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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on March 08, 2012, 12:53:37 PM

Title: Epilogue (Now at v1.99d)
Post by: getter77 on March 08, 2012, 12:53:37 PM
http://kraflab.com/epilogue.html

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Epilogue

-Epilogue strives to create a complex system hidden behind a simple-to-use mechanics.
-Characters choose an ability class and a weapon proficiency upon creation. You might be a Melee Vampire or a Shield Priest for example.
-The game features an alchemy system along with ingredient gathering.
-Rather than have enemies which differ greatly from the player, every enemy has equipment and weapons that can be picked up and used by the player as well.
-The game is graphical (but with simple graphics) and you can see all the items you have equipped on your character (as well as what the enemies are wielding).
-Rather than only introduce a few new items and monsters per level, Epilogue has an entirely different set of spawns and equipment on each floor.

Story

Rather than being some adventurer entering an evil lair, you actually start as one of the hapless minions inside the evil dungeon. The game takes place years after all the possible adventurers have died out and the evil lord Slith has come out victorious over all life forms. The absence of combat has led to your mind wandering, and you eventually become self-aware, realizing you are the last hope for this world.

Future Development Plan

Currently there are 4 proficiencies, 4 classes, and 4 dungeon levels. I plan on adding content until there are 16 classes and 16 dungeon levels, or until the game seems too hard or drawn out based on the power curve. Feel free to suggest class, proficiency, monster, or item ideas in the forums, as I am certainly open to your ideas.
Title: Re: Epilogue (Now at v0.1)
Post by: jocke the beast on March 08, 2012, 09:19:09 PM
Cool game.
But as long as the fights are done the way things are now I'll leave it for now...
Creator....please stick to traditionally roguelike movement/attacks  >:(
Title: Re: Epilogue (Now at v0.1)
Post by: kraflab on March 10, 2012, 12:07:58 AM
Cool game.
But as long as the fights are done the way things are now I'll leave it for now...
Creator....please stick to traditionally roguelike movement/attacks  >:(

Hey there, I was about to post this thread :P
If your problem is 4d versus 8d movement, I guess I can't really comment on that.  It's just a matter of personal preference.

But what exactly did you have against the combat?
"Traditional" in roguelikes is a term that means a lot of different things to a lot of different people.

Thanks for trying it out at any rate  :)
Title: Re: Epilogue (Now at v0.1)
Post by: jocke the beast on March 10, 2012, 07:33:11 PM
Sorry if I wasn't so clear. I'm swedish  ;D

What I meant by the controls "was not my style" I meant the actual combat-movement. Others roguelikes you just walk "into" a monster to attack (melee of course) but in Epilogue you have to press space_bar to do the similar.... That's what I meant!
But otherwise, thumbs up man!
Title: Re: Epilogue (Now at v0.1)
Post by: kraflab on March 10, 2012, 09:26:18 PM
Ah ok.  I made everything attack by spacebar so that there wasn't a control difference between ranged vs melee, but I will add in move-attack for the next update at least as an option for anyone who prefers that.
Title: Re: Epilogue (Now at v0.2)
Post by: getter77 on March 11, 2012, 11:36:29 AM
 0.2

   
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-added text info for 4th level creatures
    -fixed splitting enemies’ item copies
    -added/adjusted start screen
    -fixed a case where equipment stats did not update
    -modified swamp gas quantity
    -added 2 proficiencies
    -added ability descriptions
    -fixed a case where enemies would ignore you rather than attacking
    -added options menu
    -added volume and fullscreen options
    -added 2 sound effects (abilities and level up)
    -you can now attack enemies by simply walking into them (you can toggle this in the options menu)
    -fixed poison, which would heal you instead of hurting you
    -fixed a trap placement bug

I started working on the 5th level, which should be in the next update.
Title: Re: Epilogue (Now at v0.1)
Post by: jocke the beast on March 11, 2012, 06:50:35 PM
Ah ok.  I made everything attack by spacebar so that there wasn't a control difference between ranged vs melee, but I will add in move-attack for the next update at least as an option for anyone who prefers that.
Cool man!
And what a nice new version  :)
Title: Re: Epilogue (Now at v0.3)
Post by: getter77 on March 15, 2012, 02:29:52 AM
v0.3

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* The notable kills list now indicates enemy class
* Increased the damage dealt by abilities
* Added some missing controls in the help menu
* You can now press G to take a screenshot, which is saved as “epilogue_#.png” where # is 0,1,2…
* Added the 5th floor!
* 10 new enemies
* 10 new armors
* 17 new weapons
* Fire now instantly spreads across flammable materials
* Adjusted the quantity of consumables
* Added the Hermit ability class
* Fixed a minor ui bug
* Added a new god: Paciscraux (Trade your eternal soul for an extra life)
* Altered difficulty level
* Now your skills start at 0 (where enemies start)
* Increased starting max health
* Combat is much faster/more meaningful
* Amplified some item effects as partial compensation

Rather nice set of gains so soon!   8)
Title: Re: Epilogue (Now at v0.4)
Post by: getter77 on March 17, 2012, 11:42:48 AM
speedy v0.4

