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

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


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).


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.


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.


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.

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

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!

    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: 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.


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!

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

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.


        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


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...



    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


    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

R 18.03

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.


# 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.

# User interface
# 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!").

# Fixes
- 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...


Several things to report in this update:

- Process on Triangle Wizard 2 has been steady, looking good for an October 27th release!

- The old website will no longer be updated. Apparently it has not disappeared as I initially assumed, so I'll leave it up for now point to this new website.

- During the development of Triangle Wizard 2 I have been reading the code of the original game quite extensively, which have led to a number of small bug fixes. These have now been bundled in a new version for the original game! The download link can be found in the download section, please let me know if the link breaks!

Release notes for R 18.02:

-Priests of Stoutheart no longer lose maximum health upon leveling up (only the curse of Stourheart now does this).

-Holy water reduces death damage to creatures immersed in it.

-Unholy water reduces holy damage to creatures immersed in it.

-Light of the Avariel now correctly increases Solar Flare's light radius instead of reducing it.

-Solar Flare always caused stun. Fixed.

-Giant Frogs can now correctly breathe underwater.

-Reduced health of Giant Spiders.

-Voidmancer now does corruption damage instead of hypnotic damage.

-Rainbow Apprentice now does hypnotic damage instead of corruption damage.

-Fixed various typos and small bugs.

Traditional Roguelikes (Turn Based) / Re: Path of Achra "Lapis Gate"
« on: August 05, 2023, 11:43:02 AM »
Lapis Gate

This update implements some specifically requested features while going over some content and adding some too (trying to always add content (at least more prestige classes) every update as a rule). Wanted to add a unique ability-having starting item to all the classes to make them at least equivalent in that way too, so that's been done. Really appreciating the bug reports and deeply enjoying the many win and death screens. Thank you! As always this update does about half of what I wanted (this mentality is what slows it down to being with) but more is coming, steadily, down the path...


    starting items with abilities now have a purplish icon in the start menu
    you can now right click / hold down right click to automove in-game (in menus it still just closes the window)
    Familiars no longer take summons slots
    now also shows the sprite of each item to be found in the next land
    Achra now always provides at least 2 lands to choose from for your path (not enough items to do this in the Void yet)
    Added uncommon Lapis Gate, Brass Temple and Jeweled Crypt lands, lots of treasure, single floor, dangerous enemies from the void (tangential result: more total items are in the world)
    you can now view all powers and prestige classes in a window accessible from the start menu


    Ihra reworked, now simply limits enemy Hits to 75% of max life
    Druid summons are now all types of snake, staff deals 50 poison damage to closest enemy on summon
    Warlock Staff now summons 3 Bleeding Dead on entrance
    Mubarizun Hood grants evasion on attack
    Zealot now has a Hood and an AOE cudgel, Hood summons Fanatic familiars on entrance based on fully charged prayers
    Abdi's turban now cleanses Sickness, Corrosion and Doom on prayer
    Amir's pilum now increases the attack of all allies by 10 on-attack
    Gala now has a shield, staff deals Psychic damage to attackers equal to 5% of the attackers' max life
    the starting options in general need a larger pass and perhaps further expansion...


    Immolation removed, damage bonus from scorch added to Pyromancy
    Obedient Ice removed, damage bonus added to Cryomancy, Cryomancy no longer does damage but repeats Freeze application per level (like Morbumancy), cost reduced
    Morbumancy now applies fixed 10 sickness, still repeats per level, cost reduced
    Training reworked as Heavyweight, now only adds armor, adds some encumbrance, and deals encumbrance*level blunt damage to an adjacent unit on shrug off
    Guard reworked, now only adds block and provides +% block from wielded weapons, performs a 50 damage hit against an adjacent enemy on block, per level
    Master Doom now grants +1 armor per Doom stack

