These issues have been corrected.
BUGS
- Fixed various bugs with the Food Cart
- Fixed bugs when pressing the “View Help” button
- Fixed bug that occurred when pressing the reset keybindings buttons on the Options menu
- Fixed bug where elemental auras on champions would sometimes get very big
- Probably fixed bugged “Dream Destroyer” achievement
- Fixed dialog about the Dreamcaster that appeared in the Branching Meadow and was difficult to close
- Fixed bugs with certain side areas not marking as “Cleared” and not continuing quests (such as Friendship Forest). If you were having problems with these areas, try returning and they should correctly mark as cleared.
- Fixed music bug when talking to Erin in Riverstone about a certain character
- Dialogs in Central Processing will no longer pop up as often
- Fixed rare error that could occur with wandering monster spawns
- Fixed bug that could cause newly-bred monsters to have -infinity weapon power (oops)
- Fixed bug that could happen with pre b100 save files making portals never appear
- Fixed bug that occasionally made passive abilities like Soulkeeper’s “Echo Collector” not work, even when they appeared to be equipped
- Fixed bug that could sometimes prevent games from loading (!)
- Fixed bug that could occur when immediately trying to Buddy Up with the tutorial frog
- Fixed bug with trying to use Reverberate Monster on plain Monster Echoes
- Staves no longer count as melee weapons for Shield Mastery
- Attempted to fix bug where the ‘wandering shopkeeper’ message would appear sometimes and overwrite the Game Over box
- Kahandran’s Robe proc should show in the log properly again
- Fixed bug/exploit where you could reap the rewards for finding an area via rumor multiple times
- Attempted fix for bug that would occasionally produce 2 rumors for the same target item
BALANCE
- Rumors with requirements will no longer appear until you are at least level 4
CONTENT/GAMEPLAY
- Legendary items drop much less often at the early levels.
- Food drops slightly less often at later difficulty levels.
- Blackjack hands with multiple Aces are now calculated in the player’s best interest.
QUALITY OF LIFE
- Hovering over / examining terrain (mud, lava, electric, water) will now give a brief description of its primary effect
- Pressing and holding both brackets [ and ], then pressing the ‘r’ key will now forcibly delete your ‘player preferences’ file. You can then restart the game and all your binding info will be reset to defaults. This is useful if for some reason you completely jacked your keybindings.
- Deadly Void damage now appears in the combat log
[ 2018-02-05 19:24:20 CET ] [ Original post ]
Greetings adventurers! We're so proud to announce that Tangledeep is officially OUT of Early Access and build b100 is now available! After two years of development we could not be more proud of the game. Thanks to all the wonderful Early Access feedback we've fixed tons of bugs, added features, tuned the difficulty, and greatly polished the game overall. The soundtrack is now complete, including the wonderful compositions by Hiroki Kikuta (Secret of Mana), Grant Kirkhope (Goldeneye, Banjo Kazooie) and Norihiko Hibino (Metal Gear Solid 3) and the original 'realistic' versions. Since last week's post, we've also added a couple fun new features such as the gold-generating Food Cart in Riverstone Grove (once you have at least one mature tree), and a new *hidden boss* from another dimension. The game's story is finished as well (just sliiightly important!) Thank you so much to everyone who has played the game and supported it so far, and we can't wait to show you what's in store for the rest of 2018!
[ 2018-02-01 18:19:42 CET ] [ Original post ]
Hello adventurers! We are just 7 days away from Tangledeep's v1.0 launch out of Early Access and we couldn't be more excited. Besides fixing bugs and polishing the game more, we're also implementing the rest of the story all the way up through the final boss battle and a bunch of other cool stuff too. We've got a suite of badges, profile backgrounds, trading cards and emoticons submitted to Valve that should be ready any day now, and the digital soundtrack is available as an add-on (or bundle with the main game) also! Here's a quick recap of what we've done over the last two weeks besides bug fixes: MONSTERPEDIA Your Journal now has a tab for the Monsterpedia, your #1 in-game source of monster information. As you defeat monsters, you'll accumulate more information such as their stats, weapon power, and abilities. This info carries over to other characters too! QUICK COOKING Your recipe book now allows you to cook recipes instantly. Make dozens of sandwiches in mere seconds! TONS OF NEW ART We've overhauled and improved many animations throughout the game, including unique status FX overlays, new icons, and other things to clarify the many effects and conditions in the game. We'll keep doing this right up to (and after) launch! NEW GAME+ IMPROVEMENTS For those who have defeated the main game, you'll find yet more challenge awaiting for you in New Game+. There are now champion mods exclusive to this game mode, and monsters there are even harder than before. NEW LEGENDARY ITEMS Whether you're level 1 or level 15, you'll find all sorts of new legendary items throughout the game world! (And there are more coming, too.) NEW GAME ART You'll notice the capsule and header art for the game has changed, featuring new illustrations by artist Grace Liu. You'll see more of this in the Steam cards/backgrounds as well.
[ 2018-01-25 21:51:30 CET ] [ Original post ]
Happy new year, adventurers! It's the most exciting month for us yet as we near the completion of Tangledeep 1.0, exiting Early Access and sharing the game with the whole world. Something you'll see sooner than February 1st is a new trailer, which will feature the voice of one of our favorite actresses. She's someone who embodies the character of Tangledeep's heroine perfectly. There's also more badass new digital art in the works which will launch with the game as part of Steam trading cards and profile backgrounds. As always, there's lots more to share, so let's dive right in!
NEW GUEST COMPOSER
In addition to my own ongoing work on the soundtrack, I'm pleased to welcome the work of esteemed composer Norihiko Hibino to the world of Tangledeep! Hibino-san has worked extensively on such series as Metal Gear Solid, Yakuza, and Bayonetta, among many others. He's penned the theme to a very important Tangledeep character that has not yet been revealed... stay tuned for more!
LOADS OF VISUAL AND SFX POLISH
Our big focus has been making the game look, feel, and sound as awesome as possible. Loot and coins now 'pop' up out of enemies instead of just appearing on the ground, the screen shakes with mighty critical hits, many SFX have been added where there was only silence before, a number of abilities have new visual effects... We want the game to be a real joy not just to play, but also to watch.
EASING THE DIFFICULTY
We've decided to make some small adjustments that should make the game a bit easier, especially for those not accustomed to roguelikes. For example, the resource costs of using abilities has been reduced across almost all skills, Campfire floors now show up more consistently, and you will find a Fountain near each campfire as well. Rumors are now more rewarding and offer a chance of legendary items, and certain overwhelming floors have been toned down.
BOOSTING MELEE
Another balance issue we've been looking at is how melee combat is often far riskier and less rewarding than ranged combat, particularly early on in the game. As you accumulate skills and equipment this gap diminishes, but it was still a problem as playing a class like Edge Thane or Paladin was substantially harder than Hunter or Floramancer. The ideal tactics in Tangledeep should involve multiple types of combat, not just ranged, and so we've been making changes to help bridge this gap. For example, there are new "Whirlwind" champions that pose little threat to melee, but will give ranged fighters a harder time. Hitting monsters in melee may now generate a bonus powerup, and *ranged* monsters will deal less damage if you're standing right next to them.
GETTING UNSTUCK IN ADVENTURE MODE
One frustrating thing that can happen in Adventure Mode, particularly if it's your first time playing the game, is running out of all resources and being unable to continue because you have no way of healing yourself. In Normal or Hardcore modes, permadeath is expected, but Adventure mode is intended to be more forgiving. This "lame duck" situation is not a fun way to lose the game and we thought about how to address it. Now, if you're between levels 3-9 in Adventure Mode and you return to town with an empty Flask and minimal healing items, Percy (the healer) will offer to restock you for free - in exchange for one experience level. Think of it as a "get out of jail free" card. You can do this twice (ever) but it should help those who might have made early mistakes to keep playing the game. Naturally, this won't help you BEAT the game, but hopefully the lesson of resource management will be remembered!
NEW CONTENT? WHAT?
Oops, I said we were going to lock down features and content but I guess I couldn't help myself! Since the last news posts, there have been new legendary items, new quests, and various new convenience features like cooking from your recipe book. Had to get a few last ideas in there...
HERE'S A GOLDFROG PLUSH
Here's a limited edition plush of everyone's favorite loot-filled critter created by Deia "DragonAvenger" Vengen! Right now this is only one of two in the world, but hey, if you want one, let us know! https://pbs.twimg.com/media/DTCP4GOVQAAFGiU.jpg:large
[ 2018-01-12 00:47:10 CET ] [ Original post ]
Happy new year, adventurers! It's the most exciting month for us yet as we near the completion of Tangledeep 1.0, exiting Early Access and sharing the game with the whole world. Something you'll see sooner than February 1st is a new trailer, which will feature the voice of one of our favorite actresses. She's someone who embodies the character of Tangledeep's heroine perfectly. There's also more badass new digital art in the works which will launch with the game as part of Steam trading cards and profile backgrounds. As always, there's lots more to share, so let's dive right in!
