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Messages - getter77

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Feature Friday #90

You can interact with the world in a few new ways.
You can sit on chairs.
You can smoke from hookahs.
You cat light fires at campfire remains.
You can put out campfires.
You can now sleep in bedrolls.
Sultans now occasionally get married, cementing alliances with various factions and guilds.
At sultan weddings, guests occasionally give gifts to the sultan.
Depending on the course of a sultan's life, you now occasionally find their wedding gifts at historic sites.
Stopsvalinn no longer shows up in dynamic encounters.
Creatures (including you) now walk over non-damaging liquids, like slime, while auto-pathing.
Creatures (including you) now try to avoid walking through acid while auto-pathing.
You should now always be able to remove two-faced helmets.
Helmets with terrifying or serene visage and gesticulating gauntlets no longer occupy multiple heads or hands slots, respectively.
Improved baseline memory usage by an additional 20%.
Fixed some rare exceptions with history text generation.
Fixed an issue that sometimes caused too many zones to remain in memory.
Fixed a rare exception when find an encounter from the world map.

Announcements / Re: Rogue Empire (Prequel version in Alpha 0.7.9)
« on: May 26, 2017, 11:26:33 PM »

Hi Everyone! I just uploaded the latest version of the game! Going to send the new version of full game alpha to backers through mail!

Following is the change log for this version, enjoy!

Change log for Alpha v0.7.9

Important: Old save games from previews versions are not supported and will be removed!
Changes included in the Prelude

New Features:
    Added freeze and teleport trap types.
    Improved dungeon generation on smaller dungeons.
    Added new item modifier for dagger type weapons.
    Added arcane threads to game. Adjusted caster enemies accordingly.
    Added +20 spells
    Added +40 wands and scrolls
    Added 7 staff weapons: Unique ranged weapon that uses mana to fire and spell power to influence its damage.
    Added 2 more music tracks for general gameplay.

Bug Fixes:
    Fixed bug where using a potion that is twice in the action bar would not reflect the amount counter on the other.

    Added new messages when reacting to certain situations.
    Improved targeting graphics.
    Added button sounds to main menu

Balance Adjustments:
    Special rooms are identified with special doors.
    Redid how spells work, enabling level ups. Adjusted caster enemies accordingly.

Main Campaign-Game Changes

New Features:
    Added Mage class with +40 abilities and a unique gameplay.
    Added spell learning ability available for casting classes.
    Added 1 new location to world map.
    Populated the village of Arensal.
    Added +15 music themes for different locations in game.
    Added the spell book item for each available spell to learn.
    Added some new world map events.

Bug Fixes
    Arensal merchant now has initial money.

    Added location specific art in world map.
    Added missing Archer talent icons.

    Improved world map loading times by 20%.

v4.6 with at least this much since the start---lots of project progress on top of the rest.
Major changes since the last public release:

    Absurd tileset updated with new and distinct male/female class tiles.
    Pirate class
    Doppelganger impersonation
    Big worms
    Tins and tinning kits
    Workbench improvements
    Hall of Fame is now a 30 day sliding window
    Inventory filter buttons
    [Alpha] Studio for designing quests / level editor Enjoy!

    Bard and gunslinger classes
    hatching eggs
    workbenches for scrapping and crafting
    new punishments - psychosis and thirst
    new zoos - science lab and college of wizardry
    new and improved classic and absurd tiles
    abolition of firearms setting.

PS. iOS will be live in a few days. Windows Store release coming soon. Windows Desktop is already live.

Announcements / Re: Slash'EM Extended (now at v2.0.0 stable!)
« on: May 26, 2017, 12:13:46 PM »
Nice, congrats on landing this rather big milestone considering especially the complex interworkings of this project!   8)

Announcements / Re: Streets of Rogue (now at Alpha 25) $
« on: May 26, 2017, 12:24:29 AM »
Alpha 25

By popular demand, the Cannibal is now a playable character. For the first time ever in Streets of Rogue, you can enjoy the perks of eating dead bodies. Rejoice. I've also added a bunch of fixes and changes to the Park area. Expect more in the future. But for now.....

....For the next couple of updates, I'll be switching gears to straight-up bug-fixing. Over the past couple of months since the game was released into Early Access, I've been primarily focused on addressing major issues and adding additional content. However, players have been doing an excellent job of reporting bugs to me -- so good, in fact, that if you were to print out my bug list, it would stretch across the United States and back 3 times. That is a lie. But it's still pretty huge.

