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Messages - getter77

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Announcements / Re: Dungeonlike (now at Alpha 0.1.5)
« on: June 27, 2017, 08:57:16 PM »
Hello, dungeonlike-liking people! The big feature going out this time around is... magical items! Quite a basic thing for a loot-rich game, and I always wanted to have them around. So here they are, currently a bit over 20 enchants for a good start. Almost any weapon or armor spawned in the game might be enchanted, having a special prefix in front of the name and providing bonus effects. These effects will be selected at random, and will have varying power, so two "Brutal" Arming Swords might have a different bonus to their damage.

I also got a bunch of fixes for you, of which about half are a result of your bug reports sent to me! Big thanks to everybody who sent one, as this speeds up the development tremendously and helps me keep the game as good as I can manage. Keep them coming!

Saves from back to 0.1.3 are theoretically compatible, but you will not see any of the magic items spawn. Also, the mage robe sets will have their hex resistance removed.

New Stuff:
    Magic items with bonus stats can now be found in chests or on the enemies.
    Removed Staff of Energy from the game. Any staff can now have the same effect if it has the "Focused" magic effect.
    Removed innate hex resist bonuses from mage robes (Neophyte and Magus sets). Any piece of armor can now have the "resistive" magic effect offering a similar bonus.
    Mana potions and Stamina potions can now be found in the Dungeon. No idea why I did not have these items in the game in the first place.
    Armor penalty - if applied - is now displayed as a condition (armor with a red exclamation mark) to bring it to player's attention. Armor penalty makes magic really hard to aim, which confused a lot of people, I hope this makes it a bit clearer.
    An open chest with no items insisde will display "Small Chest (Empty)" to signify that.
    Female character tiles have been improved.

    Dual Strike would not become the primary attack when dual wielding, making the entire gamestyle broken. It would also lead to corrupted attacks being created, causing crashes.
    Mage gloves would take only one equipment slot.
    Attempting to equip gloves or boots while having some equiped already would make them disappear.
    Killing an enemy with Ctrl view mode on would crash the game if there was another enemy around.
    Upon a crash, the game will allow you to continue or give up playing. This should prevent trivial bugs from crashing your game, as sometimes the failure is not really serious enough.
    When drawing range of AOE spells, the game would use vision-based calculations instead of passability-based. So if you used Conjure Smoke and then attempted to throw a fireball at it, the game would not show that this area will be affected. Switched the logic to use passability instead of vision here.
    Additionally, if entire target area was covered by smoke, the game would actually crash! This has been fixed as well.
    LineAOE spells did not have their cost influenced by range modifications, making them very cheap.
    The item type filtering in Container and Equipment windows would not reset after closing, which even got me going WTF? "why are there no items in that box?".
    Targetting crosshair did some wierd stuff, getting permamently stuck on the screen in some rare cases.
    The "Full" condition applied when a creature eats enough would atually remain applied even if satiety levels dropped to "Satiated".

    Blocking with shields takes twice as much stamina per block as before, but increasing the Shielding skill reduces that amount four times as fast. In other words, you need to be good with shields in order to really make use of them in the long run. To avoid "trolling" new players, the initial buckler is now NOT EQUIPPED AUTOMATICALLY after character creation, as this would lead to rapid stamina depletion.
    Ranged weapons pierce easier through armor (would pierce through 25%, now 50%) to make ranged enemies an actual threat.
    Chests will spawn slightly more stuff.
    Kobold thieves will drop more lockpicks.
    Kobold thieves and Orcish Henchmen will be slightly more accurate and deal slightly more damage (about 10% increase).

    Added a piece of test/tip under the attacks window popup to suggest that the player can hold Ctrl to re-attack. I see a lot of people go through all the menus during combat (select attack => select enemy => select body part) while this boring procedure can be nearly totally skipped. I personally would get carpal tunnel  not enjoy the game  at all if I had to go through all of that on each turn.

Events and News / Re: Angband live webserver
« on: June 26, 2017, 11:02:53 PM »
Neat~  8)

Announcements / Re: Angband (Now at v4.1.0!)
« on: June 25, 2017, 12:17:18 PM »
v4.1.0!   8)

This has release has been a massive team effort by many people over a long time. The wonderful community on these forums has been a big part of that team. This is your game, I hope you like it.

This version has the first major gameplay changes since 3.5.0. Some of these changes have significant impact on the game, and affect longstanding parts of the game quite radically. Given that aver 750 individual changes have been pushed to the main game repository since the last release, what is presented here will be more of a summary than a detailed changelog.

    The general philosophy is that all players will hit traps at some time
    Magical trap detection has been removed, except as a spell for mages
    Active searching has been removed
    Characters have one chance to detect a trap, on seeing the grid it is on; this chance is dependent on searching skill
    Traps are either physical or magical, and there is a corresponding split in the player disarming skill
    Many new traps have been introduced, and old ones amended
    Traps are placed almost exclusively at corridor intersections or other chokepoints
    Trap density in vaults is reduced by 75%

    ID is now "rune-based"; once an object properry is recognised once, it will always be recognised on all future items
    The only forms of magical identify are scrolls and the mage spell, both of which identify a single unknown rune
    All scrolls, potions, mushrooms are identified on their first use
    Most wands, staffs and rods are identified on first use, the main exceptions being when they affect monsters and are tested in the absence of monsters
    Ego item names become known once all the relevant runes are known

