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Announcements / Re: Prospector has returned! (now at R204)
« Last post by getter77 on December 13, 2017, 01:31:48 PM »

Finally managed to relase a new version. Still a lot of things to do, but also a lot done and improved. Hoping to get back to a higher frequency of releases again.

!Savegames not compatible!
+ Ion storms and black holes added
+ Better engines now use fuel more efficiently
+ Crash landing no longer means instadeath
+ Adaptive bodyarmor has now additional advantages (And one again it used to have)
+ Air rushing out of ships now works even if done from the outside!
+ Rocket launchers now work
+ fixed a display error regarding wages in config
+ No more wierd behaviour when docking with more than one ship in one field
+ Setting wage to low number before hiring now affects morale (thanks to HisShadow forpointing out this loophole)
+ Mouselook and you can now use the mouse for menues,clicking on the map on planets makesyou walk to that place
+ Some balancing, polishing and minor bugfixes

+ Tile mixup fixed
+ Selling towed ships should work again
+ Hallucinations work as intended now
+ fixed a bug in ship landing
+ Spacecombat targeting now works with arrow keys too
+ you can now set standard wage in config
Announcements / Re: Streets of Rogue (now at Alpha 39) $
« Last post by getter77 on December 13, 2017, 01:23:05 PM »
Alpha 39

New Features
Traits and Reward Items can be removed from their respective in-game pools, so they will no longer appear if you don’t want them to once they’re unlocked. There is a minimum number of items/traits that you must have in the pool, which increases the more you unlock.
Trackpad Mode - Attack in the direction you're facing, rather than the cursor position. Added this because trackpad aiming is near impossible. You can finally play on an airplane. Can be toggled in the control settings menu.
Added optional on-screen timer, which can be turned on from Gameplay Settings. Good for speedrunning.
Added option in Gameplay Settings to place Player Identifier circle underneath the player in single-player mode

UI / Controls
Another attempt at fixing the “can’t scroll through in-game menus” issue that pops up occasionally with the gamepad. Let me know if this still happens. I’m not talking about the main menu, just the in-game menus like the buttons that appear when you interact with something, and the end-of-level Trait selection
In Couch Coop mode, each player’s targeting crosshair has a different color
Game should do a better job of figuring out which gamepad should be assigned to which player without the user having to manually go in and assign them
Gamepads 2 through 4 can no longer press the Accept button on the main menu, to avoid confusion when the gamepads configurations are not set up for the game itself
Health bars appear over people’s heads when the player holds Space
If the player accepts a “Retrieve Item” mission, then picks up and drops the item, it will have an arrow above it, where it did not before
Fix for missions 1, 2 and 3 not appearing greyed out when talking to an NPC about an optional mission
Fix for optional mission arrow and line not appearing on the map screen when talking to an NPC to accept the mission
Fix for mission-giver icon not appearing on the map for all types of missions on multiplayer client
Fix for game sometimes believing the player is still holding down Special Ability when they enter and return from menus
Fix for Character Sheet Scroll Bar appearing oddly if the player scrolled to the bottom and then removed a large number of Traits
Fix for Quick-Health button displaying incorrect messaging when used at full health with “Low Health For All” mutator turned on
Fix for Page-Up and Page-Down-assigned gamepad buttons not working properly on other menus after the player viewed a Scrolling Menu
Fix for player being able to combine items in their inventory by dragging and dropping, rather than right-clicking first
Pressing Cancel or Esc on the title screen causes the Quit Game prompt to appear
Multiplayer information that the player enters from the title screen (like IP Address) is saved between sessions

Fix for pathfinding issues in one of the Arcade buildings

Water Puddles and Oil appear beneath floor decals like Blood and Slime puddles
Fix for gun appearing in both hands when the player performs Primal Lunge
Fix for client players not appearing to die properly on host when they were knocked out and killed while on the ground
Fix for Dizzy Stars not appearing if a person became Knocked Out while Invisible
Fix for Walls not changing color properly when screen turns red from Werewolf
Fix for checkered floor not always appearing in correct position in Home Base
Fixed certain instances where the player could appear with a consistently east-facing mustache