Alpha 25
Cannibal is now a playable character
Soldier now has proper “Joined” dialogue instead of saying “E_Joined”
Fix for “E_HireAsProtectionVoucher” appearing when hiring Soldier with Hiring Voucher
Cannibal no longer has trait “E_Dumb”

Ambient lighting added to Lakes
Fix for shadows being visible in Rogue Vision after characters jumped out of water while out of sight
Fix for shadows being visible in Rogue Vision while characters were underwater
Fix for light appearing on NPCs hidden in Bushes in Rogue Vision when playing as client
Fix for weapons appearing behind people’s hair

Fix for player’s name appearing as “Player (Player)” after Level 1
Bars and Barbed Wire Fences appear on Minimap
Fix for minimap not appearing when first starting online multiplayer games

Glass Walls

Building Types

Playfield Objects
Killer Plant
Well (throwing money in doesn't do anything... yet)
Barbecue (can't cook things... yet)
Player can hide in Bushes by pressing Interact
Player Ghosts float over water
Ghosts’ movement is not affected by ice or water
Characters are better at determining which direction to jump when entering and exiting water
Status effects added to water bodies last 60 seconds instead of 90
Computers in certain buildings can be used to poison all water bodies in the level
No longer possible to teleport directly next to chests in the middle of hedge mazes, or other objects in the middle of outdoor “buildings” for that matter
NPC vision is blocked by Boulders and Trees
Trash Cans can no longer spawn in front of Doors and Windows (thanks to the 300 people who notified me about this)
Fix for not being able to destroy Bush with Flamethrower as multiplayer client
Fixed collider size on small boulders

Keys for new building types no longer say “Key (E_…)”
Bear Trap does 15 damage instead of 20

Fix for melee hits sometimes not registering

Added Unlock for Cannibal
Added Achievement for Cannibal

“Destroy All” mission type added

Level Generation
Water bodies spawning near factories may be poisoned with random status effects
Water bodies spawning near factories may have Slime Barrels nearby
Fix for Water Pump spawning on top of other objects
Fixed bug where Graveyards and Hideouts could not appear in Park levels
Changes to level generation algorithm that allow me to better control the frequency of certain building types
Elevators can no longer spawn in the middle of Lakes
Level generation attempts to force each type of Vending Machine (Ammo Dispenser, Sell-O-Matic, etc.) to appear at least once per level

Artificial Intelligence
Fix for party members not wanting to follow the player through Water
NPCs are better at navigating owned outdoor “buildings” like Hedge Mazes and Caves
NPCs in a “wander” state now pause for a longer period of time after reaching their destination to allow the player a bit of time to react if they were attempting to sneak by them or something
Player can no longer command party members to attack Boulders, since they are (nearly) indestructible
Fix for NPCs continuing to avoid pathing through certain objects after they had been destroyed
Cannibals hiding in Bushes only pop out if the player is within their line of sight
NPCs no longer immediately become angry if the player shoots an owned fireproof object with the Flamethrower

Fix for Home Base Elevator to higher floors not being usable

Updated to Unity 5.6.1f1
Updated Rewired plugin to

Announcements / Everspace (now available) $
« on: May 25, 2017, 10:33:14 PM »  $29.99 Win/Mac

EVERSPACE™ combines fast-paced combat with roguelike elements, great visuals and a captivating story. It takes you on a challenging journey through an ever-changing, beautifully crafted universe full of surprises. Shoot, craft and loot your way to victory while the odds are stacked against you.

EVERSPACE™ is an action-focused single-player space shooter, combining roguelike elements with top-notch visuals and a captivating story. It takes you on a challenging journey through an ever-changing, beautifully crafted universe full of surprises. Your skills, experience, and talent for improvisation will be tested continuously as you piece together the puzzle of your existence through encounters with interesting characters, each having their own unique part of the story to tell. In each exciting run, you will face entirely new situations, ensuring countless hours of thrilling gameplay and generating myriad opportunities for individual, meaningful moments to experience. No matter how skilled you are, death is inevitable but is also only the beginning of a much larger journey.

Dash into intense dogfights and experience furious space combat using a wide range of weaponry and devices.