NEW GUEST COMPOSER
In addition to my own ongoing work on the soundtrack, I'm pleased to welcome the work of esteemed composer Norihiko Hibino to the world of Tangledeep! Hibino-san has worked extensively on such series as Metal Gear Solid, Yakuza, and Bayonetta, among many others. He's penned the theme to a very important Tangledeep character that has not yet been revealed... stay tuned for more!
LOADS OF VISUAL AND SFX POLISH
Our big focus has been making the game look, feel, and sound as awesome as possible. Loot and coins now 'pop' up out of enemies instead of just appearing on the ground, the screen shakes with mighty critical hits, many SFX have been added where there was only silence before, a number of abilities have new visual effects... We want the game to be a real joy not just to play, but also to watch.
EASING THE DIFFICULTY
We've decided to make some small adjustments that should make the game a bit easier, especially for those not accustomed to roguelikes. For example, the resource costs of using abilities has been reduced across almost all skills, Campfire floors now show up more consistently, and you will find a Fountain near each campfire as well. Rumors are now more rewarding and offer a chance of legendary items, and certain overwhelming floors have been toned down.
BOOSTING MELEE
Another balance issue we've been looking at is how melee combat is often far riskier and less rewarding than ranged combat, particularly early on in the game. As you accumulate skills and equipment this gap diminishes, but it was still a problem as playing a class like Edge Thane or Paladin was substantially harder than Hunter or Floramancer. The ideal tactics in Tangledeep should involve multiple types of combat, not just ranged, and so we've been making changes to help bridge this gap. For example, there are new "Whirlwind" champions that pose little threat to melee, but will give ranged fighters a harder time. Hitting monsters in melee may now generate a bonus powerup, and *ranged* monsters will deal less damage if you're standing right next to them.
GETTING UNSTUCK IN ADVENTURE MODE
One frustrating thing that can happen in Adventure Mode, particularly if it's your first time playing the game, is running out of all resources and being unable to continue because you have no way of healing yourself. In Normal or Hardcore modes, permadeath is expected, but Adventure mode is intended to be more forgiving. This "lame duck" situation is not a fun way to lose the game and we thought about how to address it. Now, if you're between levels 3-9 in Adventure Mode and you return to town with an empty Flask and minimal healing items, Percy (the healer) will offer to restock you for free - in exchange for one experience level. Think of it as a "get out of jail free" card. You can do this twice (ever) but it should help those who might have made early mistakes to keep playing the game. Naturally, this won't help you BEAT the game, but hopefully the lesson of resource management will be remembered!
NEW CONTENT? WHAT?
Oops, I said we were going to lock down features and content but I guess I couldn't help myself! Since the last news posts, there have been new legendary items, new quests, and various new convenience features like cooking from your recipe book. Had to get a few last ideas in there...
HERE'S A GOLDFROG PLUSH
Here's a limited edition plush of everyone's favorite loot-filled critter created by Deia "DragonAvenger" Vengen! Right now this is only one of two in the world, but hey, if you want one, let us know! https://pbs.twimg.com/media/DTCP4GOVQAAFGiU.jpg:large
[ 2018-01-12 00:47:10 CET ] [ Original post ]
Hello adventurers! First, the big news:
Tangledeep launches out of Early Access on February 1st, 2018!
We hope you are excited about this as we are! Though this is later than our original planned release period (Dec/Jan), our progress has not slowed down, plus we want to make sure the game isn't lost in the holiday chaos. To that end we've been hurtling along full speed and improving the game in every way imaginable. Let's cover some of the major changes and additions since our last big update post...
TONS OF ART AND FX POLISH
The visuals of Tangledeep are among its best features, and we've been continuing to make them pop. New spell animations, battle FX, number popups, and other effects have been added to juice up just about every aspect of the game and make it look fantastic. Oh, and there's new music and sound effects too!
OVER 15 NEW ITEMS AND LEGENDARIES
New recipes, consumables, accessories, and both legendary AND set gear are available for you to find - happy hunting!
NEW SIDE AREAS AND SIDE QUESTS
Crawling through the dungeon is good and fun, but interesting and memorable side areas, environments, and events are equally important. You can now explore a desert maze, thaw out a frozen research area, rematch Duke Dirtbeak, and find a lost pet - plus meet some new NPCs and merchants too!
EASIER MONSTER RAISING
Getting your first pet - the escaped frog in Riverstone Grove - is now a guarantee, once you hit level 3 and head down to that area. Also, raising happy monsters is now much easier at lower levels. Previously it could take a ton of time and food to raise even a simple Moss Jelly to the point where it would be usable as a pet. Now, the investment is only about 25% of where ti was; however, this does scale up with higher level monsters. Don't expect that Verdigrizzly to be as easy to tame!
UPDATED CASINO
There are more reasons than ever to head to the Casino! There's a third game now (Chinchirorin), and you can bet up to 10,000g in all three games. Plus, winning gold in the casino wins you Casino Tokens, which can be used exclusively at the new Casino Shop to get all sorts of awesome items.
FINAL BOSS REVAMP
For the most experienced among you, the placeholder 2nd phase final boss fight has been redone from the ground up. Though the actual boss sprite is still placeholder - we need to roll out the rest of the story, first - the fight mechanics are there.
UI REWORKS
We've remade the Equipment, Inventory, and Skill pages of the UI totally from scratch with all new code and layout. This will continue to change as we skin and perfect the UI, but these changes were necessary to fix bugs, provide more functionality, and allow better compatibility with the Nintendo Switch port.
CLASS AND FEAT UNLOCKS
Three of the game’s jobs (HuSyn, Gambler, Wild Child) are now locked initially. This is for any or all of these reasons: the jobs are a little more unusual OR difficult to play, the story requires it, to reduce ‘analysis paralysis’ for new players, and provide a sense of accomplishment as you progress through the game. (Don't worry, no lootboxes here!!) If you have been playing the game for awhile, the unlock requirements will not be too difficult. There are also two new feats, which - along with rager - are also locked, but not too hard to unlock.
FULL ENDING SEQUENCE
What great RPG doesn't have a beautiful ending sequence and credits roll?
[ 2017-12-19 16:46:01 CET ] [ Original post ]
Hello Adventurers! These last two weeks have marked a big milestone for the game, with the completion of our 12th playable job. Let's get into all the details, but first, take note: Tangledeep is 15% off as part of Steam's autumn sale! http://store.steampowered.com/app/628770/Tangledeep/
THE WILD CHILD
Inspired by the concept of Blue Magic from the Final Fantasy series, the Wild Child rounds out Tangledeep's lineup of playable jobs*. Raised by monsters in Tangledeep itself, the Wild Child has only a handful of abilities available by default; she learns most of her skills from monsters! In total, there are 12 monster abilities you can learn, ranging from the Salamander's Fire Breath to the roar of the Mottled Sandjaw, all the way to the Destroyer's mighty cannon fire. Every ability has both a primary effect and a secondary self-buff. Learning all monster powers gives you a huge array of new options! * More jobs will come post-release!
CLAW COMBAT
Going hand-in-hand with the Wild Child is a new weapon type: claws. These weapons are ideal for characters who go "all-in" and offer a ferocious new fighting style. Claws are more easily dual-wielded than other weapon types, and gain power as you take damage. Their weapon masteries make it even easier to stay in the fray and tear apart your enemies.
MAGIC MOD EXTRACTION
For those of you looking to get that perfect modifier for your gear, you're in luck: the Dreamcaster can now be used to extract magical properties from items! Doing this will destroy the item, but give you a Lucid Orb Shard with a specific magic mod attached. Getting three shards will automatically create a full Lucid Orb used to attach that mod to any other item.
NEW ITEMS
Since the last set of patch notes, you'll now find 6 new legendary items and several new consumables!
EXPANDED TUTORIAL ZONE
There is now a second tutorial area after the first "Path to Tangledeep", which appears when you make a character on a fresh save slot. This new area is larger and offers some opportunities to explore and learn mechanics without the fear of running into champions or respawning monsters.
TONS OF BALANCE CHANGES
Thanks to your feedback, we've adjusted many job abilities, monsters, Item Dream mechanics, magic mods, and other game features to provide a better experience overall. Be sure to check the full patch notes to see what changed.
[ 2017-11-24 17:07:33 CET ] [ Original post ]
Happy Sunday, adventurers! This week's patch has turned out to be one of the very biggest in Tangledeep's entire history. It started as mostly bug fixes but grew to include an enormous amount of meaningful balance changes and new content. Let's dive in!
