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Messages - getter77

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1
Congrats on the long haul making it this far.   8)

2
Traditional Roguelikes (Turn Based) / Re: New roguelike: BOSS (v3.0)
« on: March 19, 2024, 11:01:17 AM »
Congrats on a neat revival.  8)

3
v7.2
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Hail Adventurers,

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

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

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

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

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

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

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

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

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

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

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

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

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

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

All adventurers are welcome to come join our Discord.

Summary of major changes since the previous public release:

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

4
v2.1

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

Release notes

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

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

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

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

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

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

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

* Added the Treacherous Traps and Organized Religion modifiers.

* Player character names can now have spaces in them.

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

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

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

* Improved item descriptions typographically a little bit.

5
v2.0

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

Release notes:

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

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

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

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

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

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

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

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

* Made Jeffears' increased hidden room generation slightly stronger.

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

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

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

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

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

7
v1.6

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

Release notes

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

* Wishing for damage type immunities was bugged. Fixed.

* Added the Tigran race.

* Slightly buffed Frostling hitpoints.

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

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

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

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

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

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

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

* Wish point cost of several wishes increased.

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

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

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

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

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

8
v1.5

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

Release notes:

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

* Added the Holy Hand Grenade of Antioch unique item.

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

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

* Journal now more clearly displays quest status.

* Failing a quest now displays a message.

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

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

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

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

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

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

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

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

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

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

9
v1.3

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

Release notes:

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

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

* Corrupted Sigils were missing a glow effect. Fixed.

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

* Added the Syron race.

* Added the Planeswalker class.

* Added the Syntropic shrine.

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

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

* Added tools to travel to other planes and dimensions.

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

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

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

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

* Added The Astronomicon unique item.

10
v1.2

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

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

Release notes:

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

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

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

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

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

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

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

* Rare creatures may now on occasion wield unique spells.

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

* Added the Yearning Shrine.

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

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

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

11
Traditional Roguelikes (Turn Based) / Re: GodoRogue (now at v1.5)
« on: October 30, 2023, 11:19:12 AM »
v1.5

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Thank you very much for the warm reception of the previous version 1.4. I've received a lot of feedback and wanted to quickly release a new version considering the advice and bugs reported by all of you. Here is the list of new additions and improvements. This new version implements Field of View (FOV) and support for playing with the mouse. The main keys for accessing help (?) and using stairs (<, >) have also been changed, and some classes have been balanced. Enjoy!
Added:

    Line of sight (LOS) and Field of Vision (FOV).
    Mouse support to move and explore.
    More special levels from depth 10 to 20.
    You can view all your inventory (identified) after death.
    Dungeon generation spawn more rooms, especially from level 10.
    New command "x" to "examine" secrets/objects. Alias for "s" search.
    Warning messages if player is on special level or near the amulet.
    Secret wizard mode (for debug/cheats).
    New sprites for potions. Every color has a sprite.
    Ranger and Rogue have +1 DEX.
    Warrior and Barbarian have +1 DMG.
    Studded Leather armor for bard and noble.
    Noble start with 1 devotion.
    Sleep (zzz) effect over sleeping monsters.
    Staff/wand of cancellation now reveal phantoms.
    Staff/wand of slow monster now slows monster movement.
    30% chance to spawn a monster after hitting a monster statue.
    Destroying a monster statue will spawn a random monster.
    Destroying a tombstone/slab will spawn a zombie.
    Leprechauns and Nymphs disappear after stealing.
    Default command key for help is now: ? and F1.
    Default command key use stairs are: < and >.

Fix:

    Fix: Improve some performance with the RNG implementation.
    Fix: Spawned monsters are now invisible if player is blind.
    Fix: Winning music never stops on new game.
    Fix: Monsters past level 26 are now more dangerous.
    Fix: Walls stay visible in dark maps.
    Fix: God punishment on your wielded staves show wrong name.
    Fix: Avoid vorpalize a weapon to add more than +9.
    Fix: Throwing some projectiles may waste a turn.
    Fix: No more bones/blood if playing in ascii mode.
    Fix: Reveal map scroll/blessing don't break blindness.
    Fix: Paralyzing monsters affect 40 turns.
    Fix: Some monsters/statues may not clear pathfinding position.
    Fix: Some passive skills may leave uncovered tiles.
    Fix: Adapt window size on computers with small resolutions.
    Fix: Avoid unnecessary calculation on decorations.
    Fix: Less food spawn per level.
    Fix: Less started food and scrolls of identify.
    Fix: Balance amount of devotion from statues/slabs.
    Fix: Shift+H now autoruns to the left.
    Fix: Invalid monster name for venus flytrap statue.
    Fix: Venus flytrap may deal negative damage.
    Fix: Edited some strings from bookshelves.
    Fix: New method to detect special commands like <, > and ?.
    Fix: Balance height/weight ratios.

