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Messages - getter77

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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) / Re: Mines of Morgoth v0.76
« on: January 18, 2009, 04:35:24 PM »
Thanks for taking the trouble on the registering to finally make it over here noodles and get your word in.   8)   The more lively discussion in this place the better each current and future project will likely become.

Other Announcements / Re: 1st Person Roguelikes?
« on: January 18, 2009, 04:31:13 PM »
There's also strange attempt at a Doom 3+Expansion   Roguelike conversion dealie...not sure if it is still being updated or not but the idea seems novel.

Programming / Re: Advanced Dungeons of Freedom
« on: January 16, 2009, 11:40:06 AM »

You may make more suggestions and it will be added here.

Tiles!   8)

Woo hoo!   I've been hoping progress was continuing on this and I see my hopes were not in vain!  Congrats on taking the project this much further and I look forward to your continuing accomplishments.   8)

When this project is completed, I imagine the final form will be the Roguelike equivalent of the "skyscraper stroll" from the Hokuto no Ken movie....

Classic Roguelikes / Re: The greatness of Crawl
« on: January 15, 2009, 01:39:07 AM »
BALANCE, or the gist of it, really helps Stone Soup to shine amid the delightful tiles.  That one can make a go of it with just about any combination, save maybe Thief, is so utterly awesome.  As is the hardcore bug hunting and such that continues to go on while some other "big" ones, as I understand it, still have certain very irksome problems to this day for one reason or another.

.0.5.0 of Stone Soup will be so freaking epic and well wrought when it finally gets here, bit by bit, as we climb the versions and everything is gone over deftly.

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) / Re: Spelunky
« on: January 04, 2009, 12:23:08 AM »
Saw this on NeoGAF a few days back...looks to have lots of potential as everything gets ironed out as time goes by.  Good stuff already though.  8)

Traditional Roguelikes (Turn Based) / Re: Mines of Morgoth v0.76
« on: December 31, 2008, 01:00:37 PM »
I'll try and summon the author here when I get home tonight or some such and perhaps wranglings can then be better understood and wrought.

Still, this IS a demo I expect much to change as it hits.  Especially since v1.0 is meant to be the real release of sorts, so since this is .76....

I quite liked his little about section that explains his affinity with Moria and all.  Nifty.

It looks awesome...and the ham.  Not enough pork centric games out there I say.  Somebody needs to mod ADOM to where each ingame month a god can send you goodies a la the various Bacon of the Month clubs out there.

I hope you continue to work on and polish this up!   8)

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....

Traditional Roguelikes (Turn Based) / Re: SewerJacks 0.8.7c
« on: December 30, 2008, 02:37:01 AM »
Thanks for the fix!  By all means, you've surely earned some respite from this project to unwind and till your other fields as the seasons dictate.  Here's hoping all the best for your next project meanwhile----be sure and keep us all posted.   ;D

Off-topic (Locked) / Re: Roguelike of the Year 2008
« on: December 30, 2008, 02:32:30 AM »
True, and I did in part, but there are many games listed that didn't make the polling and such for this time around so it was a bit of a dig.  I just figure having the title hyperlink to the most informative page on the game works as far as the ole instant gratification goes.   ;)

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