THIRD TIER WEAPON MASTERIES
All 8 weapon types now have a third tier mastery skill. Each of these skills are totally unique to each weapon type and provide excellent passive benefits. For example, the third Bow mastery will randomly interrupt enemy skills used within your bow range. The third Axe mastery will execute another attack immediately if your first attack slays a monster. Of course, this is just the appetizer for...
ULTIMATE WEAPON TECHNIQUES
Rounding out the weapon mastery tree are Ultimate Techniques for each weapon! These are super-powerful active skills that cost no Stamina or Energy, but carry a long cooldown that only ticks when wielding their respective weapon types. Ultimate Techniques are the most expensive to learn, and you can only accept ONE per character due to their incredible power.
EXTENSIVE BALANCE CHANGES
There are a ton of changes in this patch, all intended to deliver a more well-rounded experience. Spellshapers (and Spirit Power in general) have been toned down; Parry now scales a bit higher, but is halved at ranged, giving melee fighters a new advantage. Several magic mods have been tweaked to drop at any level, that previously only dropped at low levels. The Strength stat has been improved. And more!
NEW SIDE AREA: CRAGGAN MINES
Venture through a volcanic mine and help some friendly Craggan miners, picking up some gems along the way! This area will appear for any new characters.
NEW MAGIC MODS AND ITEMS
A new gear set has been added that should make tanky melee characters very happy. There are also a number of new magic mods for *melee* weapons specifically.
IMPROVED INVENTORY
We threw out the previous inventory filter system, which didn't make a lot of sense. The new system is much more straightforward, fitting each item into a 'tag' such as Recovery, Offense, or Utility. You can easily filter your consumables with a single click or button press, and view just Favorites as well.
PET COMMANDS
Want to boss your pet around? Is your summon misbehaving? Try giving them commands! By clicking on their portrait in the 'party' HUD (lower right), OR entering examine mode and clicking on them, you can issue some basic instructions. For example, you can tell a pet to stick more closely to you while moving around, stop using abilities, or drop everything and run to you immediately (even in the middle of combat.)
[ 2017-11-12 20:52:03 CET ] [ Original post ]
Hello adventurers! Halloween might be over, but we still came up with a mountain of treats over the last week. Our focus was primarily on making the game experience better overall, fulfilling many player-requested features and conveniences, addressing balancing issues, and fixing tons of bugs. Here are some of the highlights:
Balance: Monster Density and Respawns
In the 2nd half the game, most maps would often spawn with a very high monster density and respawn rate. This made it a bit too difficult to survive as you'd be constantly overwhelmed by monsters, even after defeating a whole group. We've adjusted these numbers, which should make it more rewarding to stand and fight instead of just running through.
Pet Improvements
Love having pets? Well, we have good news! Tamed corral monsters now regain 25% of their health with each passing ingame day. Also, the "Companions" magic mod now applies to ALL pets, not just ones from the corral. Plus, you can now buy Pet Insurance to ensure your carefully-raised monster buddy isn't lost forever if it gets in trouble.
Item Stacks
You can now drop, deposit, or withdraw specific amounts of any item instead of whole stacks at once. Also, shopkeepers now display stacks of consuambles instead of the same item 4-5 times in a row.
Snack Bag Shortcut
Eating food is something any good Tangledeep player will be doing all the time. However, it was a bit clumsy to open the menu, go to your inventory, and filter your healing food every time you wanted to heal. Now, there's a new UI shortcut (and bindable action) that jumps immediately to your Inventory with only healing tiems filtered. Handy!
Combat Log Cleanup
In a heated battle, the combat log can easily generate tons of messages. We've done a pass of consolidating many of these messages; for example, if you restore HP, Energy, and Stamina, this is now displayed on one line instead of three. If a monster takes damage multiple times from the same source, that is also combined. We'll continue making improvements and tweaks here.
More Attack Animations
The rest of the jobs are now fully animated, with movement, idle, and attack animations in all directions! All this, plus a smattering of new legendary items and lots of bug fixes!
[ 2017-11-03 20:55:56 CET ] [ Original post ]
Happy Friday, adventurers! Wait - you don't have Tangledeep yet?! Pick it up now during Steam's Halloween Sale for 15% off! http://store.steampowered.com/app/628770/Tangledeep/ And now on to our SECOND Halloween patch which brings a whole mess of awesome new permanent features!
ITEM NIGHTMARES
For those who have defeated three Nightmare Princes in regular Item Dreams, you should have three Red Orb Shards... deliver those shards to Mir in Riverstone Grove to receive a Nightmare Orb and enter an Item Nightmare! This is a very different dungeon type full of danger, new frogs, a deadly new boss (the Nightmare Queen, and new rewards. In fact, Item Nightmares are home to 18 exclusive new magic mods, so gear hunters, rejoice!
NEW MAGIC MODS AND LEGENDARIES
In addition to the Nightmare-exclusive gear, you'll now find yet more magic mods for your gear throughout the world, plus several new pieces of legendary armor!
TONS OF NEW ART
This is one of the biggest sprite enhancements yet, featuring top/side attack animations for 5 jobs, a new visual tileset, and lots of new attack/skill animations. These new battle FX look much flashier and more impactful, and plus, they feel great to use!
PANDORA'S BOX
These wicked treasure chests have been improved, sporting tempting animations and FX if you open them (so you can feel the impact of your choice.) In addition to XP, JP, gold, and possibly Lucid orbs, they now have a chance at dropping legendary items... but remember, every chest makes the game harder!
QUALITY OF LIFE
We've removed stamina drain in water, improved pet AI, added tips during load screens, and ditched some extraneous tutorial popups, among other things. All thanks to player feedback :D
DEEP ENGINE WORK
Jim has been hard at work making the game faster, smoother, and ready for Switch. In this build we've included some changes that should make combat and turns run smoother overall, especially when fighting groups of enemies like Neutralizers.
[ 2017-10-27 17:45:48 CET ] [ Original post ]
We're celebrating Tangledeep's first ever seasonal event with both limited-time and permanent new content! There's also some awesome new features that we introduced in last week's patch, so let's go through everything here! HALLOWEEN GOODIES In addition to spooky mists and a few new seasonal costumes for some of our favorite monsters, be on the lookout for new limited-time consumable items that can drop from any enemy in the game! Don't gorge yourself on too much sugar, though... NIGHTMARE PRINCES As a *permanent* new feature, you will now occasionally find the lair of a Nightmare Prince while exploring an Item Dream! These are extra-powerful enemies with unique powers and dungeon lairs, as well as unique loot that can't be found anywhere else. Plus, they are the prelude to something new coming NEXT week to further continue our Halloween celebration... SKILL ORBS You will now find a special type of Lucid Orb called a Skill Orb once you have explored deeper into Tangledeep! Skill Orbs allow you to attach ability modifiers to your equipment, which transform and enhance certain skills. There are 33 Skill Orbs available - that's 33 skill transformations and modifications! Each of these can change how the skill works and how it fits in your build! BOSS GANGS For hearty adventurers looking for powerful loot and more Lucid Orbs, talk to Erin in town and listen for Boss Gang rumors. These are bands of champion monsters that have claimed a random floor of the dungeon. You must defeat them! THIRD BOSS FIGHT REVISE This fight should be more engaging and fleshed out than before! DYNAMIC FONT SUPPORT Though the game is still only in English for now, we can now support other character sets across the entire UI, even non-Western languages like Japanese. This looks great in-game and we're so excited to begin localization! ENGINE HEAVY LIFTING We've been continuously working on optimization and code cleanup. For the most part this is not super visible but dungeon generation should now be a lot faster, and we're also working on improving initial load times. This is necessary for Switch but will benefit ALL platforms and players too. SO MUCH MORE! A new champion mod, more Dream Crystal auras, tons of balance changes and tweaks, over a dozen quality of life improvements, better tooltips and, of course, tons of bug fixes too :D
[ 2017-10-20 19:31:29 CET ] [ Original post ]
Happy Friday, adventurers! Let's start with the big news... Tangledeep will be coming to Nintendo Switch in Q2 2018! This is really exciting for me, as I grew up with Nintendo consoles and handhelds, and many Nintendo games have greatly influenced Tangledeep. But I also think it's going to be a great way to introduce an entirely new audience to the game! If you're not a Switch owner, or you somehow DON'T want the awesome experience of playing Tangledeep on a handheld (or on your TV)... don't worry! 100% of my dev time is going toward the PC version. Jim, our second programmer, is handling the Switch port in addition to helping with various code cleanup, features, and engine optimizations. In short - This port will be a really good thing for the game, but it won't get in the way of the PC version!
On to the patch notes!
