Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: kraflab on June 08, 2012, 01:37:59 AM
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Home Page (http://kraflab.com/blog/?page_id=16)
Desura (http://www.desura.com/games/epilogue)
Greenlight (http://steamcommunity.com/sharedfiles/filedetails/?id=92915130)
Changes:
Added a new optional boss: Private Hell
Added “Hold E to Heal” to the log message when the player is bleeding out
Added a max health bonus received when killing bosses (including optional ones)
Added elemental strength/weakness info to enemy mouse-over in exchange for damage expectation
Added ingredients to level 8-10, although they are in lower numbers than in level 1-7
Added a “Yes/No” confirmation to quitting (when your character is still alive)
Fixed loaded tiles having the wrong lighting level
Fixed the ‘Running’ effect being mishandled in the effects window
Modified the character help menu to correctly describe shield effects
Removed Stamina effects from items
Removed Stamina effects from Kagh buffs
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Welll....what an interesting surprise! Congrats aplenty on the substantial step forward that v2.0 certainly counts as versus v1.0. Easily joins my purchase backlog, of that I can assure you. 8)
It will be interesting to see how this arrangement fares, as the only other one that comes to mind roughly trying comparable is Lost Labyrinth.
What plans do you have for it going into the future in terms of the general shake of things and diverging update paths between the Commercial and Free edition? Granted, this largely depends on sales and such, but still.
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I tried to make it so the average player can enjoy the game without even noticing that they are not playing the full version, while someone who plays a lot and wants a better challenge (or who just wants to support me 8)) would find the extra levels and game modes enticing.
In terms of future updates, any kind of updates to gameplay in general will occur to both versions simultaneously (balance, fixes, new mechanics, etc). For instance, 2.0 adds fountains to the game, which show up in both versions. In terms of game "expansion" I think that anything I add will be only in the commercial version. I'm not sure in what form that will come though, as to be honest I think any extra levels will be incredibly difficult due to the power curve. I would like to add secret or alternate levels and paths, as well as possibly more classes, so something is possible.
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Sounds sensible and fair. :)
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Epilogue has now been ported to Linux!
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Hey kraflab,
like to take part in the Roguelike Incubator package? Consider yourself invited ;)
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Hey kraflab,
like to take part in the Roguelike Incubator package? Consider yourself invited ;)
Epilogue is closed-source and commercial, so I do not think it has any place in the incubator, as it exists currently. This is not to mention the fact Epilogue is very nearly a finished game. It is not at all in a state requiring "incubation" although feedback is always welcome.
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Congrats on the Linux port.
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Epilogue is closed-source and commercial, so I do not think it has any place in the incubator, as it exists currently. This is not to mention the fact Epilogue is very nearly a finished game. It is not at all in a state requiring "incubation" although feedback is always welcome.
Ah, I must have missed the closed-source and commercial thing (though the latter is not an issue, as open source can be commercial).
The finishing state is also not an issue, because "incubation" also relates to "make games better known" (that's why I'm in with LambdaRogue).
Anyway, never mind.
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2.01 is out and uploaded to all the places. Notes at the top.
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Nice job---always bodes well to see an update so soon after any commercial release.
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Nice job---always bodes well to see an update so soon after any commercial release.
I've been struggling with how to deal with the ingredients for a while, and finally reached a setup I think is balanced. It was one of the last things I thought really needed work so I figured it would be best to push out a release rather than wait for a substantial content update.
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2.02 is out and uploaded to all the places. Notes at the top.
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Epilogue is now available on Desura. Link at the top.
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Congrats on landing on Desura in the growing company of other fine Roguelikes---should help visibility a great deal. 8)
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Updated to 2.02b, only affects Linux. Details at the top.
Congrats on landing on Desura in the growing company of other fine Roguelikes---should help visibility a great deal. 8)
Thanks for the kind words as always :)
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Updated to 2.03, details at the top.
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Congrats on the excellent gains, save & quit are always welcome as life and otherwise tends to intervene often! 8)
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Congrats on the excellent gains, save & quit are always welcome as life and otherwise tends to intervene often! 8)
Thanks getter.
2.04 is out. Changes at the top.
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Yeah, all this rapid progress of late can only be a good thing, cheers to the lot of it ongoing! ;D
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Yeah, all this rapid progress of late can only be a good thing, cheers to the lot of it ongoing! ;D
Thanks getter.
2.05 is out. Mostly fixing some bugs that the new autoexplore algorithm found.
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2.1 is out. A lot of seemingly minor things here that vastly improve the experience. The new enemies (commercial version) are quite interesting as well. Notes at the top.
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Excellent work!
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Excellent work!
Thanks :)
2.11 is out, notes at the top. Really fun enemies added in this one ;)
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You know, I didn't really like Epilogue when I tried it for first time, but I've finally warmed to it. You're doing a great job updating it so often! Keep it up :)
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You know, I didn't really like Epilogue when I tried it for first time, but I've finally warmed to it. You're doing a great job updating it so often! Keep it up :)
Thanks!
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2.2 is out. Details at the top.
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That is one mighty update in terms of the character build variety alongside a number of nice gains! :o
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That is one mighty update in terms of the character build variety alongside a number of nice gains! :o
Thanks!
2.3 is out, with details at the top. A few nice graphical changes and 2 new game modes.
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There was a bug causing way too many traps to spawn...hotfix is out, recommended update.
