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The Vile Dungeon of Cairnmoor: a turn-based Diablo-style roguelite

A topic by ccf created 21 days ago Views: 1,189 Replies: 9
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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.

Huge skill and trait rework!

Every skill now has two trait paths: 198 paths across all 99 skills.

  • A skill's two paths are a fork. Once you take one, its later ranks come up often and the other path only rarely, so about one life in four ends up with both paths of its main skill.
  • The guaranteed skill card in a trait offer leans slightly toward your newest skills.

Reworked skills

  • Toughness (Warrior): losing 20% of your life within 3 turns ends every affliction on you, then it waits 10 turns.
  • Heavy Weapon Mastery (Warrior): every fourth weapon hit stuns for 1 turn and deals 30% more.
  • Berserk (Warrior): for 4 turns you take 60% less damage and deal 40% more with weapon attacks. It takes no time to use.
  • Unbreakable (Warrior): when a hit leaves you below 30% life, damage heals you instead for 3 turns.
  • Brood (Ranger): monsters killed soon after a spider's bite hatch spiderlings.
  • Lethality (Rogue): each weapon hit steals from the monsters it hits. They deal less damage and you gain Dexterity.
  • Blessing (Priest): a cleanse plus a short, big boost to all resistances, and crowd control on you lasts half as long.
  • Meditation (Priest): each spell has a chance to give back three times its mana cost.
  • Martyr's Grace (Priest): for 5 turns, damage and healing are held back, then healing lands first. Nothing kills you while it holds.
  • Summon Demon (Warlock): the demon is thrown onto a spot, hurting and stunning the monsters around where it lands, and burns the monsters next to it.
  • Elemental Flow (Shaman): after a spell or a totem, your next plain attack sets off a lightning burst that chills.

New skills

  • Challenge (Warrior): pulls nearby monsters into melee, so they can't shoot, cast or heal, and gives you more armor meanwhile.
  • Driving Wind (Ranger): pushes monsters away along a line and silences them.
  • Phase Shroud (Rogue): the next 3 hits on you deal no damage, and your next 3 attacks deal more.
  • Rewind (Rogue): puts you back where you stood 4 turns ago, with the life and mana you had then.
  • Sacred Guard (Paladin): you and nearby allies take no physical damage and heal a little each turn.
  • Burning Mantle (Mage): a shield against fire, cold, lightning and poison that burns monsters near you.
  • Exile (Priest): banishes a monster, or yourself, for 2 turns, then deals damage around it on the way back.
  • Warding Totem (Shaman): gives resistances to you and your allies near it.
  • The Mage's Town Portal skill is gone. Town portal scrolls are still there.

New monster threats, from act 2

  • Serrated elites: their hits make you bleed 50% of the hit over 4 turns.
  • Enfeebling elites: their hits weaken you, so you deal 25% less damage for 3 turns.
  • Harrowing elites: they howl every 8 turns, with "Howl" shown over their head a turn ahead. Within 3 tiles, you're afraid and spend your next turn stepping away.
  • The ten elemental shooters now cast spells. Spells always hit and can't be dodged or blocked, but deal half damage.
  • Bleeding, weakened and afraid each have a status icon and a tip.
  • Winning no longer wipes you on the spot
  • The Demon Lord's way out, and the demo's end portal, show a short victory card, then take you back to town with everything you carry.
  • From there you can sell, stash and buy upgrades. You start the new life when you choose, from the HUD button or the guards at the stairs.

Balance

  • Leech gives mana only at rank 3, and Siphon's shield takes the extra healing first.
  • Prism is rare and offered at a fifth of the old odds.
  • Trophies are halved, and Serrated, Enfeebling and Harrowing can now be taken as trophies.
  • The Pharaoh's Grave Wraps are wider and faster. They hit your tile and the four straight next to it, landing after 1 turn, so only a quick diagonal step gets away.
  • Ranks that couldn't trigger were redesigned: Heat Sink 3, Breaking Point 3, Rolling Meteor (now rolls toward a monster) and Cut Down (any Death Mark kill counts).
  • Act 1's Demon is removed. It was the Demon Lord's sprite in other colours.