NEW JOB: EDGE THANE Inspired by the roguelike Sil and epic stories like Beowulf and the Der Ring des Nibelungen, Tangledeep's latest playable job is a mighty warrior that charges into battle with the power of song. Edge Thanes thrive when fighting challenging enemies, preferring melee combat and two-handed weapons to run-and-kite tactics. This job introduces a new mechanic, "Songs", powerful self-buffs that grow in duration and intensity as you fight. The longer and more challenging the battle, the more effects your song will have! You can then ADD to songs by using Verses, which all have their own unique effects as well. We hope you'll enjoy the Edge Thane and all her awesome new skills! CHARACTER SHEET UPGRADE Many effects in the game affect attributes like your overall damage/defense, or elemental damage output. However, they were not reflected anywhere on your sheet... until now! Put on a Shock Ring and you'll see the appropriate bonus to +Lightning damage (along with all other Lightning boosts). Many buffs/debuffs that seemed subtle will now be more visible with a quick glance at the character sheet. TEXT RENDERING IMPROVEMENTS All text in the game is now rendered with 'meshes', which provide greater clarity at all resolutions. Previously, lower resolutions would produce more blurry and low-contrast text. Switching to this new technology also allows us to properly localize all elements of the UI and player HUD. We even did a test with Japanese characters, and they look awesome! TWO-HANDED SWORDS You will now find five ranks of two-handed swords throughout the world! The spritework/flavor text is not quite done, but the gameplay is all there. Two-handed swords have the highest damage of any weapon type to date, at the cost of not having an offhand item or weapon. On the other hand, two-handers can have up to EIGHT magic mods instead of just five... CODE CLEANUP + OPTIMIZATION Not the most exciting thing, but we've made some incredible progress here which will help keep the game as easy as possible to maintain and expand upon. Also, Jim has been working on some incredible optimizations to make data loading lightning-fast, something that is very important for Switch. COMING SOON... Ability orbs! A special Halloween patch! Get hype! -Andrew
[ 2017-10-06 19:20:50 CET ] [ Original post ]
Hello adventurers! Today brings some huge under-the-hood changes for Tangledeep. As a result of these changes, your map/dungeon progress will be reset as of this patch. However, your character progress will be preserved - XP, JP, equipment, monster corral, bank. Here's what we've done since last week! DATA COMPRESSION AND OPTIMIZATION One of our biggest goals recently has been optimizing the size of save data files, and generally optimizing read/write performance. This is not really an issue on PC, but it definitely impacts other platforms. We're not done with all this yet, but already we've been able to reduce save sizes by about ~50%. MULTI-WEAPON PAIRING Thanks to your feedback, we've now made it possible to pair the same offhand item with multiple weapons. For example, you can now pair Legendary Shield 1 with three of your weapons, but then Legendary Shield 2 with your fourth weapon. This is great for ease of switching your main/offhand setup in the dungeon. TONS AND TONS OF BUG FIXES This includes both recently-created bugs from new systems, as well as older bugs with things like line of sight, specific character abilities, certain magic mods not working 100% properly, etc etc. GIANT BOSS HEALTH BARS Need I say more?! NEW MONSTER ROMANCE MINI-QUEST You'll now get a little quest related to Rose Petals and monster romance once you have at least two critters in the corral, and you've made some progress in the dungeon. WHAT'S NEXT? Most of the last week was focused on engine work, which is not particularly exciting, but absolutely necessary for maintenance and growth. Moving forward we have some awesome new stuff in the pipeline including a NEW playable JOB! Stay tuned!
[ 2017-09-29 17:51:55 CET ] [ Original post ]
Hello adventurers! Development is in high-gear and we've got lots of cool stuff to share from our work over the past week. MAGIC GROVE EXPANDED Tired of all your trees doing the same thing? Now there are four distinct species of tree, all with their own unique look and items! Depending on what kind of drops you need, you can plant the appropriate seeds and cultivate your very own custom grove. You can also find uncommon and even rare seeds that result in more magnificent and powerful trees. DEEPER ITEM CUSTOMIZATION - LUCID ORBS If you haven't used the Dreamcaster yet, it's a device in Riverstone Grove that allows you to spend Orbs of Reverie - plus some gold - to delve into "Item Dreams" and power up your items. We've expanded this system further with the addition of "Lucid Orbs", which have specific modifiers already attached to them. For example, using a "Lucid Orb of Elemental Shielding" in the Dreamcaster and entering your favorite legendary shield will add Elemental Shielding to that shield! (As long as you spend enough gold, too.) Lucid Orbs will allow players to more precisely customize the perfect gear set for their character, and encourage new builds! Stay tuned, as this system is going to get expanded even further next week... MORE DIRECTIONAL ANIMATIONS More jobs now have idle/run sprites in all four cardinal directions. We're looking more polished every day. TONS OF QUALITY OF LIFE IMPROVEMENTS From instant switching of ranged weapons to better equipment bonus readouts, page up/down shortcuts, a better pet UI display, better error message feedback, smarter cursor auto-targeting and over a dozen more features, we've been fulfilling lots of player-requested improvements. Our philosophy is that the challenge of Tangledeep should come from the gameplay, not issues with controls, UI, or information displays. That all should be butter smooth and a pleasure to interact with! BALANCE ADJUSTMENTS In our ongoing mission to maximize the number of fun and effective builds and characters you can use, we've made changes such as allowing 2-handed weapons to have up to 8 magic mods, making Daggers use both Guile and Strength to compliment the stats of common dagger-using jobs, adjusting how summons work, and much more. We've also punched up the difficulty of New Game+ mode a bit further, and adjusted the second boss fight to be more in line with the escalating difficulty of the 1st and 3rd. Lastly, the XP curve has been tweaked so the early game doesn't soar by quite so quickly, while at the same time monsters take longer to become "Worthless". ENGINE OPTIMIZATIONS AND IMPROVEMENTS We've continued to do lots of under-the-hood work, reducing the size of save files, reducing level generation time, and adding a spiffier, more-accurate way to see if the game is loading data (rather than sitting at a black screen with static text.) ---- p.s. Have you been enjoying Tangledeep? If so, consider writing a review! It really helps the visibility of game <3
[ 2017-09-22 18:30:06 CET ] [ Original post ]
Hello adventurers! Let's go over all the awesome stuff that has been added, changed, and improved over the last 3 weeks. DIRECTIONAL ANIMATION PROGRESS One of the major goals of our Kickstarter was raising funds to do directional animations for all player characters. We've made some great progress on that, with the Brigand being the first job to enjoy a full set of animations in all directions! FLASK INFUSIONS Who doesn't love extra flavor in their drink? At levels 5, 10, and 15, you will now get a choice of Infusions to add to your flask which produce all sorts of positive effects! HUGELY EXPANDED LATE-GAME Previously, reaching floor 20 would take you to the final boss battle. Now, there is a final 'hub area' with four connected, hand-crafted zones with all-new monsters and minibosses to fight. Completing these very difficult areas doesn't just yield great loot, XP, and JP, but they will weaken the final boss as well. BRAND-NEW CORRAL AND PET SYSTEM It's what you've always wanted: the ability to not just capture dungeon monsters, but take them into the dungeon as permanent pets! The new monster corral builds on the previous patches, allowing you up to 12 monster slots (up from 3). Captured monsters, once further tamed, can be brought back into the dungeon and will fight by your side forever... or until they die. But unlike other pets, monster pets get half of your healing, so it's easier to keep 'em alive! Not only that, but it is now possible to create ALL-NEW monsters by cooking Romantic meals and serving them to two monsters with good relationships. Did I mention all monsters now maintain relationships with all other monsters in the corral?! Hybrid monsters inherit stats and powers from their parents, allowing you to potentially create the ultimate pet with lots of awesome stats and abilities. TONS AND TONS OF ENGINE WORK From performance optimizations to save data handling and much more, we've written huge swaths of engine code to make it more performant and easier to edit and maintain. BUG FIXES AND QUALITY OF LIFE Dozens of fixes and QOL improvements have been made, such as showing more detailed and accurate Spellshape information, a new pet "party" UI on the main HUD, better menu behavior and much more. PORT PROGRESS?! Tangledeep is getting a console port! Which console? You'll find out soon enough! With master devmans Jim Shepard now on the team full-time, we've actually created a working build on (insert console name here). Exciting times!
