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Announcements / Tangledeep (now on Early Access!)
« on: July 19, 2017, 12:30:35 PM »
 8)  $14.99 Win/Mac/Linux

Tangledeep combines the 16-bit graphics and polish of classic SNES-era RPGs with elements from roguelikes and dungeon crawlers to create a magical experience for players of all skill levels. Trapped in underground villages with no memory of the world at the surface, you must survive an ever-changing labyrinth to discover what lies above. Experience rich, tactical, turn-based gameplay as you explore a sprawling dungeon that’s different each time you play. Tangledeep features a customizable job system and hundreds of collectible items that allow you to approach each playthrough in a totally new way!

The Setting
For hundreds of years, people have lived in the safety of underground settlements and villages – where the only route to the surface is “Tangledeep,” a mysterious and ever-changing labyrinth. With memories of the surface world long forgotten, you set out for the labyrinth to discover what lies above. With each floor – full of magical beasts, ancient automatons, bizarre environments and hybrid biomes – the mystery grows ever deeper…

Key Features
    Experience finely-tuned, procedurally-generated and handcrafted gameplay as you fight challenging monsters, complete quests, and collect rare items.
    Master deep, tactical turn-based combat across 9 unique jobs. (More to come!)
    Choose between two game modes – including Adventure Mode, which removes the pain of permadeath.
    Share some of your progress between characters by using the banking system, or planting magic trees and raising monsters in town.
    Take in the scenery – comprised of beautiful 16-bit graphics and carefully handcrafted maps!
    Relax to a beautiful soundtrack composed by award-winning composer Andrew Aversa – joined by Hiroki Kikuta (Secret of Mana) and Grant Kirkhope (GoldenEye 007, Civilization: Beyond Earth).

Multiple Platforms and Control Methods
    Runs on both PC and Mac, with Linux support in continuing development (already works great on several distros)
    Play with virtually any controller, and remap any control, binding, or shortcut
    Old-school keyboard-only support (numpad movement) as well as WASD preset bindings available
    Full mouse support - can even be played with ONLY the mouse!

Why Early Access?
“Tangledeep is already a beautiful, polished game with dozens of hours of gameplay. Its procedurally-generated maps, hundreds of items, 9 jobs, and diverse monsters give it high replayability even though the game isn't 100% done yet. Through Early Access, we can continue iterating on the game - expanding the dungeon, the story and lore, more items, more jobs, etc. - while also collecting valuable and useful feedback from players!”
Approximately how long will this game be in Early Access?
“Tangledeep will be in Early Access until December 2017. We have a clear development roadmap and we expect the full, final game will be released in either November or December.”
How is the full version planned to differ from the Early Access version?
“The final version of the game will have significantly expanded story and lore content, more art (i.e. character directional sprites, attack animations), many more items, side areas, jobs, abilities, and secrets, fine-tuned balance, and additional challenge modes, among other things.”
What is the current state of the Early Access version?
“Tangledeep has been in development since February 2016 and already has rich gameplay, Windows & OSX support (Linux works on some distros), full controller support, 50+ monsters hundreds of items... It's in great shape! We are constantly working on the game with new builds every few days.”
Will the game be priced differently during and after Early Access?
“There will be no price difference from Early Access to the final game launch.”
How are you planning on involving the Community in your development process?
“Tangledeep's development has been very open to the community since day 1! We post development updates on Twitter and our Discord server regularly, as well as through our email list. Andrew (the lead developer) streams development weekly on Twitch as well.

Your feedback, suggestions, comments, and concerns will continue to be heard and rolled into ongoing development!”

Here we go---the final drive to this doubtlessly grand project!   8) :)   Already a ton of background updates happened since the mid-KS days~

Feature Friday #96

Espers are now being watched.
New item mod that shows up in very particular circumstances: extradimensional.
You can choose to watch the psyches of your enemies radiate into nothingness.
New food item: humble pie. Why be full of yourself when you can just be full?
Get-item dialogs now display your total weight.
Fixed some issues while displaying some non-standard ASCII characters in the new UI.
Circuitry-obsessed sultans now wire things to other things instead of just wiring things to themselves.
Fixed an occasional exception in combat.


Major changes since the last public release:

    Monsters use, throw and equip items (watch out for that gnome with a wand of death!)
    Minetown dungeon branch
    Shaman and Jester classes
    Dread staff and thunder staff
    Master Key artifact
    Item storm spell
    Distinct tiles for locked/empty/broken chests
    Autosave when idle
    Candidate fixes for Android and iOS stability
    Brazilian Portuguese translations

Announcements / Re: Streets of Rogue (now at Alpha 29 ZOMBIE) $
« on: July 14, 2017, 12:29:28 AM »
Alpha 29 ZOMBIE

Well, it was only a matter of time. Obviously, Zombies were going to appear in this game at some point, seeing as this has not only been the #1 most requested character class, but also.. I mean, this IS an indie Steam game in the 2010s. Right there alone, that guarantees a 30-40% chance of zombies showing up somewhere.