UI

  • The skills page draws real trees: lines from each skill to the ones that need it, five columns, and the tree tabs down the left.
  • The smith's Enhance and Upgrade each have a (?) tip with the item's numbers now and after.
  • Trait card texts fit their cards. Eleven cards ran over before, Echoing Hammer among them, and a test now keeps them within their lines.
  • Bloodthirst's card says how much damage its charges give right now.
  • Trait cards no longer name other traits (Leech, Night Terrors).
  • Skill cards show the next rank's mana cost.

Fixes

  • Poison bites now count as hits for Avenger, Reckoning, Toxic Hide, Rewind, Iron Will and Backlash.
  • A path's extra hit could kill a monster twice, giving double XP and double the effects that trigger on a kill.
  • Toughness now ends a stun that lands right after the hit.
  • Challenge now lasts its full 2 turns.
  • Quarry's allies now go for the marked monster.
  • Atonement now counts only healing that actually lands.
  • Boiling Over now works with Overhead Smash, and Reckoning with Shield Toss.
  • Boss marks keep their spacing after a stun.
  • "Equip best" now weighs mana per kill less for weapon builds.
  • Selling everything no longer sells items you kept through a death.
  • Totems now say why they can't be planted.
  • Many smaller card, status and log line fixes.

The ~Feel~ Update 

Improved *feel* and ~feedback~ and @sparkliness@ of the game.

Added

  • Creatures now come apart when they die, in a way that matches what killed them: they crumble, shatter from cold, burn to ash, melt from poison or jolt from lightning.
  • When several creatures die in one turn, they come apart one after another, each harder and higher-pitched than the last.
  • Rare, set and unique items now stand in a column of light, so you can spot them from across the room.
  • Your critical hits now freeze the scene for a split second; this is a trial, so tell me what you think.
  • Each act now has its own air: dust and sand that show up in light, dripping water in the caves and the temple, sand trickling down act 2's walls, and spores over the moss.
  • Shafts of light now come down through the ceiling.
  • You can now give your hero a hat: pick one of three when you make a new hero, and change it at the mirrors in town, one of them beside the stash.

Changed

  • The gambler has been remade: you now pick the weapon family or kind of armor or jewelry, and then the exact item type and tier you want.
  • Gambled items have better odds than drops, and each magic item you get raises your chance of a rare or better next time; this carries across lives and the panel shows the chance.
  • A gambled item's price and stats now depend on the item type and tier you pick, not on your deepest floor, so plain items stay cheap and exceptional ones cost more.
  • What you gamble now opens in its full item card, with buttons to equip it or buy another.
  • Dropped items now fly out of whatever dropped them and bounce, and gold spills out as coins.
  • An item's name label now waits until the item has landed.
  • Creatures now flinch back a little when hit, and critical hit numbers punch in bigger.
  • Newly seen ground now fades in out of the dark instead of appearing all at once.
  • A dark ring now closes in on the hero when you take the stairs and opens out again on the next floor.
  • The weapon in the hero's hand now takes the colours of the item you wield, so different weapons and tiers look different on the hero.
  • Many unique items have new names, so they no longer share words with rare item names or sound like set pieces.

Got some good feedback on reddit about how annoying the yapping expo-dump tutorial was. So now there's a new tutorial level where you play to learn the game instead. There still is an innkeeper tour but after the tutorial, and it's shorter.

Added

  • New tutorial intro for new players
  • Hints that appear the first time something comes up: walking, attacking, skill points, potions, attribute points and gear
  • A path at the west end of town to replay the tutorial

Changed

  • Summons get armor, a share of your resistances and a share of your damage, all growing with rank
  • Six uniques that had damage reduction got a new line instead: Old Oak (block), One-Two (dodge), Portcullis (thorns), Bastion and Kingmaker (life), Bellringer (all resistances)
  • Rares are rarer on early floors: about one item in five on floor 1, down from about half
  • The innkeeper's town tour now comes in parts when each place becomes useful
  • The death screen says plainly what starts over

Removed

  • Flat damage reduction stat (too strong early, useless late), including from saved items

Keyboard controls QoL update.

