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Messages - getter77

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2
What a tremendous surprise!   8)

3
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.

4
https://store.steampowered.com/app/2923160/Mines_of_Moria_An_Adventurers_Touch/

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You are tasked with slaying the Balrog deep within the Mines of Moria. A translation of Robert Alan Koeneke's (1957-2022) Moria into a modern experience.

Six D&D style classes and up to eight races create a unique play experience in your battle with randomized dungeon depths. Start your game in town with rags or riches based on a custom character backstory. Warrior class is recommended for players who are new to the game.

Progress you character with experience and attribute gains (strength, intelligence, wisdom, constitution, and charisma). Acquire spells, armors, weapons, wands, staves, potions, scrolls, legendary artifacts, and mining tools that shape your journey.

A character checkpoint is saved on each level transition. Checkpoints are persistent saves valid across all versions of the game. You may exit at any time, creating a midpoint save which provides the capability to quickly resume play. CTRL-z may be used to rewind previous actions up to the last checkpoint. Game patches ensure bugs are fixed by loading the last checkpoint, and invaliding the midpoint save.

Each town is generated during character creation. Shopkeepers feature unique personalities, item value preferences, and racial bias. You may visit town to renew your character and barter for goods using scrolls of Word-Of-Recall. The same scroll Word-of-Recall, when used in town, can return you to the deepest depths that you have visited in the Dwarvish mines below.

Koeneke paints a world of entropy where even artifacts of incredible power may fall apart. Learn the conditions of survival and die at the hands of merciless foes. This game wasn't made to be won, for the Balrog is a foe beyond any of you.

# Features of awesomeness
* Accessible gameplay: intuitive interactions with five essential commands.
* Preserves the roguelike variety that keeps you playing again and again.
* Pixel Artwork for 279 monsters plus dungeon tiles.
* Rewindable game simulation; learn quickly from your mistakes and play on!

5
Traditional Roguelikes (Turn Based) / Re: Path of Achra v1.0
« on: May 07, 2024, 10:55:15 AM »
v1.0

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early access no more, added Apophis, Myrmidon, Arjana, more cycles, music, poems +other stuff

At long last, the first "official" version of PoA. This has been a very new experience for me, not just the computer stuff -- I've never worked on and thought about a single project for 2+ years like this. I have a lot of appreciation for you all who helped me do it, and tried to describe it in this credits screen:

new stuff for version 1.0

    Added 8 more cycles, can now right click the cycle bar to go down in cycle
    Added Arjana, culture, apply 1 Blind when attacked, +1 stacks of Blind applied by you
    Added Myrmidon, class, +1 Inflex per 5 points of Dexterity, Block doubled against non-adjacent enemies, shield retaliates with block-scaling death damage
    Added Apophis, religion, grants you strength every time you enter a level, causes you to inflict % max life astral damage to yourself whenever you are attacked
    4 new starting poems, from the tablet of the vizier-imp
    3 new tracks to round out the theme of the recent ones
    Added a brief "credits" screen

other tweaks -- as always, ongoing

    Kull now grants +1 stacks of Evasion applied by you
    Baghatar's Kilij now grants +2 physical damage per point of speed
    Takhal 2nd prayer now deals 100 * (number of enemies) damage to yourself
    Stormbringer changed, now instead gain charge on dealing ice (not freeze on lightning), removed on kill part, area damage now also triggers on divine intervention (previous freeze from lightning was causing an infinite combo involving crystal hand)
    Crowform self-damage changed to flat 15
    Zealot Hood heal reduced to 5% of max life
    Ill Manica changed, now deals poison damage on attack, applies meditate to self on dealing poison damage (previous form had an infinite combo involving cobra staff)
    Arja Spear ice damage changed to your total Block
    Xyston now increased physical damage by 20% of your armor
    Prayers no longer charge if you're dead
    Eris no longer continuously gains upgrades in the Path of Dust
    Skeleton is now treated as having a full bag in the Path of Dust

some plans for beyond v1.0

    more special void areas
    more interesting / flavorful feats
    the eternal tweaks / rebalancing of items / powers
    potentially other stuff, depending

