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Traditional Roguelikes (Turn Based) / Re: Possession: Play as a ghost and possess other monsters! (10/3/19: Version 10)
« on: January 24, 2020, 09:15:54 PM »
A few versions of Possession have been released since my last post.
V11:
V12:
V13:
Possession is currently 25% off for the Steam Sale: https://store.steampowered.com/app/629340/Possession/
I also recently posted a "2020 in Roguelikedev" post with a retrospective on 2019 and outlook for 2020: https://www.reddit.com/r/roguelikedev/comments/etak1x/2020_in_roguelikedev_possession/
V11:
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Content Changes:
Removed the "Adjusting to New Body" condition
Levels are now generated 60 x 60 tiles rather than 75 x 75 tiles. This also decreases the number of creatures on the level (but the density is slightly increased)
The old 75 x 75 size can be enabled as a "Cheat" (now called "Game Modifiers") on the new game screen
The trail of slime from the snailperson is no longer applied on water
Bug Fixes:
Fixed a crash that could be caused by moving using the mouse and then getting shot with a healing syringe by the orc healer
Fixed a crash that happened when you quit directly from the new game screen
Fixed a crash that could happen when clicking on certain locations in the load game screen
Misc:
On a crash, the game now saves an error log in the following locations:
Linux: ~/.local/share/possessionroguelike/
Windows: C:Users(YourUserName)AppDataRoamingpossessionroguelike
Mac: ~/Library/Application Support/possessionroguelike/
V12:
Quote
New Features:
Rather than auto-assigning points to your stats when you kill an enemy, you can now choose which stats you want to increase from the character screen. There's a setting to set it back to the old style where it randomly assigns
Tombstones can now generate on levels where you've died, with the name of your character & date of their death.
Miscellaneous:
The game will now try to autosave if it crashes. It does this in a new file, so it doesn't risk corrupting your old save.
V13:
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Biggest change this version is the introduction of the Mausoleum as a potential first level. It has the same creatures as the Graveyard (because I think they're a good set to learn the game on), but a different layout so there's a bit more variety at the beginning of each game.
Content changes:
Dwarven bombers are less likely to throw bombs on any given turn, hopefully making them slightly less annoying.
Added an AI-only cooldown for the Brainiac's hypnotize ability, so they don't spam it constantly.
Spiderwebs now only cause one turn of web paralysis.
Ratlings are now all in the same faction, so if you're possessing any type of ratling, other ratlings of any type won't generally be hostile unless something else causes them to be.
If the [redacted] is under your command, you're able to [redacted].
Interface Fixes and Changes:
You can now move the cursor over the tiles on the map borders.
The popups that show damage now have a small variation in their speed, and speed up as they get older. This way, if a creature takes two hits at the same time you might be able to read both of them.
Description boxes from mousing over sidebar buttons will no longer show while a window (for example, the spell screen) is open.
Modding:
Added a calc_damage callback, which can return a number to change the amount of damage being done.
Possession is currently 25% off for the Steam Sale: https://store.steampowered.com/app/629340/Possession/
I also recently posted a "2020 in Roguelikedev" post with a retrospective on 2019 and outlook for 2020: https://www.reddit.com/r/roguelikedev/comments/etak1x/2020_in_roguelikedev_possession/