And yes, they're playable.

This has been a pretty interesting class to develop. Originally, I made it so that if you died as a zombie, you'd inhabit one of the other living zombies and keep playing. So essentially, the zombie horde became more important than your individual zombie. But, once the zombie infection grew large enough, it became pretty much impossible to lose the game, since you'd have so many chances to respawn. Since I've already coded this feature, I'd like to find some other use for it down the line. I hate wasting perfectly good code :p

In its current form, I'm sure y'all will find plenty of bugs and balance issues with the Zombie. So make sure to let me know!

Speaking of feedback: There's a new Fortnight Discussion!
NPC Special Abilities - What do you want to see?

Alpha 29
New Features and Content
New playable character: Zombie
Trait “Zombify” added
Trait “Fair Game” added
Trait “Class Solidarity” added (also added to Trait Unlocks)
Special Ability “Zombie Phlegm” added
Status Effect “DNA Connection” added


Fix for sleep Z’s not disappearing when NPCs were afflicted with various status effects while sleeping
Fix for dizzy stars appearing if a knocked-out person falls into a hole

UI / Controls
Fix for players being returned to “Enter Password” menu if they pressed Esc after being invited to a game through Steam
Fix for AlienFX setting going from Off to On at certain times without user consent
Fix for camera sometimes not following the player when they canceled out of various “operating” bars
Fix for the camera not focusing on player when Arresting/Enslaving as multiplayer client
Game can no longer go into slow motion when players are on the Character Select screen due to background activity like explosions
If the player is holding Extra Info and someone dies, their info will disappear
When determining what interactable objects should be highlighted, the game will de-prioritize certain less important objects like Bushes
Fix for players having difficulty interacting with certain objects (particularly doors) when other players were standing right next to them
If the player is standing near an object with a full inventory, and an item is on the ground, they will interact with the object instead of the item

Playfield Objects
Fix for players not receiving credit and Destruction bonus for destroying Generators
Bullets no longer hit wall-based Pipes
Fix for throwable objects being able to pass through certain Park-based objects where this was not intended
Explosions set oil spills on fire
Read Email context button on Computers has been moved to the bottom of the list
Noise indicator appears over objects hacked with Laptop to further indicate the noise created
Fire does not cause as much knockback, to prevent situations where a player would bounce into a nearby wall and back into the fire
Context buttons for using Wrench on Generator now indicates that durability will be lost
Fix for objects like Red Barrels not exploding on multiplayer client when client threw items at them
Fix for thrown items on multiplayer client not triggering Fire Hydrant spray

Fix for multiplayer bug where a client’s equipped weapons and armor would not appear properly to other players when a new level was first entered
Certain items, such as the rock and shuriken, will be thrown a bit of extra distance to avoid situations where the player clicks on an enemy and it is thrown to their feet
Doctor can use Taser, it’s now flagged as non-violent
Fix for audio and music notes appearing multiple times for Boombox if the multiplayer client went far away and came back
Fix for weapons purchased out of people’s hands by Shopkeeper not being unequipped by the weapon-holder, creating a duplicate weapon in your inventory
Chainsaw can no longer be found in the game (it’s not ready yet, it shouldn’t be appearing)
Fix for Slavemaster being able to attain multiple undroppable Tasers
Fix for Slavemaster not being able to combine weapon add-ons with Taser
Pouring oil causes a small noise
People will get angry if they see you spilling oil on the ground or lighting it on fire
Fix for Slavemaster not receiving Taser when No Guns mutator is active
Slave Helmet blows up properly when Slave has Resurrection status effect
Slave Helmet causes correct-sized explosion when Slaves venture too far away from their Slavemaster
Fix for Slavemaster being able to give Taser to party members
If Doctor misses with their Chloroform Hankie, cooldown will not trigger
Fix for multiplayer client not always receiving credit for killing someone with a Banana Peel

