Get Trekked! V1.1 Released
V1.1 of the demo is out!
There are many, many changes and tweaks that have been put in, but the biggest ones are:
- The addition of Ship System Damage. Enemies can now target individual systems on your ship. As systems get damaged, you lost access to some of the dice for that system. If a system loses all it's health it'll become disabled and, on top of not having access to any dice for it, other more dire consequences will emerge! However, you can repair the systems using any dice, so make sure to keep them healthy!
- The Dicycler has been added. This allows you to use up dice that have no matches. Place up to three dice in the Dicycler and it will attempt to charge up the most needed system. Perfect for when you just aren't getting the rolls you need!
- More enemies and more events!
- You can now drag Crew Member dice directly onto a system and they will be applied to the appropriate dice, instead of having to specifically place them on that die.
- Plus many, many more changes, additions and tweaks.
Full Changelog
- Complete rewrite of the dice and ship systems to better handle the introduction of system damage (and futureproof against some ideas I haven't implemented yet). Each individual enemy now has a possibility of targeting your ships systems. When they target a system, the damage they deal for that turn will be applied to the system instead, and the system will require repairing. Damaged systems can disable dice, depending on the severity, and completely disabled systems have extra negative effects on top of simply not being able to use them!
- Introduced the Dicycler, which allows you to make use of previously useless dice. It will accept any dice, and when fully charged will add a pip to the system most in need.
- Added in Wildcard dice, which accept any dice (they don't have to match). Currently this is only in use for Repair and Dicycler, but I have plans to allow the player to have access to them in the future (plus potentially other types of dice).
- Added an "auto end turn" option to the options menu, which makes it so your turn automatically ends when you've used all your crew member dice.
- Reworked drop rates all across the game. This is a sweeping change and affects many different things (like what gets gets spawned in map select, dice rolls, which enemies will appear, events, etc) and will probably happen many times before the game is fully finished.
- Multiple new enemy types added.
- Individual enemies now have randomised chances to target systems. This means that each Raptor is not born identical, for instance.
- Each enemy type now has a minimum and maximum level at which it can appear.
- Reworked Events to give you a better idea of what the final result of the event will be to your ship.
- Added in a stats display to the level select screen (and a few other screens) so you can keep track of how your ships systems are going between battles.
- Tutorial reworked to account for changes to ships systems.
- Fixed a bug where the Boss didn't give boss XP, lol.
- Fixed multiple minor bugs to do with events and their payouts.
- Added a proper drop rate system to the dice, which means the rolls you want will come when you need them more often. There is still RNG in the background but it is heavily shaped and should allow for fairer gameplay and critical decision making to impact the game more.
- Ship stats tweaked (still needs more work though).
- New visual and sound effects for low shield.
- Fixed a bug where valuable shop drops weren't dropping properly.
- Dice can be dropped directly onto systems instead of having to be dropped on the correct die.
- XP gained at end of game made much more prominent.
- I think that's it?
Files
Get Dice Trek
Dice Trek
Battle against the galaxy in this dice-rollin', space-shootin' roguelike game!
Status | In development |
Author | RefresherTowel |
Genre | Strategy, Adventure |
Tags | 2D, Dice, faster-than-light, ftl, Pixel Art, Roguelite, Space, Space Sim, Turn-based |
Languages | English |
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