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Messages - getter77

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Alpha 2.7

Cut the main dungeon floor count from 30 to 20. Overall the total floor count will remain the same because...
    Added a new branch: Kobold Cavern and increased floor count on all the other existing branches. Going forward this will be the strategy for adding more levels and level variety. Look for more themed branches in the future.
    Diversified Kobolds a bit. They can spawn as workers, soldiers, scouts, and veterans.
    Added a new boss to the end of Kobold Cavern
    Tweaked the spawn tables to correspond with the new floor counts
    Added new throwing weapons: war darts and throwing axes.
    Various bug fixes for traps, potions, vault spawning, item dropping...

Weapons can now spawn as low, normal, or high quality. The low and high quality weapons will have prefixes, and their power and penetration will be modified.

Memorized spells now cost half their casting cost and ignore the "read/write" check when casting. Casting a spell by reading it from a book requires a literacy check because you're, well, reading it. This gives memorization a real reason to exist!

    Implemented a trap system and added a couple trap types to the map generator. The current traps a pretty basic: an arrow trap and a "sealed room" trap, where the room gets partially sealed off. The "mechanics" skill is now used for detecting traps in addition to lock picking.
    Added a new tool, the mattock. Use this tool to remove walls.
    Added a new "infighter" behavior, which has monsters wanting to fight other monsters in addition to fighting you. A new "knight" monster has this behavior, and the new "raging" monster mod adds this behavior to monsters, too.
    Added a bunch of monster modifiers, similar to item modifiers. You should now occasionally see monsters with prefixes like "oversized", "lame", "devout", etc. These modify monster stats, skills, and behaviors.

Traditional Roguelikes (Turn Based) / Re: Zorbus
« on: August 26, 2019, 12:16:04 PM »
Saurial is definitely a deep and juicy cut on the racial gains---nice.   8)  Keep delving deeply!

Alpha 2
Reworked map generation. You're less likely to see the larger, cave like maps on higher levels, and the maps are generally smaller now.

    Reworked monster spawning. I adjusted some spawn tables and rates to increase the bad guy count.

    More variety in human NPC equipment

    Tweaks to hunger/rate of hungriness.

    Minor bug fixes

expanded ossuary and library branches, which were previously one level deep. I also added a handful of "mythical" weapons. These are dropped at the end of the vault branches and are quite powerful, but previously they were mostly "slash" type weapons. I added more "bash" and "polearms" weapons to this mix.

One of the most important changes Alpha 9.7.5 brought is a new inventory UI, which will enable much more cleaner look at surroundings while browsing the inventory. Here is the complete changelog:

    NEW: Inventory UI
    NEW: Actions UI
    NEW: Looting UI
    NEW: Accuracy will decrease if target is not close
    NEW: Added Weakling class in case player is too weak in power
    NEW: You can admire treasure now
    NEW: Player will have text above his head on each start of the game.
    NEW: player will be reminded to fill waterskins if they are near water
    NEW: cursed items can be removed when item's durability is reduced to 0
    MOD: Changed level calculations of player
    MOD: Unified logging of game data into file
    MOD: Changed from REX to Maptographer file format
    MOD: Triggers count toward calculating of the player class
    MOD: Renamed Fighter class to Warrior
    MOD: Learning existing powers will increase power level by 1 instead setting power to some level (preventing for example to learn Hack & Slash on depth 1)
    MOD: Modified a bit durability and weight. It will be not so obvious which items are cursed and which blessed by simply looking at the numbers.
    FIX: Main menu shortcuts works normally
    FIX: Fixed spell failure to display minimum default spell failure to 5% (was 0%)
    FIX: Spell failure was displayed wrong: it should be 100%-Spell Failure
    FIX: Fixed not to activate 'Slide away' trigger when monster circles around player
    FIX: Fixed not to enable player to slide outside of 'Slide Away' trigger range when trigger is activated
    FIX: Fixed rare incomplete level generations
    FIX: Fixed issue with enemies who were not encountered and died for some reason, would not be visible on map even after being seen for the first time.
    FIX: Clicking on minimize on Powers, Effects & Triggers pane works again
    FIX: bug when player could point to unexplored/non visible space and if there was a monster it would show you that you cannot recognize monster in dark
    FIX: monsters that die while being telepathically bound will be shown on map as ? if they were not encountered yet
    FIX: monsters that die while not being encountered will not show up on map
    FIX: Item will not be dropped anymore by pressing 'a' if it has quantity 1
    FIX: Fixed anomalies that affected comparison of some items and displayed wrong values
    FIX: Fixed bug which enabled you to drop worn cursed items  (effectively removing it)
    FIX: Fixed bug which enabled you to put worn cursed items in container (effectively removing it)
    FIX: Regressive fix of non working debuff damagers (i.e. Bee toxins didn't damaged you)
    FIX: Fixed Honey splash debuff that was sometimes cast multiple times from a same creature.
    FIX: Bee's sometimes goes mad, killing player in a blink of eye (need still testing was this fixed)
    FIX: Fixed Eye paralytic attack to work properly
    FIX: Fixed bug in power leveling of 'Sacral Weapon'.
    FIX: After camping if no powers are selected, game will select one for you
    FIX: If camping was disturbed and you tried to bind power over another, old power was still bound to your key
    FIX: While moving on path if player hits chest, it was impossible to close the inventory window.
    FIX: If you have split stack of arrows, and one you have wearing is identified, after you pickup non-identified arrows they will be identified, and properly stacked with other arrows.
    FIX: After picking up items from piles, hovering mouse over the pile's place shown wrong message
    FIX: Dropping worn magical item will remove magical effect properly
    FIX: Manually uploaded sessions work properly
    FIX: Avatar name cannot be anymore empty

Traditional Roguelikes (Turn Based) / Re: Angband (Now at v4.2.0!)
« on: August 17, 2019, 11:39:23 AM »

Angband 4.2.0 is now available for Windows, macOS and as source. It can be downloaded from, and played at

This version is mainly a major overhaul of classes and the monster list.