Thank you again for joining me here. Makes me seriously very happy

*also thank you for the bug reports / typo-finding, you've caught more than I ever could alone, it's been tremendously helpful

6
Congrats on the long haul making it this far.   8)

7
Traditional Roguelikes (Turn Based) / Re: New roguelike: BOSS (v3.0)
« on: March 19, 2024, 11:01:17 AM »
Congrats on a neat revival.  8)

8
v7.2
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Hail Adventurers,

Announcing the release of the Kaloi Opus module, featuring over 20 new generation algorithms with extensive overland and underground maps plus set pieces and side dungeons. Hopefully without spoiling too much, check out this short video showcase:

This module inspired most of the new content and changes in this release. Notably, there are 'area labels' to indicate when you have changed locations on a large overland map. You will notice them at the bottom of the screen in the showcase video.

To make your battles a little bit more visceral, blood spills when you kill a monster to beyond -10 life points. There is plenty of variation in the blood splatter tiles to entertain all you butcherers.

Features can now be broken such as the fountain and sarcophagus. This means fountains are less likely to turn into water traps and may simply dry up instead. Sarcophagi no longer vanish once they're opened and remain as a constant reminder of your indiscriminate vandalism.

Speaking of vandalism; breaking of boulders, statues, barrels now incur a small loss of karma. This is to discourage the wanton destruction of the dungeon environment as it's important to leave some decoration for the adventurers that follow you.

Enemies will now use musical instruments to wake up nearby sleeping monsters. Those brass bugles and leather drums are no longer harmless in the hands of your enemies.

The mostly redundant statue gargoyle entity has been removed so that the gargoyle and winged gargoyle can conceal themselves as statues. Having a 'statue gargoyle statue' was a little silly.

The remaining eight quick actions are now accessible from the right-click/long-press personal menu. Access to additional quick actions has been a much requested feature and I've finally found a place to put it.

The floor panel is now limited to 100 items and displays 'X more items' when it is truncated. This means you grinders will have to find another way to crash the game.

The offline hall of fame now supports top 20 by class, aimed at those of you who fiercely guard their digital privacy.

Original title music for Pixel Sojourn and Dhak Legacy modules have been composed by Lucas Kneipp (https://www.lucaskneipp.com). Much appreciation to this amazingly talented and generous artist.

Support for Android Themed Icons contributed by 'flexagoon'. Thank you for the suggestion and then being prepared to do all the work to help me out.

Due to the inexorable march of time, things that were completely fine have been deprecated. Android 5.0 (API 21) is now the minimum supported OS, previous minimum was Android 4.4 (19). iOS 10.0 is now the minimum supported OS, previous minimum was iOS 8.0. I stand on the shoulders of software giants who are obsessed with planned obsolescence.

And of course, there are many other quality of life improvements, rebalanced mechanics and updated tiles which are detailed in the in-game Help > Updates screen.

All adventurers are welcome to come join our Discord.

Summary of major changes since the previous public release:

    new module: Kaloi Opus.
    new items: adamantine bident, plastic sword, zircon.
    new entities: emerald golem, topaz golem, blue light, red light.
    new hordes: beetle, scorpion.
    new spill: blood.
    new device: pressure plate.
    new block: trophy.
    new gates: gold door, iron door.
    new barriers: wooden wall, sewer floor.
    new grounds: snow, gold floor, granite floor, cave floor, sewer floor.

9
v2.1

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This update is a healthy mix of some quality-of-life improvements, bug fixes, and new game content. :)

Release notes

-------------------------------

* Walls destroyed by creatures would not update pathfinding grid. Fixed.

* Doors which are opened will no longer block creatures with the tiny bit sticking out.

