Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Virtua Sinner

Pages: [1] 2 3 ... 6
1
The latest version of the game is up. You can grab it, or the patch to update the last version, here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

If you want to see the massive patch notes to get the skinny on all that's new and improved, you can see that here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii/devlog/816097/cox-2-ver-14737-released

If you're new to the game and want to get a sense of how it plays (and how TO play) I put up a playthrough over the last few days as I sought any last minute bugs to quash before release. You can see that here: https://www.youtube.com/watch?v=2qEffEq8VHY&list=PLTnwft743i3-yROx2HW4xF9vUMWfWtL0g

Hoping people enjoy it, and let me know if there are any questions/observations/bug reports, please!

Have a great day, one and all!

2
The last update, 2 weeks ago, was mammoth, with 90 new fully animated and voiced monsters being just one of the highlights.  There's also a new patch as of today.  I normally post all the details here, but they're long and I missed doing it when the last version released, so instead I'll just direct those interested parties to the game here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

And to the two most recent devlogs here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii/devlog/711076/cox-2-ver-13689-released

and here:  https://virtua-sinner.itch.io/caverns-of-xaskazien-ii/devlog/723105/cox-2-ver-13712-released

3
This is a pretty small update, but it's got some crucial stuff in it.  During a playthrough I recorded for Youtube on my RogueLove channel, I found a few critical bugs, as well as a host of very minor ones.  There was also a glaring balance issue I felt needed addressing, and further bugs were brought to my attention by players (most notably Keleva), and I was able to patch those too (in part, thanks to a welcome suggestion from a player named Yard).  I didn't want to wait 3 months to get these to you, so please enjoy the fixes and small QOL updates, and I promise a much more sizable update in 2.5ish months time!

As is often the case, this update introduces a new variable, which means your old save files may be problematic if you launch it mid-game.  I can't predict what will happen if you do (nothing, if you're lucky) but your best bet is to finish any ongoing game before updating to the latest version.

You can download the game or the latest patch here:  https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

Here's what's new here:

Major Improvements:

- New Game Concept: Satiation. Eating any form of food will invoke the Sated effect (displaying as a queryable temporary negative effect, screen left). Eating meat (or at a Banquet Table) will do so for 201 turns and eating anything else (including at a Mushroom Patch) will do so for 101 turns. While Sated you cannot eat more, though you may still drink. This was done to help curb abuses of the Gluttony Miracle and the newer Conjure Food spell, and also to help suspend disbelief on your character gorging himself on endless food sequentially.


Minor Improvements:

- Gluttony miracle raised in cost from 15 Faith points to 45 Faith points, to keep it in line with the cost of the new Conjure Food spell, and to curb abuses for characters with high Cooking skill.

- To Hit multiplication effects for monsters and player should now happen after the game has calculated base chance to hit - i.e. things like standing in Mist will not halve the monster’s Attack rating but rather halve the monster’s chance to hit after it’s already taken into account your Defense (and the same applies in reverse when calculating your odds to hit). This should make the effects of things like Mist and Blindness, etc., a little less vicious. Note - this affects specifically being in Mist/Smoke, etc., and Blindess, but NOT Dizziness, which still modifies your or the monster’s base To Hit chance, before applying the enemy’s Defense.

- For anything you or a monster could break through (Ice, Rope Bridges, Rope Ladders, etc.) the calculated odds of it happening will now round off to the nearest whole number instead of dropping fractions.

- Straw Covered Pit Traps should now calculate your odds of falling through more accurately by rounding off fractions to the nearest whole number instead of dropping fractions.

- Acidic Vapour should now round off damage to the nearest whole number instead of dropping fractions.

- Querying Raging Flame of any kind or Spreading Water or Spreading Lava will now include text explaining the mechanics of its ability to spread.

- The phrases “Angered Good Gods” and “Angered Evil Gods” should now scroll by in white rather than green because they are religion affiliated.

- The Low Light Vision perk will now take precedence over the effects of Cellar Sight and the effects of a Darkness spell.

- Any time the game puts a text prompt in the Situation Panel that you need to acknowledge, auto-wait will now automatically be interrupted. This is in case the information alters your decision to wait.

- When querying Weapons or Armour, the “Type:” info is written in red if you’re not trained to use the item, and black if you are, but wasn’t previously taking into account all variables that affect your ability to use the item. The game will now take into account many more variables when determining which colour to print in.


Bug Fixes:

- Fixed major error causing Yorick’s Dimension Hopping Trunk to appear with incorrect contents.

- Fixed identical error with Melgrim’s Teleporting Trunk.

- Fixed error allowing you to Call Yorick’s Dimension Hopping Trunk via miracle when the trunk already existed on the level, allowing for duplication of both it and its contents.

- Fixed major error messing up what’s highlighted/selected in the Selective Combat Tab, whether using mouse or keyboard.

- Fixed critical bug that could occasionally allow Xaskazien to die without winning you the game, for unknown reasons.

- Fixed error making it impossible to rebind the Keyboard Look key.

- Fixed error that was messing up the math surrounding the rounding off of some fractions at various points in the game.

- Fixed error only lowering Bragoth’s Attitude when you kill a monster in combat while dual wielding, instead of if you do it while you happen to be using any 1-handed Weapon.

- Fixed error where a couple pixels overlapped in the query process if you were either trying to query a temporary bad effect icon (left of screen) or the very leftmost 2 pixels of a map tile at far left of screen. (The effect of which was text overwrites in Info Panel 1).

- Fixed error that could place the little smiley face or frowny face or whatnot for a given deity’s attitude too far left, embedding it in the text, when listing the deities in the Stats tab.

- Fixed error when casting Punish Weakling at a monster too powerful to be affected where it would still play the sound effect and flash the lights before telling you why you couldn’t, and then it would tell you you couldn’t a second time. Now, if the monster is too powerful, it won’t seemingly cast the miracle first, and it will only inform of you of the issue once.

- Fixed error outputting “You don’t leap far enough!” twice in the same text output if you try to leap over a Hole and fail.

- HOPEFULLY fixed an error incorrectly outputting a monsters odds of escaping shackles when you query them (though the actual odds of them doing so were accurate).

- HOPEFULLY fixed error allowing charmed/summoned automatons to join you in your square when you’ve already got a monster there.

- Fixed error covering some of the Situation Panel text with the OK button when in the Sharpen screen (when using a Whetstone).

- Fixed error covering some of the Situation Panel text with the OK button when in the Lastaviark’s Blessing screen.

- Fixed outdated query in Mirror of Location, neglecting to mention that it won’t reveal Automatons.

- Fixed typo in query of Grave Protection Spell Book.

- Fixed spacing error in query of Wand of Featherfall.

- Fixed typos in queries of Pear, Cherries, Plum, Parsnip, Coconut, Cabbage, Leeks and any form of Cooked Pheasant.

- Fixed typo in query of Air Summons spell claiming that “Summon Creature” could only be cast in an unoccupied space (which is true, but rather unimportant in this context).

- Fixed typo in query of Whetstone.

- Fixed incomplete text when querying a Shrink Scroll.

- Fixed typo in query of Acid Augmenter.

4
This update isn't on the scale that the last few have been, but there's still a decent chunk of new content, a few quality of life improvements and all important bug fixes.  As always, bears repeating:  previous saved games won't work after the update.  Finish your current game first!  Also, if you haven't grabbed other patches previously, do that first, because you either need to download the full game anew or every patch you've missed!

You can get the game (or just the latest patch if you prefer) here:  https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

Here's what you can expect this time around:

Major Improvements:

- 14 New Spells: X-ray Vision, Phantom Treasure, Grave Protection (monsters can cast, too), Wall of Fog, Darkness, Epicentre, Conjure Potion, Conjure Food, Whirlwind (monsters can cast, too), Lock Door, Spirit Guardian, Disintegration (monsters can cast, too), Shrink, Create Undead.

- 2 New Map Tiles: Message in a Bottle, Anti-Magic Aura.

- 1 New Potion: Potion of Diminution.

- 2 New Mundane Items: Jury Rigged Alarm, Lavender.

- Major Quality of Life Improvement:  The game will no longer allow any form of armour to be damaged in combat if that armour wasn’t necessary to lower the odds of an enemy hitting you to 10% or less. When determining which armours get you to this point, it checks all armour you’re wearing in a random order, to make sure no specific armour type is consistently the one spared or the one to get degraded. What this means is it’s no longer optimal strategy to remove overkill armour pieces before combat - most of us didn’t do this anyway, but we were all playing sub-optimally. Now you can and should just wear your best armour proudly at all times (unless facing a Rust Monster, or something...)



Minor Improvements:

- Auto-walk will no longer trace a path through known Mystery Doors.

- Lowered cost of Jug of Infinite Potions from 100 Gold Pieces to 50 Gold Pieces, to more accurately reflect its usefulness.

- Baloraasin’s Curse trap has been toned down - instead of destroying a number of items in your Inventory between 0 and the total you possess, it will now destroy a number between 0 and half the total you possess. This should still keep it a devastating, even potentially game-ending trap, but at least be twice as merciful as it was before.

- Wandering Monsters and NPCs will no longer be dumb enough to approach Steam Vents where they may get scalded.

- When calculating damage reductions due to elemental resistances, damage should round off to the nearest whole number more accurately than before.

- Illusory Walls will now query as if they were regular walls until the first time you enter their square. At that point you’ll be played the “wear off” sound effect, and if your Text Prompts are set to Basic, you’ll then be given a text output explaining the situation. After Illusory Walls have been entered, and revealed to be Illusory, on the mini-map they’ll display with an “I” atop and will query as Illusory Walls. Having your map erased will revert their status to undetected. Before detected by entering, you will not be able to auto-walk through to the other side of Illusory Walls. They’ll still flicker as normal either way, to give a clue as to their nature.

- Befouled Potions prior to now could only look like select potion types - now they can resemble any potion in the game.

- All Befouled Potions found on a given map used to look like the same potion as each other - now each can resemble different potions.

- Echinacea, Flax Seed, Prim Rose, Gingko and Wolfsbane have all been buffed to each cure 4 separate diseases instead of just 1. This was done to make the items more useful, as well as to make sure herbs exist that can cure the newer diseases.

- If you lose the game because you turn into a werebeast of some sort, the game will no longer display your dead body, but will instead display you as a living version of whatever werebeast you turned into.

- The manual has been updated to include pertinent new information that arose from this release.


Bug Fixes:

- Fixed major bug causing spells or miracles or anything else you use on the same turn that you change levels to be immediately reactivated upon reaching the new level, if you pressed your Use or Use (Alternate) button to answer the question about whether or not you want to change levels.

- Fixed major bug that could mess up your Inventory if you Reorganized your Inventory while carrying a Major Restorative Potion.

- Fixed major bug that would stall out the game during map generation of Sky Glider lairs and certain other lairs that are guaranteed to have Frozen Lakes.

- Fixed bug that could sometimes mess up what items were equipped if you clicked the Reorganize button when you had already scrolled the inventory view down.

- May or may not have fixed bug that could allow you to impale yourself by sliding in Grease when standing next to a Stalagmite.  Fingers crossed on this one.

- Fixed text overwrite in query of Poison Augmenter.

- Fixed text overwrite and typo in query of Physical Augmenter.

- Fixed bugs with broken Physical Augmenters and Cold Augmenters, and Doused Poison Augmenters, still graphically animating them as if they were functioning normally.

- Fixed bug that could have scrambled the duration of an Ogre Strength effect if that number climbed too high.

- Fixed typo referring to a “Corpse Form” effect as a “Corpseform” effect when the effect is extended by eating Bread.

- Fixed bug not outputting text in the Situation Panel if you spring an Erasure Trap but it fails to erase any Spells for whatever reason.

- Fixed typos in the text outputs whenever you gained or improved the Glide or Nullify Enchantments Perks.

- Fixed error that could have you accidentally casting a spell if you’ve scrolled a given spell list down below the starting point and then click above the spell list.

- Fixed bug that could occur when you cast Vestonian Gift and were gifted a Curative Potion, revealing to you the nature of the Potion, even if your Alchemy Skill was Untrained.

- Fixed bug during character creation not automatically labelling a Dryad Swordsman as “Swordswoman”, a Dryad Axeman as “Axewoman”, a Dryad Tribesman as “Tribeswoman”, a Dryad Militiaman as “Militiawoman” or a Dryad Spearman as “Spearmaiden”, even though the race is automatically female.

- Fixed small typo when you would find a Writ of Bounty. (Where it would say, for instance, “You found +14 Writ of Bounty!” instead of “You found a +14 Writ of Bounty!”)

- Fixed bug messing up the text output of a query of a Staff of Instant Bridges.

- Fixed text overwrite in query of Disarming Beauty perk.

- Fixed error not letting Gem of Locking work on Barred Doors.

- Fixed graphical bugs creating small seam gaps between rough edged cave walls and any Empty Space with Rounded Archway or Empty Space with Square Archway.

- Fixed minor error that could occur when you found a Dwarven Map, telling you the map is illegible, when what it should have been telling you is that your Cartography Skill is too low to read it.

- Fixed text overwrite in query of Temperature Raising Wand.

- Fixed spacing error in query of Treacherous Mineshaft.

- Fixed error that could occur when trying to cast an Instant Bridge spell in a place without adjacent appropriate terrain to bridge, where it could give you multiple, confusing text outputs.

- Fixed bug outputting gibberish for a moment when you first trigger a Net Filled Pit Trap.

- Fixed error treating deaths caused when you splash a monster with a Flask of Acid as if you had killed them by Spell (and thus pleasing Dorallas).