Added

  • Life regeneration is a new stat: you get that much life back each turn, half as much while an awake monster is in sight.
  • Every 20 points of Vitality give 1 life regeneration, and gear can roll 1 to 6 more as a suffix.
  • Rest until full with H or the new campfire button beside the Skills button, and it stops when a monster shows up.
  • At level 2, the merchant sells four potion upgrades with three levels each, and each one lasts 5 turns after you drink.
  • After a mana potion they give up to 15% more spell damage and +15% cast speed, and after a healing potion up to 15% more weapon damage and 12% less damage taken.
  • For a soul shard, the library takes every trait off one skill and gives you that many new trait picks, offered for the skills you've learned in the same tree.
  • 14 new traits that change how their skill plays: Flashover, Dust Up, Rolling Thunder, Eye for an Eye, Gathering Clouds, Stand Your Ground, Moth to a Flame, Full Circle, Wrecking Ball, Out of Nowhere, Called Out, Shield of Faith, In Full Bloom and Ground Zero.
  • Standing on gear shows a card with what wearing it would change, with Pick up (G) and Pick up and wear (B), and Alt shows the whole comparison.
  • Every panel works with the keyboard: the movement keys move a highlight, and Enter or Space presses the highlighted button.
  • A Sort menu for the bag and the stash sorts by value, quality, kind, or with items better than what you wear first.
  • Export and import your save in the settings, to move a game between the browser, the Windows app and a phone.
  • Items show what they sell for.
  • Hold Alt on the skills page to see a skill's numbers at every rank, and on phones, arrows under a skill's text step through its ranks.
  • Shift + a skill bar key makes that skill your auto skill.
  • A setting turns the target card into a slim bar.
  • The innkeeper and Edda speak one letter at a time with a soft voice sound, and a tap or Space shows the whole line.
  • The innkeeper tells you about the dungeon when you wake at the inn.
  • The forest road has fog of war.

Changed

  • Life now refills all the way through life regeneration, where before it only came back on its own below 25% of your maximum life.
  • The 14 traits that only added numbers are gone, and heroes who had points in them get those points back as picks.
  • These traits work differently now, and their cards say how: Whirling Guard, Pinned Down, Elusive, Blade Screen, Layered, Toxic Hide, Gavel, Humility, Live Wire, Sapped Strength, Corpse Feast, Soul Ward, Juggernaut, Staggering Weight, Steel Nerve, Stand Guard, Clinging Swarm, Hobble, Last Rites, Shadow Mend, Plunder, Rebuke, Ascension, Warband, Quick Reflexes, Impact Crater, Sanction and Fracture.
  • Stepping onto stairs or a portal no longer takes them: use the button over the bar, G, Enter, or tap your hero.
  • Gear you pick up for an empty slot is put on.
  • The nearest monster in sight becomes your target.
  • The target card turns see-through and lets clicks through when it covers a monster, your hero or where you're walking.
  • Skills show the ranks you get from items separately.
  • Buttons show their key on their right edge.
  • Summons reveal the map around them, give off light, and can be walked through instead of swapping places.
  • Spider Companion has three times the life and twice the armor, is much stronger at rank 1, and is immune to poison, as are Brood's spiderlings.
  • The Paladin's Hammer of Justice and Blessed Hammer look like spinning golden war hammers.
  • When a keystone replaces a skill with its own version, that version now uses the traits you took for the original skill.
  • With Searing Renewal, In Full Bloom lets Renew stack up to 3 times on a monster, and each Renew bursts for magic damage as it runs out.
  • With Searing Renewal, Barkskin makes the first 3 hits on a monster after each Renew you cast on it deal 30% more damage.
  • Warband now heals and protects your hero as well as your allies, and its numbers follow the Might aura's strength.
  • Elemental Burst now goes off on the spirit's attacks with Weapon Spirit.
  • The ambush on the forest road has new sound.

Fixed

  • About twenty bugs and exploits where keystones and other traits worked together wrongly.
  • Resonance's echo of Crackling Sparks no longer deals full damage: its sparks start where you cast them and deal the echo's share.
  • Equip best no longer overlaps the belt at 125% Windows scaling.
  • The tour can't be skipped before you've made your character.

The Data Update - for data nerds

New life report screen shows you in-depth data of how your run is going, or how your run ended if you beat the game or died. Can be accessed through the ledge or death/victory screen.

