- All the bugs, and all the fixes - 27 December 2020
What would a content patch be without ALL of the bugs? Bug Fixes - Crit works properly now - Robberies and Thievery should now work properly - Max level raised to 8, as intended - The iron key once again properly unlocks the door it's supposed to - Shops now close properly when they are supposed to - The potion of Death once again gets added to your inventory when you acquire it - You no longer sell both weapons to the shop if they have the same name. Damn Shop code. Every time - An assortment of small UI bugs that crashed the game are no longer there Changes - Enemies no longer stun you when you are already stunned. Kind of unfair... - Stun is slightly shorter. - The forest is now available at all levels. It can be used to catch a new sibling up to current content - Mage spells do more damage That's it for now, though I'm sure there's plenty more to come Probably in the shop...
- Marburgh 1.0 Release - 26 December 2020
MARBURGH IS OUT OF EARLY ACCESS! Additions - NEW DUNGEON - The cave - Complete with new events and new enemies - THE FOREST - Venture into the forest to find rewards and glory. Every time you leave your progress is reset - Inside you will find a variety of monsters and new encounters. - YOU CAN NOW FACE UP TO 6 ENEMIES AT A TIME - Bartender - There are now individual bartenders to speak with, and to flirt with. - Locals - Stay and gossip, Listen to music, make rousing speeches, and discover secrets - Jobs - NPCs now may have tasks for the player to help out with. - Robbery/Stealing - Why give when it's so much more fun to take? - New Weapons to Create - New potions - Further weapon balance - Multi handed Combat - You now attack with each individual hand if you are dual wielding Bugfixes - This time it was status indicator that were just straight up messed. Should all be working as inten…
- Upcoming Release - December 26 - 24 December 2020
Marburgh is leaving Early access and releasing December 26th! I've gotten a lot of work done over this Christmas break so far, and will be ready to release for Boxing day Content update For this release I've almost doubled the current content in the game. There are more exploration/dungeon events, more monsters, more Items to build, and plenty more things to do in town. I'm quite Excited. Price Update I will be updating the price from 3.99$ USD to 4.99$ USD Future Updates I really love this game. It's my first, after all. As well, Growing up in the 80s and 90s, I have a weird affinity for this style of text RPG game. As such, I do plan to continue to update it. I have some ideas for expanding the combat arena, more forest events, lots of things. I will not, however, be updating at the same pace I currently am.
- Bug fixes and Changes - 20 December 2020
Well, It never fails, I add stuff, I break stuff without noticing. Bug Fixes - Store will no longer take your item but not pay you if you back out of a sale. - You have 10 days to defeat the savage Orc, as the intro says. Somehow it internally got changed to 5. - 2 handed weapons are now indicated as such in the store - Status effect Labels on a monster that dies no longer transfer to another monster - Fixed weird colored brackets in combat - Rogue can no longer stun a monster forever - Abilities now cost their listed amount Changes - There are now several countdown updates when you are approaching losing the game because of time. - Dual wielding now means striking twice. - Slight increase enemy health - Slightly larger increase to player damage - The rend tooltip has been updated - Slimes are a little less Weirdly generous. - You find a little extra gold after defeating the first boss…
- The core of the game is here. More to come - 19 December 2020
Next Big Content Drop is being pushed slightly Turns out, most of what I wanted to add not only isn't supported by my old code, changing it undoes a lot of the original "Spaghetti" I'm still planning to be done very soon, but most of the past several days has been refactoring. On the bright side, I've already added/changed quite a bit, which will go live right away RELEASING NOW - Tutorial, Rework, Balance, Bugfix Tutorial The game now has several layers of tutorial, as some people were having trouble figuring out what to do next, or were getting killed quickly in combat. There is a screen after picking a character which goes into greater detail as to how the character works. There is also a COMBAT ARENA now. To begin your adventure in the dungeon you must show your prowess in the arena! The arena will be fleshed out in future patches as a way of earning Prestige, loot and a title. Rewo…