Status Effects / Traits / Special Abilities
Fix for player continuing to Arrest/Enslave people after they have been killed
Fix for player continuing to interact with nonexistent objects and people if they were destroying quickly while the player was “operating” them
G-P-Yesssss is no longer available on multiplayer client. I will make it available again once I find a fix for issue where it was not working properly
Potential fix for Jock sometimes getting stuck in a Charge animation when next to Steel and Border walls
Fix for Comedian not being able to add people to his party with Joke if they were already Loyal
Fix for Cannibalize icon appearing while the player was a Ghost
Fix for “No In-Fighting” not always working properly in all cases with NPCs
Fix for “No In-Fighting” working between players in multiplayer but displaying faked hits
Fix for player being super-fast if they were resurrected when they had the trait “I’m Outtie”
Fix for Wrestler sometimes not being able to pick up certain mission-related objects
Vampires in multiplayer games get proper credit for killing other players with Bite
When Resurrecting through use of Resurrection Shampoo, people receive a minimum of 25 health
Certain traits will no longer appear as level-up choices under certain circumstances.
Bloody Mess does not appear for Cannibal
Medical Professional does not appear for Vampire
Studious no longer appears for Slum Dweller
Durabilitacious no longer appears with “No Melee” mutator
Hard to Shoot and Big Bullets no longer appear with “No Guns” mutator
Butterfinger-er no longer appears with “No Melee” and “No Guns” mutators both activated
Friend of the Common Folk no longer appears with “Everyone Hates You” mutator
Let me know if you can think of any others like this!

Players will auto-aim at objects again, but only if they are meant to be destroyed for a mission
Fix for some cases where Giantized players were able to hit and destroy walls from behind Steel walls
Fix for Shrunk players being able to shoot bullets through north/south-facing walls

Sound effect plays upon pressing “Complete” button on Missions screen

General Gameplay
Fix for player not being able to teleport in Graveyards and other outdoor buildings

Stats / Unlocks
Fix for Comedian unlock not always triggering for multiplayer clients

Fix for “Break Out” not always appearing over prisoners’ heads during Prison Break missions
After breaking people out of prison for missions, their character-specific minimap indicators (like Drug Dealer or Shopkeeper) will appear properly
Fix for certain objects being marked as targets on “Destroy All” missions when it was not actually necessary for the player to destroy them
Fix for Rescue missions immediately failing if a player entered a multiplayer game with a character that the prisoner hates
Fix for Rescue missions immediately failing if the player Possessed someone with the Shapeshifter who was Hostile toward the Prisoner

Level Generation
Fix for Bars/Fences/Barbed Wire still occasionally not facing the correct direction on multiplayer client

Artificial Intelligence
Fix for NPCs getting stuck when pathing past Fire Spewers
Fix for rescued people sometimes not joining player’s party if they had no room for more people
Fix for people sometimes not being scared of Werewolf and Killer Robot when they should have been
Fix for Slaves technically remaining in the player’s party when Slavemaster is Depossessed by Shapeshifter
When Slavemaster is Depossessed, Slaves will follow him rather than running back to their home immediately and likely blowing up
Slaves do not become Annoyed when Slavemaster is Possessed
If Shapeshifter Possesses a Slavemaster and dies as the Slavemaster, Slaves will not become angry at the Shapeshifter
Fix for Slaves becoming Hostile toward the player, and Slavemaster becoming Hostile toward Slaves following Depossession
When Shapeshifter Depossesses, nearby people who see the Depossession will return to their initial relationship with the Depossessed person
Ghosts are excluded from Ideological Clash
Fix for NPCs continuing to dance or sleep while being bitten by Vampire
Fix for questgivers not having their normal context menu actions available after the player completes a Rescue mission for them
Fix for followers saying “I can’t exactly get there” at inappropriate times
Fix for rescued NPCs returning to their prison cells after the mission is complete
When a Slavemaster captures multiple Slaves, those Slaves will become Loyal to one another
Fix for NPCs who are Loyal or Aligned with the player becoming Hostile toward the player’s newly enslaved party members
If the player Neutralizes a Slavemaster, his former Slaves will become Loyal to the player
Fix for NPCs who join a player’s party sometimes having the wrong alignment toward other followers and party members
Fix for NPCs continuing to talk after being Electrocuted
No longer possible to make followers attack broken windows, which would cause them to attack forever since the windows can’t be broken a second time
Fix for non-owners of buildings not running away from fires in their building
Fix for follower NPCs not following the player or properly taking orders after dying and resurrecting
NPCs no longer yell things at inanimate objects when attempting to destroy them
Fix for NPCs being stopped in their tracks by stationary Saw Blades
NPCs who are Loyal to the player will offer Keys, Safe Combinations and Mission Objective items
In Radiation levels, people always run back to their original position (as opposed to walking) if they finish their current activity and they are outside
Potential fix for NPCs sometimes trying to look at Shelves through walls
If the player gets a Slavemaster to join their party through some means, his Slaves will follow him instead of standing in their original locations
If a party member has to leave due to being injured, the player can still give them items for healing purposes so they can re-hire if they wish
If a player is a Cop or has the status effect “Above the Law”, rescuing a Prisoner for a mission will not result in other Cops attacking that Prisoner
NPCs take “No In-Fighting” into account when deciding to attack when it would normally hit the player
Party members of Player A will not be scared by Player B if Player B is a Werewolf/Zombie

Quitting the game from the title screen no longer states that your progress will be saved
“Resume Game” replaced with “Resume Save” on title screen
Scientist says something different when you ask him to identify a Syringe

Fix for Windows occasionally being missing

Experimented with Unity 5.6.2f1, reverted back to 5.6.1f1 due to crashes and Linux instability. Will be looking into Unity 2017.1.0 for a near-future update.

