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v5.2

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Major changes since the last public release:

    Spanish translation!
    choose a quick action: re-use, re-equip, re-cast.
    item weight is shown in the inventory.
    basic modding to replace any tile.
    gems can now be sling ammunition
    whips have a chance to disarm.
    dying when polymorphed costs one point of constitution.
    new mechanic: afflictions (reflux, nits, sliming).
    new artifacts: Carapace, Magistrator, The Hero.
    new spells: darkness, living wall.
    new punishment: shunning.
    new block: wooden barrels.
    new effect: silence.
    new warp: living walls.
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Announcements / Re: Prospector has returned! (now at R205)
« Last post by getter77 on December 17, 2017, 08:11:24 PM »
R205

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Some quick fixes, and linux versions.

+ Quick Fix: Crash in map generation fixed
+ Filter added to ordering items
+ Character creation bugs fixed

(Well, i thought I was rather quick at least...)
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Early Dev / Re: Soulblight
« Last post by abraksil on December 16, 2017, 07:10:46 PM »

This week we've finished putting together the camp. After playing Soulblight demo many of you mentioned the need of trying out different weapons without warring about getting killed. This is why we've decided that our camp will also include a training dummy.
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Announcements / Re: Cogmind (now at Beta 3.1)
« Last post by Kyzrati on December 16, 2017, 12:29:48 AM »
The latest SITREP is another big one as we move much closer to the next release. Lots of details covered there, but in summary I'm revamping the first main map of the world


letting distress signals and calls for help reveal the location of the robot being alerted (transparency! interesting tactical implications!)


and adding item stat exporting into multiple formats.


Cogmind also made the Top 100 indies of 2017 over on IndieDB! Thanks to everyone who voted, and if you could, vote again for the final round which is open for a few more days :)
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Events and News / Re: Roguelike Radio podcast
« Last post by Darren Grey on December 15, 2017, 04:45:41 PM »
A couple of new episodes:

Ep 141: MUDs, with some interesting guests including a co-creator of the world's first MUD

Ep 142: Recording from IRDC 2017 (with videos too!)
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The Incubator / Re: First Paradise: Interactive Futurism
« Last post by Doop on December 14, 2017, 10:59:39 PM »
This looks interesting and ambitious. Always cool with something happening in the hyrbid Roguelike/Interactive Ficion department.

As always,
Minotauros

Much appreciated! And that western RL you're working on? Bad.ass.
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Announcements / Re: Streets of Rogue (now at Alpha 40) $
« Last post by getter77 on December 14, 2017, 09:36:47 PM »
Alpha 40

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Trading cards are FINALLY available! So get collecting!

I also made a rather large number of balance-oriented changes this update. If you’ve been playing the game on a regular basis, I’d recommend skimming through the whole list.

The next update will be on the “light” side, as I’ll be spending a week traveling for the holidays. I’ll be starting work on the Level 5 at the beginning of next year, so now’s the time to start making suggestions in this week’s Fortnight Discussion: Level 5 - Uptown!

Alpha 40

Big New Features and Content
(Though a lot of the bullet points further down could probably qualify as well!)
Steam Trading Cards added
Loadout-O-Matic appears in levels. Player can purchase any of their starting items, including loadout items. Note that this may not work properly with saved games from previous versions
Vendor Stand appears in Park levels. Player can purchase items from Bartenders or Shopkeepers.
New Trait: “Honor Among Thieves” given to the Thief at the start of the game. Allows him to purchase discounted tools from other Thieves, and also prevents Thieves from stealing from him
Medical Professional has completely changed. Rather than giving a health bonus for using first aid kits, it allows the player to restore the health of their followers, once per follower per floor
Accuracy is now known as Firearms, Strength is now known as Melee
Firearms (formerly Accuracy) now affects damage, spread of rapid-fire weapons, and cooldown for non-rapid fire weapons, in addition to the percentage of time auto-aim is triggered

Environments
Fix for multiple televisions spawning on top of each other in one of the hotels
Fixed a case where Sawblade movement could potentially go in the wrong direction
Fixed a case where a tube in a factory was spewing gibs in a slightly incorrect position
Fix for a Goon in one of the Banks facing the wrong direction sometimes
Fixed an instance where a Crusher could push its way into a window
Fixed instances where certain buildings had 2 locked doors and no computer, since this could result in cases where the door would be impossible to get open without the right items
Changed placement of a number of Gas Vents
Lakes that are poisoned when the level loads can no longer contain Enraged

Playfield Objects
Fix for player or NPCs sometimes being blamed when Alarm Buttons were destroyed due to natural causes
Laser Emitters can be disabled with the Wrench
Slightly more difficult to destroy Fire Spewers
Fewer Trash Cans are spawned in levels, but they are never empty
Reduced size of Gas collider

