v0.09.2 Changelog: (Artwork by MetalPig) While working on the spells, i've gotten a serious case of motivation burnout on working on the game. This has happened in the past, where i got to a point to just release the stuff i have, instead of trying to just keep going and never finishing anything because i keep overscoping. Because of this i will release the maintenance release as is, and push back the new spells etc. to version 0.10. Where hopefully the new topics and new systems i can add will give me back a lot of motivation. as it happened in the past. Back then i received a new boost of motivation due to the feedback and ideas i received. So my hope is that it will work similar. I was focused on improving the UI and general QoL for the 0.09 maintenance release. Content: - Added 4 more Gem Tiers - Added up to Tier 4 for all Enchants (92 new enchants) Reworks: - Moved Ressource Inventory and Crafting UI to Equipment UI - Moved Character_UI to Equipment UI - Moved Spell Book UI to the Masteries UI to reduce clutter and locate it in the place it is most relevant, as the spell book receives all its spells from the masteries + skill trees. This makes it easier for the player to immediately see newly added spells and the cause relationship when learning spells etc. - Masteries/Spell School: Reworked skill tree UI. No skill points necessary anymore, as those were kind of obsolete. Unlocking happens now depending on mastery level and you have to buy them with gold (outside of the starter spells of each tree). Also passives for spells now unlock to be buyable at a certain spell-level instead of mastery-level, to encourage and reward the leveling of spells. The UI Rework also takes less space and has less visual clutter than before. - Spell School UI: Reworked Checkbox based UI to Slot based UI, with right click and drag and drop of spell schools onto available slots. - Added new Font for improved readability (Will most likely expand this in the future to make it possible for players to add their own fonts) - Auto Caster: Auto caster no longer triggers or checks the normal spell cooldown and only uses its internal cooldown. This is meant to make auto-caster a parallel progression which doesnt take away anything for players that want to play the game actively. - With many of the sub-uis now being part of other bigger uis, i reordered/rearranged the side panel. Improvements/QoL: - The player now follows new paths on the world map. - Side Panel Buttons: Added Hotkey to tooltip. Changed displayed key bindings to positional physical buttons on the keyboard. - Town: Building: improved Upgrade Button visibility - Town: Gathering Building: Added side_panel notifications functionality when gathering-building has ressources to pick up - Equipment: Added Fist weapon permanence. This will be useful for adding base fist upgrading at a later point - Cooking: Added Cook Button Tooltip for next Recipe tier stats - Cooking: Added 6 food icons - Cooking: Added drop source description to Trout and Karp - Spell: Mana bubble: Added percentage exp gain depending on base damage received (which means before any reductions (armor, absorb, block)) - Spell: when trying to cast spell but is not learned fail message: Improved "spell is not learned" message with more indepth information - Spell Upgrade Button: Now also changes color depending on if the player can afford. - Spell Book: removed forced adding to spell book, to reduce clutter. Spells now get added when the player initially learns them. - Skill Bar: Readded ability to add spells to spell bar on learning/allocating - Skill Bar: dragging spells/items between skill bar buttons now swaps the spells/items between the slots, instead of just overwriting them and deleting them in the originating slot for the drag. - Skill Tree: Added spells being casteable from skill tree UI - Masteries: Added Exp gain description text for each mastery explaining in detail from which activity each mastery receives experience - Achievements UI: added "Hide completed" checkbox to filter achievements that have already been completed - Character_UI: Changed stat toggle to click or close button - Character_UI: Added base + multiplier values to the stat tooltips - Statistics UI: Added Search bar - Armor Mastery UI: Added Stat bonuses from Armor Mastery Tree to Tooltip - Armor Mastery UI: Tooltip: Added current armor count to tooltip to make it easier visible - Equip_Quality UI: Added "Total Stats gained" to the detail display - Plus Roll UI: Added "total Stats increase %" to the detail display - Auto-Caster UI: Made scrollable so it doesnt explode the layout as it previously did - Auto Caster UI: Added Spell Book as collapsable UI to make adding spells to auto-caster much easier. - Enchanting UI: Added "show unaffordable" filter. Allows you to only show affordable in the list if deselected - Spell Book UI: Added "only available" and "only upgradeable" filter checkboxes - Sacrificial Altar UI: Added fail_message + reasons for why items cannot be sacrificed - Map: Added borders to the "unlock arrows" pointing at new zones to make them better visible to the background - Enchants: Added "For Slot X" to description - Option Menu: Added automatic saving when quitting the game via the "quit game" button - Gem-Slots: Improved readability/visibility by adding outlines and the sockets themselves becoming transparent when a gem is socketed - Tooltips: Added margins to the screen border to