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Topics - getter77

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601
Traditional Roguelikes (Turn Based) / POWDER 112 released!
« on: October 30, 2009, 01:57:47 PM »
Thanks go to Jonathan Buchanan for porting POWDER to the Wii!  Whee!

This version is largely bug fixing.  The most important bug to fix was
with tile loading that made it difficult to use custom tiles.  I hope
I have these squashed, and the Ibson Grey tiles should now *actually*
be present.  In addition, Chris Lomaka has granted us some new tiles!
Yay!

Thanks to Snow Leopard deleting the old SDK on upgrade and me being
compling blindly on a remote mac hidden in an underground bunker
somewhere, this is likely a 10.5+ only release.

* Your tame creatures now have a heart badge beside them to identify
  them as such.
* Switching to a different tile res will no longer cause a crash.
  (Inu)
* Building the tile choice list now comes from the internal
  allbitmaps.h rather than being hardcoded, so Ibson the Grey's tiles
  will show up as expected.  (Inu)
* Entering a level with active lava/water from a level which has no
  active lava/water, when the new level is already created and
  previously visited this game, will no longer stop the updating of
said
  lava and water.  (Nathan Bogue)
* Hopefully backspace will work on OSX. (Nathan Bogue)
* Jumping in space prohibited if you lack spacewalk.  (Nathan Bogue)
* Jumping when buried prohibited.  (Nathan Bogue)
* Kobold thieves are pluralized properly.  (Nathan Bogue)
* Living frosts are now bloodless.  (Nathan Bogue)
* Digging upwards on special levels has more sensible results.
   (Nathan Bogue)
* Remove the console window on Windows.
* Shattered trees will drop their occupants.  (Nathan Bogue)
* Items that fall down holes will no longer be mapped.  (patch by
Richard
  Quirk)
* PSP Makefile should be happier with newer devkits.  (patch by Joe
  Buck)
* Left and Right on menus will scroll fast, just like L and R do,
  but this also applies to the command menu where L and R are the
quick
  bind keys.  (patch by Joe Buck)
* [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump.
  (patch by Andreas Bohm)
* ctype.h is included in map2c.cpp now.  (Ben Hjelt)
* New tileset from Chris Lomaka.
* One new room.
* Load game shows up first in the menu if it is available to make it
  harder to accidentally choose new game. (Enrique Garcia Cota)

http://www.zincland.com/powder

Yay, more POWDER!   ;D

602
Traditional Roguelikes (Turn Based) / GearHead2 v0.613 released
« on: October 30, 2009, 01:56:35 PM »
The big change this time around is the improved lancemate system. You
start out with the ability to take on one lancemate; you can gain up
to two more slots by completing quests in your hometown. If you
attempt to add a new lancemate while your party is full (say, by
hiring a mercenary) then you’ll have the option to drop a character
currently in the party. The core story partner can be removed like any
normal lancemate, but for the time being I’d advise against doing so.

Here's a complete list of changes:

- Encounters visible even if on a hill (glmap.pp)
- Can clear email by passing message index 0 (arenascript.pp)
- Added IfMeritBadge, Announce, EndPlotsByConID ASL commands
(arenascript.pp)
- Added merit badges (ghchars.pp)
- NPC XRan context will include GOOD, EVIL tags (playwright.pp)
- StartPlot, StartStory commands updated (arenascript.pp)
- Factions can be initialized with standard scripts (gearparser.pp)
- Mecha arenas won't let you compete without a suitable mecha
- More enemies will appear if you have many lancemates
(arenascript.pp)
- Script XP awards reduced if more than one lancemate (arenascript.pp)
- If adding lancemate when party full, may automatically drop some
(arenascript.pp)
- If remove lancemate in bad place, LM will go to safe area
(arenascript.pp)
- Plot lancemates can join, quit lance like regular lancemates
(arenascript.pp)
- Increased number of basic lancemate slots from 1 to 3
(arenascript.pp)

http://www.gearheadrpg.com/

Good to see this moving forward.  I wonder if this will ever have any competition outside of its prequel in this kinda setting/genre?

603
http://members.quicknet.nl/lm.broers/hquest.htm

Many thanks to user Rush from over at the BasiliskGames RPG forum for somehow tracking this down.

