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Announcements / Re: Caves of Qud (now at Early Access Feature Friday #126) $
« Last post by getter77 on March 17, 2018, 12:57:35 AM »
Feature Friday #126

Extradimensional psychic hunters are now vulnerable to mental attacks regardless of their base creature types. (after all, they somehow acquired minds in their native dimensions...)
When you look at an extradimensional creatures or item, you now inscribe a note about its native dimension in the Gossip & Lore page of your journal.
Walls in other dimensions no longer block visibility unless your mind is appropriately altered.
You can now fly and jump over gates, fences, stakes, and rubble.
You can now shoot missile weapons through arrow slits, gates, fences, and over rubble.
Flaming jets, freezing jets, acid jets, electrical jets, and light beams now pass through arrow slits, gates, fences, and over rubble.
Gas and light seep through arrow slits, gates, fences, stakes, and over rubble.
The Pauli exclusion principle now properly applies to NPCs.
Turning off autoget on artifacts now takes precedence over other conflicting option flags.
Water ritual participants no longer offer to teach you blueprints you already know.
Fixed another issue that rarely caused energy cell duplication.
Fixed some more typos.
Announcements / Re: Tangledeep (now at Update #5!)
« Last post by getter77 on March 16, 2018, 07:05:04 PM »
Update #5  8)

Hello adventurers! In this build we're introducing something big to the game - a way of customizing your experience to make it easier or harder in various ways. We've been carefully listening to player feedback since launch (and well-before) and while we think the game is more balanced than ever, Game Modifiers will let you customize your gameplay experience further should you choose.

This patch also contains a major change under the hood; all text strings are now read from language files, paving the way for full localization. This was an enormous undertaking as the game has over 55,000 words and 6,000 unique strings, but it will be worth it as we roll out the game in new languages later this year!


Our vision for Tangledeep is a challenging but fair experience that can be conquered on Heroic or even Hardcore mode with practice and skill. You don’t need a ton of luck to win, nor do you need to be a roguelike expert. We create content and adjust balance with this vision in mind.

However, we understand that all players are different, and if you want to change the core Tangledeep experience to make it easier or harder, we’re introducing a new feature allowing you to do just that: GAME MODIFIERS. You can toggle any number of Game Modifiers during character creation. Some make the game harder, others easier, or more random.

All modifiers are strictly optional and we do encourage new players to experience the game without any of them. You can use as many or as few as you want - even all of them at once! With all that said, here are the modifiers we are introducing:

Player Health regeneration (1% of max per turn out-of-combat)
Player Energy and Stamina regeneration (1.5% of max per turn out-of-combat)
Half Fullness time
No gold drops from monsters
Triple Pandora’s Boxes per floor
Non-food consumables have a 3 turn shared cooldown
Corral pets cannot die and are returned to the corral with lower Happiness instead
JP gain halved
All monsters have one champion power
Enemy monsters regenerate Health per turn
Cannot use abilities that are not on your hotbars; cannot swap abilities in the dungeon

Please note that we will not be balancing the game around any of these modifiers. They are not the intended experience; they are a way for you to customize YOUR experience!

The health bonus of Floramancer’s tier 2 and 3 innate bonuses has been reduced
If your Floraconda dies, the cooldown to resummon it is now reset to max. To compensate, the cooldown has been reduced from 12 to 6 turns.
Champion monsters should no longer spawn near staircases (within ~5 tiles in any direction). This means you should no longer arrive at a new floor only to be greeted by a powerful critter!
Modified AI behavior to be a bit more forgiving when it comes to multiple champions aggroing the hero at once. (Does not apply to NG+).
Likewise modified regular monster behavior to avoid huge pile-ups in early levels just due to unlucky monster placement. (Does not apply to NG+).
Bosses now have a 75% chance to resist Paralyze, Stun, and Seal effects each turn

