After almost 4 months, V45 is finally ready for player consumption.
https://www.mediafire.com/file/edue2cemkljp296/Binary+V45H10.zip/fileLink to 3 Month Update (technically 4.5) =
https://www.reddit.com/r/roguelikes/comments/l8cv1k/empires_of_eradia_the_cataclysm_of_chaos_v45_3/Link to 2020 Retrospective =
https://www.reddit.com/r/roguelikedev/comments/l8zlvl/2021_in_roguelikedev_empires_of_eradia_the/EDIT: 10th hotfix
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New Changes to V45:
You can control the game exclusively with the mouse or the keyboard, if you so desire. I suggest using a bit of both though.
I've tried to give support for Azerty keyboards. Simply switch the keybinding layout in the Ingame Menu (hit Esc when ingame).
I've done a severe optimization pass on AI, Rendering, Turn Processing, Looting, and Combat Code. The game now more easily and more consistently maintains a solid framerate, even with hundreds of foes running around.
I've implemented a new Technique system, with redesigned Techniques. Each has two mastery unlocks, one at rank 5 and one at rank 10, with a max of rank 10. With the Mastery Unlocks and changes to combat code, each Technique is uniquely useful for handling different kinds of situations.
I overhauled the Root Menu (which has all the game's keybindings in one handy menu) and made sure that things worked consistently in it as out of it. In V44 sometimes things didn't work correctly.
I implemented a Round Reports menu, that keeps track of the 20 most recent game rounds. Each report gives detailed information on what occurred that round and it stores any messages, produced in the message log, for that round. That way if the message log overflows, you will never miss an important message again.
I completely rebuilt the AI pathfinding code, completely rebuilt the Rendering code, and completely rebuilt the Turn Processing.
I've added a new Enemy Scaling system, so that enemies scale a bit better and doesn't eat up a ton of processing time to do it. The system is now quite streamlined, taking very little time at all.
I've implemented a brand new system of Traps. Each spawns with three properties, and each of these has 3 options, resulting in 27 different combinations of traps. Some are pretty scary now, while others are more situationally scary. Also this release sees the implementation of the Explosive property and the Sentry property, mentioned way back in time (I think I first tried implementing them in V32 or something)
I've implemented Elemental Bombs; a way to hurt your foes when out of Energy and are specifically designed for weakening enemy defenses. So if you find a particularly tough foe, using an Elemental Bomb on them first, will significantly reduce the number of rounds needed to kill them.
I've Implemented Quickstrikes, which replace the old bump, quickshot, and quickzap, rolling them all into a single attack. The active quickstrike is based on the active barrier and thus which attribute is used to boost the stats of the Quickstrike.
Control scheme has changed, with a new set of keybindings. The mouse LMB allows you to either attack a location, move to that location (if adjacent), or if you click on yourself, wait a turn. The RMB now brings up the Root Menu.
You now have access to a Keyboard Cursor, and the Cursor remains always active. Can switch easily between Keyboard and Mouse Cursor. For Qwerty, you control the keyboard cursor with qweadzxc keys. The S key functions like LMB now. Numpad still is used for movement.
I created a new Satchel interface that only displays the items you currently possess.
I implemented a new and improved Threat System that is easier to understand and allows a lot more build freedom. You can thus cast spells with heavy armor now, if you want.
Do note: The tutorial has been disabled. I plan on implementing a better one in V47. The old one broke, when I did the overhaul of the current codebase, so its currently non-functional (which is why it got disabled).