* Dying creatures no longer have a command limit (affects some creatures with a summon-upon-death effect).

* Inspecting a trap would display the time-to-fire as opposed to the recharge time. Fixed.

* Added option to default active modifiers to those used in the last run.

* Mousing over creatures or powerups on stairs will now display mouse-over-text for those creatures or powerups.

* Added the Treacherous Traps and Organized Religion modifiers.

* Player character names can now have spaces in them.

* Increased the base casting time of Chain Lightning by 0.2 sec (+20%).

* Added Satinav, the Thirteenth-Horned Giant, to the pantheon of deities.

* Added a unique item generator; creating new powerful items which may appear as unique items.

* Improved item descriptions typographically a little bit.

10
v2.0

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Happy New Year everyone! :) Hereby the first update of 2024. Mostly some (serious) bug fixes, but also the first novel deity which was not in the prequel: Yig, the Father of Serpents.

Release notes:

-------------------------------

* Made the list of modifiers more clear with a better distinction which ones are active.

* Added Yig, the Father of Serpents, to the pantheon of deities.

* Trap color of Poison Darts was incorrectly set to orange instead of lime. Fixed.

* Inspecting an item on the ground now also lists the equipment slot required, if any.

* In rare cases inspecting an item would reveal the AI behavior and "give" buttons. Fixed.

* Health bars were not destroyed when exiting to the main menu causing a minor memory leak. Fixed.

* Creatures would sometimes be generated inside a wall, especially in non-square levels. Fixed.

* Made Jeffears' increased hidden room generation slightly stronger.

11
Traditional Roguelikes (Turn Based) / Re: GodoRogue (now at v1.6 final?)
« on: November 29, 2023, 12:01:53 PM »
v1.6 final?

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Thank you very much to all the players who have taken their time to try and play GodoRogue. Special mention to those who decided to make a donation. You have greatly helped this project and motivate me to continue working on new ideas.

Today, I am releasing a small update that adds a minor change and finally resolves those small bugs that were still lingering in the GodoRogue code. I would like to conclude the development of this project (unless a future bug appears, which I would obviously fix) to focus on new ideas and games.

I hope you enjoy GodoRogue as much as I have enjoyed programming it. Thanks and go for the Amulet of Yendor!

    Added: Playing on a dark map halve your vision
    Fix: Adjust score values for weapons
    Fix: Short string when wielding weapons, to avoid UI bug
    Fix: Throwing things to sleeping Xerocs blocks the game
    Fix: Xeroc will not show sleep animation when they are mimic
    Fix: Gold score was 0 when player wins the game
    Fix: Deleting unused string when using scroll of identify
    Fix: Reseting all after win the game

12
v1.6

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My apologies for releasing another update so close to the last one, but many bugs were reported on the forums and I just had to take the Sunday to fix them ;)

Release notes

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* Wishing for damage type immunities was bugged. Fixed.

* Added the Tigran race.

* Slightly buffed Frostling hitpoints.

* Frostlings, Nomads, and Lizardman now deal additional cold, fire, and poison melee damage respectively.

* Added an option (default off) to reduce the occurance rate of the particle effect of lava, poisoned water, and the like.

* It was possible to summoned multiple versions of the same familiar. Fixed.

* Due to the above bug also the Strengthen Familiar feature, introduced in v1.5, failed to work sometimes. Fixed.

* Creatures that somehow enter up outside the level despite Unity's physics modelling will now teleport back into the level.

* Forbidding spells on an individual basis would sometimes not work. Fixed.

* Some processes were still running when the game was pauzed which could sometimes cause a choke-up when continuing. Hopefully fixed.

* Wish point cost of several wishes increased.

* Euphoria now gives a random amount of wish points and with a significantly reduced average.

* Some quest rewards were giving the player too much experience, especially late game. Fixed.

* Familiars and rare creatures now obey the same maximum spell level rules as players do.