Player knowledge
    Changes to previously known terrain outside the player's field of view (doors opening, etc) are no longer immediately known by the player
    Secret doors are now always found on stepping adjacent (or at a distance by the mage spell)

Dungeon generation
    A new generation algorithm has been introduced, and appears roughly as often as the classical generation algorithm
    There are many new vaults in the new algorithm, and also new room types - huge rooms, rooms of chambers, and interesting rooms (like small vaults)
    There is also an infrequently occurring generation type, the "moria level", which features large rough-edged rooms and many orcs, trolls and ogres
    Lava has changed from being a visual curiosity in town in 4.0.x to being generated in the dungeon; it will burn those without fire immunity
    Another new type of terrain has been introduced: passable rubble, which behaves like regular rubble except it can be walked through

    Monster breaths are now cone-shaped starting at the monster, instead of being indistinguishable from ball spells
    Monster pathfinding has been improved (mostly), with monsters tracking explicitly by sight, sound or scent
    The relationship between player stealth and monsters waking has changed

Random artifacts
    Lights, rings and amulets are now fully randomised instead of based closely on the standard special artifacts
    The artifact set generation algorithm has been changed so that random artifacts no longer correspond to individual standard artifacts, but rather are generated so as to get a statistically similar distribution
    Calculation of object power has been simplified
    Generating a set of random artifacts now actually writes a data file like artifact.txt, which can be used for future games

    Sticky curses have been removed completely
    A large number of new curses have been introduced
    Items can have multiple curses
    Curse removal targets individual known curses on items
    Failed curse removal causes an item to become fragile
    Fragile items have a chance to be destroyed on future failed curse removals

Status effects
    Monster status effects have been redone to rebalance reliability and effectiveness, so that they may actually be interesting to use
    New types of status-inducing spells and magic devices have been included

    Much more detail has been moved out to text files in lib/gamedata
    Many underlying code improvements

Here we go---the big time arrives anew!

Feature Friday #94

We made some tweaks and additions to tonics.
Added a new tonic: love tonic.
Currently, overdosing on a love tonic causes you to erupt into flames. This may change soon.
Added platinum as an unidentified tonic color.
You can now stab people with injectors during melee combat. You must penetrate their armor to successfully inject.
Chronology entries logged while you're in love are now much sappier.
Added a chronology entry for losing the lovesick status effect.
Autoexplore now ignores freshwater if you don't have room to carry it.
Natural missile weapons now require ammo once they're dismembered.
If you go to the worldmap and immediately return to a noted location in the same worldmap tile, you now properly appear in that location.
Fixed some severe memory usage issues during long-running games with thousands of items (mostly ammo stacks).
Fixed Temporal Fugue lag issues in long-running games when there are thousands of items in your inventory (mostly ammo stacks).
Fixed an issue when you canceled out of the pour dialog where you were still asked how many drams to pour.
Fixed an issue preventing you from escaping out of string-entry dialogs (for example, entering the amount you want to pour out of a container).
Fixed an issue causing buggy behavior in the new UI after certain direction selection dialogs.
Fixed an issue where some screens didn't display controls if the new UI was enabled but the new inventory UI wasn't enabled.
Fixed some bad interactions between zoom and panning popups in the old UI.
Fixed an issue that prevented you from clicking on items in the nearby items list.

Announcements / Larn-NEXT (now at Xvart)
« on: June 22, 2017, 10:24:23 PM »

After 3 months of hammering away at Larn's codebase, finally it's time for a new release.

A lot of changes have happened over this time from bug fixes, feature implementations and backend improvements. The conversion to C++ is going well, with many usages of C++17 features and proper casting, templates, classes and inline functions & inline variables.


Due to my cross-compilation environment, I was unable to get mips and armhf builds ready as Larn now needs GCC 7 as a minimum, so this will be done in the next releases (weekly).

In the single zip file attached here, there will be a Win64, GNU/Linux 32bit and aarch64 (Arm64) binary. Use the one for your architecture and system.

Also thanks to the contributors!


    Rewrote the cannedlevel function to be standard C/C++.
    Rewrote the cave level generation (some bugs remain).
    Rewrote the math which generates the mazes.
    Cleaned up some functions and squashed some bugs.
    Cleaned up UI (finalized).
    Templated functions.
    Inlined functions for #define's.
    Inlined variable for WIZID (more to come).
    Added more mazes to the file.
    Removed color.
    Removed all #define macros and replaced them with inline functions,
    variables, templates and declared the rest correctly.
    Renamed some variables like scprob to scroll_probability.
    Removed larnfunc.h and created templates/math.t.hpp.
    Now compiles cleanly with GCC 7.1 with very strict rules.
    Cleaned up inventory code and made it fullscreen.
    Increased mobuls to 699.
    Created a log of messages (data/messages.log) for review if
    players miss any of the messages scrolling while playing.
    Removed pointless casting.
    Large amount of bug fixing.
    Apache 2.0 applies to more files.