All tracks updated to 320 kbps versions (these were previously 192 kbps)

Updated NAT Traversal plugin to 1.54

AMPLIFIED Expansion $6.99  8)

Crypt of the NecroDancer: AMPLIFIED is a DLC prequel for Crypt of the NecroDancer. Take control of the shapeshifting protagonist Nocturna to fight your way through electrifying new levels, boss battles, and more!
Key features:

    A whole new zone full of nefarious new enemies!
    A powerful new protagonist: Nocturna!
    New weapons, armor, and other loot
    Four new playable characters in total, and four new gameplay modes!
    Pet-like "familiars" that stay by your side and help you fight!
    All new story cutscenes and boss battles!
    Over 40 new tracks have been added to the soundtrack, including vocals from Mega Ran as "FortissiMole"!
    A completely new playable OST remix created by OverClocked ReMix
    Additional DLC remixes from FamilyJules, A_Rival, Girlfriend Records, and Virt!

Announcements / Re: Unangband (now at v0.6.5a)
« on: July 12, 2017, 11:50:34 AM »

Among several bugfixes to improve the experience, I have also created a native Mac OS X (Cocoa) port of the game (mostly by ripping code for the port from Vanilla ). The Cocoa GUI has not been extensively tested with Unangband, and therefore there may be bugs. The linux (curses/x11) version is to be considered more stable, and can still be run on OS X. In addition, graphics tiles and sounds are non-functional (and therefore not included) in the OS X version.

Please report any bugs with the game at the issue tracker. A shout-out to @aeoo for finding many of the bugs that this release fixed, and others who posted issues as well.

I will likely do one or two more bugfix releases before the quest update (0.7.0).

Announcements / Re: Unexplored (now at v1.14 The Desolate Update) $
« on: July 11, 2017, 01:07:16 PM »
v1.14 The Desolate

Your footsteps echo through the empty halls of the Dungeon. It has taken some time, but you managed to find another way to the next staircase down. One that required you to deactivate a turret. But at least you did not have to confront the goblin party snoring away in the guard room that would have provided a short-cut...

So far so good, you are a ghost... Nobody's going to know you are here.

And that suits you just fine because it's been a long time since you last seen a healing potion, you barely remember it's color...

Introducing: Desolate Mode
This update is named after a special game mode we added to the game: Desolate Mode. if you choose this special setting you will find that both enemies and healing is much sparser. Basically this mode is more about avoiding combat than it is about meeting enemies head-on. It is somewhat experimental, and probably not to everybody's liking, but we think it is a very interesting way to experience the Unexplored's Dungeon of Doom. Especially since the Dungeon still has its full compliment of puzzles, traps and environmental hazards.

Mind your step, though. This mode is not supposed to be easy. Facing the Dungeon of Doom without healing potions (yes, you'll start without!) creates a challenge all by itself. Cautious is probably the operative word here.

More Flavor Content
Remember the contest we ran about ten days ago? We have started adding special flavored content as a reward for the winners. Keep an eye out for those, as they just might lead to something more than just flavor...

We plan to repeat a similar contest in the future, but this time won't do it in the spur of the moment and announce it in advance. So keep an eye on these pages if you want to make a lasting impression on the Dungeon of Doom!

Other New Features
- Adds Siroj's Tomb as a special floor.
- Adds The Winter Garden as a special floor.
- Sophie and Density can uncurse equipped items if you are in their favor and make them a suitable offer.
- Adds new wall types.
- Adds black jellies.
- Adds more bells (but no whistles).

Game Balance
- You are able to craft Dragon Scale, Mithril, and Fire Ant armors from non-runic, enchanted chain or leather.
- Cursed chests contain better items (most of them runic).
- Life potions are favored by auto heal over healing potions.
- When auto healing bleeding and poison effects are not applied.

Bug Fixes
- Fixes crash after escaping when something is wrong with the screen captures.
- Fixes crashes caused by missing floor tiles.
- Resolves issue with planned stash of Antidotes not spawning.
- Fixes issue with chasms appearing on the level of the dragon.
- Fixes issue with place shape type puzzle.
- Fixes issue with Hardened Swords not being generated properly.

As always we very much like to hear your feedback. We've got some time reserved for bug fixes and requested features over the next couple of days, so this is as a good as time as any to let us know what you think!

Announcements / Re: Dungeonlike (now at Alpha 0.2.0!)
« on: July 09, 2017, 08:57:44 PM »
0.2.0   8)

Greetings, orc slayers. We're hopping from 0.1.x versions into the realm of 0.2.x, as huge changes have come to the land of Dungeonlike. A town level is now available with a Blacksmith who sells weapons and armor, a general Trader who sells consumables, a Healer who makes sarcastic comments about your existence and heals you for a hefty price, and a Bank (personal stash).

