Major update v1.4 - Coop Catacomb won 7DRL!


After several weeks of working and gathering feedback in the official roguelike Discord, I present to you the new 1.4 update of Coop Catacombs. Additionally, I want to celebrate with all of you that Coop Catacombs has won first place in the 2024 7DRL game jam. Thank you all for your support. Below is the detailed changelog.



Changelog v1.4

UI Changes

Inventory and User Interface Enhancements

  • Print message when a monster triggers a trap.
  • Revealed traps show the type of the trap
  • Added new sound FX for using magic staves and scythes.
  • Improved aim-ray when the player is aiming.
  • Enhanced idle animation for the player; equipment will now move up and down.
  • Added more informative text in the console after certain actions.
  • Updated the Help (?) menu with additional commands.
  • Players can now select the season on the Champion's Stone.
  • Player will name each seen monster the first time they are encountered.
  • Added update checker for new versions of Coop Catacombs.
  • Added four more labels to display player status on the sidebar.
  • Monster projectiles (arrows) have improved sprites showing direction/aim.
  • Poisoned monsters will display a sprite indicating poison.
  • Update descriptions for Sabre and Sword

Accessibility and Navigation Improvements

  • Fast selection feature for typing online messages promotes easier navigation.
  • Fast aim selection using TAB and CTRL keys

Gameplay Additions

New Features and Mechanics

  • Introduced "seasons": after completing dungeon 35, a new season starts, resetting the dungeon level back to 1.
  • New commands added for enhanced gameplay:
    • "Shift+T" to re-throw the same weapon at the last targeted monster, speeding up ranged combat.
    • "z" to rest for 100 turns; this action will cancel if the status changes, a monster appears, or the player is attacked.

Combat and Interaction Enhancements

  • New items added to enhance combat and strategic interactions:
    • Magic Rings:
      • Ring of Perception: See through obstacles within a radius that scales with enchantment level.
      • Ring of Fling: Increases damage when throwing weapons, scales with enchantment level.
      • Ring of Masochist: Increases damage dealt and received per hit.
    • Magic Staves:
      • Staff of Cloning: Clones the target object/monster.
      • Staff of Translocation: Swap positions with a target.
      • Staff of Perforation: Destroys walls to create shortcuts.
      • Staff of Bastion: Creates walls to imprison monsters or block corridors.
      • Staff of Polymorph: Transforms the target monster into another monster.
      • Staff of Force: Displaces monsters by a shockwave; causes damage if they hit walls.
      • Staff of Poison: Deal damage to monsters each turn. Spawn poison gas after death
    • Magic Potions:
      • Potion of Resistance: Increases player's defense by +1; also affects monsters.
      • Potion of Dusk: Halves the player's vision range.
      • Potion of Chaos: Consuming causes all negative statuses; when thrown, polymorphs monsters and spawns random gas.
      • Potion of Vampirism: Heals player every time touches blood. Duration 10 times
    • Demolition Shockwave:
      • Scroll of Demolition: Destroys all obstacles around the player; also deals damage to nearby entities.
      • Pendant of Demolition: Similar effects to the Scroll of Demolition, destroying obstacles and dealing damage around the player.

Terrain and Equipment Changes

  • Introduced various new changes:
    • New terrains: Withered grass (fire spreads fast) and debris (post-magic effects).
    • New trap: Rust acid gas (rusts one piece of armor each turn).
    • New status effect: Goopy Eyes (halves vision and reduces hit probability by 5%, lasts 50 turns).
    • New weapon effect: Double hit (sword may hit twice per attack).
    • Less metal grates on dungeons
    • Slime, Jelly Ochre, and Gelatinous Cube will affect the player with goop.

