Changelog

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Newer changelog

May 2025

World building

  • Added Magdora village with 5 buildings
  • Added a ton of furniture
  • Stores now allow buying things directly off the shelves
  • Changed collisions to be more precise
  • The current zone now shows on screen when changing them
  • Houses are now a part of the main world and their roofs become gradually transparent upon entering
  • Projectiles now properly hide behind trees and tall objects while mid flight
  • Changed the zone size from 320x160 tiles to 512x512
  • Destroyed Magdora village and moved it to the new map in a completely different layout
  • Added new terrain tiles
  • Reworked all old terrain tiles
  • Added texture to water with animations
  • Reverted zone preloading system to avoid loading screens back to using loading screens due to too many complications not worth the fixing (especially with a lot larger zones) even when the original system took me like 40 hours :D
  • Added many trees and bushes
  • Added 10 rocks
  • Fixed map markers to fit the new map size
  • Changed the old map in UI from a lame screenshot to something manually drawn
  • Enemies and gathering nodes can now be visible on the map only after exploring the current zone

Chest rework

  • Chests now give specific loot based on their types
  • Chests can spawn locked
  • Added 18 keys and 6 key recipes

NPC routines

  • NPCs can work and go to sleep now
  • Routine now changes based on the current ingame time
  • NPCs are now allowed to yap
  • Added a system to show speech bubbles based on priority, completed quests and reputation that's not even added
  • Added different triggers (random talk, player close, player leaving)
  • Added conditions for short term things
  • Added long term memory to npcs to remember things like gold spent, last time player visited, etc
  • Added 11th condition to also allow formatting text so that npcs can say what are they selling

Status effect system rework

  • Improved damage over time perfomance by a tiny bit so the the game can no longer handle just 800 distinct dots active at once but about 2.5 million
  • Centralized statuses for all creatures
  • Actually made sure that only Freeze spell can apply slow once enemies unfreeze and not everything possible with a freeze effect
  • Removed permanent damage status effects
  • Reworked Flashward lvl 2 to no longer give permanent status effects
  • Added a way to track every damage over time stack individually for future spell additions
  • Added simple status effects that were not in the game yet for some reason??? (increase / decrease dmg done, increase / decrease damage taken)

Bug fixes and small changes

  • Animal form can no longer stay stuck in queue in permanently
  • Bees can no longer become insane if there's less than 4 flowers per zone
  • Removed pets automatically disappearing while in animal form
  • Removed a loop hole allowing to hide a pet when in combat by doing so while animal form is active
  • Pets can no longer be released while in the middle of combat
  • Submerging in deep water works correctly again
  • Added animations to enemy melee abilities
  • Readded saving the target location for spell queue
  • Clouds no longer appear in buildings
  • Centralized all UI items scripts into a single one
  • Fixed wrong prices and centralized it in preparation for future reputation system
  • Added blueberry bush
  • Added many recipe designs based on the item type they teach
  • Crystals no longer drop based on the current zone but based on whatever enemies want to drop
  • Enemies can no longer drop only one item but as many as the RNGesus allows
  • Completely rebuilt economy for a better scaling and future changes
  • Added recipes for slime gear set
  • Fixed gear showing in crafting preview
  • Glamour text can no longer show in tooltips of unglamoured items
  • Fixed using incorrect frames for player animation after changing zone
  • Chickens can now lay eggs
  • Added a way to make special attacks and spells spammable if needed
  • Added 8 enemy abilities
  • Reworked status effect applying to remove confusion while adding increased/decreased dmg taken status effects
  • Added Fortify and Armor break abilities to enemies
  • For some reason I didn't notice pets could never run cooldowns again if they got hidden/died in several months (fixed now)
  • Added tiny status effect icons to be readable on tiny enemy hitpoints bars
  • Allowed enemies use Freeze and added it to newly added Shadow warp
  • Enemies can now heal each other based on a priority system
  • Fixed automatic targetting by spells
  • Added social aggro to let weak enemy classes call for help,
  • Added disruptor class for enemies
  • Changed chicken laying eggs
  • Reworked pet tank stance from "permanently holds aggro" to "gains a taunt spell"
  • Fixed damage intake by pets not being affected by resistances
  • "Release pet" button no longer crashes
  • Setting to block showing floating numbers is no longer broken
  • Added Corruption status effect

