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Messages - getter77

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1
v23.0.0

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# Gameplay
##############################
# Terrain objects
- Some terrain objects are now "inscribed" and can be studied by bumping them. This gives XP, can recall forgotten spells, and gives a "feeling" regarding carried items (e.g. if a potion is benign or malign). Item "feelings" no longer happen passively over time.
- Hazy Mirrors no longer recall forgotten spells, instead they identify all carried items. They are also much rarer than before.
- If the player has a cursed item, gongs have a high chance of giving the "bless" bonus (which also removes one curse).
- Magic traps ("strange shape") starts hidden again just like mechanical traps, however traps are no longer spawned in corridors.
- The type of monsters that can appear from tombs is now limited based on the current dungeon level (previously mid/late game monsters could spawn from tombs early in the game).

# Backgrounds (classes)
- Exorcists can no longer store spirit points above max level indefinitely, instead they gain fervor points for destroying manuscripts, altars, etc. Fervor can be used for casting spells, and is used automatically when there is not enough spirit points to cast from. The "Prolonged Life" trait also uses fervor instead of spirit.
- Due to the above change, the Flagellant trait "Fervor" has been renamed to "Enthusiasm".

# Traits
- Added trait "Sage" - This is an upgrade of the "Meditative" trait, spells are also cast at a higher skill level when "Focused", and the duration to regain the focused state is reduced.
- Added trait "Elusive" - A unique trait for Rogues, that makes creatures only remember you for half the normal duration.
- Rapid Recoverer regenerates 1 hit point every third turn instead of every second turn.
- The Marksman traits also increase minimum damage (but cannot increase maximum damage).

# Items
- When using the Medical Bag, a menu is now shown where you can select the treatment to perform. Also added an option to automatically choose treatment like before.
- Added an additional Medical Bag action called "quick patch-up", which restores some hit points.
- The Exorcist Holy Symbol can now raise spirit above max limit (instead of just restoring spirit).
- Added a "Heavy Coat" armor, with 2 armor points and -5% stealth/dodging (actually this existed a long time ago, but was a very different item).
- Removed some Rod types and added new ones. Also the Deafening Device is now a Rod instead.
- Merged "Potion of Fire Resistance" and "Insulation" into "Potion of Resistance", that also gives poison resistance and prevent paralysis. The "Resistance" spell has been removed.
- Added more potions.
- The Asbestos Suite now protects against some more attacks where it makes sense (e.g. mold spores).
- Various weapon rebalancing, especially to make medium/heavy weapons more relevant compared to daggers.

# Spells
- Increased duration of the See Invisible spell.
- The rats summoned by the Pestilence spell appear scattered throughout an area (instead of grouped around the caster), and the spell only last for a limited time.
- Added blindness as a spell available to some monsters (this also existed in the game a very long time ago).
- Removed the Resistance spell (this is now a potion instead, see above).

# Status effects
- Poison now stacks, i.e. the duration of the new poison effect is added to the old (normally the duration is set to the longest duration of the old or new effect).
- Poison can only damage creatures down to 50% hit points, but it also reduces melee damage by 25%, and melee and dodge skill by 10%.
- The damage from poison happens less frequently, but in larger bursts.
- While being entangled or stuck, it is now possible to melee attack adjacent monsters with the move direction keys (this is consistent with the nailed status, where it was already possible).

# Monsters
- Some creatures are now "flammable" (e.g. mold, worm masses). If ignited, these burn permanently and will also ignite any other adjacent flammable creatures.
- Mold do zero direct damage (only poison).
- Hallucinogenic Mold always start together with regular mold.
- Mold now appear in a more scattered pattern when they "breed".
- Leng Spider web bolas now also entangle for a few turns.
- Void Travelers intercepting player teleportation now also ends invisibility and cloaking.
- More monsters now take reduced damage from piercing attacks (e.g. Ooze, Mummies).
- Limited the number of different monster types that a single Shapeshifter can change into.
- Misc monster balancing (a lot of balancing of stats, group sizes, properties, etc)
- Added more monsters.

# Map generation
- The ruins in the late game caves can contain chests, tombs, or altars.
- Crypt rooms (tomb rooms) and ritual rooms (rooms with altars) can also spawn in the late game caves.
- Made some improvements to where terrain objects can spawn in rooms, for example previously some terrain like chests or cabinets could never spawn in the corner of a room.
- Some rooms can now spread terrain outside of themselves (e.g. spider rooms can create webs in nearby areas outside of the room).
- Misc improvements to corridor generation (limited max corridor length, corridors occasionally connect to other corridors, and corridors are randomly made wider in the late game for a more cavernous look).
- Changed some room templates that were annoying to explore, or created dead-end corridors that looked like they led to a secret door.

