0.36.2834 - Rare monsters logic


One big upgrade to the recent monsters generation logic - now some monsters can be marked as “rare”. Currently those are: Thief Slime, Overthief and Alarmist.

First of all, such monsters cannot be the only monster kind on the level, they are support monsters that either help other monsters to find the player character or can snatch a piece for themselves while heroine is busy fighting, not something directly effective in combat. Also this feature guarantees that these monsters are less numerous than regularly, they don’t make much sense in crowds.

Second, now these monsters can randomly spawn in patrols. There can be some difficulty problems with this decision, e.g. thief slime will steal items without waking up the girl and then try to find it somewhere around the, now repopulated dungeons, especially if the weapon is gone. Of course one can try sleeping in temporary items, that are not essential if go missing, but it might not be the most fun game mechanics. Up to heavy testing :)

One more hopefully good for balance feature: monsters now can soft guard. If guards always return to their guard point after trying to fight the player character, soft guards will not return and will start moving around randomly. Also, unlike guards they will be more eager to respond to other monsters alert signals, but will return to the point of origin unless actually see an intruder directly. This reduces the amount of “initially” active monsters by half, still keeping total 50% of the monsters number potentially active around.

And finally, in addition to other small fixes/changes/improvements several important features have been added to Debug UI. We finally have to track down and fix that stupid bug with roll action :)

Changelog:

  • Rare monsters: Some monster types (thief, overthief, alarmist) will be considered “rare”
  • Rare monsters cannot be the only kind of monsters on the level
  • Rare monsters numbers are 3 times less than that of regular monsters of other kinds
  • Rare monsters can occasionally spawn in patrols in small quantities
  • Rare monsters cannot spawn in traps spawns
  • Soft Guard: Will return to the guard position until has a direct vision of Player
  • 25% of monsters will soft-guard (50% guard), which reduces the quantity of initially active monsters 50% -> 25%
  • Alarmist raises alarm with a delay (to enable quick kill to silence it)
  • Some additional sprites + small fixes to map sprites for Player Character
  • Fix sometimes incorrect scroll position in ground items list
  • Fix traps and mimics not resetting to idle with other monsters
  • Fix behavior for 2x2 shooting monsters
  • Fix some issues with Inventory Buttons (but not all of them yet)
  • Debug UI: Drop all items
  • Debug UI: Restart current map
  • Debug UI: Return Home without capture
  • Debug UI: Visualize colliders (navgrid)
  • Debug UI: Visualize players & monsters origin points on navgrid
  • Larger “Close” button in Debug UI
  • Note about Debug UI in README

Files

vinculike-0.36.2834-android-release.apk 142 MB
Nov 13, 2022
vinculike-0.36.2834-linux-x86_64.deb 127 MB
Nov 13, 2022
vinculike-0.36.2834-linux-x86_64.tar.gz 131 MB
Nov 13, 2022
vinculike-0.36.2834-win64-x86_64.zip 132 MB
Nov 13, 2022

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Comments

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(1 edit)

Ooops, discovered a bug with batched rendering on Android, working on a fix.

Hidden the download until then - renderer is broken :)

Update: fixed, will upload the build soon.