Hey hey,
Thought I'd keep a Devlog here as well. Even though the game is quite close to ready!
https://ccfeet.itch.io/the-vile-dungeon-of-cairnmoor
It's a roguelite that plays a bit like a traditional roguelike in that it's turn based and uses a roguelike-style tileset. It's inspired by Diablo games and it has a town above the dungeon like Diablo 1. Here you can build up the town and upgrade your hero for permanent buffs.
Dying in the dungeon means starting over and losing 50% of your gold. Permanent town upgrades stay though, and there's a stash where you can save some cool gear you find.
It's also, weirdly, inspired by Aghanim's Labyrinth in Dota 2, if anyone's ever played that.
Also this new update just went out (there's another big one coming soon, with most of the "boring" placeholder skills replaced with new interesting ones):
Seven new skills
The trees with the fewest options each got something new:
- Anger (Warrior, level 1): every hit you take or block adds a stack of Anger. While you have stacks, monsters that hit you take thorns damage that grows with your armor. It opens a new road for a warrior who wants to get hit: Counterattack now needs Anger.
- Web (Ranger, level 1): throw a web that roots monsters and poisons them. No bow needed. It's the start of the spider road, so Spider Companion now needs Web.
- Hammer of Justice (Paladin, level 1): a holy hammer thrown at range, with a chance to stun. A spellcasting paladin can now reach Blessed Hammer without learning a melee attack first.
- Frost Aura (Paladin, level 9): monsters near you are chilled and take cold damage every turn.
- Holy Persuasion (Priest, level 5): a monster under half life joins your side, fully healed. It stays the same monster it was, and it follows you to the next floors.
- Rupture (Rogue, level 5): a weapon attack that makes all the poison left on the target hit at once, plus 50% more.
- Soul Link (Warlock, level 17): link up to five monsters, and part of the damage any of them takes is dealt to all the others.
Thorns now hits every monster that hits you, including archers and casters, not just monsters next to you. Blocked attacks set it off too.
New general traits
Most of the general traits were flat stat bonuses. Now they actually change how your build works. I won't spoil them here, go discover them.
Gold goblins
Now and then a gold goblin shows up on a floor. It runs from you, drops gold every time you hit it, and drops a big pile when it dies. About 20 turns after it sees you, it opens a portal and escapes. Each hit takes the same share of its life no matter how hard you hit, so fast attacks work best.
The Ledger
The character panel has a new Ledger tab with three pages:
- Bestiary: every monster you've met. Its entry fills in the more of that kind you kill.
- Traits: every trait you've found across all your lives. Traits you haven't found yet stay hidden. Each skill also has a Traits button that shows the traits that work with it.
- Statistics: your numbers across all your lives.
Town life
Bunch of interactions added to the town, some easter eggs too.
Balance and smaller changes
- Less gold on Normal: gold drops are down by 40%.
- The crypt is smaller: bigger rooms, far fewer doors and no dead-end halls.
- Weapon damage ranges are narrower: the highest roll is at most twice the lowest, with the same average as before.
- Spell damage on gear is now a percentage that raises every spell, so it helps big spells as much as small ones.
- Every skill that costs mana costs at least 4% of your maximum mana.
- Fire Mage toned down: Meteor and its burn, Firestorm's kill bursts and Scorch are weaker. Weave is stronger.
- Leech heals 10% per rank (was 20%).
- Borrowed Time keeps you on the floor until its debt is paid: no stairs or town portal while it lasts.
- Prism now picks the element that hurts the target most.
- The town's extra attribute points no longer have a cap: +4 points per level, as many levels as you want to buy.
- A monster counter under the minimap shows how many monsters are left on the floor. You don't have to kill them all.
- Monsters can now walk over your town portal instead of being blocked by it.