Boss Music! | Patreon Weekly #144
Added 2022-03-07 16:00:07 +0000 UTCHey Patrons!
In this weekly I’ve got some new boss music to share, and some progress on v1.2.0 content!
Boss Music!
Give the music attached to this weekly a listen if you haven’t already! Kristjan and I are hoping to add these new boss tracks in v1.2.0. Here are the timestamps:
0:00 Goo
1:26 Tengu
2:17 DM-300
3:59 Dwarf King
5:45 Yog-Dzewa
Please let me know what you think! The tracks are pretty close to final at this point, but your feedback is still crucial.
v1.2.0 Content Progress
Firstly, I’ve added all of the game’s badges to Steam as achievements! I also took the opportunity to give badges names, add a few new badges to existing badge series (e.g. reach level 30, get a +15 item), and add a secondary unlock method to the ‘games played’ which rewards people who win a large number of games. Here’s how some of these badges will look in the Steam client:

Work continues on levelgen as well. I’ve now implemented crystal doors with a placeholder sprite, here’s how they look in pit rooms (note how they make the well visible from outside the room):

I’ve also got some concepting work done on more of the special rooms I plan to add:
- A room with four doors that the player has to open in a sequence. Finding all of the keys on the level will mean the player gets the best loot, otherwise they’ll just be able to look at what they’re missing.
- A room with a wall of permanent fire blocking their reward. A potion of frost will spawn on the level to help put the flames out.
- A room with a magical sentry that will teleport the player away after a short delay. The sentry sees right through invisibility, so a potion of haste is the most reliable tool to get the treasure at the end.
- I’m also mulling over bringing sacrifice rooms into Shattered, with some adjustments to their mechanics and reward (no scroll of wipe out, sorry!)
Finally, I’ve also got a pretty finalized concept for the Master Thieves’ Armband. I’m going to be making some fairly large changes to its charging mechanics, and while it can still be used to steal from shops, it will also work against enemies! Robbing enemies will give you an elevated chance to receive their regular item drop and will also briefly blind or cripple them depending on the armband’s level. This effect is amplified if the enemy isn’t aware of you when you try it. There will likely be some limits to prevent repeatedly stealing from the same enemy, as I don’t want the armband to be a huge farming tool.
Comments
I wasn't planning to make more significant changes to badges for now. I do agree that 'death by deferred damage' isn't very appropriate anymore though and I will likely remove it when I add more death-related badges. I'm fine with the grim weapon badge though, some moderate amount of RNG-based badges is fine, and the game has plenty of ways to try to get specific enchantments.
Shattered Pixel
2022-03-08 02:26:05 +0000 UTCWith the changes to badges, is there any chance that "enemy killed by grim weapon" or "death by deferred damage" will be reworked? Death by deferred damage doesn't really feel like YASD (unlike death by glyph in vanilla) and you may have to deliberately throw away good run to get it. It should just be gone. Meanwhile, grim weapon achievement is too RNG reliant as it requires a specific RARE enchantment. It could perhaps be changed to "enemy killed by lethal magic" and accept more forms of instant kill.
Pett Myslík
2022-03-07 23:58:23 +0000 UTCThe musics sound amazing! Random dumb idea, scarier / more badass music when harder bosses challenge is on?
Paul Stenne
2022-03-07 18:11:21 +0000 UTC