Playfield Objects
Player cannot start Arena fights if one of the Laser Emitters has been destroyed
Took extra steps to ensure that people cannot be knocked through Arena’s Glass Walls

Kill Ammunizer gives the player less ammo per kill with “Low Health for All” and “Everyone Hates You” mutators active
Fix for player sometimes having an item count of 0 if they choose a Loadout item that is already one of their starting items
Fix for NPCs with Resurrect not dropping their items when they are Knocked Out
Fix for player sometimes not being able to properly interact with items on the ground when their inventory is full

Status Effects / Traits / Special Abilities
Fix for Jock sometimes changing Charge direction after being knocked back
Fix for NPCs sometimes emitting sleep Z’s while walking around while Invisible
“Friend of the Common Folk” cancels out “The Law” and “Fair Game” in the Character Creator
Bloody Mess and Cannibalize cancel each other
Jugularious and Medical Professional cancel each other
Naked and Suspicious cancel each other
Naked’s point value is -5 instead of -3
Fix for NPCs losing the “Guilty” tag if a player Possessed and then Depossessed them
Fix for Possessed Thief sometimes ending up with a permanent Sticky Glove icon above their head
Class Solidarity no longer prevents the player from attacking people they need to kill for missions
Fix for No In-Fighting not always working when used player-vs-player
No In-Fighting is applied to when melee weapons hit other melee weapons, so that they will not hit each other
Potential to Not Suck functions on skill levels past 12, if you somehow get that far
Class Solidarity allows players to attack Hostile NPCs, and allows Hostile NPCs to attack the player
Fix for Fair Game, when applied to NPCs, not scaring other NPCs away

Fix for in-game sounds stopping during the next game after player fails Hidden Bombs disaster
Fix for not all sounds stopping when giant explosion occurs at the end of Hidden Bombs disaster
Fix for Equip Weapon sound effect repeatedly playing when NPCs were commanded to destroy certain objects

Fix for issue where coop players would not respawn as a Ghost if they died shortly before another player who died with Resurrect

Stats / Unlocks
Players with Zombiism cannot gain Skill Points for killing NPCs with Zombiism since those NPCs cannot become Hostile
If the player purchases a Loadout item and then leaves the Home Base without starting a new game, their Nuggets will be returned to them

If the player reaches the game’s nugget limit of 50, they will receive items for optional missions instead of nuggets
On missions where a Prisoner needs to be killed, owners in the building are properly marked as Guilty

Fix for New Character Every Level not working properly when the player chooses to start with a Custom character

Level Generation
Fix for Trash Cans and Vending Machines sometimes spawning not directly next to a wall

Artificial Intelligence
If the player Bites or Cannibalizes someone, NPCs who are already Annoyed will turn Hostile
Questgivers become Friendly toward the player upon completing a Mission (results in lower shop prices amongst other benefits)
Hidden NPCs (Bushes, Manholes) will no longer talk to the player under various circumstances
Fix for NPCs not pathing properly around Refrigerator
Fix for NPCs “trembling/twitching” around certain objects
NPCs that the player must neutralize for missions will not get scared and run away players with Zombiism
Fix for Zombies with Resurrect not being Hostile toward anyone upon resurrection
NPCs will attack most locked wooden doors when commanded
Fix for Mobsters ceasing to Mug a Comedian when they don’t like his Joke
Fix for only one of the Mobsters listening to a Joke actually reacting to the Joke
Fix for player being able to offer Mobsters money if they became Friendly, Loyal or Aligned
Fix for non-owner NPCs sometimes having difficulty navigating their way out of buildings
Fix for Zombies sometimes remaining Aligned with NPCs who owned the same building as them post-Zombification
Fix for Zombies being initially hostile toward Security Cams, Turrets, etc.
Fix for NPC followers who come to the next level with the player not always having proper initial relationships with everyone on the next level
Fix for DNA Connected Prisoners not following the player when they are released from prison
Followers will follow the player into buildings with Gas
If the player wins an Arena fight, spectators will become Friendly
Fix for Arena spectators sometimes appearing to get scared during a fight
Arena payout is multiplied by the number of NPCs the player fights
NPCs no longer run away from dangerous NPCs who have exited the level
Fix for owners not reacting if they see you open a Do Not Enter door
When someone joins your party, they will always become Loyal toward other players and the other people in your party, unless they are already Aligned. If they are dismissed from the party, they will go back to being Neutral, or whatever their initial relationship was
If players join a game late, the other agents’ party members will be Loyal to the new player