As for the last two 4.x.0 releases, there are too many individual changes to list, so what follows is a summary.

Two new realms of magic have been added, nature and shadow, to the existing divine and arcane realms.

    Nature realm relies on harnessing the power of the earth, and is opposite to the arcane realm, which uses craft and cunning.
    Divine realm uses harmony and light, and is opposite to the shadow realm which aligns with darkness, power and sacrifice.
    Rangers now use nature magic, like the new Druid class
    Necromancers are the major shadow caster class
    Blackguards are fighters enhanced by shadow magic
    Pure casters (mages, priests, druids, necromancers) use five books (down from nine)
    Hybrid casters (rogues, paladins, rangers, blackguards) use two or three books
    Classes no longer have different rates of gaining experience

Each base monster type has had its game niche reconsidered, and there has been a general push to use Tolkien-inspired monsters where appropriate. Some of the major changes include:

    Ainur - most of these now align with one of the great Valar, and have corresponding powers
    Dragons - these have mostly been made stronger and deeper
    Humanoids - dark elves have been replaced with dwarves, gnomes with Drúedain
    Hydras - each hydra type is like the previous type with a new head and attack added
    People - the association of some of these with player classes has been expanded to include the new classes
    Snakes - some of these are now dangerous
    Spiders - more dangerous and deeper, with unique abilities
    Trees/Ents - these are new, tough to kill enemies
    Wights/Wraiths - wights are all now shallower than wraiths, and the Ringwraiths are much deeper

Game Mechanics
In the course of the class and monster changes, many new mechanics have been introduced, with some of the major ones being:

    Player and monster shapechanges
    Variable light and darkness are created by monsters, player gear and player spells, and the player has a meter to measure the light level on their square
    Mages can drain mana from magic devices
    Rogues can steal from monsters
    Temporary brands and slays (Priests, Paladins, Blackguards)
    Necromancers can see in the dark, and can cast less well in light
    Healing of hitpoints every turn for a time (Druids)
    Control of a monster, including making it attack other monsters (Necromancers)
    Shield bashes (Warriors, Paladins, Blackguards)
    Decoys which monsters will attack instead of the player (Rangers)
    Blackguards can go into a state of bloodlust which improves their combat at a price
    Monsters can whip or spit on the player from nearby
    Monster groups act more as a group, with leaders and sometimes bodyguards
    Innate spells (e.g. breaths) and cast spells (e.g. bolts) have separate frequencies
    Deeper in the dungeon shallow monsters are less likely to appear
    Monsters can teleport to the player
    Spiders can weave webs
    Monsters can have innate darkness around them
    Traps added that trigger on leaving their square
    Ringwraiths can inflict the Black Breath
    Monster spells can have different levels depending on monster spell power
    The player now has a hunger meter, and food is more important
    As with classes, all races gain experience at the same rate, except for humans who are faster, and high-elves who are slower
    The Temple has been replaced with a Bookseller who sells books of all realms

Code Improvements
There have also been some improvements to the codebase, both visible and invisible to the player. The main ones are:

    Addition of an SDL2 front end
    Change to mostly using a single grid rather than x and y coordinates in much of the code
    More readability of datafiles
    Some font improvements
    Some new tiles
    A new online (rather than in-game) help system
    A new experimental (and so far unbalanced) birth option for percentage damage
    An option to start a new game after dying instead of closing the game and re-opening
    Many fixes to bugs and memory leaks

All this has been achieved through an amazing joint community effort, with code provided by

    Alex Mooney
    Anna Sidwell (takkaria)
    Bardur Arantsson
    Dag Arneson (sanedragon)
    Elly Fong-Jones (elly)
    fizzix (Aaron Bader)
    John Weismiller (emar)
    Kusunose Toru
    Mikolaj Konarski
    Paul Johnson
    Ryan Schmidt
    Stefan Strogin
    Vic K

and bug reports, change suggestions and contributions to discussion which has influenced this version by

    debo (cyberdemons pls)
    Diego Gonzalez
    Geoff Hill (yes, that one)
    Ingwe Ingweron
    Jeff Greene (nppangband)
    Monkey Face
    Moving Pictures
    Pete Mack
    Sparrow the Dunadan
    the Invisible Stalker
    Therem Harth
    Timo Pietilä

as well as, I am sure, other people I missed. Thank you all. I hope this version is as much fun to play as it was to prepare.


More content!  More bugfixes!  More fun!

NOTE - if you're downloading the patch and have previously altered your preferences in the game, you'll have to do so again - this patch, of necessity, overwrites the old preference file.

NOTE ALSO: Old save games won't work with this new version.  Not sure what will happen if you try, but I assume the game will mess up majorly.  So, maybe finish any ongoing games before installing the patch.

Download the patch if you're upgrading, or the whole game if you're new to it!   If upgrading, just download the zip file, place it in your main Caverns of Xaskazien 2 folder, unzip it, and answer yes to any "do you wish to overwrite" previous files questions.

