Alchemist 0.1.1 is released!


Took me long enough, hasn't it?

Anyway, now all those features, that I've been teasing you with, are here. If you like watching videos, this one contains all the changes, with some visual reference, but if you don't, I have you covered.

Changelog:

Gameplay overhaul:

  • Now you start with no recipes available, and unlock them during the game.
  • Certain important recipes are guaranteed to be found in early areas.
  • Research system lets you acquire the knowledge from the books, then convert it into new recipes.
  • Areas are split into tier 1 and tier 2. Tier 2 is significantly harder, more rewarding, and becomes accessible after completing a quest for Ricardo.

New content:

  • 5 new areas.
  • New challenges and new things to see in general. To name a few: nettle to harvest, guardian gargoyle statues that spit fire when they hear you move, explosive mushrooms, gas clouds.
  • New puzzle-like encounters, for more variety.
  • New creatures: hedgehogs and toads (passive fauna), phantasms (immaterial ghost that moves randomly around and attacks if you get too close, but never actively chases you), crimson ivy (a plant on the wall that binds you and sucks your blood if you're careless).
  • New bosses. Chimaera (very angry two-headed goat) and lich (who is as immortal as he's supposed to be).
  • New equipment.
    • Tall boots to traverse shallow water and walk through nettle.
    • Verdant sandals to grow grass under your feet.
    • Homeward crystal - teleports you home after a short delay.
  • New potions.
    • Essence of rust to destroy metal objects or enemies.
    • Hushing sands to move silently.
    • Gecko potion to stick to walls and climb over pits.
    • Potion of embers - a weaker fireball.
    • Numbing ointment - a weaker analgetic.
    • Calming infusion - a slow healing effect with very long duration (600 turns).
    • Potion of disruption - shocks material undead and constructs, destroys immaterial ones.
    • Potion of rot - like poison, but lasts until the target only has 1 health left.
  • 45 lore entries, 215 separate fragments - unlocked by reading books, alongside knowledge points.
  • New minor quest.
  • Some new dialogue. Including one with a cat.

Presentation:

  • Purkinje shift, aka dark vision. When your character is in the dark, the screen becomes brighter and hue shifts towards blue. Intensity and speed of the effect are customizable.
  • Wall-bound objects are now attached to a specific side of the wall and only visible from that side. Wall-bound lights cast light only in one direction.
  • New sprites for trees.
  • Water shaders.
  • A lot of new sounds.
  • New music for dungeons.
  • Dynamic music (currently in dungeons only) - changes the arrangement depending on perceived danger.

Quality of life:

  • Automatic cataloguing of components and recipes in the journal.
  • Adjust amounts to craft, process, etc by 5 if you hold shift.
  • New settings. Better descriptions for settings.

Balance:

  • A lot of numeric adjustments to costs and effects.
  • Walls are now a lot harder to destroy. They take about 6 fireball explosions on average. 
  • Shockwave potion does not affect stone and metal, it only destroys crystal and wood. The stun effect is still there.
  • Shockwave potion's stun is increased from 2 to 3 turns. It was always intended to be 3, but I miscalculated before.
  • Most plants give from 1 to 2 components when looted instead of just 1, and have higher chance to be empty. This is to reduce the picking up.

Everything else:

  • An effort has been made to translate the game from Gibberish to British English. Fixed a lot of misspellings and unified the grammar to British standards.

Files

Alchemist 0.1.1 391 MB
Feb 07, 2022
Alchemist 0.1.1 (.love package) 388 MB
Feb 07, 2022

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Comments

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This game has lots of potential. I'm very excited to try out the new version when I get a chance.