Improved Paralyzed description
Changed Mysterious Elevator description text to make it more obvious how to see the different floor requirement
Made it slightly more obvious that you can load characters from the hard disks
When attempting to quit, text explicitly states that the game is saved at the end of levels
Changed Loadout instructions to be a bit more clear

No longer possible to get past the first laser without being injured
No longer possible to get stuck with the Rock not spawning
Banana is no longer available from the shop

Potential fix for memory leak issue

Alpha 39b
Fix for buttons in Home Base sometimes being highlighted in grey when they weren’t supposed to be
Fix for Filter text sometimes appearing incorrectly on Join Internet Game screen
Fixed multiplayer issue where end-of-level elevator could bring up character select. May have fixed other bugs in the process, such as the bug where objects appear the wrong spots on the client, or level is generated incorrectly on the client.
(This one’s for the Unity coders out there) Fixed a bunch of instances where static variables changes were inadvertently sticking around after the scene was changed, which will probably fix a few random issues.

Alpha 39c (December 2)
It is now possible to shut off Gas Vents that are constantly spewing by using the Computer
Fix for gamepad players being able to see text from moving the cursor over icons on the small minimap while on the Missions Screen
Fix for minimap not disappearing in 2-player coop when one player becomes a ghost and the screen becomes fullscreen
Fixed some screen transition issues when a player dies and becomes a ghost in 2-player coop mode
Fix for game remaining in slow motion if player was dragging an item with the mouse when the inventory was forced to close due to falling into a Hole, becoming Dizzy, etc.
Fix for minimap not updating properly when walls are destroyed
Trait display on left-hand side of the screen cannot spill onto multiple lines
Players cannot type /invite while playing LAN games, since these do not support Steam matchmaking
Health bars do not appear over NPCs’ heads when player holds the Extra Info button while in the Home Base
Gamepad Cursor movement speed on Missions Screen is no longer tied to frame rate and screen resolution
Fix for players getting a choice of 4 traits at the end of levels, it’s supposed to be 3 unless you have Jack of Extra Trades
Increased trait choices with Jack of Extra Trades from 4 to 5
Fix for player not being to add Syringes of the same type to their inventory when the inventory is full
Fix for certain character classes saying error messages when they refuse to join your party
When Player 1 is set to Keyboard, Player 1 Gamepad bindings no longer appear on the Gamepad Setup screen
Fix for controllers continuing to vibrate when the player enters menus where the game is paused
Normal cursor appears on the main menu when Esc is pressed rather than Target

Alpha 39d (December 3)
Fix for bug that was causing the game to freeze for some players when the player was meant to select a Trait at the end of levels
Announcements / Re: Streets of Rogue (now at Alpha 39) $
« Last post by getter77 on December 13, 2017, 01:22:44 PM »
Alpha 38

New Features
Added four-player split-screen mode. Must be turned on from the Gameplay Settings menu.

