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Topics - Virtua Sinner

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1
Announcements / Caverns of Xaskazien II - Ver. 0.85.28 released
« on: January 21, 2019, 03:23:12 PM »
Newest version of the game is up at https://virtua-sinner.itch.io/caverns-of-xaskazien-ii, with some bug fixes, quality of life improvements and more variation to dungeon design.  As always, it's free, so give it a look :)

2
Announcements / Caverns of Xaskazien II - Ver. 0.78.94 released
« on: October 15, 2018, 08:38:34 PM »
The newest version of Caverns of Xaskazien II is up. You can download it for free, or download the patch to bring your most recent version up to snuff, here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

Check out the devlog if you want to see what the changes are or how to apply the patch. Please let me know if you're encountering anything that seems like a bug!

Thanks!

3
Announcements / Caverns of Xaskazien II - Ver. 0.76.89 released
« on: August 17, 2018, 12:34:26 AM »
This is a quick update, but there were a couple of critical things I wanted to address, so enjoy!  If you've previously downloaded ver. 0.76.65 or 0.76.66, the new patch download will get your game right up to snuff.  Just download the zip file, place it in your main Caverns of Xaskazien 2 folder, unzip it, and answer yes to any "do you wish to overwrite" previous files questions.  Then go kill an arch-daemon.

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

Here's the new updated stuff:

Major Improvements:
- New Map Tile: Stained Glass Window.
- Added alterable Combat State, via button or key press, to allow you to deliberately NOT attack monsters you don’t wish to kill (for religious purposes or otherwise).
- Added Selective Combat tab to allow you to automate which types of monsters you would prefer not to attack (if any) and had it default to settings useful to player religion at start of game.

Minor Improvements:
- Placed maximum allowable bets on Wheels of Fortune to make Gambling Skill less game breaking.  That max is based on Dungeon Level.
- Made Extinguish spell, Summer Rain miracle and Ice Crystal Powder change Wall Mounted Candles, Wall Mounted Torches and Lantern Bearing Walls to extinguished versions, rather than just eliminating them entirely.
- Added clickable button to centre screen on your character, for those wishing to solely use the mouse, as opposed to keyboard and mouse.
- Improved ancient AI for Thieves and other such monsters that pick up treasure from the dungeon, by allowing them to target any treasure they can see, prioritizing the closest, rather than only being able to go for treasure directly adjacent to them.

Bug Fixes:
- Fixed typo in query of Blinding Flash Scroll.
- Fixed errors sometimes messing up how much a monster’s DAM rating should be lowered by a Wither spell.
- Fixed multiple text output errors that could occur when drinking Asterian Moonshine from a Liquor Barrel.
- Fixed outdated and misleading information regarding the likes and dislikes of certain Major Deities if querying them from the Stats Tab.
- Fixed error allowing you to gain rewards for killing monsters, even if you were killed in the same round of combat, sometimes having the effect of raising you from the dead (for instance, if you had at least Advanced Necromancy and died while simultaneously killing an Undead monster).
- Fixed error where Extinguish spell, Summer Rain miracle and Ice Crystal Powder weren’t affecting Standing Torches.
- Fixed error causing the bottom half of the Religion Tab button to ignore being clicked.
- Fixed error displaying wrong graphic with text output for Scourge Miracle.
- Fixed error not properly loading in graphic for Gold Pan.
- Fixed error informing you that an angry Pantos had taken -20 Faith (instead of 20 Faith).
- Fixed errors not mentioning in queries of Dallerithian Medallion or Medallion of Demon Contact that their usage will anger Good gods.
- Fixed errors where monsters hitting sleeping characters weren’t causing max damage.
- Fixed error where Thieves, Bandits and Outlaws weren’t picking up Silver they found in the dungeon.

Also, both the readme file and the manual have been updated to fully explain the new Combat State button and Selective Combat tab.  Thank you to Someone64 who supplied the ideas for both of those on the itch.io comments page. 

Oh, and critically - the new version is incompatible with old save files.  Finish any ongoing games first!

Thanks!

Jeff

4
Announcements / Caverns of Xaskazien II - Ver. 76.65 released
« on: August 09, 2018, 06:22:52 PM »
The following will likely be a long post, so for those looking for the download link, here it is:  https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

I expected this release to be out by late Spring of 2016, but a combo of injury and overwhelming workload prevented that.  Better late than never!  There's a lot more to come, but I'm not dumb enough to specify when again.  The next update will be released in X Units of Time, where X is equal to the whim of the universe.

Also, please be aware that while this is labeled ver. 0.76.65, ver. 0.00.01 was a fully playable and complete game (essentially, at that point, just a graphical overhaul of the original game).  Ver. 1.00.00 will be achieved when I've incorporated every feature I initially envisioned for the game, 8 years ago.

For those new to Caverns of Xaskazien II, it's a Windows based roguelike, and here's the specs:
Game Features:
- A rich, graphical game, with loads of animation and dynamic, coloured per pixel lighting.
- An exclusive orchestral soundtrack created for the game by professional film scorer, Dave Coleman.
- A full sound environment with close to 1000 unique sound effects, volume keyed to the source’s distance from your character.
- An intuitive keyboard and mouse interface.
- An easy to understand UI that ensures all information any player could want on any topic is only a mouse hover away.
- 300 visually distinct monsters, each with a dozen+ variants (including named boss types), and robust AI that differs by monster intelligence level.  Summoning and Charm methods allow you to raise your own monstrous army to fight for you, too.
- Merchants and NPCs to deal with, as well, each of which can run afoul of the monsters, just like you.
- More than a hundred unique booby traps for the unwary, most of which may be set by players to ensnare monsters, too.
- 125 base weapons and 75 base armour pieces, each with thousands of possible enchantment combinations and legendary variants.
- Hundreds of unique magic items, mundane items, potions, scrolls, staves, wands, rods, food items, etc.
- More than 200 unique spells.
- Play as either sex in any combination of 38 Classes and 13 Races, and customize your character as you see fit through the upgrading of both Attributes and Skills.
- A new Religion system in which you vie for the affections of dozens of gods and goddesses, and where you can devote yourself exclusively to one of 13 different religions.
- Procedurally generated dungeons utilizing multiple methods of generation to create caves, structured areas, labyrinths and even forests, supplemented by occasional pre-generated dungeons called Legendary Lands.
- Hundreds of unique environmental features to interact with and use to your tactical advantage (or detriment).
- Both random and scheduled special Events to mix up gameplay.
- A comprehensive user's manual in the docs folder.
- All for the low, low price of free :)

Some very hastily assembled screenshots:

Title Screen


Assembling a new character in seconds...


A woodsy wandering on Level 1...


Everyone likes to sleep near rivers of acid...

What's new in 076.65 since the last update (ver. 0.68.65) has to be parsed out into the following comments, since the forums won't let me post anything that long (see below):








5
Announcements / Caverns of Xaskazien II Ver. 0.68.65 release and patch
« on: March 11, 2016, 09:00:44 PM »
Here's the latest from Caverns of Xaskazien II, a graphics rich roguelike for Windows, with 21 years development behind it.  More bug fixes, more UI improvements, and more content!

If you're new to the game, you can download the whole thing here: https://www.dropbox.com/s/ql0kar9zg0ysn0b/Caverns%20of%20Xaskazien%202%20Ver.%2068.65.zip?dl=0

If you've got at least Ver. 0.66.12 installed, the following small file will patch everything up for you - just unzip it in your main game directory, answer "yes to all" when prompted, and feel free to delete the zip afterwards: https://www.dropbox.com/s/b7uo05yg7i6o8p9/COX%20Update%200.66.12%20to%200.68.65.zip?dl=0

The next update is going to be massive, so there may be a several week delay getting it out.  But it'll be quite literally game changing, so stay-tuned :)

If you want more information about the game, some screenshots, or the full update log, read on!