Collect and mine valuable resources to either repair your ship’s systems or to craft new equipment and modifications for a much-needed advantage. Your choice.

Find blueprints for crafting, and hunt for exotic weaponry and equipment. You never know what will drop next.

Travel through vast, procedurally-generated levels with untold numbers of hidden dangers and treasures. A game of risk and reward awaits.

With the tools provided, it is up to you to make the best of your situation. Utilize every advantage and be creative to turn the odds in your favor. Every mistake could be your last.

Single-player roguelike space shooter with persistent progression
Captivating fully voice-acted story featuring interesting and thoughtfully designed characters
Three unique player ships, each with different capabilities and starting gear to choose from
Vibrant art style with top-notch visuals and incredible attention to detail
Shooter-style 6DOF controls optimized for mouse + keyboard
In-depth crafting and damage system
Dynamic, functional cockpit displays for all player ships

Crazy high end spacey aesthetics at play here.   8)

Announcements / Re: Prospector has returned! (now at R202)
« on: May 25, 2017, 03:20:18 PM »

+ spawning crash fixed
+ Friendly unfriendlies fixed
+ New shipbuilding options: Aerodynamic and landing gear
+ Halucinations now have percentage chances depending on how many team members are infected, and are generally more confusing
+ Minimap scrolls now for maps bigger than 75x50
+ You can jump now in low gravity environments
+ Bioreport and dimnishing returns on biodata shold work now

+ some mid to late game crashes solved
+ Checking savegame compatibility works now
+ Attempt at stock market balancing
+ Toned down Merc shop academy
+ Some more minor bugs fixed

We’re toadally pleased to announce the release of Dungeon Crawl Stone Soup 0.20: “Scarf Our Wanderful Fried Frogs”! 0.20 features a new species, some new items and spells, dungeon updates, and many other additions, streamlinings, and general improvements to the game.

0.20′s highlights include:

Characters: Barachim have been added, a new species that moves slowly but has good aptitudes, a powerful Hop ability, and can see one tile more than other species. Ogres have had their aptitudes and stats reworked, allowing them to be more proficient spell-casters and not just melee brutes, and mummies have a much higher spell-casting aptitude.
Spells: Two new spells have been added: Ignition, a high level Fire Magic spell that drops a weakened Fireball on every monster in view, leaving the player and their allies unaffected, and Poisonous Vapours, a Poison/Air spell in the Venom Mage starting book the creates a very short-lived poisonous cloud on a single monster.
Items: Scarves have been added, which are auxiliary armour for the cloak slot that has 0 AC and can’t be enchanted, but have special powerful egos like Repel Missiles, Cloud Immunity, Resistance (rF+ & rC+), and Spirit Shield. Mutation potions are now the only mutation-changing potion, and each quaff cures multiple existing mutations and grants several new ones. Additionally, spells formerly found on rods have been moved to wands of clouds and scattershot and the new rod of lightning XP evocable, and other wands have had their ranges and effects adjusted.
Dungeon: Many new dangerous vaults have been added, including an epic level-wide Depths vault as well as tricky loot vaults using the new one-way transporter dungeon feature. The Tomb of Ancients now features more dangerous one-way stairs that don’t allow easy, immediate return, and the treasure walls of the Slime Pits now always breach when the Royal Jelly dies.
Interface: A new noise meter now shows the relative loudness of each action, and in console mode this can be replaced by a bar showing the glyph of each equipped item. Stash searches now exclude distant duplicate matches of vanilla weapons, armour and ammo by default. Finally, the mouse can now be used in WebTiles by default and the species selection menu is reworked to have groupings in “simple”, “intermediate”, and “advanced” categories.

* New species: Barachim
* New spells: Poisonous Vapours and Ignition
* New scarf items: Armour for the cloak slot with new egos
* New evocations: Wands and an evocable based on spells formerly found on rods

Branches, Environment
* The Slime Pits treasure vault walls are breached when the Royal Jelly dies.
* Web traps created in play (by e.g. jumping spiders) are destroyed on
* The Tomb of Ancients now has one-way escape hatches with return hatches
  nearby instead of stairs.
* New transporter dungeon feature: a one-way portal to elsewhere on the level.
  Currently used in a number of new loot vaults.