Updated localization for all territories - LOTS of new translations
Fix for certain text on the main menu not appearing properly when Fan Translations were activated

Arena fights can no longer be started when the power in the building is out
Status effect-causing lakes will no longer contain Acid unless the player has put it there
Fix for players being able to teleport into bathroom of Arcade

Hologram can no longer be hit by Train and Mine Cart

Fix for Shapeshifter being headless after Depossessing Gorillas
Fix for Oil Spills sometimes appearing beneath rugs or other floors
Fix for Burnt or Frozen people not always appearing that way of the burning or freezing occurred off-screen
Fix for NPCs often facing the wrong direction while pointing their guns on multiplayer client
Fix for Flamethrower particles appearing to go too far past Glass Walls after hitting them
Falling bombs have a shadow sprite

UI / Controls
When someone disappears for whatever reason, their word bubble text disappears as well
When playing as Zombie, the player will not know who is Hostile by mousing over them until the person actually sees them and becomes Hostile
Fix for Wrestler’s “Toss” icon (and potentially some others) appearing when the player is a Ghost
Player can no longer attempt to Quick-Teleport while in the Home Base
Fix for Scroll Bar not appearing on character stats in-game
Future free versions of the game will no longer state that the game will be saved when quitting
Fix for “Can’t Teleport To Yourself” text on map screen not displaying properly in offline games
Fix for top-of-screen UI elements not disappearing when the player enters the Main Menu
Fix for icons not appearing on the minimap if someone other than Player 1 opened it first
Fix for issue where gamepad players could shoot a gun and then move faster than normal by rotating the right analog stick while the gun was remained un-holstered
Fix for Player 2 UI appearing on Player 1’s screen in split-screen coop
Fix for camera initially being in the wrong spot after switching the 2-player camera from Full to Split in the Settings menu
Fix for Clock not moving out of the way of minimap in 3- or 4-player mode
Minimap appears in 2-player split-screen mode
Minimap appears in bottom-right corner during 3-player Full-Screen mode
Players can teleport in 3- and 4-player mode
Fix for RT and LT button icons not appearing properly at the start of the game

Playfield Objects
Fix for part of Crusher remaining after being destroyed by huge Explosion
Fix for certain cases where Fire Spewer would not fire
Changed Tree collider slightly to avoid player clipping situations
Killer Plants no longer snap at Ghosts
Fix for Killer Plant bites not always registering
Fix for Killer Plant, Fire and Explosion sometimes knocking people in the wrong direction

Fix for Ghost Gibber stream going through Glass Walls
Fix for Gas Mask not always working properly
EMP Grenade can be used to remove Slave Helmet
EMP Explosions affect objects behind walls
Fix for people with Pacifist trait not being able to equip Oil Container
Fix for client player in online matches dropping duplicates of “undroppable” starting items items like Taser and Slave Helmet Remote on death
Fix for Taser not working properly if chosen as a starting item and also chosen as a loadout item

Status Effects / Traits / Special Abilities
Flesh Feast now allows people to gain health when using weapons other than Fist
NPCs who are infected with Zombiism before death will stay dead a bit longer before turning into Zombies
Fix for Wrestler not getting kill credit when inflicting status effects on NPCs with thrown objects (i.e. Toilet poisoning someone)
Fix for Wrestler not receiving credit for repercussions of destroying a computer by throwing it
Fix for Wrestler not always equipping correct weapon after throwing an object
Custom characters cannot go into Withdrawal in the Home Base
No longer possible to create a character with both Suspicious and Charismatic
Fix for being able to choose Skinny Nerdlinger and Unstoppable-ish at the same time for custom characters
Inanimate objects can no longer gain status effects
Fix for people losing Frozen status effect when they gain health, this should only occur when they lose health
If a player Possesses someone, a safeguard has been added so they cannot immediately Depossess by accident through spamming the Possession Stone object
People who are Frozen while in combat can be Backstabbed now
Fix for issues occurring if player attempted to perform various Special Abilities while starting to Teleport
When the player unlocks a new trait or traits, those traits are normally the first available when the player gains a level. As of this update, those traits will not appear if they are useless to the player’s current chosen character
Fix for NPCs having difficulty navigating around Fire Spewers and certain other objects
Players lose Above The Law and Upper Crusty if they buy when Possessing someone and then Depossess
Fix for NPCs who have Resurrect and are knocked out not resurrecting if they are killed on the ground
Fix for issue where NPCs who were knocked out and resurrected would not become attack the person who had knocked them out if they had not been previously hostile
Fix for Lunge, Zombie Spit and Charge attack issue where player could continue holding down the Special Ability button past the point where the attack had concluded, which would cause weird movement

