Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: itkachev on June 29, 2013, 02:57:30 PM
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Hello all.
I've just released a new version of "Infinite Cave Adventure".
The big change is that the game is now complete and winnable. To celebrate, I'm bumping the status from 'preview' to 'beta'. :)
I've tried to get creative, so winning the game involves some interesting and unique gameplay mechanics, with a slight multiplayer element.
Check out the official site, dungeon.name (http://dungeon.name), for a better and in-depth explanation.
The public telnet server is dungeon.name, port 20020, as always.
Have fun, and thank you.
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I have no idea what's going on here. I've armed myself to the teeth with a leaf and a twig, but I was still unable to defeat the kobolds.
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You'll need to get yourself a real weapon. The twig won't help you defeat anyone.
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But that's all the game spawns. That and some rocks. If I'm really lucky I'll find a rusted sword.
What are the rules of this game? What tactics should I be using? It seems like I'm supposed to avoid combat as much as possible.
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Congrats on reaching this milestone! Given such, what is the plan ahead beyond fixes and optimizations---new content plans, modes, etc?
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But that's all the game spawns. That and some rocks. If I'm really lucky I'll find a rusted sword.
Swords are OK, rocks can work too. Some kobolds will drop decent weapons if you kill them. Also you can skip the first dungeon level altogether -- that's a bit riskier, but potentially quicker.
What are the rules of this game? What tactics should I be using? It seems like I'm supposed to avoid combat as much as possible.
It's not like a traditional RPG game; that is, you're not meant to be walking around and slaughtering hundreds of monsters repetitively for EXP or gold. You're supposed to figure out the optimal way or finishing each level. (And yes, typically avoiding combat is the right idea.)
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Congrats on reaching this milestone! Given such, what is the plan ahead beyond fixes and optimizations---new content plans, modes, etc?
Ideally -- lots and lots of playtesting and balance fixes. Balance is usually the big problem. :)
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Bumping the thread with a new release.
What's new: I added more multiplayer features.
You can now permanently change the dungeon. Currently you can add stairs, add traps and store items for permanent safekeeping. (Which means other people playing the game will see your modifications.)
Hopefully this will make the game much more interesting -- dying in the game is now a much more strategic business. (Even if you can't win this particular game, you can still do your bit of 'civilizing' the dungeon, which should make successive attempts easier.)
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Is this onlin e only? Will there be a astand alone offline release at some point?
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Is this onlin e only? Will there be a astand alone offline release at some point?
Nope, it definitely works offline too. (In fact, I playtest it myself offline.)
There definitely will be, once compile a Windows version.
BTW, what OS are you running?
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Is this onlin e only? Will there be a astand alone offline release at some point?
Nope, it definitely works offline too. (In fact, I playtest it myself offline.)
There definitely will be, once compile a Windows version.
BTW, what OS are you running?
I'm using Windows xp. I didn't see any binary download on the site, so I was just curious if there would be in the future. thanks.
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9/29 update:
- Added a starting surface level before the 'real' dungeon. This should make the start game significantly easier.
- Added a new gameplay mechanic: luck.
- Added a new dungeon branch: three levels that go up into the heavens from the surface, instead of down into the dungeon. The new levels won't make it easier to win the game, but are instead a source of powerful and rare artifacts.
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Yes indeed, there has been an update. :)
Quite a lot of changes, and game balance/feel has been tweaked considerably.
Is there any interest in a downloadable offline version?
If yes, what OS's are you using?
Thank you.
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As a rule: There's ALWAYS interest in having an offline version of a Roguelike. :P At least for the Win/Max/Linux trio
I'm on Win7 64.
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Another update!
I've put up downloadable off-line versions for Windows and Linux (32 and 64-bit).
Try them and let me know if they work for you!
Thanks.
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10/22 8)
-Added a Unicode graphics mode.
-Added a 'Temple of Midas', finally a way to spend all that gold.
-Three new special dungeon levels.
-New spells and magic mechanics.
-Numerous UI improvements, including an in-game tutorial HOWTO.
Getting a 403 Forbidden error on the actual downloads though.
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Getting a 403 Forbidden error on the actual downloads though.
Sorry about that, it's fixed now.
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Grabbed the offline downloadable, will be taking it for a spin soon :)
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Good deal, thanks for the quick fixing. :)
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11/2
-Added new magic mechanics and new spells.
-The twig is now actually useful. (Under certain specific conditions.)
-Added some Elder Gods. (And new levels.)
-Lots of important bugfixes.
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12/8
-Added a new gameplay mechanic: achievements. Killing enough of certain types of monsters will trigger special in-game events and will grant you special labels in the highscore list.
-New unique monsters and items. (Related to achievements.)
-A new and never-before-seen square tiles graphics mode!
-Highscore and victory status are now accessible from within the game itself.
-Bugfixes and small usability enhancements.
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Oooh, achievements sound nifty! Grabbed.
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12/30
-New gameplay mechanic: wishes.
-Digging tools are now spawned on level 0.
-Digging is now permanent.
-Your attack and defense stats are now made explicit. (Press '@' in-game.)
-Many new items (especially cave modification items) and balance changes.
-Bugfixes and small usability enhancements.
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This is a neat game! I'm actually surprised I haven't heard of it before! I'll give it a try on Telnet soon.