Screenshots:

Yorick's Dimension Hopping Trunk in an unusually large, torch lit room


An interesting cave our adventurer has mapped


Game Features:
- A rich, graphical game, with loads of animation and dynamic, coloured per pixel lighting.
- An exclusive orchestral soundtrack created for the game by professional film scorer, Dave Coleman.
- A full sound environment with close to 1000 unique sound effects, volume keyed to the source’s distance from your character.
- An intuitive keyboard and mouse interface.
- An easy to understand UI that ensures all information any player could want on any topic is only a mouse hover away.
- 300 visually distinct monsters, each with a dozen+ variants (including named boss types), and robust AI that differs by monster intelligence level.  Summoning and Charm methods allow you to raise your own monstrous army to fight for you, too.
- Merchants and NPCs to deal with, as well, each of which can run afoul of the monsters, just like you.
- More than a hundred unique booby traps for the unwary, most of which may be set by players to ensnare monsters, too.
- 125 base weapons and 75 base armour pieces, each with thousands of possible enchantment combinations and legendary variants.
- Hundreds of unique magic items, mundane items, potions, scrolls, staves, wands, rods, food items, etc.
- Nearly a hundred unique spells.
- Play as either sex in any combination of 38 Classes and 13 Races, and customize your character as you see fit through the upgrading of both Attributes and Skills.
- Procedurally generated dungeons utilizing multiple methods of generation to create caves, structured areas, labyrinths and even forests, supplemented by occasional pre-generated dungeons called Legendary Lands.
- Hundreds of unique environmental features to interact with and use to your tactical advantage (or detriment).
- Both random and scheduled special Events to mix up gameplay.
- A comprehensive user's manual in the docs folder.
- All for the low, low price of free :)

Updates to Ver. 0.68.65 since last update (Ver. 0.67.91)

Major Improvements:
New Skills: Cold Resistance, Electrical Resistance, Acid Resistance, Physical Resistance.
New Spell: Corpse Form (which monsters can cast, too).
New Mundane Item: Mandolin.
New Event: Avalanche.
New Armour Enchantments: Buttressed/Adamantium/Diamond.

Minor Improvements:
- Standardized still more Intermediate and Basic text prompts.
- With Text Prompts set to Intermediate or Basic, the game now tells you when your Xegexian Handaxe has earned you a Skill Point.
- Removed “%” after the textual output of your Base Attack 1, Base Attack 2 and Defense ratings at the top of the Inventory screen, since none of them actually represent percentages and it was confusing.
- Further clarified a few text outputs explaining why you couldn’t equip a given Amulet, Ring, Weapon, Breastplate, Helmet or Shield.
- Removed forced delay when you detect a Secret Door or Buried Object (because it was annoying), but compensated by making the text prompt appear even if your Text Prompts are set to Expert.
- Made Large Chests, Sunken Treasure, Vaults and Golden Safes provide you one lump sum of the massive amount of Treasure you find, rather than partitioning it into several findings of smaller sums.  This was done to prevent Scavenging skill and similar abilities from being overpowered in these situations, and because it was, frankly, silly.
- Removed old shortening of certain armour suffixes in the inventory list - doesn’t seem to be needed.
- With Text Prompts set to Basic, the Combat Results will now notify you if damage caused by a monster has instead healed you.
- Made Combat Results and other select circumstances not append the type of hero a monster is to its name (because it could get absurdly long and wordy).
- With Text Prompts set to Basic, certain enchanted weapon effects which previously received no Situation Panel output now get one.
- Added clarification in text output of Fountains and queries of both Fountains and Pools that Acid plays a factor in certain outcomes.
- Made Lord Albony’s and Rallaish’s punishments deal Electrical damage, to make Electrical resistance slightly more useful.
- Made Feathers of a Fallen Angel deal Electrical damage, to make Electrical resistance slightly more useful.
- Resistances for both monsters and player now round damage to the nearest whole number, instead of just dropping the remainder.  This should make resistances slightly less effective for both, but more accurate, opening up a lot more gameplay possibilities in the future.
- Physical Resistance no longer protects monsters from falling damage (though Golems are still immune).
- Percentage based Experience adjustments (for Warriors, or while using a Weapon of the Kin, as examples) now round off to the nearest whole number, instead of dropping fractions. 
- The game now reminds you with sound effect and, when Text Prompts are set to Intermediate or Basic, with Situation Panel output, that you’ve been awakened if a monster attacks you while you’re sleeping.
- During map generation, when creating long bridges, it now builds in either a north/south direction or east/west direction according to which would be shorter.  It only randomly chooses between the two if they would both be of equal length.

Bug Fixes:
- Fixed major error crashing the game on some Windows 10 systems.
- Fixed rare but serious error that could, on a Trap Door, place a Booby Trap of a type that would replace your current square with something else, effectively removing the Stairs from the level you’re on and possibly preventing further progress.
- Fixed error preventing monsters from becoming poisoned if they fell in a Snake Pit.
- Fixed error not re-rendering lighting after you try to enter Stalagmites and fail.
- Fixed errors not re-rendering lighting after you leap over a pit of any kind.
- Fixed rare error that could allow more than 26 dropped Objects to accumulate in a square if Objects are scattered into the square (by a Poltergeist or Gale Force Wind, for instance).
- Fixed error capping your textually outputted Base Attack values at 100 (though the actual value was unaffected).
- Fixed errors not depleting Enchanted Arrows or Armour Piercing Arrows when you use them.
- Fixed typos in query of Mirror of Dark Duplication.
- Fixed errors during queries of monsters occasionally not taking into account the type of damage the monster deals when outputting the range of damage it will cause if it hits you.
- Fixed gibberish during text output of Undertows.
- Fixed error not outputting the sentence telling you the monster had cast Sparks if a monster cast it at you but you resisted it.
- Fixed error not outputting any textual information if a monster successfully casts Sleep on you.
- POSSIBLY fixed error occasionally causing Events to trigger without showing the Event screen.
- Fixed error displaying wrong graphic when you cast Air Shield.
- Fixed error occasionally displaying graphics with a line through them in the Situation Panel when they shouldn’t have a line through them.
- Fixed (or at least helped mitigate) text overwrite errors in particularly long text outputs of Base Attack 1 and Base Attack 2 at the top of the Inventory Tab.
- Fixed error displaying image for Geography Skill rather than Cartography Skill when you try to improve Cartography Skill but fail.
- Fixed error not outputting anything in the Situation Panel when, with Text Prompts set to Basic, you drank from a Poison Broth Cauldron, but it had no effect as you were already Poisoned.
- Fixed error not taking into account Acid Resistance when you drink from an Acidic Broth Cauldron.
- Fixed error not taking into account Acid Resistance when you drink from an Acidic Fountain.
- Fixed error not taking into account Acid Resistance when trying to avoid having items melt in an Acidic Pool.
- Fixed error using outdated form of Acid Resistance when you drink an Acidic Potion.
- Fixed several errors where Periapt of Elemental Resistance wasn’t always being taken into account to resist Electricity.
- Fixed error scrolling wrong amount of damage when Elshaneth punishes you.
- Fixed error that could mess up monster Cold Resistances when reorganizing monsters.
- Fixed typo in query of Dishonour event.
- Fixed multiple errors allowing the Shrines of lesser gods and goddesses to continue lighting surrounding squares, even after those Shrines have been used and have therefore ceased to glow.
- Fixed errors causing Sleep, Hold Person and Confusion spells cast by a monster onto the player to last 1 turn longer than they should.
- Fixed text overwrite error caused by recently implemented flavour text output when examining a Coat of Arms.
- Fixed text spacing errors in the message telling you your Breastplate, Armour or Shield had broken.
- Fixed typo in “Flimflammer” high score title.
- Fixed error messing up query of Elmwood and Oakwood Breastplates/Shields/Helmets.
- Fixed errors not properly labeling Tamaran Coffee or Vorduvian Tea when they are destroyed.
- Fixed multiple errors where the full names of certain Trap Kits and the degree of preparation on meat were not being textually outputted when those objects were either dropped or destroyed.

