Patch 1.1.0


After the results of the #7DRL were out, I finally started to work on fixing the biggest issues of the original game. Of course it did't quite be just that, adding new content is way more fun than boring bug fixing.

Here is a breakdown of the biggest new features in patch 1.1.0...

CHARACTER RACES

FURFOLK

BIG AND BURLY BEAST FROM THE FOREST. PACKS A MEAN PUNCH BUT QUITE SLOW. ALSO VERY FLAMMABLE!

These dudes get some boosted base stats so can end up being were deadly in the early game. Of course they are not completely without weaknesses either.

RETURNED

AS ONCE DIED AND WILL DIE AGAIN. WEAK TO BLUNT AND FIRE. IMMUNE TO ICE AND POISON.


Boasts a variety of strengths and weaknesses including the awesome poison immunity and not to forget the fact that they start with a single level of UNDYING, a passive that gives one a chance to automatically revive after a killing blow.

REMNANT

A MAGICAL BEING FROM AN ANCIENT ERA. WEAK TO ICE BUT IMMUNE TO FIRE.


The race I had some difficulties coming up with a differentiating factor for. I ended up giving them a unique skill, ENTROPY, which pretty much just takes their biggest skill level or attack value and uses that with a completely random skill. A nice skill to have in a situation where you end up facing an enemy that has stacked defence in the same stat as you did for attack.

SUBDWELLER

SMALL IN STATURE AND PHYSICALLY WEAK. VERY PROFICIENT WITH TOOLS.


Last but certainly not least the subdwellers! Easily the most interesting class in the game right now. Suffers huge penalty to their total HP overall horrible starting stats but they double the bonuses gained from the equipment. They have a high possibility to be completely overpowered and broken if equipped correctly in the late game.

HUMAN

JACK OF ALL TRADES, MASTER OF NONE.


The original race of em all, the human, did not get through this patch without any additions either. No stat changes or or special skills or anything but they did get new hair styles!

NEW SKILLS

I added some new active and passive skills to keep the build variety more interesting. Started off from the most basic RPG stuff ever...

RANGED WEAPONS AND HEALING

Ranged weapons automatically attack from from the back row while being (quite) safe from the attacks themselves. And of course not RPG party is ever complete with a healer! Added few skills to allow building these saints who keep their allies up and running.

AND MORE

I also added some utility skills such as for swapping places with an ally or maybe the most important one, fleeing! The death is permanent in Equipmentris still so might as well roll the dice and try to escape if you find yourself in a situation where you would otherwise end up losing.

BUG FIXES

Loads of misc bugs were found and fixed during the two weeks of development that took place. Of course I'm not gonna list everything here since I have a list of about 200 git commits and majority of those will not even make sense to anyone else besides me. The most notable fixes though were the slotting bugs for both player and enemy where multiple equipment blocks could be stacked on the same slot. Funnily enough, these were completely separate bugs even though the result of them were almost identical. Both of them now are fixed now anyway. Yay!

Thats all from me for now!

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Files

equipmentris-win.zip 36 MB
Version 2 May 17, 2020
equipmentris-osx.zip 45 MB
Version 2 May 17, 2020
equipmentris-linux.zip 37 MB
Version 2 May 17, 2020

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