Here’s the patch notes:

Major Improvements:

- Restored Races: Lizard Man, Tree Man.  (All original races have now been restored to the game with complete perk lists!)

- Restored Classes: Dragon Slayer, Druid, Warlock, Explorer, Paladin.

- New Spell: Pyrophilia.

- New Perks: Swamp Stench, Tail Whip, Tail Balance, Scale Coating, Swamp Life, That Hiss, Weep No More, Scalecraft, Piercing Blow, Fire With Fire, Bathed in Flame, Flame Retardant, Natural Buoyancy, Grow Ally, Subsidiary Limbs, Thick Bark, Regrowth, Call Insects, Mushroom Identification, Call Animal, Eagle’s Wings, Ways of the Forest, Woodland Attunement, Animal Friends, Chant the Chant, Black Rituals, Mental Wards, Summon Demon, Dark Arts, Interdimensional Doorways, Demonic Control, Sense of Surroundings, Jungle Survival, Climbing, Spelunking, A Leg Up, Always a Backup, Spot the Details, Moral Code, Laying of Hands, Divine Right, Royal Blood, Dignity, Chivalry, Shining Armour.

- New Booby Traps: Jinx, Grease Trap, Smoke Trap.

Minor Improvements:

- Changed Grappling Hooks from allowing you to recheck for success when leaping over pits to granting a 50% chance to recheck for success when leaping over pits, because they were overpowered, and would conflict with new perks.

- Dwarf Unique Ability will now also increase likelihood of shedding a Disease with any new map entered by 10%.

- Magic Items and Perks which have spell-like effects no longer actually cast the spell, meaning subsidiary effects, like altering Divine Attitudes, will no longer occur unless stated. Likewise, things like the Tree Man’s Unique Ability will no longer apply to the effects of most Magic Items or Perks (but will still to those cast by Wands/Staves/Rods or Scrolls), and items that affect the outcome of spells will not affect the outcome of spell-like effects.

- Slowed down scrolling of screen with keyboard, as it had gotten way too fast.

- Altered colours of Foliage and Dense Foliage to make sure they better stand out from each other and from Light Foliage.

- Added textual clarification to query of Copper/Bronze/Brass armour types that their bonus to repair chance applies only to themselves, and not to all items.

- Made “Light” icon appear on Stealth Button if your Stealth Mode is active, but you have a light source, as a quick glance reminder that your Stealth is inoperative because of a light source.

- Added new high score title for Tribesman.

- Even when not wandering, monsters of Standard or Genius Intelligence will now acknowledge the possibility of what a square could turn into (for instance, Empty Space near Fire or Lava can become Smoke, and Empty Space within 3 squares of a Poison Gas Fissure can become Poison Gas), and may decide not to enter for that reason.

- If your Memory Skill is Expert and you’ve already learned your maximum number of spells, the game will no longer advise you to raise your Memory Skill when you try to learn another.

- Changed the way Chasm floors display to make the Gently Sloping, normal and Treacherous varieties more discernible at a glance.

- Lowered casting cost of Web spell still further, from 2 Spell Points to 1, to make it more useful.

- Clarified in query of various Religions during character creation that certain gods/goddesses can be angered by the use of certain prayers, not just by praying at shrines.

- Made Lastaviark also angered by killing things with Fire or Acid, because he was a little too damned congenial.

- Using a Necromancer’s Raise Dead ability will no longer anger good gods. (Using any perks shouldn’t have an effect on divine relationships).

- Added calculation of Experience to be earned to query of Throne and Golden Throne.

- In each of the Skill Tabs, added queryable indication of your current max trainable level in that Skill type.

- Changed Paladin Class Deficiency #1 from “Can’t learn Advanced Spell Use” to “Can’t equip Improvised Weapons/Breastplates/Shields/Helmets”, both for thematic purposes, and to vary things.

- Added player option (with 3 settings) to the Option Menu, to warn the player and then give the choice to decline if he/she has chosen an action that could result in finding more gold than the character is capable of carrying. This option defaults to “Only If Already Carrying Gold” and saves in the player’s preference settings.

- Temple will now only sound its gong if you’re donating treasure, to call your attention to the fact that you’ve done so.

- Weapons in Stone will no longer yield a heavily enchanted Weapon, but a Legendary Weapon, instead.

- Changed how Grease squares work, to make them more interesting and to make Grease Spell more useful. Now, instead of having a 75% chance of sliding when in a Grease square, entering such a square makes you or non-flying monsters Greasy for 10 to 30 turns. While Greasy, characters have a 75% chance of sliding randomly each turn.

- Genius level monsters will now be hesitant to enter Grease. Other monsters won’t notice while chasing or fleeing from you. All monsters will avoid it while wandering.

- Raised cost of Grease Spell from 2 Spell Points to 3, to account for increased power.

 Bug Fixes:

- HOPEFULLY fixed error preventing text output explaining the outcome if you activate a Cursed Scroll of some form of disease but already have that disease.

- Fixed error halving your Spell Points if you activate a Cursed Scroll of Redstain Fugue, but already have Redstain Fugue.

- Fixed error halving your Health Points if you activate a Cursed Scroll of Whiterot, but already have Whiterot.

- Fixed error randomizing the type of werebeast you will turn into if you activate a Cursed Scroll of Lycanthropy but already have Lycanthropy.

- Fixed bug where player would find Dragon Teeth every time he/she was supposed to find Dragon Tears.

- Fixed text overwrite in query of Snake Pit.

- Fixed error in query of Active Fumarole outputting the damage to be caused by the square far down on the screen.

