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91
Announcements / Re: Infra Arcana, a horror/Lovecraft roguelike (now at v19.0!).
« Last post by NON on July 21, 2017, 09:42:53 AM »
But there doesn't seem to be a win 32 binary  :'(

Any chance to get a 32-bit version that will run on win xp for your biggest fan???
Sure I can.

Just a question though, did you try playing the "64 bit" Windows version?

I'm suspecting that it was actually built with a 32bit compiler, and is in fact a 32bit binary.

Could you try running it please?

Edit: Tried it myself on a 32bit Windows installation - it did not start.

Edit: Someone reported that they could in fact play the "64bit version" on their 32bit Windows XP machine. I'm really confused now.

Edit: OK the reason it won't start on my 32bit Windows XP is probably that it's running Service Pack 2. I'm now 99% certain that the "64bit" IA release is actually entirely a 32bit release. If this is the case, I just need to rename it and upload it again. Please try running the current version Legend! :D  ... also, are you running SP3?
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This update made playing occultist much harder. I can't even survive the first level with him.
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Announcements / Re: Infra Arcana, a horror/Lovecraft roguelike (now at v19.0!).
« Last post by Legend on July 21, 2017, 03:04:56 AM »
I saw the announcement and got super excited after a long day at work.

But there doesn't seem to be a win 32 binary  :'(

Any chance to get a 32-bit version that will run on win xp for your biggest fan???
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Player's Plaza / Re: Roguelike with persistent (or seed generated) world?
« Last post by Tzan on July 20, 2017, 10:29:08 PM »
 :)
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Announcements / Re: Infra Arcana, a horror/Lovecraft roguelike (now at v19.0!).
« Last post by NON on July 20, 2017, 09:29:36 PM »
v19.0!  8)
Thanks getter77, I was just gonna write this myself ;D

Download link:
https://sites.google.com/site/infraarcana/downloads
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Announcements / Re: Infra Arcana, a horror/Lovecraft roguelike (now at v19.0!).
« Last post by getter77 on July 20, 2017, 08:55:38 PM »
v19.0!  8)

Quote
Gameplay
* You no longer gain XP from killing monsters - instead XP is raised by activities related to exploration and discovery, such as identifying items, drinking from some types of fountains, reading inscriptions on "monoliths", or seeing a new type of monster for the first time
* Fewer monsters are spawned on the map overall, and many monster types now tend to spawn in smaller groups, but are individually stronger - they also generally follow and remember you for a shorter time than before
* Monsters may become "suspicious" (typically with a message about them looking "wary" or "disturbed"), which gives them an increased chance of detecting you - they may still detect you immediately, but the chance for this is slightly lower than before
* Added metal doors - can only be opened with levers
* Added bookshelves - can contain Manuscripts
* Added barred gates - doors that can be seen and shot through
* Added gratings - walls that can seen and shot through
* Added "pylons" - can be activated with a lever for various effects (most commonly burning the area around them)
* Added hanging vines - can be walked through, but blocks line of sight
* Added rusty chains - makes a noise when someone walks through them
* Items are more likely to spawn behind hidden/stuck/metal doors, and in areas away from the path to the stairs
* Added a bunch of unique artifacts, and removed the old (relatively bland) randomized amulets
* If you are Observant, you now get "level feelings" when there are unique monsters or artifacts (when entering a new level, or when monsters appear on the map), such as "I feel like I should examine this place thoroughly"
* Standing in lit cells (e.g. lit by the Electric Lantern) now temporarily reduces your shock
* Some rooms are generated from handmade templates (loaded from a text file)
* The game now models creature speeds in a new (probably more common and intuitive) way - creature speeds are expressed as percentages, e.g. 50%, 100%, or 300%, and different actions can have different speeds
* Many bonuses such as "occasionally performing a certain action instantly", now simply gives a speed bonus instead (to a specific action, or to all actions)
* Dodging also applies to ranged attacks
* The spells Slow, Paralyze, and Terrify Enemies have been merged into "Enfeeble Enemies"
* The spells Detect Monsters, Detect Traps, and Detect Items  have been merged into "Searching" (which also detects doors)
* Burning features only hurt creatures on the same cell (not adjacent to it)
* "Cloud Minds" is a Rod instead of a spell (the Rogue starts with this item, intead of the spell)
* Spells have "skill level" percentages, which determines the strength of the spell (and can also add additional spell effects) - the skill levels are primarily increased by casting from Manuscripts
* All backgrounds can learn spells, but the Occultist gains proficiency much faster (and as before, starts with a few spells and has access to unique spell casting traits)
* Different monsters have different spell skill levels - spells cast by more powerful monsters will typically hurt more, last longer, summon nastier monsters, etc
* Monster spells have individual cooldown counters (instead of random chances to be cast) - so a monster cannot for example spam Darkbolt several turns in a row
* The Warlock trait gives a chance to cast damage dealing spell multiple times (instead of the old "Charged" mechanic)
* Added trait "Electrically Inclined" - gives bonus to using Rods, Devices, Electric Lanterns, and electricity weapons
* Added trait "Silent" - all melee attacks are silent, opening and closing doors does not alert monsters
* Added trait "Magically Gifted" - +20% skill with all spells
* The traits "Tough" and "Rugged" also grants 1 armor point each
* The War Veteran background also starts with the "Healer" trait
* The Occultist starts with fixed (non-random) items and spells
* When quaffing Potion of Insight, you can manually choose which item to identify
* Potion of Insight always gives some XP, in addition to identifying an item (to avoid making them worthless if all items are identified)
* All Manuscripts are guaranteed to be identified when read (previously this only applied to potions)
* You search for secret doors and traps a bit further away, and your chance of finding them is affected by distance - for adjacent cells there is now a higher chance of detection than before (to avoid requiring hundreds of turns to detect an obvious hidden door)
* Traps are always immediately revealed when triggered by the player
* Some melee weapons can be used for breaching doors or destroying corpses more effectively with [w] (check the item descriptions)
* Chests can no longer be trapped (it was awkward to deal with, and didn't really bring anything to the game) - chests are now interacted with merely by bumping them (if they are not locked), kicking them, or using an Opening spell
* Rogues remain aware of monsters much longer than the other Backgrounds, and the other Backgrounds remain aware for a shorter duration than before
* Removed the random "I have a bad feeling about this..." shock events
* The Iron Suit and Asbestos Suit no longer gives penalties to aiming or spotting hidden monsters and objects
* Removed all negative effects from critically failing melee attacks (such as "I am exhausted"), except for a small chance of the weapon breaking - which can only happen while cursed
* Added more monsters
* Zombie-type monsters occasionally drop "Zombie Dust" when they are destroyed - can be thrown at living, non-undead monsters to paralyze them
* Added property "Deaf", deafening traps, and a deafening spell (for monsters)
* When attacking invisible monsters who are immune to the attack, a message is printed to indicate this (previously it was only printed for seen monsters)
* Added Spiked Maces - a weapon with a weight between medium and heavy, and with a chance to stun the victim
* The Mi-go Electric Gun no longer uses ammo, and costs Spirit Points to fire