Fix for occasional internal errors when bullets hit walls when the player was extremely close to the wall

Fix for Equip sound effect not playing when the only available weapon is Fist and the player uses the scroll wheel to choose Fist repeatedly

Fix for players being able to teleport into the bounds of Hedge Mazes
Fix for not being able to teleport from Dirt floor tiles
NPC party members will no longer teleport alongside the player when the player has commanded them to perform a certain action
Player can teleport while rescuing an NPC if that NPC has been commanded to perform an action

Stats / Unlocks
Fix for Destruction stat not increasing when the player destroys walls using a melee attack
Fix for player gaining an extra Destruction point for throwing objects with Toss ability
Player receives credit for killing people by knocking them into hazards
Player receives credit for Leafblowering dangerous items like Bear Traps into people

Fix for being able to teleport during the Find Bombs disaster, and not being able to teleport when it’s over

Level Generation
Removed ‘Holes in place of canals’. I dunno, I don’t love it.

Artificial Intelligence
Fix for NPCs continuing to sleep in beds or sit in chairs after the Wrestler had picked up the object
NPCs will no longer accept health items from the player when their health is full
Ghost no longer stops to avoid obstacles like Train
Zombified Slaves do not become Mutinous
Upper Crusters will not attempt to run and find an Alarm Button while enslaved
If Supercops are enslaved and set free, they will not continue searching for the person they were originally sent to kill
Upper Crusters, Cops, Supercops, and people in gangs will not become hostile toward other people who have Ideological Clash
Fix for NPCs sometimes continuing to dance after being Tased
Ghosts no longer flee Zombies or other types of danger
Fix for people sometimes saying their “annoyed” speech after the player uses Hypnotizer Mark I on them
Soldiers are always aligned with one another
Zombies will not refuse orders to attack someone due to low health
Fix for Zombies getting Annoyed when player started Cannibalizing, using Vampire bite, or Possessing someone nearby
Fix for Prisoners not becoming Loyal to the player if they were Friendly when released from prison
Fix for NPCs permanently attacking thin air when commanded to attack an open door or other object that could not be hit with melee attacks
If the player uses DNA Connection on someone, then dies and resurrects as a Ghost, and then the other person dies, that person will not follow the Ghost
NPCs stop dead in their tracks when the player begins Arresting or Biting them, rather than continuing to slide for a split second, to avoid them sliding out of the player’s interaction bounds
Fix for NPC Dizzy movement continuing when the NPC is being Arrested or Bitten
Fix for people with custom character trait “Zombiism” not speaking the same language as full-on Zombies
Fix for Gorilla being able to understand Comedian’s jokes without a translator
Fix for Zombies being hostile toward a player with Zombiism if they started a new multiplayer game with zombies in that stage
Fix for Mobsters attempting to do gang/mugging stuff after becoming Zombies
Thief no longer steals Tranquilizer Gun from the player
NPCs can no longer “bump” other NPCs who the player has commanded to stand in place

Edited Pacifist description to indicate that not all types of Thrown weapons can be thrown (such as Bear Trap)

Created new Show Floor version of the game

Alpha 38b (November 17)
Added extra safeguards for errors occuring when loading save files
A few localization fixes
Fix for some menu text not loading properly when starting the game in Fan Translations mode
Fix for all syringes being Invisible
Fix for wreckage sometimes appearing the wrong color initially
Flesh Feast description now reads accurately
Fix for dead people’s arms sometimes appearing to hover above their body on multiplayer client
Potential fixes for a few weird/inconsistently appearing multiplayer issues
Goodie Dispenser will not give you items that you already have in your inventory
Fix for NPCs not avoiding Slime Puddle
Fix for players not being able to give certain starting items to other characters when playing as custom character

