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Topics - getter77

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Traditional Roguelikes (Turn Based) / Triangle Wizard R 5.04 released
« on: March 15, 2009, 02:29:57 PM »
Patch R 5.04 Notes:

-Fixed a rare bug where water/lava slowness was made permanent if the exit stairs was flooded.
-Exiting the INS screen will now set the selected spell to be the current one.
-Fixed a minor bug involving Dark Gift and picking up melee damage powerups.
-Fixed an exploit where you could permanently increase your melee damage by using a specific shrine.
-Leveling up will now remove Fury and Dark Gift enchantments instead of halting leveling up until they run out.
-Persistancy settings are now unchanged by dispel magic or by changing dungeon levels. Your spells will still be removed though, but the settings remain constant.
-Soulstealer now casts Dweomer Thief at level 3 instead of 5.
-A few balances changes were made to several Council Members.

Traditional Roguelikes (Turn Based) / Triangle Wizard R 5.03 released
« on: March 10, 2009, 12:50:19 PM »
Patch R 5.03 Notes:

-Fixed some bugs involving persistancy and channeling being unable to be turned off.
-Fixed a bug with persistancy and Liquid Form spell.
-F2 examine screen now shows gibberish names while the player is confused.
-Dweomer Thief will now no longer reset proficiency levels on spells you don't know.
-Dweomer Thief can now correctly be resisted by magic resistance.

Traditional Roguelikes (Turn Based) / Triangle Wizard R 5.02 Released!
« on: March 08, 2009, 04:49:26 PM »
Patch R 5.02 Notes:

-Maximum creatures allowed in dungeon is now 75 instead of 50.
-You can now turn shaded walls on via the gloval_settings.tri file. It is now on by default.
-Press ALT (or SHIFT) + U to create a character dump. A dump is automatically generated upon death. Press ALT (or SHIFT) + C to delete the character dump file.
-Game will no longer crash when going to the Tomb screen while there in noone in your tomb.
-Thaumaturgic shrine will no longer stack power ups.
-Persistant invisibility will not briefly reveal you anymore during the recast phase.
-Persistant spells can no longer be nullified when two creatures overlap.
-Persistancy now keeps original spell level.
-Dweomer Casters receive much less score from having spells (since they gain them for free). This avoids having Dweomer Caster characters with a huge score in low levels.
-Dweomer Casters can now pick up regeneration powerups for Magic Missile and Dweomer Thief again.
-Dweomer Casters can no longer buy regeneration powerups in stores.
-Spiked walls are more random in appearance.
-Nymph Dweomer Casters can no longer regenerate spells on the first level.
-Added several new classes (thx Sealer ;)).
-Spell selection via letters will no longer require you to scroll past the same spell multiple times after rearranging letters.
-Using letter selection will no longer let you select spells which you don't have.
-Projectiles can no longer penetrate walls when those walls are being visited by a creature that can walk through walls.
-Added the Gnome as a playable race.
-Cerebremancers now also start with Anarchy.
-Creature information now also shows active effects.
-Fixed a minor bug involving shattering.
-Added Dragon Emulator class (thx. Planeswalker!)
-Fixed a major bug involving friendly buff spells cast upon dying.
-Toxic water can now contaminate or dillute nearby water or toxic water over time.
-Made the tail of the Cyclone Blast larger.
-Electrical damage does 25% more damage to creatures near water.
-Electrical damage does 50% more damage to creatures submerged in water. (i.e. non swimming creatures).
-Fire damage does 50% less damage to creatures in water.
-Being in water will douse fire. (i.e. remove the burning effect).

Pretty major stuff in this "minor" patch....wall shading, new classes, new race, character dumps....tis coming along people!   8)

Traditional Roguelikes (Turn Based) / Mines of Morgoth v.078
« on: February 26, 2009, 02:28:45 PM »
 25th of February 2009 :

v0.78 released.

The game is now Vista compatible.
dx7vb.dll for VB was missing in Vista as well as msxml.dll (v2.0) so it could not start.
Resolved some strange slowness in the initial opening graphic effect by cancelling it if Vista is detected.
Another weird thing was the sudden refusal of the DirectInput key "Grave" or "~" from responding.
So I added "1" as a potential replacement for Vista users.
I noticed they finally got round to upgrading the clock and calendar in Windows but still have kept
the basic File Explorer without really improving it or adding functionality to it such as the option
of having a source/destination dual layout as in Directory Opus for example.
Other than the prettying up of the interface I didn't see much else worth mentioning so far.
Look out for a final release around mid-March.

