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Traditional Roguelikes (Turn Based) / Re: ROGUE-FP
« on: November 21, 2024, 11:37:37 PM »
ROGUE-FP got updated to version 3.1 a few days ago. The key features added were flammable grass, the gold pile, and the control option improvements.
NEW IN THIS UPDATE
CHANGED IN THIS UPDATE
FIXED IN THIS UPDATE
The gold pile is a fun way to see how much gold you accumulated throughout all of your runs. You get to see all of your gold fall from above into a big pile while music plays. There's no meta-progression or anything tied to it though. I just thought it would be a nice reward for players that have put a decent number of hours into the game. There is also a small ascii version of this sequence on the death screen after a run.
This feature currently only works if you are playing online as that gold total is kept on either Steams servers or gog's. And in the case of gog only if you are running Windows since gog Galaxy doesn't support linux yet.
However in the future I will add an offline tracker as well for the folks that prefer to play offline.
Why bother tracking the gold total online in the first place? On Steam if you track stats through them you are able to see a global total for all players. So that was the main reason.
NEW IN THIS UPDATE
- Monsters now visibly show that they are confused
- Option to change the player @ symbol to ☺
- Flammable grass and manual page for it
- Torches as physical items that can fall off of walls and light grass on fire
- Trolls plant grass as they move
- Key rebind menu now supports changing deadzones -INPUT MAPS WERE DEFAULTED
- Run stats are shown on the death screen
- Total gold pile added on the main menu, also shows global stats of all players if you're on Steam -currently only works when playing online
- Added some particles to the dungeon for atmosphere
- High Score menu fancied up a little
- New music track for the high score menu
- New sound effects for the manual/bestiary/main menu
- The player's character on the minimap rotates along with the player -looks a little silly but hopefully this helps people
CHANGED IN THIS UPDATE
- Left Thumbstick deadzones -was using an old ps3 controller for testing and they were quite a bit off, have since gotten a new controller
- Windows on the main menu and pause menu(manual, bestiary, etc) hide the other controls when visible -makes things much simpler to code
- Pumpkins are now back to being bonfires again
- Tweaked ASCII mode slash sprite
- The player is now a different color on the minimap
- Map brightness option now goes up to 5.0 -this is to counteract the GLES2 option making the game much darker than GLES3
- Altered some tutorial text
FIXED IN THIS UPDATE
- Bug where a fairy wouldn't polymorph a dropped item correctly
- Bug where the player could attack while asleep from sleep gas
- Bug where sometimes turns wouldn't progress automatically when the player was asleep and the player would have to hold a movement key to wake up
- Stutter when opening up the Manual/Bestiary/High Scores
- Issue where the player might be placed on the same tile as a monster when a dungeon floor is generated
- Shader corruption on the highlights of floor gap-edge tiles
- Typo in Medusa Eye description
- Crash when unequipping a black unicorn horn, including if an equipped black unicorn horn was destroyed by a monster
- Rare bug where extra collision could be placed over a secret wall and block off part of level
- Flickering of ASCII mode monster “blood” on certain platforms
The gold pile is a fun way to see how much gold you accumulated throughout all of your runs. You get to see all of your gold fall from above into a big pile while music plays. There's no meta-progression or anything tied to it though. I just thought it would be a nice reward for players that have put a decent number of hours into the game. There is also a small ascii version of this sequence on the death screen after a run.
This feature currently only works if you are playing online as that gold total is kept on either Steams servers or gog's. And in the case of gog only if you are running Windows since gog Galaxy doesn't support linux yet.
However in the future I will add an offline tracker as well for the folks that prefer to play offline.
Why bother tracking the gold total online in the first place? On Steam if you track stats through them you are able to see a global total for all players. So that was the main reason.