-Free
-Boardgame conversion!
-Updated
-Ton of user made content/editor/maps
-Active community still working on it

Yep, that'll do.   8)

604
Programming / Grains of Genius for Roguelike consideration
« on: October 26, 2009, 02:14:38 AM »
Right, the gist of this topic is for the OP and/or subsequent posts to mention and/or link to games outside of Roguelikes in general that, for whatever reason, happen to have what you reckon to be nifty ideas that have gone at least somewhat undeveloped period ever since said game came to be---to say nothing of not being considered for Roguelike systems to add more flavor if not be a central theme to an entire work.  Can't let nifty notions outright, even if perhaps horribly flawed in their premier showcase, slip through the cracks now can we?  I'll start with some off the top:

Aidyn Chronicles: The First Mage N64:  Lunar/Solar(Nocturnal/Diurnal) Aspects for characters.  Plenty of Roguelikes and RPG's incorporate any number of things from the gist of animal and human condition---but only has this instance in this game sought to make something out of it.

Chaos Seed for SNES/Saturn:  http://www.hardcoregaming101.net/chaosseed/chaosseed.htm   The notion of a dungeon wrought with underlying, synergistic/antagonistic mechanics beyond a general happenstance amid a few core rules.  Really, the article should elucidate the gist I'm getting at to ye.

Deathtrap Dungeon PSX/PC:  Trap-hell.  While traps are prominent in Roguelikes, rarely do the traps integrate with what happens in the course of a floor in substantial/long lasting ways---or even just be quite interactive in the variety.

Spectral Souls: Resurraction of the Ethereal Empires PSP:  Inventing skills/powers.  This one in particular really jumps out to me as a logical thing to be tinkered with and taken to ridiculous levels in Roguelike form.  Most other things are composed of parts random and otherwise afterall.  Besides, who among us didn't mix Lego's with K-Nex and such to make things that simply should not have been?...

Shiren the Wanderer DS:  The Food and Trap Dungeons...mainly food.  Surely some great things could be done with these in the PC Roguelike landscape with these as focal points of gameplay moreso than just features among many as it generally happens.

King Arthur: the RolePlaying Wargame PC:  Taking a mythological scenario and zeroing in on it while adding own flavor in a detailed and focused manner.  There is a rich abundance of myths and legends across the world that could serve as an excellent, focused backdrop for an excellent Roguelike experience---many more having gone unused than used in games period.  Also, it uses an ambitious system for arms and armor that serves to, in my opinion, openly mock how it is ususally considered for most RPG's and Roguelikes---whether they can nail the implementation or not this idea DEFINITELY needs to be ran with in some directions.  Here's a video where they breifly explain the gist of it, though I forget which part:

http://www.gametrailers.com/video/extended-heroes-king-arthur/57954

605
Traditional Roguelikes (Turn Based) / Triangle Wizard R 7.02 released!
« on: October 25, 2009, 09:37:50 PM »
http://trianglewizard.webs.com/index.htm

Patch R 7.02 Notes:

-Health bars are now invisible when the player is confused.
-Higher levels of Corpus Furia now decrease time the corpses take to explode (i.e. they explode quicker).
-Doubled chances for Manipulate Device to work.
-Liches regenerate health faster.
-Harmful enchantment spells now correctly seek out targets randomly if put in to a Prismatic Sphere (or is cast on death by some monster or trap).
-Poison Nova will now correctly work with Prismatic Sphere.
-A single creature will only take damage from Poison Nova once.
-Haste now increases speed in a more continuous way. Increases faster, but starts lower.
-Changed damage of Dark Gift spell.
-Changed the Fury spell damage.
-You can now switch items regardless even with Fury, Haste or Slow active.
-Leveling up no longer removes Fury and Dark Gift enchantments.
-Weird Shrine and damage powerups now works with Dark Gift or Fury enchantments active.
-Player will no longer walk away after starting a new level.
-Entangled creatures will now correctly drown/burn.
-You can no longer gamble during the tutorial.
-Spell level cap is now more strictly enforced.
-Using a scroll of Death while undead will now grant the user +15% max health.
-Dropping an item in a shop will prompt the player if he/she wishes to sell.
-Stoning now has a small knockback effect.
-Added support for "on_cast" GML scripts for unique and normal creatures.
-Added many new item suffixes and prefixes mostly designed for casters.
-Added the Fey race.
-Increased chances of rings and amulet drops.
-Added the Archmage class.
-Lowered unique item quality level (thereby reducing shop price).
-Lowered gold drop rate (to counter the fact that you can now sell items for increased profits).
-Lowered halfling magic finding chance (you have to admit it was a little too high).
-Added the Treasure Hunter, Priest, Dungeon Master and Paladin classes.
-Addedsupport for items to boost individual spell regeneration and castingspeed as well as ignoring resistance, extra spell damage and extradamage for all spells.
-Persistancy and Channeling will now also benefit from increased casting rate.
-Almostevery class now has an additional bonus to set it more apart from the others. (I would list them here, but it would make the notes a bit long).
-Added 11 new unique items.
-Fixed a few typos.
-Items taken from corpses will have the name of the victim in the description.
-Flame Arrow now looks slightly different.
-Fixed the very persistant bug which could cause the game to crash and lead to item corruption.
-Added more modifiers to random generated champion monsters.
-Creature info screen will split into two when it becomes so long it can't fit into the screen.
-Shopkeep will now comment if you identify an item and it has no properties.