Totally looking forward to some weeks from now then!   8)

Traditional Roguelikes (Turn Based) / Triangle Wizard R 5.01 Released
« on: February 26, 2009, 02:15:05 PM »
Patch R 5.01 Notes:

-Baby Wyvern now only has 6 health (was 12) and deals less damage.
-Druid now correctly starts with the Entangle spell instead of the Slow spell.
-Suicide now requires a double confirmation.
-ALT+F4 or SHIFT+F4 now instantly close Triangle Wizard. This only works ingame!
-Doubled the radius in which friendly creatures will follow the protagonist when he/she uses the stairs.
-Burning now cures frozen and vice versa.
-Meleeing a frozen creature now has a chance removing this status effect. This violent shattering will cause some physical damage to said creature.
-Dealing physical damage of any source can also cause above shattering.
-Dealing non-physical damage has a chance to remove frozen without shattering.
-Gave the 'spell_settings.tri' file a complete make-over, making it easier to understand.
-Gaining levels in Watcher will now also increase the firing speed of the Watcher.
-Added the Charged Bolts spell.
-Azar the Burning can now also cast Charged Bolts.
-Misshapen now cast Charged Bolts instead of Chain Lightning.
-Added Eye of the Damned spell.
-You can now also use shift to pickup items and descend stairs.
-Added 52 new creatures, mainly to the later levels.
-Added several new traps.
-Added 7 new unique creatures.
-Fire Halo now gives fire resistance which increases with spell levels.
-Typical incantations of Fire Halo increased to 10 (was 7).
-Added two new unique levels.
-If a spell is empowered, spell information also shows stats for empowerment.
-You can now adjust hotkeys and letters assigned to spells via the INS screen.
-Dweomer Casters can no longer gain spell regeneration via powerups.
-Jump information is now included in creature information.
-Wizard melee damage decreased.
-Fixed a bug involving leveling up and Dark Gift.
-Champion monsters can now also have spells that are cast upon dying.
-Spellmantle can now be made persistant.
-Spellmantle is now a circle three spell.
-Pressing F2 over empty territory will now pauze the game and allow you to examine specific creatures.
-Traps can now also be hidden. They will only reveal themselves (and start firing) when a creature it considers hostile comes near.
-You can no longer use creature information on invisible creatures. Nor mouse over them.
-You can change letters associated with spells and modify hotkeys via the INS spell list.
-Increased Wind Ward's chance at succesful repulsion.

Lots of content and enhancements to this one...much improved user friendliness options.  Best time yet to jump in folks!


