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Topics - getter77

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Odd roguelike.
Arrow keys or WASD- move
z  or spacebar – sonar
x or f – switch light
c or e – change floor
r – die, in case you have found yourself in a dark void. Which is a bug.

Support on kongregate and newgrounds

Browser based.

Reddit thread where dev is apparently already been active on pushing updates and whatnot:

Definitely on the odd side, but seems promising if the dev remains ongoing absorbing all that feedback and whatnot going on.

Traditional Roguelikes (Turn Based) / Ighalsk (now at 0.1.16)
« on: August 02, 2012, 12:47:01 PM »

An all-new roguelike, written in Python, released as open-source software under the GPL.

Will feature:
* Both randomly-generated and hand-crafted levels;
* Monster, level, item and profession editors.

I released v0.1.16 of Ighalsk last night. It can be downloaded from its SourceForge project page here. These are the changes since v0.1.15:

* Attack Powers can now have a radius: that is, they can explode (with a circular area).
* Heroes now gain Powers as they gain levels (currently this process is automatic: a Hero gains every possible new Power as e gains a level).
* Added new Powers: Terrifying Roar and Hurl Rock for Mighty Heroes, Willpower and Divine Light for Blessed Heroes, and Argumentum and Profunde Cogitare for Philosophical Heroes.  These are gained at higher levels.
* Can now enter the final level of the Tunnels of Lost Dreams quest.  (However, there will be more monsters added later.)
* Can now see the damages and damage types of weapons, and the main resistances of armour, while shopping.
* Can now browse ('consider') the definition of a Power.

It's been more than 2 years since the last release, in which time I've been working on From Bear to Phoenix. Something I have to think about going forward is which game to focus on, or somehow try to develop both.

For the next release of Ighalsk, I'd like to add in final levels for the other two (current) quests.  It may or may not also include a major new feature. has been some years!  Cheers to renewal of progress, if you dig way on back in the blog you can find entries that surmise the state of the game per old releases.


Steam Marines is an indie Roguelike being developed by Worthless Bums.

    -2D retro-styled art and turn based action.
    -Procedurally Generated Levels and Items.
    -A squad of combatants fighting for their lives in monster filled steampunk spaceship.
    -Use your squad to cover defensive positions or funnel enemies into chokepoints to blow them up.

Video onsite, this is the result of the formerly known Quad shifting gears quite a bit into a new direction:  directly following the existing versioning scheme

Traditional Roguelikes (Turn Based) / Mercury (Now at Beta 1.3)
« on: July 17, 2012, 12:12:02 PM »

Win/Mac experimental Roguelike with a nifty arcade premise:

As the banner says, Mercury is an experimental, winner-generated arcade roguelike. That’s a lot of modifiers, so let’s break it down.

At its core, Mercury is a roguelike. A roguelike is a type of game where you descend through a dungeon, killing monsters and equipping items in an attempt to see some sort of victory or survival. By roguelike standards, Mercury has a very simple combat system. When you attack a monster, you deal damage based on your attack, and when it attacks you it does the same. When you run out of health points it’s game over and your score is your final score for that game. Mercury also has a turn limit, and each action you take draws from your total bank of turns. The only way to replenish these turns is to venture further into the dungeon, as each floor down you go gives you more turns.

However, unlike most roguelikes, Mercury is also fundamentally an arcade game. That means that Mercury is a roguelike that is based around points and high scores. As players play the game, they earn multipliers from boss monsters on each floor which multiply every point they earn in the game. Additionally, clearing any individual level of monsters results in a board clear, giving the player a huge amount of bonus points.

So that’s one way that Mercury stands out from other roguelikes. But the truly experimental part of Mercury is that all the game’s content is winner-generated. That means that the game starts out barren. One class for players to play, one monster to fight, and one item to use. But every round, the top two scoring players use a tool built into the game to make a monster, item or class and then that object is automatically inserted into everyone’s game, and players fight for new high scores in an entirely different game every round. In short, I just designed the thing. It’s going to be the community that really makes it.

