github binary-knight/usurper-reborn v0.25.0
Alpha v0.25 - Quest System Overhaul

latest releases: v1.0.3, v1.0.2, v1.0.1...
6 months ago

Usurper Reborn v0.25.0-alpha - Quest System Overhaul

🎯 Major Features

Complete Quest System Overhaul

Level-Appropriate Monsters

  • Quest monsters now use the MonsterFamilies system instead of random selection
  • Players receive quests with monsters they can actually find and fight
  • Monster levels capped to player's accessible dungeon range (level ± 10)

New Equipment Purchase Quests

  • New "Merchant Guild" quest initiator offers equipment procurement missions
  • Weapon quests (35%) - Purchase specific weapons from shops
  • Armor quests (30%) - Purchase specific armor pieces
  • Accessory quests (20%) - Purchase rings or amulets
  • Shield quests (15%) - Purchase specific shields
  • Equipment selected based on player level affordability
  • Quests auto-complete when matching equipment is purchased from any shop

Dungeon Quest Improvements

  • All dungeon objectives (reach floor, clear floor, rescue NPC, find artifact) now cap to player's accessible range
  • Fixed bounty difficulty range: now properly 1-4 (was incorrectly 1-3)

Dungeon Floor Locking Rework

  • Players can now always leave to town from special floors (Old God/Seal) to gear up or recruit companions
  • Players can now always descend to deeper floors, even from uncleared special floors
  • Ascending blocked until floor is cleared - must defeat Old God or claim Seal before going back up
  • Fixed artifact floor mapping bug in CheckArtifactDrop() (was using wrong floor numbers)

In-Game Bug Reporting

  • New bug report feature accessible from the game menu
  • Collects diagnostic information (version, platform, player state)
  • Opens GitHub Issues with pre-filled diagnostic data for easy reporting

Dungeon Level-Up Notification

  • Players now see a notification in the dungeon when eligible for a level raise
  • Same visual style as the Main Street notification
  • Helps players know when to return to the Level Master

Mini-Boss Champion System

  • 10% of random encounters now spawn Champion monsters instead of regular bosses
  • Champions are named elite versions of monsters (e.g., "Goblin Champion", "Skeleton Revenant", "Orc Warchief")
  • Each monster family has unique champion titles:
    • Goblinoids: Champion | Undead: Revenant | Orcs: Warchief
    • Draconic: Elder | Demonic: Overlord | Giants: Titan
    • Beasts: Alpha | Elementals: Prime | Aberrations: Abomination
  • Champions have 1.5x HP/stats (vs 2.0x for floor bosses)
  • Champions display as [CHAMPION] tag in combat (not [BOSS])
  • Champions have unique threatening dialogue

Champion & Boss Loot System

  • Champions (mini-bosses) ALWAYS drop equipment when defeated:
    • 35% weapon, 30% armor, 20% ring, 15% necklace
    • Guaranteed at least Uncommon rarity
    • +10 level bonus for rarity rolls
  • Floor Bosses (Old Gods, dungeon bosses) ALWAYS drop high-quality equipment:
    • Guaranteed at least Epic rarity
    • +25 level bonus for rarity rolls
    • Better weapon/armor drop rates
  • New accessory loot tables: Rings and necklaces now drop with proper level scaling
    • Rings: Copper through Adamantine, plus themed rings (Ring of Strength, Dragon's Eye Ring, etc.)
    • Necklaces: Leather Cord through Adamantine Collar, plus themed amulets (Amulet of Health, Heart of the Dragon, etc.)

Dynamic NPC Dialogue System

  • NPCs now have unique, personality-driven conversations instead of generic greetings
  • Relationship-tiered responses - 11 different tiers from Married ("My love!") to Hate ("Get out of my sight!")
  • Archetype vocabularies - Guards speak formally, merchants talk deals, thieves use street slang, priests bless you
  • Memory-aware dialogue (20% chance) - NPCs reference past interactions:
    • "I haven't forgotten how you saved me just yesterday."
    • "Your betrayal some time ago still stings."
    • "Looking for another deal? The last one worked out."
  • Context-aware comments (30% chance) - NPCs notice player state:
    • Low HP: "You look terrible! Are you wounded?"
    • Is King: "Your Majesty! An honor!"
    • Rich: "Business must be good!"
    • Time of day: "Out late, aren't you?"
  • Emotional indicators - NPCs show mood through actions: *smiles warmly*, *scowls*, *looks around nervously*
  • Personality modifiers - High aggression = threatening tone, high intelligence = complex vocabulary, high romanticism = flowery speech
  • Combat reactions - NPC teammates react to combat outcomes:
    • Victory: "Ha! That's what I like to see!" (aggressive) / "Well fought!" (brave)
    • Fleeing: "Running away? We should have fought to the end!" (aggressive) / "Probably wise." (neutral)
    • Player death: "enraged No! Get up!" (aggressive) / "tears streaming Please, don't leave me!" (romantic)
  • Dynamic farewells - NPCs say personality-driven goodbyes when you walk away
  • Rich small talk - Chat with NPCs for dynamic, topic-based conversations