Apart from that, there are a bunch of new enemies in the Dungeon, including non-humanoids. Orc Warriors are now weaker, but Orc Veterans will take their place as the first scary melee guys. Orc Blazers can be found earlier in the dungeon, but powerful Orc Infernalists will appear on deeper levels. War Dogs and Wargs can also be found in the Dungeon, toghether with their more dangerous Rabid versions, with poison-applying bites. On lowest levels, Orc Duelists will make your life miserable with their mobility.

Instead of having just one Healing Potion, the game now also offers a Marrow Extract (increases Structure regeneration for all limbs), a Regenerative Balm (increases Tissue regeneration for a given limb) and a Potion of Transfusion (increases Blood regeneration).

On top of that, some new scrolls, with the Town Portal being probably the most interesting one. This scroll will never drop within the dungeon, so if you want to keep jumping between the town and the orcish massacre, better supply yourself beforehand.

Saves from earlier versions won't work.

New Stuff:
    Town level with a Blacksmith, a Trader a Bank and a Healer.
    Currency (gold) introduced. It can be viewed as an item in inventory, but possesed amount is displayed in several windows for quick reference.
    Most items have value (but corpses etc. won't).
    Magical items have their value increased depending on what enchants they have.
    New enemies: Orc Veteran, Orc Duelist, Orc Infernalist, War Dog, Rabid War Dog, Warg, Rabid Warg.
    New healing items: Marrow Extract, Regenerative Balm and Potion of Transfusion. Old Healing Potion made a bit weaker to compensate.
    New scroll items: Scroll of Blink, Scroll of Teleport, Scroll of Town Portal, Scroll of Haste.
    New low-level items: Ragged Gloves, Boots, Leather Helmet. Od leather items rebalanced.
    Orc Blazers and Infernalists can use two kinds of spells now, AOE and locational.
    Overburden and Armor Penalty condition icons are now displayed in the inventory window as a hint.
    The Action preview window in the main Actions Window is now only displaying useful information, instead of a huge "N/A" list.
    When poisoned, your poison stack count is displayed on the icon for reference.
    Can now compare any equipable item with the item currently worn by pressing Ctrl. This works in inventory screen, shop screen, container interaction screen and when browsing items on the ground.

    Orcish Hunters would crash the game if they got blocked in all directions while trying to dash away from danger.
    Window used for number netry (eg. when picking up stacks of items) would crash if the amount was deleted from the input.
    Can no longer create game-breaking paradoxes by putting chests into themselves.
    Disarming with Smash Grip when the enemy has a two handed weapon would lead to him still "having" the weapon in the off hand, leading to potential crashes.
    Some attacks (eg. Axe Hook) would never miss due to a failure in the attack logic.

    Reworked the item sets of most enemies to make the difficulty progression smoother.
    Two handed weapons are now faster than before, but they deal less damage. They did way too much damage previously, which resulted in getting insta-nuked by enemies using them, or just breezing through the dungeon as a two handed user. Should be a bit more balanced now.
    Low level one handed weapons got a damage buff to make them actually usable.
    Orcish Berserkers will never run away, and now can occasionaly spawn with two handed weapons instead of dual wield.
    Rapier has 50% armor piercing on all attacks.
    All sword stab attacks have 25% armor piercing.

Announcements / Monsters' Den: Godfall (now available) $
« on: July 07, 2017, 08:20:54 PM » $14.99 Win

The popular dungeon-crawling RPG series returns! Take your party into procedurally-generated dungeons, fight in turn-based battles, loot and level up! Explore the land and uncover the mysteries of the Godfall!

The popular dungeon-crawling RPG series comes to Steam! Monsters' Den: Godfall is a new game, larger in scope and richer in content than ever before.

    A turn-based role playing game focused on dungeon crawling and advancement.
    Found and manage a Mercenary Company. Maintain a roster of heroes, upgrade your keep and adopt doctrines for universal bonuses.
    Take direct control of a party of up to four adventurers to lead on missions.
    Battle groups of enemies in turn-based tactical combat.
    Procedurally generated dungeons, loot and missions.
    Overland travel- visit new cities and dungeons, search ruins and find hidden places of interest.
    Improved character advancement means increased freedom to personalize your team of heroes.
    Hundreds of unique items that can be customized with enchantments.
    More than 100 enemy types, each with unique skills requiring different tactical approaches.
    Random dungeon modifiers add new wrinkles to each mission.
    Story missions uncover the mysteries of the Godfall.

