Impossible Cave 0.4 detailed changes


New additions since 0.3

- The cave now goes down to floor 99. These floors have over 40 normal treasures and 12 rare items, and culminate with a new fourth boss responsible for giving adventurers another chance. Bonus Chests have been added appropriately
- New enemies lurk in these floors, including some rare ones like very valuable Orbs
- Added many new moves, some used by enemies and some by allies. Companion Capsule skill pool has been raised to 40 skills
- Added some new treasures only droppable by enemies. Hope you can win coin flips
- You now earn an upgraded ring after beating the 2nd boss, either letting you swap between a second suit, or adding a powerful ability for the current one
- Added more new art and sounds by me or online friends, especially to cover new enemies and statuses

- Harder difficulties have been re-added, now with more interesting and impactful changes to the "Light Cave":
     - Choose Unsealed Cave, and certain enemies will either drop their weaker moves, or use stronger moves they did not use at all before. Instability of Mana Gems is higher.
     - Choose Impossible Cave, and in addition to the Unsealed Cave changes, none of the cave perks you've bought will have any effect. In addition, at the start of each battle, the cave applies one of 24 very powerful buffs to the enemy team. Which one exactly, you'll just have to see to find out! This mode may not be beatable. :)
- Added additional adventurer logs that can be read after you earn enough lifetime Points
- Added a room behind the achievement room you gain access to with enough lifetime Points, but it's not used for anything and is just empty. No secrets there whatsoever, not in the slightest.

Other Changes

- The suited auras do not disappear after battle. You have to commit to them! Or, if you get hit with certain abilities, you're stuck with them...
   - Friend Charms no longer add Invoke skills. You have to use Chips or hope the companion learns them
- Enemies in the first 60 floors, mainly from 41 to 60, are a little less "beefy" because of the new (permanent this time) endgame enemies. Also, power of enemies has been adjusted throughout so that both sides are able to kill the other one slightly faster
- Some enemy names/pics in the first 60 floors have been shuffled around, but the movesets and stats are still what they were for the appropriate floors
- Mana Gems now  have a whole new effect when backfiring. Now you have to play out your next battle with half max HP and MP.
- MP restoration of Mana Gems has been adjusted to be slightly more powerful very early, and much less powerful later
- Elemental powers can now be enhanced or decreased by certain items or abilities. All four suits are now "elements" that can be enhanced this way (although no enemy has weaknesses or resistances based on these). Abilities can have multiple elements
- Basic attacks restore 2 MP. This may be iterated on further later
- Regeneration states that do not disappear after battle now no longer change HP/MP outside of battle
- Many smaller UI changes thanks to new plugins. Enemy target names now appear below the enemy picture. Some enemies changed positions slightly to make sure they are readable
- The player's very first run has a, uh, nice little surprise
- Play time is more accurate, and a clock in the exit room can tell you exactly how long your run took
- If you win a run, something neat may happen in the Exit Room...

Files

Impossible Cave 0.4.zip 193 MB
89 days ago

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Comments

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VERY exciting stuff in this update I can't wait to play more. I honestly really dig that you can dive right into the chaos of Impossible mode...