DungeonDelveXL Version 1.10 --------------------------- - Added two new races (Halfling, Sprite) - Added racial resistances (Dwarf vs Poison, Sprite vs. Electricity) - Added racial speed bonuses/penalties - Made missile spell less damaging as it was overpowered - Reduced the chance of encountering an enemy mage at low level - Made low level mages slightly less powerful - Increased dungeon cash rewards for lower levels - Buffed stealth hiddenness chance and ambush damage for thieves DungeonDelveXL Version 1.9 -------------------------- - Fixed a bug where experience would sometimes not add up correctly when killing a creature. - Fixed spell description for Maelstrom. - Fixed a bug with calculating the BoostStats cost in a temple. DungeonDelveXL Version 1.8 -------------------------- - Fixed a bug with the merchant dialog that occasionally caused the game to crash - Fixed the toolbox popup in Merchant dialog - Fixed a bug with creatures sometimes casting an incorrect spell - Fixed a bug in spell details dialog - Fixed a bug that sometimes caused characters to start missions with too many HP. - Improved creature AI for casting beneficial spells (especially healing allies) DungeonDelveXL Version 1.7 -------------------------- - Fixed item description not showing all enchants - Fixed crafting of basic materials failure rate - When crafting on 2nd or later tabs, don't switch back to first tab after the crafting completes and the dialog redraws - Test for illegal characters in character name - Optimised loading and display of world map - If small party and all CHs are enabled, then don't warn when starting level with only one character in party. - When wielding DH put some mark in the offhand column in character sheet to indicate it's unavailable - On create/load new game, make sure all town comments in map are deleted - Potions now display their effects properly in tooltip - CastOnSelf button now correctly casts cancellation/dispel - Announce when a heroic quest is available - Your party can now pay to construct roads between settlements. -- Roads take time and money to build, but are much safer and reduce travelling fatigue -- Road build cost increases as you go further south, to reflect the increasing danger - You can now buy a pack mule, pack ox or ox cart to store your party's heavier belongings - Slightly tweaked experience and gold rewards from missions (and altered reputation levels to compensate) - Altered how stealth works to make it succeed more often - You now can't stealth when casting light, and applying light to a character breaks stealth - Elves and Goblins now get a bonus to dark sight range. So do thieves. - Creatures now actively search for stealthed characters if they were previously seen when unstealthed - Added extra information about choices on character creation screen - Altered the balance between classes to make them feel slightly more different -- Priests are slightly weaker in offence now, but their buffs are slightly stronger. --- Summoned skeletons are slightly weaker physically. Angels are now much weaker in combat but stronger in magic. -- Wizards' summoned pets are weaker physically, but stronger magically - First Aid has been buffed - Fixed a bug where self-casting spells cost too much Stamina - You now start with Familiar reputation in your starting town - You can now change the scale for the Town Map and the Mission Map - Town Map now draws much faster - Fixed a bug preventing loading of missions saved after killing all creatures - MissionControl dialog now appears on the correct screen for those with multiple monitors - Added a few new weapons - Updated halberds and pikes to have a range of 2 so they can be used from the second rank - Some pets now have good night vision - Enemy spell casters can now only cast spells of their level or below. No more level 1 goblin mages with Fire Arrow! - Fixed a bug in multi-level dungeons where creatures could start on the same square as a character on lower levels - Fixed a bug in multi-level dungeons where the map didn't redisplay properly when heading back to upper levels DungeonDelveXL Version 1.6 -------------------------- - Fixed skinning when creatures have multiple skin types - Added a test on Load/Save to ensure that you are loading on a version of Excel with a compatible random number generator to the save game. - Should now be compatible with 64-bit Excel DungeonDelveXL Version 1.5 -------------------------- - Improved crafting dialog to display maximum number of items craftable - Rescaled creature special attacks so they don't deal way too much damage -- Slightly scaled up damage from higher level creatures to compensate - Spell rebalancing -- Slightly reduced variability on healing spells -- Tweaked damage on a few area-effect spells -- Slightly increased damage on some high level spells -- Altered learning cost for spells so that higher level spells are most costly, but lower level spells are slightly cheaper -- Reduced periodic healing for Priest heal-over-time spells -- Reduced protection value for some self-protection spells - Fixed issue with spell/skill list boxes resizing and hiding other parts of the mission control dialog - Increased speed at which reputation is gained with high level towns - Mission view will now automatically zoom to any action happening off-screen (if visible) - Summoned creatures no longer randomly scout out irrelevant areas of the map - Summoned creatures no longer attack enemies