[ 2017-09-15 18:07:34 CET ] [ Original post ]
Dungeonmans is a truly top-tier roguelike developed by Adventurepro Games (Jim Shepard), released in late 2014. I had the opportunity to write the soundtrack for the game and even contribute a few kibbles worth of content. If there's a single game that has been a big inspiration for Tangledeep, it would have to be Dungeonmans. Jim has also been a game programming and design mentor to me from the start, before Tangledeep was even a twinkle in my eye. Without his extensive experience and valuable advice, this game simply would not have been possible. So, it's with great excitement that can announce Jim is joining the Tangledeep team as a full-time programmer! This is a huge deal since I've been the only one writing code so far, and there are so many things I want to do. He'll be squashing bugs, collaborating on awesome new features, optimizing the engine, and doing prep work for ports to other platforms yet to-be-announced. Exciting times! If you're a fan of Dungeonmans, you'll want to read his update announcement here about how this will affect future Dungeonmans dev. (Spoiler: It will slow down, especially compared to the 2+ years of support the game has already received, but Dungeonmans is NOT dying and there is more to come!)
[ 2017-09-07 13:33:32 CET ] [ Original post ]
Hello again adventurers! I hope you're having a good weekend. We've made some big changes over the last week, along with a sizable amount of under-the-hood engine work to make further development (and possibly, player-made content) easier. Let's check out the highlights: ABILITY BUFFS All damaging abilities can now critically hit. The crit chance is the same as your normal crit chance, whereas before it was a flat 5%. Ability crits also get bonus damage from your critical damage modifier! SHIELD / BLOCK IMPROVEMENTS It is now possible to block any PHYSICAL enemy abilities, reducing their damage. Shields now display their block damage reduction in the tooltip, too! GEAR BUFFS Previously, magical weapons and armor received better baseline power, defense, or dodge, scaling up with the # of magical properties. However, other kinds of equipment did not get any special bonuses, despite their rarity. This has been changed! * Magical shields now get extra block damage reduction * Magical accessories now boost ALL core stats * Spellbooks now increase all elemental damage * Quivers now boost ranged attack damage Many legendary items have also been buffed - though this may not affect your existing drops (sorry!) MAGIC ITEM TINKERING You can now use the Dreamcaster to REMOVE a magical property from an item! This is useful if you want to continue entering the item to find the perfect magic mod. Removing a mod costs one Orb of Reverie plus some gold. MERCHANT IMPROVEMENTS Wandering merchants will now come and go while you are in Item Dreams. Also, merchants in side areas will now restock their goods periodically. FAST TRAVEL You can now instantly travel to most any "safe" side area such as merchant zones or the casino by entering the cave in Riverstone Camp! WEAPON / OFFHAND PAIRING A much-requested feature... You can now 'pair' an offhand item with a specific mainhand weapon. This is a great way to customize your weapon loadout even further! Examples: * Pair a shield with your favorite sword * Pair a different shield with a strong axe * Pair a spellbook with a powerful magic staff * Pair an offhand dagger with your mainhand dagger for dual wielding Switching weapons will automatically equip the paired offhand. Useful! ENGINE WORK It might not be glamorous, but we significantly overhauled how handmade dungeon rooms and floors are stored and loaded. It is now possible to lay out these areas entirely in a text editor or external utility with no code required. We've also continued the monumental task of making every element of the game (UI, combat log, dialogs) localization-ready.
[ 2017-08-26 16:47:48 CET ] [ Original post ]
Hello adventurers! This is a double-week whammy of update news, so let's get right to the highlights since our last roundup! NEW JOB - SOULKEEPER Tangledeep's 10th job is now playable! The Soulkeeper is an aggressive summoner that uses "Echoes" collected from monsters to power her abilities. Debuff enemies and wear them down with your crossbow while reviving fallen monsters to fight by your side (not to mention all manner of elemental spirits!) MONSTER CORRAL UPGRADE The Monster Corral system has been revamped! Once captured and placed in the corral, monsters now have a variety of stats like Happiness, Weight, Rarity, and Beauty. Monsters can be Fed or Groomed to improve Happiness, Beauty, or both. Captured monsters also have certain foods they love or hate, so finding the right food will help them become happier even sooner. Happy monsters may produce certain items for you, even when you're away from the corral, so be sure to check back regularly! NEW ITEMS AND MAGIC MODS Three new staves, 8 new magic mods (equipment properties), 6 new legendaries, and a number of new non-legendary consumable items can now be found. SHOPS IMPROVED Many shopkeepers now stock higher-level goods as YOU gain levels. PALADIN MINI-REWORK The Paladin job now benefits from "Wrath", a resource generated by blocking or using Smite Evil. Wrath will power up your Divine Fury skill (which replaces Divine Bolt), OR give you extra defense after using Shield Slam. MANY BALANCE CHANGES Adventure Mode death penalty has been reduced, many types of food are now better or have shorter Full time, ranged weapons have been tweaked, pet scaling improved, many abilities adjusted... the list goes on and on! ART IMPROVEMENTS Several new tilesets have been added, along with dozens of new hit animations for the full cast of monsters. NEW MUSIC BY GRANT KIRKHOPE Enjoy the new theme to the Casino by the composer for such classic games as GoldenEye, Banjo Kazooie, and many others! BOSS FIGHT IMPROVEMENTS The first and second boss fights have been further fleshed out and improved, with lead-in areas for both! SIDE AREA REWARDS Completing a side area now gives you one (or more) special reward chests with a bonus chance for legendary/set item drops!
[ 2017-08-19 04:53:35 CET ] [ Original post ]
Hello adventurers! Let's take a look at some of the notable changes, additions, and improvements to Tangledeep over the last week.
BALANCE
We continued to fine-tune various class abilities, items, feats, and stats to create more viable options and builds. Several kinds of monster AI were tweaked, usually to be a little less 'indecisive' with their movement and targeting. Pet scaling has been improved, too.
BUGS
We've been rapidly addressing bugs as we receive them and I'm happy to report that we've now fixed the most major bugs related to crashing at Erin the rumor giver, and issues with save files not loading properly. That stuff seems to be all cleaned up now, and we're going down the list and fixing everything reported in order of priority.
CONTENT
Fist and Staff masteries are now in the game, along with new Champion types and legendary items, among other things!
NEW GAME+ MODE
Have you beaten the game yet? If so, try your hand at New Game+ by selecting "New Game" and going to an existing save slot with a high level character. This will re-create the world while retaining all of your meta progress, items, experience and skills. Monsters in NG+ are much harder, smarter, and more aggressive, but also drop much better loot on average (and legendary/set drop chance is doubled!)
QUALITY OF LIFE
We implemented lots of QOL improvements across the board, such as:
- The addition of a second hotbar for skills/items - You can cycle hotbars via key/button bind easily!
- Expanded and improved Journal with an extended combat log, plus cleaned up Rumors page and the ability to abandon rumors
- Stacking status effect icons in the upper left
- Cleaned up equipment display of stat/combat bonuses
- Instantly portal back to dungeon/Item Dream by pressing P in town
- New option for "Battle Text Speed" (damage numbers etc)
SOULKEEPER PROGRESS
The next character job, the Soulkeeper, is coming along well - but I decided to put it on hold a bit while I focus on smashing bugs. However, some of the core mechanics are already done, such as converting powerups into "Monster Spirits" and reviving fallen monsters, abilities and all!
[ 2017-08-04 19:55:15 CET ] [ Original post ]
Hello all! I hope you've enjoyed the first one and a half weeks of Tangledeep early access! Friday seems like a good day to share all game development news over the past week, so if you haven't been following each and every patch, here are the highlights:
GAME POLISH
Thanks to your bug reports and feature requests, we implemented about ~100 bug fixes, as well as dozens of quality-of-life changes ranging from text improvements to UI additions, controller enhancements and more!
EXPANDED ITEM DREAMS
Compared to even our original Early Access build, Item Dreams have been dramatically improved. There are more layouts, more events, more crystal auras, and more ways to improve your equipment than ever before.
WEAPON MASTERIES
Jorito the Weapon Master is a new NPC at Riverstone Camp that will teach you advanced and unique weapon skills, from jumping bow shots to axe cleaves and passive bonuses. Many more masteries to come!
NEW RECIPES
We added about 7 new food recipes, plus a Recipes tab in your journal where you can view previously cooked or discovered recipes for convenience.
MID-LATE GAME DIFFICULTY
Through a combination of intentional rebalancing and bug fixes, the difficulty curve of the game's second half has generally gone up and should provide a good challenge for even roguelike veterans without being overwhelming.
HARDCORE MODE
Don't like meta progress? No problem, play hardcore mode. There isn't any. One death, that's it!
CLASS BALANCE
Budoka and HuSyn shipped as head-and-shoulders above the other playable jobs. Through our ~7 patches since last week, they have been made a bit more reasonable, while other jobs have generally been buffed, making for a variety of viable builds and combinations.
AI IMPROVEMENTS
Monsters are more aggressive and cunning than before; less easily kited or blocked by pets, they will lash out against anything in their way. Watch out! ------------
WHAT'S NEXT?
