Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - getter77

Pages: 1 2 3 [4] 5 6 ... 327
46
Congrats on another solid update.   8)

47
Traditional Roguelikes (Turn Based) / Re: Dawn of the Mexica (now at v1.02)
« on: December 01, 2020, 12:41:15 PM »
v1.02

Quote
* Morguefile browser and reader: This is a new option in the main menu which reads all morguefiles (summaries of each and every character you've played) and lets you order them by date, XP and turns played. It also features a reader for it.

* < and > bugfix: This update fixes the problems with US keyboards and '<' '>' keys.

* F1 (help) ingame icon: This wasn't linked anywhere. You can browse 4 help pages about key bindings, skills and special item codes.

* More uniques: Added a new unique character (feral teenager) and fixed Cincalco so that there's more variety and some more uniques show up. Uniques are usually enemies (though they can be allies) that randomly show up. They aren't guaranteed to appear in every game.

* Clearer Zoom option highlight for high definition screens when you start a game or the tutorial.

* Atlatl message clarifying that you need to wield an atlatl spearthrower to throw atlatl spears when there's spears in the quiver but you have not equipped a spearthrower.

* Easier tutorial: Your character is a little more powerful in the tutorial, so hopefully it doesn't take too long to kill the rats with spells and bow.

* "Game in progress" warning when you try to create a new game but you still haven't finished the previous one.

* Tutorial save bugfix: You could save the game in the tutorial through the bug sending mechanism and thus ruin your character progress. It was very rare since it makes no sense to play the tutorial while there's a real game in course, but still fixed.

* Slight main menu change in which the occasional red buzzing image doesn't conceal menu options.

48
Traditional Roguelikes (Turn Based) / Dawn of the Mexica (now at v1.02)
« on: November 26, 2020, 06:40:17 PM »
https://store.steampowered.com/app/1456630/Dawn_of_the_Mexica/  $11.99  Win/Linux


Quote
ABOUT THIS GAME

Dawn of the Mexica is a challenging roguelike videogame based on the myths from the indigenous people of the Valley of Mexico in the age of the Culhua-Mexica Empire and the invasion of the spanish conquistadors.

Our story begins in a fateful morning, in which the sun god Huitzilopochtli hasn't risen...

Pure turn-based roguelike with procedural level generation (different every game!) and character permadeath.

Colored dynamic lighting. Light and shadows are essential in this sunless world.

Extremely complex and realistic combat system. Every weapon and armor type combination is taken into account. There's more than a thousand detailed critical effects: Every part of your body can be injured or broken, burn and freeze. You can become blind. Or deaf. You may bleed, become stunned, knocked out...

Complex character sheet with 9 stats, 12 Character classes, more than a hundred spells and more than 40 skills to choose from as you level up.

Friendly and intuitive interface. You can fully enjoy the game either with mouse or keyboard.

Weather/survival system. Even a torch may change temperature around you. Be careful not to freeze nor faint from the heat!

Deeply researched. You won't find "ooparts". The mexica background is not "aesthetic". Weapons, armor, clothing and items from that era are recreated as faithfully as historical data allows.

49
Congrats on the massive update.   8)

50
https://store.steampowered.com/app/551620/Approaching_Infinity/  Win ~$12

Quote
Take command of your ship and crew as you explore space, planets, caves, shipwrecks, temples, and other dangerous locations. Find, buy, and sell commodities, equipment, and mysterious artifacts. Defend yourself against aggressive space pirates and hungry planetary denizens. Complete quests for profit, or to change the very power structure of the galaxy!
And the universe is infinite...
There is no limit to the number of sectors and planets you can explore, and there is no "level cap". Everything keeps getting more powerful, including your enemies!
Key Features:

    Infinite Universe in Bite-Size Pieces: You can win after 20 levels, or keep going to sector 5000 and beyond! Manageable maps keep you from getting lost in this open-world space adventure.
    Infinite Gear: There are always new weapons, shields, and devices to find, craft, or buy. They just keep getting better, the further you go!
    Infinite Challenge: Sure, your stuff keeps getting better, but the aliens, robots, and monsters get stronger too!
    Infinite Death: Did I mention the monsters? Because MONSTERS! ...and black holes and ion storms and horrible diseases and laser-gates and cave-ins and lava and ...
    Multiple Victories: Find and escape with the Amulet of Yendor. Become the conscience of a fledgling robotic civilization. Avenge humanity's decimation or befriend their overthrowers. Ascend to quasi-god-hood. Destroy the universe(?!). Diverse satisfying endings await the intrepid explorer.
    Procedural Crafting: Each new game scrambles the crafting recipes! So you think
    "surge frequency diode" + "quark screw" = "cloaking device"? Not anymore...
    Sentient Alien Species: 12 alien races with their own stories, agendas, and quest-lines. But remember: taking sides makes not just friends but enemies too.
    Turn Off Perma-Death! Just want to explore? Turn Off Perma-Death! (and achievements.)


What's different about the Steam version so far?

    Fullscreen 1080p display
    New and updated user interface and tile art (Just the map in the new version is larger than the entire game used to be!)
    New monsters, quests, devices, classes, and skills
    Whatever the Steam Community can come up with!



Why Early Access?
“Approaching Infinity is a complete game. But from my current perspective, it's the background for a substantially richer and more complex experience. Deeper interactions, superior stories. And you, the Steam Community, can help!”
Approximately how long will this game be in Early Access?
“Approximately 6 months. I expect all true "errors" to be caught in the first few weeks, and then it's all just features, features, features!”
How is the full version planned to differ from the Early Access version?
“Approaching Infinity is already a fully playable, winnable, lose-able traditional rogue-like game set in space.

Steam achievements still need to be finished, and trading cards too. I'd like to make lots of little quality-of-life improvements, and implement a 10th victory condition (there are already 9 different ways to win!)

Planned features include expanding planets, a built in shipwreck editor, geological events, more personal involvement between captain, crew, and aliens, etc.

But the real motivation to be in early access is all the interactions, quality-of-life improvements, and totally new ideas that the community will suggest.”
What is the current state of the Early Access version?
“Playable and addictive! Every item in the current feature list is enabled and working. There may still be some "divide by zero" errors lurking in the code, which is another reason to do early access for a while. Thanks in advance for those bug reports!”
Will the game be priced differently during and after Early Access?
“Yes. Early Access pricing is lower, while full release will be higher. But nowhere near its all-time high :p”
How are you planning on involving the Community in your development process?
“In the past I worked with a highly involved community, and together we implemented a LOT of new features; I want to do that again!

Approaching Infinity uses the written words, visual art, and level designs of hundreds of people. I want the Steam community to contribute planet names, poetry, short references, abstract art, and shipwreck levels that will be curated and added into the game.”

51
Early Dev / MOVED: Zorbus
« on: July 28, 2020, 11:30:50 AM »

52
v6.3
Quote
Hail Adventurers,

This new release introduces four new classes, bringing the total to 30 player classes!

Necromancer: Obsessed with blurring the line between life and death, these meddlers of dark forces prefer to associate with cadavers over the living. To some, the rituals are grotesque, but they see pure majesty in the manipulation of the natural order.

Mystic: After many years of intense contemplation these soothsayers are ready to venture into the world. Masters of their own mind, they are capable of acts of formidable willpower.

Templar: Questionably pious individuals from an ancient religious and military order. They abuse this power and influence to crusade against practitioners of the occult and supernatural beings.

Miner: Strongly built, this tough and industrious worker is more than capable in dangerous situations. Traditional practices and heavy tools are used to overcome obstacles in their pursuit of valuable gemstones.

To accompany your character there are three new companions: ghoul, imp and dragon egg. Please don't eat your baby dragon egg :-(

Pathos now has a third gender: non-binary. Unlike in the original Nethack, gender has never restricted your class or how you want to play. In Pathos, you can start as a male valkyrie, if you so wish. All genders can be equally seduced by incubus or succubus. Anyway, I hope the inclusion of non-binary makes someone, somewhere, happy.

For new items, the notable addition is three upgraded versions of the skeleton key.

dimension key: auto-blinks through a locked door.

detonation key: explodes the door with a force blast.

phantom key: brief phasing transient so you can pass straight through the door.

For sharing your progress with your friends, there is a new vanity mirror. This is a condensed version of your character sheet and equipment.

For aethetics, there is now a simple bounce animation for every character (not just for those flying or leviating).

Last but not least, the fame calculation has been redesigned to reward playing the game rather than grinding and generally exploiting mechanics. I encourage all players to upgrade to v6.3 as to keep the Hall of Fame as fair as possible.