* New species: Barachim, with an powerful innate Hop ability and good
  aptitudes balanced by slow movement and an increased base LOS radius.
* Ogre aptitudes have been adjusted, trading M&F skill for spells.
* Mummies' spellcasting aptitude has been increased to +2, from -1.
* Deep dwarves have an innate ability that heals them and has a chance of
  permanently reducing their MP. Their old recharge ability has been removed.
* Loud noises no longer break mesmerization or fear.
* Various 'badform' (e.g. wispform) special cases have been removed.
* Several abilities that triggered exhaustion now have their own cooldown timers.
* Removed:
  - High elves.
  - Mottled draconians.
  - Vestigial Lava Orcs/Djinni. Saves will load, but (after a prompt) will be
    converted to Hill Orcs/Vinestalkers.

* The Shining One:
  - Cleansing Flame is more effective against non-evil enemies.
  - All bonus-damage 'stab' attacks are prevented.
  - Poison is no longer forbidden.
* Minor Elyvilon wrath effects removed; enemy lifesaving strengthened.
* Nemelex's wrath reclaims all decks, rather than sabotaging them.

* The species selection menu has been reworked to have a more useful
  conceptual organization, with species grouped into "simple", "intermediate",
  and "advanced" categories.
* Noise from the last turn is displayed in the top-right, replacing gold.
  (Gold can still be seen with % and $.)
* Terminal colors now work properly on a wider range of terminals by default.
  However, as a consequence the default background map color is dark blue.
  To get dark grey, depending on your terminal you can set
  `bold_brightens_foreground=true` or `allow_extended_colours=true` in
  your rc file.
* New equip_bar option that replaces the noise display with a display of the
  glyphs of your equipped items (console only).
* Monsters' melee attacks, including estimates of potential damage, are
  now included in their descriptions.
* The player's odds of succeeding with melee confusion attacks is displayed.
* auto_butcher can be configured to trigger on different hunger levels.
* Stash searches now hide distant duplicate matches of more vanilla
  weapons, armour, and ammo by default. Searches results are now first
  ordered by items' descriptive names, rather than by the whole string
  including determiners.
* Red draining is now divided into red and magenta; magenta is the worst.
* The mouse can be used in webtiles (now enabled by default, previously a
  secret option).
* Local versions have much-improved support for custom sounds; see for details.
* SDL Tiles now no longer disables screen savers.

* New item type: scarves, occupying the cloak slot.
  - Scarves give 0 AC and cannot be enchanted, but always have an ego.
  - Scarf egos: Cloud Immunity, Spirit Shield, Resistance, rMsl.
* Evocations:
  - New wand types: Clouds and Scattershot.
  - New misc item: the Lightning Rod, a 4-charge XP evocable.
  - Wands scale better with Evocations.
  - Wands can no longer be zapped while confused.
  - Wands of disintegration no longer destroy terrain.
  - Wands of digging can now destroy statues.
  - Wand and miscellaneous acquirement merged into 'evocations'.
* Unrandarts:
  - New unrand: Maxwell's Thermic Engine, a freezing/flaming double sword that
    increases in power with each swing taken.
  - The Ratskin Cloak's stats have been tweaked, and it can now summon rats.
  - Amulet of Bloodlust: Slay+6 (was +3), MR++ (was MR+).
  - Shield of Ignorance: Now +10 {Int-4, rN+}. *Curse, AC+4 removed.
  - Sword of Jihad: renamed to Zealot's Sword.
  - Sceptre of Torment only torments on-hit, rather than randomly.
  - The Captain's Cutlass no longer chops off hydra heads.
  - The Ring of Shaolin is renamed to the Ring of Phasing, and the bow of Krishna
    "Sharnga" is renamed to the longbow "Zephyr".
* Potions of cure mutation, beneficial mutation, and mutation have been merged.
* All types of food take one turn to eat.
* All types of manuals are pre-identified.
* Weapons:
  - Giant Spiked Clubs have had their base delay lowered slightly.
* Removed:
  - Wands of heal wounds, haste, teleportation, and slowing.
  - Rods.
  - Discs of Storms.
  - The Hat of the High Council, the Scimitar of Flaming Death, and the Dagger
    of Chilly Death.
  - Beef jerky and pizza.

