Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Slash on June 10, 2007, 10:23:07 PM
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Hello all
We get closer and closer to the official CvRL 1.26 release. This version, as usual, implements lots of new features and stuff (yes :) )
Some improvements over CvRL1.26pt4:
* Four castle branches added (Inner Quarters, Warehouse, Underwater Reservoir, Catacombs)
* A new flexible room-based dungeon generator
* More plot scenes
* Fight with a former vampire killer
* Added new areas (Castle Abyss, Dining Hall)
* Enhanced areas (Dungeon, Clock Tower, Lab, Starting Forest)
* New "secret" bosses
Contrary to the previous testing releases, this one is open to the public, while still not being the official 1.26 release.
I left the updated manual at work... I will post it on tuesday.
Further info at: http://www.santiagoz.com/web (http://www.santiagoz.com/web)
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I haven't played any of this version yet, but for the previous test version, I think all my guys have been killed from my impatience, falling into the water in the beginning of the castle. I'll get inside, kill some stuff, get like 10 rooms into the castle, then I fall in on the way back to town.
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Ok, I have played the new version a bit. The new starting sequence is much better I think, can you actually get help for the guy? Who wrote the note? Only time will tell I suppose :)
Also, the spawn rate of enemies in town at night seems to be much higher by a factor of 3 or 4, I got in there at the beginning of the first night, and spent the entire time killing the ghosts right at the entrance.
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Well, in 1.26 you don't drown when falling to the water (only if they Dive into it), so may be your YASD frequence will lower ;)
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Heheheh, so here I was, trying CVRL for the first time, and had had my first couple of characters die stupidly. Then, I'm exploring town, gaining a few levels and all, and finally find out that there's no castle around. So I go explore some more. I reach a new area called "castle gates" (if I'm not mistaken), wohooo!
And there's water, and there's a quay type thing leading away into the east. And in one particular square, surrounded by grass exept for one quay tile, something lower, blue... "Hmmm, what is that?", thinks my character. "Let's find out!" He rushes towards it.
It turns out it was just a water square. And no way to get out. Doh! I'm off to try it again!
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Try using the 'O'verworld map, it may be of use :)
And well, I think I know what particular water tile you mean... try 'D'iving into the water and walking to the quay again, that may fix it :) also next time you may want to 'l'ook before walking :D