- Fixed typos when drinking Port, Mead, Magic Mead or Mead from a barrel, telling you you’d become “weakenend” (instead of “weakened”).

- Fixed text overwrite in queries of all types of Open, Poison Spiked Pits.

- Fixed error not scrolling phrase, “Midas Touch” above your character when you use the Midas Touch perk.

- Fixed error rendering Periapt of Elemental Resistance functionless.

- Fixed error not altering Fiberian or Rallaishan attitudes when you cast Creature Copy.

- Fixed typo in text output of Desperation if it would normally kill you but you resist the magic.

- Fixed error messing up the display of some enchanted Machetes.

- Fixed error not allowing monsters detected by ESP to always be queried when trying to do so via the Map Screen.

- Fixed typo in query of Detect Secret Doors spell book.

- Fixed outdated info in text output of Detect Secret Doors spell.

- Fixed error preventing characters from auto-walking through squares containing a friendly, immobile monster.

- Fixed error causing summoned “level appropriate” monsters to sometimes NOT be level appropriate.

- Fixed error causing Sacramental Wine to give you Spell Points in addition to Faith Points.

- Fixed multiple errors not properly taking into account Drowning Resistance when calculating how much damage you would take from drowning.

- Fixed error messing up query of Impending Lightning Strike event.

- Fixed errors flashing “No Target” output text too fast when using the Scramble Perk or Entanglement spell without a target.

- Fixed error sometimes, in the Inventory list, messing up the suffix enchantment of a Breastplate/Shield/Helmet in a bulk slot.

- Fixed errors posting wrong image and improperly spacing text when informing you you’d become electrified.

- Fixed typos in queries of Staff of Fireballs and Flame Strike Rod, referring to both as wands.

- Fixed error applying Ice Cave theming to Ghostly Realm (and no theming to Ice Cave).

- Fixed errors allowing Enchant Armament to make Breastplates/Shields/Helmets Small/Compact or Trollish/Titanic, and to make Weapons Tiny/Little/Small or Large/Huge/Giant, all of which could cause inventory issues.

- Fixed error not destroying Prayer of Alluman Ritualism when you successfully use it, and possibly not subtracting the Faith Points for casting the Alluman Ritual miracle, either.

- Fixed error allowing Creature Copy spell to work on Xaskazien.

- Fixed error allowing you to accidentally impale yourself on Stalagmites if you autowalk into or through them and your previous square was a Stalactite.

- Fixed rare error sometimes telling you you’re not trained to use your current weapon when your current weapon is nothing.

- Fixed error not always waking you if a monster hits you while you’re sleeping.

- Fixed error only lowering Faith by 10 points, instead of 20, if you worship Lastaviark and kill something with poison.

- Fixed typos when you try to equip a Weapon or Armour piece which has a Condition of 0% stating “It’s condition is too poor” (instead of “Its”).

- Fixed rare error which could occasionally textually output the wrong reason something happened.

- Fixed error allowing monsters who shouldn’t be able to cross water to enter a water square as long as they are wandering.

- Fixed text overwrite in query of Open Dimensional Portal Spell Book.

- Fixed error that could freeze the game while trying to place an Elevator during map generation, in the extremely rare event that a map has no walls on it.

- Fixed error giving player the option to interact with an adjacent Fireplace, even while asleep.

82  Win

A roguelike in the spirit of Nethack, explore the dungeon underneath an Italian villa in the 15th century. The condottiero Perin Nazana has gone mad, locking himself in his massive dungeon containing vast treasure and deadly foes.

Build your character and adventure through over 30 levels.
Who are you?

Live your character's life before your journey into the dungeon. Choose a background and stat, then live your character's life 5 years at a time. Follow the path of a peasant turned soldier, or choose a life of contemplation and prayer. Be a craftsman, an alchemist, a knight, an inquisitor. Your choices decide your skills, and your skills protect you through the dungeon!
What do you do?

Choose your approach. Kill any in your way, or charm your way through the dungeon. Craft deadly potions as an alchemist, convert hostile foes as a priest, or bribe those foes as a merchant. Gather a group of protectors or finish it solo. Use magic, might, charm, or money to reach Perin!
What's to come?

More monsters, more loot, more magic! In short, more content and challenges to overcome.

The current version of the game is an "alpha" version: beatable, nearly feature complete, somewhat untested. This is currently a Windows only game, though macOS and Linux are certainly possible in the future.
Hardware requirements

    A PC built in the last 20 years
    A keyboard and mouse


Hail Adventurers,

This version marks the 60th public release of Pathos! Over the four years of development, that's an average of about one release every month, phew.

The marquee feature is a new ambient sounds mechanic. Each map has an atmosphere: cavern, civilisation, dungeon, forest or nether. Ambient sound effects are played at random intervals, with a random variance in volume, panning and pitch. Cues from the nearby environment are mixed in with the ambient sounds, such as monster noises or a chime when there is an active shop on the level. This is the Pathos analogue of the Nethack message "You hear the chime of a cash register".

There are new environmental effects such as cold blasts turning water into ice. Fire turns ice into water and electricity in water will cause stunning. There is also a chance of slipping on ice, mitigated by your dexterity of course.

For all you numbers nerds, there are new conduct counters to track how you play. These count the number of times you have prayed, polymorphed, lifesaved, teleported, and 50 others.

Many quality of life improvements including new tiles to indicate locked doors and trapped chests. The character sheet now has an experience progress bar. For phone devices, you can no longer accidentally tap behind a menu. For all you late-game wizards, the casting panel can be filtered by school of magic.