not visible to the characters - MissionView control should now correctly default to the main weapon - Fixed a few minor presentation bugs - If a summoner dies, their summoned creatures now die also - Fixed a bug where dispels were costing too much Stamina - Tweaked some window/font sizes DungeonDelveXL Version 1.4 -------------------------- - Updated Creature AI Targeting logic. - Improved Creature AI responsiveness (especially for summoned creatures). - Enemy magic users are now limited to summoning a maximum of one creature, just like Players. - Added Blink/Teleport spells for Wizards and some creatures - Fixed a line-of-sight bug for spell casting which meant that spells could be targeted at unseen squares. - Added in some more gathered materials for crafting - Slightly altered some existing materials - Some advanced, composite crafting materials are no longer available in the Trade Market - Added in Vampiric weapon enchant - Added in "Vampiric Touch" Wizard spell, plus abilities for some creatures - Fixed a bug where minions could continue fighting if they killed an enemy mid-turn, even if they were out of Stamina - Extended the range of bows slightly - Correctly increase dispel chance if specialised in that spell - Updated GUI so that animations work properly with Excel versions >= 2013 - Updated XML parsing framework so it works with Excel versions >= 2013 - Normal missions are all now 1 level deep - Introduced Heroic missions that are available when your reputation in a town is at least "Famous". -- There will only be one available heroic mission at a time -- Heroic Missions are at least 2 levels deep -- Boss creatures are slightly tougher in Heroic Missions -- Heroic Missions provide much more rewards (Experience and Gold) than normal missions - Scaling font size for inventory items on character sheet so items with long names don't get lost - Fixed spell choosing when scrolled to end of list DungeonDelveXL Version 1.3 -------------------------- - Added Lightness enchantment (10% weight reduction per point). - Removed defence bonus from chitin armour. - Secondary material now affects price & weight of items less. - Fixed bug on announcement of dispel failure. - Made it easier to dispel effects on hostile opponents. - Reduced the damage reduction and duration of barkskin, stoneskin and mithrilskin. - Added in lots more spells. - Lots of monsters are now immune to poison (and a few other immunities tweaked). - Extra equipment added. - Creatures now do less damage to other creatures (i.e. minions) and more to characters. - Enchantment cost is now fairer (and removes a huge arbitrage exploit). - Regeneration enchantments (+1 HP per turn). - Slightly improved XP reward for larger dungeons. - Display weights properly (in g if small, avoiding recurring decimals). - Increased HP and stats of Leaders/Uniques. - Made item enchantments cheaper. - Added Orbs (can be carried instead of weapons; can carry weapon or armour enchantments). - Increased defence, attack and magic defence, magic attack gain per level for many creatures, especially at higher levels. - Several save game size optimisations. - Fixed bugfix with targetting large creatures partially obscured by corners. - Increase the average settlement size at the southern end of the world map. - Added reputations. As you complete missions you gain reputation for that town, which gives you better prices in the town's shops, plus extra perks. Temple/Magisterium services are now only open to you when you have high enough reputation. - Missions with larger creatures are more likely to be caves, and are less cramped. - Added fatigue: As your party moves around the map or conducts missions, it becomes tired. This means that you will get a penalty to your skills in missions. Sleeping in a Hotel or Inn will solve that problem. If you rest long enough then you get a bonus to your skills. - Added buttons to list details of known and available skills & spells on the character sheet. - Sped up mission map redrawing. - Fixed bug where damaging spells occasionally healed targets if they missed by a large margin. - Removed some debugging code that I left in by accident. - You can now transfer items between active members during missions. - Fixed an AI slowdown in path-finding. - Fixed a bug with worksheet protection. - Character worksheet show/hide button now displays correctly. - Some creatures can now open doors. So you can no longer always open doors, fire off a few spells, shut the door and hide. - You can now put extra points into spells to improve them. Specialised and Master level spells do more damage (10%,20%), Have longer durations (50%,100%), Confer more resistance (20%,40%), Have longer light range (+1,+2), and summon stronger creatures. - Increased the range of all bows by one square. - Added ability to remove (unlearn) spells, via the InfoPage ("?" button). - Fixed a bug whereby creature damage/healing effects were not correctly handled. - Summoned IceWalls now melt slowly over time. - Mission map is now correctly redrawn after creature AI updates. - Increased the maximum level for several creature types. - Added loads of new monster types, including several new uniques. - Fixed spell descriptions for healing spells. - Reworked the melee combat hit/damage algorithm so that damage is spread out more evenly and fairly. - Fixed a few bugs with the trade market dialog. - Mercenaries are now cheaper to hire at lower levels. - Ranged weapons now