So that’s Mercury.

I can foresee interesting times ahead indeed with this one should it continue to grow at a good rate in scope and variety...   8)

Traditional Roguelikes (Turn Based) / MiniFlake (Now at Alpha 12) $
« on: July 17, 2012, 11:53:15 AM »

-A free demo
-Single player with a multiplayer component being hashed out
-Powered by GameMaker
-Hopeful weekly or so updates planned
-$3.89  Alpha pre-order core edition
-$49.99 Premium edition that is the same as the core with you just being awesome for doing so.

Retro dungeon crawling at it's best. 8bit sounds and music bring you deep into a world of dungeon exploration where each game is a new experience!

WolfGame presents
An I-Game-Art Development
Immerse yourself in a retro rpg experience!
Explore and random world with unique quests,
And Hundreds of monsters to slay!
Master the Depths...
Plunder the Loot...
Become a Hero!

miniFlake is a roguelike rpg with a simplified interface and a minimal use of keyboard button use, arrow keys and space bar, and the escape key is all you need to play. The game features amazingly retro 1bit graphics, chiptune music and retro sound effects. The dungeons as well as the overworld map and the names of locations and npc's are generated at random using complex generation algorithms.

The story is fairly simple, the player has joined the Crawlers Guild and goes from town to town dungeon crawling for loot and fame. Each new town's dungeon gets progressively deeper and harder to pillage.

Videos and such onsite, definitely going for a bit of a different retro "1bit" aesthetic here even versus most Roguelikes.

Devlog here, though Ouren isn't exactly a stranger in these parts.   :)

Programming / Growing Mass of free Game/"RPG" Icons
« on: July 15, 2012, 12:10:59 PM »

I'd imagine such a thing could be applied in a useful fashion by Roguelike projects, given that ultimately much of it all boils down to "icons" given a general omission of animation.

Traditional Roguelikes (Turn Based) / YioRPG (now at 0.46)
« on: July 15, 2012, 11:46:45 AM »

YioRPG is a simplistic coffee-break roguelike with basic but fun gameplay, and simple graphics.

Features include:

    Randomly generated dungeons
    Randomly generated monsters and monster names
    Monsters behave like you are one of them, instead of you being their primary target.

The game is pretty basic at the moment, and is still in heavy development.

Current game goal is to kill the Hell Bear, a powerful end-game entity. In order to do this player needs to become stronger by grinding through previous dungeon levels and gathering more powerful equipment. Also in game you can trade with traders, it's the best way to become dangerous warrior. You can buff weapons and armor with different buffs.

Version 0.34

    Health Boost potions - +Max HP
    Scrolls of Enchanting
    Monsters now have levels
    New Monster introduced.

Version 0.35

    Changed balance completely
    Monsters now drop loot
    New items (blood set)
    Save feature

Version 0.46

Many versions were made between 0.35 and this but they all lie on my computer not uploaded.

    Chat thing is now much improved.
    New monsters
    New Items
    Buff system added
    Random events

Nice to see yet another project livening up, at least publicly, once more!   8)

Traditional Roguelikes (Turn Based) / SCP: Site 17 (Now at Demo.006)
« on: July 14, 2012, 12:07:31 PM »

Greetings Bay 12, and well wishes to all.  I figured on announcing this project here earlier rather than later, since I'd like an informal place to store links and thoughts for it, and though it's just in it's infancy, I hope and think it can grow quickly.

Site 17 is a survival horror roguelike-in-progress inspired by Nethack and DF, set in the SCP Universe.  You play the role of the last surviving member of Mobile Task Force Rho-8, sent in to investigate Foundation Site 17 after [REDACTED] caused the site to [REDACTED] which of course is likely to result in an XK-Class end-of-the-world scenario.  Details like how to save the world from [REDACTED] and why this is happening will be exposited in the briefing.