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* Adjusted the opening dialogue
* Added a creature knowledge feature (Press K in game)
* Your characters now gain knowledge by defeating enemies
* This knowledge is passed on to future protagonists when you die
* This has a slight effect on damage calculation currently
* Players with the cold/hot feet trait no longer suffer a movement penalty from walking onto water
* Fixed a bug where certain info was not displayed
* Added 6th level
* 10 new enemies (including a new boss)
* 10 new armors
* 18 new weapons
* Altered some text
* It is now possible for creatures to be immune to poison
* Fire is now consumed when it affects a creature
* The power curve is a little intense on level 6.  I’ve been experimenting with a few resolutions.
* Currently I have settled on having the player take 1/2 damage, which seems to work out ok.
* This does not affect the minimums though, so it mainly prevents massive hits.
* You still can get violently beat down when surrounded, so that’s good.
* An alternative is to add extra equipment, such as rings, to give the player an advantage
* Another alternative is to add a method of powering up equipment
* Dungeon level on the character dump now displays properly (i.e. 1 instead of 0)
* Changed the dungeon color schemes
* Fixed a bug involving wormholes
* Fixed a crash that rarely occurred when an enemy cloned itself
* Fixed a display problem involving the ground log

Note: I haven’t beaten the current version.  The closest I got was crashing the game on level 5.  Given the crash fix, I wanted to push out the update so no one else suffered that fate.  The level 6 boss is kind of a beast, but you should be fine ;)
Title: Re: Epilogue (Now at v0.5)
Post by: getter77 on March 25, 2012, 11:51:53 AM
v0.5
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    -Your minimum visible range is now 0 instead of 1
    -Slightly increased the quantity of traps
    -Added new traps
        Fire Trap
        Blind Trap
        Steam Trap
        Poison Trap
        Fatigue Trap
    -Added mouse/keyboard support to menus, alchemy, options
    -Changed how the chat log looks
        Now each enemy turn occupies its own “paragraph” so you can clearly differentiate between attacks
        I think its better than it was, but I’m still not totally happy with it
    -Many additions to user interface, redid help section
    -Increased font size in certain parts, screen width
    -Added minimap
    -Added new class: Cartographer
    -You no longer waste an ability when you cast on an empty tile
    -Somewhat reduced chance of additional effects during combat (i.e. limb damage)
    -Reduced the chance that ink sacs blind their target
    -Fixed message ordering in certain cases
Title: Re: Epilogue (Now at v0.6)
Post by: getter77 on March 30, 2012, 11:43:53 AM
v0.6

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This version I continue the trend of filling the dungeon with content rather than lengthening it explicitly.  There are also plenty of UI improvements, bug fixes, and adjustments.

Change Log:

-Reduced the low health penalty for sustaining wounds
-Reduced shield block chance by 20%
-Fixed trap pickup bug
-Increased the fire area of effect radius of certain skills from 0 to 1
-You can now sprint, once per camp, by pressing R
-You no longer gain the benefits of a camp when you collapse from exhaustion
-Rooms now have their own floor tile
-Changed some of the art
-Added locked doors
-Added enemies that carry keys
-Fixed a bug involving cartographer abilities
-Added new class: Excavator
-Added new proficiency: Vitality
-Added even more traps:
   Stun
   Noise
   Diminish
   Weaken
-Added new gods:
   Mollith, goddess of joy
   Wroth, god of agony
   Dorom, god of death
-Added a new help section on the gods
-You can now reach the help section from the main menu
-Slightly increased the minimum trap count
-Fixed a sneaky bug with ability damage
-Added placeholder creepy background track
-Improved the look of the ui
-Changed the formatting when looking at an item's stats
-Removed the ugly ++- tail on items
-Items now have a color indicating bonuses (i.e. STA+10 or Tempered)
-Increased the initial game volume (some people may not have even realized there was sound)
-Increased the chance that a rare creature drops his equipment upon death
-Fixed an input bug
-Slightly reduced the negative impact of the recharge trait
-Added a control missing from the controls page
-Fixed the screenshot function
Title: Re: Epilogue (Now at v1,0)
Post by: getter77 on April 01, 2012, 11:44:25 AM
...annd a jump to v1.0 it seems!   8)

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Why 1.0?  The game now has 7 classes, 7 proficiencies, 7 floors, 7 gods, and 7 bosses.  I originally intended to make the game longer, but I rather like the current length/difficulty.  If I go deeper, the power curve will become unwieldy and I will probably have to rework a lot of stuff.  I'm not saying I will never lengthen the game (and I have some ideas for this), but the current game is something I would call "complete".  Most importantly, there is now a beginning, middle, and climax to the plot, with two possible game endings (I may add more later).  This definitely isn't the end though: I will still be working on it just as much, but I will be switching gears a bit.  While having lots of 7's looks nice, I do want there to be more classes to choose from.  I also want to add a lot more dungeon features (you know, besides traps).  There will likely be a lot of time spent trying to balance things or tweak combat.  There is also the matter of adding lore text for floors 4-7.  I'm not sure if I actually want them to be available (maybe unlocked?), based on certain themes and information you'll learn if you beat the game.  The moral of the story is: this is now something I would call a game, and you should feel quite pleased with yourself if you make it to the end; however, there is more work yet to be done in order to improve the experience as a whole.

By the numbers: the game has 70 enemies, 125 weapons, 70 pieces of armor, 60 different projectiles, and 47 unique item effects.  There are around 5000 lines of text describing these entities.