In the beginning, there were many gods. Until war came to heaven. One by one, the gods fell. Each Godfall brought with it a fierce meteor shower, as well as the sudden deaths of their worshippers. As the gods continued to fall and entire kingdoms were brought to ruin by the sympathetic deaths of the devout, many renounced their faith in the hope of being spared. Without divine protection, large numbers succumbed to possession and corruption as the demonic powers forced their entry into the world. Now, there is but one god. Her clerics exert dominance over the human remnants, ruling with an iron fist. Nomadic greenskin tribes pillage and burn their way across the land. Ambitious necromancers harvest the bones of fallen civilizations to amass undead armies of incredible size. The human heretics of the Cult of the Outward Path seek to break free from this world, risking it in the process. The dwarves of the Earthern Nations burrow ever deeper, trying to escape the madness of the surface world. Horrors wait there in the depths, ready to boil out and claim the old places. And all the while, sinister forces yet unseen lurk in the shadows and lay their plans. The fate of humanity hangs by a thread. Time to get to work.

Fifty years after the last Godfall, the winnowing of humanity has passed. The survivors and their descendants struggle to survive and rebuild in a world whose balance has dramatically shifted against them.

Should be pretty good given the pedigree!   8)

Feature Friday #95

Two-point mutations are now included in the mutation choices when you buy a mutation or when your genome destabilizes.
If an immobile creature gains flying, it can now move.
If an aquatic creature gains flying, it can now move over land.
Added new liquid weeps that produce much smaller puddles.
The smaller weeps now inhabit fungal biomes instead of their larger cousins. The original weeps still inhabit the Rainbow Wood.
Renamed the original weeps from "__ weep" to "giant __ weep" (for example: "giant acid weep").
When you discover a weep in a fungal biome, you now log it as a secret in your journal.
Added an overlay UI option to prevent full screen effects like scanlines from applying to the UI elements
Chests now render on top of corpses.
Domination's cooldown timer now doesn't start counting until domination is broken.
Fixed "SultanCult[n]" faction names appearing in the backstory descriptions of legendary creatures.
Fixed some autoexplore issues where you'd repeatedly try to access objects that you don't own.
Fixed a rare issue with mushroom growth.
You can no longer trade temporally unstable objects.
Added some architecture and design for longer-term feature arcs: [redacted], [redacted], and [redacted].
Mid-week patch notes:
You no longer fall in love with every sign you read.

Announcements / Re: Unexplored (now at v1.13 Sacred Sites Update) $
« on: June 30, 2017, 05:56:49 PM »
v1.13 Sacred Sites

Did you ever want to explore the fabled Labyrinthine Library (If only to look up how that is spelled correctly)? Always wanted to pay the proper respects to Lady Sophie in her own Sanctum (and ask Her why on earth She heals all indiscriminately, even followers of Lord Grievous)? Now is your chance because this week's update adds 6 special floors you might uncover during your stay in the Dungeon of Doom, including these two.

The Sites
The Sacred Sites added are The Labyrinthine Library, Sophie's Sanctum, The Lake of Cleansing, The Forge of Destiny, The Arbiter Grounds, and the Twisted Labyrinth. Gaining entrance to these special floors can by difficult, but the rewards are special, too. What about forging your own special sword on the very forge used by Density to teach mankind the art of metal-craft?

We won't tell you any more details, as it is so much better to explore these floors and their mysteries yourself.

A Little Contest: Get Your Name in the Game!
To celebrate and in honor of all the gods in Unexplored, we hold a special little contest with this release: the first five players that find the new Sacred Sites will be allowed to suggest a name for additional special floors (with our consent, of course). This allows you to write your name, or your character's name, into Unexplored's lore for all eternity.

The rules are simple, find the site and take a screenshot indicating it really is the fabled place and post a link to that screenshot as a comment to this thread. No duplicate sites though, so if you find the Twisted Library first, you win. But if somebody beat you to that particular level, you are left empty-handed.

Other Features and Fixes
- Adds the ability to mark items
- Catches more instances with class items not dropping
- Fixes small issue with the Ring of Light
- You can grab seeds again

We found our interior decorator sleeping on the job, so we fired* him. Good riddance too, as we noticed for a while now that our groundskeeper was much more imaginative with creating nice caves and poisonous lakes and waterfalls and what not. The new decorator is much better and you'll find many rooms in the Dungeon of Doom revamped and restyled on your next visit.

*) By 'fired' we mean torched and eaten alive by the Red Dragon, obviously...

Generator Remake
It took us a little longer than expected, but we've improved the part of the generator which is creating the interiors for the dungeons. We've also added more furniture and new room types for you to enjoy. The results are mostly atmospheric, but the impact on the gameplay experience is still significant. And it lays the groundwork for extra room types to be added in the near future that will have a bigger impact on the gameplay. You'll see...

Game Balance
We've also reevaluated the code that is responsible for selecting puzzles. As we noticed some puzzle types were much rarer than intended. This should be better now.