12
https://www.trianglewizard.com/

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Triangle Wizard 2 is the sequel to 2008's Triangle Wizard. Triangle Wizard 2 stays true to the gameplay of its parent but features updated graphics and a less obtuse interface. It is a realtime roguelite combining an ASCII character art style to represent creatures but normal graphical effects for spells and the environment. The player's character is a wizard represented by a triangle.

The main inspiration for Triangle Wizard, and thus Triangle Wizard 2, is the first iteration of Diablo. Like Diablo it features a deep dungeon delve through randomized levels, with obscure shrines and randomly generated items. The ultimate goal is to travel to the lowest level in Castle Everdoom and confront the Nameless One, an ancient evil whose influence is increasingly darkening the land (although alternative endings and goals are possible). Along the way the player will encounter many different monsters, traps, and bosses. If the player dies their corpse may return to haunt (or help) future adventurers.

There are many different races and classes to play. And in addition there is a advanced deity system with unique boons and curses. A player can further customize their character with gameplay altering talents. New in Triangle Wizard 2 is that race, class, and deity options slowly unlock during play.

There is a particular focus on interaction with the environment. Walls can be destroyed (sometimes revealing hidden rooms), water and lava can affect and be affected by magic, and knocking creatures into spikes hurts them, etc. There are also interactions between spells allowing one, for example, to counter or reflect spells.


Happy 15th Triangle Wizard Day everyone! It is hard to believe that the original game is already a decade and a half old. And with this milestone we also have the official release of Triangle Wizard 2. After 5 years of development, the sequel sees the light!

Written in C# and using the Unity game engine it is more modern, and releases on Windows, Linux, and Mac. Apart from various quality of life upgrades, it is mostly a faithful recreation of Triangle Wizard 1, but there is also some new content to discover!

Although I did a lot of testing, it is a new game, so there are probably still a few bugs. If you encounter any, please let me know! Also let me know whether the game runs fine on Linux and Mac. I do not have access to a Linux or Mac computer, so I am unable to test these builds myself. Finally, please report any frame rate issues, it is hard to determine system requirements, but I could release a build with reduced graphical demands if needed.

Happy (and good luck) exploring the renovated Castle Everdoom!

13
Traditional Roguelikes (Turn Based) / GodoRogue (now at v1.6 final?)
« on: October 10, 2023, 11:55:07 AM »
https://aikoncwd.itch.io/godorogue  Win/Linux

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In the mystic land of Nulbadush, darkness spreads as Sakku's malevolent forces rise. GodoRogue casts you as the realm's last hope, delving deep into treacherous dungeons to reclaim the fabled Amulet of Yendor—a beacon of power and salvation. Every step in these haunted mazes is a test of courage against menacing foes. Your mission: retrieve the amulet and restore hope to Nulbadush. The destiny of an entire world rests on your choices.
Game Features

    ⁉️ Procedural Generation: Dynamically generated dungeons, poems, songs, and events for a fresh experience each play.
    💀 Permanent Consequences: Death is final. Each decision has lasting impact.
    📑 Turn Based: Strategize at your pace. Every move counts.
    📐 Grid Tiles: Precise and deliberate dungeon exploration on a grid.
    👁️ Top-down perspective: Explore the dungeons from a clear bird's-eye view.
    🍖 Resource Management: Balance food, items, potions, and scrolls for survival.
    🔎 Item Identification: Use scrolls, potions, rings, and wands to boost your power.
    🏹 Hack and Slash: Strategy, skill, and luck determine combat outcomes.
    📺 ASCII & Graphic: Choose between ASCII or graphic TileSet visuals.
    😈 Dungeon themed: Brave deadly dungeons, traps, and monsters with every choice critical.
    🧙‍♂️ Character Centric: Level up and gear a single character against deepening threats.
    🔮 No Meta-progression: Each adventure is a standalone challenge.

Can You Reclaim the Amulet of Yendor?