Alpha 38c (November 19)
Fix for Zombie on Character Select sometimes appearing with incorrectly colored legs
Fix for Hacking not functioning properly in 2-player split-screen mode
No longer possible to Steal from, Bite, or Chloroform other players when PVP mode is turned off
Placed limit on the speed at which a person can be knocked back
Charismatic characters will still be hated by the appropriate character classes when they have Blahd Basher, Crepe Crusher, Specist and Scientist Slayer
Water hitting people and objects on multiplayer client no longer causes them to flash
Fix for Shapeshifter losing Invincible effects when Depossessing
Giants can no longer fall down small holes like Manholes, since they can’t fit
Fix for Refrigerators sometimes containing only money when certain mutators were active
Sharp Lunge is no longer selectable as a Special Ability for custom characters. I got a lot of people telling me how OP this is, and it was really just intended as a Werewolf-mode ability anyways
Cops are no longer seen as Innocent when the player is assigned missions that take place in Police Stations
Fix for Jock sometimes being able to phase through walls after using the Charge ability to jump out of water
Fixed text issues that were supposed to be fixed in the previous build.
Potential fix for in-game menu selections occasionally not working properly with the gamepad. Let me know if there are still issues with this
Temple of the Roguelike / Re: Maintenance tasks
« Last post by Slash on December 12, 2017, 04:18:04 PM »
Thanks! noted and will fix.
Announcements / Re: Cogmind (now at Beta 3.1)
« Last post by Kyzrati on December 12, 2017, 01:06:13 AM »
AnothYear 4 of the Cogmind: After 8,410 hours of work over more than four years so far, Cogmind is mostly complete and finally on Steam. A look at 2017, and the future!

Announcements / Re: Nethack Fourk (now at v4.3.0.4)
« Last post by Krice on December 11, 2017, 09:55:19 PM »
"This is the way Microsoft recommends doing it."

This sounds really weird. Imagine RL programmers asking Microsoft what they should do. You simply don't need to use an installer to create a perfectly working game which also cleans up better when you delete it.
Early Dev / Re: Soulblight
« Last post by abraksil on December 11, 2017, 09:52:10 PM »

This week we've finalized punch cards mechanic. If you find one of thous little plastic plates during your journey bring it back to Quora the Scholar. She will decode them and let you read their content on the camp's floor screen. This way you will uncover Sanctuary's long forgotten secrets. The more you know the more powerful Prying Taint becomes.
Huh, nice and original idea, it seems. I'll take a look when I find some spare time.

Thanks! If you have any critique, I'd love to hear it.


This month in development:

Project Site:
Latest Version: 20171205

Save Games

I added the ability to save the game, which was probably the last major feature needed to make this truly playable. Currently, one can only save while in between lieutenant fights.

Game Balance

I nerfed the party druid, Cedarwood. A friend was helping with some play testing, and on one of his runs he slipped up and Cedarwood died. Instead of playing through the loss, he started a new game because Cedarwood’s magic attacks were too critical to try playing without. I probably would have quit then too. When I play, I almost always defeat enemy lieutenants by first cornering them and then blasting with Cedarwood’s lightning spell. To balance the team, I removed Cedarwood’s ability to use magical scrolls, giving that ability to the underpowered Freja. The player still gets two magical attacks at the start of the game, but losing one character won’t cost both those spells.