- Fixed bug incorrectly taking into consideration any character’s Sex when listing that character’s Class in the high score list.

- Fixed scrambled and incorrect text output when querying Rod of Divine Wrath.

- Fixed bug outputting “Arc Volt!” if you killed a monster with Divine Wrath, and “Divine Wrath!” if you killed a monster with a level 3 Arc Volt.

- Fixed text overwrite in query of Sludge Rat variants and uniques.

- Fixed error awarding player experience if a monster is killed by an Insect Swarm summoned by another monster.

- Fixed bug not concealing previously revealed Zones of Hatred when your map gets erased.

- Fixed errors causing starting inventory items of Botrom’s Salve and Devil Salt to be treated as Mundane Items for Warlocks rather than Low Power Magic Items.

- Fixed minor spacing error in text output of Xaskazien’s Hatred event.

- Fixed bugs playing the sound effects for monsters missing other monsters in combat at full volume, regardless of distance, as long as that volume should have been above 0.

- Fixed bugs with Fireball and Flamestrike spells, allowing you to cast them in prohibited squares (like Temples or Water squares).

- Fixed multiple errors with Concealed Makeshift Doors making them impossible to detect, but also passable as if they were Illusory Walls.

- Fixed bug no longer letting you query things after death.

- Fixed errors with certain events (like White Stag Sighting and Fay Induction) where under certain circumstances the player wasn’t gaining the benefits they should have.

- Fixed potential problem (uncertain if it was a problem or not) with monsters still being able to see you when you’re invisible.

- Fixed bug preventing Cave Crickets, Cave Octopi and Fachans from drowning in quicksand.

- Fixed minor bug shattering any Evil Mirror twice, if you use History Skill to avoid it.

- Fixed typo in query of Evaporation Spell Book.

5
AND, yet another patch/build of the game... COX 2 Ver. 1.30.18 is now live, here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

This is just a small update to fix a few oversights in the last huge launch. Most of the bugs here were minor but it galled me that they snuck past playtesting, so rather than wait another 3 months for the next major update, let's all revel in the slightly more stable gameplay, defined thusly:

Minor Improvements

- While in Keyboard Look mode, the cursor will no longer transform into a little circle if you position it over your character - this is to ensure there’s always a visible reminder onscreen that you’re in Keyboard Look mode.

- Reality Breakdown has been toned down yet again, because it remained too deadly. The new version only only allows Walls to move 10% of the time, and standard Walls will become Fractured Walls after doing so.

- Querying a Garbage Heap or Explored Garbage Heap will now inform you that any Nausea you suffer will last for 60 turns, instead of leaving it to you to guess the duration.

Bug Fixes

- Fixed newly introduced text overwrite bug that could occur if you queried Info Panel 2 too close to the Situation Panel.

- Fixed newly introduced bug that created text overwrite problems in Character Creation if you queried anything while naming your character.

- Fixed bug that could sometimes during Character Creation, if you used your keyboard to move the highlight down below the word “Back”, move to the words “Starting Gear” instead of to the words “Character Creation” like it should.

- Fixed bug when querying any form of Cooked Goose, outputting the amount of Faith you’ll gain from eating it in black text instead of red text.

- Fixed bug not interrupting your Autowait if you are damaged by a Glyph of Death.

- Fixed bug where clicking Reset in the keybinding menu would set certain keybindings incorrectly (setting them to test bindings I had used earlier and forgot to remove).

- Fixed bug where using the standard movement keys to move the reticule in Keyboard Look mode wouldn’t work if you were playing in a Window, as opposed to Full Screen.

- Fixed spacing error in query of Wall Pass Spell Book.

- Fixed errors with Rings of Anger/Rage/Bloodlust that based their effects on the power of the Amulet you were wearing (if any) instead of on the power of the Ring itself.

- Fixed newly introduced error where attributed quotes in Event text outputs were being preceded with a bunch of little box graphics.

- Fixed small typo in query of Tomato.

- Fixed bugs during Character Creation, letting you, with the mouse only, uselessly highlight the spaces reserved for Skills, Abilities or Deficiencies that your character doesn't have.

6

Bug Fixes

- Fixed bug not always scrolling the word “Flying” if you flew over something as a result of Fay Induction.

- Fixed bug not letting Spearman’s Receive Charge perk work at all.

- Fixed bug not taking into account enemy Electrical Resistance when calculating how much damage Electric Touch would do for purposes of displaying combat odds and potential damage.

- Fixed bug preventing Evaporation spell from graphically displaying the orange flicker effect it’s supposed to have.

- Fixed bug not freeing new cauldron background noise from memory on app shutdown (which probably would have had no effect - supposed to be automatic - but better safe than sorry).

- Fixed outdated info in query of Mine Entrances and Exits to reference the fact that Platinum Mines are now possible (and have been for some time).

- Fixed bug causing Duellist’s starting Broken Bottle weapon to be considered 2-handed.

- Fixed bug that prevented extra potions in Kalu Beast Lairs from ever being unusual potion types.

- Fixed bug that could crash the game when generating Kalu Beast Lairs.

- Fixed bug that would display the wrong object title when querying a known Shatter Mind Scroll.

- Fixed text overwrites in query of Starting Gear for Dorallan and Vestonian Clerics.

- Fixed typos in query of Wand of Pit Creation.

- Fixed bug that wouldn’t wake sleeping monsters if you Tail Whipped them.

- Fixed error that could occasionally let Web Traps alter the map in unintended ways.

- Fixed error messing up bonus damage from the Knife Affinity perk for knives wielded in the second hand.

- Fixed inconsistent (and too bright for such a low power spell) lighting flicker from casting Stone Fling.

- Fixed oversight not taking into account Student’s/Teacher’s/Headmaster’s Rings/Amulets when textually outputting your Maximum Trainable Level in any of the skill categories.

- Fixed oversight preventing Water Walking from saving you from drowning damage in any Water Pit/Water Pit Trap/Frigid Water Pit/Frigid Water Pit Trap/Icy Bottomed Pit/Icy Bottomed Pit Trap.

- Fixed error causing Booby Traps sprung as a result of a failed Prayer at an Alluman Shrine or as a result of Allumas showing up in anger to be of any level, randomly chosen, instead of level appropriate as they should be.

- Fixed oversights causing Book Cabinets, Armament Lockers, and Apothecary Cabinets to be twice as likely to start out Locked as other fixtures.

- Fixed oversights disallowing Book Cabinets, Armament Lockers and Apothecary Cabinets from being generated open and pre-looted the way other containers can be.

- Fixed error incorrectly labelling Create Pit a Pyromantic spell instead of a Geomantic spell when you query it in the Low Power Spells tab.

- Fixed bug claiming Greedy/Covetous/Desirous Rings/Amulets would affect the value of found Gems when they, in fact, only work on Gold, Silver and Platinum.

- Fixed bug when checking to see if any boobytraps exist on the current level where it wasn’t taking into account boobytraps in Mud/Chasms/etc. This could have had an effect, for instance, when the Raelian Spy Network event kicked in, falsely telling you there were no boobytraps on the level.

- Fixed error letting you choose to descend Spiral Stairs even if you’re alseep.

- Fixed error that wouldn’t reward you with Experience if a monster died by reaching exactly 0 Health as a result of Steam that you created.

- Fixed error still displaying dropped items on the floor even when you’re Blind or inside a wall.

- Fixed errors still listing dropped items or corpses in a square when you point your cursor at that square, even when you’re Blind or inside a wall.

- Fixed errors still showing brighter squares around light sources even when you’re Blind or inside a wall.

- Fixed error that would only pulse the Swarmed icon on and off if a player’s Greasy status was down to 5 turns or less.

- Fixed error preventing Dragon Wisdom event from always yielding at least 1 Wyrm spellcaster.

- Fixed error not reflecting Axe of Gruzz’s damage bonus when the Weapon was queried (though it was having its bonus damage effect in combat).

- Fixed errors with multiple Perks that allow you to charm monsters of a certain type, where the outputted graphic when you failed was the wrong graphic.

- Fixed graphical mishap with one frame of the Lightning Bug animation.

- Fixed error when querying Felmont Outlaw that could print its innate odds of Distance Strike (50%) and then one line down print its ACTUAL odds of Distance Strike after any modifications. (Should only print the latter).

- Fixed typo in query of Snake Man (“69% chance it Poison you on hit”). Um... “Poisons”.

- Fixed error not playing bow sound when you shoot a Makeshift Bow.

- Fixed bugs that wouldn’t output the textual information when you damaged an enemy with any kind of Spiked Shield or Spiked Helmet.

- Fixed errors that made Unbreakable/Indestructible Breastplates and Helmets MORE likely to wear down than if they lacked the enchantment.

- Fixed error occasionally telling you “You can no longer use your helmet” when what it should have said was “You can no longer use your shield”.

- Fixed typo when explaining to you why you can no longer wear your helmet after an Armourmastery effect wears off.

- Fixed error with Breastplates/Shields/Helmets of Constitution which would not remove the bonus Health they provided if the armour piece was removed, essentially giving a player a means of increasing their Health infinitely.

- Fixed recently introduced error causing sleeping enemies to not automatically awaken if you hit them.

- Fixed error causing Bristling/Spiked/Thickly Spiked armour pieces to do damage of an undefined type instead of the Physical damage they should have done.

- Fixed text overwrite in query of Mad-Dancing Satyr.

- Fixed bug causing Mad-Dancing Satyr’s special ability only to kick in when it hit you, not just when it was in your square.

- Fixed pluralization error in text output of Mad-Dancing Satyr’s confusion effect.

- Fixed error allowing you to cast the Ambuscade miracle in an occupied square.

- Fixed error allowing you to plant an Assassin’s Trap in an occupied square.

- Fixed errors in the queries of the Demonic Assistants and Demonic Congress spells, causing them to output incomplete, jumbled text.

- Fixed error still treating Detect Treasure Scrolls as Low Power Scrolls when listing them in your Inventory or in a square where they’ve been dropped, though Detect Treasure was changed to a Mid Power spell in the previous update.

- Fixed bugs messing up the way acid damage and its consequences are applied when monsters are fighting other monsters.

- Fixed bugs with Elm Wood/Oak Wood/Redwood Breastplates/Shields/Helmets that negated the fact that no Armour Use skill was required to equip them.

- Fixed multiple bugs still allowing Rust Traps to destroy some Weapons or Armour whose enchantment explicitly says they can’t be destroyed.

- Fixed bugs with Breastplates/Shields/Helmets of Death Cheating that could improperly output your chance of avoiding a given insta-death effect when querying something (though the actual chance was correct).

- Fixed bugs when querying armour pieces with multiple different enchantments that can raise your Defense only under select circumstances which weren’t displaying that second potential defense to the right of the “/”.

- Fixed bug not recognizing Rot Gut as being of sub-type Drink, with minor consequences (such as the wrong mini-icon displayed when showing the item in an Inventory or Retrieval list).

- Fixed text overwrite in query of Poison Gas Cloud.

- Fixed text overwrite in query of Poison Gas Vent.

- Fixed error where eating Gingerbread could remove Hallucinating status but would not remove the hallucinated monsters from the level, meaning you’d go on seeing them until you left the map.

- Fixed slight text overwrite in the query of any Viean Prayer.

- Fixed error that could allow Iron Walls to display as if they had something else on them (Secret Compartment/Ancient Runes/etc.) when viewed in the mini-map, even though Iron Walls can’t have such things on them. (Eventually they probably should, but for now, the bug is fixed).

- Fixed error still causing Beanstalks to appear as “up arrows” on the mini-map, even if the Beanstalk is broken and unusable (now it will appear as empty floor).

- Fixed error preventing monster cast Cause Disease spells from being able to give you Lycanthropy.

- Fixed minor error preventing Smoky Fissures from creating smoke where they should be able to if there was already smoke between the Fissure and the target square.

- Fixed errors (I think) preventing Glyph of Spell Erasure from erasing Poison Cloud, Fire Storm, Foul Stench, Grease, Mire, Raging Waters, Create Pit or Teleport spells.

- Fixed error scrolling the word “Resist” when you splash a monster with a Flask of Acid, even if the monster didn’t resist the acid, but instead just had a Defense of 0 and therefore couldn’t have its Defense lowered further.

- Fixed tiny, super rare error when generating Brownie first names that could create an oddly abbreviated name.

- Fixed both bugs and problems with the Reality Breakdown event that could trap a player so completely that surrender is all-but inevitable, or which could push certain types of walls into your square. The new version of the event will only affect wall type squares (and things like alcoves/doors/etc. that are versions of wall type squares), which should make the situation less deadly.

- Fixed error continuing to play Cauldron noise after qutting to main menu, if the noise was audible before you did so.

- Fixed error only applying the Protective Coating perk to lower incoming Acid damage, not to mitigate the direct effects of something being melted by Acid.

- Fixed error not taking into consideration Protective Coating perk when reporting to you how likely an Object was to melt.

- Fixed errors in both Demonic Assistants and Demonic Congress spells, where the text presented if the spell resulted in you losing spell points was changed from “The demons turn on you!” to gibberish.

- Fixed errors in both Demonic Assistants and Demonic Congress spells where, if the demons turned on you, the icon for the spell effect would still appear and would remain until you managed to cast the spell again, since the duration would be locked at zero turns.

- Fixed bug where querying the Transmute to Gold sidebar title would give you faulty or zero information.

- Fixed typo as well as outdated info in the loading screen tip about Mining skill.

- Fixed error with spells that required choosing a target square where, if you tried to move your character via keyboard while the potential target squares were lit, it would abort the spell and leave behind the the highlighted squares permanently.