# Special maps
- Added intro message popups for some special levels.
- Made several of the special levels tougher.

# Other gameplay changes
- In the late game cave levels, sound travels 50% further.
- Monsters spawning over time happens a certain duration after entering a new level, instead of at fixed global intervals - this prevents manipulating the counter for example by waiting at the stairs.
- Completely removed "acid" as a damage type and concept from the game. Bloated Corpse and Corpse Mound spit now do zero damage and apply infection instead, Strange Colors do pure damage.
- Reworked and unified how dodging penalties are calculated for melee and ranged attacks. This should not have much effect on how the game plays, but hit chances may be affected in some cases (for example being stuck now also gives a dodging penalty against ranged attacks, and confusion no longer gives a dodging penalty at all).

##############################
# User interface
##############################
# Design
- Added a flashing animation when bashing stuff (doors, corpses, ...).
- Messages fade out instead of immediately being cleared.
- Removed many cases where the game "paused" (i.e. "[space]" is shown), for example revealing hidden doors no longer pause the game.
- The screen fades to red when the player dies.
- Braziers have a subtle flicker effect, similar to the player when using the Electric Lantern.
- When viewing monster descriptions, current health percentage is shown. Added an option to disable health bars.

# Convenience / quality of life features
- Tab now also disarms adjacent traps (melee attacking is prioritized).
- Added a legend for the minimap screen that explains what the different colors represent.
- More types of things are now marked on the minimap (e.g. Tombs, Braziers, ...).
- Numpad 0 can also be used for opening and closing the minimap.
- In the "apply" menu, "a" is always reserved for the Electric Lantern and 'b' for the Medical Bag (and 's' for the Holy Symbol if Exorcist). On the first screen of the "apply" menu, these items will always appear on top and their keys will never be used for any other item.
- Added "b" as a shortcut command for using the Medical Bag directly from the normal game mode.
- In most of the menus and screens, the mousewheel can be used for scrolling up and down.
- Double clicking anywhere toggles fullscreen. Also added an option to enable/disable this feature.
- A bunch of screens now also support pgup/pgdown/home/end for scrolling.

# Other user interface changes
- Added a brightness setting.
- The game now hides the mouse cursor.

##############################
# Fixes
##############################
- Fixed a bug that caused Expert Marksman go give a double upgrade, and Master Marksman to give no upgrade at all (this bug has existed since v20.0).
- The Talisman of Resurrection first restored all hit points and then healed all wounds, which could leave the player with lower than full health - fixed by reversing the order.
- Exorcists picking a stack of Manuscripts destroyed the whole stack, but only gave bonuses for one Manuscript.
- For Exorcist spell traits, available spirit info is no longer printed in the character info screen, only when picking a trait (also the character info screen could show wrong numbers).
- Being stuck in mud had a limited time duration - it now has indefinite duration (the player/creature has to actively pull themselves free).
- "Throwing a Stick of Dynamite" is no longer added to the message history.
- Fixed a timing issue when the player controls teleportation (e.g. when casting teleport, game time would pass between casting the spell and getting to control the teleport location). Now the control happens instantly.
- And more bug fixes...

##############################
# Modability, game data
##############################
- Available font images are no longer hard coded in the game, instead the gfx/fonts/ directory is searched for any .png file that starts with <width>x<height> (e.g. "7x13_uushi.png"). So new .png fonts can be added just by dropping them in the fonts directory.
- The required dungeon level for monster group sizes in monsters.xml can now also be specified relative to the minimum dungeon level of the monster (with format "+N" levels). For example if a monster has min_dungeon_level "4", then a group_size entry with required_dungeon_level="+2" will cause the monster to start spawning with that group size on dungeon level 6.

