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Releases: weightedwalk/monstrous-descent
Release list
Monstrous Descent v0.4.0-alpha Timeline update
New Mechanics
Timeline
A new system that moderates move order based on entity speed/affliction proc rate.

- Monsters move according to timeline
- Hazards react to timeline
- Afflictions are affected by timeline
Gameplay
Movements are now similar to skills in that they need to be selected from a radial wheel.

- New movement system
- Minimal progression system
- Skill use overhaul
- Vision overhaul
- Overhauled radial selection
- Skill cooldowns
- New skills (some not fully fleshed out)
AI
- Complete AI rework using GOAP
Visuals
One of the main focuses of this release is to make the game more visually pleasing and unique.

- BG overhaul
- Menu unuglify (slight)
- Monster decals
- Knockback preview overhaul
- Monster last seen positions
- Fixed some graphical inconsistencies
Performance
Game performance has been optimized to make it feel more like a game rather than a hot mess.
- Optimized asset loading, minimized stutters when entering new levels or loading new map tiles
- Level load times decreased 15x, similar with map
Notes for testers (we ruw you <3)
f11 is Fullscreen toggle
f2 is hot reload so you don't need to restart the game
Spiquida (the one with tentacles) has quite an amount of problems currently, that could potentially be game breaking. It's AI is quirky.
Have fun :)
download and extract, -> keep everything in the same folder <-
(for y'all windows users, the game is not a virus, trust)
Monstrous Descent v0.3.0-alpha
New Features
Core gameplay
- The Fog (players main driving force on map)
Level
- Ability to move through multiple levels
- Possibility to rest after battle (rest advances global time)
Visual indicators
- Emphasize what figurines turn it is
- Show remaining skill and move points
- Effect/Stat/Skill info on hover
- Indicators - damage values and effects
Tutorial
- Combat introduction
Seeding
- Implemented seed usage for map and level generation
Story
- Added some comments by The Shadow
SFX
- Added temporary sound effects for various actions (we're experimenting)
Fixes
AI
- AI no longer sometimes doesn't move on level start
- AI no longer has the capability to move the player or end the players turn
- AI no longer ends turn before it's attack has effect on the battlefield
- AI now properly starts to search the map if certain conditions are met
- many fixes with how AI behaves and interacts with the player
- AI Nomax now handles it's skills correctly
Level
- game no longer crashes on level lost
- can no longer end turn while monster is picked up
- when knocked out of bounds, figurine no longer causes crash
- can no longer click on disappearing buttons
- selecting upward attack direction no longer picks up selected figurine
- enemies are no longer seen when entering paused level from menu
In the works
Monsters
Lupernix - 20% complete
needs work: skill animations, skill implementation
lupernix.mp4
Spiquida - 50% complete
needs work: idle rework (with inverse kinematics because the amount of joints is too large for animating using forward kinematics), skill animations
spiquida.mp4
Launch instructions:
windows: extract .zip
linux: extract .tar.xz
keep files in the same directory
tips:
- esc in level for in game menu
- f11 for fullscreen
notes from testers:
- sometimes levels can be skipped (enemies appear to not spawn properly)
bugs found after release:
- if you exhaust a figurines movement points on the last turn, it is not possible to drag it to the inventory
(source archives only have the .readme we ain't leaking anything)
Monstrous Descent v0.2.0-alpha
Changes
Combat overhaul
- damage range
- status effects
- dodge/hit chances
- crit chances
Events
- new event system
Tutorial
- player's introduction to the core gameplay mechanics
Tooltips
- monster info cards
- status info cards
Music and sfx
- main menu theme
- basic sfx
Visuals
- new menu
- transitions between main menu, map and level
Gameplay
- monster selection
Launch instructions:
windows: download the .exe .dll files and place them in the same directory, run .exe
linux: download the .x86_64 .so files and place them in the same directory, run .86_64
tips:
- esc in level for in game menu
- on level start move figurines from your inventory to highlighted start area
- try holding right click on figurines in combat, release on ability
- end turn with "n key"
- you can check the move order on the bottom of the level while in combat
note:
- if you lose its your fault and the game will crash (restart will be needed)
- if you win congrats, that's the end of this release's scope
tutorial will be expanded with next release
notes from testers so far:
- hard to tell what figurines turn it is (next release should fix that)
- hard to tell figurines apart (will try to fix)
- hard to tell when movement or skills are exhausted (next release should fix that)
- game crashed (skill issue)
- large levels take a while to appear (maybe fix will come)
- inventory overlaps on large maps (fix will come)
- if first in move order is enemy, you need to end its turn with "n" (fix will come)
bugs found after release:
- ai nomax sometimes ends turn before fireball hits resulting in crash
- ai nomax uses fireball at 3 charge (should be artillery)
- ai search issues
bugs will be fixed in next release
(source archives only have the .readme we ain't leaking anything)
Monstrous Descent
let there be first release