We're always working on general polish - bug fixes, UI, control improvements - but we have a number of exciting things in the works for the next week. Here's a sneak peek:
- A new playable class is coming soon - tentatively called the Aethyrmancer - offering an aggressive summon-focused playstyle
- We're planning a New Game+ mode for those who have beaten the game - start from the bottom on the same character, but be prepared for much tougher monsters!
- More flavor and dialog improvements and additions, including more of a proper lead-in to the first and second boss fights
- More weapon masteries types will be added, starting with Staff and Fist masteries
[ 2017-07-28 18:54:25 CET ] [ Original post ]
NOTE: This build (and all future builds) now includes a 64bit application for Linux.
ART/VISUALS
- New grass tileset variation for the early dungeon! (Lushhhh)
BALACE
- Cooldown and energy cost of HuSyn's Runic Crystal increased
- HuSyn's passive Recharge now restores up to a baseline of 25 Energy, instead of 25% of max energy
- Gambler's Double Down is now a free action
- Gambler's High Card damage increased further, if you have more than 1 card in your hand
- Monsters now take less damage from lava, and champions even less
- Buff duration is now influenced by Discipline instead of Spirit
BUGS
- Fixed bug that broke ability targeting!
- Hunter's Ice Missile no longer hits your pets (may have fixed abilities with similar issues)
- Probably fixed issue where jumping away from a monster's telegraphed attack would cause you to get hit anyway
- Fixed bug with "Auto Use Planks" UI option not responding properly
- Deadly Void in Item Dreams should no longer ALSO be stamina-draining water
- Fixed loud menu SFX on load
- You can no longer enter a new Item Dream when one is already open
- Fixed bug where "Fire Ranged Weapon" was double mapped by default to "A" button on 360 gamepads
- Fixed minor display error with certain healing items like Campfire Roasted Fruit
- Fixed UI anomalies with the new gold tribute slider area (it just won't show up until you've SELECTED an item now)
- Fixed erroneous Gambler hand displays (several hands had the wrong effect listed)
- Gambler's Hot Streak now leaves flames behind again
- Fixed bug where playing as Gambler with all abilities then switching jobs would retain your (rigged!) deck
- Spirit now shows % increase to powerup healing on the character sheet
- The 'grid' option when enabled should no longer spin... as much... with your character
ENGINE
- Changed (fixed) the way "grass" layers are generated
QUALITY OF LIFE
- In WASD mapping, 'wait turn' is now mapped to Spacebar by default
- The Skill page now shows if an ability is on cooldown or not
- Dreamcaster interface now shows your current gold
- The minimap should now return to its previous state if you open and close any dialog or menu
[ 2017-07-20 07:17:29 CET ] [ Original post ]
NOTE: This includes b050a hotfix!
AUDIO/MUSIC
- Various sound mix adjustments and placeholder fixes
- Expanded max # of sound channels
- New SFX cue for things stepping on spikes, thorns
BALACE
- Increased monster damage curve starting at level 4 (especially higher level monsters)
- Many telegraphed and ground hazard monster abilities from level 8+ monsters (and upper level champions) are now more deadly
- Bandit Buffslinger ice prisons now paralyze AND root you
- You can now store up to 30 items with Mr. Chimperton
- Enemies with energy shields (such as TURTLING and BARRIER) now reflect damage in melee, if you attack the shield head-on
- The Regen Flask now scales a little less with HP, but base healing has been increased. Overall, its effectiveness is now lower at >400 HP
- Orb of Reverie drop chance reduced
- Magic seed drop chance reduced
- Fewer fountains will spawn in Item Dreams floors that are below your level
- Treasure sparkles now give more gold on more difficult maps
- Champion monsters are a bit tougher now, particularly later ones
- Budoka unarmed damage scaling reduced (offhand too)
- Budoka Tornado Stance duration reduced by 1
- Bezo's Crossbow now spawns with at least 1 magic mod
BUGS
- Fixed bug that occurred on menu after dying
- Fixed bug where you would sometimes interact with an NPC or sign instead of traveling via a staircase
- Added extra error checking to prevent odd nullref with ability targeting
- Removed non-functional and redundant "warp to stairs" option when completing a side area (you can just use your Portal for the same effect)
- Fixed bug with magic item drop rates (I had made them *higher* instead of lower)
- The banker no longer charges a fee if you deposit 0g
- Fixed cursor issue on Consumables page with unusable items (such as seeds, orbs)
- Added extra error checking for resolution settings
- Added extra error checking for when a 'null' actor dies
- Attempted fix for monsters not being cleared out at 0% HP
- Fixed some bugs when mixing keyboard and mouse control of sliders in the Options menu (clicking now refocuses the highlighted slider)
- Added extra error checking related to Paladin's Radiant Aura ability causing errors
- Budoka should no longer get a double attack if you're using a shield in your offhand
- Fixed bug where temporary crit chance modifiers were not loaded properly, causing load game issues
- You can no longer get more than 2 feats by selecting one, and then using the "random 2" option
CONTENT/GAMEPLAY
- By default, Item Dreams no longer have a chance to give an item an additional magic modifier. Instead, you can put a variable amount of gold into the Dreamcaster. Depending on the level of the item, the number of existing mods, and how much gold you put in, you'll have up to a 100% chance of getting a new magic mod!
- Three new high-level champion mods offering champs (near) immunity to certain damage types. Vary up your builds!
- Legendary and gear set items can now receive EXTRA magic mods from Item Dreams... for a price!
ENGINE
- Removed debug console for now, to avoid some display garbage on startup occasionally
- Added support for game to load data from multiple files per data type (i.e. multiple monster definition files, item files etc)
- Expanded monster balancing debug tools
QUALITY OF LIFE
- New "Text Speed" slider on the Options menu
- When viewing items in the Dreamcaster, you will be shown what upgrade bonus they will receive
- You can now click or press your mapped "Confirm" button to fade the level description overlay text in the dungeon
[ 2017-07-19 22:51:04 CET ] [ Original post ]
I'm mega hyped to announce that TANGLEDEEP is now available worldwide on Early Access! Now everyone can play the game! :D Oh, and it's on sale for 10% off too! I can't wait for you all to see what we have in store for the game in the coming months!
b050 Patch Notes
ART/VISUALS
- If enabled, the health bar under the player sprite is now red instead of green
- New placeholder final boss (phase1+2) sprites
- Updates to first boss area sprites, and post-boss area
- Replaced a few more ripped SFX!
BALACE
- Final Boss (phase 1) laser fields are now about twice as strong
- Slightly toned down Budoka's "Hundred Fists" damage, and explosive pressure point damage
- The effect of Guile on crit chance and parry chance has been increased
BUGS
- How are people still entering their Fists?! Tried fixing this again!!
- Added some additional hacks to load corrupted save data
- Fixed game logic bug with "Supporter" type monsters
- Fixed some visual mismatches when evaluating the difficulty / properties of an Item World
- Fixed some visual issues with how energy shields are aligned (if you see more problems, let me know which monsters suffer from 'em)
- Fixed bug where some combat messages / effects would not appear in Item World
- Fixed issue where mouse would be blocked / removed during mouse movement sometimes
- Fixed bug where holding right click would not continuously move you
- Fixed bug where some champion mods, when combined, were not giving champions all their powers and defenses
- Fixed bug where the first boss dialogue would play every time you went there
CONTENT/GAMEPLAY
- Two additional Item World difficulties have been added (available when delving into the most powerful items)
- Added new journal page drops containing various useful recipes on them
- A new character can be found in Riverstone Grove!
ENGINE
- Performance optimization to player pathfinding
QUALITY OF LIFE
- When in Item World and you have Planks in your inventory, you will automatically use them when walking into Deadly Void. (This can be toggled off in Gameplay Options)
- The spikes in Boss 1 now show up as spikes and don't act like lava
- When you complete a side area, you can now use your Town Portal anytime to return to the side area entrance (or back to town)
WRITING
- Tons of new and better item flavor text that reveals more about the world of Tangledeep!
- Various additional dialogs and lore now added!
- Throughout the game, "Item Worlds" are now known as "Item Dreams", opened with Orbs of Reverie.
[ 2017-07-19 03:40:53 CET ] [ Original post ]
IMPORTANT!
This new build may have disrupted previous save files. I apologize - this is at times unavoidable in order to continue building the game... But if you have any save issues please report them on Discord anyway!