Choose from 17 distinct classes, each offering unique playstyles and abilities. Your journey won't be easy. The echoing halls of Sakku’s lair are filled with formidable enemies, each possessing unique abilities, strengths, and weaknesses. Adapt, learn, and exploit their flaws to advance deeper into the enigmatic world of GodoRogue.

With every level descended, the darkness grows potent, the enemies fiercer, and the secrets of Nulbadush more tantalizing. Do you have the courage, the wit, and the skill to reclaim the Amulet of Yendor, bring light to the darkened realm, and etch your name in the annals of Tharlone’s history?

Dare to step into the enigmatic world of GodoRogue - where every corridor holds a mystery, every room a challenge, and every echo a tale of heroism or defeat. The fate of Nulbadush is in your hands!
How to Play: Basic Controls

Navigation: Use arrow keys or Numpad (recommended) for character movement.

Actions:

        x to descend stairs
        X to ascend stairs (with Amulet of Yendor)
        . or Numpad 5 to rest a turn
        i to view the inventory and read descriptions
        s to search and detect
        p to pray to your deity
        ... and many more!

🔎 For a Complete List: Access the Help Section in-game with F1 or H. If you find yourself overwhelmed or unsure, this is your best companion!

📚 In-depth Guides: We strongly recommend checking out the provided PDFs, both the User Manual for a detailed game guide and the Monster Compendium to familiarize yourself with the creatures you'll face in Nulbadush.
Dive into a Dynamic Adventure!

With every game session in GodoRogue, you're not just playing, but creating a new legend. Whether you're uncovering the history of an artifact, being entranced by a newly generated song, or facing an unexpected event—each playthrough offers fresh experiences

v1.4

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Today is the day! After months working again on this project, here is the major update ever. More than 100 additions/changes to the game. New classes, passive skills, Gods, etc...

Changelog

Added:

    New scene when player wins. Show procgen text, score and statistics
    Each class have unique skills
    Procgen history intro, so the player will know the quest.
    New gameover scene, with procgen epitaph and score and music
    Special levels 10-20: One level with more gold, other more items, and Two with more monsters
    Flying monsters can now move+attack in one turn
    Added action to rest until full HP (comma key)
    Map/light scroll on every dark map
    Visual effects when using magic
    Visual sprites for magic projectiles
    Effects FX when hit, miss and amount dmg over head
    Miss sounds for magic on immune monsters
    Key controls for music and sound volume
    Selectable text from console
    Autorun on rooms too, stopping at doors
    Zombie monster now walk slower and deal more dmg
    Aquator monster is immune to projectiles
    Enchant staff will grant charges
    Character Selector with random traits and history
    You can now Pray to your God
    Devotion stat, used for praying
    Reading monster statues gives monster info
    Extra Healing potion gives +5 max hp
    Final score when you win the game
    Can't search if player is under bad status effect
    Cat Eye cures blind
    Sprite for items will be more variety
    Random starting equipment
    Smooth animation when moving and attacking
    Play will drop blood after getting killed
    Sprites for splash dmg when using staves
    Destroyable statue/slabs, to avoid path blocking
    Statues of gods, heroes and monsters
    Slabs of dead heroes
    Killing monster leave a blood splash
    Bones on the floor
    Fortune Cookies
    Sound when level up
    Random music every 5 levels
    Better door tileset and open doors
    Starting with a fruit in your backpack
    Starting heal is random and affected by body type
    20% chance to auto-search traps and secret walls when moving
    Reveal and identify traps using "search"
    25% chance to not activate a trap when stepping on it
    New sound effects
    Torch decoration on walls
    New champ sprites
    Adding deities

Fixed:

    All texts for monster and item descriptions
    Player sprite now faces the direction of the attack
    Bug with random number generator
    Black screen on dark maps until you move
    Bug Monster attacking while you are already dead
    Bug when using staff of monster creation
    Bug player stuck when using magic wands
    Bug when using scroll of monster creation
    Message Log shows last 200 events, to prevent crashes
    Visual bug with the Amulet of Yendor
    Reduced some audio files to improve the game experience
    Throwing projectiles near a wall
    Staff of Drain Life will kill you at 1 hp
    Deal negative dmg when have low STR
    Nerf ring of protection, from 5% to 3%
    More Medusa confusion
    Blindness potion and effects
    Hallucination potion and effects
    Monsters sprite behind dropped items
    Droped items while blind are invisible now
    Aberdeen Bestiary now show monster tileset
    Auto-identify scrolls of identify
    Throwing cursed weapons
    Bug with trap pathfinding
    Pressing Shift+H will not move you
    Vorpalize scroll will not work with staves
    Nerfed staff of Ice Beam
    More dmg for Venus fly-trap
    Maximum enchant is +9
    More damage from hunger
    Poison potion with some rings
    More XP from fruits
    More Xerocs
    More monsters can fly now
    Reduced time animations (walking, attacking)
    Less damage from bare hands
    Nymphs and Deities now steal random items
    No secret walls on garden level or dark maps
    Better damage for vorpalized weapons
    Nerf Griffin HP
    Dropped items are invisible while blind
    Balanced drop loot from monsters
    Better random scroll names
    Increased secret walls, 40% chance. At level 5
    Bug with STR at level 25
    Less dark maps, 15% of the time
    Better maze algorithm
    Less dead-end-corridors levels
    Fruit is now a stackable item
    Auto-run with Shift key
    Identify failed scrolls
    Balancing potion effects/duration
    More gold items in dungeon, less value per stack
    Some typos

14
R 18.03

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A user called 'Misc' recently alerted me to the following two things:

- Esoteric Priests of Dagon (Priests of Cthulhu) have an easy time maxing their unique ability by casting Dismissal on all items in a shop. (Which generates hate since R18.01.)
- If you kill a creature affected by a Malediction effect combined with the Binding of Isaac talent the walls of the dungeon might get alive and move around.

So in this new version these issues are addressed! :)

Release notes for R 18.03:

-Esoteric Priests of Dagon's ability capped at 50% hate.
-Loveliness gain from the Pax unique item capped at 50%.
-Fixed some typo's.
-Hate gained from dismissing store items capped at 15%.
-Killing an enemy under the effects of a Malediction with the Binding of Isaac talent will no longer make the walls move around.

15
v22.1.0

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# Gameplay
##############################
# Backgrounds (classes)
- The Flagellant "moribund" status (low health bonuses) is now applied for a certain duration when taking damage that reduces health to 6 hit points or below (previously it was always active while hit points were below the limit, and ended immediately when restored above the limit). The reason for this change is to allow the player to utilize the effect for a bit even if hit points are immediately restored above the limit (e.g. when using the Shed Impurity spell, see below).
- Flagellants also start with a potion of vitality.
- For Flagellant characters, the number of turns spent is adjusted to a lower value (55% of the original value) when calculating score (Flagellants tend to spend a lot more turns, especially since they must wait every time they walk, so this is a compensation for a more comparable score).

# Traits
- The Galvanization trait only applies regeneration if hit points are lost from casting the spell (mostly/only applicable to the Shed Impurity spell, see below).
- Added unique Flagellant trait "Memento Mori", which raises the threshold of the moribund status to 8 hit points, and increases the duration of the effect by 50%.
- Renamed the "Death Sense" Flagellant trait to "Fervor".
- Treasure Hunter increases items spawned on each floor by 1, instead of 1-2. See also general change to number of items spawned below.
- Improved the Survivalist trait: "You cannot become diseased, only half your wounds count, rounded down (i.e. number of wounds are halved when calculating combat, hit point and regeneration penalties, slower walking speed happens at 6 wounds instead of 3, and you die from 10 wounds instead of 5)".
- Healer is no longer a prerequisite for Survivalist.

# Map generation
- Added a new special level
- When the monsters on the "end level" (no spoilers) becomes aware of the player, a message is printed (to reduce the need for meta knowledge).
- On the Egypt level, when the player is within a certain distance of Khephren, all monsters on the map become aware of the player. A message is printed when this happens.

# Terrain objects
- Hazy Mirrors are now colored gray on the minimap when they have been activated.
- Hazy Mirrors are now also detected by the magic searching effect (the Clairvoyant ability).

# Spells
- Added spell "Shed Impurity" - a unique spell for the Flagellant background, that they start with. The spell lowers hit points to the limit where the Flagellant receives bonuses for having low hit points, and if enough hit points are lost, then some status effects such as poisoning are cured.
- Added a new spell that heals other creatures, available only to monsters.
- The Transmutation spell is now "tenebrous" (temporarily forgotten when cast).
- Reduced the duration of the blindness effect that Light spell causes at higher levels, and increased the spell cost from 2-4 spirit to 3-5.
- Changed Control Object max distance from 2/4/6 to 3/4/5 (for basic/exptert/master).