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Relatively small update, but 2.4 is out.
Some important fixes and some font changes.
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Another update. 2.5 is out.
Some minor changes that should fix some unlucky situations.
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I'm not sure in what form that will come though, as to be honest I think any extra levels will be incredibly difficult due to the power curve. I would like to add secret or alternate levels and paths, as well as possibly more classes, so something is possible.
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save & quit are always welcome as life and otherwise tends to intervene often!
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2.6 is out.
There's a new challenge level and a new class. Notes at the top.
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2.7 is out and should be rolling onto Desura over the weekend.
Notes at the top.
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2.8
The Acid Demon is the hardest creature yet spawned from the depths.
Full change log at the top.
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The game looks very interesting. I tried to play the demo version on Debian Squeeze but it didn't work:
version `GLIBC_2.15' not found (required by ./main.mt)
Apparently Debian currently has the version 2.11 of Glibc. Even the testing and unstable versions of Debian only have version 2.13.
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The game looks very interesting. I tried to play the demo version on Debian Squeeze but it didn't work:
version `GLIBC_2.15' not found (required by ./main.mt)
Apparently Debian currently has the version 2.11 of Glibc. Even the testing and unstable versions of Debian only have version 2.13.
I have heard that the game runs well using the windows version on wine on some distributions (as a workaround to missing libraries). Any chance that works for you?
Obviously that is not the best solution. I can look into statically linking to an older version of glibc, although I am concerned by the prospect of how many libraries you have that are outdated that I may have to fight with. I am unfortunately not a Linux guru in many respects.
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I have a Windows machine too, and I played the game for a couple of hours. I like it. I've been scanning today for interesting new roguelikes to play, and your game won. It seems to be difficult enough for my tastes, and requires tactical thinking. Once I get it running on Linux I'm ready to pay for it. I've been planning to install a distribution with newer libraries anyway.
So don't bother to make a statically linked build just for me. But it might be useful for many other people, too.
On Distrowatch you can search Linux distributions based on the package versions. Turns out that 2.11 is actually a lot more common than 2.15 at the moment:
http://distrowatch.com/search.php?pkg=glibc&pkgver=2.11#pkgsearch
http://distrowatch.com/search.php?pkg=glibc&pkgver=2.15#pkgsearch
There are also lots of distros with 2.12, 2.13 or 2.14. The newest version, 2.16 is still very rare. All in all it looks like your game will not run on very many distributions. Of course Ubuntu is the most common, and there it runs fine.
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I have a Windows machine too, and I played the game for a couple of hours. I like it. I've been scanning today for interesting new roguelikes to play, and your game won. It seems to be difficult enough for my tastes, and requires tactical thinking. Once I get it running on Linux I'm ready to pay for it. I've been planning to install a distribution with newer libraries anyway.
So don't bother to make a statically linked build just for me. But it might be useful for many other people, too.
On Distrowatch you can search Linux distributions based on the package versions. Turns out that 2.11 is actually a lot more common than 2.15 at the moment:
http://distrowatch.com/search.php?pkg=glibc&pkgver=2.11#pkgsearch
http://distrowatch.com/search.php?pkg=glibc&pkgver=2.15#pkgsearch
There are also lots of distros with 2.12, 2.13 or 2.14. The newest version, 2.16 is still very rare. All in all it looks like your game will not run on very many distributions. Of course Ubuntu is the most common, and there it runs fine.
This is the first time I have heard of someone having this problem, so I think I will let it sit for now. If there are a lot of people having it, then I will look into alternate solutions. The blitzmax compiler is very fickle with linux distributions, so I imagine fixing this wouldn't be completely trivial (at least for me).
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This is a good problem to sit on because it actually solves itself with time.
I read some of your older posts, and it looks like your design goals are very similar to what I'm aiming for in Halls of Mist. I especially liked this post:
http://roguetemple.com/forums/index.php?topic=2295.msg21579#msg21579
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I'll have to give it a try at some point. Yes, I think that post pretty much sums up my views on the roguelike genre :P
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Epilogue 2.9 is out.
Notes at the top.
A fairly good set of additions.
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Yep, always a good idea to allow for some extra flexibility in such a way that'll take some of the edge off----though I doubt this will make the game at all easy so much as perhaps going from bleeding edge down to razor's edge. :)
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The good news is when you die you'll go out in style, lighting up the place with an elemental cocktail 8)
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Epilogue 2.99 is out (Mac version is delayed until Jan 3rd/4th because I don't have my Mac with me at the moment).
http://kraflab.com/blog/?p=234
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Hotfix. Mac is up to date now as well. Notes at top.
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This is fun. I'm slowly learning the rules and getting addicted.
Bonus points for the widescreen-friendly interface that doesn't waste precious vertical space for the user interface. 1366x768 is the most common screen resolution (http://www.itworld.com/data-centerservers/267212/1366x768-now-most-common-screen-resolution-beating-1024x768) and Epilogue shines on that one.
The Dungeon Master remake Legend of Grimrock (http://www.grimrock.net/wp-content/uploads/2012/03/Legend_of_Grimrock_screenshot_02.jpg) is oddly similar: character info and inventories are on the right, WASD keys are used to move, mouse to look around and handle objects. TAB brings up the map in both games.
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v2.A is out, notes at the top. As always there is a short delay before it pops onto Desura.