Author Topic: The Temple of Torment (Now at Stable 19.0)  (Read 158515 times)

Aukustus

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The Temple of Torment (Now at Stable 19.0)
« on: December 01, 2014, 07:15:24 AM »
The Temple of Torment is a open world Roguelike with stronger focus on roleplaying, good and evil choices and dialogues. Set on a fantasy world inhabitated only by humans invaded by forces of Hell.

I'd describe The Temple of Torment as mixture of Diablo 1, Baldur's Gates and ADOM.

As this turned from Beta to Stable game Early Dev forum was not enough.

Some things about the game
  • Full mouse support
  • Optional ASCII and Permanent Death
  • 28 World Map Locations, with many having sub-locations
  • Over 300 Unique Graphics
  • Character Classes: 125
  • Quests: 40
  • Over Hundred Items
  • Over 100 Spells and Talents (Passive and Active Talents)
  • Over 60 Monsters

Screenshots here: http://www.thetempleoftorment.net/screenshots/

Downloads here: http://www.thetempleoftorment.net/downloads/
« Last Edit: December 01, 2018, 01:04:24 PM by Aukustus »

getter77

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Re: The Temple of Torment (Now at Stable 1)
« Reply #1 on: December 01, 2014, 01:03:41 PM »
Congrats once again!   8)

Now that you've hit an initial Stable release, what does the general roadmap of emphasis and timeline on hopeful further development look like from here?
Brian Emre Jeffears
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Aukustus

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Re: The Temple of Torment (Now at Stable 1)
« Reply #2 on: December 01, 2014, 01:28:42 PM »
I plan to

-add multiple new villages with unlockable quests and initial quests
-add alternative endings
-add droppable unique items

Stable 2 should have at least one new village and droppable uniques.

Evil ending I'd do right away but I can't figure out the path to it. The plot would divide to two paths when player enters Hell and meets The Bad Guy with the options of joining his cause or fighting against it which is the current plot. But it's the evil quests that come after that gives me headache.

Zireael

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Re: The Temple of Torment (Now at Stable 1)
« Reply #3 on: December 01, 2014, 04:31:30 PM »
Congrats Aukustus! Downloaded and will definitely give some feedback.
I wish I could call VotE stable already, but there's too much content missing (mostly spells) to do so :(

Aukustus

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Re: The Temple of Torment (Now at Stable 1)
« Reply #4 on: December 01, 2014, 05:44:04 PM »
Congrats Aukustus! Downloaded and will definitely give some feedback.
I wish I could call VotE stable already, but there's too much content missing (mostly spells) to do so :(

Hopefully VotE is stable soon too :)

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Re: The Temple of Torment (Now at Stable 1)
« Reply #5 on: December 02, 2014, 05:26:25 AM »
Have a mirror for the download? For some reason, I can't seem to get it. Tried several times tonight and last night. Keeps saying download failed. Network error.

Aukustus

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Re: The Temple of Torment (Now at Stable 1)
« Reply #6 on: December 02, 2014, 01:22:46 PM »
Have a mirror for the download? For some reason, I can't seem to get it. Tried several times tonight and last night. Keeps saying download failed. Network error.

Try this one: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Stable01.zip

Legend

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Re: The Temple of Torment (Now at Stable 1)
« Reply #7 on: December 02, 2014, 04:47:45 PM »
Have a mirror for the download? For some reason, I can't seem to get it. Tried several times tonight and last night. Keeps saying download failed. Network error.

Try this one: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Stable01.zip

Thanks.  That worked.

Aukustus

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Re: The Temple of Torment (Now at Stable 1)
« Reply #8 on: December 02, 2014, 05:21:47 PM »
I discovered some issues and made Stable 1.1 Release. Previous saves do work. Just copy them to this release's Saves folder.

Changes:
Code: [Select]
-----Highlights:-----
- No more Config program, all changes are made within the main game

-----Full log:-----
Bugs and Mistakes
* Fixed crashes if dying in the Witch Coven
- Some minor fixes

General
* Config options are changed within main menu instead of config program
- Amount of saves is limited to 25
- Graveyard list can be cleared

http://www.thetempleoftorment.net/download/TToTd20_Stable011.zip
Mirror: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Stable011.zip
« Last Edit: December 02, 2014, 05:24:57 PM by Aukustus »

Aukustus

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Re: The Temple of Torment (Now at Stable 1.1)
« Reply #9 on: January 18, 2015, 02:13:51 PM »
Hoping for a release soon: a lot has happened after the last stable release:

getter77

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Re: The Temple of Torment (Now at Stable 1.1)
« Reply #10 on: January 18, 2015, 08:56:45 PM »
That's awesome!  8)
Brian Emre Jeffears
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Aukustus

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Re: The Temple of Torment (Now at Stable 1.1)
« Reply #11 on: January 21, 2015, 11:36:19 AM »
Stable 2 Released!