# Items
- Reworked the Incinerator, it is now called the "Morphic Blaster", and is a Mi-Go weapon that works more like the Electric Gun.
- Potion of Descent can now be used on all levels until "the end" (no spoilers), previously it only worked until a few levels before the end of the game.
- Reduced the weight of spike guns.
- Added a new artifact.

# Monsters
- A few monsters wait for a turn when they see the player and are aware of the player. This only happens once, until the monster loses awareness again. It is intended to avoid some unfair instant deaths by allowing the player a chance to act first (for example Cultists and White Spiders have this behavior).
- White Spider attacks have 20% chance to paralyze instead of 50%.
- Reduced hit points of Ghosts (mainly to allow Flagellant players a better chance to counter them with the Thorns spell)
- Pickman spawn from level 10 instead of 6, and is somewhat rarer.
- Pickman starts with 2-3 Ghouls instead of 4-5.
- Byakhee spawn from level 8 instead of 6, and can only spawn in groups from level 10.
- Mummies can now speak a phrase when they become aware, to alert other monsters.
- When Major Clapham-Lee "calls forth his Tomb-Legions", the summoned monsters now wait a turn instead of acting immediately.
- Tentacle Clusters can spawn randomly on the map (not just from spell side effects etc), although somewhat rarely
- Many updates to the "hound" monsters (Fire Hound, Energy Hound): added more types, added sound effects, changed a lot of their stats.
- Monsters that "breed" (i.e. mold) will not spawn new monsters if the group size is above a certain limit.
- Added more monsters

# Misc balancing
- Reduced XP gained from seeing "terrifying" monsters from 10 to 8, and reduced XP for "mind shattering" monsters from 20 to 15 (rationale: there are more monsters now).
- On average, one less item is spawned on each floor in the mid game (10-19), this is intended to avoid players winning with a huge amount of items in the inventory, without making the early game harder or making exploration less rewarding in the late game. See also Treasure Hunter change above.

# Other changes
- In the game over summary screen, all items are shown with their identified names in the inventory section.
- In the item knowledge section of the character screen ("C" or "@"), the real names of all identifiable items in the game are shown, so it is now possible to know exactly which effects an unidentified benign potion may possibly have, for example.
- Removed the item knowledge section of the game over summary screen.
- Added hint popups with info about status effects, shock level, kicking braziers, and kicking statues.
- The "stagger" messages are now more specific, and describe why the player is staggering ("My wounds cause me to stagger.", or "I stagger under the weight of my carried load.").
- A warning is printed when going over 100% carry weight.
- "Shock" is referred to as "mental shock" when picking background and traits, since it could be confused with some type of shock damage (and this is probably often the first time a new player encounters this term in the game).
- Added info about kick hit chance in the monster descriptions.

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# User interface
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# Graphics
- Added unique player tiles for each weapon that the player can wield (39 new tiles in total), thanks YARD and Hal from the IA Discord channel!

# Sound
- Added a sound effect for walls collapsing ("Suddenly, the walls collapse!").

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# Fixes
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- Fixed a bug where creatures (e.g. the player) could get knocked into impassable terrain (such as walls), if they had physical damage resistance.
- Fixed a bug that caused interruptions of longer player actions (handling armor or using the medical bag). The problem was that status effects that interrupt the player (fainting, burning, entangled, stuck, etc) would interrupt regardless of which creature it was applied to. The effect of this was probably most often noticeable when monsters outside view got stuck in mud.
- Viewing information about known spells while picking a new trait was handled poorly if the player did not know any spells.
- In the inventory section of the game over summary screen, only the plain, single item, names were used (e.g. "Throwing Knife"). Now plural names are used correctly (e.g. "6 Throwing Knives").
- Shock from casting domainless spells (Exorcist unique spells) was not included when showing cost from casting learned spells in the character screen and game over summary screen.
- When monsters opened a door, the opened door was always updated in the player memory even if they did not see the door being opened.
- Fixed some cases where redundant sound messages were printed when handling doors ("I hear a door open. I see a door opening.")
- When kicking statues while blind, the sound message would never be printed ("I hear a crash.").
- The Purge spell description now also includes mirrors in the list of objects it can destroy (it could already destroy them but it was not described).
- Crimson Passage also gave a free move when it ended due to hit points being too low (now it only gives a free move if it is possible to "pay" the hit point cost).
- And more bug fixes...

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