Version 41

Dredgers

Based on traditional rogue-likes, Dredgers is a real-time dungeon crawler where you can play as 30 different races, each having their own stats and skills. With the unique class system you can mix and match classes as you desire, anything from an Archer-Knight to a Berserker-Summoner-Priest is possible!

Been wanting to put out this update for a few days now, but many events sort of came together so I was only able to put out the game last night. The main feature of this update is the improved class menu, which has been requested by many people. You can now see exactly which classes lead into others, and see what each ability does in each class. The graphics look somewhat better as well as a result: [img]{STEAM_CLAN_IMAGE}/35821711/1311ebd857cb3b150a28839364dbc9c77d202837.png[/img] And, as you can see in the image above, the three classes previously after cultist are now in shiner. This was for a few reasons: [list] [*] Players would like to go priest+solar abilities, but couldn't before due to priest and cultist incompatibility. (the AI priests were already doing this which was extra painful) [*] The class abilities were often times more like incantations rather than skills, so by moving them to shiner I can make them actually be incantations. [*] Thematically shiner makes far more sense as a lead in for these 3 class, while cultist made 0 sense. I'd like to make cultist lad into more darker classes in the future, like void/corruption/aberration/eldritch based stuff. [*] Allows me to merge blinding flash with Solar's version, letting me give Solar a new awesome ability, solar laser. [*] I want to try and move away from CHM being a damage stat, so the abilities becoming incantations (and thus scaling off of INT) works out quite well. There is still some CHM scaling though, so don't worry, priest+solar shiner will be viable. [/list] I also took the time to work on the various skills and make them less janky, so they should hopefully be more fun to play with! Changelog for V41 and previous patches: [list] [*]Cold night is now a passive. [*]AI can now walk through locked doors again, but will not walk through mechanical doors. [*]Enemy dash attacks are now delayed and show a attack warning/marker. [*]More fire damage tweaks, again. [*]Stardust is now affected by scythe [*]The is now a flash-blind status effect used by light abilities, rather than the regular blind. From the player point of view, this is basically just like a flashbang from other games. AI act during flashes as if their target is in the same spot as the moment the flash went off. [*]Cultist mask now just straight up inverts CHM. [*]You can now wear charms on antlers! [*]Dashes have been reworked! The main point to know about this is that most dashes now merge together as one ability when used. You can also slightly turn/drift during dashes. [*]Crabmen now always have their armour restored over 4 seconds, rather than it taking longer the more DEF they have. [*]Quooz now have their SPD set to 0 permanently. Whatever the SPD value would be is added as a bonus to DEF. I'm aware this causes some flipflopping with heavy armours, so looking to fix that. [*]You can now get multiple scrolls/potions in chests. [*]Dismantle is no longer prevented from being silenced. [/list] Once again, sorry for writing this update post late! Just had quite a bit on my plate recently. The next big patch will probably handle items, since those need to be rewritten. No idea how long that will be since it's a lot of work, as I effectively need to rewrite every item in the game. But it'll come with quite a few improvements, such as being able to see what items do before you craft them :D