The future of Larn shines once again from another of the stars in the sky!   8)

Announcements / Re: Dungeon Mercenary (now at 17.6.22!)
« on: June 22, 2017, 10:18:13 PM »
17.6.22   Big surge of progress at last!   8)

New features: Gameplay
    Added spells. There are 16 different spells:
        Dragon Breath: An area of effect spell in the shape of a dragon's breath
        Dragon Slaying: A projectile that affects only dragons, but which is particularly deadly for them
        Firebolt: A magic missile
        Force: A spell that pushes back an opponent, an item, a barrel, etc.
        Health: A spell to heal yourself or another living foe
        Lightning: A beam spell that hits every enemy on its path
        Paralysis: A beam spell that paralyses its target
        Poison: A beam spell that poisons its target
        Protection: A spell that surrounds its target with a protective haze, to absorb future damage
        Orc'n gobs'n troll Slaying: A projectile that affects only goblins, orcs, and trolls; but which is particularly deadly for them
        Quietus: A beam spell that instantly kills its target
        Raise Skeleton: A spell that reanimates a fallen foe (turning it into a skeleton), so that it will fight on your side
        Slowness: A spell that slows down its target
        Undead Slaying: A projectile that affects only undeads, but which is particularly deadly for them
        Teleportation: A spell to teleport anything: a monster, you, an item, a all, etc.
        Vampirism: A beam spell that transfers some of the target's life to you

    Spells are obtained in two ways: either by applying a branded runic (for spells corresponding to a runic, i.e. dragon slaying, force, lightning, paralysis, poison, orc'n gobs'n trolls slaying, quietus, vampirism) to a blank spell or by finding a branded spell. Spells can be boosted with any runic, hereby either increasing damage, reducing cooldown, or increasing duration (depending on the spell).

    Casting a spell can be done in a number of ways:
        You can click on the spell's name at the bottom of the inventory (like the second spell cast in this video).
        You can use the spell's shortcut shown in the inventory (F1 → F12).
        You can press 'c' to open the 'cast' menu, which will present you the available spells (as in this video).
        You can open the inventory with 'i' and select the action 'cast' in the desired spell's submenu.
    Added rings. There are 5 kind of rings:
        Awareness: This ring allows you to feel enemies beyond your usual field of vision.
        Dexterity: This ring increases your chances of performing special attacks (daggers, swords, falchions, small axes).
        Toughness: This ring decreases the damage you suffer.
        Sight: This ring increases your sight distance. This distance is used to draw your surrounding but also caps your throwing distance and your casting distance.
        Strength :This ring increases the damage you deal.

    Added classes. A class is simply a set of starting equipment (see the equipment of each class). Classes ease trying the different flavors of mercenaries that you can throw down the dungeon:
        Assassin: Assassins are specialists at instantly killing their enemies, thanks to their deadly enchanted dagger, the daggers' special attacks (Alt + move), and their increased dexterity.
        Barbarian: Barbarians excel at pulverizing and massacring every race and species.
        Conjuror of Cheap Tricks: Conjurors of Cheap Tricks try to avoid combat by all means. They excel at staying alive no matter what's thrown at them.
        Dragonist: Dragonists walk the dangerous path of taming dragons. They usually accidentally fry a girlfriend or two before being banned from society.
        Optimist: Optimists don't worry, they are confident they'll find loot early in the dungeon.
        Elements Conjuror: Elements Conjurors are versed in two elements: fire and lighting. Their strategy is straightforward: burn everything down.
        Filth Assassin: Filth Assassins are specialists at making their enemies suffer a slow but irreversible death. If they stay alive long enough to master their technique, they become immensily powerful.
        Filth Mage: Filth Mages are specialists at making their enemies suffer a slow but irreversible death, without even taking the risk of melee combat! Legendary filth mages caused plagues in the past.
        Knight: Knights are well protected melee fighters. They use their sword's special attack (Alt + move) to kill enemies from a distance.
        Mage Wannabe: Mage Wannabes started mage school, but ultimately dropped out to discover the outside world on their own. They only know their basics, but took a little something from the school's storage areas on the way out…
        Undead Commander: Undead Commanders excel at raising a large undead army at their service.
        Necromancer: Necromancers are both good undead commanders and viable damage dealers.
        Paladin: Paladins are very well protected melee fighters. They use their sword's special attack (Alt + move) to kill enemies from a distance and use their shield to paralyze enemies.
        Priest: Priests master the art of healing themselves and others.
        Slayer: Slayers excel at hunting down monsters.
        Southern Knight: Southern Knights are well protected melee fighters. They use their falchion's special attack (Alt + move) to force enemies to back up.
        Tourist: Tourists are badly equipped for surviving in a dungeon. They just bring the most basic equipment.
        Vampire: Vampires are good melee fighters and like being accompanied by an army of disposable minions.
    Added an explore mode (toggled with 'x') in which you can see the description of items under the cursor. Descriptions are also displayed when hovering with the mouse. As of now, only items and some wall elements are described. It was required to do items, because this is required in choice treasure rooms (see below), so that you know what the items are. In the future monsters will be documented too.
    Added special rooms:
        Choice treasure rooms where you have to choose one item among many items (à la brogue).
        Closing rooms. Will you find the various means to escape ?
        A dangerous corridor…
        A malevolent area…

    Armors now decrease damage instead of reducing hit probability, to a minimum of 1 (à la Sil). Non-leather armors now increase the probability of being hit by enemies: chain mail increases probability by 10%, banded mail and split mail by 20%, and plate armor by 30%. Shields, on the other hand, have been unchanged: they still decrease the probability of being hit by enemies.