April 2025

Added glamour

  • Every collected item now unlocks as a skin
  • Skins can be applied to any other equipment of that type
  • Added preview to the glamour window
  • Player model in preview can now be turned around
  • Added filtering by name and background to the preview
  • Items no longer need to be equipped to change their glamour

Gathering upgrade (continuing from March)

  • Added 12 plants
  • Added 24 materials
  • Added ethereal dust
  • Added 5 plants that produce food
  • Plants now give more materials based on if it's a day or night
  • Added 45 recipes for all consumables
  • Added cooking ingredients

Combat rework

  • Extremely improved casting visuals
  • Added particles to explosions, trails and casting
  • Completely changed meteor model
  • Added cast timers to all offensive spells
  • Moving no longer breaks spell casting but casting slows down the player
  • Removed global cooldown as it's no longer needed when damage spells aren't instant anymore
  • Changed spell targetting
  • Your weapon no longer likes water and will actively try to avoid being in it
  • Broke half of the game to do this but it's worth it
  • Changed meteor lvl 2 from increased speed to damage increase based on target's distance from impact epicentre
  • Reworked teleport - changed animation to fit the new system more, reduced range from 5 to 4 tiles and increased speed from 15 tiles/s to 80 tiles/s
  • Reworked Plague, Plague Surge and Thunder orb into fast projectiles from being instantly applied to the target
  • Migrated all other spells to the new system
  • Changed graphics of all shields
  • Changed the item generator formula for a linear stat growth
  • Percentage based stats are now used as rating which converts into percentage based on the level
  • Adjusted tooltip to include the conversion

Bug fixes and small changes

  • Added Hivebender
  • Added Grassy staff
  • Item preview now shows gold obtained from trading as well
  • Sell / throw away buttons are now always the last ones in context menu
  • Mechants are now visible as map markers
  • Fixed gear visuals not loading until player moves
  • Added other 5 essence nodes
  • Fixed crafting in batches taking more material than it should
  • One recipe item can now unlock multiple recipes
  • Fixed something but I forgot what
  • Added death screen
  • Guidance now also shows the distance to the target
  • Quest markers are now clickable again
  • Fixed pets not submerging properly
  • Fixed input window literally not even opening

March 2025

Rewriting enemy AI script (for the 6th time so far)

  • The previous version was supposed to be better with a new structure but it's actually worse
  • But I didn't really do anything new.. at least it can run more animations
  • And 200 slimes at once in combat now run at 50 - 100% more FPS, yay :D

Spell system rework

  • Spells no longer have 5/6 levels but 1-3
  • Removed all spell levels that improved numeric values and thus were really boring (like +5% dmg). From now on, spell levels will change only the mechanics of spells
  • Light and nature spells are no longer support only and both elements will get their own damage spells
  • Spell tree is no longer based on spell type but it's split by elements where each element branch now has its own damage, defense and utility spells
  • Added Divine Hammer as the first damage light spell
  • Old spell changes in detail:
  • Fireball - Removed all levels. Old lvl 6 (dot), moved to lvl 2
  • Divine aegis - Removed all levels. Old lvl 5 (dmg reduction on hit), moved to lvl 2
  • Meteor - Removed all levels. Old lvl 5 (increased speed) moved to lvl 2
  • Frostbolt - Removed all levels, added increased projectile speed if the player is moving
  • Regeneration - Removed all levels except 5 (dmg reduction), moved to 2
  • Teleport - Removed all levels. Old lvl 2 (iFrames while teleporting) is now baseline. Old lvl 3 (teleporting doesn't interrupt casting) moved to lvl 2
  • Flashward - Removed all levels. lvl 5 (dmg increase) moved to lvl 2. Recharging mana on hit (old lvl 3) is now baseline and it's scaling based on dmg taken
  • Eradication beam - Removed all levels. Old lvl 3 (moving while channeling) is now baseline. Old lvl 5 (slow on hit) moved to lvl 2
  • Shadowlight barrier - Removed all levels. Old lvl 3 (shield for both barrier types) moved to lvl 2
  • Fire barrier - Removed all levels. Old lvl 5 (increase dmg based on dmg taken) moved to lvl 2. Old lvl 3 (recharging mana on hit) will be moved to enchanted book
  • Ice barrier - Removed all levels. Old lvl 5 (dmg reduction) moved to lvl 2
  • Tempest strike - Removed all levels. Old lvl 5 and lvl 3 (stun) moved to lvl 2
  • Plague - Removed all levels. Old lvl 3 (reduced dmg done by enemies) and old lvl 5 (enemies take more damage) merged and moved to lvl 2
  • Deathbolt - Removed all levels. Old lvl 3 (more damage for amount of targets) is now baseline, lvl 5 (instakill chance) moved to lvl 2
  • Thunder orb - Removed all levels. Old lvl 5 (stun) moved to lvl 2
  • Mind control - Removed all levels. Old lvl 3 (pet stances) moved to lvl 2, Old lvl 6 (pet stances upgrade) moved to lvl 3. Old lvl 5 (immortality after death) moved to enchanted book
  • Freeze - Removed all levels. Old lvl 5 (slow after unfreezing) moved to lvl 2
  • Rebalanced all spells
  • Fixed bleed not removing itself on enemies who are over 99% of hitpoints
  • Added secondary elemental effects for nature and light spells
  • Added poisoned arrow
  • Added ghost arrow