- Necromancer's Mansion - 12 December 2020
The Necromancer's mansion is now open With the savage orc dead, something has to fill the power vacuum. Enter... the Necromancer. He has been stealing villagers, alive and dead, for horrible experiments. Storm his Mansion and put an end to the threat to Marburgh once and for all! 5 new enemies Necromancer Ghoul Skeleton Zombie Rat Randomized dungeons with 6 new special rooms, 3 new generic rooms Plenty more opportunities to explore with new encounters and deadly traps Consumable Items Craftable Boss Weapons Well, one so far (only really one boss of note before Necromancer) but the functionality is now in there! WOO! And bug fixes, oh the bug fixes!!! I still found game breaking bugs in the code up to the Savage Orc. Did you know that you could sell your cloth armor forever? And that you couldn't equip armor when you bought it? I sure didn't. Well you can now. In the next Update (Schedul…
- Dec 11 2020 - 11 December 2020
Necromancer's Mansion The third dungeon, with substantially more random elements as well as 5 new enemies will be released at 9:00 M.S.T. This required a fairly massive overhaul to the base code, as a good chunk of it was created when I had been programming for less than half a year. I'm hoping the next push will require less 2 AM nights. The content is in but I want to spend some time balancing and bug fixing (and making dinner) before I push it Bug Fixes Over the course of putting the new dungeon in, I found a plethora of bugs that needed to be addressed. So I'm also just pushing all the fixes I've made now. - Dungeon now resets basic rooms every day, always was intended - You can no longer kill the first boss over and over - You can no longer talk to the villagers in the tavern after gaining access to the 2nd dungeon - Defend - No longer means you take 0 damage - Now significantly in…
- Updated Road Map - Wednesday, December 16, 2020 - 9 December 2020
On December 28, Marburgh will leave early access for full release! Below is the roadmap for content leading up to the 28th Friday, December 11 5 New Enemies: Rats, Ghouls, Skeletons, Zombies, Necromancer 1 New Dungeon: The Necromancer's Mansion Venture inside and put an end to his twisted experiments! New Feature - Weapon Creation: Use items scavenged from fallen foes to craft deadly weapons that cannot be found in stores Sunday, December 20 Tutorial, Town Events, Dungeon Between the overhaul required to add town events (Man, my original code sucked) and just the amount of stuff I'm adding, I'm gonna need a couple more days to bang it out. I'm aiming for Sunday now. Friday, December 25 1 New Dungeon: TBA New Enemies: TBA Monday, December 28 Marburgh leaves early access
- Dec 8 2020 - 8 December 2020
Wasn't expecting to have a patch today, but as was adding new monsters and ability for the new dungeon I tripped over a WHOLE wack of combat related bugs. - Orc stun ability now works properly, with a smaller duration and limited use. - The UI now properly updates what is happening at all times during combat, even while stunned. - A few other, small combat UI bugs Content added that won't be implemented till Friday when I release new Dungeon (That mostly caused this bug fixing patch) - Weapons can now be created from Boss drops - New Monsters with new abilities Zombies, Rats, Ghouls, Skeletons, Necromancer
- Dec 7 2020 - 7 December 2020
- Some small UI fixes - Some rooms now reset when you leave the dungeon - There is some more variation in the special rooms that appear - Room generation is nearly where I want it for the third dungeon. The larger dungeons (as opposed to the first two) will be randomly generated and feature more monsters, room types and player abilities. I expect to include the third (first new) dungeon by the end of the week
- Dec 4 2020 - 4 December 2020
-Added Attributes: Strength, Agility, Stamina, Intelligence. They drive current combat stats, which will be approximately the same. But will now also impact town and dungeon events, which will be coming soon (week or so) - Mitigation now works properly, so everyone will take slightly less damage - Enemies attacks sting more, but you can more readily avoid them. - Overall balance to stats, including damage done and hit points. Still trying to dial that in. Feedback welcome
- Dec 3 2020 - 4 December 2020
Fixed several bugs, game should be fully functional. Looking to add more content and rebalance over the next week or so
- Dec 3 2020 - 3 December 2020
- Fixed shop UI - Chest gives proper rewards - Cheats removed