* Draconian callers -> stormcallers, which Smite, Summon Drakes, and Upheaval.
* Mottled dragons -> acid dragons.
* Two-headed ogres are significantly stronger.
* The 'draining' effect once again lowers monsters' MR.
* Various unique monsters give better rewards for defeating them.
* Monsters such as alligators get a larger movement speed increase when using
  their Sprint ability.
* Maurice and Ijyb now always have wands, and Ijyb first appears a bit deeper
  in the Dungeon.
* Draconian ghosts will no longer have negative energy breath.
* Removed:
  - Mottled draconians.
  - Draconian zealots.
  - Hill giants.

* New spell: Poisonous Vapours (L2 Poison/Air); creates an extremely short-
  duration poison cloud on a targeted creature. Appears in the VM book.
* New spell: Ignition (L8 Fire). Drops a weakened Fireball on every monster in
  line of sight. The caster and their allies are unaffected.
* Gell's Gravitas is now Translocations only (was Tloc/Hex).
* Portal Projectile is now Tloc/Hex (was Translocations only).
* Swapped Portal Projectile and Gell's Gravitas in the Wr/AM starting books.
* Book of Conjurations: Battlesphere replaced with Force Lance.
* Book of Air: Repel Missiles replaced with Airstrike.
* Confusing Touch is less effective, especially against high-HD enemies.
* Sandblast consumes stones directly from inventory, but no longer functions
  without ammo, and cannot consume large rocks.
* Removed:
    - Delayed Fireball.
    - Poisonous Cloud
    - Repel Missiles.

Modding/contribution support
* A number of guides from contributor Cerol on how to change key components
  of the game (first debuted in r/dcss and r/roguelikes) have been added to
  the documentation. These can be found at:

Announcements / Re: Rogue Survivor Revived (now at v0.9.9)
« on: May 25, 2017, 11:59:33 AM »
v0.9.9  A big step forward!  8)

    keypress buffer of size one implemented. Only the last keypress survives.
    new command line option --socrates-daimon. Enables cheat commands; cf the RS Revived Manual.
    new command line option --PC. Cf. the RS Revived manual for details.
    Savefile format has been broken
    Vintage games no longer overwrite options that are forced (the forcing is handled elsewhere)
    PC zombies are on the same skill upgrade options as NPCs.
    hours until needing to sleep is correctly reported (will not jump around at sunrise/sunset)
    Waiting now guarantees maximum realistic energy rating on the next turn.
    You may stop running even if too tired to run.

AI overhaul includes but is not limited to
* Followers should have far less difficulty finding their leader now.
* The police are learning what organized force means.
** They now can sweep the districts (cheating eidetic memory, but mostly not using the exact location of unsighted z). This includes limited cross-map pathfinding, but it does account for non-vintage mode sewers being unclearable.
*** CHAR building codes have requirements on the police accessibility of residential basements. You plausibly have three to four game hours to get any survivalist grenades before the police do.
**** There were RNG side effects. If you use a seed from 0.9.8
***** The overall map layout is the same.
***** All items should be where they were. Random quantities are expected to be different.
***** A noticeable minority of livings will have different name/gender.
***** The type of z of the day-zero cold start are completely inconsistent. Positions are consistent.
** If you have an active police radio, the chatter may be informative.
** Threat tracking and newly interesting locations to see have transparent overlays for police. The minimap also reports on these, with inconsistent color coding to the overlays.

Announcements / Re: The Temple of Torment (Now at Stable 14.0)
« on: May 24, 2017, 09:45:26 PM »
Wow, that's definitely a big update.   8)

Announcements / Re: Unexplored (now at v1.10 Balance Update) $
« on: May 24, 2017, 05:45:51 PM »

After the release of the Ripley Run DLC quite a few player reported crashes and memory issues. So this week we scrambled to make sure these got fixed as soon as possible. We've already been testing out some solutions in the unstable branch over the last couple of days, and from what we hear most issues were solved. That alone would justify a major update; but we also managed to address some balance issues: mostly concerning the combat dynamics and stealth.

Combat Dynamics
From the comments here and elsewhere we noticed that melee combat was still something of an issue. The swinging attack was still difficult to time right, and attacks by enemies were hard to avoid.

To solve these issues, we've changed the swing attack so that you first hold your weapon to the side and then swing and step forward. Enemies do this also, giving a chance to dodge their attacks. You can also see when an enemy is about to lunge forward with a spear or short sword.