Added essences

  • Added essence collecting nodes
  • Added 18 elemental essences as a new long term consumable effect

Crafting rework

  • Redesigned crafting window
  • Improved QoL
  • Added recipe filters and sorting
  • Added a much better way to show material tooltip
  • Improved perfomance with a lot of recipes
  • Equipment can now be crafted as well
  • Changed provision bonus to "firepit bonus" and it's effect to "give X% more stuff"

Gathering upgrade

  • Added bees
  • Added beehives
  • Bees can now pollinate flowers
  • Added collecting honey from beehives

Bug fixes and other changes

  • "Throw away" button is now throwing items away instead of throwing errors
  • Slowing frozen enemy no longer breaks the freeze
  • Pets can now be transfered to the pet bank from the quickswap window anywhere and without the pet trainer. Apparently this existed for a few months as a bug but it's a feature now
  • Enemies are no longer imunne to damage when they have no resistances
  • Items with elemental stats/enchanted can now be bought back from vendors with those stats intact
  • You can no longer accidentally interact with NPCs when in menu
  • Fixed Mind Control's lvl 6 damage boost for pet damage stance scaling too stupidly
  • Added slime as a loot
  • Added a way to see all worn items (not just the weapon anymore)
  • Added a full set of slime armor
  • Added corrupted trees
  • Changed the graphics of crystals
  • Meteor can no longer overshoot its target
  • Enemy tooltip no longer shows weird numbers as the enemy resistances
  • Added corrupted mushrooms
  • It's no longer possible to see map markers through the fog of war when moving
  • Enemy souls can no longer give 0 stats
  • Added more mining nodes
  • It's no longer possible for 2 floating numbers to appear if an enemy projectile hits an immunity
  • Enemy spell cast now cannot be interrupted by quickly running around them
  • Elements in enemy tooltip changed from showing damage increase / decrease to elemental resistances
  • Added animation to Mind Control
  • Changed Fireball, Meteor and Frostbolt graphics and lightning
  • Fixed player not turning to their Mind Control target while casting it
  • Mining nodes are no longer level locked but they give 30% more material after reaching a certain gathering level
  • Fixed a very interesting way in which it was recalculating skill points after resetting skills
  • Staff light now shows the current casting progress
  • Fixed Plague Surge counting passive enemies for the increased Plague duration at level 2
  • Big objects (like trees) now become transparent if something (like enemy or player) is behind them
  • Spells can now detect these big objects and appear as if they're flying behind them
  • Fixed consumables not removing their effect after their timer runs out
  • Camera shaking no longer breaks when you move
  • Fixed inventory not being able to intake over 2 stacks of items at once
  • Added dev room
  • Added level up animation
  • All creatures can now be visibly on fire and stunned
  • Fixed empowered elemental damage even on enemies with this element neutral
  • Teleport spell no longer teleports you to the wrong spot