Such a fantastic update, yet still an incremental one version wise!   :o

606
Off-topic (Locked) / Truespace: Download everything! Immediately!
« on: October 20, 2009, 02:47:03 PM »
Right, I'm knocked off my todo list for today as this is too crazy a thing not to get ahold of for the sake of learning and possibly generating stuff for Roguelikes and otherwise in the hereafter---not to mention telling anybody I can.  I highly encourage anybody that ever THINKS they might have interest in graphical/artistic issues and any and all else otherwise raised on the site in the VAST, 24+ hour video tutorial and walkthrough section, to get a hussle on downloading, archiving, and otherwise backing up the content on this site before the entire lot of it vanishes, as literally it could, any day now.  The program and all related to it itself has been made free and utterly non-bound by licensing stuff.

http://www.caligari.com/  It is a Blender like thing.

The BOON of all the knowledge kept within here and unknown to me, and I reckon, most people that could use it is staggering.  If you've got HD space, archival space, whatever....this is almost certainly worthwhile to come after.

607
Traditional Roguelikes (Turn Based) / Nazghul/Haxima 0.7.0 released!
« on: October 19, 2009, 11:08:57 PM »
http://myweb.cableone.net/gmcnutt/nazghul.html

Changes between 0.6.0 and 0.7.0
Engine
o Y)use command for skills
o Quest log in the Z)stats pane
o Intro scene
o Misc bugfixes
Haxima
o Music
o Warritrix quest resolved
o Wilderness spawns slightly more challenging
o Smoke bombs
o Misc bugfixes

Woo hoo!  First CastlevaniaRL returns and now this!   8)

608
Traditional Roguelikes (Turn Based) / DoomRL 0.9.9 released!
« on: October 17, 2009, 12:21:44 PM »
http://doom.chaosforge.org/

The long awaited DoomRL 0.9.9 has finally been released!

Many notable improvements have been made over the previous version, 9.8.10, such as ultimate Master Traits, alternative fire modes for most weapons, exiting new challenge modes, and a total revamp of the player progress system!

Grab it while it's hot in the downloads section on DoomRL's redesigned webpage! While you're at it why not donate and help me out -- my PC is dying and I'm fundraising for a new one, to have a workspace for ChaosForge!

Master Traits can be chosen when you have fulfilled the prerequisite traits. They alter the way in which you can play DoomRL by giving a positive effect, but blocking some other traits from being chosen! An example is the new Ammochain trait, which allows you infinite ammo from your rapid-fire weapons, but blocks the Eagle Eye trait. You turn into an inaccurate ammo-spitting horror!

The Ranks system has been totally overhauled, now working on a "Badge" system (unfortunately breaking compatibility with the old player and score data). Feats for acquiring badges range from winning the game on ITYTD to beating Angel of 100 on Nightmare! in under one hour! There are 95 badges for players of all skill levels, so if you don't feel up to the challenge of clearing the City of Skulls on Ultra-Violence, why not try it on Hurt me Plenty?

Alternative fire modes, implemented for most basic weapons (and many uniques!) enhance your tactical possibilities. Pistols now have aimed shot, rocket launcher has the famous rocket-jump, knives can be thrown, but the most drastic change is the chain-fire alternative mode for rapid fire weapons -- feel the dakka when rapid-firing!

In addition, other changes have found their way into 0.9.9, such as multiple new unique items, unique item sets, unique item modification, new barrel types, damage types, and a totally new mod system, consisting of the Agility, Power, Bulk and Technical mods.