This is quite a big change to the fighting dynamics, and it might take some getting used to as the timing is slightly different. But overall we are pretty confident it is a big improvement and we expect you'll get the hang of it quickly. We'll be monitoring the forum in case you feel otherwise.

There have been two changes to stealth. First of all, when you are in stealth mope you are no longer slowed down, as it sometimes was hard to control, and the lack of control could make it feel a little sluggish. On the other hand, enemies have a better chance of spotting you when you are hidden, especially if they have seen you just before, or when they have a keen sense of smell.

Other changes were also made. Check the complete overview below:

New Features
- Changes swinging weapon dynamics.
- You can see when an enemy is about to swing or lunge.
- Adds a couple of visual indicators of AI State.
- You can combine a staff of fire ball and a staff of lightning to make a staff of switching.
- When you reload a game it starts paused.
- You can grab torches from walls by using tools.
- You can coat weapons in oil.

Game Balance
- Enemies have a better chance to finding you while hidden if they recently spotted you.
- Sneaking no longer reduces your speed.
- Daggers and potions no longer knock back big creatures such as trolls as much.
- Boiled Leather stops 50% of the blows from the front.
- Increase knock-back on melee weapons (and stabbing weapons in particular).
- The Lounge Lizard's lightning spells deal 10 damage.
- The Marine Magus marine missiles deal 8 damage.
- Praying works for destructible walls, one-way teleporters, and disabled teleporters.
- Eggs wake up if you bump into them.

- Improves ray-tracing (better performance near multiple light sources).
- Less memory intensive game log.

Bug Fixes
- Fixes generator issue that caused memory leak like behavior.
- Fixes issues with the Crackling and Thorough achievements in the Ripley Run.
- Falling down in a time trial no longer caused problems.
- Fixes issue with count jade cat puzzle.

To all new players that joined us the recent sale: please let us know what you think about the game in general and these updates in particular. And to all players that have been around for longer, you knew already that any type of feedback is appreciated by us, so you didn't need to be reminded, did you?

Announcements / Temple of Light and Thunder (now at v0.3)
« on: May 23, 2017, 12:09:31 PM »  Win
The tactical Roguelike by Thom Robertson.

A roguelike that lets you play as a monk, entering dungeon after dungeon, seeking to destroy the ultimate evil.  As you adventure, you’ll collect magic scrolls, and lots of gold, which you can take back to the temple and trade for skill training.

Designers note:

As I studied the development scene of roguelikes, I noticed several gameplay features were (apparently) out of favor. One was a town and shops. Another was scumming and grinding. A third was simple bump-to-attack mechanics.

Feeling a bit contrarian, I set out to embrace these gameplay features. My larger intent was to streamline the roguelike UI, and provide a fast, slick game, that still provided the depth of gameplay that a roguelike requires.

So that’s my base feature list:

    Town and shops, so things can be bought and sold. Shop inventories change, but expensive things can be put on lay-away (held in the shop, in exchange for a down-payment)
    Each dungeon is “Cast” from a scroll, and exists only while the player is inside. Players can control what “level” of dungeon they enter.
    Ranged attacks, especially for players, are rare or non-existant. Instead buff items and up-gradable combat skills provide the combat complexity.
    A unified GUI, which tries to be all things to all players. For the classic player, ASCII mode and full keyboard support. For the modern player, an art-tile mode and mouse-able (and touch-able) GUI.

Intended feature list
    imgui and manager
    Works w keyboard or mouse easily
    Map/unit/object simulation
    Speed time unit as floats
    Sparse array map
    Associated pos class that contains much of the map functionality
    Map unit render
    –ASCII mode
    –Tiled graphics mode
    Event text overlay/window
    Inventory window
    General blocking dialog system
    Blocking action system for drawing projectiles and such
    Scrolls, do something, one shot
    Skills, upgrade able
    Store system and ui
    Town system and ui
    Gold economy
    Save/load game
    Game history record manager
    Web repository of high scores and wins

skill potential list
DOT (fire, poison)
fear (run away)
dodge (make attacker miss)
reduce damage taken
hit multiple attackers at once
hit and retreat
revenge hit
throw opponent


(savegame compatible with previous version)