Thanks to any and all who are giving the game a look, to those who have given advice, and to those who have made much needed suggestions to improve the game!  I'd love to hear more feedback or bug reports if you have any!

Jeff

6
Announcements / Caverns of Xaskazien II Ver. 0.67.91 release and patch
« on: March 02, 2016, 01:56:36 AM »
I was hoping to hold out a few more days before releasing the next patch, but an error was brought to my attention today that I'm 99% certain was the result of my accidentally releasing a debug version of the game last week (which is ironic, since I don't even know how to use the debugger...  must have clicked it on by accident).  If that was indeed the culprit, this new release should solve the problem (as well as slightly improving game performance) and, in any event, there are a few new bits of content, some improved AI and a whole slew of miscellaneous bug fixes, so...  what the hell. 

If you're new to the game, you can download it here: https://www.dropbox.com/s/ryrvkr4fz783ndz/Caverns%20of%20Xaskazien%202%20Ver.%200.67.91.zip?dl=0

If you've got at least Ver. 0.66.12 installed, the following small file will patch everything up for you - just unzip it in your main game directory, answer "yes to all" when prompted, and feel free to delete the zip afterwards: https://www.dropbox.com/s/r94jh3e89ys9976/COX%20Update%200.66.12%20to%200.67.91.zip?dl=0

If you encountered the game stopping "side-by-side" error (or if your game is mysteriously crashing on start), download this NEW executable, pasting it over the original that you downloaded and tell me if that solves the problem.  I've had reports that it does. You can get it here:  https://www.dropbox.com/s/effqdfki46ta1jd/Caverns%20of%20Xaskazien%202.exe?dl=0 

If for some reason that DOESN'T solve the problem, please tell me, then download the Microsoft Service Pack 1 and install it.  That should do the trick.  You can get that here:  https://www.microsoft.com/en-us/download/details.aspx?id=5582

The next update will obviously include the repaired .exe by default, so this shouldn't be an issue going forward.

I also want to say thank you to everyone who has taken the time to check out the game - there's a great deal more incentive to continue the work when you know you're not the world's only player.  And if you do encounter any bugs or have any questions, please do ask.  I want to improve things, and I can't if I'm unaware of problems or points of confusion.

Ok, now that that's all out of the way, here's the sales pitch for the new comers, some screenshots to entice, and the update log below. 


Game Features:
- A rich, graphical game, with loads of animation and dynamic, coloured per pixel lighting.
- An exclusive orchestral soundtrack created for the game by professional film scorer, Dave Coleman.
- A full sound environment with close to 1000 unique sound effects, volume keyed to the source’s distance from your character.
- An intuitive keyboard and mouse interface.
- An easy to understand UI that ensures all information any player could want on any topic is only a mouse hover away.
- 300 visually distinct monsters, each with a dozen+ variants (including named boss types), and robust AI that differs by monster intelligence level.  Summoning and Charm methods allow you to raise your own monstrous army to fight for you, too.
- Merchants and NPCs to deal with, as well, each of which can run afoul of the monsters, just like you.
- More than a hundred unique booby traps for the unwary, most of which may be set by players to ensnare monsters, too.
- 125 base weapons and 75 base armour pieces, each with thousands of possible enchantment combinations and legendary variants.
- Hundreds of unique magic items, mundane items, potions, scrolls, staves, wands, rods, food items, etc.
- Nearly a hundred unique spells.
- Play as either sex in any combination of 38 Classes and 13 Races, and customize your character as you see fit through the upgrading of both Attributes and Skills.
- Procedurally generated dungeons utilizing multiple methods of generation to create caves, structured areas, labyrinths and even forests, supplemented by occasional pre-generated dungeons called Legendary Lands.
- Hundreds of unique environmental features to interact with and use to your tactical advantage (or detriment).
- Both random and scheduled special Events to mix up gameplay.
- A comprehensive user's manual in the docs folder.
- All for the low, low price of free :)

A few scrambled screenshots grabbed 30 seconds before making this post:

Gandrex Vurr is a swell orcish name, yeah?


The Caverns are cozy...


Surrendered?!  (I actually just didn't want to upload with a playable level 24 character on the loose...)



Updates to Ver. 0.67.91 since last update (Ver. 0.67.17)

Major Improvements:
- New Map Tile variants: Rotting Adventurer’s Corpse, Bridge Over Ice, Rope Bridge Over Ice, Drawbridge Over Ice.
- Improved monster A.I. by making them consider the relative dangers of moving into a square vs. staying where they are, rather than only considering the danger of moving into the new square.

Minor Improvements:
- Standardized still more Intermediate and Basic Text Prompt outputs.
- Updated queries of Create Mundane Item and Create Armaments spells to mention that the spell will fail if cast in a square with 25 discarded Objects.
- Made Garbage Heaps additionally act like Stench Clouds because it was weird that you had to dodge Stench Clouds to get to them, but once there, apparently everything smelled rosy.
- Adjusted scoring system slightly to ensure players aren’t rewarded for simply diving as fast as they can (an especially cheap tactic for characters beginning with the Descend spell).
- With Text Prompts set to Basic, the game now tells you how long you’ll be asleep if you fall asleep because of Sleeping Gas.
- Changed the Undertow result of Pools from causing drowning damage equal to the number of Inventory slots you have filled to instead pull you down to the next Dungeon Level.  This was done to lower incentive to boringly drop everything you’re carrying before jumping in a Pool.
- With Text Prompts set to Basic the Situation Panel now textually identifies the type of riddle you’re trying to answer.
- With Text Prompts set to Basic, the Situation Panel now outputs how many Experience Points you’ve lost when you look at a Gruesome Image, not just that you’ve lost some.
- With Text Prompts set to Basic, the Situation Panel now identifies the depth of Quicksand you’re in, rather than just that you’re in Quicksand.
- Added some flavour by having the game identify what nation/city a given Coat of Arms belongs to when you successfully recognize one.
- With Text Prompts set to Basic, the game now tells you if you’ve destroyed a Target Dummy.
- Added green swirling graphic beneath unusual monster variants, to differentiate them from the more common missile variants (which have a yellow swirling graphic).

