Recent Posts

Pages: 1 [2] 3 4 ... 10
Events and News / Re: Roguelike Radio podcast
« Last post by getter77 on August 11, 2017, 12:01:26 PM »
It never claimed to be something other than the coffee break style of Roguelike, it is right there on the Steam page and everything.  ???

Not every Roguelike has, or should, be of the mega project variety---it takes all types to make things interesting.
Events and News / Re: Roguelike Radio podcast
« Last post by Krice on August 11, 2017, 06:50:59 AM »
if you are not following up with looking into things before passing judgement

It was an educated guess and now when I was watching gameplay video on youtube I was right. It's exactly like all those simple "roguelikes" designed for casual players. You could say they have all roguelike features (turn-based, permadeath, random dungeon generation, rpg-system (often, as in this case, -very- light weight one)) but it's not everything. You need more than that.
7DRLs / Re: Pirates of Rogue Basin
« Last post by Sumler on August 11, 2017, 05:59:02 AM »
Cool game v4! Any tutorials for it?
Announcements / Re: Dungeonmans (now at v1.7a8)$
« Last post by getter77 on August 11, 2017, 12:33:35 AM »

Armor Warding
Heroes pushing into Adventure Maps of threat 18 or higher will encounter the occasional Warding Seal, magic used by Foomwardens of old to increase the power of their armor. Layer by layer, you will build up warding over time, creating a trusty set of protection that will let you charge into ever greater danger.

Warding has three different effects:
For Light 'Armor', Warding adds additional % to your Light Shield size.
For Medium Armor, Warding adds AP Gain.
For Real Armor, Warding adds flat resists to Melee and Ranged damage.

Just a heads up, the AP Gain on Medium Armor is not huge right away, so don't go feeling like Medium Armor is a must have.

Weapons with default modifiers on them, such as the variant Polearms and Wizard Staffs, will no longer show up as magical if they are not.
Buying out all of a shop's inventory will put that Shopkeeper out of business, unless...

Bug Fixes
Fired Up Rangermans powers no longer accessible without being Fired Up!
Right clicking to identify no longer dances around the fact that Identify Scrolls might not yet be Identified!
Weapon and Armor racks no longer have a chance to drop 0 loot (boring!) and can drop better loot at higher levels, including the rare legendary if you are lucky.
Status effects tick correctly when walking up/down stairs, meaning Banner particles won't get stuck on you anymore.
Salford's Sealant should no longer accidentally seal away the wrong magic on items with 3 or more stacks of the same enchant.
Foomwarden enchants can be applied correctly to Psychofocii.
Perks should only show up once in the character sheet.
Lizardmans Popes should not be able to die and leave you without a portal.
Fixed some fiddly paper doll stuff.
Announcements / Re: Dungeonlike (now at Alpha 0.2.2)
« Last post by getter77 on August 11, 2017, 12:19:57 AM »

Hello and welcome! New version of Dungeonlike is out with some additions here and there, including the Talar Scroll of Wholesale which speeds up the process of selling masses of loot. Apart from that I have made a bunch of changes to quicken first levels of the game, as skirmishes often felt drawn-out. Early enemies are slightly less durable now and new "Bloodloss" conditions should allow for even faster combat, once you get an advantage in a battle. All changes listed below.

Some changes, especially optimisation of AI and modifications done to level generation are a form of ground work for new features I have in plans. These actually took majority of my time since last release, which is why the list of changes is not that long. I will post some information about what is coming up, as I probably should keep you guys informed about what I am working on and what is the general roadmap for upcoming releases.

Saves from earlier versions will not work.

New Stuff:
    Talar Scroll of Wholesale added. It is an item that you can purchase for 500 gold from the general store. It sells all reachable (eg. not blocked by doors or walls) items on a given floor for 75% of their price, but saves a lot of your time.
    Gold is now always sorted to reside at the top of any item stack and is picked up automatically (without passing a turn) when walked over (player only).
     Levels which do not contain the player still remain active - up till now time would stop once player has left.
    Creatures can now follow their targets between levels.
    When creating a spell or attack, player can now choose scaling stats instead of static ones. Attacks which use scaling stats will automatically recalibrate each time you level up their primary skill and can be set to scale with 20/40/60/80/100/120/140/160/180/200% of that skill.
    Spells which have duration will now allow to modify their duration independently of their power.
    Severe bloodloss (50% and even worse at 75% blood missing) will affect the creature negatively, making it slower and weaker. This actually serves two purposes, as it makes semi-dead creatures easier to dispatch and therefore speeds up the combat, but it will also draw player's attention to his own low blood levels. I managed to bleed out insisde the town on one playthrough because I simply forgot that I was bleeding and the game didn't really draw my attention to it, so this should make such deaths avoidable.
    Armor penalty will now also reduce movement speed. This is a very minor reduction, but it means that heavily armored enemies will not catch a mage or archer that quickly.
    Level generator refactored to prepare for future features. What you will see at the moment is that staircase rooms will never have monsters, and general density of monsters is far more balanced. No longer will you see 5 empty rooms just to find a band of orcs in a small room behind the corner.