Prestige Classes

    Alizeh reworked, no longer deals on entrance damage, now deals lightning / astral damage to 2 random enemies on step
    Ice Shah reworked, now summon 8 Living Ice on prayer, deal 200 Ice damage when an ally hits an enemy, apply 2 entangle when you deal Ice damage
    Angiok now instead deals Ice damage in a path on apply freeze, WIL * 10
    Mind Knight now gains +1% block chance per Willpower
    added Mesmer, applies extra Repulsion, applies Repulsion on stand still and on dodge, Repulsion grants +10 dodge per stack and deals its damage in a path
    added Flame Knight, deals +20% fire damage per STR if two-handing, deals fire damage on adjacent attack, gaint Inflame on shrug off, Inflame grants +10 armor per stack
    added Gallus, deals Blunt damage in a 4 tile range on game turn and shrug off equal to encumbrance, +50 encumbrance
    added Destroyer, deals Astral and Death damage in a 10 tile range on game turn, gains Meditate on kill


    Zasadzka Claw now performs an hit for every enemy
    Kaza Whip now performs a hit for every ally
    Mask of Blood now instead applies Bleed to the damaging enemy equal to your DEX
    the robes (dream etc) now correctly only remove their effects at 50 or more damage
    more changes to come for other low-powered treasures


    added Firebird, an emanation of the goddess Pheonix, roams the void
    added Hamidrake, and acid drake of the green tower, early taste of corrosion
    added Robak, writhes through the tall shadows of the Obelisk


Hail Adventurers,

The major feature of this release are spills which are temporary environmental effects. The types of spills are blaze, freeze, electricity and steam. Spills are created from a number of sources including spells, items, entities, traps and barrels. A spill occurs in a square for a short period of time and applies continuous effects. Elemental effects also have interactions such as water on lava creates steam.

Adamantine material has been introduced. The new adamantine weapons and armour are expensive to buy but they can be enchanted up to +7. There's also the adamantine golem which has huge defence and life but no attacks; it follows you around just to obstruct your path.

The shroud tile is now drawn to indicate when there are more squares to explore. This is a subtle but important change because it resolves a graphical ambiguity: is this a dead-end or is this a corridor that hasn't been completely explored?

Staff weapons have been rebalanced to give a defensive bonus. Sabres now deal double damage while mounted, with respect to them being traditionally a cavalry weapon. All animated features are now mountable (eg. bed, fountain, etc). And last but not least, throwing a fish at a seal will charm them :)

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

Summary of major changes since the previous public release:

    new mechanic: spills.
    new artifacts: Brumstyk, Miserus.
    new material: adamantine.
    new items: sabre, battle staff, adamantine plate mail, 12 adamantine weapons.
    new entities: adamantine golem.
    new settings: instruct each character, disable mask animations, disable swipe gestures.
    shroud tile drawn to indicate unexplored squares.

Traditional Roguelikes (Turn Based) / Re: Path of Achra "mind knight"
« on: June 16, 2023, 10:24:40 AM »
mind knight

Apologies for the long delay! Things are back in the saddle --- here's an update of accreted features / bugfixes from all the awesome launch month feedback (notably, a rudimentary search bar where you can type in keywords and it will filter your powers / prestige classes)

There are also new enemies and several "reactive" enemy traits distributed amongst existing enemies, along with rebalancing of some game mechanics and a general rework of items that redeal one damage type as another


    can now search for text (such as "on hit" / "fire" / "summon" etc) to highlight relevant powers in the powers and Prestige Class menus (this will later be expanded to the start menu)
    added "wide log" option, creates a larger left-aligned message log at the bottom of the screen
    repeated messages condensed to x2 / x3 etc if identical to previous
    "attack" and "hit" messages added to the log, to better show the sequence of combat events
    the Log screen now shows current highest damage and total game turns
    game now tracks total game turns, shows up in the score screen, will add an achievement for this once a better idea of "fast" is determined
    added a flashing animation to enemies in higher cycles that have received a Hit bonus
    the player gains an initial HP bonus based on the cycle # (to somewhat alleviate the level 1 unfairness of higher cycles)
    total cycles increased to 24
    several new background colors added
    fixed the infamous Fire Healing exponential Scorch application bug