Change Log:

*Doubled the chance that Wroth intervenes (from 1% to 2%)
*Added the 7th level
  *10 new enemies (4 bosses)
  *16 new weapons
  *10 new armors
*Added game endings
  *1 normal
  *1 alternate
*Fixed sound (no idea why it was broken)
*Fixed a crash involving the 6th floor boss
Title: Re: Epilogue (Now at v1.0)
Post by: kraflab on April 01, 2012, 09:53:06 PM
I haven't gotten a whole lot of feedback on the game so...if anyone does have feedback, negative or positive, I would love to hear it.  I'd also love to hear about anyone's experiences if they manage to beat the game (I haven't yet).  The more feedback I get, the better a game I can create.
Title: Re: Epilogue (Now at v1.0)
Post by: Legend on April 02, 2012, 01:50:38 AM
Looks interesting.

Full screen doesn't seem to work for me unfortunately.

Also, it doesn't seem that using wasd is needed to actually move the character and arrows are just used to change facing. I think arrows might be better for moving and using something like shift or ctrl + arrows to change facing.

I'll give better feedback when I get to play it longer.

There really needs to be a look command.

It took a while to figure out that there was something in the chests. I didn't even think they were chests at first cause I didn't notice anything happening when I interacted with them. You need a better way to identify that there are items on the ground other than the tile just being a different color. It took me a while to figure that out.

The mouse has pretty minimal use. I think there should be a keyboard alternative for it's functions. Especially for picking up items off the ground.

A way to look back on the message buffer would be really nice too.
Title: Re: Epilogue (Now at v1.0)
Post by: kraflab on April 02, 2012, 06:41:44 AM
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Full screen doesn't seem to work for me unfortunately.
I assume this means your computer doesn't support 1280x768.  I added a check for this for the next update.

Edit: Actually, I have no way of testing if my check works since my computer does support fullscreen.  If it's not too much trouble, would you mind seeing if this update prevents you from switching to fullscreen?  kraflab.com/epilogue_v1_legend.zip (http://kraflab.com/epilogue_v1_legend.zip)  It also has the changes I made based on your comments, indicated below.  If it doesn't work, then either my check is not working or your computer does support the resolution and something else is wrong entirely.

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Also, it doesn't seem that using wasd is needed to actually move the character and arrows are just used to change facing. I think arrows might be better for moving and using something like shift or ctrl + arrows to change facing.
Hmm...why I neglected to put in the controls that wasd is for movement is completely beyond me O_o.  The reason the arrow keys aren't used for movement is because you need the mouse to play the game and all the keys on a keyboard are not next to the arrow keys =P
I made it so that almost all keys are accessible from the left hand, without moving it off wasd, which works great in my opinion.  Maybe it is a little odd if you are not used to it.

I just implemented ctrl+wasd for changing direction.  That hadn't even crossed my mind, so thanks for the suggestion =)

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There really needs to be a look command.

It took a while to figure out that there was something in the chests. I didn't even think they were chests at first cause I didn't notice anything happening when I interacted with them. You need a better way to identify that there are items on the ground other than the tile just being a different color. It took me a while to figure that out.
It seemed pretty intuitive to me at the time.  It now has a clear icon indicating something is there, in for the next update.  Perhaps I will make it so hovering the mouse over a tile says what the tile contains, but I kind of like the fact that you have to go over to the tile to examine it.

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The mouse has pretty minimal use. I think there should be a keyboard alternative for it's functions. Especially for picking up items off the ground.
The mouse is used for targeting, inventory management, ability management, examining things (enemies, items, abilities), scrolling the windows.  I use the mouse constantly during play to keep track of how much health the enemies have.  When you are fighting a group of enemies and you want to explicitly choose a target, the mouse is pretty important (you may not have noticed this if you went melee).  Doing most of these functions with the keyboard seems silly to me when you have a perfectly happy mouse waiting to be used.  As I said above, I made it so most of the keyboard commands are in close proximity to wasd, so it makes sense to me.

Why have a set up where you have to press a key, then use the arrow keys to examine items, then another key to pick up, and likely no good way of organizing, as opposed to having all these functions available with the mouse?  It's just faster and easier to get used to.

I just added the Z key for picking up the first item on the ground (which is generally what you do, from a chest for example).  For picking up other things, you generally want to examine them first, so the mouse would be there already.  If you didn't realize that hovering the mouse over an item showed its stats I could understand why the mouse seems minimal.

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A way to look back on the message buffer would be really nice too.
Just scroll your mouse ^_^

Thanks for the feedback!  I think most of your complaints are on the interface, or perhaps where I failed to properly explain it in game.  In my opinion the interface does its job quite well, without needing a list of a hundred key commands.  If you just don't want to have to use a mouse, I can understand that.  I also like games where I can just rattle away on the keyboard.  But I think the mouse performs so well and with such ease here that I don't really see a problem.  In the first few levels you definitely can get away with not using the mouse very much, but once things get tactical you really need it (or at least doing things with the keyboard would start to get very tedious).  For instance, there might be a group of enemies approaching me, so I throw a smoke bomb towards them.  Then I want to use my lunging sword to dive down another passage to put more space in between us.  This type of thing I think is so much easier when I can just right-click twice, as opposed to fiddling with the arrow keys and targeting buttons.  This is all just my opinion of course, I totally understand that a lot of players are comfortable executing key sequences to get things done (like for some reason I know the multi-key sequences in dwarf fortress that will lay down carpenter workshops =P), but my aim is to make a fast, easy interface.

