Patch Notes 1.16 and Steam Summer Sale!
[ 2018-06-28 14:16:41 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
Tangledeep
Impact Gameworks
Impact Gameworks
2018-02-01
RPG Singleplayer
Game News Posts 95
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(1023 reviews)
http://www.tangledeep.com/
https://store.steampowered.com/app/628770 
The Game includes VR Support
Tangledeep - Linux [338.27 M]
Tangledeep - Soundtrack
Tangledeep ~ Arrange ~ Soundtrack
Tangledeep - Legend of Shara
Tangledeep - Dawn of Dragons
Tangledeep combines the 16-bit graphics and polish of classic SNES-era RPGs with elements from roguelikes and dungeon crawlers to create a magical experience for players of all skill levels. Trapped in underground villages with no memory of the world at the surface, you must survive an ever-changing labyrinth to discover what lies above. Experience rich turn-based gameplay as you explore a sprawling dungeon that’s different each time you play. Tangledeep features a customizable job system and hundreds of collectible items that allow you to approach each playthrough in a totally new way!
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…
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!
MINIMAL SETUP
- 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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