Bug Fixes:
- Fixed error not re-rendering lighting after an Imp teleports you.
- Fixed errors not increasing spell durations of Hold Monster, Sleep, Frost Breath, Frost Blast or Freeze for Tree Man Unique Ability.
- Fixed errors not fizzling Scrolls or Staff charges when you try to cast Create Cooking Fire in a non-Empty Space.
- Fixed errors not fizzling Scrolls or Wands/Rods when you try to cast Create Mundane Item or Create Armaments, but your Inventory is too full to accept the created Object, and there are already too many things in your square to drop another.
- Fixed gibberish text output if you eat a diseased mushroom from a Mushroom Patch.
- Fixed typo where you could eat “Hallucinoigenic Mushrooms.”
- Fixed error that could mess up the effects of an Acidic Pool in the unlikely circumstance that you had more than 40 Inventory slots full.
- Fixed error preventing Mist Spawners (which count as Mist, themselves) from blocking LOS.
- Fixed error still displaying the markers for monster variants, even when you’re blind.
- Fixed error not playing burning noise when a monster steps in Acidic Vapour.
- Fixed error that could trigger Slide Traps or Spike Bottomed Slide Traps on Dungeon Level 30, which would then drag you to Dungeon Level 31, with little hope of ever climbing up to find Xaskazien again.
- Fixed error in query of Whiskey telling you what will happen if you drink the Beer.
- Fixed errors in both Beer and Whiskey where, with Text Prompts set to Basic, it would textually output the amount of damage you took from drinking twice.
- Fixed error causing Whiskey to raise your Strength rather than Dexterity.
- Fixed multiple errors confusing the variables keeping track of how badly a monster is poisoned with whether or not the player had done the poisoning - this had multiple and complicated (if infrequently observed) consequences.
- Fixed error making aquatic monsters hesitant to enter Waterfalls, even though they won’t be hurt by them.
- Fixed error making flying monsters hesitant to pass over Whirlpools, even though they won’t be hurt by them.
- Fixed erroneous Situation Panel text output on Dragon Pentacles and Mutant Labs.
- Fixed text spacing error in the returned name of Spellfilching Magicians.
- Fixed errors that could display Waterfalls, Rapids, Ice and Frozen Cascades in the wrong orientation if they were adjacent to a Bridge or Rope Bridge.
- Fixed typo in text output of White Spirit Eve event.
- Fixed error messing up the forecast of the next holiday on White Spirit Eve.
- Fixed error outputting wrong graphic when you are stung by bees at a Bee Hive.
- Fixed text spacing error in query of Chimera hero variants.
- Fixed error displaying wrong graphic when you recharge a Wand, Staff or Rod with an Energy Crystal.
- Fixed text spacing error in text output telling you your weapon had broken.
- Fixed error not saving the data that a monster had been frozen by the player.  This meant that if you froze a monster, quit the game, then reloaded the game and waited for the monster to freeze to death, you wouldn’t get the experience reward.
- In certain Fountain results, fixed ancient remnants of very early Situation Panel text outputs that used to write “(Key)” at the end of text prompts to remind you to press a key.
- Fixed errors that could sometimes output the wrong graphic when casting Mage Helm, Mage Shield or Mage Armour.
- Fixed error (I think) rarely posting a phantom potion shape over the image of an item that is being melted.
- Fixed error not printing Northroad Bandit’s special ability when you query it.
- Fixed error sometimes not putting monster’s image into Situation Panel if you accidentally summon or disturb a monster.
- Fixed error displaying wrong graphic when outputting a message that you are no longer spreading a given disease.
- Fixed error allowing Mirror of Destruction to destroy the outer, supposedly indestructible walls of the map.
- Fixed error displaying wrong graphic if you resist contracting White Rot from a monster during combat.
- Fixed pluralization error in text output when an Absorb Life Energy spell drains a single Health point from a monster, killing it in the process.  (“...drains 1 points of Health...”).
- Fixed serious error that could freeze the game if you tried to enter a Gwyllion Peel.


7
Announcements / Caverns of Xaskazien II Ver. 0.67.17 release and patch
« on: February 24, 2016, 12:33:14 AM »
Another big release with some cool new content, new ways of using existing content and plenty of bug fixes.

If you're new to Caverns of Xaskazien II, you can download the latest version (0.67.17) here: https://www.dropbox.com/s/0rckwzt4rp24stp/Caverns%20of%20Xaskazien%202%20Ver.%200.67.17.zip?dl=0

If you've already got at least version 0.66.12 installed, you can patch it to the latest with this download: https://www.dropbox.com/s/vh9v4nptde9y6yl/COX%20Update%200.66.12%20to%200.67.17.zip?dl=0
PATCH INSTRUCTIONS: Put the zip file in the root folder of your game and unzip it.  Click "Yes to All" when it prompts you.  Feel free to delete the zip file afterwards.

Although the details will be discussed below, I want to point out the new READ ME file in the root folder.  I'm trying to make the game as user friendly as possible - hopefully the READ ME is more digestible than the full manual, for those who want a quick briefing on how to play.  Please let me know how clear/unclear it is.

As per usual, here's a brief description of the game for newcomers followed by the changelog for the current release.  Enjoy!

Game Features:
- A rich, graphical game, with loads of animation and dynamic, coloured per pixel lighting.
- An exclusive orchestral soundtrack created for the game by professional film scorer, Dave Coleman.
- A full sound environment with close to 1000 unique sound effects, volume keyed to the source’s distance from your character.
- An intuitive keyboard and mouse interface.
- An easy to understand UI that ensures all information any player could want on any topic is only a mouse hover away.
- 300 visually distinct monsters, each with a dozen+ variants (including named boss types), and robust AI that differs by monster intelligence level.  Summoning and Charm methods allow you to raise your own monstrous army to fight for you, too.
- Merchants and NPCs to deal with, as well, each of which can run afoul of the monsters, just like you.
- More than a hundred unique booby traps for the unwary, most of which may be set by players to ensnare monsters, too.
- 125 base weapons and 75 base armour pieces, each with thousands of possible enchantment combinations and legendary variants.
- Hundreds of unique magic items, mundane items, potions, scrolls, staves, wands, rods, food items, etc.
- Nearly a hundred unique spells.
- Play as either sex in any combination of 38 Classes and 13 Races, and customize your character as you see fit through the upgrading of both Attributes and Skills.
- Procedurally generated dungeons utilizing multiple methods of generation to create caves, structured areas, labyrinths and even forests, supplemented by occasional pre-generated dungeons called Legendary Lands.
- Hundreds of unique environmental features to interact with and use to your tactical advantage (or detriment).
- Both random and scheduled special Events to mix up gameplay.
- A comprehensive user's manual in the docs folder.
- All for the low, low price of free :)

A few screenshots from my most recent playthrough:

A Precarious Crossing:


A Widely Branching River on the Map


Upgrades to Ver 0.67.17 since last release (Ver. 0.66.12):

Major Improvements:
- New Mundane Items: Spell Drain Trap Kit, Honeycomb, Tamaran Coffee, Vorduvian Tea.
- New Terrains: Blast Craters (non-linear chasms), Bee Hive.
- Made it possible (though uncommon) for there to be more than one River, Frozen River, Acid River, Lava Flow or Chasm on a map.
- Made it possible (though uncommon) for any of the above to be more than 1 square wide (theoretically up to 38 squares, though the odds of this are astronomically low).
- Made it possible (though uncommon) for each of the above to fork.
- Made it possible (though uncommon) for each of the above to link up with lake types (so lakes can empty into rivers, etc.)
- Made it possible for the map generator to create Bridges and Rope Bridges that are more than just 1 square in length over Water, Lava, Acid or Chasms.
- Game now checks whether your current save is playable or if the character is dead and grays out the option to load game accordingly.  It won’t highlight the option if you point at it and the save is not viable, nor will it try to load the game if you click it.  This should save time for players waiting for a game to load, only to have it fail at the end because the character is dead.

Minor Improvements:
- Added a READ ME to the root directory of the game, giving a brief overview of the rules.
- Made Wishing Wells grant Attribute Points on success, instead of randomly picking an Attribute to increase, so that the player actually CAN get their wish instead of a random reward.
- Made it so that while a Psychic Fear spell is ongoing, monsters in your square will try to move in a random direction, rather than standing and fighting.
- Standardized many more Situation Panel text outputs for Basic and Intermediate Text Prompt modes.
- Made text output red during combat if your Text Prompts are set to Basic and the game is communicating why you didn’t get to attack this turn.
- Once you’ve discovered the contents of a Cauldron, the game will now prompt you with the Cauldron’s title (i.e. “Drink from Healing Broth Cauldron?” instead of just “Drink from Cauldron?”)
- Added clarification to query of Poison Immunity icon that Poison Immunity will not cure you of existing Poison.
- Added clarification to query of Nausea icon that while you can’t cast Spells, you can still use Objects that produce spell effects, like Scrolls and Wands.
- Allowed space bar, enter or keypad enter to dismiss an Event screen.
- Allowed any button press to dismiss a Situation Panel prompt, (with anything except “y” standing in for a “No” or “OK” answer).
- Allowed left clicking anywhere to dismiss any Situation Panel prompt, too (with anything except clicking “Yes” standing in for a “No” or “OK” answer).
- Made Lakes, Frozen Lakes, Acid Lakes, Lava Lakes and Lakes of Mud less chaotic (and more visually appealing) by disallowing diagonal connection of parts.  This has a side effect of tending to make them smaller, which also makes the game more survivable.
- Made it so Events, outside of Holidays or post-Warning Events, will not get generated on the first map of any game, to let players get their feet before throwing new things at them.
- Made it so Book of Legends cannot be used in a Legendary Land, to prevent a potential loop of hopping from one Legendary Land back to a reset version of the same Legendary Land.
- Gave Improvised Weapons and Armour a low resale value, rather than flatly saying they’re worth 0 gold.
- Made Energons and Lightning Elementals glow blue, lighting their own squares.