Change log:
Code: [Select]
-----Highlights:-----
- Dual-wielding!
- New village with 5 new quests
- 6 new areas
- Prettier ASCII grass
- Items have weights; being overencumbered prevents moving
- Redesigned Hell
- Droppable Unique Items that only drop once
- Polearms implemented
- Updated unique item descriptions
- Simple screen fade effects

-----Full log:-----
Bugs and Mistakes
* Fixed a crash with Zombies being killed by Damage over Time spells such as Poison Cloud
* Fixed Ranger's +100 Life on Hit starting Dagger
* Fixed some bows that couldn't fire
* Fixed countless rendering problems in special cases
* Fixed a major bug when buying multiple times same equipment
* Basic melee attack did not receive bonus from Skills
- Fixed bought items that are dropped being not visible when out of fov
- Some melee Talents erroneously did not receive proficiency bonus from two-handed weapons
- Some melee Talents erroneously did not receive proficiency bonus
- Non-magical Great Flail was erroneously one-handed
- Many minor and major undocumented bug fixes

General
* Dual-wielding is implemented; dual shields and dual one-handed weapons. For dual-wielding wear weapons or shields in both off-hand and main hand, normal combat only works when player has a weapon in MAIN HAND
* Shops restock at 08:00 instead of when leveling
* Inn meals are more filling
- Latest saved game is now the first in load menu
- Death from overeating does not happen so early
- Shops have sign posts outside
- Save games can be deleted in-game
- Sell all -option for items with count of one removed

Items
* Droppable uniques implemented: 25 Unique Items that can be dropped only once
* New weapon proficiency: Polearms
* New weapon: Sickle; one-handed polearm
* New weapon: Trident; one-handed polearm
* New weapon: Spear; two-handed polearm
* New weapon: Voulge; two-handed polearm
* Item description displays category
* Item description displays weight
- Halberd becomes a polearm instead of a axe
- Magical items are colored blue in ASCII
- Unique items are colored purple in ASCII

Players / Talents / Such
* New Skill: Dual-Wield
* Active Effects on Character Screen shows now the bonuses and penalties of each effects
* Overpower is +1 damage for 50 turns instead of +2 for the next 6 hits

Quests
* New Quest: Retrieve farmer's savings from his destroyed farm
* New Quest: Investigate the chants heard at nearby ruins of a village
* New Quest: Kill the hydra at the sewers of Laketown
* New Quest: Retrieve an artifact from ruins of an extinct civilization
* New Quest: Hunt an escaped murderer
* Players will meet The Bad Guy when entering the Hell; this interaction will have in the future the chance to divide plot in two different paths
* To be able to kill The Bad Guy players must clear 4 Elemental Towers in Hell and pick 4 orbs of element to enter the last area
- 3 new effects from purified well
- Undead archcleric quest is no longer doable without being spoken with Silywyn

Areas
* New village: Laketown
* New area: Sewers of Laketown
* New area: Relgadur's Farm
* New area: Darkwind Caves
* New area: Ruins of Fairhaven
* New area: Black Forest
* Some areas relocated to make room for upcoming content
* Fortress of Hell is now 16 procedurally generated levels and 4 boss areas
* Hell contains now own waypoint system
* Removed content: Dragon areas in Hell, wardstones
- Eastdale renamed to Westdale

Monsters
* Elementals can now be found in Hell too
* 4 new bosses in Hell
* 4 new bosses elsewhere
- Air elementals become immune to lightning spells
- New monsters: Sewer Rat, Carrion Crawler, Worshipper, Worshipper Mage, Clay Golem, Iron Golem, Wasp, Bear, Hawk, Snake, Sword Spider, Huge Snake, Scorpion

getter77

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Re: The Temple of Torment (Now at Stable 2.0)
« Reply #12 on: January 21, 2015, 12:56:07 PM »
Definitely looks like a strong release indeed to kick off 2015---gonna be a big year for this project at this rate!   8)
Brian Emre Jeffears
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Aukustus

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Re: The Temple of Torment (Now at Stable 2.0)
« Reply #13 on: January 28, 2015, 06:47:04 PM »
It's surprising to find a lets play video of own game, and even a little bit amusing it being in Russian and having no idea what's going on :)

Aukustus

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Re: The Temple of Torment (Now at Stable 2.0)
« Reply #14 on: February 23, 2015, 09:10:51 AM »
Stable 3.0 Released!

