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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.
It has been a while, but a lot has happened, including the birth of my sonBut I have returned for a small update adding a few new features.
Release notes
-------------------------------
* 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.
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.
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!
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
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.