Although we may disagree about some things, I really do appreciate that you took the time to comment, so thanks again!
Title: Re: Epilogue (Now at v1.0)
Post by: getter77 on April 04, 2012, 12:00:04 PM
A troubled soul elsewhere writes:

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Oh, the dude wants feedback. Well, good time to tell him that I can't move in his game... unless he fixed it.

Edit: Nevermind, he made the resolution super huge with no way to shrink it and I'm not going to change my own resolution every time.
Title: Re: Epilogue (Now at v1.0)
Post by: kraflab on April 04, 2012, 11:06:41 PM
A troubled soul elsewhere writes:

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Oh, the dude wants feedback. Well, good time to tell him that I can't move in his game... unless he fixed it.

Edit: Nevermind, he made the resolution super huge with no way to shrink it and I'm not going to change my own resolution every time.

I don't really think that 1280x768 is "super huge".  My laptop is absolutely pitiful and old, but it still supports 1680x1050.  The game is not ascii and it has a large interface, so I can't just dial the font down and magically fit everything at 800x600.  I have been experimenting with ways of fitting everything in a tight space, but so far don't like the results.  I will try to get this done for the next update, as I have had other complaints and I know people like to play things on their netbooks, etc.

Edit: Ok, I wrangled it back down to 1024x768.  However, I really don't see a good way to bring it down to 800x600, unless I totally change the interface.
Title: Re: Epilogue (Now at v1.0)
Post by: getter77 on April 05, 2012, 01:12:24 AM
v1.1

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Change Log:

[New] Mouse-over on an enemy now shows chance to hit and be hit
[New] There is now a series of pop-ups that attempts to aid new players
   
    I think it's a bit too wordy, but I find it hard to convey everything concisely

[New] Added gold (score)
[New] Added a help page on what the roguelike genre is all about
[New] You can now use Z to pick up the first item on the ground
[New] There is now an icon on the ground instead of highlighting to indicate an item
[New] It now checks to see if you can support fullscreen
[New] Added more mouse support
   
    You can now right-click items to equip them
    You can now right-click items in the ground window to pick them up
    You can now right-click abilities to equip them

[Change] Somehow I never put in WASD for movement in the control section
[Change] Use CTRL+WASD to change direction now
[Change] Lowered the chance of additional combat effects (again)
[Change] Melee weapons can now hit a maximum of only 2 bonus attacks
[Change] The final boss is now immune to fire and steam
[Change] Edited the inventory info panel
[Change] At the behest of a few people, I brought the resolution back to 1024x768
   
    To compensate, you now must press M to see the map

[Art] Edited 3 of the creature sprites.  I'm now relatively happy with them.
[Art] Edited the spider web to be the same size as other ingredient tiles
[Bugfix] Fixed bosses having a king variety (ouch)
[Bugfix] Placing traps with spacebar should work better now
[Bugfix] The info panel for the character listed the old help location, fixed now

NOTE: There is a bug that causes the game to get stuck when it is loading initially.  I have had trouble reproducing it, making it hard to debug.  If it happens to you, just restart the program.
Title: Re: Epilogue (Now at v1.1)
Post by: kraflab on April 05, 2012, 04:31:55 AM
There was a debug rule still in the game that kept notifications appearing even after you've already seen them.  Quite annoying.  The fix is up, in the same spot.  Sorry about that.
Title: Re: Epilogue (Now at v1.2)
Post by: getter77 on April 07, 2012, 11:45:34 AM
v1.2 "Sound & Traits"

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[Sound] Added/changed some sound effects:

    Gold pickup
    Trap sound is now unique
    Key sound is now unique
    Ingredient pickup
    Creature death
    God intervention
    Healing/certain buffs
    Sounds have been added to a variety of items

[Traits] You now get to choose a second trait at level 4, from the following:

    Blind
    Hot Blooded
    Chemist
    Faithless
    Expert
    Energetic
    Glasses
    Flat
    Shadow Walker
    Glorious
    Killer
    Enduring
    Engineer
    Adapted
    Focus
    Healthy
    There are thus now over 80k different characters you can finish the game with

[New] Drawing is now "smoothed" out to make movement look less like teleportation

    This does not slow anything down whatsoever, it just smooths out transitions

[New] Press ESC during character creation to abort and return to the main menu
[New] Added a notification upon first death
[New] Added a transcript of all the tutorial notes to the help menu
[Change] Corpses are now depicted lying down, so it's clearer when an enemy is dead
[Bugfix] Using Z to pickup items no longer leaves the item icon on the ground

NOTE: Update on the occasional startup hang up: I have narrowed the source down to one include file.  Of course, it happens to be the one file with no randomness, that should be doing the exact same thing every time the game runs...needless to stay I still haven't narrowed it down to the exact cause, but I'm getting closer.
Title: Re: Epilogue (Now at v1.3)
Post by: getter77 on April 13, 2012, 12:40:04 AM
v1.3

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[Music] Replaced the placeholder with an actual piece of ambient music
[New] Added:

    Class: Spacetime Nomad
    Class: Blood Tribesman
    Class: Cultivator
    Proficiency: Fortitude
    Proficiency: Defense
    Proficiency: Deftness

[New] Added a credits section in the help menu, saying who did what
[Change] A good night's sleep now restores your limbs (if they can be recovered at all)
[Change] Burn Bright can no longer be removed by Minuet
[Change] Made the combat proficiency names more explicit of their function
[Bugfix] Fixed a loading bug (under the hood)
[Bugfix] Clone weapons did not have proper skill modifiers
[Bugfix] Fixed a coloring error in monster descriptions
[Bugfix] Fixed an ability recharge issue
[Bugfix] Fixed a graphics bug with the new drawing method
[Bugfix] Fixed a rounding issue
[Bugfix] Fixed a couple text ordering issues

