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!
Greetings Dredgers! Today I have a small update for you, the primary goal of this update is just some set up and housing keeping before I get to the big crafting updates.
Some of the work done has been setting the game up to be able to be translated, still a ways off from having the entire game load in text but it's getting there. Related to this, the options menu has been expanded so I finally have more space to actually put in options, which will be required eventually for loading language files.
[h1]New options:[/h1]
[list]
[*][b]Auto Pickup[/b] - Allows you to disable almost all automatically picked up items.
[*][b]Start Runs Paused[/b] - Automatically pauses the game at the start of runs.
[*][b]Pause Time Scale[/b] - While playing during pause, the passage of time is affected by this scale.
[*][b]Time to Unpause[/b] - How quick the game goes from 0% world speed to full speed.
[*][b]Auto Unlocked Rusted Locks[/b] - Allows you to disable rusted keys being automatically used.
[*][b]Hold Down Incantations[/b] - Allows holding down incantations to spam them.
[*][b]Show Leaderboards[/b] - Allows you to disable the victory leaderboards.
[*][b]Mini HP Bars[/b] - Allows you to enable or disable various HP bars.
[*][b]Shockwaves[/b] - Allows toggling the distortion visual effects.
[*][b]Screen Tints[/b] - Allows toggling the screen discolouring effects.
[*][b]Freeze Alpha[/b] - Allows changing the alpha of the frost effect.
[/list]
[h1]Changelog[/h1]
As per usual, changelog is just a compilation of my #dev_logs on the discord, so it will not contain every single change unfortunately, but most of the major ones at least:
[list]
[*]Expanded Options Menu
[*]Unlocked chests now have slightly better items
[*]Crates can now drop stuff that chests drop, though the prefixes are generally bad.
[*]Holding Alt now brings up the names of items on the ground, this is required for inspecting ground items.
[*]You can right click an item to close it's tooltip.
[*]Acid now melts 3 armour points per damage instead of 5
[*]Blue exp required for level up is now double green, rather than +1
[*]Your starting class now changes the contents of advanced mode shop.
[*]Enemies no longer sleep 24/7
[*]Skulltists no longer commit suicide if they use the animate incantation.
[*]Animate now gives 1 imbue per 10 energy spent since energy was changed to 10 per ENG.
[*]Crits have mostly been reverted to 10% chance per DEX for 10 extra damage. This is to make AI less evil with their crits. The Sniper and Taut bow still work on 1% per DEX for 100 extra damage.
[*]Flux flame now deals a minor amount of damage, but doesn't destroy all energy now for the most part.
[*]Cursed flame now stacks really well and deals a good amount of damage.
[*]Heavy hits and Disengage are now toggled rather than limited use buffs
[*]Caster enemies actually fight at range rather than resorting to punching you
[*]Pause state now carries through to the next floor
[*]Game will remember your last race/class combo until the game is closed
[*]Alt+Enter now properly switches fullscreen
[*]Armour Expertise now works for crabman armour
[*]Wink no longer over shoots your mouse
[*]Many Bug Fixes and some QoL stuff
[/list]
Unfortunately no exciting changes, but occasionally patches like this just need to be done to keep things together. Of course I could have waited to finish the next patch before sending this out, but I would rather get out these sort of changes asap than hold onto them for a big patch.
[u]Time to discuss plans for the next versions, aka crafting updates:[/u]
The idea is to hit everything even remotely related to crafting in the upcoming versions, this includes enchanting, butchering/cooking, trophy collection, herbalism, etc.
The goal for v45 is to get combining done. Combining is pretty much the shoddy crafting method that already exists in the game, that essentially will allow you to combine some items if they form a valid recipe. While I imagine by the end of the crafting updates that combining won't be utilised much, it's still an important option to have in case some recipes don't fit the format of other crafting methods.
The goal of the crafting updates is to give more methods to craft various items. For instance, I'd like cooking to be free form ingredient combining that gives various bonuses depending on ingredients synergising with each other. For weapons, I'd love to make those crafted in a similar way to tinker's construct, a mod from a certain block game, and I'd love for players to be able to add/remove prefixes through crafting. For enchanting, I'd like there to be something of a spell weaving minigame. And finally, I'd love to add alchemy after all the other crafting methods are complete!
I want to stress again, the only crafting method that will come out next patch is going to be combining, the other methods will probably each have their own version.
I'm honestly not sure what the timeline for the next version is going to be, but it'll be out when it's out, so looking forward to seeing you then!
Thanks for reading and following development :D