Gameplay Changes
    Increase the damages of the poison runic. Instead of doing 1 damage per turn (for every poisoning), poison now deals, every turn, damages corresponding to remaining duration of the poison. So if you have a +5 poison runic (which makes poison duration 5 turns), the target will suffer 5+4+3+2+1 damages. Whenever you hit an already poisoned enemy, poison's duration is reset to its initial duration (so if you hit the target twice in a row, it'll suffer 5+5+4+3+2+1 damages).
    Slowness does not stack anymore. This means that when you're being slowed down by an ogre shaman, while you're being slowed down already; your speed isn't reduced to 25% but stays at 50%. What happens is that slowness' duration is reset to its initial value.
    Tweaked item generation:
        Light weapons are generated all along the game. Previously, in the middle-game mostly middle-game weapons were generated, and mostly end-game weapons were generated in the end-game. Now the probability of middle and end-game weapons progressively raise as you go deeper and deeper into the dungeon, ultimately reaching 40% and 20%.
        Probability of life potion is now 100% at depth 1, 33% at depth 2, and 25% afterwards (was 100%, 50%, and 33%).
        Number of generated runics has been reduced, but the game now makes sure that you'll have enough of them to be able to finish the game. Roughly the objective is that a runic is available every two levels (this includes runics that can be obtained by melting objects).
        The game now makes sure that decent loot is generated. This means that the probability of generating items increases gradually when previous levels have been very unfriendly. This concerns armors, shields, and weapons.
    Doing an action via a menu (drinking a potion, equipping an item, unequipping an item, applying a runic, etc.) now takes one turn.
    There's now 12% chance to have a forge in a level (was 50% before).
    Special attack of the sword now deals 2 damage per boost level (was 4 before).
    Firebolt now burns down doors. Thanks D. Casoni for suggesting it.
    When you miss a special attack, you do not perform your normal attack anymore.
    Highlight known stairs even when out of sight, so that it is easier to spot them.
    Equipping a shield asks which weapon to unequip if wielding two simultaneously.

New features: UI and controls
    Added animations when the health potion and the life potion are drunk.
    In the inventory, bombs are now stacked (like runics and potions).
    Keeping the arrows continously pressed (including arrows on the numpad) is now working as expected: your mercenary will move as long as the arrow is pressed (like it was doing for vim keys already).
    Element under the cursor (monster, ally, item, etc.) is highlight in the "what you see panel".
    Element under the cursor in the "what you see panel" is highlight in the map.
    Target of spell or bomb is highlight in the "what you see panel". See the white rectangle around the spider here and see this video.

Gameplay Bugfixes
    More often generate negation potions.
    Pull at most one barrel (as opposed to pushing). Thanks VedVid for pointing it out.
    Corrected that it was possible to kill monsters with a melee attack, while not being adjacent to them (by dashing into them).
    You cannot drink a potion to revive yourself when dead (it was possible if using only keyboard shortcuts, via the inventory..). Thanks [@cyndi_for_u]( for pointing it out. You could actually even "possess" a monster and move a monster if one was coming onto your dead cell!
    You cannot drop an equipped cursed item from the drop menu (opened with d) anymore.
    The adequacy between what you see and what is described has been enhanced. For example, you may see a goblin necromancer waving his hands but you may not see that he is raising a skeleton from the deads if the skeleton's appearance is beyond your field of view.
    Fixed longstanding bug where static lighting of torches was badly considered for fog of war opacity.
    Corrected that special attacks could be used during their cooldown.

Other Bugfixes
    Made handles of scrollbars work (previously; only the arrows, page down/page up, and the mouse wheel were supported) with the mouse i.e. you can drag them like a usual scrollbar.
    Correct that rulers in achievements screen weren't correctly handling resizing.
    Corrected that any keypress would close the end screen (kill list). End screen is now closed when clicking on it, or pressing Space, Backspace, or Enter.
    Connect areas of the dungeon that could otherwise be unreachable when chasms were generated. Connection are done both with corridors and bridges (some bridges: bridge 1, bridge 2, and bridge 3).
    Make Ctrl+vim key work. Previously it was impossible to pull/push barrels with the vim keys. Thanks D. Casoni for pointing it out.
    Corrected that display of poison (green overlay) was lasting one turn too much.
    Corrected that Page Up and Page Down could put a menu's focus on an unbound button.
    Corrected that diagonal arrows weren't working (please report bugs on this one, it is difficult for me to test correctly).
    Corrected that unicode characters (such as '→') could be used as shortcuts in menus of altars.
    Corrected that, on Mac without Ctrl keys, it was impossible to pull/push barrels (now you can use the Sym key).

Tiny Changes
    Added an additional shortcut to wait: '.' (thanks D. Casoni for suggesting it).
    Display You wait when you press 'z', '.', or Numpad 5.
    Display You block the foo's blow when you block a blow with your shield.
    More specific verbs for unequipping armors and shields (thanks VedVid for the suggestion).
    Added "red carpet" areas to icy level (depths 5 → 7).
    Corrected that display of poison in "status panel" (panel at the bottom) wasn't distinguishing the remaining duration from the total duration.
    Always bind "Cancel" to c in menus.
    Corrected some "parent" relation in menus, so that cancelling a menu correctly reopens the menu from which it was opened.
    Added "Cancel" entry to the Unequip menu.
    More epic text when cause of death is firebolt.
    You may now drop an item into a pit if all adjacent cells contain an item.
    Finally made open doors a different color than walls, as many players requested it overtime: before → after, before → after, before → after, before → after.
    Color of blue overlay when in deep water now matches the current level's color of water.

