Going Deeper is a single player erotic roguelike/management game. You take on the role of an Inquisitor, a divination mage serving the goddess of knowledge, who has been tasked with investigating the sudden appearance of a dungeon of unknown origin. On reaching the site, you find that a team of Knights from an allied faction is already there. Teaming up with the three female knights, you take on the duty of mission control.
Can you guide them to the bottom of a dungeon, or will they fall to the corruption it throws at them?
Changelog:Alpha-10
Content:
Upped the number of floors in a run to 15!
2 new monsters
5 new traps
4 new (ally) status effects
4 new skills
4 new curses
6 new spells
Changes:
Changed event descriptions to (usually) show modifiers on the threats that cause them.
Added a flag so that monsters which retreat can be set to be added to your research log that way.
Non-rearmable traps can no longer spawn with many modifiers that don't make sense for them.
Allies now attempt to keep track of what they were doing before being hit with a behavior altering status effect and go back to doing it once they're free of such status effects.
Added the ability for the game to check requirements and determine what floor to give you next (rather than simply going through them sequentially)
Fixed monster opportunity attacks not actually working.
Turns out this was broken for a while.
Also fixed it being listed as a 25% bonus to attack in the research notes page when it is a 50% bonus (as stated in the tutorial).
Fixed a bug where research could still be done during dungeon time.
Fixed some bugs with Mantra effects not properly being removed when their duration was up.
Fixed a bug where the chest imp spawning would display as an empty room instead of a monster room.
Fixed a bug that was causing multiples of the same skill/spell scroll to not stack in the loot found window at the end of a floor.
Fixed a bug with skill scroll filtering.
Temporarily disabled the Entropic Touch skill.
There's an issue with how DoT effects are handled that I only just realized. It'll be back.
Fixed a bug that could cause expected monster/trap counter damage to calculate incorrectly in the UI (it would still be applied correctly).
Added handling for the edge case where a knight has no curses that they qualify for at the end of a floor.
Balance:
Map Generation
Slightly decreased the base room count of most floors.
Lowered the amount of bonus rooms that can be generated on most floors due to Chaos.
Decreased how linearly most floors will generate (and added map data to set this without changing code).
Lowered obscured room count (especially in early floors) again.
Tweaked Corruption Wave speed values.
Added a Super Rare tier for skill scroll chest reward spawns.
Made lower tiers slightly more common.
Curses
Fixed Rope Bunny
The description of the curse wasn't matching the actual effect in the scripting. They match now.
Also extended the effect to include Restricted.
Buffed Scatterbrained
Gain Dazed when Scatterbrained stacks are >= 5 now at rank 1 and 2 (up from just 2).
At rank 2, Scatterbrained stacks no longer decrease from moving.
Spells
Changed Contractor to work with Foreboder (no longer requires the scry be "natural" for the mark to apply)