Added

  • Life report: damage dealt and taken by source, healing, skill use, defences, boss fights and a per-cast damage timeline. Open it from the death or victory screen, or from the Ledger's Reports page, which keeps the last ten lives.
  • New main menu with the new logo, a fire reveal and its own music.
  • Innkeeper talk options at his bar: advice on what to do next, tips, and the town tour.
  • The innkeeper hands over the town portal scrolls when a new life starts.
  • Setting for the delay before a held direction key keeps walking (Slow, Normal, Fast).
  • G uses a chest, pot or person beside the hero when there is nothing to pick up.
  • Setting to turn off using things by walking into them. While it is off, a button shows what G will do.
  • Setting to always show the gear comparison on hover, without holding Alt.
  • Pickup sounds by item type, grass footsteps in town and on the forest road, and a new reveal sound for common trait cards.
  • Demo: the thank-you page has an email sign-up button.

Changed

  • Stuns, freezes, roots and blinds on bosses and unique leaders land 30% of the time plus 1% per rank, up to 39% at rank 10. Ranks from gear past 10 add nothing.
  • Blinds on bosses and unique leaders follow the same chance and cooldown as stuns.
  • Followers on harder difficulty levels take as many hits to kill as on Normal.
  • Holy Persuasion stops adding followers at rank 10.
  • A gamble costs at least 1.25 times what a rare of the picked item sells for.
  • Pushes and pulls never move bosses and always move unique leaders.
  • Grasping Dead pulls unique leaders as far as other monsters.
  • Only direct hits remove the Reaper's Death's Mark. Damage over time, lava, the sandstorm and spark traps no longer do.
  • Exile cannot target the Reaper's shades.
  • Warlock's Phobia and Grave Grip scale with spell damage from gear.
  • With Bone Burst, Raise Skeleton raises from the nearest corpse if there is room for another skeleton. Otherwise it bursts the skeleton next to the most monsters.
  • Grave Harvest's skeleton no longer uses up the corpse.
  • Damage from skills, traps and sparks sprays blood and makes monsters cry out like melee hits.
  • Only Escape skips a boss's entrance.
  • The Settings tab has separate Game and Interface sections.
  • Gold amounts use thousands separators everywhere.
  • Upgrade arrows and item power marks show in the stash, merchant and smith bags.
  • Without Keepsakes, the death screen says all items are lost and where to buy the upgrade.
  • The item-keeping and gold-keeping upgrades are named Keepsakes and Hidden purse again.

Fixed

  • Hovering a spell on the skill bar counted toward Twin Cast and Rhythm, and could use up brews, Second Chance and Momentum.
  • Loot could drop on a mimic's tile, where its name label gave the mimic away.
  • Skills and allies could pick a hidden mimic as the nearest target.
  • Spell hits that only poisoned did not wake monsters, make gold goblins drop gold or set off sparks.
  • Volatile monsters' Death Blast was frost instead of fire.
  • Flock's heal showed more than it actually healed.
  • Holding a move key or tapping skipped a boss's entrance.
  • The spark trap's center did not glow.
  • The final arena's exit gave off no gold motes.
  • The belt's potion tooltip and the skill bar's skill tooltip had the wrong size.

The Slammin' Update

This update allows "normal attack" -builds to be valid. If you don't want to use spells or skills you can boost your normal attacks with these new skills and combo them with existing ones.

Added

  • General
    • Added drawn hit impacts for each kind of blow: a slash for blades, a crush for blunt weapons and fists, a pierce for thrusts and arrows, claw marks for monsters, and a shield outline with sparks on a blocked hit.
    • Added the setting "Aim area skills for me". Turned off, area skills such as Fireball and Blizzard ask for their spot instead of landing where they hit the most monsters.
    • Added holy and shadow damage, which replace magic damage. Nothing resists holy damage; shadow is a full element with its own resistance, and only the Reaper resists it.
    • Added Ruin: each shadow hit adds a stack that lowers every resistance by 1%, up to 20 stacks, for 5 turns.
  • Items
    • Added holy damage affixes: Pious, Hallowed, Sacred and Divine.
    • Added shadow damage, shadow skill damage, shadow resistance and shadow piercing affixes.
    • Added the Onyx, a shadow gem that gives life in body armor.
    • Added Keep Your Distance, a unique long bow: Hawk Stance uses no mana while no monster is next to you.
    • Added Mirrorweave, a unique robe: when a hit would kill you, one of your illusions within 2 tiles takes it instead, once every 50 turns.
    • Added Sheepdog, a unique spear: in Wolf Stance, your extra hits reach as far as your weapon and pull each monster they hit 1 tile toward you.
    • Added Quicksilver, a unique ring: Smoke and Mirrors can be cast at a monster up to 6 tiles away, and its illusions appear around that monster.
    • Added Kindred, a unique amulet: in Bat Stance, the life you steal also heals each of your allies for the same amount.
  • Ranger
    • Added Hawk Stance, Wolf Stance and Bat Stance: one at a time, they change your plain attacks and drain 3% of your maximum mana a turn while a monster is awake in sight.
    • Hawk Stance adds damage and makes critical hits strike again. Wolf Stance's plain attacks hit extra monsters. Bat Stance steals life and causes bleeds that steal life too.
    • Added trait paths Raking Talons and Overdraw (Hawk Stance), Feeding Frenzy and Lone Wolf (Wolf Stance), and Out for Blood and Lifeblood (Bat Stance).
    • Added keystones Fixation (Hawk Stance), Pick Them Off (Wolf Stance) and Slow Drip (Bat St
  • Mage
    • Added Second Self, a level 5 passive: your weapon hits have a 23% + 3% per rank chance to make an illusion of you that fights for a few turns with a share of your damage.
    • Added Smoke and Mirrors, a level 13 skill that needs Second Self: summons three stronger illusions for 16 turns, with a 20-turn cooldown.
    • Added trait paths Mirror Shards and Stand-In (Second Self), and Follow Suit and Hall of Mirrors (Smoke and Mirrors).
    • Added keystones Phantasm (Second Self) and Recollection (Smoke and Mirrors).