Bug Fixes:
- Fixed error not outputting any reference to Cartography if you cast a Clairvoyance spell.
- Fixed typo telling you you’d “recieved” a map.
- Fixed error not properly displaying Counterspell graphic.
- Fixed error occasionally generating doors in odd places during the design of certain styles of labyrinths.
- Fixed several typos in text output from eating Mushrooms from a Mushroom Patch.
- Fixed several instances of missing text output from eating Mushrooms from a Mushroom Patch.
- Fixed error that, with Text Prompts set to Basic, wouldn’t output anything in the Situation Panel if you jumped in an Acidic Pool but nothing melted.
- Fixed error that, with Text Prompts set to Basic, would tell you that a Giant Centipede had Poisoned you, when they, in fact, only Mildly Poison you.
- Fixed errors not enacting certain types of Insanity or Confusion if you passed your turn by left clicking your own square.
- Fixed errors not allowing the “left click to move into adjacent square” function to work if you were Confused.
- Fixed pluralization error in Temple output which could reference “1 gold pieces worth of Treasure”.
- Fixed error mislabeling a Blink Trap as a Teleport Trap when you disarm it.
- Fixed error not immediately re-rendering lighting after a Blink Trap teleports you.
- Fixed error not immediately re-rendering lighting after a Magic Archway teleports you.
- Fixed rare error that, with Text Prompts set to Basic, would tell you “Something is blocking the Hellhound from entry” if you failed in conducting a ritual at a Small Pentagram and there were already too many monsters on the level to allow another, even though it’s now a Lesser Demon that should appear.
- Fixed error that would, with Text Prompts set to Basic, output the successful results of conducting a ritual at any Pentagram four times instead of just once.
- Fixed error not setting NPC intelligence high enough to have them avoid wandering into some dangerous areas.
- Fixed errors with Scrolls of Summon Vermin, Summon Knight, Summon Minor Fiend, Summon Monstrosity and Animate Dead, sometimes misinterpreting the level of Runic Lore required to identify them which could allow an improperly trained character to try to use the Scroll and be warned that it won’t work where they are (because the square is occupied, say), rather than having the scroll fizzle away or, conversely, might NOT warn the player of such a circumstance and just waste the scroll, even though they had sufficient skill to merit being warned.
- Fixed erroneous info in query of Temple claiming that characters with Advanced Piety can pray once per level to regain Health equal to the Dungeon Level (when they actually regain twice that amount).
- Fixed error not always properly re-rendering lighting when you’re carried along by a mine cart.
- Fixed typo in Level Up text output for Mage class characters.
- Fixed error occasionally (but not always) pasting red square beneath graphic that accompanies the text output of a Monster Attitude shift in the Situation Panel.
- Fixed error that would lower the base resale value of the highest end weapons to 0.
- Fixed text output error switching the lines “you’ve released a” and “you’ve disturbed a” when you disturb a monstrous plant by searching a Lush Plant.
- Fixed error making it impossible to find Whiskey.
- Fixed error that, with Text Prompts set to Basic, was posting the wrong image when you interact with an Air Shaft.
- Fixed error not properly setting the gradient for the chasm beneath Rope Bridges over Chasms.
- Fixed error scrolling “Strength Too Low” instead of “Dexterity Too Low” if you try to learn Secret Detection skill but can’t because your Dexterity is too low.
- Fixed error not lowering the printed odds of a monster hitting if that monster was standing in Mist (though it did ACTUALLY lower the odds during combat).
- Fixed error dropping the “an” or “a” article in the text output if you found a Chilly/Frosty/Icy Weapon.
- Fixed text spacing error in text output of accidentally setting off your own trap.
- Fixed error still showing Dig Sites, even in territory that’s no longer known.
- Fixed outdated queries of multiple side screens advocating you “click Done” to leave the screen, when the Done button was replaced with an OK button long ago.
- Fixed error allowing you to gain more than your maximum Spell Points on Sacrificial Pits.
- Fixed multiple errors not initializing Counterspell, Air Shield, and sometimes even Mage Helm, Mage Shield or Mage Armour on monsters, either when they’re first placed, or when they’re summoned/raised from the dead.
- Fixed errors not lowering the turns remaining on active Counterspell or Air Shield spells for monsters, meaning they would be permanent once cast.
- Fixed error that, with Text Prompts set to Basic, would display the wrong graphic when you drink a Potion of Skill.
- Fixed error asking a second time if you wanted to ring a Brass Gong, after you’d already rung it (although the second answer was moot, as nothing would happen).

Hope people are enjoying the game!  I'm definitely enjoying continuing to work on it.  Next update when time permits (probably a couple weeks).

8
Announcements / Caverns of Xaskazien II Ver. 0.66.12 release
« on: February 12, 2016, 10:34:59 PM »
A fresh new release of Caverns.  In addition to a little more content and some generic bug fixes, I put my focus on the experience from the perspective of a new player.  I've been advocating people turn their Text Prompts to Basic, but it occurred to me that I, myself, hadn't played in that mode for a very long time.  In playtesting that mode, I discovered a lot of bugs and inconsistencies.  There's more work to be done, standardizing the output in this mode, but that can be done piecemeal through later releases.  In this release, the game defaults to Basic Text Prompts, which should make things much clearer for new players, but if you prefer the Expert mode it defaulted to before, just head on into the Options menu and change it back!

Link to version 0.66.12: https://www.dropbox.com/s/f51nmigmccnw4m4/Caverns%20of%20Xaskazien%202%20Ver.%200.66.12.zip?dl=0

Game details, a few screenshots, and details of this specific update below.

Game Features:
- A rich, graphical game, with loads of animation and dynamic, coloured per pixel lighting.
- An exclusive orchestral soundtrack created for the game by professional film scorer, Dave Coleman.
- A full sound environment with close to 1000 unique sound effects, volume keyed to the source’s distance from your character.
- An intuitive keyboard and mouse interface.
- An easy to understand UI that ensures all information any player could want on any topic is only a mouse hover away.
- 300 visually distinct monsters, each with a dozen+ variants (including named boss types), and robust AI that differs by monster intelligence level.  Summoning and Charm methods allow you to raise your own monstrous army to fight for you, too.
- Merchants and NPCs to deal with, as well, each of which can run afoul of the monsters, just like you.
- More than a hundred unique booby traps for the unwary, most of which may be set by players to ensnare monsters, too.
- 125 base weapons and 75 base armour pieces, each with thousands of possible enchantment combinations and legendary variants.
- Hundreds of unique magic items, mundane items, potions, scrolls, staves, wands, rods, food items, etc.
- Nearly a hundred unique spells.
- Play as either sex in any combination of 38 Classes and 13 Races, and customize your character as you see fit through the upgrading of both Attributes and Skills.
- Procedurally generated dungeons utilizing multiple methods of generation to create caves, structured areas, labyrinths and even forests, supplemented by occasional pre-generated dungeons called Legendary Lands.
- Hundreds of unique environmental features to interact with and use to your tactical advantage (or detriment).
- Both random and scheduled special Events to mix up gameplay.
- A comprehensive user's manual in the docs folder.
- All for the low, low price of free :)

A few screenshots from my most recent playthrough:

Creating my Character


Winning the fight in Basic Text Prompts mode


An Event in progress


Freezing a Brute with the click of a button


Upgrades to Ver. 0.66.12 since last release (Ver. 0.64.94):

Major Improvements:

- New Spell: Counterspell (and made it possible for monsters to cast it, too).
- New Events: Summer Wind, Ventilation.