Fixed a variety of Emblem and Trial related bugs such as trials not completing, stats not increasing, and not being prompted to get a new tier ability
The cursor should no longer flicker while the Riverstone intro text is showing upon character creation
Added extra checks to ensure any rumors in side areas automatically enable those side areas if they are not discovered
Fixed bug where Athyes’ headband’s “Igniting” effect did not stack with a weapon using the same mod
Fixed bug where released pets would sometimes hang around on the map
Fixed issue with buggy stair connections before the 3rd boss (i.e. if you left the area with the NPC and returned)
Craggans’ mud-summoning power no longer affects tiles with existing terrain
Fixed sprite layering issue with the portal in town
Fixed bug with finishing tier 2 & 3 trials
Fixed bug with Knight’s Glove effect stacking
Fixed rare game error on game load in a file with multiple pets/summons
Fixed bug where Flask count was not visually refreshed after exiting a job trial sometimes
Fixed inconsistencies with individual and stacked item sale price, particularly for stuff like Skill Orbs / Lucid Orbs. Also fixed inconsistencies with Deposit price for individual/stacked items.
Fixed bug that prevented you from using a Skill Orb on an item with 5 mods
Fixed bug where Shadowstep would not trigger Brigand’s tier 3 innate ability.
Sword Dancer’s Emblem ability that counter-attacks when being pulled should no longer trigger unless you started (or ended) the movement next to the monster
The chance to pass days from Item Dreams now takes into account affinities, so easier dreams due to affinities will be less likely to pass time, and vice versa
Fixed bug that cut the powerup drop rate in half on load (was only meant to apply to NG+!)

Game Modifiers! See above section.

Numerical text for abilities, items, statuses, and magic mods is now stored in a location-agnostic way. Wow this was a lot of work.
Converted all internal XML to localization-friendly master file format.

It is now possible to dismiss any summoned pet. Click on their portrait in the “Pet Party” window (or, on controller/keyboard, use Examine mode and select them), then select “Dismiss Pet”. This does NOT trigger on-death effects; the pet simply vanishes immediately.

If you have the Sword Dancer emblem ability that attacks enemies when pushed/pulled, and your attack misses, this will now print to the log no matter what
7DRLs / [7DRL 2018][Success] BloodCrypt
« Last post by AdamStrange on March 16, 2018, 02:40:14 PM »
Full 3d (using a custom written engine - not Unreal or Unity) roguelike:

with a new realtime light system and overhead view, play similar to Warhammer Quest:

Inhabit your character and get their first person view:

Or get an overview of the entire map:

BloodCrypt feels more like a table-top RPG than other Rogue-likes.
Announcements / Re: BloodCrypt Released
« Last post by AdamStrange on March 16, 2018, 07:45:47 AM »
V1.04 now upped

Here’s the changes…
– if a monster can be attacked cursor glows red
– corrected knight eye view
-basic food added. some food has random chance of being nasty. food is static, when it’s there. it’s always there
– clicking monsters now display health and attack levels
– monsters now display health and attack points above them when clicked and attacked
– new movement and attacking system for monsters
– red square to attack text added to menu
– attacking monsters has a 30% chance of the monster getting an attack in first
– monsters now drop 1..4 gold when killed
– more map locations to discover
– top indicator now shows both health (now green) and attack (silver)
– max health extended to 8 (previouly was 4)
– bestiary now includes gribbmax: a more bigger, badder gribble
– monsters now act in groups
Early Dev / Re: Soulblight
« Last post by abraksil on March 15, 2018, 10:08:51 PM »
Hi Everybody
So we're finally here - Just a moment ago Soulblight when live on Steam. :)

As you might know Soulblight is a personal project for us. For this special day I asked our story designer Jurek to tell you about it:


Hi, Jurek here
Today I wanted to tell you about a week when I got really annoyed with Kuba - Soulblight's designer, programmer and generally the heart and soul of the project.

With our release date approaching Kuba wanted me to write something personal about our game and about what we wanted to say with it. I wasn't really happy with the idea, for two reasons. Firstly, everything I wanted to say with Soulblight I already said in the game using all the tools we had to convey it. I feel that retelling it here would spoil it for those who are actually going to play the game. And secondly, I don't think it's ever a good idea to interpret any piece of art form for someone else. That's something that has to come to every single person individually.

But Kuba insisted. We argued a little bit about it, I tried to explain that I don't know anything about marketing, and of course as a writer I had to throw in "I'm not a salesman" somewhere into the discussion. But it still didn't change his mind.

So I sat down and tried writing knowing that I will fail so that I could show him the results and say "See, I told you so!"

I tried approaching it from many different perspectives. I started by explaining why we wanted to make a difficult game. The obvious reason being that those are the games that we ourselves enjoy. We like the challenge whether it be a From Software production or something conjured by the likes of Bennett Foddy. I would also slip in something about how what we wanted to say would not work had the game been easy.