miss more often at longer ranges (-1 hit penalty per square). - Rangers Att/level down from 2 to 1.5, but do not suffer attack penalty due to range on ranged weapons - Implemented thief skills (Lockpick, Disarm Traps, Stealth, Unstealth). - Thieves now ambush a target for an attack bonus of 5+(Lvl*2) when attacking in melee while stealthed. - Only thieves can now disarm traps. - Stealth is now an "on demand" skill. Thief blends into shadows and becomes harder to spot. Any action/attack breaks the stealth. - Renamed Mage -> Wizard for clarity. - Creatures now correctly spot partially obscured characters if nearby. - Paladins and Warlocks can now only learn one spell every *other* level, and can't specialise in spells. - Paladins and Warlocks now have higher Att/Def but slightly lower MDef. - Paladin/Warlock base skills slightly altered for Mercenaries. - Altered some material properties, costs and weights. - Temples no longer heal, they now have a "replenish" function, which fully heals and rests the entire party. - Improved setup of mercenaries (especially spell selection and equipment suitability). - Altered how to use 'self' skills: You now need to press "Use on Self" button. - Golems now drop metal and disintegrate on death. - First Aid can now be correctly used on a friendly target adjacent to the selected character. - Increased the stamina cost for wielding some weapons. - Slightly decreased stamina for some creatures, and increased the stamina cost of attacking. - Upgraded Ranger's wolf to "Hunting Wolf", and extended potential maximum level indefinitely. - Increased defence scaling per level for Wizards/Clerics/Thieves and all monsters - Healing spells (and other beneficial spells) don't scale so quickly with caster level - Missions to assassinate "Unique" creatures are now more common - Fixed a bug with creature immunity accidentally making creatures 100% immune to some attacks - If party dies in a dungeon, but some players are inactive, then abort the dungeon but continue playing - Creatures will no longer hit themselves with AoE spells - Made it slightly harder to hit higher level creatures in combat - Barkskin/Stoneskin/Mithrilskin are now self-cast only - Fixed a bug with temple charging for stat raising even when it was cancelled - Multi-select enabled for inventory screen in missions - Made crafting slightly harder - Crafting materials are not always available at lower-level Trade Markets DungeonDelveXL Version 1.2 -------------------------- - Fixed bug with fleeing monsters running over other monsters - Increased armour protection for low armour values, decreased it for high armour values - Fixed some typos - Added in two new enemy types (Savages and Centaurs) - Fixed Ogre mage spell list - Fixed bug displaying character stats incorrectly - Slightly reduced player stamina levels and maximum hit points - Added several new weapon and armour types - Improved pathfinding AI, especially for pets - Rescaled armour protection values - Some armour is now a bit lighter (and encumbrance levels scaled down a bit) - Reduced the strength of First Aid - Hiding hidden doors a bit better - Fixed notification for creature dispel failures - Correctly updating abilities on level up - Slightly reduced the range for Wrath and Missile from 10 to 8. - Improved some monster symbols - ZoomTo button, EndOfTurn now cancel the current action - Correctly update mission goals on transition - Merchants now only display inventory of characters with equipment to sell - Trolls now suffer less damage from physical attacks, and their fire vulnerability is lower - Fixed bug when transitioning between levels in dungeons without clearing all creatures - Fixed bug with AI freezing for static summoned creatures (e.g. ice walls) - Limited spell list to a maximum of one per level - Spells are now harder to find in Magisterium/Temple - Tweaked creature damage - Fixed bug in crafting window - Fixed bug when selling items at trade market caused error - Added ability to handle stacked items in merchant sell dialog - Slightly increased width of spell/skill lists in character control dialog - Added several new spells - Slightly toughened up summoned creatures - Fixed freeze bug on initial world generation - All starting characters now have mandatory First Aid training - Multi-select in Merchant dialog - Fixed bug in Merchant dialog with ambiguous item selection - Slightly reduced the level of items in merchants based on map Y-coord - Slightly increased the cost of enchantments - Improved random item generation DungeonDelveXL Version 1.1 -------------------------- - Slightly reduced cost of starting items - Ensured that the starting town will contain all the useful shops - Fixed a bug on the mission control window that prevented self-casting some beneficial spells - Spells list/skills list always openable, even if none is currently usable - Correctly warns if you can't afford to learn spells - Correctly closes spells list on MissionControl dialog when required - Make AutoMove take random (optimal) paths - Make speed-causing effects of some spells weaker - Reduced area of effect of some spells - Some spell balancing - Scaled down prices of entry-level kit slightly - Summoned creatures now get into the action more quickly - Improving creature AI handling of unreachable enemies - Simplified spellcasting UI (reducing number of clicks required) - Altered damage scaling for physical attacks based on superiority of attack skill