February 2025

Stats upgrade

  • Removed life leech (trying to balance it worked too well at leeching my life as it seems it can be only either broken or useless)
  • Added torment, havoc and precision
  • Added elemental resistance to enemies
  • Reworked enemy tooltip
  • Enemy tooltip can now also be shown while in combat by holding ALT
  • Reworked item tooltip
  • Reworked damage intake for everything to allow elemental interactions
  • Reworked floating damage numbers
  • Added elemental power, resistance and penetration to player
  • Combined attack speed and casting speed into haste
  • Added enchanting

Map rework (continuing from January)

  • Added fast travel
  • Added context menu for map markers
  • Added guidance for markers
  • Added fog of war
  • Added custom markers

Quest system rework

  • Code is now rewritten to introduce more funny bugs and prevent future spaghettification
  • It's now obvious which quest tab is clicked on
  • Added guidance, switching quest tracking and canceling quests buttons to the quest journal
  • Quest items can now be thrown away and collect quest spawners will respawn only what's missing back while preventing camping on a single spawner

Bug fixes and other changes

  • Training dummies now show DPS taken instead of HP on their HP bars
  • Added Soul of luck
  • Fixed crit chance not updating properly in UI
  • Fixed lvl 5 Plague surge increasing Plague's duration stupidly
  • Changed base mana regeneration from percentage of the mana pool per second to 10 per second
  • Renamed auto/quick saves are now automatically transfered to manual saves
  • Added glow outline based on rarity around items
  • Added dev console
  • Fixed item generator bug that wasn't even a bug
  • Fixed weird fireball lvl 6 dot damage scaling
  • Fixed spells not adjusting their global cooldown to haste in their tooltip
  • Certain spells no longer shoot from the player's body but from the tip of their staff
  • Recipes now get destroyed after learning them (I have no idea how did this even stop working???)
  • Fixed consumables resetting their type when selling and rebuying them from a vendor
  • Staff no longer hides if there is anything in the spell queue
  • Interacting with stuff now has animation (and it's now used for gathering flowers too)
  • Added petting (very important)

January 2025

Map rework

  • All quest markers are now generated automatically
  • Added zoombar to the map
  • Zoombar now has + and - buttons
  • Map markers can now automatically scale based on the zoom
  • Added map changing
  • (And spent another 28 hours just to do it without loading screens)
  • ... and 12 more hours to fix bugs that came from it (that I know of)
  • Removed respawning after death (too OP and strong abuse potential)
  • Added map marker filters for enemies, town services, quests and gathering nodes
  • Added automatic database updating to track globally visible markers (quests, portals, etc)

Ability bars upgrade

  • Updated spell tooltip - added skill type and radius/range
  • The main ability bar now shares the same keybinds for both spell sets
  • Added 2 more ability bars
  • Ability bar abilities are now clickable

Bug fixes and other changes

  • Changed dragonfly transformation into wolf form
  • Fixed pet stances not resetting when resetting the spell tree
  • Added "reset to default" button to settings
  • Fixed pets taking way too much damage from poison
  • Food with periodic shielding is now refreshing the shield even when the older one isn't fully depleted
  • Wolf form now automatically changes into a beaver form while in water
  • Added enemy souls
  • Fixed what objects stay in front of or behind other objects in the game world
  • Animal form can now be used in combat but for a high cost
  • Fixed pets not generating properly (again)
  • Normalized size of the top bar of UI windows
  • Tooltips can now move around the cursor if a part of them could be hiding outside of the screen
  • Broke quests by trying to fix them only to realize they weren't broken so I actually had to fix them after
  • Rewritten spell tooltips for clarity and more info
  • Redesigned main menu
  • Fixed pets also doing insane damage with poison
  • Fixed items with value 0 being sellable
  • Fixed quest not removing themselves properly if another save is loaded
  • Added a button to turn on/off quest log displaying on the right side ingame
  • Added Eternity
  • Fixed broken equipment loading
  • Added "active" in quickswap window if pet is active
  • Added keybind modifiers (shift, ctrl, alt)