    Bug Fixes
        Fixed a bug causing the Animated and Noatun's Inventory buffs to not have a status effect icon until the game is reloaded.
        Fixed a bug which was preventing most potion related status effects from showing the appropriate icon.
        Magic arrow was mistakenly labeled "Magic Missile", which is in fact the name of a later, different ability. This has now been fixed.
        When using an item with an innate mastery as well as the relevant mastery ability the game was only giving the player one roll against that mastery instead of two. This has been fixed.
        Certain gods now appreciate certain potions.
        Copper chests on the 1st tutorial floor are now scaled and will give poorer loot.
        Cratefish per crate increased.
        Number of crates decreased.
        Empty drop down combo boxes in the forms and equipment menu now instruct the player to click them to select forms or abilities.
        Medium and large damage fonts now have a high contrast version.
        Message telling the player cutscenes can be skipped with the escape key now lasts twice as long.
        Bone Armor now clarifies you must have the Reanimate ability equipped to benefit from its bonus.
        Multipurpose jewelry now counts as 'Misc accessory' for the purposes of statistics.
        Skin boots, swamp boots and gore boots now count as their respective boot types for mastery purposes.
        Sorceror's Codex now says 'magic missiles and arrows' to clarify it applies to both the Magic Missile and Magic Arrow abilities.
        Added -novsync command line option to force disable vsync from the command line before the game starts.
        Added 'Reset all tutorials' option.
        All tutorials and conversations now have a short pause on the first bit of dialogue that prevents the user from accidentally skipping important information.

Feature Friday #89

Gave Golgotha a small visual makeover when tiles are enabled.
Added a tile for conveyor drive units.
Added a tile for conveyor belts.
Animated conveyor belt tiles.
Added a tile and description for the Hook for Feet defect.
Added a tile and description for the Beak defect.
'Pour' is now the default action for water containers in your inventory rather than 'drink', making it less likely to accidentally drink from canteens full of acid.
Merchants no longer restock their inventories if they belong to your party.
Removed the double chat popups from most creatures.
Sultans no longer insist that cities be named after their regnal numbers (for example, 'III City').
You may no longer trade with your Temporal Fugue clones.
Items thrown by clones now immediately fade from existence in the player's dimension.
You can now properly read books that you donate to Sheba Hagadias.
Stairs should now always be properly linked between levels.
Cave systems, watervine patches, desert canyons, and historic sites are now more consistent when using the same world seed.
Made some big memory improvements.
Reduced baseline memory usage by about 25%.
Fixed several memory leaks.
Slightly reduced saved game file sizes.
Fixed some incorrect pronouns in text generation.
Fixed some rare infinite loops during history generation.

Version 1.0.10 is out now, with a fix for persistent stutter/frameskip on rare system configurations related to saving the player's statistics.

Changes in v1.0.10:
(savegame compatible with previous version)

    Bug Fixes
        (Hopefully) fixed a bug causing the chimera to not flicker dramatically upon death.
        Fixed a bug which could cause menus to be open while dying causing them to be visible on death cards.
        Fixed a bug which was causing the tiles moved statistic to be incorrectly calculated.
        Fixed an issue where naming your death card more than once would not stick.
        Added '-nosave' and '-nostats' command line options.
        If the name in the name field for your death card does not match the card's current name when you save or share the card, the name will be updated.
        Statistics are now saved in a background thread unless '-nothreadsave' command line option is used. This fixes a stutter that could be experienced on rare system configurations.
        The game now highlights the tile your mouse is over with a glowing border. This can be disabled in the controls section of the options menu by unchecking "Highlight mouse tile".


(savegame compatible with previous version)

Bug Fixes
Fixed a bug where the player wasn't prevented from buying items with a full inventory, causing the items to vanish.
Removed a one frame delay between the start of the player's turn and the start of the player's movement if the player kept moving.
The way filenames are generated for death cards is now more robust and won't crash due to invalid characters.
Zap no longer has an insane range (reduced from 10 to 1).
Acid, magic and lightning bat are no longer aggressive.
Aggressive variety monsters (cultist and flaming sword) will no longer spawn in the first room on floor 2 or the rooms directly adjacent to it.
Larva and flying shield are no longer aggressive.
Lowered cultist and magic bat cast chance.
Magic bat and cultist will now keep their distance at 2 tiles away from the player instead of 3.
The tutorial message when going down the stairs on the 2nd floor now warns the player that there may be aggressive monsters.

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