There are now ~180k character possibilities.  I think I am done adding classes for the time being.  There will probably be a lvl 8 set of traits in the next update for a final choice near the end.
Title: Re: Epilogue (Now at v1.4)
Post by: getter77 on April 16, 2012, 11:33:55 AM
v1.4

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[New] Added a notification for key drops
[New] Some chests are trapped now
[New] Terrain can now apply effects
[New] Added tall grass: increased stealth, reduced offense
[New] Added high rock: increased perception, reduced stealth
[New] Added dark tile: amplifies dark equipment
[New] Added light tile: amplifies light equipment
[New] Added fire tile: amplifies fire equipment
[New] Added water tile: amplifies water equipment
[New] Added void: invisibility, blind, damage
[New] Added smooth stone: increased defense
[New] Added blood runes: increased offense
[New] There is now a smooth lighting effect (toggle in options)
[New] There is now a "hopping" effect with creatures (toggle in options)
[New] Mouse-over on an effect will now tell you exactly what the effect does
[New] The mouse now loses focuses when you move (so the log reappears)
[New] There is now a loading splash screen
[New] Added "beep" sound when you are bleeding out
[New] Added "open" sound (chest, door, trap)
[New] Added a confirmation for suicide
[Change] The Creator now wields a ranged weapon instead of magic
[Change] The ranged stealth bonus has been dropped by 1
[Change] Everything displayed in the effect window is now a proper buff
[Bugfix] You now get credit for kills by fire, steam, etc
[Bugfix] You now pick up gold, etc immediately when lunging, etc
[Bugfix] The Gamma Unit creature had incorrect skills
[Bugfix] Music was not looping
[Bugfix] Fixed poison killing you again after you die
[Bugfix] You can no longer disarm traps that you can't see
[Bugfix] Finally fixed the rare load hangup
Title: Re: Epilogue (Now at v1.4)
Post by: kraflab on April 17, 2012, 02:40:26 AM
There's a pretty big bug in the current version.  I changed the way the system handles item stats in the last version and, as a result, tempered etc weapons have 0 stats.  I'll be pushing out a new version soon to alleviate this problem.
Title: Re: Epilogue (Now at v1.5)
Post by: getter77 on April 17, 2012, 11:24:52 AM
Good deal, said v1.5 folks:
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I am immediately pushing out this version because of an important bug I found.  There is also a large change to the interface, which is a great improvement in my opinion, which is not necessarily reflected in the short change list.

Change Log:

[New] You can now access the help by pressing ? (or /)
[Change] Altered the wording in a few of the notes
[Change] Altered the wording in a few of the help files
[Change] The way the game shows information with the mouse has been drastically improved
[Change] Removed the tag brackets from skills.  They weren't really necessary
[Bugfix] Tempered, etc items had 0 stats
[Bugfix] Fixed blobify
[Bugfix] Fixed a vaguely possible infinite loop
Title: Re: Epilogue (Now at v1.6)
Post by: getter77 on April 20, 2012, 11:34:19 AM
v1.6
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[New] Added Blank Rune tiles: reduce elemental stats
[New] Added lower resolution support - 800x600
[New] The game will automatically put you into the best resolution you can use
[New] You can toggle normal/low res in the options
[New] Added rare elemental resistance rings
[New] Added rare "Mysterious Flasks" that activate an ability
[New] You now choose a third trait at level 7, from the following:

    Wise
    Fast
    Hardy
    Conduit
    Soulful
    Cold
    Enflamed
    Bright
    Tenebrous
    Refractive
    Tough
    Thoughtful
    Curious
    Balanced
    Impenetrable
    Fortress
    There are now ~2.8 million possible character combinations

[Change] Updated the note on keys to also mention rings and flasks
[Change] The map now toggles
[Change] Altered the map color scheme
[Change] Items now only have "xQ" for Q>1
[Change] Swapped the faithless trait to level 7
[Change] Edited the victory text slightly...good luck noticing this change ;)
[Bugfix] Fixed a mouse-over duplication
[Bugfix] Certain conditions could lead to see-thru doors
[Bugfix] Fixed an improper cause of death
[Bugfix] Fixed a crash
[Bugfix] Fixed a targeting issue
[Bugfix] Getting knocked down twice in one turn no longer doubles your downtime
Title: Re: Epilogue (Now at v1.7)
Post by: getter77 on April 22, 2012, 02:33:42 AM
v1,7

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[New] Level 4 now has a unique dungeon generator
[New] There is now a high score list (local)
[New] ESC will close the map now as well as TAB
[New] Added custom mouse cursor
[New] You can now move (and pathfind) with left mouse
[New] You can now examine with left mouse
[New] You can now pray with right mouse
[New] Scrolling on the battlefield now toggles running
[New] You can now wait by left-clicking on your character
[New] You can now heal by holding left-click on your character
[New] Escape now leads to a menu
[Change] Edited note files to emphasize mouse controls (the keyboard controls have not been changed)
[Change] Flasks now stack
[Change] Ring minimum strength is now 2
[Change] Menu mouse-overs now dock in the upper left corner of the screen
[Change] Slightly lowered the appearance rate of rings and flasks
[Change] Corrected some wording in the ability note
[Change] Gold is now labeled "Score" to be more consistent
[Change] Your score now increases from notable kills and leveling
[Change] Removed "click for more info" as that information is pretty well contained in the chance to hit info now
[Change] You now access the map using the TAB key
[Bugfix] Fixed a transparency issue
[Bugfix] Fixed smoke getting trapped in a closed door
[Bugfix] Picking up an item with full inventory will now properly add to a stack if you have one