Major changes since the last public release:

    new classes: necromancer, mystic, templar, miner.

    new companions: dragon egg, imp, ghoul.

    new gender: non-binary.

    new items: dimension key, detonation key, phantom key, sickle, poison dart, potion of divinity.

    new artifact: Creeping Sprout.

    new spell: animate dead.

    vanity mirror for sharing your progress.

    idle bounce animation.

    redesigned fame calculation.

53
salmiak

Quote
* Added new dungeons and randomized which dungeons actually appear

* Added new objects, ego types, artifacts, item curses, terrain features and random artifact names

* Added new monsters (including the reintroduction of the Greater Cyber Wyrm Angel Daemon Lich as an exclusively postgame monster)

* Added new player-monster race (Mummy) based on Maledicts from Pos-R

* Moved to a 32-color palette and changed the colors of many monsters
-- NOTES: If your platform does not support more than 16 colors, or FrogComposband's coloring code for your platform is faulty, compile with --disable-xtra-colours to retain use of 16 colors only. If your platform does support more than 16 colors but you wish to stick to 16 (from nostalgic reasons or for greater contrast between colors), load user-lim.prf (typing &4 in-game does this automatically) or otherwise modify the colors with the '&' command
-- Special thanks to Oneiron for helping me debug the 32-color palette

* Town services could enchant multiple weapons for the price of one; this has been fixed (thanks to Thraalbee for reporting)

* Directions were given for Heaven and Hell even if the player had not won; this has been fixed (thanks to Marty and ster for reporting)

* Fixed bug when Teleport Level was used after completing Crystal Quest (thanks to bostock for reporting)

* Fixed bug when stairs were taken just when recall kicked in (thanks to wobbly and bostock for reporting)

* Fixed bug with hand grenade explosions sometimes causing a "player" fake monster to temporarily appear (thanks to wobbly for reporting)

* Fixed bug with multi-effect monster blows sometimes killing an opponent repeatedly (thanks to bostock for reporting)

* Fixed bug with autotargeting the mount for hasting and healing (thanks to bostock for reporting)

* Fixed bug with devices in wilderness rooms generating with no effect (thanks to bostock for reporting)

* Fixed bug with standard artifacts disappearing from the floor if they had been carried there from another level (thanks to bostock for reporting)

* Fixed bug with Ninjas continuing to attack if Kawarimi was triggered mid-turn (thanks to bostock for reporting)

* Timed monster statuses were not processed in the overworld; this has been fixed (thanks to bostock for reporting)

* Fixed old bug with statue stacking (thanks to kt for reporting)

* Fixed infinite loop on junk autoget when always_pickup was on and the Easy Destroyer was not on (thanks to DavidMedley for reporting)

* Fixed crash when the object list subwindow was on and an item with specific properties was equipped from the floor (thanks to caruso for reporting)

* A potion of Restore Mana thrown from the floor could cause a phantom copy of itself to explode; this has been fixed

* Bumping into mountains while confused consumed no time; this has been fixed (thanks to Hugo for reporting)

* Fixed weirdness on player beholders with mutational innate attacks (thanks to Karkaroth for reporting)

* Fixed annoying and inconsistent handling of erratic movement on mounts (thanks to budswell for reporting)

* Fixed bug with newly acquired locked mutations not affecting regeneration properly (thanks to ster for reporting)

* Fixed bug with insurance and player-elemental item destruction

* Fixed bug with inappropriate handling of insured items left behind on a level the player subsequently returned to

* Fixed crash on shop shuffle if too many items had been reserved

* Fixed ancient bugs with the wilderness terrain-selection algorithm, and adjusted some numbers that had been optimized for the buggy version

* Fixed various types of weirdness with Bunshin; it is now generally less useful against auras, but more useful in a number of other situations where it previously did not apply

* Fixed minor bug with innate attack damage calculations

* Fixed weirdness with charmed clones

* Fixed yet another loophole to anti-scumming item/gold drop limits

* Fixed incorrect pluralization of some quiver egos

* Fixed weirdness with door placement in cavern areas

* Fixed occasional weirdness with stair placement after quest completion

* Multiple items could be reserved for the price of one; this has been fixed

* Turncounts in character dumps now properly account for midnight starts (this does not apply retroactively)