- Fixed bug that would display gibberish for just a moment when you first fell in a Lava Filled Pit Trap.

- Fixed bug causing Ambuscades to appear as an absent graphic on the Map screen. (Now they’ll appear as Friendly Traps).

- Fixed bug still outputting “Goblinoid Hatred Rises” even if Another Face In the Crowd prevented that from happening when smashing Kobold Eggs.

- Fixed erroneous info when granting the Sleep Anywhere II or Sleep Anywhere III perks.

- Fixed erroneous info when granting the Assassin Trap III perk.

- Fixed bug not outputting any text when you queried Uncooked Goose, if you had the Eat it Raw perk to any level.

- Updated outdated and erroneous information in query of Candle of Invocation.

- Fixed slightly erroneous data when querying Potion of Poison Immunity which claimed its effects last for 60 turns, when they in fact last for 61 turns.

- Fixed slightly erroneous data when when querying Potion of E.S.P. which claimed its effects last for 120 turns, when they in fact last for 121 turns.

- Fixed bug causing undetected Secret Compartments to provide a blank query when you point your cursor at them, rather than providing the output for a standard wall.

- Fixed bug making it too easy to skip over announcement of actual Lightning Strike event.

- Fixed multiple errors where successfully leaping over open pits of any kind, or known pittraps of any kind, or Holes could sometimes, depending on the direction you did it from and the circumstances under which it was done, cause you to bounce back to your starting square.

- Fixed multiple errors where successfully leaping across Known Pit Traps of any kind could sometimes leave you hovering over the Pit Trap instead of landing on the other side.

- Fixed bug causing Droughts not to evaporate Plumbed Pools.

7
Minor Improvements

- Air Summons spell changed from Summoning to Aeromancy for thematic and balance reasons.

- When inside a wall or Blind you’ll no longer be able to see your own square. This is to prevent the angle of light striking your square from tipping you off as to the location of nearby fires/lava/etc.

- Added 3 new female “gone insane” sound effects, to play if your character is female and moving randomly due to Insanity, instead of always using the old male sfx.

- Increased the saturation on the Elevator tile, A) to make it stand out a little better in the darkness, and B) to help differentiate it from the similar new Treacherous Mineshaft tile.

- Avalanches now deposit Snow instead of Ice, and will visually do so before the text explaining what’s happened kicks in, to avoid the weirdness of finishing with explanations and then seeing the Snow pop up everywhere.

- Snow has been added to the types of squares that melt before a level starts if they’re placed adjacent to Lava.

- The Evaporation spell will also now affect Snow, as well as Water Pits, Icy Bottomed Pits and Frigid Water Pits (and all associated Pit Traps).

- Female Tribesmen will henceforth be known in game as Tribeswomen, female Swordsmen will be known as Swordswomen, female Militamen will be known as Militiawomen and female Spearmen will be known as Spear Maidens.

- Clarified in query of Love Potion that it only works on monsters, not all characters.

- Clarified in gain and query of Disarming Beauty perk that the perk will not work on monsters with changeable or randomized Defense.

- Mimics and Giant Antlions join Undead and Golems in the list of monsters that can’t start a level already asleep (because the animated zzz would give away their nature and you shouldn’t be able to get the drop on something you don’t even know is a threat).

- Eating cooked Beef will no longer confusingly inform you that you’ve “gained X points of damage” but rather that you’ve “healed X points of Health”.

- Failed Prayers that are saved by Piety will no longer tell you they fizzled away before then telling you they mysteriously rewrite themselves, but will rather jump straight to the latter.

- If your Religion is changed by Confused Loyalties, your Selective Combat options will automatically re-initialize to reflect your new Religion. This will not alter your Selective Combat preference on fighting Golems (since that’s not religion based), nor will it affect your current Combat State, but it will turn all monsters your new god/goddess prefers you don’t fight to Don’t Fight.

- Locked containers should now show up on the mini-map with an “L” and Jammed containers should now show up there with a “J”.

- The previous +2 STR per level Unique Ability of Half-Orcs has instead been given to the new Half-Ogres. Instead, Half-Orcs gain a Unique Ability that rewards them with 40 X the Dungeon Level in Experience each time they successfully perform a Feat of Strength.

- Armour Smithing, Research and Weapon Smithing skills have all been buffed. Each now provides a 25%/50%/75% chance to create a new Armour/Spell/Weapon whenever you enter a new map. This was done to ensure the skills were valuable enough to spend Skill Points on.

- The Poison Immunity effect has been buffed. As before, you cannot become Poisoned while you have Poison Immunity, but now you also won’t take damage from being Poisoned while Poison Immune. This was done to make both the Potion of Poison Immunity and Feighmorias’ Purity miracle a little more versatile in their application.

- For symmetry, changed Armour/Shields/Helmets of Greed/of Avarice/of Covetousness to no longer affect the value of found Gems.

- Added 7 new Did You Know tips.

- All Did You Know tips that reference key presses will now adjust to reflect your keybindings, as well any messages in game.

- Rings/Amulets of the Rat/of the Magpie/of Gnomish Design will now provide double the bonus to found Gems that they did before, to make sure they’re worthwhile.

- New Option in the Options Menu: Cave-In Shake Effect. You can toggle this on or off, and it will save to preferences. It defaults to “on”, but when “off” you’ll no longer get the screen shake during Cave-Ins or Earthquakes, and you won’t have to wait for the sound effect to subside before continuing.

- Changed the small Monster Attractant Icon to match its larger form.

- Cascading Sludge, Mudslide, Pyroclastic Flow and Flash Flood events will now play appropriate sound effects at their outset instead of just being silent.

- Hitting someone with Electric Touch will now co-mingle the electric sound effect with the sound of a punch, because you are still doing physical damage from the punch, too.

- Weapons of the Kin/of the Clan/of the Forefathers have had their effect buffed from +5%/+10%/+15% Exp per combat kill to +7%/+15%/+22% Exp per combat kill, to keep the strength of the effect in line with other enchantments.

- Resampled the “level up” sound effect to get rid of some of the background hiss.

- Mage Helm, Mage Shield and Mage Armour status icons will no longer stack and query as one, but each will have its separate icon to be queried individually.

- Failing to charm a monster via Perk will now play the resist sound instead of being silent.

- New images for certain status icons, with new big images to match.

- Woolen Scarf retains its Cold Resistance properties but has had its secondary property of “+2 Defense” changed to “immune to the effects of Snow.” This was done to make it a nice analogue to Heat Resistant Boots and to make room for other Mundane Items that provide Defense.

- You can no longer detect secret or hidden things while Blind. The sole exception to this currently is via the Detect Secret Doors spell which will work even if you’re blind.

- The auto-walk feature (left click a square to move there) will now be even safer, as it will examine the surrounding terrain for sources of gas that COULD spread gas into a square you might need to cross, and not let you walk that way if that’s the case.

- The scrolling text reason given for not being able to auto-walk to your chosen destination will now differentiate between “No Path” (there’s no physical way to reach the destination) and “No Safe Path” (there’s no way to reach it without potential harm).

- Changed Mad-Dancing Satyr’s caused Confusion duration from 1 to 3 turns to 2 to 4 turns, because the 1st turn ends the turn you get confused, basically having no effect.

- Wisps will no longer teleport around while sleeping.

- Polish miracle now affects the new armour types (Footwear, Legwear, Gloves), as well. Its Faith cost has been raised from 50 to 65 to reflect this.

- Test of Reflexes will no longer award you experience for triggering a trap if the trap kills you.

- The text output from a Falling Caltrops trap will now also clarify that your square has been turned to Scattered Caltrops.

- Querying the Stealth button will now explicitly tell you the maximum ranges at which monsters can currently see or hear you.

- Like a Mouse Perk has had its title changed to Whisper and Shadow, so as not to confuse it with the new Quiet as a Mouse Perk.

- Default keybindings have been altered to be more mnemonically intuitive.

- Renamed Giant Caterpillar Lair to “Cracking Cocoon” instead of just “Cocoon” because the Giant Moth Lair is already called “Cocoon”.

- When receiving the prompt to see if you want to enter a given Lair, you’ll now not only get the Lair title but also a brief, bracketed statement outlining the specific monster type within, and which of the 9 over-arching classes of monster the inhabitants fall under. This was done especially for newer players, so they can better assess what bonuses or penalties they may have in facing that monster-class.

- If you re-center the screen on your character via the keyboard shortcut or clicking the Center button, the mouse will warp to re-center on your character. (Previously it only did so if the mouse was centered on the character already, which was impossible if you were scrolling the screen via the right mouse button).

- The turns spent on the current map can now be seen and queried from the Character Tab as well as from the Events Tab, for convenience.

- While you can still use the “dice” to randomize any given aspect of your character during creation the explicit “random” option has been removed when cycling through Race/Class/Sex or Religion. It was a holdover and less efficient way of randomizing things than simply using the dice, and it complicated matters with the new keyboard controls.

- The Character Creation screen will now highlight whatever you’re pointing at.

- The Highscore Screen will now highlight when you’re pointing at Back or Reset.

- The text output of failing to assemble a Golem at a Golem Assembly Table will now be accompanied by the image of an explosion instead of the image of the current square.

- All weapon calculations rounding off fractional damage done should now be more accurate than before.

- Drinking a Potion of Clairvoyance will now output “Potion of Clairvoyance!” instead of just “Clairvoyance!”.

- Updated query of Grave Matters event to make it clear that the type of Undead chosen will be level appropriate.

- Another Face in the Crowd will now check once before increasing racial hatred for the killing of a single monster rather than once per monster-type of that monster. This will prevent the incongruity of receiving a message that Another Face in the Crowd kicked in, for instance, when you kill a Were-rat (which is both a Person and an Animal) and then receving a notification about hatred for just one of those aspects rising.

- With the Blink spell, Anywhere But Here perk, Weapons of Dismissal/Eviction/Banishment, Pantos’ Dismissal Miracle, Allumas’ Unpredictable Outcome Miracle, the Blink Trap, the Stay Sod Event, monsters on a Friendly Blink Trap or you accidentally setting your own Friendly Blink Trap off, it is no longer possible for the subject of the random teleportation to be teleported back to the exact same square it started from.

- Updated most text outputs in the game to get rid of phrases referencing “left clicking” things and steering more to the term “activating” things, to encompass both “left clicking” and the use of the Use and Use (alternate) keys.

- Put in safe guard to ensure you don’t skip too fast past the info about a newly granted Perk (making it delay a half second longer before accepting a key press).

- Updated query of Scarlet Egg of Madness to make it clear that it’s possible for monsters to resist the Magic.

- Put in measures to ensure you don’t skip too fast past the information on what got rusted when you trigger a Rust Trap.

- Monsters will now be more likely to shed poison, the higher their Toxin Resistance (formerly they had a flat 5% chance each time they could shed). They now have an extra 1% chance for every 8 points of Toxin Resistance.

[continued->]

8
You can get it (or the latest patch) here:  https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

For this update I focused on stepping outside my comfort zone.  WAY outside my comfort zone.  What you'll find herein is stuff I've been fantasizing about adding for years, but lacked the courage to tackle, because I thought it would be too hard, as well as things some players have been long requesting, that again, I avoided heretofore because I thought they would be too hard.  This update is HUGE.

I did my best to playtest through all the new stuff, but it's so drastic, it's possible I've overlooked something, so the usual request stands - if you encounter a bug, please let me know!

If you're a long time player, you're especially going to want to fire up the README or the Manual or both before diving back in - they've been substantially updated to reflect the major changes, and if you're unaware of what's new, you may be baffled as to why your usual keyboard commands aren't working.  I promise - the reason is a good thing! 

As with many updates, be aware - previous saved games will not work once you've patched, and you're going to have to reset your Preferences in game via the Options menu, as all of that's been overhauled.

This one was 3 months of full-time labour, and I'm really, really happy with how it all turned out.  I hope you are too!

Okay...  Here's what you're getting with this update:


Major New Content Updates

1 Re-instated Playable Class: Woodsman (Re-named to Axeman). With this, all original classes have finally been re-instated (after 4 years and 3 months!)

3 New Playable Races: Half-Ogre, Mousling, Fairy.

28 New Perks: Timber!, Smash it Down, Clear a Path, Shatter Defense, Chip Away, Cleave, Headsman, Maximum Violence, Big Strides, Strong Like Ogre, Smashing is Fun, Crush Skull, Befriend Giant, Hurl Boulder, Scurry, Attack the Undercarriage, Lightweight, Scrounge, Quiet as a Mouse, Just a Sip, Fay Assistance, Nullify Enchantments, Glide, Appear as Other, Flutter, Anti-Magic Aura, Gleam.

New Game Concept: Exotic Weapons. Exotic Weapons are weapons from far off continents or the most obscure regions of mainland Malanthus. Some function a little differently from how we’re used to weapons working, and all are slightly better than their standard counterpart, though each has dual Attribute requirements to equip, with the second attribute being at 70% the requirement of the first. About 15% of found weapons (or weapons for sale from Merchants) should now be Exotic.