##############################
# Other
##############################
- Added an option to build and link SDL statically into the game binary (the source code is included in the Git repo), with this method there is no need to install SDL dependencies to play the game (or when building the game). By the default the installed system version of SDL is found and used on Linux, and the prebuilt SDL version is used on Windows. Building and linking SDL statically is enabled via the CMake option "IA_BUILD_STATIC_SDL" (use -DIA_BUILD_STATIC_SDL=ON when running cmake to configure this mode). "Official" releases of the game are built with a statically linked SDL, so there is no need to install SDL dependencies to play these versions.
- The released version of the game is now built on Debian Bullseye with gcc 10.2.1 - glibc 2.31 or newer is required to play the game on Linux.
- The user config/options is now handled as an ini file (instead of just lines in a text file written and read in a specific order).
- A user_data.ini file is placed inside the game directory, where it is possible to specify the directory where user data (highscores, options, etc) shall be stored. If left blank, the default locations will be used.
- On startup, the game tests if several locations are writable (the user_data.ini location, calling SDL_GetPrefPath, and inside the game directory itself), to find a place where it is possible to write user data.

2
Math somewhat inescapable given the core that is programming, but emphasis on it above all else tempts closer to just messing about on spreadsheets and whatnot.  Outside of projects that lean in Interestingly...like Hydra Slayer and such.

3
Distinctive, Evocative, ideally Unexpected Choices >>>>> Incremental Maths

Feel usurps Balance, nebulous concept that the latter even is.

5
Congrats on such a hefty, surprising endeavor.   8)

https://jose-machete.itch.io/z-angband-04me

7
Traditional Roguelikes (Turn Based) / Re: AngbandTK - Nightshade Forest mod
« on: February 03, 2025, 12:07:40 PM »
Impressive doings.  8)

8
Welcome back, best wishes taking a crack at things as you can, how you can.   8)

9
Fixed, and condolences on your loss Virtual Sinner.  :'(

10
v7.3

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Hail Adventurers,

In this release, you can talk to the Watchmen in Minetown to learn about the area and it's inhabitants. This has been built on the latest mechanic to the game: dialogue trees. I like to think of Pathos as a 'make your own adventure' game which doesn't force a single narrative because your own imagination has the most replayability. That said, being able to 'talk' to NPCs in the game makes the dungeon feel more alive and interactive. Dialogue trees are also available in the Studio editor so you can build your own quests.

In addition, I have completed reworking of the contextual help to be hand-crafted, instead of programmatically generated. Hopefully this makes the information a bit easier to follow for new players.

The four modules of Pathos (Nethack Codex, Kaloi Opus, Pixel Sojourn, Dhak Legacy) now have distinct title tracks, with the inclusion of another great track thanks to Scott Buckley.

Pathos was expanded to 17 languages with the addition of Hebrew translation by Inbar Grinstein and Serbian translation by NeiDneX. New translations take a lot of time, effort and care so much appreciation to our latest translators for their contribution.

More of a curiosity but a longstanding inconsistency between the tilesets have been resolved. The naga tiles have been updated to represent that nagas do not have arms which is finally consistent with the entity definition and original lore.

Thanks to u/bentyger, we have a new way to deploy Pathos in Linux via Flatpak. You can find the directions here: https://github.com/hydrian/pathos-flatpak.

Lastly, there has been many bug fixes and improvements since the last public release, so thank you to everyone who has taken the time to report a fault or explain the steps to reproduce an issue.

Summary of major changes since the previous public release:

    dialogue trees and editor.
    talk to Minetown Watchmen in Nethack Codex.
    improved contextual help.
    new title music: Pixel Sojourn.
    new translations: Hebrew, Serbian.
    new items: adamantine dart, adamantine bullet, adamantine hatchet.

11
Looks to be full of potential and primed to realize it to boot---good to see you back at it!   8)

12
v2.4

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It has been a while, but a lot has happened, including the birth of my son :) But I have returned for a small update adding a few new features.

Release notes

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* Added a GUI indicator for being invisible.

* Added escort quests.

* Added a few more gun-type weapons to the random loot tables.

* Added a light flare effect to gun firing animation.

* Added the Flintlock Fury modifier.

14
What a tremendous surprise!   8)

15
v2.3

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It has been a while, time for a new update! I have been experimenting with getting Triangle Wizard 2 to run on my Steam Deck. It works (although I miss the mouse!) so I thought I would release support in this update, together with some new gameplay options.

Release notes
-------------------------------
* Added support for controllers and Steam Deck.
* Added buttons in the Grimoire to assign spells to (quick)slots as an alternative to CTRL+key.
* Added Willem-Hayk, the Archer in the Moon, to the pantheon of deities.
* Added the Garage Sale modifier.
* The effects of some modifiers could persist if a new game without them was started in the same session. Fixed.

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