* Changed the power of confusion effects, they should now at least resemble the claimed powers

* Fixed issue with the powers of Slow Monster bolt spells (thanks to Saru for reporting)

* Allowed Samurai to view damage averages for Kendo attack techniques (thanks to ster for suggesting)

* Renamed weak Beam of Light to "Moonbeam" to more clearly distinguish it from strong Beam of Light (thanks to bostock for suggesting)

* Slightly relaxed capture-balling requirements for hostile monsters to prevent some low-HP monsters from being captureable at all (thanks to caruso for bringing this up)

* Added option (on by default) to limit quantity prompts in shops to the highest amount that is both available and affordable (thanks to caruso for suggesting)

* Added option (off by default) to indicate unknown item flavors in shops (thanks to caruso for suggesting)

* Added option (off by default) to display the nominal energy cost of the most recent action (thanks to Bucephalus for suggesting)

* Added option (on by default) to extend the unknown attribute indicator '?' to cover random dragon resistances (thanks to bostock for bringing this up)

* Combined the empty_levels option with the ironman_empty_levels option

* Allowed using Home/End and 7/1 to immediately move to the beginning or end of a long home or museum inventory (thanks to Melum for suggesting)

* Renamed the "Cause Wounds" monster spells/auras to various types of "Curse", making it less unintuitive that most of them can curse the equipment

* Changed the Patient personality to be more the opposite of Hasty; it now has slightly better stats and skills than before, but gives a speed penalty

* Potions of New Life now shuffle Split personalities (thanks to Aav for suggesting)

* Improved the object list and monster list UI (thanks to kt and bostock for suggestions)
- allowed customizing the lists' width
- allowed looping between the first and last entry with Up/Down arrows
- the object list now displays visible stairs if no objects are visible

* Allowed scrolling long monster descriptions while targeting

* Allowed the Gloves of the Master Tonberry to generate for Tonberries

* Allowed pets to recall with player from slightly further away

* Average rings, amulets and Feanorian Lamps are now identified on pseudo-ID

* Buffed Dwarven body armour again, it now has much more potential upside

* A number of additional uniques, most notably Mandor, now resist confusion

* Player quylthulgs can now (usually) summon around a target location starting at CL 20, regardless of which options they use

* Changed the special Bloodrip player-cutting mechanic; it is now less severe but happens more often, and happens in melee rather than at random times (thanks to bostock, ster and MITZE for feedback)

* Changed hallucination to make it more difficult to figure out which monsters are real

* Automatic combining of pack ammo with quiver ammo now happens even if the ammo is unsuitable for the current shooter

* Tweaked the confusion-resistance message for already confused monsters (thanks to Bucephalus for suggesting)

* Tweaked Rune-Knight mana gain formula

* Slightly tweaked the effects of Easy-Spell/Dec-Mana on spell fail rates

* Re-allowed the use of Destruction in Witch Wood as a reduced-power special effect

* Tweaked the XP values of many monsters

* Dungeon entrance guardians are no longer vulnerable to genocide

* Life ratings are now displayed by default on a scale of 0 to 76, rather than on a percentage scale of 87% to 117%; this is purely a display change, intended both to permit greater accuracy and to distinguish them even more clearly from the unrelated racial and CON/equipment-based HP multipliers

* Trap warnings now reveal the trap

* The Mogaminator is now applied to items on shop-ID and museum-ID

* The in-game high score list now adjusts scores for options and accomplishments (this does not apply retroactively)

* Race change attempts disallowed by competition mode now trigger the Baby Foul Curse instead (also, the Baby Foul Curse is now more evil)

* Pass-wall monsters and players are no longer slowed by trees

* Nerfed humans (instead of the second demigod talent at CL 40, they now receive a primary-stat-dependent weakness at CL 35)

* Allowed the recall interface to give a multi-column dungeon list

* Changed innate attack damage display to show the damage for each effect separately instead of combining it with the damage from the first effect

* Further reduced energy randomness, it is now more strictly limited at higher speeds

* Replaced the hidden ability of some Mage-type classes to recover mana twice as fast with a public "Mana Recovery" object flag. Also, effective HP regen and effective SP regen are now displayed separately on the character sheet for transparency

