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Messages - getter77

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Early Dev / Re: New games?
« on: March 01, 2009, 03:06:01 AM »
I think it's simpler than that.  I think the reason there aren't many new games considered to be on par with the "major" roguelikes is because there just aren't new ones that are as large and ambitious as those ones are.

Like, I think Mage Guild and Spelunky are two examples of really great recent games, but both of them combined are still only a few hours long.

Makes sense.  But it would seem a far wiser thing to celebrate games like Spelunky and such proper by listing them as outstanding ones for what they DO accomplish---length is easily trumped by replay value afterall as far as that being the entire crux of Roguelikes.  I suspect Incursion will be the next "Major" one to somewhat crack the glass ceiling and get listed alongside ADOM/Nethack and the like providing the next update or series of them are very potent and somewhat timely.  On the other hand, IMO, I reckon something like LambdaRogue is presently/has been at a state of polish on its merits to also deserve a spot in the pantheon.

It also seems nutty to me that there isn't a sense to celebrate and recognize the retail Roguelikes in the same groups as Nethack and such... >:(

Early Dev / Re: New games?
« on: February 27, 2009, 08:37:55 PM »
Yeah, this is a trend I've seen in quite a few communities recently. Roguelikes with 7 day roguelikes, all the competitions at TIGsource, ludum dare a few international events all point towards really small games.

I know it's a good starting point for developers and all, but right now it seems more like an objective and not a stepping stone to other things... I mean, I try out those games and some of them are pretty cool, but they never stay more than a few hours on my hard drive. Play, "yeah, that was somewhat fun", *shift-delete*.

I think part of the problem is a psychological one betwixt the various "major" Roguelike sites, that is, that by and large there is seemingly a great reluctance to add fairly recent ones to the "big list" where Nethack, Rogue, and ADOM live---sort of creating a Chicken and Egg problem as one reason why the "biggies" are "biggies" is that they got mentioned often enough in the same company.

He mentions that he had some serious email problems getting eaten alive by Russian spammers, hence he's got that new email up and the specific method to address them so as to not get caught by the spam filter.  I may well email him and try to get him around here as well as ask some questions not unlike how I fared with the main man of Mines of Morgoth.

Early Dev / Re: New games?
« on: February 26, 2009, 09:12:57 PM »
The last couple ones I posted on in the announcements section may interest you...

Also, expect new versions of Incursion and Frozen Depths in the not terribly distant future, as both of those project have resumed with renewed vigor in recent days.

Triangle Wizard grows at a tremendous and delicious pace...

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.

Classic Roguelikes / Re: Spelunky: How Deep
« on: February 22, 2009, 02:44:06 PM »
No depth at all yet since I've not time to play!

However, a new version of the game came out the other day 99.8 I think...supposed to fix up lots of stuff so perhaps the latest version will grant more folks victory!   8)

Other Announcements / Re: getter77
« on: February 19, 2009, 12:14:31 AM »
Well done Getter.  The roguelike community needs more like you.

I now dub thee, Sir Getter77, Champion of the Roguelike, protector of the Temple.
Arise and go forth, spread the light of roguelikes to the darkest corners of the web.

...I've got a wide grin on my face now at the Champion part---you've inadvertently struck somewhat in the neighborhood of my secret plan...

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) / Re: Mines of Morgoth v0.76
« on: February 17, 2009, 02:01:24 PM »
"16th of February 2009 :

All the monsters are now in the game. All 187 of them !
Did some more sound effects. A few more special rooms for the dungeon,
some polishing and testing and it should be ready for final release
in the next month or so."

Sounds awesome to me and I can't wait for the final release!

Traditional Roguelikes (Turn Based) / Re: Triangle Wizard!
« on: February 12, 2009, 10:03:45 PM »
107 floors...with some shop stuff possible that may or may not count towards it.

At least, so far...

BIG in othe words.

Good job on making it to the third boss.  The only reason I made it to the 2nd and won was due to a singular and first encounter with the above mentioned Death system....t'was sheer madness.  And even that was playing the game in an unintended manner as a pure Melee character!

Off-topic (Locked) / Re: PnP RPG suggestions
« on: February 12, 2009, 10:00:12 PM »
In general, I'd say would probably come in handy for tabletop wranglings and perhaps PnP stuff...often there's coverage mixed in with other stuff.

Other Announcements / Re: getter77
« on: February 12, 2009, 09:58:14 PM »
Whew, wasn't expecting to see my screename mentioned like this from the board selection....thought I was getting banned somehow!   :D

I appreciate the sentiment, and this kinda dovetails with my secret plan that is slowly in the works and will be revealed to folk here in due time, especially since I'll be needing the help of several folk.  In general, I just like to see things lively within the Roguelike community since, as I see it, there's lots to be lively about.  The more hopping things are, the more will get done and come to be, which in turn should get things livelier still...which then begets more....etc.

So much potential under the surface...just needing wrangling...if there were some sort of maniacal "devouring feast" smiley I'd put it right about here.

Traditional Roguelikes (Turn Based) / Re: Triangle Wizard!
« on: February 12, 2009, 02:15:28 PM »
For Flying folk without magic missile, you can use the likes of Evaporate, Chain Lightning, and various other damaging Invocation spells.   You can also use Entanglement to bring them down to the ground...or thusly drown them in water/lava...

This game has probably the most thrilling Ascension/Death system I'd ever seen in a Roguelike....with the Shop system being one of the absolute best as well.  Fans of the Stone Soup Death System should ESPECIALLY get a kick out of it as it somewhat resembles it while going faaar beyond it in some major ways.

I've made it to the second boss one time now, and can usually make it to the first boss and win...usually.

Definitely hop over to the gamepage's forum and unload comments, bug reports, etc so the game can improve thusly.   The reason the current greats became great is largely due to the many people that contributed on such matters.

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