December 2024

Combat rework to make it more fun

  • All damage spells got drastically reduced cooldowns
  • Casting times also got drastically reduced
  • Mana regeneration is now slower
  • Mana regeneration now also depends on the amount of mana left
  • Might need to make it less fun later
  • A lot more spells now trigger global cooldown

Upgraded consumables system

  • Optimized consumables usage
  • There are no longer pathetic 2 potions but 72
  • Added rejuvenation potion
  • Added unlimited potions
  • Added combat potions (dmg, crit dmg, crit rate, haste, cooldown reduction and mana regen potion)
  • Added utility potions (wealth, dragonfly, water movement, gathering, rarity, light)
  • Added food with 8 different effects
  • It's now possible to cancel active potion (or any buff) effect by right clicking on its buff icon

Bug fixes and other changes

  • Changed the way stat calculation works
  • A tiny delay when spam buying things is now even tinier
  • Fixed scaling of item icons in the vendor window
  • The newly obtained item preview no longer gets stuck when opening the UI windows
  • Added a firepit that can set you on fire
  • Added enchanted book for fireball
  • Added training dummies
  • Fixed being able to have 2 pets active - if the main pet dies and the player captures another pet while still in combat, the old pet revives but the new pet stays active as well
  • Pet stance can no longer be changed while in combat
  • If pet triggers it's immortality from lvl 5 mind control, the pet stance now switches back to the original one and the pet no longer stays in a forced tank stance
  • Current hitpoints now load from the save properly
  • Spell queue can no longer keep running effectively enabling the spell to be queued for as long as is the spell's cooldown ??????? Edit: I have no idea what this means either but I'll keep it here in case I remember
  • Added Thunder orb spell
  • Fixed selling items not removing that item from the ability bar
  • Selling items to the vendor no longer lags out the trade window
  • Added enchanted book for fireball
  • Added provision system to crafting
  • Added an anvil and crafting via smithing can now only be done when crafting on an anvil
  • Added clocks that can track the ingame time
  • Very low damage done to enemies no longer disappears out of nowhere
  • Added enchanted book for Thunder orb
  • Fixed the "[Pet target]" text not moving based on active status effects
  • Changed the way active quests are stored

October + November 2024

Added the pet system

  • Added the Mind Control spell and it's levels
  • Added Pet quick swap window
  • Added automatic pet hiding (e.g. when transformed into a dragonfly)
  • Pets now give the player stats when hidden
  • Added Enemy (and Pet) classes
  • Added pet stances
  • Added multiple pages to the Pet bank and switching between them
  • Added filters and sorting to the Pet bank
  • Added context menu to pets in quick swap and the pet bank

Added environmental effects

  • Added a new map layer to trigger environmental actions
  • All entities can now read what type of tile they're standing at
  • Added water ripples when the Player moves through water
  • All entities can now submerge in water
  • Added a way to let different enemies react to water in different ways (e.g. slimes create water ripples only once they touch the water surface)
  • Water now decreases the player speed based on how submerged they are, dirt and stone path increase this speed

Bug fixes and other changes

  • Pets can no longer turn invisible
  • Game can no longer start with 0 inventory slots
  • Text input window now automatically focuses on the text field on its start
  • Item level is no longer being shown incorrectly
  • Removed Herobrine
  • Starting a new game should now actually prevent carrying over items from other saves
  • Upgraded the graphics of all progress bars in the game
  • You can no longer extremely rarely apply a non existent debuff
  • Plague can no longer have negative stacks
  • Flash ward's damage buff/debuff now works properly
  • Fixed spell animations offset
  • Applying a shorter debuff when longer one is active no longer breaks the timer
  • Enemies no longer drop out of combat if they're close to the pet but far away from the player
  • Added loot notification to briefly display all newly obtained items in the UI

Older changelog

I didn't keep track of the dates here, in fact I didn't keep track of any changes (or at least as detailed) for a while so there are some changes I've probably done (from newest to oldest)

September 2024

  • Optimized enemies
  • Added spells and new melee attacks to enemies
  • Added The Plague, Plague surge and Death Bolt spells
  • Upgraded Spell Icons
  • Rewrote Enemy script (for the 5th time in total) to allow spell usage, being passive and transfering animations via Mind Control