NOTE: You can now do everything with the mouse except the following:
Menu=ESC | Map=TAB | Descend='.'
I think this greatly improves the ease of use of the interface, and the keyboard controls are still in place for those who prefer WASD movement etc.
Title: Re: Epilogue (Now at v1.75)
Post by: getter77 on April 25, 2012, 11:27:33 AM
v1.75

Quote
[New] Added achievements

    These have absolutely no effect on gameplay; there are currently 22
    You can access the achievement screen thru the menu or by pressing 'L'

[Change] Altered some text in the control list
[Change] The high score list now highlights the most recent player
[Bugfix] Traps should now award exp for kills
[Bugfix] Fixed mouse-walking in tall grass
[Bugfix] Fixed certain log output
[Bugfix] More causes of death should register properly
[Bugfix] Fixed a graphical glitch
Title: Re: Epilogue (Now at v1.8)
Post by: getter77 on April 27, 2012, 11:46:24 AM
v1.8

Quote
[New] Added High-Res version (1920x1080)
[New] Fire has been reconfigured:

    Fire now lasts 50 turns instead of 5
    After being burned twice (20% health) you gain a "Scorched" buff
    This lasts for 50 turns and makes you immune to open flames
    Fire is no longer 'consumed' when it hits a creature
    These changes DO NOT affect cursed fire

[New] Elemental weapons now have rare bonus effects:

    Fire: start a fire
    Water: heal 5%
    Light: blind
    Dark: damage 5%

[New] Stairs are now shown on the map (in Blue)
[Change] You can now pathfind anywhere on the screen (reachable)
[Change] You can now "X-out" of the main menu (not sure how that disappeared)
[Change] Adjusted the shield bonus against additional combat effects
[Exploit] Removed an exploit
[Bugfix] Fixed G on alchemy screen sometimes taking a screenshot
[Bugfix] Fixed camps occasionally spawning blocking locked doorways
[Bugfix] Fixed spawning on gold/terrain/etc
[Bugfix] Quitting from the menu after death no longer overwrites your cause of death
[Bugfix] Fixed a scrolling discrepency
[Bugfix] Fixed scrolling a window occasionally toggling run
Title: Re: Epilogue (Now at v1.85)
Post by: getter77 on April 29, 2012, 03:50:33 PM
v1.85

Quote
[New] Added Autoexplore, accessed with the '~' key
[New] The exe and window now use windows format icons
[New] The achievement screen now shows the category of the ones you are missing
[New] Added the 3rd ending
[New] Added 3 achievements
[New] Added hard mode for those who beat the game
[Change] Mouse-over text is hidden now when reading a note/etc
[Change] Made item info more concise
[Change] Brightened the mouseover background
[Change] Removed Shift+Q as a method of suicide to prevent confusion
[Change] ESC + F is now the way to return upon death
[Change] Terminating (Alt+F4, etc) now immediately closes the game from anywhere
[Change] Added extra explanatory text to the option screen

Ah, good old auto explore----definitely a potent update alongside a Hard mode and the other nice assorted gains as is par for the course with this Roguelike's dev cadence thus far.   8)
Title: Re: Epilogue (Now at v1.85)
Post by: kraflab on April 29, 2012, 09:56:57 PM
I fixed a bug that was eating keys (don't ask).  The minor update is in the usual spot.
Title: Re: Epilogue (Now at v1.9)
Post by: getter77 on May 03, 2012, 07:26:46 PM
v1.9

Quote
[New] You can now click on the map to path
[New] Added a note explaining the blocks produced by cage bombs etc.
[New] Reworked fire again:

    Lasts 7 turns
    Contact will set you on fire, burning for 5 turns, 2% damage per turn
    This yields a possible max of ~25% damage
    This also gives you a -10% physical and magical protection effect
    These changes ALSO apply to cursed fire

[Change] You now stop pathing when you see an enemy
[Change] You no longer trigger traps that you can see
[Bugfix] Fixed mouse-over enemy log being obscured by inventory etc.

Note: Someone actually managed to beat the game!  At least you can rest assured that it is possible =D

Yay for generally demonstrated victory!   :D
Title: Re: Epilogue (Now at v1.9)
Post by: kraflab on May 05, 2012, 02:43:16 AM
Here is the aforementioned victory log, in case anyone is curious:

    Vilbradr Vígbióðr (Magic - Spacetime Nomad) 
    Lvl: 9    Exp: 27% 
    Health: 170/170 
    Fatigue: Rested 
    MAG: 40/40 
    MEL: 11/11 
    RGD: 18/16 
    SHD: 15/14 
    DEF: 14/13 
    DFT: 18/18 
    FOR: 21/23 
    PER: 8/8 
    STE: 0/0 
    STA: 14/14 
    Favor: 118 (Dorom) 
    Score: 2151 
    Trait 1: Bandages 
    Trait 2: Energetic 
    Trait 3: Balanced 
     