Pathos has been translated into Japanese which brings the total to 10 supported languages. A lot of work has also gone into the maintenance of the translations for this release as well. Much thanks and appreciation to all translators, past and present, for their contributions to the project.

Major changes since the last public release:

    new ambient sounds mechanic.

    new environmental effects.

    new conduct counters.

    new entity: ice elemental.

    new items: scroll of ice, scroll of gathering, bell of resources.

    new spells: full healing, regenerate.

    boulders and traps can be animated.

    doors and containers have a locked/trapped tile.

    protection replaced with deflection (50% chance to deflect incoming missiles).

    experience progress bar.

    casting panel can be filtered by school of magic.

    can no longer accidentally tap behind menus on phone devices.

    Korean translations updated and guides have been translated.

    new Japanese translation.


NEW FEATURE: Added support for up to 4 player hot-seat gameplay!
    NEW FEATURE: Added an additional merchant room variant
    NEW FEATURE: Added a sort button to the inventory
    UPDATE: The amount of monsters spawned in each level reduced by 33%
    UPDATE: Peddlers and small merchants can now randomly appear from level 1 (previously only at level 10 and above)
    UPDATE: Woolen Mittens now give +15 Cold Resistance instead of only +5
    UPDATE: Spark (Fire Magic) mana cost increased from 2 to 3
    UPDATE: Improved UI feedback when wielding two-handed weapons
    UPDATE: Speed up combat animations by 25%
    UPDATE: Halved the amount of traps in the spiral trap room challenge
    UPDATE: Added Necrophobia and Treasure Hunter to the Thief class template
    UPDATE: The Heirloom trait and selling items to merchants no longer awards high-score points for finding gold
    UPDATE: Added an additional quickbar button mapped to number key 0 (total 10 buttons)
    UPDATE: Removed references to legacy unused monster traits (e.g Charm Immunity)
    UPDATE: The quickbar now fills with useful items, skills and spells for new players (depending on selected traits)
    UPDATE: Reduced base amount of gold found in the Labyrinth
    FIX: Auto-equip second dagger if we have the Two-Weapon Fighting trait
    FIX: Incorrect transparency for Zombie Ettin monster
    FIX: Incorrect tooltip for Treasure Hunter start with 3 Gold Keys, not 3 Silver Keys
    FIX: Rare crash bug when opening blue chests in rooms
    FIX: Prevent using magic skill trainers when player has No Magic trait
    FIX: Trap Lore being applied twice to the Find Traps skill
    FIX: UI layout issue when trading with the merchant in specific screen resolutions
    FIX: Bug causing chests to always contain Mundane rarity items
    FIX: Tooltips sometimes appearing below the quickbar
    FIX: Players with Vampirism can no longer drink water drops
    FIX: Fix increased dependency for shared libraries regression on Linux
    FIX: Death message due to walking on magma is now correctly displayed

Traditional Roguelikes (Turn Based) / Demon (Alpha 10/27/19)
« on: July 22, 2019, 12:20:45 PM »  Win/Mac/Linux


In Demon, you play as a Summoner who has donned one of several relics capable of binding and summoning demons. But in return, each relic compels its bearer to enter a mysterious tower from which no Summoners seem to return...

Starting with only a few meager powers and a weak demon ally bound to your relic, you must climb the tower, recruiting stronger demons and learning new skills in order to survive.

Though each relic is powerful, they still have limits: They only allow you to command - not directly control - the demons you encounter, and the powers you can acquire from these allies will never eclipse those of the mightiest demons within the tower. Without powerful, well-chosen allies and clever use of the abilities learned from them, there will be no chance of survival...


(specifics on content amounts reflect current content as of 7/21/2019, not final goals)

    The 23 floor tower awaits you, its layout generated anew each game.
    Over 150 different demons to recruit and summon as allies.
    More than 700 different abilities you and your demon allies can learn.
    Rich, detailed in-game descriptions drawn from real world mythology for each demon.

Over 6 months in the making, the first release build featuring the new Soul Brand mechanic is out the door!

Soul Brands are a new type of item you can find in the Tower and connected dimensions, functioning similarly to equipment in other roguelikes. Once you find a Soul Brand, you may spend a small Credits to apply it to yourself or an ally. One Brand may be applied any number of times, provided you're willing to spend the Credits.

Brands always have at least a positive effect, but may also have negative effects, or conditions that restrict their usage. Even these penalties and conditions have an upside though: each one increases the power of the Brand's positive effects considerably!

You can refine your use of this new power with new Relic Upgrades that interact with Brands: Refine Brand can increase a Brand's level (and thus its power), Scan Brand will let you swipe a copy of a Brand an enemy is using, and Create Brand will let you sacrifice demons to create new, somewhat customized Brands.

But beware: your enemies have also received this new power. Even stray demons may have a Brand, and demons wielded by enemy summoners are certain to utilize them, to say nothing of the summoners themselves.

The Tower beckons once more, brimming with new power. Good luck to you all... you will need it more than ever, now.

( Thank you to Zyalin for providing the awesome fan art used in this post! )

(Windows users who download the .exe should also download the source code, but not the full game, which would be superfluous. Windows users who download the full game won't need to download any other files.)

Savefiles are unidirectionally compatible with previous versions of FrogComposband; you can safely use old savefiles in 7.1.chocolate, but you can't use chocolate savefiles in older versions. (It's possible some characters may experience weirdness during the postgame if they update versions mid-game, but it shouldn't be too bad.)