* Destruction no longer always works on summoned monsters, except in instant-coffee mode. It still always works on "nice" summons (i.e. most high-level monsters the turn after they appear), and summoned monsters never gain destruction immunity

* Allowed monsters to resist disintegration

* Allowed two-handed wielding of baseball bats

* Additional monster health bar coloring:
- temporary slowness is indicated with dark grey stars (lowest priority)
- temporary haste is indicated with violet brackets
- a high monster power (above 133.3%) is indicated with dark blue brackets

* Wilderness level display in the immediate vicinity of a dungeon entrance now indicates which dungeon it is, e.g. "Wilderness (Angband): L1" instead of just "Wilderness: L1"

* Allowed Beorning Rage-Mages to use Rage in bear form (thanks to clouded for suggesting)

* The 'U'/'O' power selection menu now displays the stats involved in determining fail rates

* Further improved and updated the help

* Various minor tweaks and code improvements

54
They'll get there yet---home stretch!   8)

55
Traditional Roguelikes (Turn Based) / Re: IVAN (release 0.58!)
« on: March 16, 2020, 12:08:31 PM »
v0.58

Quote
New Quest: Kingdom of Aslona

    A new main quest will see you trying to bring peace back to the kingdom of Aslona, currently in the middle of a civil war.
    Add five new locations.
    Player can now have a ship to sail the oceans of worldmap. This also means that they can now bring pets that would normally be unable to cross the ocean with them.
    Moving over the ocean is slightly slower than on dry land.

Changes:

    Added Aslona!
    Added new ROOM_OWNED_AREA type for generic owned rooms. Uses code similar to the Cathedral or Decos' house.
    Change structure of quests. Petrus now takes the encrypted scroll and gives you some alone time. If you chat with him again, you will receive the GC quest, or you can find other people to chat for other quests.
    Add some new monsters, items, artifacts, materials and crafting recipes.
    Hotness can now be used to define materials that deal fire damage on contact, just like Acidicity for acidic materials.
    Use GitHub app for LGTM.
    Cats can be tamed with fishes.
    Orcs have black blood.
    Lobh-se is a bit more fun.
    Make amulets easily recognizable by color.
    Land mines can now be sometimes defused if you levitate over and pick them up.
    Willpower now protects against some hostile magic.
    Add autopick regex.
    Add an option to show info about gods, displaying their last reaction to prayer.
    Better 'F1' command in menus:
        Some items now have descriptions.
        Better help for crafting actions.
        New help for config options.
    Add options to start with no pet and to use health descriptions.
    Add alternate door traps.
    Prevent very dumb creatures from using wands.
    You cannot unequip locked chastity belt.
    Update README and add MANUAL.
    A wise player can look at an enemy for a rough estimation of their health.
    Add day/night cycle to all above-ground locations.
    Enable weather effects for more above-ground locations.
    Let monsters also benefit from Detecting status effect.
    Coffins now generate with grave goods and do something when you steal from them.
    Hammers are good with the undead.
    Some monsters now have different diets.
    Add many new sound effects.

Fixes:

    Decos no longer lets you steal from him.
    You can no longer leave the Black Market through walls.
    Slightly nerf Black Market.
    Display Willpower in wizard mode secrets.
    Running in wilderness now correctly takes stamina.
    Fix some quest messages not being saved as already displayed.
    Reveal gas traps when you step on them.
    Fix several places where panic immunity or disease immunity was not respected.
    Fix several crafting bugs, hopefully preventing crashes.
    Fix Terra not offering priestly services after you killed Lobh-se.
    Spill more water over a burning player when they pray to Silva, so there's a better chance to be extinguished.
    Prevent long strings in config options from overflowing when displayed.
    Prevent building features in owned rooms.
    Explosive liquids can no longer be used to douse flames.
    Wands of webbing were not causing hostility.
    Fix horns of fear causing panic without checking the panic resistance of the victim.
    Remove redundant messages from auto map notes.
    Fix sitting on fountains and drinking from non-water fountains.
    Fix AI not using equipped zappable items.
    Make taming/possessing more powerful creatures scale correctly.
    Fix a bug where boots were not correctly considered for kicking effects.
    Fix teleport lock from non-equipment sources never timing out.
    Assorted minor fixes and balancing.

56
v6.2

Quote
Hail Adventurers,

The first release of 2020 is a major content upgrade!