    meditate now grants +10 damage but loses 50% stacks on step
    charge, Anoint and Evasion now lose 50% stacks on stand still
    inflame now loses 50% stacks on being hit
    stasis now loses 1 stack on being attacked
    the log will now display a message if you reduce the stacks of an effect on yourself, and if you remove an effect
    dream is now removed from summons when they step / attack (granted through Paragon)
    batform no longer raises Hit
    snakeform healing reduced to 1 per stack


    added the "Familiar" trait to certain summons, makes them not limited by Willpower
    if armor is penetrated, the initial damage roll is limited to 90% of max life
    STR % damage reduction removed (it never actually worked), doubled % Hit scaling
    arba vinespawns now summon adjacent to the player
    the Tugar now has the new Impact trait and is considered a "familiar"
    skeleton no longer weak to Astral, and gained 25% pierce and slash resist (one day it will have a more interesting trait)
    ihra given 25% psychic and astral resist


    added Gore Tide,Blood, deal blood damage every game turn in a 3 tile range, damage scales with missing life and skill level
    added Ice Familiar, Ice, summons a Grika familiar on entrance, Grika heals and gains Hit when you apply Freeze, all allies gain armor when you apply freeze, Grika performs extra attacks when you stand still
    added Asi Malak, Astral, increase attack range when two-handing, deal Astral damage to random enemies on hit
    Master Scorch no longer removes Scorch from self, Scorch applied to self when attacked now scales with skill level
    Electromancy now gives -1 inflex
    Puglism cost increased to 3, Hit damage no longer scales with skill level
    Psychomorphism now causes you to deal 25 Psychic damage to yourself when a non-psychomorph ally dies
    Blood Link now causes you to deal 25 Blood damage to yourself when a Hemogoblin ally dies
    Plaguedrinking no longer removes sickness from the target
    The Grave Idol now has maximum range and is counted as a "familiar," and the power itself causes all allies to gain HIT when either an enemy or ally dies
    Mass mind and frostpulse costs both changed to 3
    Astrostoicism cost changed to 2
    perhaps other cost tweaks I forgot to record

Prestige Classes

    normalized prestige class requirements to 20 points
    Oozemancy reworked, Oozes now become "familiars" (unlimited by WIL)
    Shapeshifter now deals Poison damage
    Ice Shah now summons Living Ice next to you
    Venite now correctly adds 3 attacks instead of 1
    added Arsonist, Fire + Life, deal fire damage in a path on summon and on kill, summon 10 Roots on entrance
    added Exultite, Fire + Blood, deals damage every game turn to adjacent units, increases with Inflame stacks, gains Inflame stacks when damaging allies
    added Mind Knight, Martial + Psychic, apply Repulsion to self when attacked by an adjacent enemy, IF two-handing gain Hit and Dodge from Willpower


    changed the "rumors" of more items to be more descriptive
    various items can now have the "shield" attribute (specific to the item, similar to area attack), which grants +75% block chance if wielded in off-hand
    added Blight Sabre (slash to death)
    added Veni Spear (pierce to poison)
    added Anga Cudgel (blunt to ice)
    added Nadra Kamarband (poison to death)
    Bone sword now redeals Slash to Blood
    Bone Skirt now redeals Blood to Death
    Blight Sarabara now redeals Death to Astral
    Mindhunter Sash now redeals Psychic to Blood
    Brazen Eye now does Blood instead of Blunt damage
    Bramble Sash changed to Hemlock Sash, now redeals Poison to Blood
    Tikaani Sash now redeals Ice to Psychic
    Jade Shield / Spear bonus per-effect increased to +100
    Khedira and Death Staff damage now scale flatly with number of allies
    Blight Helm now applies Doom to an adjacent unit when you take non-physical damage
    Shaakara now applies Doom when you apply Bleed