Changed

  • General
    • Critical hit chance above 50% now counts for half, and above 75% for a quarter.
    • Reckless reworked: each hit you take gives a stack, up to 5, for +5% critical hit chance . At rank 2 your next critical hit spends them for +10% critical damage each, and at rank3 the action after a critical hit takes half the time.
    • Giant Slayer removed.
    • Heroes who had a removed skill or trait get its skill points and trait picks back.
    • The Blessing of Ruin now also pierces shadow resistance by 15%.
    • Skill, trait, item and boss texts rewritten to be shorter and plainer.
  • Items
    • The rare shield name word Keep is now Shelter.
    • Wildfire's trail now crackles softly, and its kill burst has a new sound.
  • Monsters
    • A chilled boss's actions now take 25% longer, down from 50%.
    • The Skeleton King uses Bone Slam every 16 turns, up from 9.
    • On Normal, the Skeleton King has 80% more life and deals 96% more damage.
    • The Skeleton King now deals triple damage to totems.
    • The Pharaoh uses Sand Wave every 13 turns, up from 9, and Grave Wraps every 9 turns, up from 6.
    • On Merciless, the Pharaoh has an orb circling him for each sarcophagus still standing, and an orb sits on each standing sarcophagus.
    • The Frost Wyrm no longer dives under the ice. Instead, every 15 turns it charges a hero 4 or more tiles away down a lane 3 tiles wide, dealing 8-14 damage and stunning.
    • The Frost Wyrm now moves faster (a step takes 60% of a turn, down from 85%), uses its breath, tail and falling ice about half as often, and only breathes within 3 tiles.
    • Frozen Hide reworked: the Frost Wyrm takes half damage until 5 hits break the hide, then full damage for 6 turns before the hide grows back.
    • The Demon Lord now resists cold, lightning and poison by 10% on Normal up to 50% on Mercisistance stays at 50%.
    • The Demon Lord now has 15 more armor on Normal, up to 90 more on Merciless.
    • The Demon Lord's Inferno now ignores resistances.
    • The Demon Lord's plain blows now deal physical damage instead of fire.
  • Warrior
    • Bone Breaker, Bloodied Arcs and Brawler removed.
  • Ranger
    • Keen Eye removed, along with its trait paths Weak Spot and Overwatch.
    • Evasion reworked: a melee blow you dodge now hits another monster next to you or the attaf its damage, and an arrow you dodge flies on to the first monster behind you.
    • Hunter's Focus reworked: your first bow attack on each monster always hits and deals 50% more damage. At rank 2, a kill with it makes your next bow attack take half the time, and at rank 3 it is always a critical hit.
    • Hunter's Mark damage bonus reduced from 15% + 2% per rank to 11% + 1% per rank.
    • Predator damage bonus reduced from 25% to 15%.
  • Rogue
    • Virulence replaced by Festering: your poison deals more damage for each turn it has lasted on a monster.
    • Lethality's Dexterity per theft is now halved for every 5 thefts you hold, down to 1 per
    • Backstab has new attack and hit sounds.
  • Paladin
    • Righteous removed.
    • Devotion replaced by Afterglow: an aura you switch off keeps working for 3 turns (6 from rank 2) without holding back mana.
    • Warband's healing is now limited to 2% of maximum life per turn for you and for each ally.
    • Holy Strike has its own sound.
  • Mage
    • Quickening replaced by Havoc Mage: each spell hit adds 4% + 0.5% per rank of your unreserhtning damage, and spells that cost mana cost 3% of your mana more.
    • Quick Reflexes replaced by Spellguard: the extra mana Havoc Mage adds to a spell's cost becomes a shield.
    • Arcane Flow replaced by Mana Globes: monsters your spells kill can drop mana globes that restore mana.
    • Energy Shield now unlocks at level 9, down from 13.
    • Static Field's spare sparks deal 10% of the damage, down from 25%.
    • Static Field's damage bonus per floor reduced from 10% to 7.5%.
  • Priest
    • Searing Light removed.
    • Judgement now stuns bosses and unique leaders for 1 turn, down from 2.
    • Martyr's Grace's text now says that healing past your maximum life is lost.
  • Warlock
    • Hex Weaver replaced by Doom: a cursed monster stores part of the damage it takes and takese ends.
    • Leech reworked: each Drain Life adds a stack, up to 2/3/4, and each stack heals you for 2% of its cast's damage each turn for 4 turns.
    • Amplify Damage now also increases shadow damage.
    • Hollow Bones now makes amplified monsters take more fire, cold, lightning, poison and holy damage, at half of Amplify Damage's bonus.
  • Shaman
    • Fire Totem damage changed from 5-9 to 3-6 at rank 1, from 16-29 to 8-13 at rank 10, and from 29-52 to 18-32 at rank 20.
    • Storm Totem damage reduced by 15% (rank 10: from 10-72 to 8-61).
    • Totemic Weapon's totem bolts now carry your imbue at 33% of its damage, and only at the first monster each totem strikes in a turn.
    • Weapon Spirit now attacks from your weapon's range with a bow or wand, and a bow's spirit shoots arrows.
    • Gale Weapon's extra strikes can now only be critical hits when the attack they come from was one.