Website  ^^

- Implemented faction effects. Basically this means that when you
do something that is particularly offensive to a particular group
of people (or creatures), all of them will get angry at your
party. For example, if you murder a Nobionian, the Nobionian town
guards will probably start attacking you. In the future, it will
also be possible to gain the friendship of certain otherwise
aggressive factions as quest rewards or whatever. To see your
current standing with the various factions, access the new
"Alliances" screen in Party info (shortcut "p a"). Note that
unless your party is fully Trachian, it will probably show that
Trachians are already hostile towards you. They are a nation of
very xenophobic racial supremacists.
- Feature enhancements to the talk engine. It is now possible to
parse specials (e.g., to give an object to the speaking PC) and to
check for special conditions.
- Slightly better random names for randomly generated unique
- Started building a preliminary converter to facilitate the
loading of old savefiles in the future versions. Unfortunately,
this made it necessary to have a couple of changes in object
generation, meaning that the existing (old version) objects will
be somewhat broken; namely, they may not function correctly in
puzzles (how ironic can this get -- to write a savefile converter,
I had to break savefile compatability once again). You may have to
start a new game -- again. Sorry.
- Added lots of new base weapons. Also differentiated the weapon
type allocation "culturally", so you will find Katanas in Trachia,
Gladiuses (Gladii?) in Voldival, etc.
- Also added lots of new base armour/clothing types, likewise
culturally differentiated.
- Added some cultural differentiation to musical instruments.
- Added new object types: Wands, Staves, and Rods that replicate
spell effects. Wands have charges, rods have timeout values, and
staves exhaust the user's stamina (like Bard instruments). Wands
are the most common of these, and Staves are the rarest. The spell
selection varies slightly per object type, and the class/race
restrictions (if any) apply. The successful activation of these
objects relies on the character's Magic Device skill. If the
user's level is lower than the internal level of the object, the
activated spell effect power level will probably be rather low.
- Implemented the Recharging spell to allow for the recharging of
the aforementioned objects. It will either add charges (wands) or
reduce the timeout (rods). It should also work for certain other
timeout items that you might find (e.g., in the Master Dungeon),
but I haven't tested this. Note that if the caster's level is
lower than the internal level of the object, the spell will not be
very effective. Also note that there could be objects that cannot
be recharged at all.
- Added new Magic Box object type. These are small magical metal
boxes that duplicate spells effects when opened. Since they are
simple to operate, any character class can easily use them
(without making any Magic Device skill tests), but the magic is
gone and the Magic Box is destroyed once opened.
- Added 32 new runes for even more rune combinations (for
Runemasters). The rune combination table still has not been
updated, though. Only spells whose combinations have been defined
can be created with runes, so this means that most combinations
will still blast your party.
- Implemented spell ingredients code. Certain relatively powerful
spells require material components (ingredients) that are used up
when the spell is cast, in order to limit the use of such spells.
At the moment, very few spells require ingredients to cast.
However if you find that a spell -- any spell -- is unbalanced,
just tell me, and I'll try to rebalance it, possibly by adding
some required ingredient(s). Or by making it rarer, higher-level
and/or more expensive to cast.
- Except for Potions of Water, potion colours are now randomised.
The potion colours are also verbally indicated for unidentified
- Added potions of Gain [attribute] (attribute = one of
Str/Dex/Con/Spe/Rea/Inu/Pre). They will permanently add one point
to the character's ability score. They are high-level and very
rare objects, so don't be surprised if you do not find them in the
current low/medium-level dungeons that have been implemented so
- Other new potion types: Potion of Restore [attribute], Potion of
Restore Experience, Potion of Restore Life, Potion of Restoration,
Potion of Water Breathing, Potion of *DEATH*.
- Implemented code that allows basic character classes to be
promoted to high-level 'advanced' character classes. Added an
advanced character class that is accessible if you complete both
the Master Dungeon and the Forge of Chaos (in this order!). The
new high-level class is a very powerful pure spellcaster
profession for any Neutral characters only, but I am not giving
away any more specific details here.
- Implemented encumbrance effects. A character can normally carry
1 kilogram (roughtly 2 lbs) of weight per Strength point without
any adverse effects. A character can carry up to twice that much
but suffers a -15 penalty to his or her Dexterity and Speed
scores. A character carrying more than twice his or her carrying
capacity suffers a -30 Dexterity and Speed penalties and is unable
to move. This means that your characters can no longer be used as
unlimited-carrying-capacity mules and you will have to choose
which items to keep. A character's Equipment and Inventory screens
will display the character's current carrying capacity and
indicate whether he or she is carrying too much (yellow = somewhat
encumbered, red = seriously encumbered). N.B: The combined weight
of a character's Inventory and Equipment is used to calculate
encumbrance, so a character can be encumbered even if the
Inventory screen displays that the character's backpack less than
his or her carrying capacity.
- Implemented the Wrestling skill (quick & dirty version) so the
Sumo class is not completely useless anymore. Basically you either
grab & hold creatures that are about the same size as you are
(rendering both combatants immobile for a number of turns) or