There are six new classes: paladin, druid, gladiator, tinker, reaver and hunter.

The level cap has been increased to 40 and skills have been extended with the competency level of 'champion'. You can now train up to 2,000 points to become a champion in your field.

There are two new dungeon branches. The Labrynth branch is a tribute to the endgame of the original Hack game. The Lost Chambers branch is challenging portal puzzle that will test your strategy and sanity.

Many new mithril armaments have been added including swords, axes and shields. This offers an upgrade path for most starting weapons.

The classic tileset has had 100+ tiles upgraded thanks to the RLTiles project. It's great to see all the tilesets being enjoyed by players and this one was overdue some love.


Major changes since the last public release:

    new classes: paladin, druid, gladiator, tinker, reaver, hunter.

    new branches: Labyrinth, Lost Chambers.

    new items: potion of ink, scythe, magic bugle plus many new mithril armaments.

    new artifacts: Chaoshammer, Deadwood, Aurigage, Rosenthral.

    new entities: fire nymph.

    level cap increased to 40.

    champion skill level at 2,000 points.

    setting to display the IRL time clock.

    classic tileset upgraded.

57
Liquorice

Quote
* Added a new player race (Igor)

* Added a new personality (Split)

* Re-implemented the Blue-Mage class

* Updated the in-game help

* Game speed is now selected from the race/class menu rather than as a birth option. Added instant-coffee mode (ultra-accelerated game); note that this mode is much harder than normal coffee-break mode, and not recommended for players new to the game

* Added many new random artifact names; also, random artifact weapons now sometimes pull their names from sub-lists specific to the type of weapon, and the game tries to keep repetition of artifact names to a minimum

* Quylthulgs crashed on game start in thrall mode; this has been fixed (thanks to meltdown for reporting)

* No warning was given on escaping downstairs from a quest level (possible for some Disciples); this has been fixed (thanks to OmniNegro for reporting)

* Burdening was not checked properly after eating food; this has been fixed

* The option to never apply the Mogaminator also turned off the easy auto-destroyer; this has been fixed

* Fixed typos in outlying makefiles that caused problems if "make install" was used to install the game (thanks to isnok and Kreutzer for reporting)

* It was possible to get nexus-warped to closed dungeons with ironman_downward on; this has been fixed

* Projectiles did not lose the "Worn" tag on being placed in the quiver; this has been fixed

* The slowing immunity of player inertia hounds and Hermes demigods did not apply to incremental slowing; this has been fixed (thanks to ster and Marty for reporting)

* Arrow keys could not be used for Mogaminator or option menu navigation on angband.live; this has been fixed

* Quests were not properly flagged as completed on Troika disciples if killing a monster caused the patron to dispel the remaining monsters; this has been fixed (thanks to bostock for reporting)

* Fixed an exploit that allowed selecting any dragon realm on any dragon except Steel Dragon (thanks to OmniNegro for reporting)

* Fixed visual glitch when reforge details were shown immediately after requesting a quest (thanks to bostock for reporting)

* Fixed infinite loop when a player Ring with no mount tried to use autoget (thanks to bostock for reporting)

* Casting spells on a Possessor, Gray-Mage or Skillmaster did not trigger Fragile fatigue; this has been fixed (thanks to ster for reporting the problem on Gray-Mages)

* Filthy Rags could not get Hold Life; this has been fixed (thanks to Aav for reporting)

* The "repeat" command did not work properly on Magic-Eaters if absorbed items had been inscribed; this has been fixed

* Magic-Eaters could only use floor devices if they also had pack devices of the same type; this has been fixed

* Fixed conflict between Magic-Eater item labels and menu commands

* Fixed inappropriate body types on some recently added monsters (thanks to clouded for reporting)

* Innate attacks could trigger the Monster Confusion scroll but not the Touch of Confusion hex spell; this has been fixed (thanks to clouded for reporting)

* Fixed display weirdness in situations with opposite non-resist flags present

* Fixed bug in tracking the origins of items reforged by Craft dragons

* Player Undead Beholders were vulnerable to life drain; this has been fixed

* Fixed bug in display of device power bonuses on a player Filthy Rag (thanks to Aav for reporting)

* Fixed bug with Repeat Last Command on rings when the player cancelled the first spell prompt (thanks to bostock for reporting)