    Different style of levels, from classic dungeons to open areas; featuring different color themes: grey castle theme, snow theme, mud theme, a "forest" theme, etc.
    Different kind of weapons, armors, shields, potions, bombs, rings, and spells. So you may either play a warrior or a spellcaster, depending on your items and your taste.
    Equipment crafting via runics (vampirism, orc'n gobs slaying, force, etc.), allowing you to balance your loot and your style.
    Special areas: "red carpet" areas, cemeteries, goblin throne rooms, the wizard's office, the dragons' nest, closing rooms, choice treasure rooms, malevolent crosses, trapped corridors, etc.
    Means to tune your equipment: altars and forges.
    Monsters, from the usual fantasy world (goblin, orcs, kobolds, uruk-hais, etc.), including ninjas! (who doesn't love ninjas ?)
    Classes: Conjuror of Cheap Tricks, Filth Assassin, Mage Wannabe, Necromander, etc. Classes in Dungeon Mercenary do not have special traits or abilities, they simply consist of a specific set of starting equipment. They allow to test the game's variety faster than what random generation of dungeons and items usually permits.
    Achievements and High Scores: either in the standalone desktop version or integrated within GameJolt.
    Dash moves and special attacks. Used wisely, they'll save your life more than once; or can even be at the core of your gameplay (double dagger ninja anyone?)!
    A User Interface that does its best to help newcomers. For example by highlighting the focused monster (1 and 2), previewing the beam of a spell, animating the effect of potions: health potion and life potion, etc.
    Beautiful ASCII; gradual Field Of View, animated water, etc.

        If the game doesn't start, it likely means its launcher crashes very early on. I would really like what is going on in this case: to help me, you should launch Dungeon Mercenary from a shortcut, adding -c --console -v to its starting parameters (see it pictured here, it's really quick: create shortcut/right click/add the flag/relaunch). Once this is done, please send me a screenshot of the terminal that showed up. There'll be valuable information in it.
        If the game's loading bar stays stuck (geeks: see java.lang.UnsupportedOperationException: typed arrays not supported in the javascript console): you're affected by a Firefox bug. The only workaround I know is to use Google Chrome.
    Google Chrome on Linux
        If the game doesn't show up and a message Your browser doesn't seem to support WebGL is printed, turn WebGL on.
    Flash: you don't like it ? Well neither do I! The game actually doesn't need Flash for the moment, because it is for sound support; and there's no sound yet... Hence flash blockers, welcome :-)
    If you have another problem, drop me a line (see Contact below). Maybe the problem lies in the game's setup or the server.

Announcements / Re: TumbleSeed (now at v2.0 "4 Peaks") $
« on: June 22, 2017, 03:07:37 PM »
v2.0 "4 Peaks"  8)

We've been hard at work making some new content that we think both new and old players will really enjoy, and now it's finally here! We're calling it the 4 Peaks Update. Here are the patch notes for version 2.0:

New Modes
Forest, Jungle, Desert, Snow mountains: Individually themed mountains that are the same every time you play. You can also complete quests that will unlock new auras for you to use! (more info below)
Weekly Challenge: Every Sunday a new mountain will be playable and you can replay it as many times as you want. Share strategies and tips with friends to optimize your score so all of you can race to the top of the Weekly leaderboard together!

General Changes
Added new achievements for beating new mountains!
Auras in the basecamp: Up to 12 auras can be unlocked that will be accessible in the fort in the basecamp. Unlock them by completing quests in the NEW Forest, Jungle, Desert, and Snow modes.
Daily and Weekly Challenge will have 4 of the 12 basecamp auras randomly spawn (regardless of unlock progress)
Removed teleporters from the game. You can still practice individual biomes in the new biome-specific mountains
You can remove an aura at the shrine near the top of a temple
Removed quests from Adventure Mode.
Tutorial now enters the Forest mode upon completion instead of Adventure mode.
Added rumble to XInput enabled controllers on Windows

Balance Changes

Added 8 new auras:
Power Copter: Increases bounce height and slows descent speed
Timestretch: Increases duration of time-based abilities
Capitalist: Enemies drop more crystals
Charisma: All town mini games and shops are more financially in your favor
Forcefield: All damage taken is reduced to 1 damage (including spikes)
Freefall: Don't take damage from falling in holes
Thorn: Don't lose thorns when taking damage
Sneak: Become invisible when moving slow enough
Removed Poison Shots aura from the game
Removed Teleporter Auras from the game
Vampire aura now gives you some crystals back when killing 2 and 3 HP enemies
Auras no longer fall off when taking damage
Current aura now simply swaps positions with new aura when picking one up (no longer flies in the air)

Seed Powers:
Bounceberry: launch height decreased back to previous value
Bounceberry: price changed back to 1 from 0
Missile Root: Missile now does 2 damage on impact. Shrapnel can no longer hit the target that the main missile hit.

Banana Snakes and Purple flyers now have a slight variance in speed when chasing you
Pit bomb is more visible in holes
Corrected Black and Purple leaping enemy hitboxes (their back half used to not hit you)
All flyers now obey invisibility

Limit on hearts now set to 30
Added a clearer sound cue for when sink holes are opening up

Bug Fixes
Fixed various quests being able to be completed in the seed power test chambers
Flailflower will no longer continue to swing when in the seed select menu
Fixed issue where Banana Snake's mouth would continue to turn when in seed select menu

Announcements / We Slay Monsters (now at v1.0) $
« on: June 22, 2017, 11:58:41 AM » $13.99 Win/Mac

We Slay Monsters streamlines traditional roguelike RPG gameplay and introduces a unique poker-esque card based combat mechanic. Each class (Wizard, Rogue, Warrior) has a unique deck of cards; using this deck you will guide your hero through the dungeon. Each dungeon is designed to play in short bursts, with a single dungeon taking 15-25 minutes to complete (or even less if your hero dies).