simply crush smaller opponents with your bulk. You cannot wrestle
an opponent that is much larger than you are or has no tangible
- Implemented the Uncursing skill.
- Implemented Confusion and Insanity effects. Not thoroughly
tested yet.
- Implemented extended melee attacks for such long-reach weapons
as polearms. When wielding such weapons, your characters can
attack enemies from any formation position, and even one square
away. Note that if you are dual-wielding weapons, both your
weapons have to be extended or you will not be able to perform any
extended attacks at all (this is theoretical, though; AFAIK there
should be no 1-handed extended weapons in the game).
- Implemented day/night changes in outdoor environments. A day
consists of 12 (sunlit) + 12 (dark) hours, and each hour consists
of 500 turns, meaning that there are 12000 turns in a day. Once it
gets dark, you can rest 6000 turns if you do not like wandering
around in the dark.
- Also turned on daytime/nighttime tests in monster generation.
Walking about at night can produce slightly different monsters...
- Added some subtle determinism to map generation, in order to
make map generation scumming slightly less viable. This may
require some more playtesting.
- An enhancement to targeting: hit 'X' or 'Y' to enter the x & y
coordinates directly.
- Fixed a bug introduced in the previous version that made it
impossible to pickpocket stuff from friendly creatures.
- Better distance calculation for Pickpocketing. You can no longer
pickpocket creatures that are unreachable in melee due to the
party formation.
- Better handling of out-of-LoS explosions and such. They no
longer 'disturb' your party or cause a delay if you cannot see
- Better handling of trapdoors. You will now be asked for
confirmation before jumping into known trapdoor traps.
- Fixed a silly bug (missing "return FALSE;") that made it
possible to turn *any* terrain into an open door if you cast Knock
at a monster.
- Fixed an oversight that prevented identical potions from
- Fixed a bug that made it impossible to refuel completely empty
light items with Phlogiston or flasks of oil.
- Fixed a bug that caused the game to call certain kinds of
unidentified keys "an Key" rather than "a Key".
- Fixed a couple of missing spell effect values for magical bard
- Fixed a potential memory leak in Map::AllocateObjects()
- Fixed a buffer overflow bug in skills.cpp. See bugs.txt for
- Fixed a 'super-capitalism' bug that was giving you obscene
discounts if a shopkeeper was stocking multiple similar objects
(see bugs.txt).
- Fixed a parser bug that prevented day/night effects for certain
map types such as towns (see bugs.txt)
- Fixed a missing condition in Square::SetFeature() that could
cause the LoS skip updates when a single action both changed
square terrains and features or changed several features at once
(rare but possible)
- Fixed several bugs in PC armour calculation -- e.g., shields
never had any real effect on a PC's AC.
- Fixed a stupid oversight that made it impossible to assign
specific skills to monsters.
- Hopefully fixed a bug that made the H)url command target
previous targets even when they were no longer visible.
- Fixed bogus "does nothing to" messages in combat.
- Missile/thrown weapons were not doing any special damage (like
poison). Fixed.
- Fixed a minor bug that caused the game to ask for confirmation
twice and then not clean up the info line if you hurled objects at
friendly creatures.
- Fixed some bad logic in the combat code that was triggering
bogus "You hear noise." messages when a player character scored a
hit critical hit.
- Fixed a bug (that was introduced in the noise bug fix above!)
that would make the game crash if a player character scored a
critical hit when H)urling items at empty squares.
- Fixed a bug that caused monsters to attempt to breathe through
walls at their previous targets who were now hiding behind walls.
- Fixed a bug that caused immobile monsters (such as Black Flame
Elementals) to be unable to attack. See bugs.txt.
- Fixed a bug that was causing equipment-based
Constitution/hitpoint bonuses to current hitpoints (but not
maximum hitpoints) to be lost upon loading. (The call to the
::CalcEquipPoints() method was not optimally placed and caused
this problem if a character was fully healed and wearing something
that gave Constitution or hitpoint bonuses. I moved the method
call to a better place and it works now.)
- Fixed a bug that caused deflecting bolts and projectiles to
bounce back and forth in the same square until their TTL ran out.
- Creature colour now indicates if the creature has turned to
granite (i.e., petrified), gold, or crystal.
- Generic summoning spells will no longer summon preset non-random
unique creatures. Discovered this problem when my party
encountered several Lord Chaoses, who had been summoned by Summon
Daemonic Horde spells by enemy casters. (You do not want to hear
the details... things got ugly very quickly, and my party was
*literally* NUKED to kingdom come in no time.)
- The e'x'amine command, when targeting the party, asked which
party member you wanted to get information on, and then never
displayed it. Fixed.
- According to the actual rulebook of one commercial pen&paper
strategy game, "A dead character can take no action of any kind."
Apparently, the PBR philosophy differed here. Dead characters
could, among other things, posthumously identify objects and
creatures. Fixed (I hope).
- When a character dies, they will now drop their inventory &
carried objects. This should make it a bit easier for you if the
character with the important key dies. Also, fixed a bug that
could make this change hang the game if your party got killed by
materialising inside a solid wall.
- Implemented stat draining attacks.
- Moving in dark places is a bit more dangerous now. You will not
be asked for confirmation before stumbling into pits or other
hazardous terrains that you have not seen yet.
- Fixed a silly attribute bug which made it possible to shoot
arrows or cast spells through certain solid terrain features like
boulders and iron gates.
- Fixed the items carried by a special hidden monster in Mygdale.