* Running only checked for confusion on the first step; this has been fixed (thanks to Hugo for reporting)

* Fixed remaining one-in-a-million loophole that could cause double stat gain rewards (thanks to Hugo for reporting)

* Fixed malformatted failure message for the Trouble at Home quest (thanks to Hugo for reporting)

* Equipment slots were not recalculated after a permanent race change; this has been fixed (thanks to clouded for reporting)

* Monster list subwindows did not update properly after monster polymorph or evolution; this has been fixed

* Fixed a bug that sometimes caused Mass Identify to consume an inappropriate amount of charges

* Fixed problems with the online_macros option

* Fixed weirdness with birth menu visuals on some non-Windows installations

* Fixed misleading "You have gained the power of X" messages when a ring absorbed an activation not actually available to rings

* Fixed misleading Psion spell/power descriptions

* Polearm Weaponmasters can now only trip opponents on successful hits (as was already claimed by the description)

* Blood-Knights and Blood-Mages can no longer use magic while polymorphed into bloodless nonliving creatures, fixing some weirdness (thanks to ster for pointing this out)

* Plugged an exploit that allowed killing the Resurrection Machine easily by using pets or friendly monsters (thanks to Aav and ster for discovering)

* Increased the maximum number of distinct object inscriptions or random artifact names allowed; also, an emergency name is now used if the limit is exceeded (thanks to MITZE for triggering the limit...)

* Mysterious messages about monsters who are nowhere to be seen should now happen less often

* Vampiric drain can no longer exceed the HP of the monster being drained

* Nerfed player Hydras a mite (slightly lowered to-hit bonuses and life rating modifier)

* Added "melee challenge" and "no-melee challenge" options (i.e. "monsters can only be damaged by the player's melee" and "monsters cannot be damaged by the player's melee")

* Added new option to leave on the floor all items marked for destruction by the Mogaminator (even if always_pickup is on)

* Added new option (on by default) to ignore all identified items while travelling

* Added an option to change the order in which rewards for wanted corpses are given from the default (reward depends on unique's position on list of wanted uniques) to being based on the number of wanted uniques turned in

* The autopick entry "items" (aka "pick up all items") is now ignored for the purposes of the object list command's Wanted Objects section (in every other case the entry still works normally). This allows picking up all items with always_pickup off (which may be desirable to e.g. not override Mogaminator autodestruction) without cluttering the Wanted Objects list

* Added Tetsubo and Baseball Bat as favored weapons for Club weaponmasters (thanks to Aav for suggesting this)

* Walking speed modifiers like Fleet of Foot, Craven bonus, Limp mutation etc. no longer apply to riding (thanks to Aav for bringing this up)

* Prevented sleepscumming the coffee-break Black Market (thanks to clouded for bringing this up)

* Pet kills now give accelerated XP in coffee-break mode (thanks to clouded for bringing this up)

* The 'Restore life' Hex spell now restores life points in addition to stats and experience (thanks to clouded for suggesting)

* Kutars' Expand Horizontally is now a level-independent +35 AC, and can stack with other temporary AC buffs (thanks to Bucephalus for suggesting)

* Completely changed Reaping on Polearm-speciality Weaponmasters; it is now a vampiric effect instead of granting wraithform, and can no longer be exploited to easily kill high-AC enemies such as the Metal Babble

* Polearm Weaponmasters' special automatic attacks against monsters moving to adjacent squares no longer work if the player is blind or confused

* Player Mariliths are allowed to use shields again (although they are icky and penalize melee quite heavily)

* Deprecated monster races are now omitted from spoiler files

* Possessor ball spells fired in compass directions no longer uselessly overshoot everybody

* Disallowed riding monsters with a parent monster (eliminating the evil gotcha mechanic of a mount disappearing when its parent disappeared)

* Stat default allocations are now re-initialized for Quick Start characters if the old class is not retained

* Allowed throwing ammo from the quiver

* Reduced resist randomness somewhat, especially with multiple levels of resistance

* Draugluin now resists confusion

* Trying to use a Scroll of Artifact Creation on an inappropriate target no longer consumes the scroll

* Buffed wands of heal monster

* Nerfed Warlocks and Weaponmasters a bit

* Nerfed Clear Mind slightly

* Potions of Clarity no longer generate in town shops

* Allowed using an item from a stack as a reforge target

* Allowed using the 'J' and '(' keys in targeting mode to set a target for travelling; if we weren't aiming a spell, device or projectile, this automatically begins a new travel (thanks to Melum for suggesting)