But I wasn't quite happy with the result so I tried another approach

I started writing about what kind of a gamer is a rogue-like player? Someone who is willing to lose all the in-game progress with every attempt and what does that say about them and their determination? Then I started to wonder what would happen if they were presented with another way? A short cut. Would they take it? What if we tempted them enough? Then I touched a little bit on morality systems in video games and how we wanted to incorporate them in Soulblight.

But again it seemed that with every word I wrote I got further away from what's my personal take on this game.

So I wrote about how the idea of Soulblight came to be. I explained how Kuba surprised me when he told me about wanting to make a story-driven rogue-lite. I didn't expect that since it's not typical of a game of that genre.

But I didn't feel that it was good enough either. I told Kuba that I don't know what else to do, but he annoyingly (to me at that time) said "keep trying and remember keep it personal". I felt hopeless and angry.

I needed some way of venting my frustrations. So instead of writing I, naturally, started to procrastinate. After a while I decided to pick up a controller and play our game, you know to "look for inspiration". It successfully managed to distract me from what I was really supposed to do. So I played and I died a couple of times, as I usually do. But I didn't quit, knowing what's waiting for me as soon as I'm done. With each play through I got a little bit further. After a couple of hours of playing something unthinkable happened. I managed to beat that one boss that I always lose to. I couldn't believe it. I had to adjust myself in my seat as I continued to play. I got a little further then I beat another level and then another boss. That's when my palms started to sweat as I knew I was getting closer and closer to the end. Then another boss fell. Despite the fact that I knew exactly what would happen next I got nervous and a thought came to my mind "Oh my God, I'm going to do it! I'm going to beat this game!". After an evening of avoiding responsibilities I did it, for the first time since the beginning of the production process I managed to beat our game from beginning to end.

As a game creator you hope to invoke partilucar feelings in people playing your game. But because you yourself designed it, wrote it and seen it numerous times you can't know for sure if you achieved that effect. So the only thing you can do is to hope that it's there and that the players will know what you meant. And when I finally beat the game, despite hundreads of hours of testing I have a feeling that maybe they will. That's when I thought "Maybe that's something worth telling people about?".

That's all I wanted to say. Sorry it took this long to say it, but if I was to shorten this whole thing to a single line, I don't think it would do us any good - "Soulblight - it's more fun than writing a paper".

Lastly, if you got through this whole text, I applaud you. That's a good indicator that you don't give up easily, so maybe, just maybe you're the person we're speaking to.

That's it from me. I really hope you'll enjoy our game.

*Before writing this I didn't realize that I'm this childish.
Early Dev / Re: Soulblight
« Last post by abraksil on March 15, 2018, 10:08:12 PM »
Thx guys!:)
Announcements / Re: Rogue Empire - new version released (now at v0.9.0)!
« Last post by Legend on March 14, 2018, 11:33:14 PM »
looks pretty cool. Does it run on xp by chance?
Early Dev / Re: Soulblight
« Last post by Tzan on March 14, 2018, 05:02:27 PM »
Good Luck!
Announcements / Re: BloodCrypt Released
« Last post by AdamStrange on March 14, 2018, 02:47:26 PM »
Ver 1.03 update.
Here's the changes:
Ver 1.03

Vegetation now animates
Flickering lights toned down
Books added
New 3d models added
New map decor
Map changes - crypt tree added
Clicking knight displays information and raises and lowers
Clicking a monster gives you some information
Knight now faces proper direction
New 'inhabit' mode, where you get the view from the knight - activate from new icon at top
Direction arrows added when there is new ground at edges of tiles
7DRLs / [7DRL 2018][Success] Shadow Ledger - An accounting rogue-like
« Last post by Kyace on March 14, 2018, 02:18:49 PM »

Shadow Ledger - a rogue-like where you navigate a series of spreadsheets, looking for suspicious transactions and avoiding glitches.

I challenged myself to make a game that both looks and felt like accounting software but was still fun and still felt like a rogue-like. Not sure if I succeeded on that lofty goal, but I at least made a game that is beatable and demonstrates the concept so I will mark it as a success for 7DRL.

The game can be played in browser here.

Thanks, and hope you enjoy.
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