Linux version is also available, however the sound version is still unstable -- the ChaosForge team is working on it!

v.0.9.9
[add] -- TR#003: Master Traits implemented!
[add] -- TR#002: enhanced traits pick menu!
[add] -- TR#001: items sets implemented!
[add] -- TR#065: Phaseshift set, Gothic set, Angelic Set
[add] -- TR#023: Skill rank system blown up -- now badge-based, and 19 levels!
[add] -- TR#023: Badges galore! 95 badges to aquire!
[add] -- TR#---: Two new unique weapons, two new unique armors, unique modpacks
[add] -- TR#080: real-time total player time tracking
[add] -- TR#022: enhanced kills player page
[add] -- TR#020: New enhanced player and score files!
[add] -- TR#022: Uniques in player data!
[add] -- TR#023: Medals!
[add] -- TR#029: player.wad and score.wad backup
[add] -- TR#076: Mods made multi-purpose!
[add] -- TR#078: Melee weapons can now be modded!
[add] -- TR#270: Angel of Shotgunnery and Angel of Max Carnage
[add] -- FS#279: Two new kinds of barrels!
[add] -- FS#---: Alternative Reload descriptions
[add] -- FS#---: Alternative Fire Modes (Chain fire!)
[mod] -- FS#---: Chaingun fires now 4 shots, Plasma 6 shots, plasma accuracy+1
[mod] -- TR#096: Dodge master as advanced trait, Gun Kata requires Dodge Master
[mod] -- TR#096: CatEye returns as master trait, removed Regenerator
[mod] -- TR#096: Cacodemon blast smaller
[mod] -- TR#096: Plasma now halves armor (plasma weapon damage reduced a bit)
[mod] -- TR#096: Vaults now have a teleport in the middle vault
[mod] -- TR#---: enemies no longer hunt useless items
[mod] -- TR#086: Targeting changed -- if last turn you aimed at an empty coord, it will reaim
[mod] -- TR#---: AoD and AoDD removed
[mod] -- TR#---: AoRA time reduced to 4 minute
[mod] -- TR#---: Rebalanced unique items
[mod] -- TR#---: Minigun can now be modded, many uniques can be modded once
[mod] -- TR#---: BFG9000 now has half knockback, BFG10K made a true ass-kicker
[mod] -- TR#---: brute now gives +2 melee hit chance
[mod] -- TR#---: broken player dats are now marked as such, instead of removing
[mod] -- TR#---: added more sensible arena final reward for AoB and AoMr
[mod] -- TR#---: Angelic Armor no longer can be destroyed when worn
[mod] -- TR#---: Finesse now gives 15% bonus
[mod] -- TR#---: Intuition is now 2-level
[mod] -- TR#076: removed traited (e.g. rapid) weapons
[mod] -- TR#062: items dropped on or flooded by acid/lava will now be destroyed
[mod] -- TR#004: sound now via FMOD (should fix some crashes!)
[mod] -- TR#055: armor damage reduced for better armors
[mod] -- TR#054: shotgun damage upped to 8 dice
[mod] -- TR#013: overcharged bfg's have +20 damage, plasmas +2
[mod] -- FS#276: Cybie, AoD, JC have now upped health on higher difficulty levels
[mod] -- FS#268: natural attacks are now stored as weapons
[mod] -- FS#---: monsters now have different (configurable) attack chances
[mod] -- FS#---: cacodemon missiles are now easier to sidestep
[mod] -- FS#---: Knife has now a +1 accuracy bonus
[mod] -- FS#---: Badass is now a single level trait that stops Health degradation
                 and gives a bonus to knockback stopping.
[mod] -- FS#---: Barons and knights are now acid resistant
[mod] -- FS#---: LookMode descriptions are now complete
[mod] -- FS#263: Visual and message warning of ending power up
[mod] -- FS#---: Acid damage damages armor twice as fast
[mod] -- FS#---: Sharpnel damage (shotguns) is affected *2 by armor
[mod] -- FS#---: Explosions from missiles hitting walls now happen a square before the wall
[mod] -- FS#---: made Megasphere more often
[mod] -- FS#---: Player level 20 achieveable, exp view is MAX at 20
[mod] -- FS#274: Message is printed when an unique is destroyed by an explosion
[fix] -- FS#---: Enemy Melee attacks now properly use the difficulty toHit bonus
[fix] -- TR#---: double level bug fixed
[fix] -- FS#---: toHit values now properly displayed
[fix] -- FS#262: LS is no longer seen from outside of the Cathedral
[fix] -- FS#253: Inventory view no longer crashes when empty
[fix] -- FS#251: Screenshots record dots properly now
[fix] -- FS#252: Envirosuit can no longer be carried on AoI
[fix] -- TR#006: screenshots fixed