* Added options to display known future race/class spells or powers in lists (inspired by Oposband and requested by players)

* Adapted the Omarax rework from new PosChengband (thanks to ster for this suggestion)

* Improved generation of tailored items to disallow icky egos (such as encumbering gloves on a mage-type)

* The speed indicator is now displayed in red if the player is both hasted and slowed in equal amounts (thanks to bostock for suggesting)

* Monster lore now automatically displays all monsters known to be undead as being immune to nether

* Tweaked spell proficiency gain to discourage repeatedly casting useless spells in safe nooks for proficiency

* Inscribed devices absorbed by a Magic-Eater now retain their inscriptions; also, if an inscribed device is replaced, the old device's inscription can be easily copied to the new device

* Restore Mana no longer recharges devices absorbed by a Magic-Eater

* Water, lava and nukage pools now muffle the earth-shaking steps of player Cyberdemons

* Rescaled skill discriptions in race/class/personality tables (the general rule now is that average skills are described as "fair", and differences should be clear without being too exaggerated)

* Psionic timed effects now disturb rest and travelling on running out if the disturb_state option is on (the same way other timed effects already did)

* Allowed Psions to cancel Dimension Door and Psionic Travel without spending a turn

* Werewolves and other shapeshifters can now use the "take off" command on satchel items

* The roguelike movement keys 'j' and 'k' can now be used for movement in the monster and object lists (thanks to bostock for suggesting)

* Improved handling of numbers and Roman numerals in player names
- numerals are now automatically bumped by 1 on quick-start if possible
- the game now looks for pref files of characters with lower numerals if no pref files are present for the current incarnation

* Improved Mogaminator functionality
- look for pickpref-[classname].prf, or pickpref-[racename].prf on monsters (thanks to grodrigues for suggesting this)
- look for pickpref-UserDefault.prf (local default pickprefs)
- allowed Save As of current preferences (thanks to grodrigues and OmniNegro for suggesting this)
- inscribe pack objects when Mogaminator is first activated (at birth if Mogaminator is active from the beginning)
- apply the improved handling of numbers and Roman numerals in player names

* Pressing '!' in the help now always returns to the help main page

* Allowed highlighting pets and friendly monsters in monster lists (on by default; thanks to bostock for suggesting)

* Improved pet/friendly monster AI
- pets no longer bump into the player so often
- fixed friendly fire from bolts
- fixed friendly fire from Saruman's psycho-spears
- pets now pathfind more aggressively and intelligently if a target monster has been specified

* Various minor tweaks and code improvements

58
Traditional Roguelikes (Turn Based) / Re: Zorbus
« on: February 20, 2020, 01:04:20 PM »
Potent update!  8)

59
Excellent Soldiers of Fortune/Chaos Engine spiritual aesthetic.   8)

60
Traditional Roguelikes (Turn Based) / Re: Cthangband (now at v6.3.0)
« on: January 27, 2020, 12:51:36 PM »
v6.3.0

Quote
This is only a minor update - fixing a couple of bugs and tweaking the user-interface. Although since the user-interface is what you see when you play, it looks like qute a major change.

It's not. The gameplay changes in this version are minimal...

    Monster tracker now shows name of monster.
    Game time is now shown on main screen.
    Shops (and home) now have room for 26 items instead of 24.
    Backpack now has 26 slots instead of 23.
    Added wizard command to instantly win the game (rather anticlimactic, but useful for testing!)
    Fixed bug where using <Shift> to run didn't work.
    Graphical backgrounds added to game screens.
    Dungeon size tweaked to match new squarer display. The maximum size has gone from 198x66 to 198x123, and the minimum size has gone from 80x22 to 80x42. So that this doesn't produce a level with too many rooms, rooms have been spaced out more in the north-south direction by an amount proportional to the size change.
    Towns and wildernesses made smaller to fit new display.
    Display changed from 80x25 to 80x45 so that grid squares are actually square (on a standard 16:9 widescreen monitor).
    Event loop optimised, so game no longer uses 30%+ CPU while idle and waiting for a keypress.

Pages: 1 2 3 [4] 5 6 ... 327