    Abilities: 
      Freeze Time 
      Temporal Seal 
      Spawn Rift 
      Burn Bright 
      Light Speed 
      Divine Push 
      Energy Transfer 
     
    Inventory: 
          Fire Bomb x2 
          Perception Potion x4 
          Mysterious Flask x5 
          Limb Potion x6 
          Accuracy Potion x3 
      [E] Fire Ring[3] 
          Wormhole Bomb x3 
      [E] Light Ring[5] 
          Cage Bomb x3 
          Dodge Potion x2 
      [E] Water Ring[7] 
      [E] Orichalcum Armor 
      [E] Pulsating Core 
          A White Soul 
     
    Effects: 
      Dorom's Doom 
     
    STAT       DMG ¤ PROT 
    --------------------- 
      Physical :   0 ¤  73 
      Magic    :  55 ¤  35 
      Fire     :   0 ¤  -7 
      Water    :   0 ¤  -3 
      Light    :  14 ¤   5 
      Dark     :   0 ¤   0 
     
    Notable Kills: 
      King Geitir Ótryggr - Mage 
      Captain Áslákr Nemonius - Fighter 
      Captain Véný Hundólfr - Blob Assassin 
      Captain Ragnheiðr Grettir - Blue Fighter 
      King Áskell Hiallkárr - Molten Barbarian 
      King Mercatius Þorleif - Molten Barbarian 
      King Ásgeirr Véþorn - Shadow 
      King Þorgnýr Vibius - Blob Baron 
      King Sveinn Gautr - Power Cables 
      The Creator - The Creator 
      King Oddbiorg Hosidius - Red Origin Blob 
      Timeless Voyager - Timeless Voyager 
      Captain Solvarr Munatius - Hopper 
      Captain Mussia Biornólfr - Stone Warrior 
      Captain Hnaki Hiorleifr - Stilt Slime 
      Haki Caelius - Stilt Slime 
      Fabius Vébiorn - Stilt Slime 
      Captain Gunnhildr Skati - Ooblork 
      Vile Death Knight - Vile Death Knight 
      Captain Hæringr Mottull - Shimmering Light 
      Captain Holti Kiallakr - Fairy 
      Captain Biargey Ísólfr - Gentle Scribe 
      Slith, The White Dragon - Slith, The White Dragon 
     
    Number of Turns: 8175 
     
    Cause of Death: Victory
     
    Dungeon Level: 8 
     
    Final Lines: 
     
    Vilbradr Vígbióðr attacks with the Pulsating Core.  Slith, The White Dragon takes 9 damage.  ¤ 
    Slith, The White Dragon attacks with the Holy Staff of the Faithful.  Vilbradr Vígbióðr takes 35 damage.  ¤ 
    Vilbradr Vígbióðr suddenly feels more sneaky!  ¤  Slith, The White Dragon attacks with the Holy Staff of the Faithful. 
    Vilbradr Vígbióðr dodges the attack.  ¤  Vilbradr Vígbióðr attacks with the Pulsating Core.  Slith, The White Dragon takes 50 damage. 
    Slith, The White Dragon's left arm has been bruised.  ¤  Slith, The White Dragon attacks with the Holy Staff of the Faithful. 
    Vilbradr Vígbióðr dodges the attack.  ¤  Vilbradr Vígbióðr attacks with the Pulsating Core.  Slith, The White Dragon dodges the attack.  ¤ 
    Slith, The White Dragon attacks with the Holy Staff of the Faithful.  Vilbradr Vígbióðr dodges the attack.  ¤ 
    Vilbradr Vígbióðr attacks with the Pulsating Core.  Slith, The White Dragon takes 27 damage. 
    Slith, The White Dragon's left arm has been wounded.  Slith, The White Dragon died!  Vilbradr Vígbióðr has gained experience! 
    Vilbradr Vígbióðr struggles with the pain.  Vilbradr Vígbióðr has recovered.  Vilbradr Vígbióðr lights the campfire and begins sleeping... 
    Vilbradr Vígbióðr awakens, fully rested.
Title: Re: Epilogue (Now at v1.95)
Post by: getter77 on May 09, 2012, 11:34:10 AM
v1.95

Quote
[New] You can now change the resolution without restarting the game
[New] You can now use Up/Down to scroll messages and the main log
[New] Flasks now apply a +10% buff to combat abilities
[Change] Rewrote the sound engine.  Should be all under the hood, although there are hopefully some fixes to certain bugs.
[Change] Flasks now disappear when they fail
[Change] Autoexplore will now proceed thru void, etc once the safer area is explored
[Change] Autoexplore now also avoids the swamp when possible
[Bugfix] Falling asleep now properly cancels autoexplore/pathing

Note: I am beginning work on a ~3 level expansion.  Unfortunately, I can't really talk about its contents because that would spoil the ending for those who haven't gotten there yet
Title: Re: Epilogue (Now at v1.99a)
Post by: getter77 on May 13, 2012, 02:53:37 AM
v1.99a