ART/VISUALS
- Finally replaced placeholder stamina/energy powerup graphics
- New Creeping Death summon art
- Dropped money now shows different sizes of coin stacks
AUDIO/MUSIC
- New music cue for several of the easier side areas
BALACE
- Reduced duration of Budoka's Tornado Stance, and distance of Palm Thrust
- Items spawning with multiple magic mods are now a bit more rare
- Orichalcum reward items should now have at least 1 magic mod
- Item Worlds of gear set/artifact items are now minimum of 3 floors
BUGS
- Fixed Healing Flask estimated recovery display
- Added extra code to ensure an Item Boss always appears in Item World
- Added extra code to help debug situations where an Item Boss does not appear
- Set items should now receive "+" in their item name when upgraded
- Fixed bug where trying to rotate targeting shape would sometimes only work clockwise, depending on input method
- Instant-heal food such as Nigiri and roasted fruit, chicken etc. should now list their estimated healing amount
- Floating status indicators on the hero, such as directional shields, should not float way out into the distance anymore
- Fixed bug where the level up dialog could end up on top of another menu
- Fixed bug that was messing with a variety of cooking recipes such as Charcuterie
- Fixed a major bug where moving out of the AOE of monster powers would sometimes not prevent you getting hit by them
- Fixed bug with shop Value sort
- Minor fix to sprite alignment of Katie's status icons
- Added extra error checking when saving a game to avoid writing bad data
- Added a number of functions to try and salvage corrupted saves
- First boss's henchmen no longer take damage from terrain (oops)
CONTENT/GAMEPLAY
- The 1st and 3rd boss fights have been switched; the first boss now has new story conversation! Please let me know how the tuning is for both fights.
ENGINE
- Rewrote minimap engine, now uses a stretchable texture
- Pregame launcher removed (display + control options handled ingame)
QUALITY OF LIFE
- You will now face the direction you last attacked in (relevant for shields etc)
- The minimap can now be dragged around with the mouse (just click, hold + drag). Also, pressing "toggle minimap" will cycle between small / large sizes before turning off.
- Sorting in shops will now sort A-Z before sorting by type / value
STEAM STUFF
- Two new achievements!
[ 2017-07-18 05:06:20 CET ] [ Original post ]
ART/VISUALS
- Tidied up display of buffs/debuffs in the upper left
- Health bar alpha has been reduced ~40% so overlaps aren't as ugly
- New popup text when you get stamina or energy powerups, as well as when you get disarmed
- New HUD stat icons
- Two new tileset variations
BUGS
- Fixed bug with mouseover info introduced in b046... oops...
- Fixed summoned actor movement bug, also introduced in b046
- Added another force canvas refresh to try and address dialog box size issue
- Fixed odd save game bug related to item worlds that were marked as "closed" when they were not beaten, or vice versa
- Fixed bug where solid-looking yet 'walkable' terrain tiles would sometimes appear
- Fixed visual bug with the 'ruined' tileset looking like grass
- Equipment mods that make you heavier no longer mess with *your own* movement abilities
- Fixed bad behavior with the Camera Scanlines toggle button
- Fixed text overflows with magic items in the shop
- Attempted fix for Item World situation where monsters got 'stuck' at odd rotations
- Partially fixed parallax scrolling BG in the 2nd dungeon branch point
- Fixed game error when moving to map bounds with auras/shields
- Fixed lighting bugs in town
- Fixed bug where, in a new game, food grown from trees would not spawn on the ground
- Fixed bug where trees in the Magic Grove would not respect transparency when you moved behind them
CONTENT/GAMEPLAY
- Pandora's Boxes have been adjusted. Previously they increased the strength of newly-spawned monsters on your current floor. Now, they ALSO increase the strength of ALL newly spawned monsters on ALL floors slightly... but this stacks with # of boxes opened!
QUALITY OF LIFE
- The application will now ignore input if it doesn't have focus
- If the application loses focus, the first mouse input after focus is restored will be ignored (i.e. clicking in the game world, UI etc)
- Added preset controller mapping for Xbox 360 and Xbox One controllers, which should address issues where the d-pad was not mapped by default
- All object names are now capitalized properly
- Hovering over your healing flask icon now displays how much it will heal per turn
- Examining summoned objects like flames, hammers, etc. will now display in green if summoned by a friendly creature (including you), red if by an enemy
[ 2017-07-17 01:15:28 CET ] [ Original post ]
BALACE
- (Experimental) All magical weapons and armor (i.e. items with 'Mods') now get a small boost in raw offense or defense per magic mod.
- Acidified champions' secondary acid attack now has a windup time
- Global magic item chance decreased slightly
- Bow drop rate increased
- JP costs have been adjusted upward slightly
BUGS
- Added extra error checking for when certain bad map link data is saved. This will try to re-link map and actor data even in Item Worlds) that was not saved properly, and should salvage some save games that would otherwise be lost.
- You really, absolutely, seriously cannot enter your Fists anymore in Item World.
- Fixed more combat log irregularities with switching weapons (particularly to/from unarmed)
- Fixed bug where targeting an ability while on stairs would sometimes send you up (or down) the stairs
- When dragging items/skills to the hotbar on the Consumables or Skills pages, swapping a Skill to an Item slot will now swap the two (instead of deleting the item) and vice versa
- When dragging items on your weapon hotbar, weapons will swap spaces (i.e. drag weapon from slot 2 -> 3, the slots wlil swap)
- Fixed some visual flickering issues with various menu tooltips
- Item World Orbs will no longer spawn until AFTER you beat the first boss
- Added extra cleanup code to ensure the mouse movement square doesn't 'stick'
- Sturdy boots now actually resist mud root as intended
- Another pass at fixing tooltip bounding on Equipment sheet
- Potentially fixed very rare issue with movement and swapping places/pushing stuff
- Added some extra checks to ensure tiles that are not in line of sight (LOS) will not be hover-able/examinable
- Fixed major bug with player and monster pathfinding where diagonals were sometimes not considered
CONTENT/GAMEPLAY
- Two new Armor magic mods: UNYIELDING and IMPENETRABLE, offering greater levels of flat physical damage reduction
QUALITY OF LIFE
- New character creation option on the feats screen: "Pick For Me". Picks two feats at random.
- Added a new minimap icon in the main HUD that toggles the minimap
- For visual purposes, all weapon power has been multiplied by 10 for better readability and granularity. Also going from a 150 power weapon to 170 feels better. This does not affect gameplay.
- You can now press an ability's binding to confirm its targeting. For example, pressing "1" to trigger the first hotkeyed ability, selecting an enemy with keys/mouse, then pressing "1" again to execute the ability.
- Added XP level display on the HUD
WRITING
- The Bomber's mod is now Chemist's
[ 2017-07-15 17:04:24 CET ] [ Original post ]
ART/VISUALS
- New hit animation: Guardian Sphere, Guardian Lurker, Shadow Panthox, Bonecrabs, Quillkin, Mottled Sandjaw
- Replaced all ugly placeholder Casino game buttons
BUGS
- Fixed a major error with the "reinforced" (blue hue) tile set causing the map mesh to not draw (was causing save/load issues)
- Added checks to clear 'ghost' actors with no objects each turn
- Fixed bug where unusable items in the Consumables tab (such as 'valuables', seeds, orbs) would have the Use button visible
- Possibly fixed issue where enemy targeting 'danger tiles' would sometimes disappear prior to the attack firing off
- Casino games now properly display the amount of money you're betting
- Fixed various bugs with casino UI including games remaining on screen after exiting and mouse control not fully working
- Clicking on your weapon hotbar to change weapons will now write the switch in the combat log, as intended
STEAM STUFF
- 10 Emoticons created!
- Another attempted fix for Capricious Capitalist achievement; this should not happen to new players right off the bat...
[ 2017-07-14 17:32:42 CET ] [ Original post ]
ART/VISUALS
- Replaced Creeping Death placeholder art with different placeholder art
- New attack animations: Spellshaper and Budoka!
AUDIO/MUSIC
- Adjusted the 'big select' sound
- Added SFX to first-time intro dialogs
BUGS
- Fixed several issues related to scrolling in the Consumables ui, with both keyboard and mouse, when your item list extended beyond 30
- Fixed issue scrolling up in the Item World Machine interface would not scroll to the bottom of the actual item list
- Fixed issue where controls bound to L2/R2 would not appear in tooltips
- Fixed various positioning issues with the hover tooltip on the Equipment sheet
- Fixed audio bug where the "rest" music would play repeatedly in campfire areas
- Fixed game error that occurred with the best Gambler Wild Card hands (these upper FX are still placeholder, however)
- Fixed game error that occurred when saving a game as Gambler, going back to title, and then loading that game
- Fixed bug where if you crit with a sword and switched away from that sword, you would sometimes have 100% parry forever
- Fixed issue with multi-resistance tooltip display showing all resistances individually, instead of as "-X elemental damage"
CONTENT/GAMEPLAY
- New magic mod (any equipment): BOMBER'S. Increases damage dealt by consumables!
QUALITY OF LIFE
- Damage reduction from armor no longer shows decimals in the tooltip (cluttered things up)
- You can now click on yourself to pass a turn
- There is a new View Help button in the Options menu that lets you view any tutorial
STEAM STUFF
- Fixed Capricious Capitalist achievement issue
- Two more achievements added!