Fixed

  • General
    • Fixed stutter in big fights with many combat numbers on screen.
    • Fixed an error when a summoned or spawned creature died in the same turn it appeared.
    • Fixed dead monsters sometimes staying on their feet with their health bars, and picked-up gold staying on the floor.
    • Fixed life and mana staying above their maximum on a new floor after a Huge monster's bonus wore off.
    • Fixed a skill's rank not flashing on the skills page when raised.
    • Fixed Vengeance's status line saying the next monster you hit takes the stored damage; only a skill uses it, as holy damage.
  • Monsters
    • Frost Lance's and Soul Rot's combat log lines now say what happened instead of repeating the rule.
  • Rogue
    • Fixed Hemorrhage poisoning from Rupture's bleed and burn damage as well as its poison damage.
  • Paladin
    • Fixed Avenger's and Zeal's damage bonuses applying again to strikes made from another blow, such as Twin Strike, Sweep, Ricochet and Skewer.
  • Priest
    • Fixed Sanctified Shield's burst getting your damage bonuses and critical hits; it now deals exactly what the shield absorbed.
  • Mage
    • Fixed a Resonance echo's zone sometimes staying drawn on the floor.
  • Shaman
    • Fixed the imbue that Elemental Echo keeps working showing as switched off on the status row.

Potions update! Potions are now split to 3 tiers, instead of just one potion type per resource. 