- Various minor changes to Mygdale, including a new NPC.
- Unimplemented startup locations are marked as such in the
startup location selection screen. ("Unimplemented" in this
context means unplayable, i.e., there are no dungeons to explore
etc.) Selecting a random startup location ('*') will not pick an
unimplemented one.
- Started implementing the Voldival starting location (the
capital, Asorod). Much less than 50% of base city maps implemented
so far - Asorod is a *BIG* city. Marked as "unimplemented" due to
- Added a new predesigned dungeon called the Forge of Chaos. It is
also available as a startup location, but it is strongly
recommended that you complete the Master Dungeon first and find
the super-secret exit to the Underworld to get to the Forge of
- A number of minor technical improvements to the Master Dungeon &
the related game engine features. For example, once you go through
an illusionary wall now, monsters will learn that it is an
illusion. (Previously there were some illusionary walls that they
would never go through.)
- There will no longer be subraces or uniques for the 'Phantom'
monster in the Master Dungeon. They are unpleasant enough as is.
(My party was slaughtered by a lone Phantom Cultist.)
- Detect Hidden now does what Detect Secrets used to do. Detect
Secrets replaced with Detect Traps.
- Implemented a huge amount of existing (previously unimplemented)
spells. I've tried to implement all common spells that your party
is likely learn early on in the game, plus most of the rare/high-
level spells, so there are not many unimplemented spells left.
Also, unimplemented spells are displayed as dark grey in the spell
selection display to help you avoid them. If you happen to pick or
find an unimplemented one and would like to be able to cast it
ASAP, just let me know, and I will do my best to implement it in
the next version. The following old, previously unimplemented
spells have been implemented now:
* Absolution
* Acid Breathing
* Angelic Incarnation
* Animation
* Banish
* Black Channels
* Blade Barrier
* Call Chaos
* Call Lightning
* Call the Void
* Camouflage
* Chain Lightning
* Chant
* Chaos
* Chaos Channels
* Chaos Flux
* Charisma (caster-only now)
* Charm Monster
* Charm Person
* Cloak of Fire
* Cloak of Frost
* Cloak of Lightning
* Confusion
* Controlled Teleport
* Cosmic Crush
* Create Slayer
* Cruel Unminding
* Create Vacuum
* Darkness Storm
* Dark Thoughts
* Death Cloud
* Death's Coil
* Death's Embrace
* Death Spell
* Destroy Magic
* Detection True
* Diabolical Contract (formerly Contract From Below)
* Divine Intervention
* Earth Gate
* Eye for an Eye
* Executioner's Song
* Explosive Rune
* Fight Fire with Fire
* Finger of Death
* Firebreathing
* Flame Blade
* Force Field
* Force of Will
* Fork
* Free Action (untested)
* Frenzy
* Genocide
* Giant Strength
* Gift of Fury
* Glasswall
* Golem Animation
* Gravebind
* Guardian Angel
* Gust of Wind
* Herbal Healing
* Heroic Defender
* Heroism
* Holy Orb (formerly Orb of Draining)
* Holy Word
* Ice Storm
* Illusionary Terrain
* Imprison
* Insanity
* Invoke Hammer
* Invulnerability
* Jolt
* Killing Joke
* Life Saving
* Magic Mapping
* Magic Resistance
* Mind Blank
* Onslaught
* Order
* Pacify
* Passwall
* Prayer
* Protect From Corrosion
* Protection from Evil
* Protection from Good
* Purify Soul
* Raise Volcano
* Ray of Sunlight
* Recharging
* Reconstruct
* Regeneration
* Rejuvenation (currently useless since there is nothing that can
age you in the game -- yet)
* Remove Curse
* Repulse
* Restoration
* Restore Sanity
* Rune of Warding
* Secret Summons
* Sense Unseen
* Shadow Magnet
* Shadow Walk
* Shuffle
* Spell of Mastery
* Stoneskin
* Stone to Flesh
* Stone to Mud
* Summon Angel
* Summon Daemonic Horde
* Summoning Barrier
* Summon Pit Fiend
* Summon Spirit of the Night
* Syphon Soul
* Telepathic Casting
* Telepathy
* Teleport Away
* Teleport Resistance
* Time Stop
* Time Walk
* Torture
* Transmute
* Tsunami
* Unholy Word
* Vampiric Drain
* Wall of Stone
* Warp Wood (currently useless against monsters -- but *they* can
use it against *you*!)
* Water Breathing
* Wish
* Wizard Lock
* Wraithverge
* Zombie Mastery
- Completed spell descriptions for the implemented spells to help
you decide which spells to pick.
- The following completely new spells have also been added. ALL of
these have been implemented, but some (notably the restoration
spells) are untested:
* Anarchy
* Anti-Magic
* Attraction
* Aura of Majesty
* Black Suicide
* Brightness
* Burning Change
* Cat's Paws
* Chaos Beam
* Chill (weaker version of Freeze)
* Clone Monster
* Confutatis Maledictis
* Counter Magic
* Dark Might
* Dimensional Maze
* Disjunction
* Dispel Enchantment
* Dispel Magic
* Dazzle
* Detect Invisible
* Detect Secret Doors
* Doom Mastery
* Ethereal Storm
* Exhaustion
* Flame Orb
* Gain Constitution (currently only used for the potion)
* Gain Dexterity (currently only used for the potion)
* Gain Experience (currently only used for the potion)
* Gain Intuition (currently only used for the potion)
* Gain Presence (currently only used for the potion)
* Gain Reason (currently only used for the potion)
* Gain Speed (currently only used for the potion)
* Gain Strength (currently only used for the potion)
* Healing True
* Heavenly Light
* Hellfire
* Holy Name
* Hypnotic Lure
* Illusionary Fire
* Know Alignment
* Know Alliance
* Know Demeanour
* Locate
* Magic Leak
* Magic Regeneration
* Magic Vampirism
* Mass Attraction
* Mass Halt
* Monster Magnet
* Nether Darkness
* Perfect Hatred
* Psychic Duel
* Omega Beam
* Omega Bolt
* Poison Orb
* Portal
* Rainbow Ray
* Restore Constitution
* Restore Dexterity
* Restore Experience
* Restore Intuition
* Restore Life
* Restore Presence
* Restore Reason
* Restore Resistances
* Restore Speed
* Restore Strength
* Revelation
* Sand Blast
* Spell Blasting
* Spell Lock
* Summon Air Djinn
* Summon Air Efreet
* Summon Death Djinn
* Summon Death Efreet
* Summon Earth Djinn
* Summon Earth Efreet
* Summon Fire Djinn
* Summon Fire Efreet
* Summon Undead
* Summon Water Djinn
* Summon Water Efreet
* Supercharge Object
* Suppress Magic
* Touch of Confusion
* Touch of Galoth
* True Aim
* War Bolt
* Warp Creature"