The Academy For Dungeoneering

In We Slay Monsters, the player is tasked with the rebuilding of the once prestigious Academy For Dungeoneering, famous for training generations of heroes, but long since fallen into disrepair.

The Academy is your persistent base that can be upgraded over time with gold earned by performing successful quests for nearby towns. Heroes may die, but your Academy lives on.

Poker-esque card-based combat mechanic. Most hands that would be valid in poker are valid here, except the deck is made up of six suits instead of four, with face values from 1-9 instead of Ace-King. Flushes can be made with only three of the same suit, and any flush results in a super attack. Each suit has a unique attack ability.
Campaign against the Institute of Evil. In the campaign, you square off against the Institute of Evil, a rival school responsible for training evil beasts and strange bosses to take over the world.
Endless supply of recruits. Permadeath means a hero might die, but your Academy has an endless supply of new recruits willing to risk all for fame and fortune.
Over 35 monsters which can be unlocked. Each monster has unique abilities, and monsters are unlocked over time as you complete quests.


Our composer Adam Chandler has done a great job with the music and sound effects for the game, and the full soundtrack album is available as DLC for the game, or buy the game with the soundtrack and save 10%!

Been a long road for this one, but I suspect it will have a solid time of it.   8)

Announcements / Re: Axu (now at Alpha v0.5.0)
« on: June 22, 2017, 01:47:04 AM »
v0.5.0   8)
Hey everyone, Matt here.

    It's been over two months since Axu's last release. This is due in part to a short hiatus where I spread my social wings a bit. I was very over-worked, and it was starting to affect the quality of the game. I'm back with fresh eyes! 0.5 is a huge milestone, as it signifies I am roughly half way through the development of the game! It's been almost four years since the inception of the game, and much has changed since Axu's original design, but I am very happy with the current direction.

    One of the best things about this release is showing off the new art. I am currently working with a very talented artist who has volunteered their time to create new tiles/sprites for the game! This is still a work in progress, and only some art has been replaced. I still think it looks much better than the old style. To better suit this new art, the game's camera is now pixel-perfect and zoomed-in. Tell me what you think!

    You'll see in the changelog below that many bugs have been squashed. This has been my largest priority over the course of the last two months. I've been getting many reports with the same issues, so I figured I would go ahead and focus on those before releasing.

    Anyways, thank you to everyone who has supported the development by sharing the game around, making videos, streaming the game, donating, or even just downloading and playing for five minutes. It warms my heart to see others enjoying my creation, and I hope to only make it better in the future.


Matt (Cynapse)

    Added a safeguard for loading keybindings from previous versions that didn't support Shift + Key keybindings.
    Got rid of the death animation for enemies. The wait time between an NPC's death and the destruction of the gameobject associated with them could be the culprit of "ghost" NPCs remaining even off screen.
    Teleport won't put you in the wall at the top of the screen.
    Fixed "x(item amount)" from showing up twice in the tooltip and inventory screens.
    Traits under the character panel take up less space.
    Decreased saving and loading times.
    Added a debug option to increase the turn counter.
    On the main menu, if there is no save data to load, the Continue button does not show up.
    Switching scenes changed to Async Operations to have less jagged transitions.
    Reduced the save file size drastically by seeding all local screens.
    Fixed an issue with quest target NPCs not appearing after a reload.
    Equipping items no longer sets your inventory over limit.
    Some blockable tiles cannot be dug through, like trees or cacti.
    Ice walls, when dug through, leave an ice tile.
    Poetry lists are now only filled when generating a poem.
    The camera is pixel perfect now. Because of this, I had to have zoomed in as the default.
    The camera now clamps to the sides of the screen.
    While 'l'ooking, the camera follows the cursor.
    Details in 'l'ook mode now show in the correct position, and are clamped to the edges of the screen.
    New sprites for tiles and NPCs.
    Autotiled water, swamp water, desert, and sand.
    Added a slider for the "Traits" panel in the character screen.
    The sliders on the inventory and shop screens now follow the currently selected number automatically.
    The window no longer resets to fullscreen upon death.
    The resolution of the window now scales to your screen if fullscreen.
    Wave 5 of the Arena quests no longer has Test Subjects, who can teleport out of bounds, to kill.
    Grounded characters can no longer move.
    Replacing limbs via a Doctor actually takes the money away.
    Time spent reading items now properly relies on your Intelligence rather than your Endurance.
    Removing the Prisoner Inhibitor now boosts all your stats, as intended.
    Severing limbs properly adds/subtracts stats based on its equipped item.
    New quests.
    You are now prompted to save before exiting to prevent save scumming.
    Removed crafting menu, craftable items, and resources. They weren't adding anything except complexity to the game.
    The Enter key on the keypad now works as an alternate "Select" button. It cannot be rebound right now.
    Many many more changes/fixes/additions I forgot.