Critical Bug Fixes

Combat Exploit Caps

Fix Description
Backstab capped at 75% High DEX builds could previously achieve 100% success rate
Mercy escape capped at 75% High CHA builds could previously guarantee mercy escapes
Critical hit clamped to 5-50% Critical chance was uncapped and could exceed 100%

Story/Endings

  • Dissolution Ending Now Reachable: The secret ending was unreachable because the ready_for_dissolution flag was never set. Now auto-sets when all prerequisites are met (truth revealed + all wave fragments collected)
  • Vex Companion Death Works: Companion death tracking now works because game day counter is properly synced between systems

Class/Ability

  • Bloodlust Duration Fixed: Ability had infinite duration (999 turns). Changed to 5 turns as intended

Spells

  • Ocean's Memory Now Works: Spell claimed to halve mana costs but the effect was never implemented. Now properly reduces spell mana costs by 50%

NPC Interactions

  • NPC Conversation Menu Stays Open: Talking to or asking questions of an NPC no longer kicks you back to the main street menu. The conversation menu now stays open until you choose to walk away.
  • Skipping Intimate Scenes Applies Benefits: Pressing N to skip intimate content now properly applies all relationship benefits (relationship boost, encounter recording, pregnancy check) with a tasteful "fade to black" message.

Balance Improvements

Combat

Change Before After
Boss HP/Stats Multiplier 1.5x 2.0x
Flee Chance Cap 85%+ possible 75% max
Poison Damage 1-4 HP flat Scales with level

Classes

  • Sage Class Buffed: Was severely underpowered with lowest stats. Now competitive with other caster classes

Races

  • Troll Rebalanced: Was ~50% stronger than other races
  • Gnoll Buffed: Was weakest race, now competitive
  • Mutant Given Bonuses: Had zero bonuses, now has modest stat bonuses

Equipment

  • Level Requirements Added: Epic equipment now requires level 45+, Legendary requires level 65+

Relationship System Rebalance

Marriage was previously too easy to achieve (possible in ~2 days). Major rebalancing:

Change Before After
Intimacy relationship gain 10 steps (15 on Easy) 3 steps (4 on Easy)
Friendship cap bypass Yes (via intimacy) No
Per-NPC daily gain cap Unlimited 2 steps max per NPC per day
Minimum relationship duration None 7 in-game days before marriage
NPC proposal acceptance Automatic at Love level 20-95% based on personality
Intimacy bidirectional No (player only) Yes (both player and NPC)

New Marriage Requirements:

  • Relationship must be 7+ in-game days old before proposing (uses game day counter, not real-world time)
  • NPCs now have personality-based acceptance chances:
    • +20% for high Romanticism
    • +15% for high Commitment
    • +15% from proposer's Charisma
    • +15% from relationship duration (max)
  • Proposal can be rejected (20-95% acceptance based on above)

Files Changed

Category Files
Quest System QuestSystem.cs, Quest.cs
Combat CombatEngine.cs, StatEffectsSystem.cs, ClassAbilitySystem.cs
Balance GameConfig.cs, MonsterGenerator.cs, Items.cs
Spells SpellSystem.cs, Character.cs
Story EndingsSystem.cs, DailySystemManager.cs
Shops WeaponShopLocation.cs, ArmorShopLocation.cs, AdvancedMagicShopLocation.cs
Relationships RelationshipSystem.cs, IntimacySystem.cs, VisualNovelDialogueSystem.cs, GameConfig.cs, SaveDataStructures.cs
Dungeon DungeonLocation.cs
Bug Reporting BugReportSystem.cs (new)
Monster/Loot Monster.cs, MonsterGenerator.cs, LootGenerator.cs
NPC Dialogue NPCDialogueGenerator.cs (new), NPC.cs, NPCBrain.cs, MemorySystem.cs
Other BaseLocation.cs, MainStreetLocation.cs

Technical Details

New Quest Types

QuestTarget.BuyWeapon    // Purchase specific weapon
QuestTarget.BuyArmor     // Purchase specific armor
QuestTarget.BuyAccessory // Purchase ring/amulet
QuestTarget.BuyShield    // Purchase specific shield

QuestObjectiveType.PurchaseEquipment // Track equipment purchases

Monster Level Calculation

// Target level based on player level and difficulty
int targetLevel = Math.Max(1, playerLevel + (difficulty - 2) * 3);

// Cap to accessible dungeon range
int maxAccessibleLevel = Math.Min(100, playerLevel + 10);
targetLevel = Math.Min(targetLevel, maxAccessibleLevel);

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