Changelog ^^

Most relevant thread:

I'd never even heard of this project before...seems like good/involved stuff.

Traditional Roguelikes (Turn Based) / Triangle Wizard R 4.02 Released!
« on: February 18, 2009, 08:05:34 PM »
Patch R 4.02 Notes:

-Added Gelatinous cube.
-You can now unsummon creatures or release them from control by pressing DEL over said creature.
-Liches can now correctly no longer use the sacrificial shrine.
-Reaper and Grim Reapers now move more slowly.
-Flood now has an area of effect which increases with proficiency level.
-Fixed a small bug involving the F2 when used on creatures with death spells.
-Added three new unique levels which have a certain chance of appearing in a range of dungeon levels.
-Creatures in the Maevalin's Outlet Shoppe are now called Customers.
-Dark Elf now gains bonus resistance per level in all resistances (except physical and poison) instead of a greater chance to receive resistance powerups.
-Raise Wall now has an area of effect and has a chance to produce spiked walls. This chance increases with increased spell level.
-Added two new unique creatures. (incl. Gnome with the Wand of Death).
-Fixed melee enemies freezing after jumping over them in a straight line.
-Benificial Enchantments can only affect their intended targets. This also fixes a problem with persistant enchantments being transferred to nearby creatures.
-Added keymapping support.
-Pressing INS will now provide a list of basic information of every spell.
-There should no longer be any powerups lying on any stairs.
-Dweomer Casters can nog longer gain spell levels above the limit.
-New game menu now shows information about races and classes.
-Fixed a small bug involving geyser and jumping.
-Doors should no longer be generated atop any kind of stairs.
-Spell powerups which boost spells of current proficiency level zero now have a cost.
-There shouldn't be any more powerups underneath doors.
-Increased Pestilence's damage.
-Increased Fire Wall's damage.
-You now need to press ALT to descend stairs.
-You can also use ESC to quit messages.
-Added additional information to spell information screen such as damage, next level statistics, etc.
-Added a new shrine.
-Animate Dead and Recall Spirits can now be combined with Prismatic Sphere and Watcher.
-Autopickup is now off by default.