Environmental and AI Adjustments

  • New behaviors and AI improvements for monsters:
    • Centaurs prefer ranged combat.
    • Confused monsters will avoid using doors and perform fewer ranged attacks.
    • Improved patrol movements for non-player characters.
    • Added ranged vision for monsters

Balancing Fixes

Monster and Combat Adjustments

  • Balanced drop tables for items
  • Adjusted effects and behaviors to improve game balance:
    • Adjusted drop item probabilities for Treants and Ghosts.
    • Spiked Shield will reflect more damage per hit
    • Modified damage interactions involving environmental effects and critical attacks.
    • Monsters generated at deeper dungeon levels (>25) will have increased base damage.
    • Reduced environmental fire and poison damage to monsters
    • Buffed damage from crushing monsters into walls (hammers)
    • Buffed 5% the chances to proc push effect from hammers
    • Buffed lunge attack from sabre, from x1.5 to x3
    • Attacking with Sabre will have +2% hit probability
    • Axe and War Axe will hit all 8 adyacents tiles
    • Increased hit probability when attack melee. The minimum chances to hit raised from 10% to 16%
    • Increased hit probability when throwing weapons. The minimum chances to hit raised from 15% to 20%
    • Increased damage for javelins, both wooden and bronze
    • Increased +5% chances to proc double attack from Swords
    • Sabre base damage nerfed from 3d4 to 2d4
  • Monsters balancing:
    • Various monster-specific adjustments, such as for Hellhounds, Jelly Ochre, Minotaurs, Purple Worms and Dragons.
    • Buffed damage output for werewolves, treants, and ghosts.
    • Carnivorous Plant may spawn acid gas or poison after being killed
    • Silver Knight rework: They use spears so they can attack from 1 tile of distance
    • Silver Knight experience bug, from 100 to 1000 experience points
      • Spider gives more XP
      • Slime gives more XP, may drop items (low chance)
      • Cobra damage reduced from 1d10 to 1d8
      • Increased drop chances to 15 monsters: From Quasits to Werewolves; +2% to +5% more chances
      • Gelatinous Cube increased HP and AC, also more item drop chances
    • Ochre Jelly / Purple Worm will have a 10% to not rust your equipment
    • Special monsters than can steal, paralyze or poison have 2% less hit probability
    • Reduced 5% chances of getting poison per hit

Equipment and Potion Balancing

  • Reworked several items to balance gameplay:
    • Reduced healing percentage of Potions/Pendants of Life.
    • Nerfed the Ring of Leech, Ring of Trapfinder and the Scroll of Enchantment.
    • Staffs and Pendants may now appear without being fully charged.
    • Pendants and staves spawn with at least 2 charges
    • Balancing adjustments for item distributions across scrolls, staves, and rings.
    • Reduced chances to find Water and Fire Immunity potions
    • Each weapon enchantment will add +1% hit probability. From +3% to +4% per enchant
    • Increased chances to find enchanted items

Gameplay Mechanics Adjustments

  • Major tweaks to gameplay mechanics:
    • Introduced new organic and realistic behaviors for fire/gas expansions.
    • Adjusted the effectiveness and radius of various spells and effects.
    • Modified the hit probability mechanics to provide a more challenging and balanced experience.
    • Reworked confusion effects to make them less impactful on gameplay.
    • Buffed Staff of Monster Creation: It will create two monsters per cast.
    • Reduced haste effect, from +20% to +18% hit probability
    • Confused and paralyze reduce player's hit probability 2% more, from -15% to -18%
    • Traps become visible if an enemy step on them
    • Water can be used to clean goopy eyes
    • Corrosion affects equipped rings

Bug Fixes

Gameplay and Interaction Corrections

  • Addressed critical gameplay and interaction bugs:
    • Fixed a critical bug where monster vision was not working! Now every monster will have its own vision range
    • Fixed issues with projectile damage calculations and monster position reservations.
    • Corrected bugs related to environmental interactions such as traps and halberds.
    • Monsters will not reserve their position as occupied when the dungeon is loading, fixing a prevalent bug.
    • Added delay between HTTP request retries, solving connectivity problems.
    • When dropping a staff/pendant after death, add +2 charges max
    • When dropping a potion/scroll after death, add +2 quantity max

UI and Visual Fixes

  • Resolved various UI and visual issues:
    • Corrected typos in words like "pillar," "step," "corroded," and "receives."
    • Fixed the non-functional Discord logo in the Main Menu.
    • Ensured consistent visual effects for fluids and gases.
    • Monsters will drop items even on grate/door tiles
    • Monsters will not take a turn after creating fire or gas from potions

Files

coop-catacombs_win (postjam - v1.4).zip 26 MB
40 days ago
coop-catacombs_linux (postjam - v1.4).zip 27 MB
40 days ago
coop-catacombs_mac (postjam - v1.4).zip 40 MB
40 days ago

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