Characters
Cost to hire NPCs is a bit less
Cost to hire people is dependent on your floor
Cost for Doctor to heal you is dependent on your floor
Cost to purchase Slaves is lower when they are not being rescued for a mission
Fix for cost of muggings from Mobsters being a bit higher than intended

UI / Controls
Auto-Aim can be disabled from the Control Setup menu
When the player moves the cursor over an NPC or holds the space bar, status effects are shown
Fix for health bars of other players not appearing above their heads in online multiplayer mode when the player holds space bar
People can no longer Jump while in a Trip animation

Items
Item cost is affected by the current floor. As the player progresses, items become more expensive and can be sold for more money
Player can get better deals on items from Shopkeepers and Drug Dealers after enslaving them
Reduced base extra cost of cloning items in Clone Machine
Increased base price of Giantizer pills from $50 to $80
Bartender is capable of selling more than 2 drinks
Tranquilizer Gun costs more and has a smaller initial ammo count
Shopkeeper no longer starts the game with Kill Profiter
Doctor now starts the game with the Tranquilizer Gun
Scientist starts with the Leafblower instead of the Tranquilizer Gun
Bartender NPCs now serve Cocktails, which will give you a completely random positive status effect
Fix for player being able to use multiple Hacking Tools on the same object, and only losing the first Hacking Tool
Fix for items sometimes remaining for sale after multiplayer client had purchased them
Fix for player not saying “I can’t pick that up” when inventory is full, after gibbing someone in very close proximity
Fix for items sometimes making a noise that could attract people nearby, if two items were spilled at the same time in close proximity to one another
Fix for never being able to see the contents of Cocktails that you clone

Status Effects / Traits / Special Abilities
Hacker has a 50% chance for their hack to cause an alarm, rather than 100%
Hacker can hack Slave Helmets being worn by Slaves
Hacker can hack the Killer Robot
Always Crit effect time reduced to 20 seconds
Giant effect time reduced to 20 seconds
Shrewd Negotiatiator benefits improved a bit
Crepe Crusher Blahd Basher, Scientist Slayer and Specist give the player more skill points for killing members of the opposing class
Cannibal receives extra health for eating people who have been “cooked” by fire
Wrestler’s Toss move does more damage
Backstabs are easier to perform - The player will always attack in a forward motion when they have the Backstab trait and are in the proper position
Sleep Killer is now completely silent
Sleep Killer does not gib people anymore
Soldier starting Endurance is now 2 instead of 3
Investment Banker’s Speed, Strength and Accuracy stats are higher
Withdrawal causes reduced strength, speed and accuracy
Nicotine lasts for 30 seconds, freezes the timer on Feelin’ Alright, and freezes the effects of Withdrawal
Clumsiness Accepted now allows you to break people’s walls without them becoming Hostile
Modern Warfarer regenerates health to 15 instead of 20 when Low Health mutator is active
When Werewolf is running low on time before transforming back into a human, numbers will appear over his head. The same goes for Assassin’s Camouflage
Fair Game cancels Suspicious, Charismatic and Malodorous in character customization
Bite cancels Strict Cannibal, and Cannibalize cancels Jugularious
Bite has a chance to give 2 health instead of 1, with a slightly greater chance of the number being 1
Bite costs 10 points in character customization instead of 5
Fair Game gives a 10 point benefit in character customization instead of 7
Assassin’s Accuracy stat reduced from 3 to 2
People are knocked back a proper amount when blocking hits from Primal Lunge and Sharp Lunge
Flesh Feast no longer works on dead people, it was functionally too similar to Cannibalize. However, it now restores 3 health instead of 2.
People turn into Zombies after dying more quickly. The amount of time had previously been extended to allow for more Flesh Feast hits
Zombie Phlegm charge time has been reduced
Darts can no longer randomly cause Paralyze, since this could make the player a sitting duck if it occurs near a turret
Players with Tech Expert have a 100% chance to turn off Security Cams and disarm Door Detonators when interacting directly
When NPCs laugh at the Comedian’s jokes, the chance that they will join their party is less predictable
Fix for Traits not being removed properly on New Character Every Level for clients in multiplayer games

Stats / Unlocks
Fix for only the server player in multiplayer games receiving nuggets when someone completes a mission where nuggets are the reward. Now, all players will receive the nuggets.