Even being a revision patch, this is very meaty and should allow for much improved playability, good times, and so forth.

Traditional Roguelikes (Turn Based) / Triangle Wizard R 4.01 Released
« on: February 10, 2009, 02:09:40 PM »
Updates as follows, pretty big one and should make for a better experience for existing and first time players:

Patch R 4.01 Notes:

-Persistant Casting spell delay now adds to normal spell delay instead of setting it.
-Power ups will no longer appear on the exit stairs.
-Enchantment spells can now be combined with the Prismatic Sphere spell.
-You can now use persistant casting on allies.
-You can now channel hostile enchantments on enemy creatures, making them permanent as with persistant casting.
-Destroyed enchantment visuals will no longer linger in the upper left corner of the dungeon level.
-Persistant Casting will no longer allow you to cast spell level 0 spells.
-Anarchy now has a better chance of hitting the enemy.
-Sacred Wrath, Cold Breath, Fire Breath and Acid Stream can now hit flying creatures starting from a certain spell level.
-You now read info on the spell in a powerup by mousing over and pressing F2.
-You can now read info on your current, lastly upgraded or any other spell via F3.
-You can now get additional information on a creature by mousing over and pressing F2 (also works on traps).
-Fixed a few spelling errors.
-ESC will now prompt before exiting the game.
-Necromancer now correctly starts with Turn Undead regeneration.
-Your level is now displayed besides the XP bar.
-A score is now being kept and will be displayed in the Tomb should your quest end (for the better or the worse).
-Added Sacrifical and Shrouded shrines.
-Wall spells cast by traps now have a random facing.
-Added two unique shops which appear at random levels. One is guarenteed to appear before dungeon level 12. They are not without risks however!
-Cloud of Ashes now correctly only makes allies invisible, and it can now also cause confusion.
-Spell Levels now have a limit over which they cannot increase for the player. These are modable from the 'global_settings.tri' file.
-Spells you don't regenerate will be cast as an empowered spell. This will increase the spell level of the casting. This allows you to bypass the limit set above up to a certain amount.
-Wall destroying creatures can no longer phase through the level boundaries.
-Creatures fighting in the menu screens can no longer cast Cloud of Ashes.

Traditional Roguelikes (Turn Based) / Triangle Wizard!
« on: February 05, 2009, 07:19:30 PM »

What in the do I keep missing that these types of things have been out for so long?  This seems like a front page contender for that recent happenings article as worthy as Spelunky at some point Slash.

I mean, this is utterly staggering in some respects...

Traditional Roguelikes (Turn Based) / Deep Deadly Dungeons v1.0
« on: January 10, 2009, 11:57:25 AM »

From misc.  Looks spiffy.

Yet again---not this person.  But still....

Traditional Roguelikes (Turn Based) / Goblinhack v1.17
« on: January 06, 2009, 01:45:11 AM »

Mostly bug fixes:

More trolls and goblin types
Shop bugfixes
Installer fixes
No teleport for shopkeeper
Excalibur easily damaged fixed
Broad sword and other swords downgraded to they get damaged by stone
Yellow ghosts could not move
Org generators not attacking
New orc class
More troll types
More goblin types
Fewer imps
Fewer spawning goblins
Faster centipedes
Moving walls more dangerous
Amulets and armour not being listed on itinery
Edge of level impentrable
Sleeping mines

Yet again, I'm not this person---but still.

Traditional Roguelikes (Turn Based) / Mines of Morgoth v0.76
« on: December 31, 2008, 01:59:10 AM »
"v0.76 released.

New stuff : better AI, a whole range of spells with proper balancing of damage for the more clever monsters.
All monsters up to level 10 are now in the game.
I have also moved over to the open source installer program from Nullsoft."

I'm not this guy, but I should think he would be quite welcome here if not already lurking---assuming he knows we exist here.   This game is shaping up rather nicely it seems and now has me all curious about Moria and such....