Minor Improvements:
- Made it so if you find an item but your inventory is too full to carry it, forcing you to drop it, the game doesn’t immediately ask if you want to pick up what’s in your square.
- Added sound effect to accompany the “Check Situation Panel” scrolling phrase, to make sure newer players recognize what’s happening.
- Modified player pathfinding so that it takes into account special circumstances like flying, poison resistance or water walking (as examples) when determining what squares it should avoid entering.
- In the Stats tab, when displaying monster attitudes, beside the icon indicating attitude, there is now textual information revealing right there what effects that attitude has.
- With Text Prompts set to Basic, it now also provides this information in the Situation Panel, as soon as a monster attitude shifts (instead of just telling you that the shift has occurred).
- Added appropriate graphics to every single Situation Panel output, including Combat Results.
- Changed Raging Fires event to only generate 1 Raging Fire, instead of 1 to 3, to make it less deadly.
- Improved several UI graphics and added larger versions where the large versions were lacking.
- With Text Prompts set to Basic, you’re now informed in the Situation Panel how much Treasure you’ve donated and how much Experience you’ve earned when you donate Treasure at a Temple.
- Made Evaporation spell only affect adjacent squares, instead of a 2 square radius, because it was overpowered.
- With Text Prompts set to Basic, when eating Beef, Pheasant or Boar the game now textually identifies the level of meal preparedness (calling it “Charred Boar”, for example, instead of simply “Boar”), which all other meat types have always done.
- With Text Prompts set to Basic, the Situation Panel now reports how many Spell Points using a Pentagram has restored, rather than just that some have been restored.
- With Text Prompts set to Basic Mage Broth and Mage Potions drunk now inform you that your Spell Points have been restored to full, rather than that the item “recharges you”, to be less confusing to new players.
- With Text Prompts set to Basic, you’re now informed how many Spell Points a given monster drains from you, rather than just that they’ve been drained.
- With Text Prompts set to Basic, the effects of certain potions are now more fully explained, to help new players.
- With Text Prompts set to Basic, more information is now provided the player surrounding Geography and Cartography skills when the player receives a map effect from any source.
- With Text Prompts set to Basic, barehanded digging of Graves or Buried Objects now informs you how much damage you’ve done to yourself.
- With Text Prompts set to Basic, Cup of Tsen Tsun Vie now informs you how much you’ve been healed, rather than just that you have been.
- With Text Prompts set to Basic, Wheels of Fortune now tell you how much you’ve won in the Situation Panel, rather than just that you have won.
- With Text Prompts set to Basic, game now notifies you if a Generate Gold spell conjures more gold than you can carry.
- Game will now interrupt auto-movement if it has a message it needs you to see.

Bug Fixes
- Fixed text spacing error in query of Murkerian Pipeweed.
- ACTUALLY made Dwarven Mithril Forges visually distinct from standard Forges, because the previous attempt didn't work.
- Fixed error confusing a monster’s Physical and Magic resistance when the monster encounters a Friendly Astral Trap.
- Fixed typo in query of Brownie Unique Ability during Character Creation.
- Fixed erroneous info in query of Gnomish Automated Armourer telling you it could only be used once (when it can be used multiple times).
- Fixed error still allowing player to be blocked by Rubble, even if the player is flying.
- Fixed error incorrectly outputting the names of Legendary Weapons and Legendary Armour both when the player is trying to drop them and when repairing them via a Gnomish Automated Armourer.
- Fixed error not properly taking into account monster Dizziness during combat.
- Fixed error preventing Recuperation spell and Brevalia Day event from removing Blindness.
- Fixed error not outputting full text for results of triggering a Freeze Trap.
- Fixed error not emptying Melgrim’s Teleporting Trunk between games unless you exit the program first.
- Fixed serious error that could freeze the game if you or any monster cast Cause Disease.
- Fixed error where, if you found a map while looting a corpse, the corpse would disappear.
- Fixed text overwrite in query of Clutter Ghoul.
- Fixed error putting up erroneous graphic if you search Clay Urns and find nothing when your Text Prompts are set to Basic.
- Fixed error outputting gibberish if you step on a Temple with no Treasure while your Text Prompts are set to Basic.
- Fixed errors not properly recognizing the type of Chasm you’re trying to exit when you try to exit one.
- Fixed error not outputting correct odds of being unable to swing, when querying a monster while wearing jewellery of Ponderous Mass/Overwhelming Heft/Ridiculous Weight.
- Fixed text overwrite error that occurred during query of a monster if the player was both wearing jewellery of Ponderous Mass/Overwhelming Heft/Ridiculous Weight and the monster had Distance Strike ability.
- Fixed errors putting up erroneous graphics if either a Smuggler or Taskmaster returns to the surface when your Text Prompts are set to Basic.
- Fixed error not providing any text output in the Situation Panel, regardless of Text Prompt settings, when you take damage from Smoke Inhalation.
- Fixed serious error that could sometimes crash the game following a Mating Season event.
- Fixed a different error that could mess up the Paralyzation effect that Mating Season should have on monsters.
- Fixed error that would mess up the wares sold by Mundane Item Merchants, Magic Item Merchants, Jewellery Merchants and Wand Merchants, if those merchants were summoned by the ringing of a Bell.
- Fixed error that could cause the Situation Panel to pulse between two different pieces of information if you were, for instance, shopping, and tried to buy an item you couldn’t afford, while your Text Prompts were set to Basic.
- Fixed error not informing you if a monster attitude had shifted in your favour such that it was now below Dislike or Annoyance.
- Fixed errors that, if your Text Prompts were set to Intermediate or Basic, would output text results twice if a monster tried to drain your Strength, Dexterity or Intelligence, but was prevented from doing so by Self Awareness skill.
- Fixed text spacing errors in the output of the above, as well.
- Fixed errors not letting Self Awareness or other like abilities/items have a chance of preventing Max Health drain if that drain was inflicted during combat.
- Fixed errors not outputting any textual information/scrolling info/sound effect when Self Awareness DOES prevent Max Health drain during combat.
- Fixed error incorrectly assessing inventory slot adjustment for Amulets of Packing/of the Packrat/of the Packmule.
- Fixed errors not using the player's turn if a player equips or unequips any Weapon, Breastplate, Shield or Helmet.
- Fixed error not fading the appearance of Open Large Chests on the map screen.
- Fixed error preventing Extinguish spell from clearing heat sources to the East or South of you.
- Fixed error incorrectly identifying Andillian’s Shard as Hedgethorn when it causes bonus damage to a monster and your Text Prompts are set to Basic.
- Fixed error not unequipping your second weapon if you somehow lose the ability to Dual Wield.
- Fixed error that stopped Recharge Stations from functioning properly.
- Fixed error not outputting any explanation if you tried to use a Recharge Station and failed because what you were trying to recharge wasn’t a Wand, Staff or Rod.
- Fixed errors which, in certain rare circumstances, would not result in the destruction of the Gnomish Bore, even when it was in Water, Lava, Acid or a Pit.
- Fixed errors not explicitly stating what spell had been cast, when a monster cast Sleep or Confusion at you, if that spell failed to take effect while your Text Prompts were set to Basic.
- Fixed error that, if your Spell Points were maxed and your Text Prompts set to Basic, would correctly inform you that a Mage Potion had no effect when you drank it, but then immediately tell you that it had restored all your Spell Points.
- Fixed error that would, with Text Prompts set to Basic, output the phrase “Tsen Tsun Vie mends you!” 4 times whenever you pleased Tsen Tsun Vie, rather than just once.
- Fixed typo in text output for a failed use of a Xramic Shrine when there are no monsters on the level and your Text Prompts are set to Basic.
- Fixed typo in text output for a successful use of an Albonian Shrine with the aid of Prayer Beads, if your Text Prompts were set to Basic.
- Fixed error that would put up the wrong graphic if Fehrat was angered when you prayed at his Shrine, but you resisted his wrath.
- Fixed error that would output the text for a failure at a Langkleyan Shrine after you’d been dropped down 1 or 2 levels, screwing up the accompanying graphic.
- Fixed errors not playing sound effect or providing textual explanation if you anger Oblar One-Eye at his shrine.
- Fixed errors that would display the wrong graphic if a god or goddess appeared as the result of an Event.
- Fixed error that would, if you manipulated your inventory while shopping, ask a second time if you wanted to buy anything from the merchant you were already dealing with.
- Fixed errors that would sometimes confuse things by asking if you wanted to interact with an NPC when you were already in the middle of a different interaction.
- Fixed error that could allow Acid Splash Trap Kits to stay in your inventory (and be used), even when they had 0 uses left, if the final use of the Trap Kit resulted in the melting of one of your Items.
- Fixed errors that could let you manipulate your inventory or cast spells while shopping (which could have weird repercussions, like the merchant wandering away, getting killed, but still continuing to sell you things).
- Fixed error causing looted corpses to disappear if you find a Potion while searching it.
- Fixed error outputting wrong graphic with the text output from an Unpredictable Machine.
- Fixed typo in text output when you fail to remove a Weapon that's embedded in stone.
- Fixed typo in offer to use Brazier, and wrong graphic output if you use it and nothing happens.
- Fixed errors with text output when a monster drains your Attributes.
- Fixed error causing Tribesman players to start with a Tinderbox that had 100 uses (instead of 3 uses, like it should).
- Fixed error not leaving ectoplasmic corpse behind when a Dracones dies.
- Fixed errors playing wrong sound effects if you buy a weapon from a Weapon Merchant.