Interface
* The throwing slot has been removed - instead you change which item to use for throwing by pressing [T] (which can be a wielded item or an item in the backpack) - pressing [t] throws the currently selected item (this also has gameplay effects, since you don't have to spend turns to equip different items to throw them)
* While holding lit explosives, the explosive is shown in the status lines instead of the selected throwing item (with yellow text)
* All active properties are printed with descriptions on the
  • character decsription page, and when [v]iewing monsters

* When picking a trait, instead of showing all available and blocked traits in the same list, the trait selection screen now has two modes (toggled with [TAB]) - the first mode shows available traits, and the second shows traits for which the prerequisites are not yet fulfilled
* Reduced "more" prompt message spam from traps (less interruption)
* Addded option to enable/disable fading rendering brightness with distance from player
* Added an option to ask for confirmation before lighting explosives
* Added a low HP warning
* Removed the "q" command - Ghoul characters now feed on corpses when "waiting" on them instead
* The map shown on the postmortem info screen is drawn with tiles (if that mode is enabled), and in color
* Added "New journey" option to postmortem menu, to immediately start a new game
* When [v]iewing the map, the game also prints messages for cells with detected unseen monsters ("There is a creature here")
* When [v]iewing detailed monster descriptions, the game prints hit chances for melee, ranged, and throwing attacks for the player and the monster - with the calculations of the total hit chances shown
* Weapons now merely display their own hit chance modifier (e.g. +5% or -10%), instead of your skill plus the weapon modifier (the old way was misleading, since more factors are involved when calculating actual hit chances during attacks)
* Removed the "Combat skills" section of the character description page
* Messages are printed when stepping on corpses
* Sound effects are played when browsing menus
* When entering player name, the previously used name is filled in as a default name
* The player symbol is colored yellow when carrying a lit Electric Lantern

Bug fixes
* Fixed a bug where dropping the Staff of the Pharaohs would cause the spell to be permanently lost, even if the staff was picked up again
* Fixed a bug that prevented hit chance bonus against unaware targets for ranged attacks
97
Early Dev / Re: Soulblight
« Last post by abraksil on July 20, 2017, 08:33:10 PM »
Hey Everybody!
As I mentioned last week, today I have a big announcement :) We’ve been preparing it for weeks, and now we’re finally ready! Soulblight will go live at kickstarter on August 17th! We will be revealing more info on what’s to come as we get closer to the date. For now help us announce the news to the world and support our Thunderclap:


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Player's Plaza / Re: Roguelike with persistent (or seed generated) world?
« Last post by AgingMinotaur on July 20, 2017, 02:04:01 PM »
Yeah, I guess that's the big advantage of skimping on spiral galaxy generation, as I did – it only takes about a dozen years to get an actual roguelike.

As always,
Minotauros

PS. In a futile attempt not to kill/hijack the thread, OP may also be interested in the oldie but goodie Legerdemain, which takes a lot of RL tropes, but has a persistent world with save points dispersed here and there.
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Announcements / Re: Cogmind (now at Beta 2.1)
« Last post by Kyzrati on July 20, 2017, 02:13:03 AM »
Was going to start getting ready this week, but had a sudden health setback. Will probably start next week, and it'll take a minimum of 6-8 weeks before it can launch on Steam, depending on a lot of external factors I don't know about yet. I wanted to release over summer but lots of non-dev issues have gotten in the way, but now I don't want it to slip into the end of the year since that's not a great time to release, so the clock is ticking!

I'll of course make an announcements once I know anything for sure.
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Player's Plaza / Re: Roguelike with persistent (or seed generated) world?
« Last post by Tzan on July 19, 2017, 04:57:49 PM »
but is not very playable at this point (check back in 5-10 years ;))

So its a race then, which one of us gets to a playable game first.
You are still ahead of me at this point.
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