Other Announcements / Kamyran's Eye 2. Thoughts?
« on: October 11, 2008, 02:12:17 AM »

I'm strongly thinking of purchasing this game as I am a tremendous Roguelike enthusiast but I'd like to see what people here have to say about it before I take the plunge. Is it fully stable or something that still gets patched? Impressions on the game systems it implements? Trustworthy online merchant to purchase through----not heard of Manifesto prior to this?

Please help to dispel my unfortunate and unwieldy ignorance.

Nifitier still, the first game in this apparent series is available for free from the devs by following a link or so on that site.

In each game, 2nd one especially, seems to have some nifty aspects going for potion creation, and this whole concept of roving armies actually destroying the cities and towns and the chance you'd have to affect that.

Other Announcements / JauntTrooper series: A call to arms.
« on: October 10, 2008, 02:42:16 AM »

Hi folks.  I'm Brian.  I aim to become much more involved in the Roguelike community in a variety of strange and majestic ways in the times ahead, so at the suggestion of a certain Roguelike fan I'm beseeching you lot as I harassed him last night.

Prior or a day or so ago, I'd not ever heard of JauntTrooper or anything of that ilk.  I was randomly pouring through the list of stables in the first link and voraciously downloading and saving faves whenever I came across what I thought to be a piece of graphical and/or tiled goodness.

After much digging around, I came across this JauntTrooper that has 3 games to it with all 3 being impossible to find thus far.  As I missed out on them through all these years, so too would it seem the outstanding majority of the Roguelike community missed out on them as well.

In this modern, silver age of Roguelikes...where there is more dev activity and vibrant projects being made and improved out there across the world thanks to so many talented enthusiasts that have come into the scene within the last several years---this can't stand.  These games, from what limited info is contained within these links, their cups overfloweth with sheer GENIUS.  To this day, some of these features are ones I've not encountered in any other prior or proceeding Roguelike---that is insane.

I shot off an email on a single longshot lead to a site that conducted an email interview some time ago with one of the people responsible for the series in terms of design and development.  While I wait for that to amount to what it will, I put out the call:

-There must be somewhere left to download at least the first 2 games.  HOTU apparently had them, at some point, but these days they seem all but gone and the links are void.  I want to think the 3rd game is out there somewhere as well out of a shuddering fear that it may well be lost forever if that is not the case barring some incredible personal stash a few people in this world might still have sitting around.

-If it can be found, it needs to get in the hands of as many fans as possible---ideally somehow with the source code.  Nothing I have come across thus far, and especially all that ISN'T mentioned, leads me to stongly suspect that the game would have a place among Rogue, Crawl, NetHack, ADOM, etc as a Major.  We're talking a full fledged graphical Roguelike here people...retail that went horribly under the radar...that is lauded for incredible depth on the one hand and also that most of the secrets still remain for it as a consequence of the latter---just THINK about that for a second...let it sink in.  Imagine one of the "known" Watershed Roguelikes we all know and love suddenly being out there...yet despite everything there's no Spoilers, big time gudebooks, nada----for lack of players and oppourtunity.

-Take all this good, and by hack or open sourcing, imagine how it could be built upon, exapanded, fixed up, tweaked as was the case with Rogue, 'Bands, and so on all through these last several years especially with our leaps in technology and proliferation of knowledge.  The potential here is finding a rare mythic ore deep in a forgotten mountain.  If luck and wit holds, this could be a "Rogue" springboard of sorts to join with the other great, fresh upcoming Roguelikes that future generations will have available to them for further expression.

Sorry for the rant, but this whole episode has stuck a rather unexpected chord with me---lit a fire if you will.  An entire Roguelike SERIES so niche that the Roguelike niche itself largely seems to have missed it and/or forgotten about it---while the gestalt of all 3 games in it seems to meet or even at times exceed the best that is currently and has been out there for years on the frontlines of the scene.

I can't be the only one with wheels turning, perhaps ever so slowly, in my head now with all this said in the above links and hopefully communicated earnestly in my typings.  We can surely do something about this if we can just manage to be in time to snatch this away from the oblivion of time and esoteric machinery.

Only thing I can think left at the moment is this thought:  Imagine 5-10 years from now you can only occasionally tell people about Crawl: Stone Soup or Nethack...but none further shall be able to play and enjoy it due to "something" going horribly awry perhaps on the level of the worst of luck that can be found at times in many a game of any given Roguelike.  With all we now know THOSE games to be, that would be a travesty upon human achievement in the virtual realm.

I'll shut up now...hopefully this can at least spark some discussion.

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