Many thanks to everybody who provided ideas or feedback! I hope you'll like the new version and keep pointing out all the problems

* Added a new player class (Disciples; which are essentially three classes rolled in one, because the three subclasses don't have much in common)

* Made quest lines less predictable (many quests now have an alternative version that can take the place of the original; some of the substitutes are simply different versions of the same basic quest, but most are connected only through similar rewards and themes, and a few are completely unrelated)

* Added two new player races (Tomte and Beorning), one new player monster race (Pumpkin) and three new personalities (Fragile, Sneaky and Noble; thanks to emulord for suggesting Noble)

* Added many new random artifact names; also, random body armour, shield, glove, boot, cloak and helm artifacts now sometimes pull their names from a sub-list specific to their slot

* Added/re-added several options related to level generation
- option to modify the level size algorithm
(can take any of 13 values, from "always tiny" to "always huge", allowing all players to pick their preferred level size and to experiment)
- option to have all rooms generate as vaults
(greater vaults unless one of the two smallest level size options is used)
- option to increase monster density on small levels to match the density in old versions of PosChengband
- option to allow small levels even in dungeons with the "big" flag
(with the exception of Arena)
- option to sometimes reshape levels with an extreme width-to-height ratio

* Added "thrall mode" option (player starts on level 90, with a few extra items to make survival possible; inspired by FAangband and other variants with similar options)

* Some key consumables are now guaranteed to generate in shops at birth

* Plugged holes in input flushing after casting/device failures

* Orc shamans crashed on casting attempts due to a missing magic descriptor (a rage-mage hack I added shortly before the 7.1.toffee release made this bug a lot more serious); this has been fixed (thanks to aban for reporting)

* Monsters seen through fuzzy telepathy still appeared as "Monster" on the tombstone; this has been fixed

* Level feelings did not work properly with munchkin pseudo-ID; this has been fixed

* Fixed an old PosChengband bug that allowed non-Burglary realms to learn the Burglary realm during the game (thanks to Tiltorax for reporting)

* Bowmasters' Readied Shot caused strange and undesirable results when triggered by an exploding monster; this has been fixed (thanks to Aav for reporting)

* Questors were not marked correctly in a random quest for chameleons; this has hopefully been fixed

* Archaeologists sometimes inappropriately received the "You feel you are leaving something special behind" message (thanks to Draghmar for reporting)

* Deaths from unusual sources like traps and exploding mirrors were not listed correctly (thanks to bostock for reporting)

* Spell points were sometimes temporarily displayed incorrectly after a spell was cancelled; this should be fixed now (thanks to bostock for prompting)

* If a unique monster's clone was killed in the Monster Arena, the unique itself was erroneously marked dead; this has been fixed (thanks to the player who reported this - unfortunately I've forgotten who it was)

* With a quest for non-unique monsters, summoning a pet of the target species counted as a kill towards the quest's goal; this has been fixed (thanks to bostock for reporting)

* Some monster spells were inappropriately inaccessible on Possessors because they required mana but the monster's pseudo-class had no mana; this has been fixed (thanks to clouded for reporting)

* For players who had permanently race-polymorphed, the character sheet sometimes listed inaccurate previous races; this has been fixed (thanks to MITZE and Thraalbee for reporting)

* Fixed a bug reported by Hugo (picking up items only sometimes consumed time) by making picking up items never consume time

* Directions could be given for collapsed dungeon entrances; this has been fixed (thanks to bostock for reporting)

* Artifact Feanorian Lamps were described as giving light with radius 3, but actually had radius 2; fixed by buffing the actual radius
(thanks to MITZE for reporting)

* Quickwalking characters with a low poison counter could walk indefinitely without incurring any poison damage; this has been fixed
(thanks to Oneiron for reporting)

* Game-initial pets for Cavalry and Beastmasters were not placed properly due to outdated assumptions in the code; this has been fixed
(thanks to Mitternatch for reporting)

* Fixed several crashes/infinite loops with Berserkers getting stat-drained
(thanks to SethaWetha and Marty for reporting)

* Travelling ignored confusion; this has been fixed
(thanks to bostock for reporting)

* Autoget could get stuck in a loop trying to destroy artifacts; this has been fixed (thanks to bostock for reporting)

* Fixed duplication of displayed dragon realm stat modifiers during character creation (thanks to TauzentBlitz for reporting)

* Alchemists who died with a heroism buff on could have that buff carry over to their next incarnation; this has been fixed (thanks to Wolpertinger for reporting)

* It was possible to die with positive HP if the player was posthumously cured by a chaos patron; this can no longer happen (thanks to Hugo for reporting)

* Recall dungeons were improperly initialized at birth, allowing no-wilderness characters to recall to Warrens in some circumstances; this has been fixed (thanks to Hugo for prompting me to discover this bug)

* Hex auras and Bard songs processed immediately on entering a new level, allowing players to hurt following monsters repeatedly with no retaliation; this has been fixed (thanks to Gwarl for reporting)

* Some unusual situations (at least in Labyrinth) caused the game to plot travel routes through undiscovered secret doors; this has been fixed

* Entrance guardians were not marked dead if killed by other monsters (including pets); this has been fixed

* Item curse memory was not wiped for some unusual methods of uncursing, causing non-existent curses to be displayed on inspection; this has been fixed

* Character dumps through the high score list had weird turncount indicators; this has been fixed (though not retroactively, so the weirdness will persist for retired characters)

* Fixed a bug that sometimes allowed characters with chaos patrons to select more than one stat-up on reaching a level divisible by five

