Randomly Generated Droids: 1.11 Changelog

Item modifiers

Consumables sold in special rooms or vaults now have a random chance to be modified with either Temporal or Magic. Item modifiers are only accessible past room 30. They have a 1/32 chance to spawn with a modifier, but the chance can be changed in Sandbox Mode.

Temporal

  • 0.5x the cost
  • The item is lost after the next special room.

Magic

  • 1.5x the cost
  • Makes the consumable item reusable every world.
  • (The more expensive an item is, the less likely it is to gain the Magic modifier.)

More item modifiers are planned to be released in future updates.

UI changes

Stats menu

  • Updated iconography for the stats menu: each stat no longer uses emojis. This also includes all status effects.
  • The icon and text color for any held weapon adapts based on the type of weapon and the elemental damage of the weapon.
  • When you gain walkspeed, jumppower, strength, defense, vitality, luck, or block, the stat display will have a short animation.
  • When you gain circuits, the circuit icon will have a rotating animation.
  • When you lose circuits, the circuit icon will turn red for a moment.
  • Hovering over a stat gives you a short description of what the stat does. (This also includes some other miscellaneous elements like the Hit Counter and Panic Button.)
  • Hovering over the text for melee weapons, ranged weapons, spells, and multi-use items will give information related to the item.
  • Status effects are sorted alphabetically in three groups: positive effects first, followed by negative effects, and finally effects with no alignment.
  • Hovering over an ability gives you the name of the ability along with the description of the ability, reusing the code for the rest of the hover functionality.
  • Shopkeepers stat is now invisible in the special stats menu until one shopkeeper Friendly Droid is killed.

Class changes

Sentient rework

  • Passive: Start the game with Anti Sword, Capacitor, and Upgrade Module. Whenever you pick up an item, modify it with Temporal. Take no HP loss from killing Friendly Droids.
  • Ability 1: [/10] Upgrade - Gain stats from Upgrade Module. Copy the highest slash and lunge damage values from available swords (in the shop or party) onto Anti Sword.
  • Ability 2: [/8] Evoke - Set all enemy HP to 1 and double enemy aggro distance. (Scales in multiplayer.)
  • (Capacitor reworked: “Spend 20 circuits to heal 10 HP. Reusable and droppable, but destroyed when dropped. Grants “No Healing” and “Hazard Immunity” until it exits your inventory.”)

Frozen Fighter rework

  • Passive: Whenever an enemy is frozen, gain one strength.
  • Ability 1: [/3] Frozen Flex - Gain a small amount of strength for ten seconds. The next time you strike an enemy with a melee weapon, they are frozen for three seconds.
  • Ability 2: [/8] Deep Freeze - Halve all enemy walkspeed. For each inflicted enemy, activate Frozen Flex. (Scales lightly in multiplayer.)

Icy Defender rework

  • Passive: Players heal 3 HP per second of being frozen. Enemies lose 1 walkspeed per second of being frozen.
  • Ability 1: [/5] Arctic Shields - Freeze all party members for one second. Give all party members forcefields for five seconds. (Scales in multiplayer.)
  • Ability 2: [/5] Chilling Wind - Freeze yourself for two seconds. Freeze all Droids for five seconds. (Scales in multiplayer.)

Cold Conjurer rework

  • Passive: Every room clear, you have a 1% chance to gain Candy Cane and a 1% chance to gain Gumdrop.
  • Ability 1: [/8] Sub Zero - Summon three groups of 1000 damage icicles above enemies. Then, drop them. (Scales lightly in multiplayer.)
  • Ability 2: [/12] Festivities - Gain a random consumable or tome with “ice resistance”, “freeze”, or “:snowflake:” in its description. (Scales lightly in multiplayer.)

Snowy Strategist rework

  • Passive: Start the game with Snow Slinger. It starts with no ammo, but gains one ammo every room.
  • Ability 1: [/3] Cooldown - Give all enemies :snowflake: weakness. All of your melee weapons gain :snowflake: damage. (Scales lightly in multiplayer.)
  • Ability 2: [/7] Snowball Barrage - Quickly autofire a barrage of 50 free snowballs from your Snow Slinger. (Scales lightly in multiplayer.)

Berserker buff

  • Ability 1: [/10] Enrage - Lose 15% of your max HP. Gain ten strength. Future uses of Enrage give two additional strength.

New items

Ankh

  • Consumable
  • 10 circuits
  • “The next time you would take a lethal amount of damage, set your HP to 1 and gain a five second forcefield instead.”

Bag O’ Dice

  • Consumable
  • 6 circuits
  • “When used, obtain a Game Die and modify it with Magic. Droppable; if this item is dropped, drop three Game Die instead.”

Attack Remote

  • Utility
  • 4 circuits
  • “Pause Anti Droid movement. On next use: they resume movement, teleport to you and get 3x damage for ten seconds. Reusable every world.”

Tutorial rework

The tutorial world (Wicked Wasteland) has been reworked. The new tutorial attempts to teach players how to use shiftlock, the difference between slashing and lunging, how to fight Droids, and basic gameplay mechanics. Signs are no longer used from room-to-room, and better methods of teaching the player are attempted. The starting room is also different for the tutorial.

Miscellaneous changes

  • Alignment keys added. Press </, to rotate 45 degrees left, and >/. to rotate 45 degrees right.
  • Bat Wing now gives five additional strength for every world past World 4.
  • The Magic Die utility item has been removed in favor of Bag O’ Dice.
  • The Droid Remote utility item has been removed in favor of Attack Remote.
  • Burning Coil, Freezing Coil, and Golden Shield now give the ten-room resistances when dropped, instead of when used. This is to prevent accidental usage of the item.
  • Slingshots and crossbows are no longer automatically destroyed if they gain ammo every room.
  • Daffodil Seed renamed to Dandelion Seed.
  • The training dummies in the lobby have been replaced to match the Wicked Wasteland dummies.
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