100 New Weapons (Exotic): Katar, Dual Pronged Dagger, Serpentine Dagger, Khanjar, Flyssa, Spatha, Backsword, Nimcha, Xiphos, Kaskara, Estoc, Shamshir, Sica, Kilij, Saw-Toothed Flatchett, Hook Sword, Great Sword, Macuahuitl, Mameluke, Zweihander, Knuckledusters, Clava, Garrotte, Slungshot, Gata, Heavy Knobbed Club, Waddy, Whip, Cat o’ Nine Tails, Volkoboy, Spiked Chain, Kanabo, Knout, Sjambok, Shark Tooth Club, Two Headed Flail, Meteor Hammer, Greenstone Club, Chui, Hand-Cranked Power Flail, Rex Tooth Dart, Plumbata, Bird Headed Throwing Knife, Hand Cannon, Bola, Throwing Club, Valari, Atlatl, Blowgun, Flintlock Pistol, Amentum, Mambele, Duelling Pistol, Tlacochtli, Recurve Bow, Yew Bow, Flintlock Rifle, Double Crossbow, Repeating Crossbow, Blunderbuss, Shepherd’s Axe, Peasant Axe, Carpenter’s Axe, Archer’s Axe, Hunter’s Axe, Tomahawk, Squarehead Axe, Epsilon, Felling Axe, Forest Axe, Hafted Axe, War Scythe, Tabar, Mace-Ax, Khopesh, Kusarigama, Fan Axe, Ono, Sagaris, Pole Axe, Candeliere, Rhomphia, Sovnya, Svardstav, Hasta, Rex Tooth Lance, Paddle Staff, Awl Pike, Stingray Spear, Spontoon, Atgeir, Light Horse Lance, Dory, Corseque, Medium Horse Lance, Reclining Moon Blade, Brandistock, Long Club Staff-Spear, Heavy Horse Lance, Wolf Teeth Club.

3 New Armour TYPES: Footwear, Legwear, Gloves.

20 New Footwear: Turnshoes, Moss Padded Boots, Hide Boots, Furred Boots, Short Soft Leather Boots, Tall Soft Leather Boots, Short Hard Leather Boots, Tall Hard Leather Boots, Studded Leather Boots, Brigandine Boots, Ringmail Boots, Scalemail Boots, Chainmail Boots, Lamellar Boots, Sabatons, Light Plated Boots, Iron Boots, Steel Boots, Mithril Boots, Dragonscale Boots.

20 New Legwear: Canvas Trousers, Woolen Trousers, Hide Leggings, Fur Leggings, Quilted Trousers, Padded Trousers, Leather Greaves, Boiled Leather Greaves, Studded Leather Greaves, Brigandine Greaves, Ringmail Leggings, Scalemail Greaves, Chainmail Leggings, Lamellar Greaves, Splintmail Greaves, Bandedmail Greaves, Iron Greaves, Steel Greaves, Mithril Greaves, Dragonscale Greaves.

20 New Gloves: Canvas Gloves, Woolen Gloves, Hide Gloves, Furred Gloves, Quilted Gloves, Padded Gloves, Leather Gloves, Boiled Leather Gloves, Studded Leather Gauntlets, Brigandine Gauntlets, Ringmail Gauntlets, Scalemail Gauntlets, Chainmail Gauntlets, Lamellar Gauntlets, Splintmail Gauntlets, Banded Gauntlets, Iron Gauntlets, Steel Gauntlets, Mithril Gauntlets, Dragonscale Gauntlets.

20 New Legendary Footwear: Sewer Plumbers, Olitaciford’s Deep Diving Boots, Sureshot’s Tournament Winning Boots, Footwear of the Mild One, Scientist Boots of Gelma Drin, Celestial Boots of Tarranee, Pelan Frontline Boots, Boots of the Asterian Graverobber, Mountain Scalers of Arthenus, High Judge’s Boots, Brevalian Street Fighting Boots, Grey Derrick’s Jungle Explorers, Wooden Boots of the Ellisythian High Council, Everlasting Boots of Long Life, Brian Forrest’s Boots, Gruveld’s Boots of Fearless Advancement, Boots of Endless Steps and Strife, Secrets of the Dellemore Circus, Deathless Stride, Darelian’s Hopes.

20 New Legendary Legwear: Grave Menagerie, Hellstriders, Treasure Loot Trousers, Spirit Bear, Tundra Walkers, Pirahnee’s Prat Fall Pants, Last Chance Greaves, Smallfoot Pride, Heroic Greaves of Sir Danmar McFadden, Greaves of the Lonely Tower, Looters of Stygia, Lasrian’s Protectors, Steading Shin Guards, Greenheart Greaves, Jorenson’s Stalwart Greaves, Two Point Defense, Wild Forest Greaves, Lockpin’s Unrealized Dream, Way In and Way Out, Gimset’s Demise.

20 New Legendary Gloves: Guiding Gloves, Gloves of the Vorduvian Regent, Hubris, Gloves of the Blighted Realm, Miraculous Gloves of Saint Eledryn, Gloves Forged in Secret, Gloves Lost in Gruzz, Gloves of the Trollish Merchant, Gloves of Salnash, Gloves of the Dwarven Temple, Vanity’s Grin, Gloves of Theson Plea, Mist Fingers’ Gauntlets, Gauntlets of the Usurping Apprentice, Gloves of the Crystethian Tomb Looter, Throat Burners, Jonathan Engles’ Gauntlets, Strongflight, Gloves of Guldarvi, Jinvar’s Chemistry Gloves of Outright Theft.

5 New Improvised Gloves: Handwraps, Fingerless Gloves, Linen Gloves, Felt Gloves, Workman’s Gloves.

5 New Improvised Legwear: Tattered Loincloth, Linen Hosiery, Ragged Breeches, Patchwork Trousers, Tartan Kilt.

5 New Improvised Footwear: Footwraps, Sandals, Alpargatas, Poulaines, Wooden Clogs.

11 New Map Tiles: Treacherous Mine Shaft, Zone of Hatred, Snow, Dark Spiral, Cold Augmenter, Lightning Augmenter, Acid Augmenter, Poison Augmenter, Magic Augmenter, Physical Augmenter, Mystery Door.

16 New Spells: Gain Knowledge, Air Form, Flame Sword, Sea Summons, Grave Harvest, Dig, Raise Temperature (Cantrip), Ogre Strength, Boulder Toss (monsters can cast too), Malediction, Portents of Death, Disenchant Surroundings, Palmistry (Cantrip), Aura Shroud, Foresight, Instant Bridge.

2 New Potions: Potion of Gaseous Form, Minor Restorative Potion. (The former Restorative Potion has been divided into two kinds: Minor Restorative Potions and Major Restorative Potions, with the likelihood of finding Major Restorative vs. Minor Restorative increasing the deeper you progress. Major Restorative Potions function exactly as former Restorative Potions, removing all your Diseases when consumed, but they can be bought and sold at twice the cost of former Restorative Potions and require Advanced Alchemy to identify. Minor Restorative Potions carry the same cost as former Restorative Potions and can still be identified with Basic Alchemy, but when consumed will only remove one randomly chosen Disease, instead of all Diseases.)

2 New Events: Xaskazien’s Hatred, Snowfall.

6 New Area Themes: Luminous Basin, Flooded Ruins, Room of Flames, Chamber of Hate, Altar Room, Snowy Cave.

2 New Booby Traps: Net Trap, Hidden Scorpion.

7 New Diseases: Warp Worms, Cellar Sight, Blood Warts, Black Gut, Dameron’s Doubt, Jungle Palsy, Sleeping Sickness.

12 New Armour Enchantments: Professional/Veteran’s/Elite, Mage’s/Wizard’s/Archmage’s, of the Caves/of the Underground/of the Depths, of Divine Influence/of Divine Intervention/of the Gods’ Will.

12 New Weapon Enchantments: Professional/Veteran’s/Elite, Mage’s/Wizard’s/Archmage’s, of the Caves/of the Underground/of the Depths, of Divine Influence/of Divine Intervention/of the Gods’ Will.

3 New Jewellery Enchantments: Heathen’s/Apostate’s/Heretic’s.

Substantially updated both the game manual and the readme file.

 

Major UI Improvements

- The game is now COMPLETELY playable via keyboard or mouse or whatever combination thereof you please.

- New Option in Option Menu: Rebind Keys. Players can now rebind keys to whatever they want. Access this capability via the Options menu.

- There’s a new key command added (defaulting to x) which puts you in Keyboard Look mode, allowing you to query anything on the viewscreen by moving the mouse cursor square by square with the movement keys. Moving your cursor off the bottom or left edge of the screen in this mode will allow you to query Good or Bad status icons.

- Holding Ctrl move Left or Ctrl move Down will leap you immediately to the outermost Bad or Good status icon, respectively (if one exists), as a matter of convenience.

- There are new key commands to deal with sidebars. (By default, Page Up and Page Down will cycle through the various components of any sidebar, pressing Enter or Keypad Enter will activate/equip anything highlighted there and pressing ‘d’ will drop a highlighted item). This same method can be used to navigate the Character side bar.

- All sidebars (except the Character and Map side bars) now come with red capitalized letters next to each listed entry. Pressing Shift and the appropriate letter (or turning on caps lock first) will immediately jump you to that listed entry.

- With the Inventory screen open, pressing Ctrl-r will have the same effect as left clicking the Reorganize button.

- Right clicking the icon for any temporary negative status effect (or moving your cursor to it and pressing your "drop" button ('d' by default)) will now instantly pass as many turns as necessary until the effect is dissipated. This auto-wait will be interrupted if you take any damage or if a monster comes within the range you’ve specified in your Monsters Interrupt Autowalk settings. Querying the icon for any temporary negative effect will now relay this information to you.

- There’s a new key command: Wait for Next Bad Status to End. It defaults to Backspace, but like all commands can be changed via the new Rebind Keys option. Pressing this button will auto-wait for the next bad status to end, aborting if you come under threat or come to harm.

- New Option in Option Menu: Visibly Trace Walk Path (defaults to yes).

- If Visibly Trace Walk Path is set to yes, querying any square in the viewscreen or the mini-map will display the path your character would take to get there when auto-walking, if possible. If no path is displayed, then it means there is no safe route to reach that square.

- New Convenience keyboard commands:

          Ctrl-t to auto-walk to the Temple (if located).

          Ctrl-s to auto-walk to the Stairs (if located).

          Ctrl-g to auto-walk to the nearest known Gold/Gems/Silver/Platinum.

- New way of representing diseases: Diseases will no longer directly list in the sidebar with the Character Tab open. Instead, if you have any disease, a new button and the word “Diseased” will appear where it formerly listed Fragilitas. The button and word can be queried, and if clicked will open a new Disease tab, listing all diseases you have in alphabetical order. This was done to open up the possibility of adding new diseases. (You can also open this tab via its hotkey which defaults to ‘v’).

- All Sidebar lists which extend beyond a single sidebar’s worth of data can now be scrolled through using the Mouse Wheel. (They can also still be scrolled in the old manner by clicking the appearing arrows, for those who prefer. They can also be scrolled via keyboard simply by moving your highlight off the top or bottom of a given list).

- Icons for buffs and debuffs will now pulse to twice their size every 2 seconds or so, in sequence. This was done to ensure that new players to the game know they’re there, and so even seasoned players don’t forget if they’re currently affected by something, especially when first loading a saved game.

 

Major Graphical Improvements

- Cavernous walls will now appear visibly rougher and less blocky than structured walls.

- All Events now have 2 new graphics associated with them: a 256x256 image that accompanies the Event’s announcement, and a 32x32 smaller version that shows up when you query the Event (or when the Event implements effects necessitating text in the Bottom Bar).

[continued ->]



9
Bug Fixes

- Fixed serious error causing you to lose no Faith points when casting Act of Destruction.

- Fixed serious error causing Defile miracle to cost no Faith Points.

- Fixed bug in former Brevalia Day event which now applies to the new Refreshing Rain event, preventing the event from removing Greasy status or Insect Swarm status.

- Fixed bug that could occur when a Satyr was attacked by another monster, sometimes causing the Satyr to confuse itself instead of its opponent.

- Fixed error using wrong graphic in the casting of Dismiss Spirit spell if the monster resisted the spell. (Also fixed error that might have affected sound effect playback for the spell there too).

- Fixed errors in the player casting Cause Disease against a monster or a monster casting Cause Disease against another monster that would not let the spell cause Insanity in the target if the target already had Restain Fugue.

- Fixed error when a monster cast Cause Disease at you that would have no effect if the randomly chosen disease was Insanity.

- Fixed bug not allowing monsters to cast Hose Down at other monsters.

- Fixed ancient code that guaranteed Rakshasas would resist all spells even if their Magic Resistance was somehow reduced. Also removed this old code where they were resisting things they should no longer be allowed to resist under current rules (like certain potion effects).

- Fixed error allowing Stunning Blow miracle to reduce the duration a monster is Stunned if you caused a Paralysis effect with it and the monster you stunned was already Paralyzed for a greater duration.

- Fixed bug that caused half of all Lightning Fields to function as though inoperable, even though they still appeared to be powered on. (Also re-included the Lightning Field sound effect in this update, because while it was present in the last master download, it wasn’t in the patch, which means if you patched you couldn’t hear lightning fields).

- Fixed error where the Speed stat wasn’t being displayed in green when querying monsters who had had their Speed artificially increased beyond normal by a special monster.

- Fixed bug labelling both a certain mid-power and high-power weapon enchantment “of Willpower.” The high power enchantment retains that label, but the mid-power enchantment will now be labelled as “of Self-Control.”

- Fixed text overwrite in query of Goblin Warrens Lair title.

- Fixed typo in intro text to Gap Tooth Keep.

- Fixed bug introduced in last update that made it impossible for monsters that should be able to walk through walls to do so.

- Fixed bug that, when learning any non-Warrior skill from a trainer, would simply output in the bottom bar “Skill Increased!” instead of, for instance, “Cartography Skill Increased!”

- Fixed bug causing player to take damage when entering a Scattered Caltrops square while flying.