Bug Fixes
Yes, we fixed some bugs, but in general the generator remake was so demanding that we did not really kept a record. But they were mostly minor anyway.

I look forward to the future of this topic over in the full on Announcements board after you get in The Big News---congrats!   ;)  8)

Announcements / Re: Streets of Rogue (now at Alpha 28) $
« on: June 30, 2017, 01:45:57 AM »
Alpha 28

Everyone's favorite cuddly leather-bound scoundrel is now playable! Use your taser on random people and strap an exploding helmet to their head while they're incapacitated, linked to your handy remote control! That'll keep your new conquests in line! Unless they decide to mutiny. Which does happen. So watch out.

I'm also starting something called "Fortnight Discussions". With each bi-weekly update of the game, I'll post a thread in the discussion forum asking for feedback on some specific feature. The first of these can be found here: Difficulty Levels

Alpha 28
New Features and Content
Added support for Alienware Alien FX, which causes Alienware keyboards to light up in flashy ways during gameplay. This can be turned off in Gameplay Settings.
Slavemaster is now a playable character
Special Ability "Enslave" added
Taser item added
Status effect “Electrocuted” added
Trait "Ideological Clash" added
Trait "Poor Hand-Eye Coordination" added

New Korean translations added

Player always stops pointing their gun when the “Operating...” bar is present
Fix for player identifier circle appearing in the incorrect position if the player was Shrunk or Diminutive while underwater
When Shapeshifter possesses someone, their eyes become red
Fix for geyser of blood appearing on multiplayer client when Cannibal ate someone
Fix for knocked-out people on multiplayer client not always having their eyes closed
Fix for dizzy stars sometimes not appearing over the heads of knocked-out people on multiplayer client
Fix for dizzy stars animations sometimes appearing ‘out of sync’
Fix for sleep Z’s not appearing on multiplayer client
Fix for bullets being nearly invisible in Werewolf mode

UI / Controls
Player’s character type now appears on Stats screen
Fix for an NPC’s map marker disappearing after they teleport
Fix for Context Buttons interface getting glitchy when there were too many buttons
Fix for incorrect item slots flashing when an item is equipped when the “use item on object” interface is present
Fix for “Mission Complete” notification appearing a bit too quickly when objects were destroyed for a mission
Made it less easy to accidentally cancel out of handcuffing someone if you were spamming right-click
When selecting Object Context Buttons, pressing Up on the first button brings you to the bottom of the list and vice versa
Inventory slot “cost” text moved slightly up so as not to obscure the image as much
Fix for inventory items sometimes disappearing when assigning toolbar slots with Auto-Sort Inventory set to Off
Fixed incorrect character being initially selected in Character Select in multiplayer mode when Shapeshifter player died while Possessing another character

Playfield Objects
Fix for vertical-facing Bars/Fence appearing weird sometimes
Fix for Gas clouds being able to affect people from behind walls if the person hugged the wall
Hacker can’t clone a person by hacking the Clone machine if they have reached their follower limit
Turret does not shoot at Vampire when Security Cam detects someone
When hacking Cameras and Turrets, the interface now indicates the current setting to the player (i.e. whether turret is targeting owners or non-owners)

Fixed bug where Wrestler picks up a weird looking item and tosses “E_TossItem”
Fixed some important bugs relating to the instantiating of items when there were more than 50 items in existence. This may fix some random problems
Fixed issues relating to equipped items at the beginning of levels causing various bugs
Fix for issue where Shopkeeper purchasing a weapon directly from an NPC’s hands would cause the weapon to appear equipped in the inventory without actually being equipped
Fix for Slave Helmet sometimes not exploding when they Slave went too far out of range of its Slavemaster
Slave Helmet does not blow up immediately after its wearer dies, it takes a second now
Slave Helmet cannot blow up while the wearer is falling into a hole
Slave Helmet no longer drops to the ground after a Slave is freed
Slave Helmet produces Normal sized explosion instead of Big one
Slave Helmet Remote now blows up multiple owned Slaves at once
Slave Helmet Remote cannot be dropped when in the possession of Slavemaster
Fix for Gorilla not being able to use Oil Container
Oil Container does not disappear from the player’s inventory when it runs out
Cigarettes and Cigarette Lighter are available as loadouts and from the Item Teleporter
Doctor can now throw Banana Peels
Ammo Processor and Kill Ammunizer can no longer be used on Oil Container
Fix for player exiting Cardboard Box when walking over dead bodies
Fix for head-based armor not being properly equipped on NPCs brought to the next level