The game uses the libtcod library and is built from the tutorial engine seen here at Roguebasin, which provided a fun way to learn Python and develop a functional little roguelike at the same time.  This is hardly a game yet (if you try combat you'll see what I mean), and no actual SCPs are in there yet.

Hordes of maddened SCP staff will be easier to wade through when firearms are in, at least until they carry guns too.  I'd like to try and include an actual SCP before the next demo release.  Tonight saw persistent dungeon levels implemented, but it currently needs skill tracking, equipment, repopulate methods, combat formulas and a speed/timing system.  I'll be working on these in whichever order I figure them out.

Jotaf's engine is pretty flexible and it's easy to switch around object components, which is good for all the SCPs that mutate people.  Setting up a system for player equipment seems to me like the next proper step, but I'm not a very experienced programmer and would appreciate the counsel of my betters if I suggest or do something dull or half-witted.

Anyway, I recently figured out how to neatly compile the scripts, so please feel free to check out the demo posted up top!  The source is included, the program is totally open-source and everyone here is welcome to it, though I would like to reserve the position of Editor-Tyrant for Life over the official build.  Also, there are a couple BSD licenses involved in the source, so please keep the license files along with any redistributions you make.

Thanks for reading, and watch out for 173.

- added system for stacking appropriate items
- migrated physical character attributes away from Entity component
- upgraded reload function, no longer wastes ammo
- clip size is now attached to guns, persist when gun is dropped
- added "loud noise" system where certain actions (like gun play) can generate sound
- basic monsters will investigate sources of sound
- bullets no longer hit corpses they aren't aimed at
- added character classes to character generation
- added Skill class for entities and skill generation for players
- updated/fixed various combat calculations and tied entity combat actions to skills

- fixed combat string display error when attacked while wielding weapon
- save removal system set up for dead characters
- raised brightness of walls hidden by fog of war
- added basic system for tracking individual body parts
- cancelling a target for guns no longer causes the gun to fire
- changed default font from TCOD format to standard ASCII
- fixed fullscreen toggle for menus and non-main gameplay modes

- added proper splash / loading screen with character generation
- implemented random stat generation
- implemented base for character stat checking (press 'c' in game)
- implemented system for equipping and unequipping weapons
- implemented projectile firing system
- updated combat calculations (rolls to hit, rolls to dodge, rolls to dodge bullets)
- changed console info display and made combat logs more interesting
- added basic system for tracking damage types, weaknesses and resistances
- shifted global inventory variable to object class, so NPCs can have inventory
- improved pathfinding using A*
- improved grenade functionality
- put first status effect (confusion) into the game
- added player genders
- SCP-732 added

Some nice changelog progress right there, though the download link seems to be having issues at the moment.

Off-topic (Locked) / Legends of Aethereus Kickstarter
« on: July 13, 2012, 06:09:14 PM »

Has some Roguelike'ish elements, an eccentric small team behind it, and only a few grand shy of their deadline a few days from now.  PC/Mac/Linux and probably in fine company with the likes of Grim Dawn and others tacking in a different direction entirely than the likes of Diablo III in terms of ARPG doings.

Legends of Aethereus is a high action, low fantasy RPG with four player co-op and a variety of PvP game types.

There is a full single player campaign with an engaging story. Check out the GamerSector Indiecast Podcast ( for more info on the story and factions.

Join forces in online multiplayer cooperative expeditions as the Inventor, Astrographer or Officer and venture into the  uncharted wilderness of Aethereus seeking fame, glory and untold riches.

Invite your friends to your own customized Nexus City-State to battle in your arena or just show off how cool you've personalized your city using the statue-maker, banner creator and other customization features.

Embark on a variety of story driven hand-crafted expedition levels or explore the wilderness through a variety of procedurally generated exploration quests. Design and build new gear and weapons while you develop your character across a diverse and expansive skill tree allowing for a multitude of character strategies.