    Costs of "Line" AOE spells were incredibly high (higher than circular AOE) for no reason.
    Message system sometimes would report that a creature received damage after it was already dead.
    Countless optimisation changes. The game offers now much faster AI operations, faster pathfinding, less redundant checks and so on. This was necessary in order to allow more than one level to be active, and will be crucial for some of the future features I have planned.

    Killing enemies in early game took way too long in comparison to later enemies when you build up more attack power, so I reduced the endurance of early enemies to avoid running around that much and waiting for them to bleed out. This should speed up early game considerably.
    While implementing independent duration stat for spells I rebalanced a lot of enduring spells as some of them were still in a "prototype" state.
    Made all the dogs and wargs a bit weaker, as they were a bit more intimidating than I have actually planned.
Alpha 31

So first off: I released a version of Alpha 31 earlier today, prematurely. If you ran this version, all of your unlock progress may have been deleted. I'm very sorry about this, and I'll be taking more precautions in the future to make sure this sort of thing doesn't happen again. If your progress got deleted, send me an email (my email can be found at the bottom of and I'll send you a file with everything unlocked.

Pretty much every major thing that was wrong with the previous iteration of Character Creation has been fixed. Check the list below for the full details.

I’ve also started work on Floor 4 - Downtown. It won’t be done for another couple of update cycles (likely September 7th), so the next update (August 24th) will probably be on the light side. If you want to help out with this new area, you can discuss ideas in this week’s Fortnight Discussion.

I’ve also started work on porting the game to consoles. So yeah, that’s a thing now.

Alpha 31
Character Creation (and related gameplay)
Custom characters can be used in multiplayer mode, as long as it’s not a non-password-protected internet game
Character data is now stored in the My Documents folder (or Mac/Linux equivalent)
It is now possible to change a character’s eye type and color, and add an accessory
Many balance changes made to point values
Character Creation interface has been prettied up
Added “Clear Slot” button
New selectable traits: Unstoppable-ish, Ultimate Butterfinger-er, Sausage Fingers, Scientist Slayer, Specist, Diminutive, Naked, Blahd Basher, Crepe Crusher, Zombify, Flesh Feast, Fair Game, Serve Drinks, Charismatic, Malodorous, Addict
New selectable items: Drink Mixer, Slave Helmet Remote, Steroids, Codpiece, Bacon Cheeseburger, Banana, Whiskey, First Aid Kit, Rock, Combat Helmet, Freeze Ray, Ghost Blaster, Shuriken, Axe, Translator
New selectable abilities: Enslave, Sharp Lunge
Traits and Abilities are now capable of canceling out other traits and abilities
Trait, Ability and Item descriptions may contain “Recommended” text to indicate other things that go along them
Custom characters can get Achievements and Unlocks.
No longer necessary to switch to Sandbox mode when using characters that exceed the point limit. However, players will be unable to get Achievements and Unlocks.
Placed caps on the number of Traits and Items that can be selected before the player exceeds limitations
Button added to allow alphabetical sorting in addition to point value sorting
Sorting takes “locked” status into account
Some missing items added to starting item selection
Gamepad button prompts only appear when using a gamepad
Error message will appear if you try to give your character a name that is already taken by an existing character
Deleted characters are immediately removed from the Character Select screen
Fix for facial hair appearing as the wrong color in the big character select image
Pressing Start on the gamepad to save the game while inputting a character name will now save that name properly
Assorted fixes for gamepad navigation in character creation screen
Fixed more cases where “E_” text was appearing when performing certain formerly character-specific abilities
Fix for new custom characters sometimes starting with the wrong hair, skin color, etc.
Fix for custom characters who got zombified resurrecting with incorrect body type
Fix for custom characters with “The Law” not being able to see whether a person was guilty or innocent
Fix for custom characters with “The Law” not being aligned with Cops
Fix for Taser not being available to custom characters when No Guns mutator was active
Fixed bug where the last button on the Traits and Items lists was not appearing
Fix for “Killer” on Stats screen reading “E_Custom” at times
Fix for NPC custom characters not having wolf heads, robot heads, etc.
Fix for player not being able to change the color of wolf heads, robot heads, etc.
Fix for original head appearing behind wolf heads, robot heads, etc.
Fix for larger body types not being sized correctly on the Character Creation screen
Fixed timing of certain Character Creation screen sound effects

Around 100 new sound effects

Fix for fan translations not appearing properly when turned on until after the game was restarted

Fix for accessories like Sunglasses sometimes appearing over hair when they weren’t supposed to

UI / Controls
Fix for pressing space to select random characters on Character Select working weird in Home Base with more than 1 player active

Status Effects / Traits / Special Abilities
Fix for Arresting animation not completing properly when arresting Slaves
Studious and Super Studious do not take effect when the player loses XP
Turf Warrior has been replaced with one trait for each gang: Blahd Basher and Crepe Crusher

Sandbox mutator now allows you to do missions, but does not require them in order to get to the next level

Fix for appearances of “purple worm man thing”

Updated Unity engine from 5.6.1f1 to 2017.1.0p2

Updated 2D Toolkit plugin from to
Updated Rewired plugin from to
Updated Steamworks dot net from 9.0.0 to 10.0.0

Prep work for Downtown levels
Prep work for console versions

Alpha 31b
Fixed issue where character select wasn't working properly and people's unlocks were getting deleted
Events and News / Re: Roguelike Radio podcast
« Last post by getter77 on August 10, 2017, 04:11:14 PM »
Appeals to realism ring hollow if you are not following up with looking into things before passing judgement---especially antagonistic judgement.   Baseless critique alone gives rise to nothing, both in a sense of value and outright.