Game Pacing

Over the holidays (American Thanksgiving), I got a chance to see my brother and have him play test T31LoSB. He’s seen previous prototypes of the Tafl/Chess combat system, but never played this incarnation, and he focused on the sluggishness of the actual battles. First was how long commands take to type out. Take the following two commands:

Code: [Select]
    move range <row column>
    threat range <row column>

The crucial piece of info the predictive text matcher needs to guess the command is all the way at the end. The player has to type out “move range” and “threat range” every time. Compare the alternative:

Code: [Select]
    <row column> move range
    <row column> threat range

With the commands structured to have row and column first, the predictive text matcher can uniquely identify the command as soon as the ‘m’ in “move range” or ‘t’ in “threat range” is typed. Much less annoying. At some point in the future I’m planning to go over every command and make sure the crucial info is front loaded to optimize typing speed. For now I just fixed the more obviously annoying commands, such as the example two.

The next issue was how many turns are needed to win a battle. There’s too much time spent on initial piece deployment; openings last longer than in chess, despite each side having half as many pieces. Chess is played on a tiny board, 8 by 8, compared to battlefields in T31LoSB, 15 by 30. The bigger playing field slows down everything with the extra moves wasted just covering the distance, so I tried cutting down the board to 9 by 18. It’s quite a size reduction, having less than one half the squares the old, larger board had, and it feels faster (at least to me).

The smaller board has had other useful effects too. The computer AI has an annoying tendency to leave its lieutenant unguarded, making for easy, boring wins. On a smaller board the computer’s pieces are naturally clustered close, so it’s more likely a piece will be near by to protect the lieutenant. The AI hasn’t changed, but it plays stronger.

The density of pieces, both the player’s and the computer’s, also increases how often tactical combinations arise; closer pieces mean more possibilities and more interesting positions.

Improving the Tactics Puzzle Mode

Performance wise, puzzles still take roughly fifteen seconds to generate, but I’ve implemented a multi threaded Consumer/Producer pattern to get around this. While the player is solving one puzzle, a background thread generates new puzzles and enqueues the new puzzles into a thread safe queue. When the player needs a new puzzle, the main game thread pops one of the pre-made puzzles off the queue. From the player’s perspective, new puzzles are generated instantly.

The tactics puzzle mode now has a puzzle solution screen. Previously, when the player failed a puzzle the game would just move onto the next puzzle with no explanation of why the player’s moves were wrong or what the correct solution was. I still haven’t done anything about the first issue, but now the game will explain the optimal solution. The player can step through the moves of the solution, seeing the board for every move.

I’ve added procedurally generated walls to the two-on-one puzzles. More kinds of tactics emerge now.

Announcements / Re: Axu (now at Alpha v0.6.0!)
« Last post by getter77 on December 11, 2017, 01:33:52 AM »
v0.6.0  8)

Hey everyone,

So 0.6.0 is finally here and stable! I've been working hard to get this ready ASAP. Not much has changed from the experimental, except for some minor bug fixes and a start at porting ability code to accessible Lua for modders. For those of you who skip the experimental branches, there should be plenty to like here coming from 0.5.5c. Check out the changelog below for more information.

I've written up a small portion of feature arcs I would like to start working on. These are goals that will help make the game a whole new and unique beast.