* Spell levels you have given your familiar now also affect the corresponding finding chance.

* Spell levels beyond level 15 no longer increase finding chance (stays at level 15 value).

13
v1.5

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A large list of bug fixes and various quality of life improvements in this one :)

Release notes:

-------------------------------

* Added the Holy Hand Grenade of Antioch unique item.

* If you gained the ability to walk through walls you ironically lost the ability to pick up gold. Fixed.

* Renamed "attack damage type" to "melee damage type" which is hopefully clearer.

* Journal now more clearly displays quest status.

* Failing a quest now displays a message.

* Quests beyond the first one could get stuck in an incompletable state. Fixed.

* Can now specify spells allies are not allowed to cast in the Grimoire. Can also be set on an individual basis in a creature's Grimoire.

* Added an option (default off) to enable a key that allows you to speed up the game by a factor of 10. Use with caution.

* The Strengthen Familiar spell will now also buff a summoned familiar; no more need to resummon it to apply buffs.

* Unsummoning a creature will now make it drop any items it might be holding before disappearing.

* You can now gift (unequipped) items to allies via your inventory.

* You can now ask allies to equip, unequip, or drop any item they are carrying. Allies cannot use utility items.

* You can now switch individual allies between melee and ranged approaches via the inspect screen.

* Added functionality to delete saved games in the load game menu.

* Wishing for damage type immunities would not lower other resistances. Fixed.

14
v1.3

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Continuing the porting of the last few missing gameplay elements from the predecessor, in this version Raziel and dimensional travel make a return. In addition, a new class and race which use dimensional travel features. And of course a few bug fixes.

Release notes:

-------------------------------

* Dream Image spawning by Euphoria was missing a particle effect. Fixed.

* Corrupted Sigils were missing a glow effect. Fixed.

* Stunned status effect visual would sometimes jump up in the air. Fixed.

* Added the Syron race.

* Added the Planeswalker class.

* Added the Syntropic shrine.

* Added Raziel, the Soul Reaver to the pantheon of deities.

* Summon spells can no longer be cast outside the level.

* Added tools to travel to other planes and dimensions.

* Zombies created by the Zombie Lord's aura could still drown. Fixed.

* When angry, Pharmakeus will now also sometimes make enemies throw potions at you.

* Many wishes are now instant and will resolve immediately without need to prime them.

* Wishing for health or the removal of diseases is now more expensive (but instant).

* Added The Astronomicon unique item.

15
v1.2

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New gameplay content in this new version; wishes and the associated deity, Euphoria! And on top of that some bug fixes!

Wishes work a little bit differently in TW2 than in TW1. In TW1 a wish had you enter a word or phrase and gave a certain probability of success. The chance of failure often offset the joy of being granted a wish, so in the sequel I opted for a more deterministic approach. Instead of wishes you will be given wish points and these can be exchanged for fantastical effects in a new Wishes screen. You can use your wish points as soon as you get them to wish for something small, or you can save them up for a huge impactful wish later on.

Release notes:

-------------------------------

* You can now also inspect powerups, items, shrines, altars, and traps in the Inspect screen.

* Spell descriptions now also show statistics for the next level.

* Prismatic Spray and Silver Fire spells now correctly show damage numbers in the Grimoire.

* Added the Wishes screen which can be used to select and prime wishes.

* Added Wands of Wishing of varying potency to the unique item pool.

* Added Euphoria, the Goddess of Dreams to the pantheon of deities.

* Rare creatures may now on occasion wield unique spells.

* Selecting unique spells which do not use incantations in the Grimoire would not select the spell for casting. Fixed.

* Added the Yearning Shrine.

* Perplexing Shrine, Mandelstam Root, and Moebius were handing out too much experience points. Fixed.

* Some quests had a negative experience point reward. Fixed.

* Quests where you had to eliminate X creatures would sometimes not register a kill, making the quest uncompletable. Fixed.

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