Quote
[New] Added Drain Runes
[New] Added Might Runes
[New] Added a drunken walk generator to the rare layout list
[Change] Increased the flask buff to 20%
[Change] Tightened the file structure
[Change] Modified character description text
[Change] You no longer attack/act when you have nothing in your hands
[Change] Reduced the health impact of burn bright to 2% from 3.33%
[Change] Projectiles now use the same scale, regardless of resolution
[Change] Resampled the low-res sprites so they are more consistent
[Change] Resampled the high-res sprites so they are more consistent
[Change] The high-res option is now 1280x960.  This change was made to keep the aspect ratio and sprites more consistent.  It also lets the people with lower resolution get above 1024x768 ;)
[Change] Halved the recharge time of the 'Spawn Fire' effect
[Bugfix] Fixed a notification bug
[Bugfix] Properly detects fullscreen support upon resolution switch
[Bugfix] Fixed a graphics shift occurring upon resolution switch
[Bugfix] Fixed healing with the mouse while under attack
[Bugfix] Fixed a ui bug
[Expansion] ~40% done

Note: I'll be labeling updates 1.99x until the expansion is done and I feel the label 2.0 is applicable

Excellent progress here, 2.0 is shaping up to be well wrought indeed!   8)
Title: Re: Epilogue (Now at v1.99b)
Post by: getter77 on May 15, 2012, 02:04:26 AM
v1.99b

Quote
[New] Play time is now included on the character sheet
[New] You now swap places with allies when you walk into them
[New] Created a system for staffs with charge that cast effects.  These will likely appear in the expansion
[Change] Boss items are now consumed upon level switch as they serve no real purpose afterward
[Change] The spawn fire weapon effect has been reduced to 1 tile
[Change] The font is now bold everywhere.
[Change] Removed drag-drop mechanic.  Just left-click to pickup/drop now.
[Change] Edited inventory text to be more consistent
[Change] Edited *A LOT* of the notification text for new players
[Change] The .zip is now simply the executable
[Change] Added some spacing to the mouse-over log
[Change] Altered the structure of the character sheet
[Change] Nerfed Shield Bash from 50% to 30%
[Change] The Void deals less damage
[Change] The Void now blocks sight rather than changing perception
[Change] Lowered the spawn rate of drain runes
[Change] Thorns now block sight
[Change] Modified the wording on some cultivator abilities
[Change] Thorns can now spawn in level gen
[Change] Cause of death now shows the enemy class, rather than name
[Change] Death sheets now show your play mode at the top (normal/hard currently)
[Change] Abilities are now learned at 1,2,4,6...
[Change] Rewrote the creature spawning code, should be all under the hood
[Change] Using an item with an effect no longer causes all items with that effect to lose their charge.
[Change] Rewrote a lot of the movement code, changes to running:

    -Running now works properly with pathing
    -Running now moves by 1 tile, but you have a 50% chance to gain a turn
    -Your number of running turns only drops when you gain a turn
    -This means running now works along diagonal paths, but you can't pass thru monsters

[Bugfix] The curious trait dropped non-stacking flasks
[Bugfix] Fixed a missing note
[Bugfix] Creates 'Deaths/' if it does not exist
[Bugfix] Fixed a longstanding ui formatting error
[Bugfix] Fixed disarming traps under chest
[Bugfix] Fixed autoexplore ignoring unseen wall tiles next to void, etc.
[Bugfix] Pathing should now stop if an enemy is in view
[Expansion] ~45%
Title: Re: Epilogue (Now at v1.99c)
Post by: getter77 on May 18, 2012, 11:41:53 AM
v1.99c

Quote
[New] Occasionally something unexpected happens when you pop open a chest:

    A monster pops out of it
    An ally pops out of it
    A fireball erupts out of it
    You get healed
    You get blinked
    You get blinded and then blinked

[New] The alchemy screen is finally color-coded
[New] Messages now explicitly let you know that they can scroll
[New] Allies now act more like allies
[New] The pathfinding routine now prefers non-void paths, etc
[New] You now autoexplore to the nearest staircase when the level is fully explored
[Change] Updated the stair note
[Change] Hard mode has been "adjusted"
[Change] Changed some ui things
[Change] Testing out a new gui border
[Change] Rewrote some of the loading code (under the hood)
[Change] Slightly less creatures spawn (~1.5 less per floor)
[Change] Chests spawn slightly more often (~0.5 more per floor)
[Change] Edited item info
[Change] You no longer need to collect boss items
[Change] The options menu now indicates things that need to be applied with *
[Bugfix] Resolution change bug
[Bugfix] Void mouseover updated
[Bugfix] Error in teleport ability
[Bugfix] UI related
[Bugfix] Fixed closing a door with the mouse on a creature
Title: Re: Epilogue (Now at v1.99d)
Post by: getter77 on May 21, 2012, 11:39:28 AM
v1.99d

Quote
[New] Added 'Champion' enemy varieties, with better skills/equipment
[New] Captains and Kings now spawn with an ally
[New] Keyboard pickup/drop support: 'F', 'V'
[New] Some enemies have new effects, but I won't spoil it for you
[New] Added some sfx instances
[Change] Controls updated
[Change] Enemies that are duplicates do not give extra exp
[Change] Edited a creature sprite
[Change] Exp gained by allies is passed to the player
[Change] Enemies now only have 1 name
[Change] Shields have been nerfed again (10 shd = 7 for, def, dft)
[Bugfix] Fixed an art bug
[Bugfix] Fixed a ui engine bug (under the hood?)
[Bugfix] Added a check to decouple allies when the leader dies
[Bugfix] Exp was miscalculated for rare creatures
[Bugfix] Scroll to run was broken
[Bugfix] Fixed a situation where creatures would refuse to lose their target
[Bugfix] Fixed smoke causing the void to be see-thru
[Expansion] 1 level left...then I need to add abilities for lvl 10/12