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1/5
-Added an overmap. (Press '#' in-game.)
-Replay code use is now tracked in the highscore table. (Sadly, this is not retroactive; current higscore entries will not show replay code use.)
-Added a spectator mode to watch other people play. (First implementation, please be gentle.)
-Offline packages now bundle a much better telnet client.
-Important bugfixes and usability enhancements.
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1/15
-Changed replay code mechanics. Using them will now make your game much more difficult.
-Added a new special level: Crom's Bloodsports Arena.
-Added a blindness attack type, with associated special items and monsters.
-Greatly refactored spectator mode. Now with a chat function! (Also it lags much less now.)
-To keep things fair, highscores have been wiped, due to a change in replay code mechanics. See the archived old highscores here.
-Bugfixes, of course.
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1/26
-You can now dig down to search for treasure. (But find a dowsing rod first to help you.)
-Defiling graves is also possible now.
-Implemented toggleable color schemes in menus.
-You can now scroll the screen in spectator mode.
-Lots of critical bug- and exploit fixes.
-Reworked the Lune level a bit.
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2/2
-Turned the Temple of Midas into a full-service store and bank, based on a complex deflationary economy.
*You can now do four things in a Temple of Midas: purchase protection, as before, deposit to a bank account, withdraw from a bank account, or buy items. (Buying works similar to wishing, except for a price.)
*There is a fixed amount of money in the game. When money is spend or deposited, the amount of money in the game decreases.
*As the money supply deflates, the prices to things become lower. Thus, it is in your interest to hoard money by depositing it in accounts.
*Unfortunately, this means that eventually the markets will crash when there is no more money in the game. When this happens the supply counters are reset. During the crash all bank accounts are wiped, too; be careful.
*As demand for items goes up, so will the price, to compensate for the deflation.
*The Temple will accept gems in lieu of money as payment, but the price of gems will fluctuate similar to the prices for items.
*Your bank accounts are anonymous and are identified by a 3-digit PIN code. If somebody figures out your code they can steal your money; likewise, if you forget your code you won't be able to access your account.
*Different Temples will have different rates, so shop around if you can.
-Made wishing wells much less powerful and not so abusive.
-Shields provided by protection are now limited, regardless of how much you want to spend.
-Money is now buried in graves, not lying next to them. You'll need to dig into a grave to take the money.
-There are now valuable gems laying about freely in the dungeons, but only if you follow the tunnels to other branches.
-Bugfixes, interface improvements and a few more useful items and strategies.
The new Temple of Midas situation certainly seems an interesting move for a Roguelike.
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2/19
-Added a new level with lots of new content. ('Dwarf Fortress')
-A critical bugfix: in the previous release player karma only went up.
-Refactored monster AI and dungeon lighting a bit.
-Fixed the included tiletel telnet client to handle non-QWERTY keyboard layouts better.
-Other bugfixes.
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4/9
-Added many new items.
-Made item generation much less predictable and more interesting.
-Balance fixes.
-Important bugs squashed.
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4/18
-Balance, bug fixes.
-Added tax collectors. (Now the only roguelike to not only feature death, but also taxes!)
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5/17
-Added a new, content-rich levels with a xenomorph theme.
-Added new paths for winning the game. (Use the xenomorph levels.)
-Compression for online play! 6-10 times less data sent over the network, smoother play and less lag. (Will only work with the bundled 'tiletel' client!)
-Balance and usability fixes. (Most notably: can't wish for some items now.)
-A small easter egg puzzle. (Hello Sokoban.)
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5/26
-Important: fixed crashing bugs in the compression code. Please redownload the game again to enjoy faster online play.
-Important crashing bugs were fixed. Please redownload the game, even if you only play online.
-This webpage has been upgraded, with better and more in-depth game stats.
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6/8
-Added a complex polymorph mechanic for the player. You can now polymorph into almost any monster, gaining its special abilities and stats.
-Fleshed out (pun intended) Crom's Bloodsports Arena.
-Added human sacrifice.
-Added three new (secret) spells.
-Fixed minor but annoying bugs in the terminal client.
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7/20
-Added special 'stun' and 'fear' attack types, both against monsters and against the player.
-Split the 'physical' attack type into separate 'cutting' and 'bashing' attack types.
-Changed monsters and items to use the new attack types.
-Added lots of new unique items. They are unlockable based on the player character's horoscope sign. (Look for the 'starsign amulet'.)
-Changed the default 'tiletel' client to use a more low-key color scheme.
-Balance and lots of bug fixes.
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10/19
-Added monster allies. (And completely rewrote the monster AI code in the process.)
-Added ways of getting monster allies. (For example, through necromancy.) You can finally witness epic skellington battles in your terminal window!
-Made the starting surface level more interesting. (And dangerous.)
-Minor balance issues were tweaked.
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\o/
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2/22
-Changed dungeon generation: made dungeons more interesting and varied.
-You can now leave permanent messages on the dungeon level. (There's a special item for that.)
-Added options for field-of-view centering and color fading. (Press '=' in game.)
-Added a command for resting in place. (Press 'R'.)
-The game now includes monster descriptions. (Press 'M'.)
-Made some monsters more interesting. (Namely, some monsters can now dig rock or hide underwater.)