Popup Dungeon Update 1.0032

Popup Dungeon

A tactical roguelike RPG inspired by our favorite tabletop games that lets you create any ability, item, villain, hero, and game imaginable.

[h3][b]Features[/b][/h3] [list] [*] Added Save Profiles [list] [*] Up to 50 profiles [*] Each profile has its own User Generated Content folder [*] Can set login and logout passwords per profile via security questions [*] Can switch profiles via the Options Menu in the new Profiles tab [*] Can switch profiles during a run or from main menu [/list] [*] Improved backup save system to further reduce chance of corrupted saves [*] Added now global parsed variables for game creation. [list] [*] {g:difficulty} (Parsed to the name of current difficulty) [*] {g:difficulty#} (Parsed to the number of current difficulty) [/list] [/list] [h3][b]Balance[/b][/h3] [list] [*] Base health increased from 100 to 200 [list] [*] Increased cost of Kill, Damage Percentage, and -Heal Percentage actions to compensate. [/list] [*] Added a limit of 30 AP for ability activations per round per entity. [list] [*] To help prevent the possibility of infinite activation chains. [/list] [/list] [h3][b]Bug Fixes[/b][/h3] [list] [*] Fixed bug which allowed “give ability” actions that were on delay to give abilities to an entity that was already at max ability count. [*] Fixed bug which could hard lock the game when an entity had extremely high levels of Haste. [*] Fixed bug which caused soft lock of the game when a field or trap had a levitate action on it. [/list] [h3][b]Game[/b][/h3] [list] [*] Run Home has received several improvements and modifications. [*] The Endless Run now has starting point options. [*] The ending portion of the Top 10 run has been shortened slightly. [*] Multiple fixes to the Sweetwater Campaign. [*] Minor rebalances of certain enemies. [/list]