Been quite awhile, but nice to see this continuing to make progress!   8)

609
Disclaimer: These are merely the highlights, not an exhaustive list of changes.

* Fixed tiles crashes with certain resolutions.
* Fixed Mac build sometimes not finding the graphics files.
* Fixed NSLayoutManager crash with OSX.
* OSX executables no longer require installation of fink.
* DCSS now builds on FreeBSD straight out of the box.
* DCSS now uses git for version control.
* Fixed Lee's Rapid Deconstruction having no effect at low levels.
* Fixed weird beam tiles for unknown beam types.
* Fixed Xom's infinite teleportation journeys.
* Fixed disconnected pan vaults.
* Fixed missile +1 enchantment not reducing mulch rate.
* Fixed some issues with melded equipment.
* Fixed casting of spells on slot 'I' being impossible.
* Fixed temporary unlinked item bug.
* Fixed monsters being unable to pick up or carry healing potions.
* Fixed mummy monsters drinking potions.
* Fixed stationary monsters floundering in shallow water.
* Fixed minivaults sometimes being placed without overlapping floor squares.
* Fixed friendly fire among monsters.
* Fixed insane damage dealt by Pain card.
* Fixed clawed butchering both removing gloves and unwielding weapon.
* Fixed submerged shapeshifters not unsubmerging properly.
* Fixed monster mephitic cloud not working against the player properly.
* Removed entry vaults with lethal fog generators for now.
* Get rid of out of depth eels in fountains.
* Greatly tweak ice cave vaults.
* Some other vault tweaks.
* All worms except brain worm and all wasps are now mindless.
* Demonspawn Troggies don't get Channeling anymore.
* Z does not show spell list automatically anymore.
* Added an option "darken_beyond_range" (defaults to true) for spell ranges.
* Default "force_more_message = You fall through a shaft" to true.
* Reintroduced out of sight mouseover descriptions for Tiles.
* Replaced post-explosion -More- prompt with a delay.
* In the ASCII version, colour silenced grids cyan.

http://crawl-ref.sourceforge.net/

Always makes for a better day to see a new Crawl release.   8)

610
Traditional Roguelikes (Turn Based) / New Sci-fi Roguelike: METALIX RPG
« on: September 30, 2009, 12:26:03 AM »
Just now discovered this which nearly slipped thru the cracks on me from one of the many sites I always forget to check as often as I should!

http://www.pointzero.co.jp/metalixrpg/index_e.html   Game's site

http://jayisgames.com/archives/2009/08/metalix_rpg.php   Article that contains much info.

For an early alpha styled dealie that is seemingly stil being worked on, I reckon there's quite a fair bit of potential for good times to be had with this.

611
Traditional Roguelikes (Turn Based) / Legerdemain 1.0.2 now released
« on: September 29, 2009, 12:28:05 PM »
As if timed solely to influence Elig, they've got a newly updated version after quite awhile now.  There's a todo list...bit I can't YET view it because it is still stuck on MY todo list.

Even better, it seems they've had some good feedback on their artist hunt so I look forward to that in anticipation!

http://roguelikefiction.com/

612
Traditional Roguelikes (Turn Based) / Soldak's Din's Curse!
« on: September 23, 2009, 10:17:59 PM »
http://www.soldak.com/Dins-Curse/Overview.html

"The game will feature 141 class combinations and an "infinite" number towns "with vastly different problems" thanks to the game's dynamically generated content, and word is: "Your actions have real consequences in this dynamic, evolving world. Your choices actually matter."   Much more detailed info on the actual page.

Considering the scope of this and Soldak having gotten their feet wet with their last 2 games, I can see much potential for this and a substantial presence of Roguelike qualities within.

Definitely think this is something well worth keeping in mind and an eye on as the months roll on ahead.