- Fixed error outputting the wrong amount of Falling damage you stand to take when you query a Hole.

- Fixed oversight allowing Demonic Control perk to charm Xaskazien.

- Fixed bugs allowing, under very rare circumstances, weapons or armour to remain equipped after their Condition reaches zero. Now the game checks at the start of every one of your turns, and if any of your equipped weapons or armour have zero Condition, they’re instantly unequipped.

- Fixed text overwrite in queries of unusual Fire Elementals.

- Fixed superfluous checks to see if you have a viable saved game that used to kick in as soon as you decided to either create a new character or start a new game.

- Fixed typo in entry text of Goon Lair.

- Fixed typo in query of Grease spell.

- Fixed bug preventing Lockpin’s Golden Sword from instantly killing any Golem it hits, unless that sword was your 2nd weapon equipped while dual wielding.

- Fixed bugs preventing Lockpin’s Golden Sword from auto-hitting Golems.

- Fixed bug slightly messing up sound effect when you successfully use a Ferry Dock.

- Fixed text overwrite bug when querying regular Bandits while a Bandit Chieftain is also on the level.

- Fixed bug making boats frequently spawn atop other boats, destroying the lesser boat.

- Fixed bug displaying red swirl beneath unique Succubi, even if the Succubi has yet to be identified as a non-Damsel.

- Fixed bug labelling a Gem of True Seeing as a Mid Power Magic Item when queried (which it used to be) instead of a High Power Magic Item (which it is now).

- Fixed bug labelling a Gem of Locking as a Mid Power Magic Item when queried, instead of a Low Power Magic Item which it’s always been.

- Fixed bugs allowing your queries of squares containing a Gnomish Bore, Raft, Row Boat, Dragon Boat or Mine Cart to show details of the vehicle in question, even if you couldn’t see the vehicle, tipping your hand as to its location.

- Fixed bug where successfully casting Demonic Congress claimed in the bottom bar that you would now have a 50% chance to get 1 Spell Point per turn instead of 6 as it should be.

- Fixed multiple bugs where it was unlikely but theoretically possible that a new monster could come into play already having had False Pride cast upon it.

- Fixed bug that could claim in the high score list that you’d been killed by “a Xaskazien” (instead of just “Xaskazien”).

- Fixed bugs that were incorrectly calculating your chance to dodge Pendulum Blades and incorrectly calculating the damage those Blades did when they hit.

- Fixed bug causing Guardian Ancestors perk to always only provide one use per map, regardless of how high a level the perk is.

- Fixed bugs that made Shattering Blow and Shield Bash perks much less likely to take effect than they should be.

- Fixed bug making Shattering Blow perk less likely to take effect the greater a monster’s Acid Resistance (when that should have no effect on it).

- Fixed bug causing query of Silence spell to reveal gibberish.

- Fixed text overwrite in query of Total Reconstruction Spell Book.

- Fixed text overwrite in query of Farkle’s Redwood Armour.

- Fixed errors printing wrong bracketed benefit gained from Blessed/Exalted/Divine Armour when queried.

- Fixed errors printing wrong bracketed benefit gained from Bugfoe/Bugbane/Bug Repellant Armour when queried.

- Fixed error causing Succubi to appear as Damsels once more (and to scream for help) if you reveal them to be Succubi, then walk away and encounter them again.

- Fixed bug causing Knockout Blow perk to have no effect.

- Fixed error that would occur when spells become erased because you now have too many in your Spell Book, labelling the cause of erasure a Booby Trap instead of Too Many Spells.

- Fixed error miscalculating the amount of damage the player does to sleeping enemies.

- Fixed error allowing you to throw a Disintegration Sphere at an NPC.

- Fixed rare error where, if you cast a spell at a monster in your square and there are more than one monster in your square, it would have checked for spell resistance for each, and applied the first successful resistance it got, when the spell actually only targets the first monster in your square.

- Fixed error miscalculating the amount of Faith the player is told they would gain when querying an Onyx Altar (though the Onyx Altar itself functioned properly).

- Fixed rare error that could award the player Experience if he applied Frozen status to a monster but did not apply Burning status, and the monster thereafter died from Burning.

- Fixed bug that could allow Dwarven Cave Tribe event to happen over and over again.

- Fixed bug that could allow Prison Sentence event to happen over and over again.

- Hopefully fixed errors that could really rarely allow you to become Frozen or Burning or Electrified for a negative number of turns, with problematic consequences.

- Fixed omission of fact when querying a Wand of Extinguishing that it will remove Burning status from you and all adjacent monsters.

- Fixed error rarely allowing Xaskazien to die by standing in a Flame and then not giving the victory to the player.

- Fixed error sometimes reporting to characters that they had successfully lock picked a door by using a lockpick which they didn’t actually possess.

- Fixed error preventing Poison Gas Cloud spell targeting highlight from disappearing if you abort the spell cast.

- Fixed error causing Lastaviark’s Blessing miracle to kick you out of the Blessing side screen if you try to bless a Weapon that already has a suffix enchantment.

- Fixed errors with Lastaviark’s Blessing, Identify, Hone Weapon and Bless Armour miracles that would still cost you the Faith points, even if you aborted the miracle.

- Fixed oversight allowing Chests revealed by Detect Treasure (and Nose For Gold) to come into play with any level of Booby Trap attached (instead of a Dungeon Level appropriate trap, as it should have been).

- Fixed bug not letting Revitalize miracle take effect if the only debuffs you were currently afflicted with were either Greasy or Swarmed.

- Fixed bug not providing the option for Wandering Clerics to remove your afflictions if the only debuffs you were currently afflicted with were either Greasy or Swarmed.

- Fixed error causing Mimic to once again appear as an Object as soon as you fight a second round of combat against it.

- Fixed error causing Giant Ant Lion to appear as if under the earth again as soon as you fight a second round of combat against it.

- Fixed pluralization errors in text output of a successful cast of Summon Insects or Insect Plague (“The monster will be engulfed in poison insects for 1 turns!”)

- Fixed error scrolling the amount of spell points you lost in green lettering instead of purple when you read a Cursed Scroll of Spell Drain.

- Fixed error preventing you from winning if Xaskazien is killed when you try to set an Explosive Trap and accidentally trigger it.

- Fixed errors that occurred when you tried to set and accidentally triggered on yourself a Poison Gas Trap Kit, Explosive Trap Kit, Flame Trap Kit, Sleeping Gas Trap Kit, Paralyzing Gas Trap Kit, Stench Cloud Trap Kit, Web Trap Kit, Falling Caltrops Trap Kit, Acidic Vapour Trap Kit, Smoke Trap Kit or Steam Burst Trap Kit, treating the resulting hazard squares as though the Player had intentionally created them (and resulting in the player being awarded the experience if a monster died as a result). You gaining Experience is the intended result if a monster triggers the trap, but not if you accidentally trigger it on yourself.

- REALLY fixed bug this time that I thought I fixed in the last update, leaving the Temple of Temptation Legendary Land without a Temple.

- Fixed bug still using old graphic for Weapon Merchant Corpse.

- Fixed text overwrite in query of Thieves Guild Master.

- Fixed pluralization error when Genra drains Spell Points (“The Genra drains 1 Spell Points!”)

- Fixed same errors with weapons of Absorption/Empowerment/Spell Drain, Sceptre of Mist Fingers and Greenleaf Sickle.

- Fixed further errors causing Webs of any type not to break when monsters leave them.

- Fixed bugs not taking into account Gauntlets of Swimming when printing odds of drifting or drowning while querying squares.

- Fixed errors causing unidentified Scrolls of Meteor Strike, Cleave Soul, Brain Burn and Shatter Mind to not be used up when you cast them without a viable target, provided your Runic Lore skill was at least Basic.

- Fixed erroneous info in query of the Vestonian miracle called Prayer, claiming it worked on Altars, too, when it actually only worked on Shrines.

- Fixed errors with Blink spell, Teleport spell, Blink Trap, Stray Sod event, Spatial Distortion event, and teleportation via Imp that could, if triggering while you’re in a Chasm of any kind, make you fall back in when you should have been teleported out.

- Fixed text overwrite in query of Message From the Ethers Spell Book.

- Fixed bug with Mad God’s Whim miracle that could transform monsters into dead versions of other monsters.

- Fixed bug with Mad God’s Whim miracle that wasn’t outputting the text it was supposed to, to tell you what you’d transformed the monster into.

- Fixed bug making it only possible to place Iron Walls in BSP Room style dungeons. Now they can be placed in any style dungeon except original and cellular automata (so they won’t be placed in natural cave environs).

- Fixed bug that could freeze the game during maze generation while it was trying to place Iron Walls.

10
Alright, guys. Despite a several hundred mile move and first-time home ownership, alongside a host of other major life changes, I managed to put together what I think is a very cool 3 month update for Caverns of Xaskazien II. Before I get into all the new stuff, though, I want to throw a shout out to some players from the Caverns of Xaskazien Discord channel, who not only provided a lot of useful bug reports, but also some incredible ideas for ways to improve the game. Yard, Monkooky, Gokudera ElPsyCongroo and yaynitz, thank you for the feedback, much of which has been incorporated here! (And if I missed anyone, I apologize! There were a lot of messages to scroll back through!) 

You can download the game (or just the latest patch, if you need it) here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

Here’s what’s new (Once again divided into a couple posts cuz it's too long):

Major Improvements:

- New game concept: Scrolls can now sometimes be reusable - the higher your Runic Lore skill, the greater the chance that a Scroll survives usage. This was done to make Scrolls more useful and Runic Lore more worthwhile to spend Skill Points on.

- New game concept: Prayers can now sometimes be reusable - the higher your Piety skill, the greater the chance that a Prayer survives usage. This was done to make Prayers more useful and Piety more worthwhile to spend Skill Points on.

- Re-instated Class: Spearman.

- New Perks: Spear Fishing, Hold at Bay, Javelineer, Pin Enemy, Spear Maintenance, Probe the Ground, Receive Charge.

- New Map Tiles: Manacled Prisoner, Silver Web, Corpse Filled Pit, Corpse Filled Pit Trap, Pit with Animal Carcass, Pit Trap with Animal Carcass, Frigid Water Filled Pit, Frigid Water Filled Pit Trap, Icy Bottomed Pit, Icy Bottomed Pit Trap, Dwarven Temple.

- New Spells: Cremation (Cantrip), Solidify Spirit, Feeblemind, Pyrotechnics (Monsters can cast, too).

- New Event: Refreshing Rain.

- New Monster Variant: Mad-Dancing Satyr.

- Redid High Score screen to better fit imagery and themes of the current game.

- Redid graphic for Brute to make it fit better with the current aesthetic.

Minor Improvements:

- Changed effect of Brevalia Day to instead grant you Regeneration for 10 turns. This was done both because its effect felt underwhelming for a holiday, and because I wanted to use its old effect for the new Refreshing Rain event.

- Rarely, large open bodies of Water, Lava or Acid may now have Stalagmites rising from within them. This will never block passage, but should add some interesting aesthetics and occasional tactical choices.

- Cause Disease spell will now automatically cause a random Disease rather than having only an 85% chance, to make the spell more worthwhile. This applies to the monster cast version, as well.

- On the Map screen, Known Pit Traps of all types will now be visually distinct from Open Pits of all types.

- In the standard view, Stone Golem Assembly Tables and Steel Ant Assembly Tables will now be visually distinct from Homunculus Assembly Tables.

- Unpowered Golem Assembly Tables of any type will now have a separate graphic from their powered variant, in addition to having the lighting effect change they always had.

- Non-flying NPCs and monsters of at least Standard Intelligence are now 83.33% less likely to wander onto Mine Tracks, to help keep them safer from errant Mine Carts.

- Potion of Fire Breath has been changed in the way it works. It used to give a 75% chance to cause 75 to 150 Heat damage to the monster in your square but a 25% chance of killing you outright. It now causes Heat damage equal to between 25% and 50% of your Max Health, with a 90% chance of causing that damage to the monster in your square and a 10% chance of causing it to you instead. This should make the potion a lot more survivable if you drink it unwittingly, and still keep it a useful tool against enemies.

- Updated manual to make it clear that monsters, regardless of intelligence, cannot see Friendly Traps and will not take specific efforts to avoid them.

- Included a new Loading Screen tip to the same effect, as well as several other new Loading Screen tips.

- Also updated manual to include the info on the new rules surrounding Scrolls and Prayers.

- Soldiers no longer start with a Tomato and Bandage but instead with a Wooden Buckler, to better compliment their starting skill of Blocking.

- Using Holy Water against an Undead or Diabolic monster is now considered a Good act.

- Using Unholy Water against a Person or Animal is now considered an Evil act.

- Updated queries of Desperation spell, Desperation Spellbook, Staff of Desperation and Desperation Scroll to make clear that the spell will have no effect on Xaskazien.

- Expanded the Damning Prophecy event text slightly to make clearer the psychological damage the prophecy wreaks.

- Successfully charming a monster with the Recruit Goblinoid perk, Animal Friends perk, Demonic Control perk, Gather Minions perk, Friend of Nature perk or with a Diadem of Rulership will now scroll the word “Charm” above your character.

- Unsuccessfully charming a monster with the Recruit Goblinoid perk, Animal Friends perk, Demonic Control perk, Gather Minions perk, Friend of Nature perk or with a Diadem of Rulership will now scroll the words “Charm” and “Fail” above your character, and with Text Prompts set to Basic, will also inform you textually in the Bottom Bar.

- Sleeping monsters can no longer break free from shackles.