    Physics-based combat system including traps, set-up weapons and interaction with environmental objects

    Expedition system combines hand crafted levels with procedurally generated areas that allow for virtual infinite replayability

    The Statue-Maker, Banner Creator and other customization features allow you to personalize your own city environment

    PvP, CO-OP and Single Player combat in your own City-State Combat Arena

    Crafting and Materials system allows for virtual limitless customization

370   NSFW

Noxico is one of the first large-scale erotic roguelikes. It features an expansive overworld to explore, presented in glorious full color Unicode. It comes with a full soundtrack courtesy of ModArchive and is designed to be easily user-expansible.

As a hero sent to find a portal to the Demon World and close it, you wander the wilderness of Nox, visit its various towns, and explore its dungeons.

On the overworld, you can freely move from screen to screen to explore. In towns, you can mingle with the many colorful villagers, learn what they know, and if you feel like it, have sex with them. Between towns is the wilderness, where less amiable beings roam. You might also find a dungeon entrance, or some other special area...

Dungeons are generated upon first entry, and play more like classic Roguelikes would. Somewhere there's a special, probably unique item that you could make good use of.

Morphic unstability
Where the world generation and expansive overworld are inspired by Dwarf Fortress, one aspect in particular is specifically based on Corruption of Champions: you can change your character's body, both at will and involuntarily. Certain items, when used, will shift your physical appearance towards some goal, along with certain statistics. As the game's site says, "you want to be a little pony with a fox tail and demon wings? You damn well can."

What is it?

Noxico is a roguelike adventure game that takes a lot of inspiration from games like Corruption of Champions and Nimin Fetish Fantasy. Earlier prototypes were realtime, making it closer to something like Megazeux than a true roguelike. The original engine that later became this game was meant to simulate Megazeux, but quickly outgrew that role.

How is it made?

Noxico is made in Visual Studio 2010 Express, and is written in C#. It uses FMOD Ex for sounds, and pretty much no other external libraries at all. It has been tested and adjusted for running in the Mono framework, running on Arch Linux.


    -Reasonable Unicode support — most of the Basic Multilingual Plane can be used.
    -No external libraries required to run beyond FMOD Ex, and if you disable sound in the ini file, not even that.
    -Use any font you'd like, at any point size.
    -Weapons do more damage because you're better at using them, not because of physical strength.
    -Play anything — you want to be a little pony with a fox tail and demon wings? You damn well can.


TODO: Expand on this.

Hundreds of years ago, some dude tried to summon a succubus. He ended up opening a portal to the demon realm and caused a bit of an invasion to occur. There was a war or something and the portal was more or less closed. Not quite, but at least an entire invasion force couldn't pop out all of a sudden so things were... managable. For a good while, nobody knew how to properly close the portal, and now that it has been discovered, nobody can get close enough to actually do so.

The demons secretly uplifted some animal species in another region. The resulting humanoids slowly lost their demonic taint and integrated into human civilization over the centuries.

So yeah, an ero-Roguelike---can't say I offhand recall any other active ones, or even attempts unless somebody did a defunct *BAND variant.  Still, not unlike the attempts by others at Serial killer plothooks and all that moreso explicit content, it is a thing to note and shall be interesting to see how it develops in terms of gameplay and approach to the lot of it.

Traditional Roguelikes (Turn Based) / ElonaPlus (now at v1.08)
« on: July 03, 2012, 08:20:12 PM »

Full props to this article for laying it all out and providing a direct link.

Essentially, the Roguelike Elona, carried onward by some new folks after the original dev moved on, banging away at it with myriad fixes and additions---with the game still being pretty well bilingual Jp/En though some odd untranslated bits remains that are not essential.

Very much inspired by ADOM, you can think of it as a window to an alternate universe where Thomas Biskup hailed from Japan and made use of or otherwise ingested many a questionable substance while still aiming to have a proper compelling game at the core.