* Fixed missing burden checks after destroying items or equipping ammo straight from the floor

* If multiple chests were piled on the same square, only one of them was accessible to the "disarm" and "open" commands; this has been fixed

* Hopefully fixed bug with Politicians sometimes randomly crashing at game start (I'm not 100% sure about this; if it still happens, please report)

* Tweaked Nibelungs (they now have different bonuses, slightly lower life rating and melee, and a lower XP modifier)

* Skillmasters are no longer allowed to pick the Weapon Versatility demigod talent (they received no benefits from it anyway, so this just protects them from picking a useless talent)

* Werewolf psions can no longer change shape with Graft Weapon active (thanks to MITZE for suggesting). Also, using Graft Weapon requires an actual weapon

* Doppelganger shape changes no longer reset visuals
(thanks to clouded for suggesting this)

* Mimics and Possessors no longer get permanently gender-swapped by temporarily mimicking/possessing a monster of the opposite sex
(thanks to Oneiron for suggesting this)

* Pets and friendly monsters no longer receive XP for killing other pets or friendly monsters

* Various class-specific attacks that cancel if an empty square is attacked now always consume time if the player is blind (preventing the player from attacking each square in turn until he finds one with a monster in it)

* Being immune to charge draining now also protects from food draining

* Characters who die during the postgame no longer lose their Winner status

* Nerfed recharging somewhat
- Staves of Restore Mana can no longer be recharged with spells or devices
- Blood-Mage damage from recharging spells now ignores invulnerability
- Failed attempts to recharge a device from SP/HP now empty the target device completely

* Politicians' probing/background check now also displays the probability of successfully charming a monster with the current buffs active

* Reduced Hezrou and Barbazu group sizes a bit

* Slightly buffed player Filthy Rags

* Added new command (H in the regular keyset, ^E in the roguelike keyset) for travelling to the nearest unidentified wanted item

* The game now allows easy switching of ring fingers, and automatically suggests doing so if it detects a combat/weaponmastery ring and a non-combat ring being equipped the wrong way around. The easy switch can be triggered either from the automatic prompt or by pressing 'W' (regular keyset only), and costs no time

* Potions of Restoring now also restore life levels

* Tweaked Duelists a bit
- the damage numbers on the character sheet are now more indicative
- very weak monsters are no longer automatically challenged
- retaliating against a monster no longer automatically challenges
- slightly reduced top-end damage from Greater Wounding
- Phase Charge is now slightly more expensive
- removed the Nemesis effect
- the weight limit formula is now more permissive in the early game and less permissive in the late game

* Finishing Heaven is now a bit more interesting (adapted from Frogspawn) (thanks to ster for testplaying and feedback)

* Tweaked Rune-Knights a bit

* Improved travel routing in areas with deep water and/or lava

* Increased the tunnelling bonus on shovels and picks

* Added a text display option to show device power in inventories if known (copied from Composband)

* Added a disturbance option to alert when a wanted unique is killed (thanks to Bucephalus for suggesting)

* Added a disturbance option (on by default) to alert when the poison counter is dangerously high (thanks to ster for suggesting)

* Equipping an item with Auto-Identify now identifies all unidentified items in your inventory (including itself)

* Allowed inscribing an item with '!1' to notify when it has 1 charge, and '!!1' to notify when it's either fully recharged or has 1 charge (thanks to wobbly for suggesting)

* Allowed use-ID'ing fear vulnerability on equipment
(thanks to wobbly for suggesting)

* Reserving cheap objects is no longer hideously expensive

* Tunnelling attempts are no longer automatically repeated if the attempt is completely futile

* Opening doors no longer disturbs travelling

* Updated the in-game FAQ

* Various minor tweaks and code improvements

Traditional Roguelikes (Turn Based) / Re: bcrawl (now at v1.12.3!)
« on: July 19, 2019, 11:18:53 PM »

Vine Stalker is reworked, evolving into a Mana Stalker, Twilight Stalker, or Jungle Stalker at level 8. Dusk Walker is merged into Twilight Stalker.
    The Majin-Bo is reworked.
    Spellbinder miscasts are no longer blamed on the player, so they won't anger allies.

merges DCSS changes

bcrawl will not merge:

    gammafunk's Sif Muna rework (Divine Exegesis)
    ebering's throwing rework (boomerangs, darts)
    ebering's 2-state vampires
    cursed holy weapons

    Time Stop (L8 Charms/Translocations) lets you instantly cast spells below L5.
    Mana Rupture (L7 Conjurations/Hexes) creates an explosion that does damage proportional to the target's magic resistance.
    Icicle Burst (L7 Conjurations/Ice) shoots several weak icicles. It's similar to the Scattershot wand, but it shoots icicles (40% cold), it has lower accuracy, and it's less affected by monster AC.
    Taking stairs while on D:1 or D:2 can't teleport players.
    Staves of energy are removed. A staff of power can be used to channel mana, and enhancer staves remove spell hunger for their spell school.
    Boots of stealth and rings of stealth give 2x the stealth bonus.
    Great maces have a different brand set, including the speed brand.
    Summon Hydra is level 6, and has a summon cap of 1.
    Throw Icicle has longer range at high spell power.
    Freeze has a higher power cap. (25 -> 50)
    Shock has a higher power cap. (25 -> 35)
    Summon Ice Beast has a lower summon cap. (3 -> 2)
    Static Discharge is just Air, instead of Air/Conjurations.
    Wizards start with a plain staff.
    Venom mages start with a potion of berserk rage and a potion of degeneration. (This lets slow species kill oozes on D1.)
    Archaeologists start with a whip instead of +1 gloves.
    Golden eyes sometimes teleport away.
    The royal jelly is giant. (Giant creatures can't be netted.)