- Changed query of Magic Sensitive/Magic Seeking/Magic Finding jewellery from “+X% chance found armaments are Magic” to “+X% chance found Weapons and Armour are Magic” to keep the effect clearer.

- Expanded description of Mirrors to elaborate on what Doppelgangers are, so you can make an informed decision if you don’t know.

- Open Bottomless Pits will now play the Lair sound effect, keyed to distance, to help players realize they’re upcoming and not blindly stumble into them.

- All Undead are no longer just “Immune to Smoke Inhalation” but “Immune to Inhalant Gases” meaning they won’t be harmed by such squares, and should freely enter such squares without hesitation.

- Made all Glyphs two-toned to stand out a little better and just to look more attractive.

- Rafts, Row Boats, Dragon Boats, Mine Carts and Gnomish Bores should now be visible on the mini-map, provided you have line of sight to them, with faded graphics representing if they’re broken.

- Cult Temple will now be visually distinct from the normal Temple on the mini-map since the Temple is such an important square.

- Listed Miracles in the Religion Tab will now be grayed out if their Faith cost is greater than your available Faith.

- Listed Spells in any of the Spell Tabs will now be grayed out if either their Spell Point cost or Intelligence requirement are greater than what you have.

- Tripled the chance that players shed disease on entering a new map. This means Disease Resistance skill, in addition to its 25/50/75% chance to not catch a disease in the first place, now provides a 15/30/45% chance to shed each disease on entering a new map. Dwarves now have an innate 30% chance to shed diseases on reaching a new map (instead of 10%) and all enchantments/Magic Items that increase odds of shedding disease have also had their odds increased. This was done to make Disease Resistance a more useful and desirable skill.

- When querying a Weapon, its Strength or Dexterity requirements will be written in red if you don’t currently meet them.

- When querying any kind of Armour, its Strength requirement will be written in red if you don’t currently meet it.

- When querying any known Spell, its Intelligence requirement will be written in red if you don’t currently meet it.

- Cleaned up clumsily worded text accompanying prompt to enter Hot Halls.

- Frost Breath had its Spell Point Cost and Intelligence Requirement lowered from 20 to 15, to keep it in line with value of other spells.

- Sparks had its Spell Point Cost and Intelligence Requirement lowered from 25 to 20, to keep it in line with value of other spells.

- Absorb Life Energy had its Spell Point Cost and Intelligence Requirement lowered from 35 to 30, to keep it in line with value of other spells.

- Demonic Assistants and Demonic Congress spells both now have a 10% chance of immediately dropping your Spell Points to zero instead of having their normal effect, to help curb their overwhelming power as spells.

- Scholars now start with an Absorb Life Energy Scroll instead of a Candelabra, since the Candelabra isn’t super useful on Dung. Level 1, and they need a little extra survivability early on.

- Duellists now additionally start with a Broken Bottle equipped as a second weapon, to allow them to take advantage of their Dual Wielding capability right out of the gate.

- Envy can now only be used once per NPC, to curb its abusiveness.

- Monsters that are Flaming because of a Flame Augmenter, monsters that are Burning or monsters that are Frozen will now always be visible to Infravision, even if they normally don’t give off a heat signature.

- The chance of Knockout Blow perk taking effect has been dropped from 15%/30%/45% to 10%/20%/30% because it was overpowered.

- Sleeping Monsters who are affected in any noticeable way (taking damage from any source, gaining any status effect, being relocated by teleportation) will now immediately awaken.

- Neither the player nor monsters will slide from Grease or while on Ice if they’re sleeping, because as funny as that was, it didn’t make sense for a stationary being to be shooting in random directions and because it frankly complicated matters behind the scenes.

- While asleep, the player and monsters now have no chance to dodge pendulums.

- If the player is asleep and is affected in any noticeable way (taking damage from any source, gaining any negative status effect, being visted by a deity, etc.) they will now immediately awaken.

- Detect Treasure has been changed to a Mid Power spell costing 45 Spell Points, to help curb its overwhelming power.

- Players will not be able to see beyond their current square or hear any sound effects while inside any kind of Wall now (via a Wall Pass effect). This was done both for flavour and because the Wall Pass effect is pretty darned powerful for a very low cost. You also cannot look at your mini-map while inside a wall.

- When generating procedural maps, all Frigid or Frozen squares adjacent to Lava will be converted to normal temperature variants, solely to avoid the cognitive dissonance of something next to lava remaining cold.

- Updated text in query of Mine Carts to take into account the speed of the Mine Cart when describing your chance of entering. (So instead of saying “If you move onto a square containing a Mine Cart...” it might now say, “If you move onto a square containing a Slow Mine Cart...”)

- When a liquor barrel runs dry it will now make the sound of the barrel being removed and placed on the ground.

- Cauldrons now have a unique background noise that can be heard if in earshot.

- Standardized text output of entering Hot Coals to read “Hot Coals!” as the top line.

- Capitalized “Stalagmites” in the death phrase, “Impaled by stalagmites.”

- If you die by materializing inside Cave Columns it will no longer give you the death phrase, “Impaled by Stalagmites” but instead, “Perforated by Cave Columns.” Also it will no longer output in the bottom bar that you’ve been impaled on Stalagmites, but Cave Columns instead.

- All NPCs are now considered Persons, which means spells like Animate Dead, and miracles like Create Ghoul or Create Vampire will work on their corpses.

- Added red letter calculation of your odds of becoming paralyzed to queries of Netted Pits and Known Netted Pit Traps.

- If any Weapon/Armour/Magic Ring/Magic Amulet/Magic Item is beyond a player’s ability to use because of a lack of the appropriate level of skill (or ongoing mastery spell effect) its Type will be listed in red when queried.

- The Vestonian miracle called Prayer has been nerfed to only work on deactivated Good Shrines, instead of ANY Shrine, both for thematic purposes, and because it could get really abusive if you had a lot of Faith and found the right shrine (like a Fivriaskan Shrine, for instance).

- Dracones are now sub-classified as Spirits, since they’re semi-transparent, intangible, undead beings (and they always should have been so classed). (This means they can also now be summoned via the Call Spirit spell).

- Shield of Caleese will no longer play the healing sound if it should heal you but you don’t need healing.


11
Traditional Roguelikes (Turn Based) / Re: Grog 1.0.0 released!
« on: April 12, 2023, 02:13:15 AM »
I really love, Grog, Thomas!  Solid game that I play fairly often.  Just wanted to offer a "well done!" and a "thank you!"

12
Thanks, Brian :)

13
Bug Fixes:

- Fixed error allowing Advanced Hunting to kick in even if you were killed in the combat, healing you after the combat and potentially resurrecting you.

- Fixed error outputting “Good Luck!” in the situation panel instead of “Jackalope Foot!” when you use a Jackalope Foot.

- Fixed error outputting wrong graphic in your square when you cast Fish Out of Water.

- Fixed gibberish at tail of text output when you try to set a Mindwarp Trap but accidentally trigger it.

- Fixed errors preventing Create Ghoul miracle or Create Vampire miracle from working on Adventurer’s Corpses.

- Fixed error that could permanently halve your Max Health if you were Reincarnated with White Rot.

- Fixed error allowing you to walk away from Recharge Stations with the Recharge screen still open, provided you used the keyboard or numpad.

- Fixed error pasting wrong graphic in text output for Sonic Boom spell.

- Fixed errors where sliding on Ice or because you’re Greasy could slide you into Stalagmites and impale you.

- Fixed error pasting wrong graphic when using a Dorallan Influence miracle.

- Fixed typos and text overwrites in text output of Avalanche event.

- Fixed error where after a Goblin Banditry event occurred, the event text printing for future events on the same level could be partially overwritten.

- Fixed error only disallowing the casting of Create Mundane Item in a square with 26 discarded items, instead of 25 as it should.

- Fixed typo in query of Flying Carpet.

- Fixed error not increasing your Spell Points appropriately if you gained extra Intelligence on level up as a result of the Brainy Perk.

- Fixed major errors where Self Awareness and anything else that should lower the amount drained when one of your Primary Attributes is drained wasn’t lowering the amount.

- Fixed errors where, when your Spell Points or Experience should be drained by a Magic Arch, a Spell Drain Trap, a Shame Cage, or an Aura Disruption Event, Willpower and anything else that should lower the amount drained wasn’t lowering the amount.

- Fixed bug during map generation that internally and erroneously acknowledged that a map contained Acid rather than Mud when generating Mud Rivers. Unsure what consequence this would have had, but it’s fixed now.

- Fixed error that would prevent you from using an unidentified Poison Strike scroll if there was no valid target, when it should expend the scroll.

- Fixed error where there was no impact sound played when a Devil hit you.

- HOPEFULLY fixed an error where Gnomish Automated Armourer could report that it had destroyed a null item, which had no effect on gameplay but made no sense.

- Fixed error allowing Masochism perk to kick in, even if the damage causing it killed you, which could have the effect of leveling you up, screwing up the death.

- Fixed error where querying a Wand of Featherfall was bringing up either no information or inaccurate information.

- Fixed error with Plague event that could mess up the Event text if the plague is a plague of insanity (here now known as Black Queen’s Madness).

- Fixed error where when you first entered a Legendary Land via its doorway, your surroundings would remain shrouded in darkness until you hit a key.

- Fixed bugs not putting decorative Grates on the outer walls of the map next to any form of Bridge.

- Fixed bug where lit Fireplaces weren’t lighting up their environment properly.

- Fixed bug with text output of using a Cup of Tsen-Tsun Vie where it wasn’t notifying you that it had cured your diseases if it had.

- Fixed bug causing query of Bedroll to report that you haven’t yet slept on this map if you’ve already slept more than once.

- Fixed errors that could sometimes put up an incorrect graphic when you spring a Basilisk Snare but cheat death somehow.

- Fixed error occasionally allowing you too many spell points (for instance if you had a Demonic Essence granting you bonus spell points and then it gets destroyed in combat). It now checks at the start of each of your turns and lowers your spell points to your max spell points if needed.

- Fixed error not properly updating the printed calculation for Base Damage 1 in the inventory screen when you are unarmed and have an Electric Touch spell active (though it was applying properly in combat, itself).

- Fixed minor error outputting the word “HORRIFY” in all capital letters instead of properly capitalized as “Horrify” when you activated the Horrify Perk.

- Fixed missing half-sentence in query of Perseverance Miracle.

- Fixed oversights in the Event text and Event queries of Eye for Treasure event and Dwindling Resources event not mentioning the effect those events have on Silver. Fixed same oversight in query of Glyph of Greed Warding.

- Fixed error not labelling the mini-map screen with “Silver Mine” if you’re in a Silver Mine.

- Fixed error allowing you to sometimes auto-walk through Walls of Corpses as long as you had some Disease Resistance, with the likelihood of doing so climbing the higher your Disease Resistance.

- Fixed bug that could occasionally allow you to query a Makeshift Door and get no info (though I haven’t figured out how the Makeshift Door can get into the state where that would have happened in the first place).

- Fixed outdated info in text output of Poison Dart Trap claiming they do 1 to 6 damage and Poison you if they hit, when in fact they do 2 to 5 damage for each 3 levels deep you are and Poison you if they hit.

- Fixed text overwrite in query of Goblin Leader.

- Fixed error that would scroll the word “Asleep” instead of “Paralyzed” when a monster successfully casts Hold Monster against another monster.

- Fixed errors not labelling queried Large Chests properly with their trapped status, if it should be known.

- Fixed errors printing the odds of disarming a known Large Trapped Chest in the wrong part of the screen.

- Fixed text overwrite in query of Hawkman Leader.

- Fixed error allowing monsters to enter Locked/Barricaded doors of all types without obstruction, instead of trying to bash them down as they should.

- Fixed rather serious error turning every Shrine belonging to a Minor Deity illusionary.

- Fixed error always spawning a new Mine Cart the second the old one leaves the map, when there’s supposed to be a 1 in 50 chance each turn the mine cart isn’t on the map that a new one shows up.

- Fixed error causing Bugbear Berserker’s chance to hit not to flicker and shift when querying it.

- Fixed major error causing Violence Skill to have no effect whatsoever! This bug was likely introduced back in ver. 99.61, on Dec. 20, 2020, and I’m super embarrassed that it was allowed to stay intact all this time. But it’s fixed now!

- Fixed typo in query of Wand of Acid Jetting.

- Fixed error allowing you to see the words “Summn” or “Charm” on Summoned or Charmed monsters that weren’t in your square even while you were Blind.

- Fixed error allowing Tree Man Unique Ability to extend the duration of ESP effects that weren’t caused by the spell.

- Fixed errors sometimes confusing whether a Psychic Fear scroll is Low Power or Mid Power.

- Fixed 3 cases in the query of various things that referenced “Unexplored Territory” when what was really meant was “Unknown Territory”.

- Fixed errors that could screw up the outcomes if you tried to cast any spell that required you to click a highlighted square via a Wand/Staff/Rod.

- Fixed error scrolling “Exp Drain” twice if you fail to resist a Damning Prophecy event.

- Fixed a few errors relating to the animation of certain tiles, where they could get out of whack and sort of “spasm”.

- Fixed error not taking into account Sand Scoured Monoliths when printing your odds to hit a queried monster in combat.

- Fixed bug outputting “Second Breakfast” instead of “What’s the Buzz?” when your “What’s the Buzz?” perk kicks in.

- Fixed bug in cases where a monster cast Frost Breath, Frost Blast or Freeze against another monster, where it wouldn’t apply the targeted monster’s cold resistance unless the monster was also at least 1% heat resistant.