Traditional Roguelikes (Turn Based) / Platformines (now at Demo)
« on: July 02, 2012, 09:07:58 PM »   PC

- A unique platformer with exploration, RPG and shooter elements set in a huge and hostile underground world.
- 6 to 10 hours of gameplay to finish the main quest.
- an infinity of world randomly generated for extended longevity (thousands of seamlessly streaming screens to explore).
- discover hidden chests, collect loot dropped from enemies including a gazillion of randomly generated firearms.
- pretty and humorous looking 16 bits graphics.
- customisation lets you generate thousands of different characters.
- a soundtrack mixing ambient atmospheric musics with remixed chiptunes of the classical masters.
- challenging but never impossible: find a place that's too hard? step back a bit, upgrade and come back to kick some.

Trailer onsite as well, devs are in the mid-late stages of getting everything ironed out and feedback reckoned before the initial full release.


After a a lot of discussion and preparation today is the day to throw the dice of Fate and see where they fall: Just seconds ago I activated the crowd funding campaign for resurrecting ADOM development on Indiegogo. Now please: if you ever loved ADOM and/or still love it - go there and pledge to get some of the cool rewards and help ADOM to step into the 21st century. Or at least spread the word! Now is the time!

The campaign will run for a total of 60 days as many fans already indicated that they right now aren't able to pledge as much as they'd like to and since times are pretty tough in many places I hope that the 60 day limit can help.

I also hope that the "Kickstarter vs. Indiegogo" discussion really is moot. My impression during the last days and weeks was that having access to a great community always seemed to be most important, far more than the actual crowd funding platform - and as far as I am concerned the ADOM community is the greatest of them all!

So if you care(d) for ADOM, please

    -pledge as soon as possible. It seems to be highly important for crowd funding campaigns to get a great initial momentum and this also helps in getting featured on the front page of Indiegogo! You can upgrade your pledges later so there is no (?) reason to wait ;-)
    -spread the word about the campaign and the link to the campaign. Talk to friends and family, blog, tweet, etc. Share this on Facebook, post on newsgroups and mailing lists and raise as much ruckus as possible to mobilize everyone who ever cared for ADOM and enjoyed playing it. (But don't annoy people ;-) )

I really really really hope that we make the campaign goal (and if we make it that we make it as soon as possible) as the true fun will begin with the planned stretch goals (new races, new classes, new corruptions, new items, new monsters, new artifacts, new quests [dare I say words like Scroll of Omnipotence or Red Rooster Inn]?), the ADOM pen & paper RPG, iPad and Android ports, an extendable and scriptable version of ADOM, more elaborate character generation options and maybe even open sourcing ADOM. And so much more I don't want to talk about right away... So let's have a go at it!

60 days for $48,000 for Biskup's 4 man team to pull a resurrection----I think this has got a shot!   8)

"As promised here comes T-Engine4 and ToME4 beta40 ! See
Don't forget to help ToME by with donations ( ) !"

Release highlights:

    Important bugfixes
    Many balancing changes
    Many talents & classes updates to make them more fun
    New "events" system, sometimes .. things happen
    Rares are less deadly at lower level
    New "rare" item kind, droped by rare NPCs
    Updated SDL for, hopefully, a better support of windows7

Expanded changelist:

    Blood Vengeance has a sustain cost
    Right-click on beneficial buffs allows you to remove them (like removing a weak regen to cat a better one)
    Object tier is written in objects tooltips
    Added new projectile param "friendlyblock", if set to false it will travel through friendlies
    Party reward selection dialog can not be closed without choosing
    Randelites only start to appear after completing the first zone
    Random bosses/elites that can multiply/split will only spawn normal version of themselves, not bosses/elites
    Can not get random elites bosses
    Random elites rodents (mouses, rabits, ..) that get Warshout will now instead do Warsqueak. Yes. Just because.
    Clear Mind torque will not remove brainlocks
    Fixed teluvorta bug on load
    Teluvortas now only swap 50% of the time
    Teluvorta swap now has a saving throw
    Fixed riposte not giving crit bonus
    You can tell the Eidolon you just wish to die now
    Random elites of low level ( <20 ) will now have a damage penalty based on their level. Starting at -40% at level 1
    Fix realtime mode
    New horror creatures, just because you all love horrors!
    Random elites do not appear in Easy mode
    De-activating Willful Tormenter will also disable other sustains until the max vim is > 0
    Keyboard movement updates tooltip in shops
    Rend, Acid Strike and Dark Surprise correctly refund vim when dealing a deathblow
    Goodbye Fake Skullcleaver!
    New artifacts
    Accuracy is based on willpower for mindstars
    Fixed offhand penalty for mindstars
    Switching to and from ambushes should be quite faster
    Updated SDL, should work better on windows7
    The Overpowered Wyrms on vor armoury can breath water
    Right click map menu can not go over the bottom of the screen
    AutoID is back in tutorial
    Psionic Grip/Bind is now a pin effect as the description suggests
    Temporal Reprieve has correct requirements
    Robe of Spydre buffed
    Slight nerf to Mind Sear damage
    Fix Hat of Arcane Understanding
    New object class: "rares" that work by additing random powers to a base item (not egos)
    Rare monsters now drop a "rare" item
    Fixed talent level restriction for rares (it was not working at all sorry for those fearscaping levle 2 trolls)
    Talent level checks for rares is doubled, that is to be able to use a talent requiring level 12 a rare would have to be level 23 (because of rounding)
    Duck and Dodge now is an Evasion effect triggered when the halfling takes damage
    Militant Mind now starts off capping at 5 foes and grants saves too
    Indomitable now clears existing stuns, dazes, and pins as well as prodiving free action
    Fix mindstar in telekinetic grasp
    Fix naming the lost merchant artifact when using #
    Updated fonts to use google's 'Droid' series
    Fixed random escorts spawning on daikara 3 and messing up the paradox mage unlock
    Fixed epoch spawning the player on daikara 4
    Fixed wormhole targeting at level 4+
    Fixed non-functioning bow and sling egos
    Fixed Storm Fury
    Weapon Mastery, Knives Mastery, Exotic Mastery and Combat Accuracy now have only 5 levels instead of 10 (scale end benefi, just spread over less points). So melee classes will have more generic points for "other" toys
    Unarmed Mastery reduced to 5 levels too
    Bow & Sling Masery also reduced to 5
    Loadscreen now have little tips/lore pieces displayed at random
    Renamed Linaniil's sister
    Walking on a level changer popups a flyer to notify you
    Escorts will flee foes instead of attacking them
    Eternal Bone Giants will not ressurect 5 times
    Necrotic Aura updates when learning Aura Mastery
    Fearscape now has a negative vim cost per turn
    Knife Mastery renamed Dagger Mastery
    Anorithil escorts do not provide Providence but Healing Light (you can still learn the tree if you need providence)
    Alchemist escorts do not provide Imbue Item (you can still learn the tree if you need imbue item)
    Nerf a bit Gwai's Burninator
    Improved Higher talents:
    Overseer of Nations now also increases lite, infravision and heightened senses radius
    Born into Magic gives a higher benefit to spell resist and also +arcane% damage
    Higher's Bloom now lets your use any active talents without cost for a few turns
    Death Blow only uses half stamina and cooldown/cost are greatly reduced
    Blood Frenzy cost reduced and is instant use
    Juggernaut is now instant use and grants more damage reduction
    Onslaught costs less and has a lower cooldown, also uses much less stamina per turn
    True Grit also raises your all damage resists cap
    Undending Frenzy bonus increased
    Heave cost reduced
    Reduced cost of Cripple and Evasion