Missions
For Neutralize missions, it is now possible to threaten people to leave town (or ask them nicely if you have a good relationship)

Disasters
Added 30 seconds to the “Find Bombs” disaster

Mutators
Fixed crash when loading saved games with “New Character Every Level”

Level Generation
Cops are no longer spawned near Power Boxes if the Radiation Blast disaster is occurring
Varying number of cops is spawned near Power Boxes, rather than the number always being 2

Artificial Intelligence
If an NPC is Hostile toward a player, they will no longer immediately become hostile toward another player upon seeing both players at the same time
Fix for NPCs standing at the exact same spot as one another when “All Stand Guard” command is used
Added “All Follow” command for when the player has told more than one party member to Stand Guard
Prices for services are now properly affected by the player’s relationship with the seller in all cases
NPCs in combat are not as scared of large groups of players
Fix for NPCs who are Submissive to the player not always having the correct relationship with other players
Cops react properly when the Power Box that they are guarding is hacked
Normal Cops become Hostile if you destroy an Alarm Button
Fix for Thief not being able to steal from player when the PVP was turned off in Settings
Fix for Thief sometimes trying to steal from players who are dead or had disappeared
Fix for property owners becoming Hostile if the player takes something from one of their owned chests (Safes, etc.) after the player has purchased a Key or Safe Combination from them
Fix for Ghosts not always acting properly if Gravestones were destroyed by natural causes rather than a specific person
Fix for issue where NPCs in buildings where quests are taking place are aligned with the player for no reason

Text
Added proper descriptions for Strength and Accurate status effects

Multiplayer
It is now possible to revive other players from the dead using money
30 second timer for players to get the the elevator instead of 60 seconds. The same goes for the other timer that appears when everyone has reached the elevator

Engine
Unity engine updated from 2017.2.0 to 2017.2.1

Other
Updated Rewired plugin from 1.1.7.8 to 1.1.8.3
Updated 2D Toolkit plugin from 2.5.8.7 to 2.5.8.8
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Announcements / Re: Unangband (now at v0.6.6)
« Last post by getter77 on December 14, 2017, 01:21:23 PM »
v0.6.6

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Fixed a few bugs and irritating things. Bugfixes will continue, but I will now be mainly working on the major changes for 0.7.0 (quests, etc.).

DISCLAIMER – Most of this post is highly technical. If your just want to know what the next release will be, stop at this: 0.7.0 will be a major update, focusing on the addition of quests to the game.

I believe I have stated before that I will endeavour to implement many of the features which Andrew left in his TODO file. Accordingly, the main focus for Release 0.7.0 will be quests. This is a complex issue. Little bits of code related to quests are scattered throughout the source, from calls to the check_quest() function in xtra2.c, which in all current releases simply returns, to checks in the dungeon generation and monster placement to determine effects. After significant puzzling, I have figured out the way in which the quests were being implemented. In order to make things clearer, I have refactored some of this code into a new file: quests.txt . While this makes things clearer, however, the code so far remains a collection of hacks layered on top of each other, many of which are not practical to refactor at the moment.

I am making slow but steady progress. Due to other commitments, I do not have as much time to work on this project as I would like, but I retain my estimate of releasing 0.7.0 in spring or summer of 2018. In order to show you all that I have not forgotten about this, I have pushed my WIP to a new branch: expdev .
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The Incubator / Re: First Paradise: Interactive Futurism
« Last post by AgingMinotaur on December 14, 2017, 10:11:01 AM »
This looks interesting and ambitious. Always cool with something happening in the hyrbid Roguelike/Interactive Ficion department.

As always,
Minotauros
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The Incubator / First Paradise: Interactive Futurism
« Last post by Doop on December 14, 2017, 05:01:50 AM »

ToRL

I just released a new build of a game I've been developing on and off for three-plus years.  Initially a single player experiment, First Paradise is a science fiction roguelike with CYOA elements set in deep space. The game is presented as series of "sequences" and has recently been patched to include a small networked component.


It's recently grown to include an in-game forum with other hints of my continued development of more social aspects like post subscriptions, post history and comments. The long-term goal is planetary exploration, building bigger ships up to a hundred modules that people can dock and depart from. These could be run by a single player, a group or larger consortium of players. With more short-term aspiration like a skill tree, large scale PVP and more.


It's still in its early stages and is not my primary project although enough work has gone in by now to see what people think and perhaps asist on which direction I should stay true to going forward. I'm particularly interested in building out the multiplayer mechanics in the near future so if that's the kind of thing you're into, stay tuned for that.

First Paradise is displayed using the command line and is free software.



The game is currently only available for Linux users, with a Mac and Windows being previously available.  I've yet to see how the new code adapts to those platforms again though. You'll know once I do. 

In the meantime, check out:

First Paradise on Roguebasin

or

Visit the distribution page to play today!
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