Loop For A While v0.2.8


v0.2.8

New

  • Tile Familiarity System — every completed action on an entity (interactable, enemy, NPC) or terrain tile now increments a persistent familiarity counter that carries across loops
  • Familiarity stacks with skill speed multipliers and compounds against instability
  • Mastery on both axes means instability hurts proportionally less at high counts
  • Tooltip action blocks now show familiarity savings inline: time reduction on the left of the timer, mana reduction on the left of the mana cost, both in green
  • Entities and terrain tiles now display a familiarity title in their tooltip once you've interacted with them enough times across loops — progressing from Familiar through Practiced, Mastered, and finally Imprinted
  • Instability Rework - now operates on a tier system. Below T1 threshold there is no penalty. At T1, actions cost more mana. At T2, actions cost more mana and take longer, multiplied by their current values
  • Instability bar now supports tier expansion — each unique shrine completion increases max Instability threshold by 1.0, exposing a new tier.
  • Now the purple left segment of Action Bar represents the mana overhead fraction caused by instability
  • Instability bar now reflects tiers via fill color
  • Background bar now shows marker lines at appropriate tiers
  • Added a thank-you popup when the player first reaches the forest, marking the end of the current demo content.

Changes

  • Instability no longer adds a flat time overhead per action. Time multiplier penalty only applies at T2 and above
  • Instability narrative hints now fire relative to actual tier thresholds
  • Visual display of instability effects now gated by instability thresholds
  • Removed the “+?” obscured text from instability tooltip
  • Action bar no longer has a separate instability phase segment that animates during execution
  • Since an instability phase no longer exists, instability no longer pauses action execution — actions now run continuously without interruption.
  • XP is now granted throughout the full action duration with no gap caused by an instability phase
  • Familiarity order of operations: base → familiarity → skill multiplier → instability. Instability taxes whatever remains after mastery has already reduced the base

Balance

  • It’s a mystery as of now, even to me (edit: suprisingly, it’s pretty good? Maybe a bit too fast?)

Fixes

  • Fixed inconsistent counting of fights done for the Slime, mixing in actual fights to the queue sim
  • Fixed queue sim for containers (i.e. pots) to allow queueing multiple searches
  • Fixed a bug where the last action in the queue would flash empty upon completion instead of remaining fully filled
  • Fixed the ability to insert actions via the queue editor popover
  • Fixed doors fought via queued combat not being treated as open by the queue sim
  • Fixed queue sim marking interactable containers as walkable after interaction
  • Fixed cursor showing green on impassable tiles with no invalid sound before Control is unlocked

Files

Loop_For_A_While_v0.2.8.exe 111 MB
7 days ago

Get Loop For a While

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