Announcements / Cryptark (now available) $
« on: June 20, 2017, 03:53:34 PM » $14.99 Win/Mac/Linux
Cryptark is a 2D roguelike shooter that challenges players with boarding and neutralizing procedurally generated alien starships to earn income for their Privateering enterprise. Purchase improved equipment and weapons to tackle more dangerous targets, but be cautious as failure will result in a loss of investment and profit. The decaying alien arks will defend themselves from intruders with a wide arsenal of cyborg monstrosities, robotics, and security systems, all obstacles that must be surpassed to achieve victory, the destruction of the ship’s central System Core.

Complex, procedurally generated alien space-hulks to board and defeat.
Challenging, re-playable campaign that tests your strategy and tactics.
Over 70 weapons and items, including frag-cannons, tractor-beams, flamethrowers and nukes.
High-score leader boards to rank your skills.
Fully lip-synced voice acting brings your fellow shipmates to life.
Blood-pumping soundtrack perfect for intense firefights.

Been a long road of Early Access---but they finally got there.   8)

Events and News / Re: Roguelike Radio podcast
« on: June 20, 2017, 11:58:19 AM »
Nah, that's just her voice---it is neat~   8)

Announcements / Re: Darkest Dungeon (now at Crimson Court DLC) $
« on: June 19, 2017, 05:11:25 PM »
Crimson Court DLC $9.99   8)

Darkest Dungeon®: The Crimson Court is the first expansion for the award-winning grim and gothic RPG by Red Hook Studios. Crimson Court is a parallel campaign experienced alongside the main Darkest Dungeon content that will provide you with new challenges and variation at every difficulty level. The narrative grounding sheds some light on the Ancestor’s early days, and will be presented in the same style of cut-scenes you’ve seen elsewhere in the game.

The DLC is designed to be played alongside an existing campaign, or as a brand new one--your choice! The events and features will unlock over the course of play.

A new hero class. “Awash in blood and delusion, they bear the burden of a thousand lifetimes.”
A new dungeon region: The Courtyard
A full faction of new deadly foes
5 new Bosses with some of the most complex and devious mechanics yet.
A new wandering boss: The Fanatic
Districts: 10 new buildings to upgrade your Hamlet
Massive, sprawling maps with locked doors, prisoner rooms, and progress saves
Lore-driven trinket sets for all heroes - with set bonuses!

As the Crimson Curse spreads unrelentingly over the estate, parties will battle new enemies in familiar regions, as well as setting foot in a completely new sprawling environment: the Courtyard. There, amidst unique curios, traps and obstacles, a complete faction of new blood-crazed foes lie in wait, overseen by three distinct boss encounters. These slavering enemies and epic encounters will introduce new combat mechanics, testing the limits of your favorite strategies.

As the infestation grows and your roster begins to sicken, the Fanatic will emerge to roam the hallways, confusing friend and foe alike in his zealous quest to exterminate the Curse.

The odds are not completely stacked against you, however! A new playable hero class will be added alongside powerful new trinkets, town events, and a fresh way to expand and upgrade your Hamlet.

Greetings! Along with the Crimson Court DLC launch, we have made a variety of improvements and updates to the core game, which will be available to all users.

Ok, straight up we know you want detailed patch notes. We love making them. But with everything going on around the DLC launch, we couldn’t bring ourselves to go back through every commit log from the past 5 months for the base game. We might’ve forgotten some stuff. Call us lazy, call us exhausted. We’re sorry, and we love you.
Character class balancing and adjustments! Highlights include Crusader’s Bulwark of Faith, Highwayman’s Tracking Shot and Open Vein, Bounty Hunter’s Hook and Slice (Now, Caltrops!), Leper’s Intimidate, and maybe the biggest of all: Occultist’s Wyrd Reconstruction (now usable in any rank!).
Comprehensive trinket re-balancing: you’ll notice not only stat changes, but rarity/tiering changes as well for some trinkets. Thanks to Maester Silvio for his contributions!
Added Horror (Stress DOT) to a few monsters sprinkled around the dungeons...
Added Laudanum -a powerful tonic to combat Horror, available at a Provisioner near you.
Revised improper quest rewards for Cove boss quests to give higher rewards.
Inexplicably, you can now enter the dungeon with less than a full party. We advise against it!
New Affliction act-outs! Experience the mayhem and tomfoolery of characters attacking each other and sometimes rarely even forcing a retreat! (Don’t hate us too much.)
High torchlight levels now properly grant dodge bonus to heroes.
Combat skill tooltip optimization
Bug fixes and stability improvements.
TOWN EVENTS - bonus recruits, extra supplies, facility closures, and more! Each event is presented with unique key art and commentary by the Narrator (Wayne June), and many are supported with additional in-game art. Be warned, The Hamlet is not as safe as it once was… (Note: you can adjust the frequence of Town Events in the OPTIONS menu, although they are mandatory for NG+)
    Hamlet Polish: Various lighting FX and smoke added to the Hamlet.
    Added a Default Party Order Button, find it on your Map in a dungeon!
    Loot All - now keybound to SPACEBAR
    Credits - Accessible from the options menu, we are proud to list thousands of backers who helped bring this project to life! Oh, and us too.
    ESC and ENTER now dismisses Single Prompt Confirmation Windows (i.e. full inventory warning prompt)
    Added confirm for when you don’t have any combat skills selected.
    Jester “Finale” skill now hits with more punch!
    Fixed riposte bugs with stats not applying from riposte skill.
    Click to skip quirk-driven curio interaction bark.
    Fix to estate not being saved when heroes are dismissed. (This will fix trinkets getting lost in town.)
    Trap disarm tooltip in tray now takes difficulty into account to accurately display chance.
    Fixed up tooltips for Russian localization
    Fix heirloom exchange bugs.
        Fixed max not being accessible for transfer amounts.
        Fixed not being able to close it when it’s open and you purchase in such a way that you end up with 0 heirlooms.
    Adjusted 'Field Dressing' camping skill to fix bug
    Fix to estate saving in provision screen resulting in lost money.
    Fix to retreat outside of plot quest.
    Fix to captured dead heroes (Crew, Cauldron, Siren) not dying after quest.
    Activity log now will log stress heal with buff
    Fixed Shambler corpses not being large
    Fix to missing crit lines for Musketeer
    Unequip trinket for hero who dies in retreat and add the trinket to raid finish inventory.
    Fixed up incompatible quirks awarded at the end of a raid.
    Bookshelves and Book stacks can now drop Journal Pages
    The Town Crier can now be found enjoying the various stress relief facilities in the Hamlet once the town grows a bit
    Added Temporary English text for all the new text for other Languages. (Localization is being worked and should be done soon).
    Fixed Bug Quirk Gained from Facility Usage not Replacing Quirk correctly
    Various UI fixes