Added

  • General
    • When every monster on a floor is dead and you have seen the stairs down, the line under the minimap becomes a "Go down to floor N" button that takes the stairs from anywhere; until you have seen them it says "Find the stairs down".
    • Dragging an item from the bag or belt out of the panel onto the dark area around it now drops the item.
    • Rejuvenation potions restore 35% of your life and mana, and full rejuvenation potions all of both; they are found in the dungeon and not sold.
    • Lights near water now show as reflections on it.
  • Priest
    • Added Radiance, a level 13 skill after Holy Persuasion: it heals you or an ally within 5 tiles for 7-16 life (+25% per rank) and deals the same amount as holy damage to every monster next to the one healed. Costs 40 mana, 4-turn cooldown.
    • Added Slow Burn, a trait path for Radiance: Radiance heals and hurts over 5 turns, stacks up to 3 times on a target and has no cooldown.
    • Added Bond of Light, a trait path for Radiance: Radiance cast on an ally binds you to it for 5 turns, and the ally also gets every heal you get.
  • Shaman
    • Added Sure Strike, a level 5 passive: +10% chance to hit (+2% per rank), your chance to hit can go up to 100%, and every 2% past 100% gives +1% critical hit chance.
    • Added Storm Ride, a level 17 skill after Crackling Sparks: you travel as lightning in a straight line up to 8 tiles, and each monster you pass through takes 3-5 lightning damage (+25% per rank) for each tile you travelled before reaching it. Costs 6% of your maximum mana plus 5 mana for each tile travelled.
    • Added Hot Hand, a trait path for Sure Strike: a critical hit with a weapon attack gives 3 charges, and each plain attack uses one to take 10% less time.
    • Added Lucky Charm, a trait path for Sure Strike: weapon attacks roll their damage, critical hits and other chances twice and use the better roll.
    • Added Afterspark, a trait path for Storm Ride: after Storm Ride, your next hit sets off a burst that hurts and chills the target and every monster next to it.
    • Added Carried Away, a trait path for Storm Ride: the first monster you pass through is carried along and set down next to where you stop.
    • The Shaman's skills page is laid out again to fit the two new skills.

Changed

  • General
    • Every flat mana number is now five times what it was: mana from levels and Intelligence, mana on gear, mana potions, mana regeneration and skill costs.
    • Skill mana costs now rise by 2 at every rank instead of by 5 every 3 ranks.
    • Skill damage now rises at every rank; no two ranks of a skill deal the same damage.
    • Mana on items you already have is raised to match the new numbers.
    • Blood Magic, Energy Shield, Havoc Mage, Overdraw, Spellguard and Heat Sink now trade 5 mana where they traded 1, so they are as strong as before.
    • Life steal now works on spell hits at half the rate; weapon hits keep the full rate, and mana steal still works on weapon hits only.
    • Healing and mana potions now come in three tiers that restore a fixed amount instead of 40% of your maximum: Lesser, Greater and Grand healing potions restore 50, 150 and 450 life, and mana potions 150, 400 and 1,000 mana.
    • Potions now cost a fixed 25, 120 and 600 gold by tier instead of a price that rose with each floor.
    • Greater potions go on sale once any of your heroes has reached act 2, and Grand potions act 4.
    • Floors now drop potions of their act's tier and the tier below.
    • Full healing and full mana potions are removed; those you carried become full rejuvenation potions.
    • The merchant's wares are now laid out in a grid like the bag's, with each price in the item's tooltip.
    • Potion tiers not yet on sale are shown faded at the merchant, and their tooltip gives the price and the act that puts them on sale.
    • Town portal scrolls at the merchant now say that every boss you kill lets you buy 1 more scroll.
    • The hero's light in the dungeon is now a warmer lantern, and a torch's light shows inside it.
    • Torches now burn green in act 3, icy pale in act 4 and hotter in act 5, with embers to match.
    • Lava now has drifting crust and casts less red light on the rock around it.
    • Shadows cast by the hero's lantern are now longer and darker.
    • The light caught on the edges of figures facing a light is now much fainter.
    • Big spells such as Meteor no longer wash the screen out with light and glow.
    • Gameplay data, if you agreed to send it, now includes how much damage each skill dealt.
  • Items
    • Wand cast speed increased from 10% to 30%, and the Grim wand's from 15% to 35%.
  • Warrior
    • Unbreakable can now trigger once every 40 turns at rank 1, down to once every 33 turns at rank 10, instead of once every 40 turns at every rank.
  • Ranger
    • Driving Wind cooldown changed from 12 turns at every rank to 15 turns at rank 1, down to 8 turns at rank 10.
  • Rogue
    • Rewind cooldown changed from 30 turns at every rank to 30 turns at rank 1, down to 21 turns at rank 10.
  • Paladin
    • Sacred Guard cooldown changed from 40 turns at every rank to 40 turns at rank 1, down to 33 turns at rank 10.
    • Tenacity duration changed from 2 turns + 1 every 3 ranks to 1 turn per rank.
  • Mage
    • Teleport mana cost now drops by 4 at every rank, from 50 at rank 1 to 14 at rank 10.
  • Priest
    • Heal no longer costs at least 30% of your maximum mana; it costs 25 mana at rank 1, as other spells do.
    • Sanctuary cooldown changed from 25 turns at every rank to 25 turns at rank 1, down to 19 turns at rank 10.
    • Martyr's Grace cooldown changed from 30 turns at every rank to 30 turns at rank 1, down to 23 turns at rank 10.
  • Warlock
    • Terror cooldown changed from 15 turns at every rank to 15 turns at rank 1, down to 9 turns at rank 10.