There's ample cause within any given week/month/etc of updates and releases across a wide spectrum of projects for optimism in the scene---this is the liveliest era yet wrought by far, without question.
Events and News / Re: Roguelike Radio podcast
« Last post by Krice on August 10, 2017, 02:04:51 PM »
not defamatory and negative as that ill serves the place.

I'm not negative, I'm realistic. The worst service to this community is always think every roguelike game is good or at least trying to stay positive.
Other Roguelikes / Re: Bionic Dues source code may be released
« Last post by Krice on August 10, 2017, 02:01:50 PM »
start to thinking about releasing source code to community in some form.

They needed thinking way before they were creating a commercial roguelike. But if it's any good, then open source it, don't just talk about it dudes. Releasing to open source doesn't mean someone will continue it, more often nothing happens. The number one reason for this is that most projects have poor quality source code.
Announcements / Re: PosChengband (now at beta v7.0.0)
« Last post by getter77 on August 10, 2017, 11:49:50 AM »

I've begun a substantially redesigned 7.0 version, mostly in response to monster related issues and player effects. While I am not finished playtesting, I have tested enough that what I have seems stable and playable. 7.0.0 is available in the usual spot, but only those brave and eager for design changes should attempt this. I'll keep playtesting ... I had planned to sit on this 'til November or December, but having so many local changes not pushed to github makes me nervous (and once I push, people will play, I think).

Monster Issues:
Playtesting the recent monster additions revealed numerous problems, and investigation led to frustration with the existing system and, therefor, another major re-write. I've redone monster melee, monster auras, and, most aggressively, monster spells. I can go into issues if you like, but perhaps it will be better to just browse the commit history if you are curious. I tried to explain my reasoning whenever possible. Dont' browse r_info.txt unless you wish to spoil stuff ... Try playing "blind" instead!

Monster spells are now lored, and you can legitimately learn damage numbers with enough experience. Try playing without easy_lore and easy_id ... The lore system is quite good, IMO. And player omniscience does make the game much easier (not to mention spoiling anything new I might add).

Many monster types have been redesigned. Some new types have been added. Many of the recent 6.1 additions have been dropped (e.g. the Steam stuff) as there was just too much. For example, there is no need for new unique angels, but some work on the existing ones should do the trick. Go slay Azriel and Raphael (preferably in melee), and let me know if we really need new, harder stuff

Player Effects:
While working on monsters, its hard to avoid considering player effects. If the only way to improve monster difficulty is to bump up raw melee damage, then the game goes in a direction I dislike. So, player effects were changed:

[1] Free Action: No longer all or nothing. FA entitles you to a saving throw: one per source. (TODO: More late game monsters need PARALYSIS, I think).

[2] See Invisible: No longer all or nothing. SI entitles you to a "skill roll" to notice an invisible monster: one roll per source of SI. Which skill? Why, searching, of course!

[3] Hold Life: Very interesting changes here. I won't spoil, but powerful undead monsters (especially uniques) might have something nasty in store for you!

[4] Stun: Redesigned effects (for players and monsters alike). Effects are smoothed out, and more significant, I think. Monsters, on the other hand, had an off-the-wall ridiculous stun system where the least stun affect made them miss half their moves, miss half their blows and fail half their spells (non-innate). They now use the same system as the player.

[5] Poison: No immediate damage. Instead, all damage is delayed. You'll see a poison counter in the current version. Poison is much harder to cure and many things only cure it partially.

[6] Nether: A significant portion of nether damage has been siphoned off into ... something nasty. So there will be a bit less direct damage.

I'm sure I'm forgetting major changes ... Many bugfixes and game balance issues.

Oh, and a new score system. The old scores.raw was segfaulting by (1) keeping raw ids in the score table; (2) attempting to display without calling init_angband. Many monster races need a valid r_info to work. The new system is available with ~H or from the Birth Welcome Screen. It is a single user system, not designed for large concurrent access (as in the old, original VAX days). Don't delete files in the scores (apex) directory unless you know what you are doing. The system keeps dumps for you, and you can view them directly from the high score listing. Also, live characters are added to the score list so that if, like me, you have large numbers of currently active characters, there is no need to wait until they die/win to see them.

Finally, I haven't been on-line for the last 4 months or so. Any issues or complaints raised on oook in that time will be addressed in a future release.

Pages: 1 [2] 3 4 ... 10