- Fixed bugs that prevented the spell drain sound effect from playing and the text above your character from scrolling when an Aura Disruption event occurred. Fixing this also fixed a bug that prevented any Willpower effects from lowering the amount of spell drain occurring, if the effect failed to prevent the Aura Disruption from occurring in the first place.

- Fixed error not displaying broken rope bridges over ice (the rope bridge just basically turned invisible when it snapped).

- Fixed bug labelling a Destroyed Corrupted Shrine a “Destroyed Glyph of Death” and giving information on Destroyed Glyphs of Death when queried.

- Fixed typo in query of Fivriaskus Appears event.

- Fixed error erroneously adding 1 to the Traps Detected tally if you’d already detected a trap and later disarmed it.

- Fixed text overwrite in query of Glyph of Death.

- Fixed text overwrites during Character Creation in queries of why the Not Recommended status appeared if playing a Gnome and selecting the Baloraasinian, Hornan or Malevian religions.

- Fixed oversights in Lowering Ceiling Traps and Spiked Lowering Ceiling Traps not letting you know in the text output the range of damage they can do if they’re not stopped.

- Fixed typo in query of Counterspell scroll.

- Fixed error that could output gibberish if you contracted Fragilitas as the result of a Plague event.

- Fixed typo in the text output that accompanied the gain of the Instant Sale perk.

- Fixed typo in query of Cold Immunity icon.

- Fixed error causing the Glyph of Ruination miracle to result in a Destroyed Glyph of Ruination instead of a functional one, 10% of the time.

- Fixed error where, if you tried to read Non-Corrosive Concepts: Vol. 3 when your Dexterity was too low to learn Expert Acid Resistance, it would tell you that your Dexterity was too low, but would learn you the skill anyway, and would then lower your Trap Setting skill by 1 level.

- Fixed bug causing the game’s “little cave” .exe icon not to show up in the main game folder (instead it was simply a generic .exe tag).

- Using a Flask of Acid on a monster that cannot have its defense lowered because of its monster type will no longer falsely report that the monster resisted having its defense lowered because of its Acid Resistance, but will instead make clear the real reason.

- Fixed bug causing Greasy monsters to slide at the start of their movement, rather than after their movement, which meant that when fighting you, even if they slid away, they would just then step back into your square.

- Fixed typo in the text output of finding/conjuring a Giant Trophy.

- Fixed text overwrite in query of Orcish Domains level title.

- Fixed error causing Golembane and Anti-Golem weapons wielded in the primary hand to do extra Fire damage.

- Fixed error causing Golemfoe, Golembane and Anti-Golem weapons wielded in the secondary hand to do normal damage, but to convert all damage done by whatever weapon is wielded in the primary hand to magic damage.

- Fixed bug allowing Dwarven Maps to “reveal” minable walls atop walls that were already unusual (for instance, atop Stained Glass Windows).

- Fixed bug which had a theoretical, roughly 1 in a billion chance of freezing the game when you found a Dwarven Map.

- Fixed error allowing initial placement during map generation of Silver Veined Walls, Gold Veined Walls, Platinum Veined Walls and Gemmed Walls atop walls that were already unusual.

- Fixed error where incurring Elshaneth’s wrath at her shrine would always tell you you took 15 damage, even if your Physical Resistance lowered the amount.

- Fixed potential pluralization errors when killing a monster with Flaming Darts, Frost Breath, Frost Blast or Freeze spells, (“doing 1 points of damage, killing it!”)

- Fixed bug that would tell you you “construct” a fruit or vegetable when Nature’s Gift kicks in. (It will now tell you you “gather” it).

- Fixed bug prompting you to “Sit on Throne” a second time (though you couldn’t actually do so), if you sat on a Cursed Throne and somehow resisted the Attribute drain.

- Fixed errors allowing Fuming event, Steam Burst Eruptions event, Smoke Gets In Your Eyes event, Venting event, Collapsing event and Acid Rain event to spawn their square types in Gemmed Walls, Gold Veined Walls, Silver Veined Walls, Fractured Walls, Iron Walls, Ice Walls and Platinum Veined Walls.

- Temple of Temptation legendary land lacked a Temple square, which could cause problems in rare circumstances. One has been added.

- Fixed error that could result in a second partial text output if, during combat, a monster should have caused your Max Health to be drained, but Self Awareness skill protected you.

- Fixed bug that could occasionally result in you finding an INVALID prayer - sometimes this would be listed as such, though sometimes it would masquerade as something else.

- Fixed bug not graying out Visited Sepulchres on the mini-map.

- Fixed outdated info in text output of Baloraasin’s Curse trap, stating the trap can destroy a random number of items between 1 and all you possess, when it’s actually between 0 and all you possess.

- Fixed error when you read a Cursed Scroll of Monster Attraction not telling you that while the effect lasts you’ll have -10 to hit and -10 Defense. Also clarified opening sentence to read “All monsters know where you are” instead of “All monsters will seek you out” to make sure the effect of the Curse is clear.

- Fixed (I think) errors that could occur with Exhaustion event, Stomach Flu event and Shakes event, sometimes doubling the length of time the associated negative effects would last.

- Fixed pluralization errors in results from examining a Mosaic, that could tell you it revealed “1 Pit Traps” or “1 Booby Traps”.

- Fixed errors causing Mosaics to only reveal the location of explicit Booby Traps and Paper Traps. They should now also reveal the locations of traps on fixtures such as doors and chests.

- Fixed error where if a Treeman character already had a Spider Climb effect that was longer lasting than the Featherfall effect he/she was about to cast, the Featherfall effect wouldn’t come into play.

- Fixed error causing Luckstones to lower the amount of Attribute drain you suffered by 90% instead of 10%.

- Fixed spacing error in query of Man Flesh if you have the Eat It Raw perk.

- Updated overlooked info in query of Glove of Passage letting you know that it will also allow you to open Trap Doors without complication.

- Fixed bug causing Friendly Pendulum Traps not to properly leave a Pendulum in place.

- Fixed bug that wouldn’t have awared you experience if a monster died in a Pendulum you created.

- Fixed bug when you queried an Electrifying Weapon claiming it did an additional amount of Electrical damage equal to the enemy’s Defense/10, when in fact it does extra damage equal to the enemy’s Defense/20.

- Fixed typo in query of Bane of Hornas miracle.

- Fixed text overwrite in query of Lair title in Grubling Hole.

- Fixed text overwrite in query of Lair title in Festering Swamp.

- Fixed spacing error in text output when using a Memory Tree and it raises a single monster from the dead.

- Fixed a number of cases where certain gods or goddesses who were supposed to care if you killed a monster by burning/electrifying/freezing them wouldn’t notice if you, say, set them on fire, and they then burned to death over time from that fire rather than instantly from however you initially damaged them.

- Fixed bug causing Elshaneth to be pleased if you killed a monster by any means, provided you were unarmed and had an Electric Touch spell going at the time they died.

- Fixed errors not rounding fractions upward when figuring out proper Faith Gain from sacrifices on Onyx Altars.

- Fixed errors not taking into consideration Divine Relationships when calculating query text output explaining how much Faith you’ll gain from Onyx Altars.

- Updated outdated info in text output of Dorallas’ Light miracle effect, making sure it notes that you can sense all non-Automaton creatures, not all creatures.

- Fixed bug where if you were killed in combat by an insta-kill effect, then somehow resurrected on the temple, you could still thereafter take damage from the attack that killed you. (Now you won’t).

- Fixed bug allowing Amulets of Dirty Fighting/of Eye Gouging/of Enucleation to potentially blind enemies even after you’ve killed them. Fixed the same bug for Rings of the same, provided that ring was your second equipped Ring. (First equipped Rings of this type had the bug fixed ages ago).

- Fixed error incorrectly reporting potential fall damage when querying several different types of detected Pit Traps.

- Fixed error improperly displaying your defense when wearing Zac’s Helmet.

- Fixed text overwrite in query of Frozen status.

- HOPEFULLY fixed error causing weird glitch in visual display when you try to pick a door lock and fail.

- Fixed text overwrite in query of Wand of Treasure Detection.

- Fixed bug where Glyphs of Greed Warding weren’t activating if you stole Gems from an Idol.

- Fixed serious bug that could occasionally crash the game when certain Events came into play - this would have happened if the Event was only supposed to place a certain type of monster if that type of monster didn’t already exist on the map, but the monster did exist on the map.

- Fixed error with Unpredictable Outcome miracle that would never teleport the enemy monster but always instead teleport you.

- Fixed error where gaining or improving the Arc Volt perk did not immediately allow you to use it.

14
Minor Improvements:

- Added clarification to query of Wand of Water Walking that it will also allow you to enter Pools as though they were Empty Space.

- Maleviak also now favours the killing of Shackled enemies (up to +20 Faith), to make her a little easier to worship.

- Maleviak also now favours the killing of Water Confined enemies (up to +10 Faith), to make her a little easier to worship.

- Updated query of Warmth Prayer to be clear that Frozen status will only be removed from you if the prayer is successfully used (as opposed to simply when it is used).

- Where space permitted, updated queries of Mire, Raging Waters and Wall of Fire spells, and all associated Wands/Staves/Rods/Scrolls/Spell Books, to mention that you’ll receive Experience for any monsters killed by the squares created.

- Made 24 different Lairs use the new Free Rooms generation, and altered the query of their Lair titles to reflect this.

- Added new Ikiryo Event to the list of events that can trigger after the Linger Warning.

- Events that occur at a random time on a map can now occur any time between the first turn and the time you receive the Linger Warning (instead of any turn between the first turn and the 600th turn, as previous).

- Added new High Score titles.

- When you or a monster are engulfed in insects (only due to an Insect Plague miracle, previously, but now due to multiple factors), in addition to the appropriate icon, a visible cloud of moving bugs will be displayed around you or the monster.

- Stealing from a bee hive no longer leaves you at risk of taking 5% of your max Health in damage but instead being engulfed in an Insect Swarm for 1 to Dungeon Level *1.5 turns. (While engulfed you take 1 Poison damage per turn).

- Standardized text output of results of a Plague Event, so that it reads “Plague!” on the top line before informing you of the results on the 2nd line.

- Added reference to the newly named “Black Queen’s Madness” when you are driven Insane searching through a Garbage Heap, to provide viral/bacterial plausibility to that scenario.

- Standardized text of using a Mask of Madness to include the item’s title as the first line, and also made sure to use the Mask’s graphic in the text output instead of the graphic for a Confusion spell, as it had been doing.

- Cup of Tsen-Tsun Vie will no longer scroll “Restored” if you have no diseases when you use it.

- Renamed “Quick” Jewellery to “Quickening” Jewellery, “Speedy” Jewellery to “Accelerating” Jewellery and “Hasty” Jewellery to “Hastening” Jewellery since they quicken you and are, in of themselves, quite stationary.

- Skeletal Soldiers (such as arrive with the Skeletal Army Event), now include the statement “Has higher Def than other Skeletons.” in their query, to make their distinction crystal clear.

- When the Improvise Perk kicks in, the first line will always now be “Improvise!” to keep it clear it’s the Perk that’s providing you the Improvised Weapon or Armour. Also changed the base text in this case from “You have found” to “You scrounge up”.

- Added clarification to the text output when you try to equip a Medium or Heavy Weapon and your class is Mage, Warlock, Necromancer, Alchemist, Purifier, Survivor, Hivemaster or Bughunter that your class cannot equip such Weapons, short of through the use of magic.

- Added clarification to the queries of Archery, Bludgeoning, Chopping, Spearing, and Swordplay skills that they can only stand in for the equivalent level of Weapon Use skill if your Class is capable of attaining the equivalent level of Weapon Use skill.

- Cave Ins now cause Physical damage instead of a nebulous damage of no type.

- Uncapitalized the word “Level” where it was used in querying your Class during gameplay, as it was referring neither to your Character Level or the Dungeon Level, but extra levels of a given Skill.

- Duellists now start with an extra level of Assassination and an extra level of Dual Wielding, rather than 2 extra levels of Assassination, to better reflect their new Twice as Deadly Perk.

- Added "(Query your square for full details).” to text output of Bubble Trap, both to conform to the text output of similar traps like the Cage Trap and Shame Cage Trap, and because if you didn’t think to do so, you might not fully understand what’s happening.

- Changed all references to “your X spell has worn off” or “your X miracle has worn off” to instead read “your X effect has worn off” since there are now so many other ways to put those effects into play than just by using the spell or miracle in question.

- Changed all references to spell or miracle in query of temporary positive effects to likewise reference “effect”, instead of “spell”, for the same reason.

- Whenever a query of a temporary positive effect utilizes a graphic which is just a smaller version of another graphic, you will now see the larger version when querying.

- New Platinum square can also be placed in Mud or Chasms and all monsters that would steal treasure from the floor can now steal Platinum, too. Detect Treasure spell can detect Platinum. Events that previously affected Gold and Silver now also affect Platinum.

- Treasure Maps can now also reveal Silver as well as the new Platinum squares.

- Previously, if the Fool’s Gold event came into play when you had no gold, since it wouldn’t have any effect on the game, it didn’t even let you know the event had happened. This could lead to confusion, though, if you noticed the event in the events list. So now, if it happens and you have no gold, it will still pop up the info screen, and afterwards simply scroll “No Effect”, so you can revel in the bullet you dodged.

- Woolen Scarf now also provides +2 Defense, to give it some extra value.

- Added clarification in text output of a successful casting of a Blinding Flash spell as to what a monster being Blinded means.

- Added explanation of the damage a Stone Stomping Foot trap can do during its text output.

- Changed Web spell to be a Cantrip. Raised its spell cost from 1 Spell Point to 5 Spell Points.

