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91
Announcements / Re: Rogue Empire (Prequel version in Alpha 0.8.3) $
« Last post by getter77 on October 02, 2017, 07:37:57 PM »
v0.8.3  Also now on Mac

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My main focus on this last release was to add much more story contents and game length to the main campaign. I also put a lot of effort into the world map.

Lastly I tried to improved the UI as much as time would allow it to make the game more user friendly. These means shorter and more concise tutorial messages, context menus and more tool tips.

Important: Old save games from previews versions are not supported and will be removed!

New Features:
Added soul essence accumulation.
Added new world map events.
Added rivers and roads (faster movement) to world map.
Added 5 new dungeons to main campaign (this is about +10 hours of content if you make it).
Added 9 new regular enemies.
Added 3 bosses to main campaign.
Added 1 story quest.
Added ferries to world map.
Added the legendary ring of life.

UI:
Added contextual right click menu in game.
Improved buttons a cross the game: Easier to read and with hover and click effects.
Improved in game outlines of thinks you can interact with.
Now shows the amount of satiation you get from eating food.
Greatly improved tutorial windows to be easier to read and highlight what to do.
Added map to the information windows.
Added Loading message when going from main menu to game.
Added studio video at game start.
Added some additional status effect icons.
Improved torch light on night.
Set up starting mage spells properly.
Added terrain status effect information on world map.

Balance:
Made critical hits for enemies in normal and easy difficulties less strong.
Reduced food nutrition value deviation.
Changed range enemies AI to try to take advantage of their range.
Summon units now die when its master die.
Reduced world map encounters/ambushes.

Bug Fixes:
Fixed bug where the legendary ability “Warriors Vengeance” would make the warrior hit softer rather than harder :S.
Fixed bug where only low level enemies would spawn in the game.
Fixed bug that made the character be off map on some encounters.

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New Features:
Added the Assassin class: A high single damage class that focuses on stealth tactics.
Added lock picking and difficulty level to door breaking.
Added new enemies.
Further improved the world map.
Added snow maps.
Added desert maps.
Added jungle maps.
Added volcanic maps.
Added new stat based world map events.
Added multiple new world map encounters.

Bug Fixes:
Fixed bug where using loading or continuing game after quit to menu was not possible.
Fixed bug with arcane missiles targeting range.
92
Early Dev / Re: Soulblight
« Last post by abraksil on October 02, 2017, 02:34:21 PM »


Rip their hearts out and charge in! ;)
93
Announcements / Re: Rogue Effect (now at v1.0)
« Last post by Samildanach on October 02, 2017, 02:33:30 PM »
Well that's unexpected!
94
Announcements / Re: Caves of Qud (now at Early Access Feature Friday #106) $
« Last post by Krice on October 02, 2017, 12:45:38 PM »
Here in Australia people are making a great fuzz about legalizing gay marriage

I think they should make marriage illegal everywhere and for everyone.
95
Events and News / Re: your favorite roguelike
« Last post by Krice on October 02, 2017, 12:42:14 PM »
The only executable file I can see asks for something called Visual Studio(??) when I run it.

It's possibly Visual Studio Redistributable package. They are just some dynamic libraries the .exe is trying to load. You can get them from Microsoft, but I'm not sure which one to install. I have several of them from 2005 to 2017, they come with Visual Studio also.
96
Events and News / Re: your favorite roguelike
« Last post by Colstar on October 01, 2017, 10:11:17 PM »
Another title I remember enjoying was 'Prospector', a rare sci-fi variant. I'm not sure if it is still updated.
97
Early Dev / Re: Golden Krone Hotel
« Last post by jere on October 01, 2017, 09:55:16 PM »
Oh I could see that. I hate having to use multiple keys (even on a d-pad) because if you don't time it right you end up hitting the wrong one. But if up/down are not used, it seems sensible.

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seeing as how my original core idea was "gay cowboys on drug induced spirit quests dual wielding sawed off shotguns"
you're doing god's work.
98
Other Roguelikes / Re: Wyvern - roguelike-MUD
« Last post by tangar on October 01, 2017, 08:41:32 PM »
Wyvern BED OF ROSES @ roguelike-MUD

[stream] Hi ho! Finally I got it! I found my way in Wyvern and right now I'm on the way on fixing my mistakes! p.s. first dragon was slain!!! :D

https://www.youtube.com/watch?v=kJW7aO3pvWg
99
Early Dev / Re: Golden Krone Hotel
« Last post by AgingMinotaur on October 01, 2017, 11:23:53 AM »
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Something recently had me thinking of the C64 action game Usagi Yojimbo, where the two most important commands were "greet politely" and "draw sword".
Wow, that is pretty badass. Your idea about collecting bounties and returning them to a judge also sounds interesting. That's my next discussion topic: theme and how it's usually super boring/tired.
Yeah, I'm hoping I won't have that problem, seeing as how my original core idea was "gay cowboys on drug induced spirit quests dual wielding sawed off shotguns" :)

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As another aside: six-directional movement actually works surprisingly well with the four arrow keys.
Really? What, with two pressed at once?
Exactly. That sounds horrible, but since pressing Up or Down doesn't do anything in itself, they actually work quite well as modifier keys. (WEADZX is also a possibility, but people I've seen try my game prefer the arrow keys.)

As always,
Minotauros
100
Early Dev / Re: Golden Krone Hotel
« Last post by jere on October 01, 2017, 08:46:47 AM »
Ah thanks! Dumuzid definitely seems to be a crowd favorite.

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Something recently had me thinking of the C64 action game Usagi Yojimbo, where the two most important commands were "greet politely" and "draw sword".
Wow, that is pretty badass. Your idea about collecting bounties and returning them to a judge also sounds interesting. That's my next discussion topic: theme and how it's usually super boring/tired.

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As another aside: six-directional movement actually works surprisingly well with the four arrow keys.
Really? What, with two pressed at once?
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