Soundtrack: We have updated the Soundtrack to include all new tracks from the Crimson Court at no charge. Thanks to our composer, Stuart Chatwood, for this! If you haven’t purchased the Soundtrack, get on that!

Modding / Steam Workshop: Due to extensive rework involved in creating the DLC, some file structures have changed which will break some mods until the creators have a chance to revise. Sincere apologies! We were unable to get all of the information out ahead of time, but stand by to assist mod creators in understanding the changes.

Your support of Darkest Dungeon has been integral to our continued success, and we at Red Hook wanted to thank you from the bottom of our black hearts. We hope you’ll consider picking up the Crimson Court DLC, and experience all the new horrors we’ve cooked up, along with the Flagellant playable hero, and the new Districts Hamlet upgrade system. We’re passionate about our game, and are excited to continue to support and expand it even further!

Nice~  8)

Announcements / Re: Dungeonlike (now at Alpha 0.1.4)
« on: June 18, 2017, 12:04:16 PM »

Alright, new version coming out, 0.1.4. There is a ton of changes coming out this time around, and they mostly have something to do with accessibility and general quality of life improvements. Creating a new character was taking a bit too long, so I've made a lot of improvements in that area. A full list of changes is provided below.

Save files from v.0.1.3 should be compatible.

New Stuff:
    Holding Ctrl allows the player to see last targeted enemy (or just the closest one, if not possible)
    Holding Ctrl and pressing V will allow to cycle between enemies viewed that way.
    Player Classes introduced, mostly for the purpose of quicker character creation (stats/skills/weapon).
    Old system of custom character creation can be now accessed by choosing "Create New" in Class select window. Such custom classes will be saved for the future.
    When having multiple windows open, the display will dim all the background windows.
    If a position contains more than one unlocked container, a list of containers will pop up when trying to interact with containers (previously only the first container from the top was possible to inspect).
    Containers in inventory can also be opened now (with Enter).
    Can lockpick chests in the inventory (also Enter).
    Containers now get heavier due to their contents.
    All windows in character creation process allow to use Ctrl+up/down for quicker top/bottom navigation.
    Skill and stats windows in character creation allow to use Ctrl+left/right for quicker assignment of points.
    Tutorial can now be disabled if the "Do you want to play the tutorial" becomes annoying. It can be also disabled/re-enabled from the options.
    Game now autosaves on first turn.
    Diagonal movement is now also possible with Shift+arrows, something for those without numpads on their keyboards.

    Upgraded to the latest Monogame framework version. This allows the builds to be based on OpenGL.
    If lockpicking action was canceled before choosing an object from the list, action preview window would stay open.
    Default attacks (Heavy Strike etc.) would not load up on the first turn after loading a save file.
    Attack names no longer protrude beyond the attack list (the popup one) and hotkeys window.
    If the player hit Enter when no attack was available for the attack list (the popup one), the game would crash.

    I totally forgot that the game was rendering all tiles at a 40x40 size, even though source files are 32x32. Switched the tile size to 32, so all dungeon tiles will be a bit smaller, but no longer so blurry.

Feature Friday #93

Added new tiles for the following creatures and items.
elastyne skin suit
elastyne skull cap
apple farmer's daughter
Added a chronology entry for falling in love.
Shields can no longer be wooly.
Light sources no longer give off light while equipped in the thrown weapon slot.
Spring-loaded shoes now work properly when you mod them via tinkering.
Villagers of Joppa are now properly interested in secrets about all salt marsh locations.
Ironshank now has a maximum movespeed penalty of 80.
Added some new descriptions.
great saltback
great saltback corpse
honey skunk
great magma crab
Added some new functionality to the new inventory UI.
Added item weight to inventory item lines and category tabs.
Added an indicator for current weight and total carry capacity.
Scroll positions now properly stick after manipulating an item.
Ctrl+D now drops the currently selected inventory item.
Ctrl+A now eats the currently selected inventory item.
Ctrl+R now drinks the currently selected inventory item.
Ctrl+P now applies the currently selected inventory item.
Fixed the thrown weapon slot not being equippable by clicking.
Added an icon for meds.
Changed the icon for tools.
[coming soon]If you drink deeply of the psychic well, beware what may find you at the bottom...

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