Development Demo 1.2
It's that time again! For this version, instead of focusing on cramming more of the same content, I've added new systems which each introduce an entirely new dimension of play.
Introducing Lore
The Lore tab of the Chronicle Stone is here, and with it comes a whole metagame!
During your runs, you will occasionally find a new type of pickup: lore. These parchments can't help make you stronger, but each one you collect unlocks an excerpt of text from a historical document unique to the Stage, which can reveal historic events, folk stories, primary sources, tall tales, boring logistical details, and much, much more.
Once you've unlocked the Chronicle Stone, you can read and analyze all the lore you've collected to your heart's content. However, since all documents are unlocked a few sentences at a time, it's unlikely you will have the whole story at first - the more you explore the Sanctum, the more hidden text you will decrypt, and the closer you will come to solving these mysteries.
The intent behind this system is twofold. First, it gives a sense that most runs give the player something valuable, regardless of how close they come to winning. Second, it adds variance to the progression of a save file, as no two players will unlock all of the documents in the same order.
Swear Fealty to Shrines
Shrines are a new, uncommon type of special room which present a risky choice that impacts the rest of the run. Inside each is an idol of a certain deity that will grant you bonuses in exchange for a tithe: money, items, blood, possibly more. Some don't demand an offering at all, but that doesn't mean the blessing is free...
Gamepad Support
Last but certainly not least, Fallen of Tau now fully supports XInput! No settings are necessary: you can swap between keyboard and gamepad controls on the fly simply by pushing an input on either.
Other Changes and Bug Fixes
- Added an option to seed runs at the Last Camp.
- Added two new items.
- Added a few new medium-difficulty rooms and altered another to be more challenging.
- Reworked collision boxes across the board: the player hitbox, among other things, is closer to spherical.
- Overhauled the art of the Sanctum's exterior in the Last Camp.
- Nest of Bees' base damage reduced to 10 from 13, and it takes slightly longer to draw.
- Bear with me here: I know this is a fan-favorite item, but it out-DPSed many other weapons substantially, which doesn't make sense for its low-risk playstyle. The fire rate, which I believe is why it is so loved, remains unchanged, but do let me know if this change still ruins your day.
- Bear with me here: I know this is a fan-favorite item, but it out-DPSed many other weapons substantially, which doesn't make sense for its low-risk playstyle. The fire rate, which I believe is why it is so loved, remains unchanged, but do let me know if this change still ruins your day.
- Hexed Bowman nerfed: arrows travel slower and deal less damage, shoots slower in stationary mode, and has a maximum range at which it can shoot.
- These guys are responsible for about half of all deaths and were making the early game too hard as a result. I'm still tuning the difficulty curve for Stage 1, so do let me know if you have any other ideas to make it fairer.
- The damaging area of explosions has been shrunk.
- The original hitbox extended well outside the blast's sprite, which made it difficult to judge safe distances when using explosives like Warheads. The new size should be more consistent.
- The original hitbox extended well outside the blast's sprite, which made it difficult to judge safe distances when using explosives like Warheads. The new size should be more consistent.
- All Hexed now attack where the Endling was when they initiated their melee attack, instead of where the Endling is by the time they swing.
- Hexed Peltasts' shields work differently: their shields will absorb and break against powerful hits instead of being bypassed by them. Melee hits will also break the shield if it's up.
- Hexed Bowman arrows originate from their eyes instead of their feet.
- Coin bags now always drop 10 Coinage.
- Cat Mummy's aura now destroys enemy projectiles instead of changing their trajectories.
- Secret room entrances are now highlighted when the Endling comes close enough to interact.
- I also changed how they look from the outside. Most people have been thinking "ooo cracks, I should break them, wait why isn't this working" so I changed the cracks to better suggest the true way to open the entrance. You still need a keen eye to spot the entrances from afar, but you'll be more likely to find one if you brush it by.
- Added a new HUD indication for when the player tries to do something for which they lack a Waystone or sufficient gold.
- Damage numbers now display the accumulated damage across multiple successive hits.
- Pitfalls now deal 10 less base damage.
- Added a new lore decoration to the Tomb of the Endowed.
- The Pawnbroker will now comment on transactions you make in his shop.
- Rooms that were generated previously will have a reduced chance to generate again within the same Level.
- Fixed a few pots in a specific room emitting sound from an incorrect location when destroyed.
- Fixed the targeting reticle of Arcanum Sagitta appearing when using Renuth's Ire, even though Arcanum Sagitta doesn't affect it.
- Fixed Scuttlers' damage resistance applying to poison.
Files
Get Fallen of Tau
Fallen of Tau
A skill-based, narrative-driven action roguelike
Status | In development |
Author | The Muffin Top Collective |
Genre | Action, Adventure |
Tags | 2D, Action-Adventure, Aseprite, Dark Fantasy, Dungeon Crawler, Fantasy, Pixel Art, Roguelike |
More posts
- Introducing BRUTAL Fallen of Tau80 days ago
- Development Demo 1.1Jan 31, 2025
- Patch 1.0.1 and future plansOct 18, 2024
- Official Discord serverOct 14, 2024
Leave a comment
Log in with itch.io to leave a comment.