NPCs that are hostile and within 1 tile distance to you can follow you between maps/up and down stairs.
NPCs keep their health values when transitioning between areas.
Daily autosaves.
A slimmed down UI.
Light sources for map objects that illuminate areas.
A new component system for items, taking the place of the "ExtraParam" malleable property and a few others.
You can wield weapons with mutated hands, but not gloves. The mutated limb item becomes your new "fist-like" weapon for unarmed attacks.
New equipment sprites.
New tiles for stairs and caves.
Return Pads show the biome and local position they're set to.
Corpses can be butchered to have all parts as individuals. With higher levels of skill, you can more easily keep each limb intact. If you fail the check, the limb gets converted to "Raw Flesh".
Added the "removetrait" command to the console.
Added the "startquest" command to the console.
Console commands can now be used in quest events.
"give" and "grant" commands can now work with item IDs.
Resting heals 1.5x as fast.
Removed "Give Items" from NPC blueprints in favor of letting quests use console events to do that functionality.
Simple Lua script support. Functions can be called from quests, with a reference to the player's body. Some abilities have been ported over to Lua as well.
The powerplant spawns within 4 world tiles of the initial starting location.
Added the ability to create new locations on the world map.
Static NPCs can be given unique dialogue.
Added a new kind of teleporter that is automatically set to a specified unique location.
New Ravensong Games logo.
Objects that have been viewed are now visible, but darker, when out of sight.
Enemies, similar to the player, no longer die from poison or bleeding directly.
Reworked poison and bleed resistances. There is a small chance to resist damage completely, rather than just halve it.
Items that give Endurance now increase HP and ST by a small amount.
Enemies can have resistances to status effects.
You can pick up entire stacks of items by holding Ctrl while in the loot panel.
You can buy and sell stacks of items using the same Ctrl method.
There is a new command to drop an entire stack of items.
Ability levels and XP persist between saves.
Enemies will no longer throw items through walls.
Fixed a bug where saving and leaving a screen would flip all objects on that screen upon returning.
Fixed an issue with stat modifiers and charge components on items causing them to default to generic values, or get copied or added to by the most recent instance.
Fixed a bug where NPC body parts were pointing to the original blueprint's parts rather than a new instance.
Fixed a bug where you were able to go outside the world map, causing errors and destroying saves.
Many more bug fixes, tweaks, etc that I have forgotten to write down.

Now with a tentative gist of a roadmap too:

Feature Arcs
After defeating foes, they may drop a "corpse" item. This can be cut into pieces, serving as food, or even allowing you to gain new body parts to replace severed limbs. Some unique foes may have their body parts fashioned into weapons or other useful items.

After meeting a certain person and gaining their trust, the player can learn the ancient technique of Mindwalking. Using this ability allows the user to enter the minds of sentient creatures. Here, they can perform a large number of actions: Destroy the host's mind, convince them to join you, gain new abilities, and even learn some back story. This ability is limited, and cannot be overused, lest the user becomes insane.

This is a large arc that will undergo many changes throughout development. In the short-term, I will be changing the way the player acquires abilities and traits. Leveling up will simply increase your maximum health and stamina. All other stats will be affected by the choices you make in-game. Abilities will be learned from NPCs as quest rewards, or through other means. Traits, much like stats, will be granted through training and player choices. Enemies will scale by time elapsed and current player level, rather than simply the latter.

Player Base:
The player can stumble upon an intact building that would service well as a home base. Here, they can send followers, construct various mechanisms that will aid them, train skills, and rest for a while.
While venturing through the wastes of Axu, the player may contract many illnesses and diseases. From limb-severing Leprosy to the Crystallization of body parts. (Un?)lucky characters may become a vampire who thirsts for the blood of the living. This arc encompasses mental maladies as well. Becoming disassociated from reality may have some interesting effects.

Apart from diseases, other bodily horrors can alter your character. Mutations can change your body structure, giving you extra limbs, or fusing several together. Some can restrict the gear you wear, or simply affect your stats. Body structure is a very important part of Axu, so I will continue to add various mutations as I progress through development.

This is an ongoing arc that encompasses the entire story of Axu, including the four unique endings available. The player can choose to side with the Ensis or the Kin of the Deep, ally with a mysterious faction of outcasts and mutants, or forge their own path and lay waste to all that oppose them.

Infinite Scaling:
[Post 1.0] Upon choosing a specific ending, the player stays on Axu with unrestricted potential. There will be no caps on stats, attributes, levels, or enemy difficulty. Hypothetically, you could keep playing forever and always face a challenge.
Announcements / Re: Nethack Fourk (now at v4.3.0.4)
« Last post by getter77 on December 10, 2017, 09:32:31 PM »
That became A Thing in the Win 7 era in terms of strongly encouraged practices and triply so with the advent of Win 10---it is weird and down to a sort of streamlining predictability in terms of admin permissions and such, but that's about how it goes if they want to minimize OS friction at a high level.
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