613
Traditional Roguelikes (Turn Based) / 3069: Pressing [w] key to wield Ogre?
« on: September 23, 2009, 06:03:31 PM »
"v3D.0 Announcement: 3069 is going 3D (using Ogre), first-person style! Release scheduled for late September / early October."

Well....can't say I saw that one coming!   :o

614
Traditional Roguelikes (Turn Based) / Triangle Wizard R 6.06 released
« on: September 21, 2009, 12:29:10 PM »
"Well this would be a somewhat smaller update, but I could fit in some suggestions made by Antagonist (many thanks for that! smile) and therefore it is a little bigger. We got a new race (the Halfling) and a new class (the Elementalist) as well as the ability to let a shopkeeper identify your items and a few more tweaks.

Some of these tweaks (read the knockback overhaul) might completely alter the flow of the game and I'm unable to test everything as extensive as I would've liked so please let me know what you think! (we can always switch it back ;)).
 
Patch R 6.06 notes:

-Call of the Forest can now be correctly made permanent.

-Added the Elementalist class (or classes).

-Spell info now also shows the sphere/element a spell belongs to.

-Added many new shrines (incl. Elemental, Canaan, Dreaming and others).

-Maevalin can now cast Poison Darts.

-Fixed a small error in the Healing Water dynamic spell info.

-Changed unidentified item text to something in correct English (I hope).

-Added extra line between items in character dump.

-Character dump generated on character's death now contains all items identified.

-There is now also a shrine which identifies all unidentified equipment.

-Increased chances of finding an item to unidentified.

-You can now pay a shopkeeper to identify an item for you.

-Anarchy and Charm have a small chance to let you forget identification when cast on a player.

-Added the Halfling race.

-Dark Gift now deals its damage as an additional strike and only that second strike counts as death damage.

-Dark Gift no longer prohibits a change of items.

-Incantations can now be obtained beyond the regenerative storage. This should make incantation powerups more useful.

-Gnomes can buy spell powerups one spell level cheaper (thus making their advantage of having a bonus spell level more useful).

-Knockback is now modified by a factor depending on the damage of bothindividuals. This means weaker mages will be thrown around more while though grizzly mages stand their ground.

-Summoned creatures and allies will now spread out more while following their master.

-Decreased Cold Breath damage but increased its typical incantations.

-On higher levels dispel magic will, after dispelling something, haunt the caster's of the spell it just dispelled and stop him from casting enchantment spells on himself for a short while. An higher level dispel can also dispel multiple enchantments on the same target.

-Manipulate Device particles no longer persist between levels."

http://trianglewizard.webs.com/

Yet another rather hefty update all things considered.  Really make me wonder how massive they will become once it finally enters the realm of R 7.xx...

615
Traditional Roguelikes (Turn Based) / Triangle Wizard R 6.05 released
« on: September 05, 2009, 11:35:19 PM »
This new update finally allows one to have the game randomize your name in the 'new game' screen (thanks to Freggle for nagging me about this).  Of course it also has some other improvements, like the weakening of the Soulstealer and the upgrading of two underused spells: Prismatic Sphere and Anti-magic screen.


Also the ingame spell statistics now reflect increased casting times due to equipment and the character dump provides some more information. I've also added a new spell named Poison Darts, which is a circle one projectile spell (which poison lacked) capable of rapid fire on high levels, and a class to go with it (the Assassin).


Patch R 6.05 notes:

 

-Slower incantation regeneration and slower casting are now correctly listed in the character info screen.

-Increased/decreased magic item finding chance is now also displayed.

-Soulstealer now has 170 hitpoints (was 240).

-Character dump now also lists whether a particular item was equipped at the time the dump was made.

-Character dump now also lists item quality values.

-Added the 'of Clairvoyance' item suffix.

-Unseen Ones are now much more difficult to see.

-Modified casting rate and spell regeneration rates due to items are now shown in the spell information screens.

-Added the Poison Darts spell.

-Added a few traps, creatures and unique monsters.

-Added the Assassin class.

-Prismatic Spheres now retain more of the original spell level.

-The anti-magic screen spell now also has a chance at converting spells.

-Anti-magic screen will no longer reflect Dispel Magic spells.

-Increased Anti-magic screen typical incantations.

-Character dump now also displays amount of healing potions and the game's version.

-You can now press left and right in the new game menu to scroll between class and race selections. Pressing left or right on your character's name will generate a new random name (pressing right will also randomize class and race).

http://trianglewizard.webs.com/index.htm

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