Status Effects / Traits / Special Abilities
Fix for issue introduced in Alpha 27 where player would not receive health bonus for gaining a level if the level was gained after the floor was finished
No longer possible to gain extra health from leveling up while dead or a ghost
Fix for player being able to transform into Werewolf immediately after returning to human form if the Special Ability button was pressed quickly enough
Fix for player being able to Possess a person a second time after leaving their body if the Special Ability button was pressed quickly enough
Jock stops Charging when teleported
Fix for client being Tranquilized and countdown numbers not appearing for host or other clients
Fix for issue where, if a Shapeshifter who was Possessing someone was knocked out and then killed before they woke up, they would not Depossess properly, and would become a ghost instead
Fix for Gorilla being able to do multiple lunges without charging if the Special Ability button was pressed at the exact right time
Fix for Shapeshifter becoming a normal-sized human after Depossessing while Shrunk or Giant
Player does not lose most status effects when knocked out. Rather, they are only paused.
Fix for Jock falling down immediately if a wall was behind him when beginning a Charge
Doctor’s Chloroform cooldown reduced from 10 seconds to 5

Fix for “can’t do” sound effect sometimes playing when cycling to Fist

General Gameplay
Fix for Shapeshifter player disappearing after possessing a Slave and falling into a hole
NPCs can no longer bump Cannibals out of their hiding spots if they walk on top of their position

Stats / Unlocks
Fixed issue where if the Shapeshifter entered the elevator while possessing a person, that person would be counted as an “angered” person in Stats
Alerted stat does not increase when the Rage poison is used on someone

Fix for missions being failed if the NPC holding the item teleported

Fix for Cop losing XP for killing hostile NPCs in Everyone Hates You
In Low Health mutator, players now only need 10 health to revive a teammate rather than 20
Fix for sleep Z’s in Rogue Vision not disappearing when a not-in-vision NPC got up and started walking around

Level Generation
Fix for Trash Barrels and Vending Machines occasionally blocking the player’s path when a wall was nearby diagonally
Fix for Air Conditioners sometimes spawning directly next to each other and blocking the player’s path

Artificial Intelligence
Fix for prisoners sometimes walking back to prison after escaping
Fix for Cops not becoming Hostile after seeing the player Tranquilize someone or shoot them with a Water Pistol
If you own a Slave that is Aligned with someone else, that other person will become hostile toward you
Slaves no longer refuse to obey your “Attack” commands on the grounds that they “would get killed”
Fix for NPCs sometimes not attacking the player if they became Hostile while they were Loyal towards the player
Fix for non-partied NPCs sometimes following invisible players
Fix for NPCs not giving the player normal interaction options after being rescued for a mission
Fix for NPCs not being able to sell items to the player after being possessed by Shapeshifter
Fix for NPCs sometimes running into walls after being Depossessed from Shapeshifter. Might have fixed some other cases of this occurring as well
Fix for party members who become hostile towards the player sometimes appearing again on the next floor
Fixed cases where a Hostile person would not attack the player if they became Hostile when the player was extremely close
Fixed cases where a party member would become hostile toward another player but not attack them
Cops do not care about crimes committed by friendly/loyal people
Fix for NPCs being able to hear certain crimes while having the “Hearing Blocked” status effect
When commanding groups of people at the same time (“All Attack”, etc.), only those that speak your language will obey
If a person A is hostile toward person B and person B is Aligned to the person C, person A will only become hostile toward the person C if person B is in person C’s party. In the previous update, this only applied to Loyal people and not Aligned people. Also, the employment rule is now only necessary if person B or C is a player, and not if both are NPCs
NPCs who are Loyal toward the player don’t mind the player committing small crimes toward them, like stealing their stuff.
NPCs that you are rescuing for a mission will not go out of their way to attack Turrets, Fire Spewers, etc. due to the probability of them getting themselves killed.
Fix for Prisoners sometimes running into their cell doors when the prison wall has been destroyed
No longer possible for someone to quit your party due to low health, and then join again with full health if their health was within a certain small range.
Not being able to hire NPCs with low health now extends to all classes, whereas before this only applied to gangsters
Party members will take a bit more damage before they decide they’re too hurt to continue
Fix for NPCS being rescued for missions not always obeying Attack commands properly
Fix for NPCs standing still when being told to Stand Guard behind a locked door

Fix for endgame stats screen not stating the cause of death properly when a Jock charged into a wall killed himself
Fix for Stats screen sometimes showing the player’s killer as “E_ObjectAgent” when player was killed by Generator explosion
Changed G-P-Yessss description slightly to be more clear
Werewolf no longer says human dialogue when attempting and failing to teleport

Fix for NPCs not being interactable on client after certain status effects
Fix for clients sometimes not receiving skill points or mission credit for killing NPCs
Fix for issue where it was sometimes possible for client to interact with NPCs if they were being arrested or being bitten

Potential fix for issue where people’s save data could be deleted on rare occasion. At worst, there’s now a rare chance that a save could fail, but this shouldn’t affect your existing data.

Lots of preparation for incoming new batch of sound effects

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)

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