WRITING
- Katie is now 100% more twinkly
[ 2017-07-13 23:38:41 CET ] [ Original post ]
GENERAL
- Pre-launch resolution dialog has been enabled to address some display issues. Use this to set your resolution if you were having problems bfeore. This will be disabled next build.
ART/VISUALS
- Extra Earth and Grass tile set variations. More colors!
- New animation for Battousai's "Iaijutsu"
BUGS
- Fixed display bug in 'Doppelganger' champion name
- Several more attempted fixes at sporadic game errors related to health bars
- Fixed error when exiting campfire area
- Fixed newly-introduced bug where cycling on the weapon hotbar didn't actually switch weapons
- Fixed error with dragging and dropping skills on the skill sheet
- While wielding a sword, you will no longer riposte ranged attacks (you will still parry them though)
- Smoothies will now cure ALL negative statuses - not just one
- Fixed mouse hover/select issue on char create screen with some jobs taking up too much 'invisible space'
- Fixed 'hanging' and empty tooltips on the Skill sheet
- Fixed bug that prevented save games from loading if stairs data was corrupt
- Fixed bug that created an Item World portal erroneously if you beat an Item World, then portalled out *after* returning to a lower level
- Fixed bug with stairs in Fungal Caves not connecting to upper dungeon levels properly
- Fixed issue where pressing "Done" on the control/key binding screen would sometimes immediately reopen that screen
- Attempted fix to issues where spires, trees, and rocks would be passable
- Diagonal move only / grip overlay should appear more reliably
- (Visual) Improved some artifacts with animated backgrounds in Riverstone Grove
- (Visual) Inventory tooltips will now draw over buttons and icons
QUALITY OF LIFE
- "Vanishing" magic mod should no longer teleport you into dangerous terrain
- You can now bind "Use Consumable" to press a button and immediately use a consumable from your Inventory sheet. Default mapped to "U" on keyboard
- When charmed enemies become un-charmed, you will be notified in the combat log, even if they are out of site
- After a campfire goes out in the rest area, you can now stand on the space it occupied
- There is now a brief delay after a dialog box opens where you cannot click or press enter, to avoid accidental keypresses or clicks when a dialog opens unexpectedly
- New tutorial popup for controller users explaining how to enter Examine Mode (which is now default bound on controller to Right Stick down)
- Customized several existing tutorial dialogs based on keyboard vs. controller
- All dialog windows are now centered
- You can now hotkey items to the hotbar via keyboard/controller (select hotbar slot, then select item)
STEAM STUFF
- Cloud saves / cloud sync should now be working!
- Two new achievements!
- Arduous Ascent clarified to trigger on 7F and not 6F
[ 2017-07-13 07:23:17 CET ] [ Original post ]
ART/VISUALS
- New HuSyn attack animation!
- New sprite effects: Confused, Blinded, Acid Splash
AUDIO/MUSIC
- Removed 'tick' sound from targeting shape rotation
- Casino's placeholder music (from Dungeonmans) is now the "Fun Merchant" music
- New Acid Splash sfx
- Various sound mixing tweaks (particularly w/ Casino)
BALANCE
- Player health curve has been boosted upward by roughly 10%.
- Your Magic Flask now heals an extra 8HP per turn base (doesn't scale with max HP)
- You can now get Rumors for free
BUGS
- Logo and main menus are now capped at 144fps
- All status effects are now properly cleared when you're knocked out in Adventure Mode
- The diagonal 'grip' will no longer stick if you have it on when you enter a menu
- Fixed visual bug where the parry symbol would repeat over and over when grabbed by Crabbids
- Fixed game error caused by Spellshaper's Shadow Aura combination
- Fixed bug that would cause certain ability and item effects to trigger multiple times in the combat log
- Fixed bug with scrolling down stat fields on the Character Sheet
- Fungal Caverns and Ancient Ruins now have stairs up at the end of each branch
- Fixed bug where you could attack with spears through walls
- Added extra checks to make sure solid rock doesn't spawn over stairs (or vice versa) in side areas
- Possible fix for game error involving health bars that linger after being destroyed
- Attempted fix for rare error where dialog box size did not redraw properly on the game over screen
- Attempted fix for issue where a Grove Tree-related text box would display after switching control modes (??? lol???)
- Attempted fix for dialog boxes in general randomly not drawing bounds properly
CONTROLS
- Joystick/Gamepad: Left stick is now default bound to your Flask, while right stick is now bound to Examine Mode.
QUALITY OF LIFE
- New "Audio Off When Minimized" option
- The game should now initialize to your max native resolution / fullscreen, and not 720p
- The game log now shows all hotbar weapon switches
[ 2017-07-12 17:51:44 CET ] [ Original post ]
ART/VISUALS
- Your attack animation will now play when you use abilities (note: not all sprites have animations yet)
- New attack animation: Gambler!
- Added borders to char creation UI
- Dart projectile now shows multiple darts
BALANCE
- Champion EXPLOSIVE mod - explosions are 25% weaker, and chance to spawn is now 40% (was 50%)
- Chance of GOLDFROG floor reduced to 0.75% (down from 1.75% per floor)
- When a Charm effect wears off, the charmed monster will be Confused for one turn and a message will write to the combat log.
- Spellshaper's Shadow Aura now increases dodge by 35% (up from 25%)
- Spellshaper's Acid Aura debuffs now last 6 turns (up from 5)
BUGS
- Attempted visual fix at making sure the EQ screen tooltips draw on top of all other icons
- Fixed bug where tooltips would sometimes appear on the EQ screen when hovering on filter/sort buttons
- Fixed rare error related to ability targeting
- Bezo (friendly bandit) should no longer spawn at campfires
- When closing the shop interface, the Options menu should no longer pop open
- Fixed visual bug where text like "ROOTED!" would sometimes appear (briefly) under the character before appearing above them
- Fixed movement error caused by immobile enemies
- Hovering over your second accessory slot will no longer compare to your first accessory slot
- The same hidden merchant should no longer spawn twice on one floor
- Fixed display bug with the "Show Controller Prompts" menu option
- Item pickup boxes (when enabled) should now center over your character
- Fixed bug where items upgraded in Item World would get slightly messed up names ("___+ and Blank")
- Attempted fix to bugs where the Fullscreen option would not reliably work
QUALITY OF LIFE
- Set Equipment will now display what set they are a part of
- Intro/overlay text will now be written to the combat log
- If you are full, Food items in your Consumables will show in red
- At the Banker, the money sliders can now be manipulated via keyboard/controller (left/right)
- When playing on controller, all displayed button prompts should now automatically display for controller
[ 2017-07-11 21:38:49 CET ] [ Original post ]
We're hard at work getting the game ready for an Early Access launch! If all goes according to plan, you'll be able to play Tangledeep on July 19th :D
[ 2017-07-08 14:22:57 CET ] [ Original post ]
🎮 Full Controller Support
- Tangledeep - Linux [338.27 M]
- Tangledeep - Soundtrack
- Tangledeep ~ Arrange ~ Soundtrack
- Tangledeep - Legend of Shara
- Tangledeep - Dawn of Dragons
The Setting
For hundreds of years, people have lived in the safety of underground settlements and villages – where the only route to the surface is “Tangledeep,” a mysterious and ever-changing labyrinth. With memories of the surface world long forgotten, you set out for the labyrinth to discover what lies above. With each floor – full of magical beasts, ancient automatons, bizarre environments and hybrid biomes – the mystery grows ever deeper…
Key Features
- Experience finely-tuned, procedurally-generated gameplay as you fight challenging monsters, complete quests, and collect items.
- Master deep, tactical combat across 9 unique jobs. (More to come!)
- Choose between two game modes – including Adventure Mode, which removes the permadeath restriction.
- Share some of your progress between characters by using the banking system, or planting magic trees and raising monsters in town.
- Take in the scenery – comprised of beautiful 16-bit graphics and carefully handcrafted maps!
- Relax to a beautiful soundtrack composed by award-winning composer Andrew Aversa – joined by Hiroki Kikuta (Secret of Mana) and Grant Kirkhope (GoldenEye 007, Civilization: Beyond Earth).
Multiple Platforms and Control Methods
- Runs on both PC and Mac, with Linux support in continuing development (already works great on several distros)
- Play with virtually any controller, and remap any control, binding, or shortcut
- Old-school keyboard-only support (numpad movement) as well as WASD preset bindings available
- Full mouse support - can even be played with ONLY the mouse!
- OS: Ubuntu 12.04+ / Steam OS+
- Processor: SSE2 instruction set supportMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Graphics supporting DX9 or DX11 with 9.3 capabilities
- Storage: 1 GB available space
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