- Monsters with randomized Attack and Defense values will no longer have those attributes flicker red or green as they go up and down. The range of possibility is already printed, and the chance to hit/be hit is already shifting with the randomization below in the query, so the colour shift was adding nothing and was just hard on the eyes.

- Kindle spell has been changed to a Cantrip.

- Changed Light Spell to a Mid Power spell, raised its Spell Cost and Intelligence requirement from 30 to 40 and extended its duration from 120 turns to 360 turns. This was done because with the addition of Blue Glow, we now had 3 separate low power spells that increased light range.

- Changed Gem of True Seeing from a Mid Power Magic Item to a High Power Magic Item, but increased its light duration from 120 turns to 360 and its ESP duration from 120 turns to 360. Its sale price was raised from 40 gold pieces to 55 gold pieces. This was done to adjust to the new Light Spell capabilities, and to spread it out from other Magic Items that can also create Light.

- Dorallan Clerics now start with the Cure Poison spell instead of the Light spell, since Light was made into a Mid Power spell.

- Fivriaskan Clerics now start with both Finger Candles and Create Pit instead of Light.

- Vestonian Clerics now start with both Detect Evil and Dismiss Spirit instead of Light.

- Explorers now start with Finger Candles and Create Mundane Item instead of Light.

- Mages now start with Finger Candles and Water Breathing instead of Light.

- Missionaries now start with Death Bane and Dismiss Spirit instead of Light.

- Researchers now start with Mind Games instead of Light.

- Added “Unaffected by Water” to query of Water Elemental, since it is clearly unaffected by the water squares it lays.

- Blinding Flash spell got its own unique graphic instead of just reusing the Blinding Light trap graphic.

- Examined Coats of Arms are now visually distinct from unexamined ones.

- The Lair square now has 4 frames of animation instead of just being static.

- Empty Liquor Barrels are now visually distinct from Liquor Barrels.

- Hallucination got its own graphic, distinct from that of the Mindwarp Trap.

- Infravision got its own graphic, distinct from that of the ESP spell.

- Redid animation going from Title Screen to Character Animation screen, A) because it needed to be done in the process of updating the graphics and B) because it was long overdue - the old one was created before Sex and Religion were added to the game, and when the default font was different meaning there were sudden obvious changes to the screen upon completion of the animation.

- Changed wording in Bottom Bar when using a Forge, Repair Spell or asking a Wandering Smith for help from “Left click an Item to try to repair it” to “Left click a Weapon or Armour to try to repair it” to keep it immediately clear that you can only work with those specific types of items.

- Reading Cursed Scrolls will now generally accompany the text output with the image of the curse, instead of a generic image of a scroll.

- Fire Elementals and Phoenixes now light 1 square around them, and flicker with orange light, the same as Wisps or Flaming Teeth.

- “GENERATING MAP...” will now be printed at the center of the view screen when going to a new randomly generated map, because occasionally generation can take a while, and I don’t want players panicking if the game pauses for 10 or 12 seconds.

- Snowshoes will still prevent you from breaking through Ice, but will no longer prevent you from sliding on ice because A) they were a little too powerful for a Mundane Item and B) snowshoes would be more likely to make you slip on ice, in real life.

- Sphinxes and Watchers now animate at normal speed - for some reason long ago they were lumped in with Zombies, Mummies and Ghosts to animate at half speed (Zombies and Mummies because they’re classically slow moving, Ghosts... well, I’m guessing I just liked the animation slowed down for whatever reason). Whatever my logic formerly was, it no longer looked good for Sphinxes or Watchers, so it’s been changed.

- Clarified in query of Melgrim’s Teleporting Trunk that its contents will only remain inside it for the duration of the current game.

- Ceremonial/Dress/Parade armour pieces have all been slightly buffed. Whereas they used to reduce EXP needed for the next level by 3%/6%/9%, they now reduce it by 4%/8%/12%. And Badrack’s Helmet which used to reduce the EXP need by 27% now reduces it by 36% instead. This was done to keep the power in line with the enchantments on other armour pieces.

- Updated text output accompanying casting of a Detect Secret Doors spell to remind you that while the spell lasts you’ll not only automatically detect any adjacent Secret/Concealed Doors and Secret Compartments, but also be able to open them without resorting to an Intelligence test.

- In every case I could find in game that a source of damage is non-Physical, whether to you or to a monster, in the text output it will note the type(s) of damage done.

- Reading a Cursed Scroll of Gales will now inflict Physical damage instead of a nebulous damage of no specific type.

- Replaced all references to “Fire damage” with “Heat damage” to standardize it.  The same was done with all references to "Fire Resistance" which will now instead reference "Heat Resistance."

- Noted in query of Cloak of Camouflage, Slystep’s Shield, any armour of Camouflage/Concealment/Hiding and any jewellery of Blending/Chameleon Powers/Perfect Hiding that using a light source will negate the stealth effect provided.

- The Featherfall spell has had its duration increased by 50% because it was the same cost and duration as the Spider Climb spell, yet in most circumstances the Spider Climb effect would be preferable.

- The Angel’s Grace miracle had its duration increased by 50% because it’s a longer lasting version of Featherfall, so had to be increased to match.

- Low value Faith gains should more accurately reflect your relationship with the god(s) in question now, as it rounds off fractional results whereas before it would drop fractional excesses.

- Low level character Attribute drain should now be more accurate, as it rounds off fractional results whereas before it would drop fractional excesses.

- Low level Spell Point drain should now be more accurate, as it rounds off fractional results whereas before it would drop fractional excesses.

- Low level Experience drain should now be more accurate, as it rounds off fractional results whereas before it would drop fractional excesses.

- “Wandjinas” are now, in the singular, referred to as “Wandjina” because I was unaware that I was using the plural form of the mythological creature’s name before.

- Jewellery of Development/Betterment/Advancement all had their gains increased, so that they will now provide 0.1/0.2/0.3 Skill Points on level up. This was done to keep them in line with the bonuses on other Jewellery pieces.

- Bronze/Iron/Steel Jewellery had the Defense they provide increased by 50% to keep them in line with the bonuses on other Jewellery pieces.

- Polished/Refined/Honed Weapons had the To Hit bonus they provide increased by 50% to keep them in line with the bonuses on other Weapons. Orckiller also had its base (non-anti-Goblinoid) To Hit bonus increased by 50% for the same reason. Prime Axe also had its To Hit bonus increased by 50% for the same reason.

- Jewellery of Recall/of Memory/of Spell Storing have all had the number of extra spells they allow you to learn slightly more than doubled, to keep them in line with the bonuses on other Jewellery Pieces.

- Reading a Skill Tome will now explain in the text output just what benefits your new Skill grants you, so you don’t have to go out of your way to look it up.

- Learning a Skill from a Trainer will now do likewise.

- Mnemonic Enhancer now allows you to learn up to 7 new spells instead of 3, to keep it in line with the power of other Low Power Magic Items.

- Pendulum Blades may very rarely have Levers associated with them now. Pulling the Lever will toggle the Pendulum Blade between active and inactive status.

- Levers may now rarely be associated with Lightning Fields, too, to toggle their status back and forth.

- You will no longer be allowed to read Ancient Runes if you have no Scrolls or Cursed Scrolls in your inventory, since it could do you no good, and could possibly hurt you.

- Stone Coffers, Stone Sarcophagi and Weapons In Stone now have a hidden Strength rating associated with them between 3 and 300. When interacting with these squares, your Strength must be at least that high to succeed. Your odds of success are the same as before, but with this new system, you can try more than once, though it won’t make a difference if your Strength hasn’t increased. The graphic for the square will change as before to show you’ve already interacted with the square, though this change in graphic no longer signifies that you can’t try again.

- The Gnomish Bore (while operational) is now animated instead of a static graphic.

- When hitting on a bonus attack via the Quick Shot perk, the combat results will now note “You quickly hit” instead of “You magically hit.”

- Many armour/helmet/shield enchantments that provided improved defense either all the time or only under select conditions had their defense bonuses increased by 50% to keep them in line with the strength of other enchantments.

- Querying the Infernal Lamp will now pre-calculate and display how much damage you’ll take if you use it.

- Updated query of Succubus to state that it has a “10% chance of causing 30 turns of Confusion on hit”, instead of just saying “10% chance of causing Confusion on hit.”

- Standardized text output of using Dragon Teeth to start with the headline: “Dragon Teeth!”

- Detected Booby Traps on fixtures should now be visible from the map screen.

*CONTINUED IN SECOND COMMMENT*

15
You can download the latest version of the game, (or the latest patch, if you already own the game), here:  https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

It's been around 8 months since the last update, guys, and there's a reason for that:  this update is huge!  Along with all the usual improvements - more content, quality of life improvements, bug fixes - there's one major change that should become apparent shortly after you dive back into the game:  99% of the graphics have been redone from scratch!  For the most part I think this has resulted in a better looking game (though there are still some graphics I intend to revisit for the next release), though that wasn't the purpose.  The purpose was to make sure that I could finally legitimately claim that everything in the game was 100% legally within my rights to use.  Prior to this, the graphics leaned heavily on borrowed imagery.  Sure, those graphics had been massively modified, shrunk down and animated to the point where they might have entered the realm of fair usage, but I was never comfortable with it.  The graphics rework here represents many hundreds of hours of work, and I couldn't be more psyched to share it with you! 

This has also enabled me to do something many of you have asked about before:  allow donations to the project.  Those hundreds of hours are just the tip of the iceberg, of course, since I've been working on this game a few hours a day for close to 30 years now.  If you are enjoying it, and want to support the cause of another 30 years of development, please consider donating with your next download :)

If you are new to the game and want to see if it's for you, I've got a brand new 9 episode playthrough that explains everything clearly, releasing the same day as this update.  You can check that out here:  https://www.youtube.com/playlist?list=PLTnwft743i3_R8_YA0U_iMZci26hSCEx6

Alright, enough of all that - let's get to the mighty, mighty patch notes!  (Actually, the patch notes are too long to include in a single post.  I'll be moving the Minor Improvements to the first comment, and the Bug Fixes to the second comment!)


Major Improvements:

- MASSIVE GRAPHICS OVERHAUL!  99% of the game's graphics have been redone from scratch.

- New Map Generation Technique: Free Rooms (creates maps akin to the inside of a keep.  Be aware, this technique sometimes takes a little extra time to generate the map, so if you think your game froze during map generation, give it another 30 to 60 seconds - in extreme cases it can take that long).

- Re-instated Classes: Adventurer, Duellist, Soldier, Tribesman.

- New Perks: A Penny Saved, Always Learning, Keep the Lights On, Thorough, Build a Better Backpack, Listen to the Legends, Fated, Track the Wanted, Feint, Duck and Weave, Bounty Hunter, Freedom of Movement, Worthy Opponent, Twice as Deadly, Professional Standard, Overseas Campaigns, Comrades at Arms, Defensive Posture, Always Training, Extra Care, Spit Shine, Hearty, Guardian Ancestors, Strong Bones, Iron Gut, Everything’s a Bludgeon, Knock Out Blow, Bundled Up.

- New Skill: Unarmed Fighting.

- New Game Concept: Cantrips (Cantrips are Low Power Spells that do not require Spell Use skill and do not count toward your Known Spells count. Cantrip Scrolls can be automatically identified without any Runic Lore skill and Cantrip Wands can be used with a +25% chance of success).

- New Spells: Create Pit (Cantrip), Collapse Earth, Mind Games (monsters can cast too), Message From the Ether, Air Summons, Alter Fate, Armour Mastery, Brain Burn (monsters can cast too), Shatter Mind (monsters can cast too), Prescience, Weapon Mastery, Disguise Self, Demonic Assistants, Silver to Gold, Demonic Congress, Detect Evil (Cantrip), Summon Insects (monsters can cast, too), Deathbane, Dismiss Spirit, Conjure Spell Book, Water Breath, Blue Glow (Cantrip), Run (Cantrip), Intuition (Cantrip), Hose Down (Cantrip) (Monsters can cast, too), Instant Weapon (Cantrip), Speak With Dead (Cantrip), Protection From Evil, Teleport.

- New Map Tiles: Note, Lightning Field, Platinum, Platinum Veined Wall, Wandering Stairs.

- New Mundane Items: Kindling, Writ of Bounty, Heat Resistant Boots, Chemical Resistant Gloves.

- New Magic Items: Arcane Crystal, Mighty Belt, Lithe Armband, Energizing Headpiece.

- New Events: Tiny Spider, Ikiryo, Angel Sightings, Call to Arms, Concentrated Research, Graceful Save, Hessian Parade, False Rumours of Treasure, Heist of the Century, Whisperings of a Nameless Fear, Pyroclastic Flow, Flash Flood, Mud Slide, Cascading Sludge, Fault Line, Wasp Nest, Dragon Wisdom, Vorduvian Espionage, Raelian Spy Network, Structural Collapse, Reality Breakdown.

- New Weapon Enchantments: of Aura Disruption/of Spell Draining/of Spell Obliteration, Anti-Elemental/Primordial/Fundamental,  Wicked/Vile/Unholy, of the Eagle/of the Pegasus/of the Griffon.

- New Jewellery Enchantments: Relaxing/Languid/Leisurely, of Development/of Betterment/of Advancement, Dwarven/Tunnel Runner’s/Deep Traveller’s.

- New Room Theme: Platinum Mine.

- New Mine Type: Platinum Mine.

- New Monster Variant: Revered Troll.

- Updated the game manual.

*CONTINUED IN FIRST COMMENT*

Pages: [1] 2 3 ... 6