April to August 2024

  • Rewrote the Player and Enemy buff/debuff system
  • Rewrote dialogue system to allow replying, autoplay, skipping and showing dialogue log.
  • Added the Dragonfly transformation spell
  • Added the ability to enter buildings
  • Added scrollbars all over the UI
  • Added furniture, lamps and trees
  • Gold drops are now visible
  • Added map biome crystals
  • Added inventory expansions
  • Added ultrarare loot
  • Expanded saving system to allow multiple saves, autosaves and quicksaves
  • New game menu
  • Upgraded tooltip colors
  • Mining nodes with something to mine are now more visible
  • Added a way to change keybinds and to turn all of the annoying stuff I added too
  • Ability bar now has only a single lined bar that can be swapped
  • Added a spell to change in game time
  • Added portals for fast travel
  • Upgraded UI design
  • Added a confirmation window
  • Added a system that can force load the game when it gets stuck in loading that's completely useless because my code can surely never fail
  • Added the ability to visually see equipped gear
  • New player model + animations
  • Added more mineable materials
  • Added gathering too because there wasn't enough clutter in the inventory
  • Added lightning and day night cycle
  • Upgraded merchants
  • The game can be saved now
  • Added the Tempest strike spell
  • Map now turns transparent when the player moves
  • Added filters, sorting, search and context menu to the inventory
  • Added Fire barrier, Ice barrier, Shadowlight barrier, Divine aegis and Flash ward spells
  • Changed the skill tree into an actual tree
  • Slows/stuns can now determine if a newly applied stun/slow is better and if so, overwrite the old one
  • Made the spell tooltip code more confusing
  • Changed teleport to allow charging it up
  • Added clouds
  • Added buff/debuff slots to the Enemy HP bars
  • Rewrote enemy script (for the 4th time)
  • Rewrote quest system
  • Rewrote script responsible for moving items in the inventory

January to April 2024

  • Added the mining system with mining nodes, copper and iron bars
  • Quests now work again
  • Removed system for generating bugs
  • Added proximity system to make sure the player can interact only with whatever is the closest
  • Quest rewards are now visible in the reward window
  • Added the ability to swap gear with a right click
  • The dialogue system works again now
  • Spent another 2 hours to make dialogue pull 1 line when it needs it instead of like 2 of them every time to save about 2 nanofarts of processing power
  • Centralization of the "interact" system has begun
  • Broke the dialogue system to reduce dependencies and to make sure it's not all over the place
  • (But at least it worked unlike now)
  • Added a system for generating bugs
  • Added bugs manually because there wasn't enough of them
  • Redrawn Frostbolt model
  • Added X button to close UI windows and more buttons to open them
  • Gold is now visible in the ability bar
  • Rebuilt and optimized system for closing and opening windows (It's very cool now)
  • Optimized items tooltip
  • Created a beautiful system to check if the inventory is full
  • Added tabs to crafting window
  • Added a way to see the material needed for crafting
  • Added a system that can do all the crafting math like crating only as many items as possible
  • Added recipes
  • Potions can now be used by right clicking them in the inventory
  • Added a crafting window
  • Turned the Enchanted books and Amulets from stat sticks into having a passive effect instead
  • Added Enchanted books
  • Loading the game now actually shows icons
  • The screen can shake now
  • Cooldowns can be saved and restarted after loading the game now
  • Added a barely operational save system (it saves like 1 thing)

December 2023 and before

I have no track of what happened before this so here are some things that I (probably) added

  • Added the main menu
  • Added Frostbolt
  • Added Meteor
  • Added Fireball
  • Added lame inventory (later changed it into a cool version)
  • Added equipping items
  • Added spell system
  • Added the ability bar
  • The ability bar can track cooldowns
  • Added the game menu
  • Added walking
  • Added slimes
  • Added floating numbers on hits
  • Added collisions
  • Added NPCs and talking to them
  • Added inventory
  • Added everything with enemies (following, hp bars, idle moving, spawners, etc
  • Added items
  • Added healing potions