    added Inflaming aura, applies inflame to self and allies on game turn
    added Charging aura, same except with charge
    added Death Curse, applies Doom to killer
    added Tracking, applies Inflame to self when the player moves
    added Gati, applies Repulsion to self when the player moves / stands still
    added Prescience, applies Meditate to self when the player stands still
    added Warding, applies Meditate to self when the player summons
    added Impact, deals damage on attack based on a % of total Hit
    aforementioned traits added to a lot of existing enemies
    added another ruler of the Obelisk
    added Kolec, void, spike-themed, big aoe
    added Gora, void, very fast and deals high slash + blood
    added Void Wasp, very fast and quickly applies Freeze
    added Malaga, blood elemental serpent that teleports and applies bleed
    added Pentot, astral swordsman that teleports and force-teleports the player
    added Agni Idol, motionless shrine, deals delayed fire damage and force-teleports the player
    added Ferod, a lower-level enemy that applies entangle with hits


# Gameplay
# Backgrounds and traits
- Added a new background (class) "Flagellant"

# Spells
- Added a new spell domain "Blood" (with some new spells).
- Spells are no longer removed from the spell list when forgotten due to triggering magic traps or using gongs, instead they are marked as "forgotten". Forgotten spells can be recalled by using a "hazy mirror" (new terrain object), or by casting the spell from a manuscript.
- A few particularly powerful spells are "tenebrous", such spells are immediately "forgotten" when they are cast from memory, and cannot be cast until recalled again (by using a mirror, or casting the spell from a manuscript).

# Status effects
- Status effects that will end immediately after the next action are shown as e.g. "Premonition (ending)" in the gui, so that it is possible to know whether it will last until the next player turn or not (previously seeing an active status effect listed could be misleading since it could end before any monster acts).
- The Cursed status effect no longer causes a chance to fail spell casting (but "Doomed" still causes a chance to fail).
- The "Regenerating" status effect no longer heals wounds (it caused bad gameplay design combined with certain Flagellant mechanics).
- Frenzied monsters are now drawn with a red background, and this status is shown in the monster description page.

# Items
- Changed Potion of Invisibility into a "tenebrous" spell instead.

# Melee combat
- It is now possible to aim melee weapons with the "f" key to choose a position to attack.
- Some weapons have "long reach" (has a range of 2 instead of 1), attacking positions further away can be done by pressing "f".
- Pitchforks and the Staff of the Pharaohs now have long reach (pitchforks no longer give a bonus to evasion). A new unique weapon for the Flagellant also has long reach.
- Weapons no longer have a chance to break when the player does a melee attack while cursed.

# Traps
- Traps are always destroyed after they are triggered (i.e. they can only ever be triggered once).
- It is no longer possible to disarm a trap that has started triggering ("I hear a click...").
- Magic traps (strange shape on the ground) may now spawn anywhere, previously they were not allowed to spawn next to blocking terrain, which made these trap types rare to encounter.
- Magic traps are always revealed, i.e. there is no need to detect them.
- When a magic trap triggers there is now a sound, and a flash of light on the map.
- Added item "Bone Charm" that grants spell resistance for a few turns when activated, and dispels all seen magic traps.
- Occultist characters no longer have the ability to dispel magic traps, instead they start with a number of Bone Charms.
- All magic traps now have an effect when triggered by a monster (previously most of them would not do anything at all).
- Added more magic trap types.
- Dart traps, spear traps, and alarm traps now always trigger instantly when a creature steps on them.
- Alarm traps now emit a sound with "global" range, instead of just a "loud" sound (although creatures with short hearing range such as Worm Masses still need to be very near to hear the sound).
- Removed all gas trap types (confusion gas etc)

# Terrain objects
- Instead of metal/doors levers there are now warded doors that can be unwarded by crystals. The difference is that warded doors can be opened at any time like regular doors, but if the player does so without unwarding it first they will receive a penalty, and miss out on a reward (XP bonus for using the crystal).
- Metal doors can now be opened and closed regularly (there are no levers). This is an advantage for the player, as metal doors can never be bashed open.
- Reverted Pylons to make them always active again (they start permanently activated, instead of being activated
by bumping them).
- There is now a chance to get stuck in mud (to differentiate it more from water).