Phew!  The next update should be in a couple weeks.  I'd like to keep them weekly but I've fallen behind schedule with some other work I'm supposed to be doing, so...  as soon as possible, I promise.  Also hope to have some tutorial videos up in that time frame, work life permitting.



9
Announcements / Caverns of Xaskazien II Ver. 0.64.94 release
« on: January 31, 2016, 08:18:08 PM »
It's my birthday!  And I'm celebrating with the upload of an improved version of Caverns of Xaskazien II :)

As always, you can find it at this dropbox link: 
https://www.dropbox.com/s/kcewpbky2f3e3b4/Caverns%20of%20Xaskazien%202%20Ver.%200.64.94.zip?dl=0

Game details, a few screenshots, and details of this specific update below.


Game Features:
- A rich, graphical game, with loads of animation and dynamic, coloured per pixel lighting.
- An exclusive orchestral soundtrack created for the game by professional film scorer, Dave Coleman.
- A full sound environment with close to 1000 unique sound effects, volume keyed to the source’s distance from your character.
- An intuitive keyboard and mouse interface.
- An easy to understand UI that ensures all information any player could want on any topic is only a mouse hover away.
- 300 visually distinct monsters, each with a dozen+ variants (including named boss types), and robust AI that differs by monster intelligence level.  Summoning and Charm methods allow you to raise your own monstrous army to fight for you, too.
- Merchants and NPCs to deal with, as well, each of which can run afoul of the monsters, just like you.
- More than a hundred unique booby traps for the unwary, most of which may be set by players to ensnare monsters, too.
- 125 base weapons and 75 base armour pieces, each with thousands of possible enchantment combinations and legendary variants.
- Hundreds of unique magic items, mundane items, potions, scrolls, staves, wands, rods, food items, etc.
- Nearly a hundred unique spells.
- Play as either sex in any combination of 38 Classes and 13 Races, and customize your character as you see fit through the upgrading of both Attributes and Skills.
- Procedurally generated dungeons utilizing multiple methods of generation to create caves, structured areas, labyrinths and even forests, supplemented by occasional pre-generated dungeons called Legendary Lands.
- Hundreds of unique environmental features to interact with and use to your tactical advantage (or detriment).
- Both random and scheduled special Events to mix up gameplay.
- A comprehensive user's manual in the docs folder.
- All for the low, low price of free :)

A few screenshots from my most recent playthrough:










Upgrades to Ver. 0.64.94 since last release (Ver. 0.64.04):

Major Improvements:
- Monsters with Distance Strike ability now use that ability in combat vs. other monsters.
- Enabled monster spellcasters to cast Sparks, Frost Breath, Frost Blast, Freeze, Sleep, Hold Person, Confusion, Flame Strike, Cure Poison, Recuperate, Restoration, Magic Purge and Air Shield in combat both with the player and other monsters.
- New Magic Items: Incense of Meditation, Bone Flute.
- New Mundane Items: Woolen Scarf, Murkerian Pipeweed.
- New Events: Purge, Dishonour, White Spirit Eve, Freedom Day.
- New Spells: Magic Purge, Air Shield.

Minor Improvements:
- Now note both with sound effect and scrolling text when a monster resists the effects of a spell cast at it by another monster.
- Added a few new titles for spell casting monster variants and phased out “pyromancer” for now, since none of the monsters currently specialize exclusively in fire magic.
- Made Flask of Burning Oil only useable in an unoccupied space, because it was overpowered for a Mundane Item.
- Slightly changed how Weapon Smithing and Armour Smithing skills work, by increasing the likelihood of success but eliminating the possibility of creating a magical weapon/armour.
- Added many new merchant greetings, to keep things fresh.
- Added to the Events sidebar an annotation indicating when the next holiday is happening, and what that holiday is.  Querying this annotation gives information on what will happen when the Event occurs.

Bug Fixes:
- Fixed multiple errors where when monsters cast spells during combat with other monsters, the spells were giving lower damage/healing outputs than they should (because they were using very outdated damage ranges).
- Fixed multiple errors with Frost Breath, Frost Blast and Freeze spells that could sometimes mess up their lighting effects.
- Fixed multiple errors with Freeze spell that caused it to output the wrong graphic and play the wrong sound effect.
- Fixed error telling you your “Restorative Potion” had no effect if your Text Prompt settings were set to Basic and you cast a Restoration spell while you had no diseases.
- Fixed missing line of text from query of Smoke Climber’s Salve.
- Fixed error mislabeling Smoke Climber’s Salve as Rope of Climbing when you queried it.
- Fixed error not lowering Smoke Climber’s Salve’s remaining uses each time you used it.
- Fixed error preventing Philosopher’s Stone from reactivating upon entering a new map.
- Fixed errors preventing Crypt Keepers from locking Mysterious Cupboards, Weapon Racks, Large Chests and Golden Safes.
- Fixed erroneous info in query of Crypt Keeper which claimed they would lock any fixture within 1 square, when they in fact lock fixtures in the square they occupy.
- Fixed error preventing Crypt Keepers from deliberately seeking out lockable fixtures in their LOS.
- Fixed errors preventing the player from scrolling through their inventory in anything except base inventory mode (e.g. when trying to repair or enchant items).
- Fixed errors allowing Wichtleins and Clutter Ghouls to continue creating Rubble in their square, even after death.
- Fixed error still playing sound of gas breath if a Lindworm attempts to create Poison Gas but can’t because it’s in the same square as the player.
- Fixed error allowing Summoned and Charmed Lindworms to create Poison Gas in the same square as the player.
- Fixed errors drastically messing up the resale price of spell books for Flame Strike, Creature Copy, Water of Life, Flesh Knit, Total Reconstruction or Detect Secret Doors spells.  (6.5 million gold pieces for my Detect Secret Doors spell book that ordinarily fetches 12 gold pieces?  Sure.  By the way, where did you get your MBA?)
- Fixed error occasionally using slightly larger font (interspersed with the correct size) on Merchant screens.
- Fixed error no longer listing many Serpents’ chance to poison you when queried.
- Fixed text overwrite error in query of Serpent hero variants.
- Fixed error not slowly fading effect graphic for Map Erasure Trap when its sprung, but rather just displaying it solidly throughout its display duration.
- Fixed typo in query of Frozen Cascade.
- Fixed multiple errors where the appropriate coloured backlighting wasn’t showing up in the graphical depiction of certain Rings and Amulets.