Fixed

  • General
    • Comparing gear no longer lists another item's bonuses as losses when taking an item off would leave that other item's requirement unmet; the comparison now shows which gear stops working and why, apart from the item's own changes.

More loot for the Loot Gods

Alright, here's the biggest update the demo has seen so far.
I really don't blame you if you cba reading all of the notes. But the TLDR is: Added gloves and boots, mobile play should be easier now, fixed a metric ton of bugs.

Beyond the demo, the full version is almost complete.

Notes are too long to post here, so read them here: https://ccfeet.itch.io/the-vile-dungeon-of-cairnmoor/devlog/1740378/more-loot-fo...

The version update

We now have versions. That's right. This one's version 0.3.1.

Also looking for people to join the games Discord! If you're interested in testing the full version of the game join the Discord:  https://discord.gg/9RvERsVBM

Added

  • General
    • The game's version is shown at the bottom right of the main menu.
    • New trait, Sweet Spot: kills sometimes leave a glowing tile near you for a few turns, and you deal 50% more damage while standing on it. Higher ranks make monsters standing on the tile take double damage from you, and put down a new tile when the one you stand on fades.
    • New trait, Last Straw: each time monsters' hits on you add up to a third of your maximum life, your last attack or skill repeats for free on your last attacker. Higher ranks also count the damage of hits you block or dodge, and make the repeat also hit every other monster that hit you since the previous repeat.
    • New trait, Silver Lining: you get back a quarter of the damage from each hit you take as life, over the next 4 turns. Higher ranks also count damage over time, and make each kill give you at once all the life you are still getting back.
    • New general keystone, Balance of Power: a monster you hit with an element gains 25% resistance to that element and loses 50% resistance to all the others for 4 turns. This can push its resistances below zero.
    • New general keystone, Bread and Butter: your attacks can't miss and are never critical hits, but every hit deals extra damage equal to what your critical hits would add on average.
    • New general keystone, Purple Patch: after a critical hit you deal 40% more elemental damage for 8 turns, but critical hits themselves deal no extra damage.
    • New general keystone, Stiff Upper Lip: you can't dodge, and your dodge chance turns into armor. Your armor also reduces elemental damage, half as much as it reduces physical damage.
    • Your lightning now builds up an electrocute bar on monsters, and a full bar stuns them for 2 turns. On bosses and unique leaders, lightning slowly fills their stun bar instead.
  • Items
    • New weapon affix: part of your physical damage is dealt as fire, cold or lightning instead. Each affix has one of the three elements.
  • Shaman
    • New keystone, Back Seat: you can have one more of each kind of totem at once, but you deal no damage yourself.

Changed

  • General
    • The target bar at the top of the screen now also shows a monster's resistances when they are below zero.
    • Strength's critical damage reduced from 0.5% to 0.25% per point.
    • Titan's Grip is now a keystone any hero can take, instead of a Warrior trait.
  • Items
    • Daggers' critical damage increased from +100% to +200%.
    • Every magic and rare one-handed weapon, wands included, now also has +1 to +3 to all skills in one skill tree.
    • Two-handed weapons no longer have +1 or +2 to all skills in one skill tree.
  • Warrior
    • Crushing Blow's second rank: damage to the monsters on either side of the target reduced from 100% to 50% of Heavy Blow's damage.
  • Priest
    • Wrath of the Healer no longer halves the mana cost of Heal and Renew.
  • Warlock
    • Raise Skeleton now shows how much life your skeletons have and how hard they hit.
  • Shaman
    • Fire Totems and Storm Totems now aim at monsters that aren't immune to their element before ones that are.

Fixed

  • General
    • The target bar at the top of the screen no longer stops working when a monster takes shadow damage.
    • In Firefox with strict privacy settings, tooltip frames no longer shrink to a small box with the text spilling out of it.