# Monsters
- Added more monsters
- Ravens have a melee attack cooldown time to make them less deadly

# Other
- Added a command in the trait selection menu to show information about the current game, such as character information or inventory (intended to help in choosing trait to pick).
- In the character info screen, knowledge about rods and devices is now also shown (not just potions and manuscripts), and there is information about how much shock the player has received from different sources (seeing monsters, using items, etc).
- In the game over summary screen there is now also information about item knowledge, inventory, and shock received from different sources.
- Current turn number is now displayed in the gui.
- Fountains and Monoliths are now marked on the minimap.

# User interface
# Graphics
- Hardware acceleration is now used for rendering (if possible), also added an option to force software rendering.
- It is now possible to set video scaling higher than 2x (3x and 4x are possible as well).
- On first startup, the game tries to set an appropriate video scale factor based on the user resolution.

# Window handling
- Video scaling is now also possible in windowed mode.
- The game no longer tries to determine if the window is large enough, any size is allowed even if all text will not fit.

# Design
- Changed the tile set size to 20x0 (from 24x24), most of the tiles are simply cropped since they had a lot of redundant black space around them, and a few tiles have been slightly reworked.
- Added a tiny 7x13 font, intended for use with scaled up graphics.
- By default, the game runs in fullscreen, using the 7x13 font, and tries to set an appropriate video scale factor (e.g. 2x for 1920x1080).
- Added a flashing animation when a creature is hit by a melee attack.
- When the game asks for a number (e.g. number of items to drop) this is now done in a popup screen instead.
- When entering text or numbers, the underscore cursor is blinking
- The explosion area hint when aiming explosives is drawn as a blended overlay instead.
- Chasms are now drawn with a dark blue checkered rectangle instead of a blue dot (if using tiles).
- Changed color of grates to gray, to clarify that they are made of metal (and not wood)
- Improved the tiles for stairs down (thanks to Andy Walker) and magic traps.
- Added more sound effects (thanks Andy Walker for various gate sounds, item container opening sounds, and a horn sound).
- Added sound effects for opening/closing/bashing metal doors.

# Convenience / quality of life features
- Made some improvements to how the game represents multiple things in the same position, mainly that a different background color is used when there are multiple corpses, or when a corpse is hidden under an item.
- The warning when aiming firearms outside effective range is now printed (with warning color) inline with the aiming info, instead of a y/n question when firing the weapon.
- Split the options menu into several sub-menus (Video, Audio, Input, Gameplay).
- Made some changes to reduce the risk of registering key presses when the game window regains focus (e.g. accidentally doing a melee attack due to the game registering a tab press when alt-tabbing back to the game)
- The user data location is now printed in the main options menu.
- By default, selecting a menu entry with a letter key only jumps to that location, and a second press (or enter) is required to select it. This behavior only happens in menus that have descriptions for the different entries. Added an option to always immediately select entries when pressing letter keys (the old way).
- When carry weight is high enough that becoming weakened would cause the weight to go over 100% (i.e. at 85%) the current carry weight percentage is drawn with (tinted) yellow color, orange at 100% or above (staggering), and red at 125% and above (immobile).

# Modability
- Monster definitions are now to a large extent data driven - it is now possible to add new monsters purely by updating monsters.xml (removed monster ID enum values from the source code).

# Fixes
- Fixed a problem with the game time system, that caused slow creatures to act slightly more often and fast/very fast creatures to act slightly less often than they were supposed to (especially noticeable when kiting a slow monster, since it would occasionally get unexpected extra moves).
- Attacking a monster that is delayed by moving into liquid no longer allows them to act immediately.
- The names of some ambient sound clip files were calculated incorrectly, resulting in a few ambient sounds not being loaded/used.
- Kicking locked wooden chests would print the message "I kick the locked wooden chest! I kick the lid. The lock resists." - removed the redundant part "I kick the lid".
- Kicking chests caused extra rolls for sprains in some cases (so the risk of a sprain was doubled, and player could get double sprains).
- Fixed a bug where the player killing themselves with an Incinerator would freeze the game.
- The gas mask duration was not stored when saving the game (it was reset to the default length when loading a save file).
- And many more minor bug fixes...

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