    Shield blocks now trigger a on_block(self, src, type, dam, eff) call on the shield if it exists
    +def gems now give +2-10 to all saves as well
    Citrines give +2 infravision in addition to their +1 lite radius
    Turquoises gives +10 see through stealth in addition to their +10 see invisible
    +damage gems now give +1-5% crit rate (phys, spell, and mind) as well
    on_resurrect event
    Undead Explosion now works on max life
    Sacrifice now provides a very special shield
    Improved higher undead chances on Minions Mastery
    Thunderstorm mana drain is now on hit, the hit is now a radius one ball and the sustain cost decreased a bit
    Defensive Posture penalty removed, mana cost reduced and also increases Armour
    Blunt Thrust now stuns instead of daze. At level 5 it always hits
    Nerfed a bit Eden's Guile speed boost at high Cunning
    The Teluvorta Swap effect now checks for line of effect, preventing the player from getting stuck in walls and making the encounter a bit more controllable
    Gnaw reworked to a special disease that can make a ghoul pop.
    Invoke Tentacle should work anywhere
    Fearscape will not trigger if the creaure casting it dies in the same turn it casts it
    All creatures that use arcane powers will now never spawn with antimagic equipment
    The automatic zone/level save on zone/level change will also trigger a main game save, so crashes can not "destroy" zones
    New demon unique and his nasty axe
    New feature: 'events'. Sometimes, in certain zones, there will be a special event, this can be anything from an old graveyard to a falling meteor
    Fix psi/equilibrium on crit
    Mindslayer talents now use mindcrit
    Physical Power is only increased by the mastery applying to the current weapon
    Quests grant/update are displayed much more evidently
    Duplicate entities protection
    Fixed a duplicate actor bug on talent change
    New levelup screen. Much faster, lighter, smaller and with less wall of texts!
    Grand Corruptor & friends will become invulnerable for only a few turn at the end of the fall of zigur quest
    Detect and remove player clones automatically
    Some Afflicted fixes
    New bows, slings and ammo egos
    New more "complex" traps to replace, in most places, elemental ones
    Life rating is shown on birth screen
    Rebalance gloves for non brawlers
    Rares under level 10 have their talent cooldowns x3, under 20 x2
    Catalepsy can not crit, because it works of dieases which can crit, so it wont double crit
    Stun will not put instant talents on cooldown, such as wild infusions
    Nerfed Overkill damage a bit
    Fix Fearscape when having an escort
    Overkill does not double-dip on +blight damage
    Detrimental status effect are not on the same line as beneficial ones in the HUD
    Gestures correctly will not work with two handed weapons
    Arcane Blades start with Aegis, Conveyance and Dirty Fighting unlocked
    Arcane Blades now use Cunning instead of Dexterity
    Arcane Blades now can unlock Battle Tactics and Superiority
    Arcane Blades, Arcane Combat now triggers less when dual wielding
    Arcane Blades Frost Hands changed to Shock Hands
    Arcane Blades Fire Hands now also regens stamina on hit
    Arcane Blades Shock Hands now also regens mana on hit
    Arcane Blades Arcane Destruction buffer, also upon a melee crit a random radius 2 ball will trigger
    Arcane Feed also increases physical and spell critical chance
    Thorn Grab now does not take a turn to use
    Merchant artifact reward will not give arcane items to antimagic users
    Killing a slaver will free its thralls in the slavers compound
    New achievement for saving many thralls
    Running over a trap stop running
    Using vim based talents will increase equilibrium a lot if the creature has any (nature hates corruptions!)
    Acid, Lightning, Cold Infusion now also benefit from +%damage gems
    Shockwave Bomb is not increased by Fire Infusion
    Items in the transmo chest will appear with a greenish background in the inventory
    Counterstrike also works to increase archery damage

Have fun!

Lots of good stuff, some pretty significant game changers.

Traditional Roguelikes (Turn Based) / The @ Team (now at V1)
« on: June 22, 2012, 12:24:45 PM »

I've been working on this game for a little while now and I think it's finally playable enough to share with you guys.
The gameplay is realtime but still functions very much like rogue.

Go here for some screenshots and a bit more information,

Here's the download,

Right now it's limited in that you can only connect to my dedicated server, but in the future that might change.
Any questions/comments are welcome.

Nifty potential detected.

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