improve visibility/layout/looks when tooltips get pushed back into the viewport - Item Tooltip + Mastery Tooltip: Added Scrolling to tooltips when they get too long. Hold down shift to scroll inside the tooltip. - Equipment_Tooltip: Added Details by holding shift. For now shows only maximum of plus and quality - Cost: Added the name of the resource when listed as a cost, as to make it easier to understand what resource is needed/wanted, instead of having to guess/squint at the icon - Level Up Event messages now start to fade when the player distributes points in the character UI attribute screen - Settings: World Map: Added setting for "hide_map_on_player_arrive" - Settings: Fullscreen setting is now properly preserved between sessions Fixes: - Fixed problem in random number calculation leading to random roll maximum beine exclusive. so for example 1-2 rolls would always hit 1, and 1-10 rolls would only hit 1-9 but never 10. This lead to fishing hut only giving 1 fish although it should have had the chance for 2 - Gathering Buildings: Fixed production boost optimization above 5000 cycles, not actually working. Refactored the functionality, now its more reliable - Gathering Buildings: Fixed gathering_quantity_multiplier not applying to the idle reward production (this should lead to much bigger results from the mine/fishing hut with higher mastery) - Fishing Hut: Fixed donation loop of donating fried fish to the fishing hut, letting the player create an infinite amount of fish (exponential) by disallowing fried fish being donated to the fishing hut - Skill Tree Spell Node: Fixed spell complaining on clicking already active node - Monster title tooltip: Fixed wasp fly showing to be spawning in too many places - Ressource Cost: swapped order of current and total amount - Achievements: Fixed Powder Processor condition count from 30 -> 15 - Achievements: Fixed "Rock Bottom" condition not triggering properly on unlocking the last stage of the hive dungeon - Resource Trader: Fixed being able to buy at least 1 resource although you didnt have enough money - Shop: Fixed buying stackable items like potions, creating weird behaviour with stack size and possible crashes - Shop: Fixed shop slot unlock logic (slots that should have been locked to be bought at next tier, were already buyable) - Shop: Fixed saving/loading of recipe drops when closing the game after having bought a recipe but not having it picked up - Enchants: Fixed offhand enchants being enchantable on non-weapons - Spells: Fixed many spells being able to level above level 10 although there were no improvements defined above level 10 - Buff Spells: Fixed toggleable spells being cancelable during the cast cooldown/downtime, possibly making people cancle those spells by clicking too quickly. - Fixed Buff spells still casteable while on cooldown - Fire Armor: Fixed dealing 0 fire damage and retaliating full physical damage at player. - Mana Bubble: Fixed spells being casteable while not enough armor pieces of the required type is equipped - Holy Light: Removed misunderstandable WIP description part about "lifesteal" functionality that is not yet implemented - Food: Fixed Crunchy Seafood giving 0s gathering boosting time (now 20 s) - Earth Armor: Fixed armor stat calculation - Gem Upgrade UI: Fixed UI (availability and crafting count) not updating on crafting higher tier gems - Town: fixed not visible/active gathering buildings adding side panel notifications - Quests: removed "(Not yet)" Text for unlock access to world 2 - Map: Removed "The" from the zone names - Monsters: Fixed monster descriptions for many monsters Changes: - Cooking: Food_Recipe: Changed leveling to per cooking not quantity cooked - Save Game Name: Limited the length of the save-game to 30 chars, to prevent problems with the OS file system. - Mastery: Shield: Changed exp gain to blocked damage only - Resource Inventory UI: Filter out food items (they are only relevant for cooking) - Wands: Now also consume 1 percent of current mana which also gets added to their damage - Crafting UI: All crafting trees are now bottom bound for a more homogenous look between tabs/trees - Shop: Added Berries to the loot pool - Shop: Increased pricing variance - Auto Caster: Added limitation to just 1 copy of a spell to prevent spamming 1 single spell with multiple auto-caster slots, due to the new "no cooldown is triggered" logic - Auto Caster: Added an auto_cast_cooldown cache to the Spell in the auto-caster slot, preventing the player from moving a spell between multiple slots after each cast, to still cast a spell in quick succession but forcing the player to do unfun activities for this optimization
[ 2023-12-14 00:03:10 CET ] [ Original post ]
- Linux 64 [122.29 M]
- Linux 32 [120.47 M]
Progress Game is a 2D UI-based idle game with animations and particle effects, in which you Slay monsters, farm ressources, create and upgrade your equipment.
Let the game run in the background and return every now and then to get a short burst of satisfaction.
100% Free and No Monetization to Ruin Your Fun!
- Craft and upgrade 6 Tiers of gear
- Level up and spend stat-points
- Improve Weapon-masteries by fighting
- Earn Monster-Titles for each monster
- Unlock 6 different worlds
- Unlock Achievements that empower your character
The game is still in development with more features and content to come!
- Memory: 2 GB RAM
- Memory: 4 GB RAM
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