Once again, apologies, but previous save files likely won't work with the new version.  Best to finish previous games before downloading the latest.  It will also overwrite your current Highscores list (highscores.svg), preferences (preferences.cox) and contents of Yorick's Dimension Hopping Trunk (yt.svg), all in the data/saves folder, though you can back these up yourself and copy them back over the new files without a problem, if you wish.

Happy hunting!

10
Announcements / Caverns of Xaskazien II Ver. 0.64.04 release
« on: January 25, 2016, 11:28:00 PM »
Back from LA with a fresh release of Caverns of Xaskazien 2.  You can download Ver. 0.64.04 here:  https://www.dropbox.com/s/4qxq09y2teewwnr/Caverns%20of%20Xaskazien%202%20Ver%200.64.04.zip?dl=0

Game Features:
- A rich, graphical game, with loads of animation and dynamic, coloured per pixel lighting.
- An exclusive orchestral soundtrack created for the game by professional film scorer, Dave Coleman.
- A full sound environment with close to 1000 unique sound effects, volume keyed to the source’s distance from your character.
- An intuitive keyboard and mouse interface.
- An easy to understand UI that ensures all information any player could want on any topic is only a mouse hover away.
- 300 visually distinct monsters, each with a dozen+ variants (including named boss types), and robust AI that differs by monster intelligence level.  Summoning and Charm methods allow you to raise your own monstrous army to fight for you, too.
- Merchants and NPCs to deal with, as well, each of which can run afoul of the monsters, just like you.
- More than a hundred unique booby traps for the unwary, most of which may be set by players to ensnare monsters, too.
- 125 base weapons and 75 base armour pieces, each with thousands of possible enchantment combinations and legendary variants.
- Hundreds of unique magic items, mundane items, potions, scrolls, staves, wands, rods, food items, etc.
- Nearly a hundred unique spells.
- Play as either sex in any combination of 38 Classes and 13 Races, and customize your character as you see fit through the upgrading of both Attributes and Skills.
- Procedurally generated dungeons utilizing multiple methods of generation to create caves, structured areas, labyrinths and even forests, supplemented by occasional pre-generated dungeons called Legendary Lands.
- Hundreds of unique environmental features to interact with and use to your tactical advantage (or detriment).
- Both random and scheduled special Events to mix up gameplay.
- A comprehensive user's manual in the docs folder.
- All for the low, low price of free :)

Upgrades to Ver. 0.64.04 since last release (Ver. 0.63.69):

Minor Improvements:
- Made Dwarven Mithril Forges more distinct from regular Forges by further altering their colouration.
- Added notations to queries of Smugglers and Harsh Taskmasters, letting the player know how many more times those NPCs can be interacted with before departing.
- Added 3 new variations to Labyrinth style generated maps, to enable them to contain rooms and/or to have breaks in walls to allow for looping/imperfect labyrinths.
- Made invisible monsters queryable and visible (both in terms of graphic and health bars/status icons) as long as they’re in your square.
- Made Spreading Water, Spreading Lava and Raging Flames identify as such when you query them rather than just as “Water” or “Lava” or “Flame.”
- Added graphical distinctions between Mud/Shallow Mud/Deep Mud and Quicksand/Shallow Quicksand/Deep Quicksand.
- Added graphical distinctions between Gently Sloping Chasm/Chasm/Treacherous Chasm.
- Changed the way Holidays work by removing them as randomly generated Events, and instead having an internal calendar keeping track of the days, and generating the Event only on the associated day.  It should prevent immersion breakers, like back to back Holiday celebrations.
- Made Swarming Bats an automatic Event when you enter the Bat Caves.
- Added red text displaying the value of Gems to be gained when querying an Idol.
- Made appropriate disease name scroll by when you contract a random disease.

Bug Fixes:
- Fixed typo in query of Tavern Tales event.
- Fixed text overwrite in query of Apollothenian Shrine for characters with Expert Piety.
- Fixed text overwrite in query of Ancient Runes.
- Fixed errors causing Bourgat’s Servant and Lembanar’s Servant to have excess resistances that they shouldn’t have.
- Fixed errors causing Paladins, Warriors and Militiamen to begin the game with their Breastplates or Shields unequipped.
- Fixed error causing automatic detection of Secret Doors and Buried Objects, regardless of your Secret Detection Skill level.
- Fixed errors where detected Secret Doors and Buried Objects remained detected, even after your map had been erased.
- Fixed error where Quicksand of any kind remained labeled as such, even after your map had been erased.
- Fixed errors sometimes waiting for a key press to correct new lighting conditions after your map had been erased.
- Fixed error not revealing Secret Doors and Buried Objects after you’ve died.
- Fixed error causing Warlock characters to begin the game without Botrom’s Salve in their Inventory.
- Fixed text spacing errors on queries of multiple Orc variants.
- Fixed outdated info in query of Yorick’s Dimension Hopping Trunk.
- Fixed errors that were sometimes messing up Events generated after a Holiday.
- Fixed error preventing Scavenging Rats from picking up Treasure.
- Fixed error that could occasionally cause Horde event to spawn inappropriate monsters.
- Fixed error preventing ESP from functioning when you’re Blind.
- Fixed error omitting some text when you query an Idol after you’ve already determined it to be trapped.
- Fixed errors causing Smugglers to depart after buying 5 items, instead of 6 (and Vorduvian Merchants to leave after buying 11 items instead of 12).
- Fixed error giving Doppelgangers only a 1% chance of Distance Strike if you fight them using a Missile weapon.
- Fixed text spacing error in query of special Doppelganger variants when you have a Missile weapon equipped.

Due to save file changes, previous saved games may or may not have trouble with the current version.  You're best off finishing any game in progress before downloading the updated version.

11
Announcements / Caverns of Xaskazien II Ver. 0.63.69 Alpha release
« on: January 06, 2016, 03:43:55 PM »
I've been working on Caverns of Xaskazien II for 5 or 6 years now.  I'm making it available because...  well, it's time.  I do so with some disclaimers, though:  It is a completely playable game (and has been for years), but there's a lot more content and gameplay elements I intend to add as time rolls on.  It is very much a work in progress, most particularly as pertains to graphics.  A good 40% to 45% of the graphics (especially where Objects and Skill images are concerned) are purely placeholder - one of my hopes in releasing is that someone with better graphical skills than myself may get excited and want to hop aboard the team to help finalize that aspect.

It's built and fully tested on Windows 7.  It's been tested on Windows 8 and Windows 10, as well.  I can't speak to other platforms.

The .pdf manual is in the docs folder.  I hope to add a tutorial to the game someday, but that day is yet far off.  In the meantime, I am curious as to how readable and useful the manual is in its current state.

If you have questions or concerns, please PM me.  I'm heading down to L.A. for a couple weeks, so won't be able to effect bug fixes during that time, but reports would be useful and I'll tend to them when I get back. 

I'm using dropbox for the moment because I don't have time immediately to investigate other options properly.  If someone could let me know the following two important things, I'd appreciate it:  A) does the link work?  B) does it isolate users from other folders that contain other work I can't have tampered with?

Thanks!

https://www.dropbox.com/s/j4d40hltcrryax8/Caverns%20of%20Xaskazien%202%20Ver%200.63.69.zip?dl=0&preview=Caverns+of+Xaskazien+2+Ver+0.63.69.zip

12
Announcements / Caverns of Xaskazien II - Hosting?
« on: December 26, 2015, 02:46:47 AM »
I've been working on my roguelike, Caverns of Xaskazien II, for somewhere around 6 years now.  It's not completely finished (what roguelike ever is?) but it's been playable for half a decade.  I keep telling myself I'll just wrap up this one more feature, then I'll release a Beta, but I've been saying that for years, and I think I'm just being cowardly about releasing.  I should just pull the damn trigger already.  I don't know anything about hosting it, though.  Are there any common sites where I can make it available to download?  It's around 740 MB unzipped...

Thanks!

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