Changelog:
Code: [Select]

-----Highlights:-----
- Rest until healed command: 'R'
- Level Cap Raised From 18 To 24
- 11 New Active Talents
- 11 New Passive Talents
- Vaults Implemented
- Improved Door Placement
- Help System in Main Menu

-----Full log:-----

Bugs and Mistakes
* Fixed the crash with in-game clock
* Fixed the crash when returning the murderer's head
* Rottus Infernum MAX HP bug fixed
* Fixed a bug where Full Plate Armor's did not spawn at all
* Fixed off-hand hits receiving main hand's Life on Hit and Mana on Hit bonuses
* Fixed off-hand hits receiving main hand's To Hit Bonuses
* Fixed many issues with door placement
* Fixed an issue where a monster enters an explored area and stands on an item causing the item to disappear from the map
* Fixed a quest marker that appeared before correct time
- Paladin's Smite Demon tooltip incorrectly mentioned a Charisma bonus to damage
- Fixed some issues with weapon descriptions
- Polearm proficieny was not shown in character screen
- Fixed a bug in the name entering where the last two letters were not printed if the name was at maximum length
- Some other stuff fixed I can't remember

General
* New command: 'R'; rest until full. 'r' still works too
* New command: 'N'; change player name
* Help system in Main Menu; contains useful stuff
* Catacombs have coffins in every room
* Temple has pillar rooms randomly
* Double width corridors have double doors
* Vaults implemented: Temple contains Temple Treasuries, Catacombs contain Tombs, Ruins contain Shrines and Hell contains Hellish Altars
* Improved death screens

Items
* Scroll of Visibility no longer reveals monsters
- Removed Potion of Mystery from the game
- All equippable items display category in description

Players / Talents / Such
* New Fighter Active Talent: Execute; critical hits slay the target
* New Fighter Passive Talent: Melee Mastery II
* New Paladin Active Talent: Holy Frenzy; double melee attack
* New Paladin Passive Talent: Aura of Zealotry; +1 Damage Reduction
* New Monk Active Talent: Knockbacking Kick; knock enemies back
* New Monk Passive Talent: Unarmed Mastery II
* New Barbarian Active Talent: Leap Attack; jump to any location within 5 tiles and attack nearest target
* New Barbarian Passive Talent: Melee Mastery II
* New Ranger Active Talent: Volley; arrows/bolts hit everything within 2 tiles
* New Ranger Passive Talent: Ranged Mastery II
* New Rogue Active Talent: Vault; jump to any location within 5 tiles
* New Rogue Passive Talent: Ambidextrous; Dual-Wield penalties become -10 and -10 instead of -10 and -20
* New Bard Active Talent: Song of Turning; turn monsters against each other
* New Bard Passive Talent: Jack of All Trades II
* New Cleric Active Talent: Silence; prevent monsters from casting spells
* New Cleric Passive Talent: Spell Mastery
* New Mage Active Talent: Teleport; mage's class reward changed to talent
* New Mage Passive Talent: Spell Mastery
* New Druid Active Talent: Tornado; spiraling tornado centered on the player
* New Druid Passive Talent: Spell Mastery
* New Warlock Active Talent: Corpse Explosion; explode corpses to deal damage to other monsters
* New Warlock Passive Talent: Spell Mastery
* Invisibility becomes 25 turns long instead of 10
* Dual-Wield Penalty increased to -10 to main hand and -20 to off-hand from -5 and -15 respectively
* Power Attack, Smite Demon and Aimed Shot do 150% damage instead of double damage
* Song of Demoralize lasts 50 turns instead of 25
- Players cannot target themselves anymore with other than area of effect spells to prevent weird situations
- New Status Effect: Web

Spells
* Immolation and Poison Cloud have their damages randomized to 1d12 instead of straight 12
* Banish now prevents from moving too
* New Spell: Wall of Fire; becomes the class reward of Mage instead of Teleport

Monsters
* Spiders are capable of casting Web; immobilizes the player for couple of turns
- New Monster: Possessed Guard; can be found inside the Temple Vaults
- New Monster: Undead Hero; can be found inside the Catacombs Vaults
- New Monster: Cultist Ritualist; can be found inside the Ruins Vaults
- New Monster: Demon of Altars; can be found inside the Hell Vaults
- Monsters and bosses in Hell buffed