Excellence and a novel approach on the engine offerings.   8)

Bug Fixes:

- Fixed text overwrite in query of Langkleyan Shrine.

- Fixed many (probably not all) errors causing certain player effects to last one turn longer than they should.

- Fixed error which, after you’ve fallen down a Bottomless Pit, was outputting the message telling you what had happened, twice.

- Fixed error where player was sometimes catching on fire or being electrified for 0 turns.

- Fixed error allowing Pillars to be Windowed.

- Fixed text overwrite in query of Liquor Barrel.

- Fixed error where querying Burning status icon was telling you you’d continue burning for 1 less turn that you actually would.

- Fixed errors granting 100% chance to detect Pit Traps if you stacked enough separate chances, each of less than 100% chance, rather than giving multiple separate chances to detect.

- Fixed errors where monsters dying because they’re burning or electrified were not rewarding the player with appropriate experience, even though the player had caused the burning or electrification.

- Fixed wording of “Devotion” Event because it doesn’t actually double your Faith, it gives you an equal amount of Faith to that which you already have, tempered by your divine relationship(s).

- Fixed error giving T-Rexes Standard Intelligence instead of Animal Intelligence.

- Fixed error reporting in Situation Panel the wrong amount of Faith gained when eating Goose.

- Fixed errors preventing Enchanted Scroll Cases from protecting cursed Scrolls of Fragilitas or Withercurse.

- Fixed error sometimes preventing Nullify Traps spells from disarming adjacent Known Paper Traps.

- Fixed error sometimes turning detected Paper Traps to Known Booby Traps instead of Known Paper Traps.

- Fixed error where the graphic output in the Situation Panel when reading a Skill Tome could be wrong if you’re playing a Scholar.

- Fixed error where Ice Crystal Powder was not affecting all surrounding squares.

- Fixed errors prompting you to interact with your current square, even if you’re asleep.

- Fixed error where drinking Mezcal was boosting your current Health points.

- Fixed rare error sometimes outputting the “no” symbol twice in the Situation Panel if you try to interact with a square that you can’t interact with.

- Fixed error where Wither spell was lowering targeted monster’s Attack rating whenever it was supposed to be lowering its Intelligence.

- Fixed Sand Trap graphic which was 5 pixels wider than it was supposed to be.

- Fixed outdated info of Clerics when querying the class on the Character Creation screen.

- Fixed very minor spacing error in text output from Gain miracle.

- Fixed errors not letting you centre the screen via clicking the centre button while you were either dead or on the victory screen.

- Fixed error where Viean Clerics were starting with a missing Tiny Health Potion - this was also causing major errors with their inventory system down the line.

- Fixed error causing the Wand of Life Draining that Necromancers start the game with to begin with 4 charges instead of 3.

- Fixed text spacing error in output from Absorb Life Energy spell that would occur if you absorbed only 1 Health Point.

- Fixed error allowing Gnomish Bore to, provided it had no rider, either begin a level in or end up being engulfed in a terrain type that should destroy it, without being destroyed (although it would be destroyed as soon as you tried to operate it).

- Fixed several errors involving Automatons having their Intelligence lowered (when in fact they can’t, though their odds of spellcasting can be lowered).

- Fixed typo: “You have found and Enchanted Scroll Case.”

- Fixed critical error during Cellular Automata cave generation that could sometimes leave a cave section isolated and unconnected.

- Fixed error which, when animating the corpse of a monster that had previously had a Blur effect, continued that Blur effect in the animated form.

- Fixed errors with all offensive Fire, Cold, Acid and Electric spells that could still have their extra effect (burning/freezing, etc.) even if the base damage of the spell had already killed the target.

- Fixed errors that could sometimes mess up which rings or weapons are equipped when Reorganizing inventory.

- Fixed error outputting wrong graphic in Situation Panel when you cause a Golem Assembly Table to explode.

- Fixed error giving you items if a monster hero dies in a fire that you or an allied monster created.

- Fixed error messing up the spell point recoup when casting a Transmute to Gems spell while wearing a Novice’s/Wizard’s/Archmage’s ring or amulet.

- Fixed error completely preventing player from detecting Concealed Doors.

- Fixed error not allowing Detect Secret Doors spell to help detect Concealed Doors.

- Fixed errors listing dropped Holy Symbols or Holy Symbols in your Inventory as simply “Holy Symbol” as opposed to mentioning the god/goddess they pertained to (e.g. “Dorallan Holy Symbol”).

- Fixed bug which would apply fire damage immediately if, on your turn, you somehow created an explosion that set your square on fire, even though you would also be taking fire damage at the start of your next turn for being in that same fire.

- Fixed error allowing Create Mundane Item spell to conjure Honeycomb, even though it’s not supposed to be able to conjure food items.

- Fixed error dropping final line of explanatory text from Situation Panel when you become Electrified.

- Fixed errors printing some of query text for Cage and Jammed Cage in the wrong location.

- Fixed error causing Pendulum Blades of all types to do incorrect amounts of damage.

- Fixed error causing Blinding Light Trap Kits to have no effect.

- Fixed error that could cause a rope bridge over water to snap under your weight, even if you were beneath it, in a boat.

- Fixed error preventing Lamp Oil from being used to refill a Spent Lantern.

- Fixed error allowing Secret Detection to detect Pit Traps that are sprung as Booby Traps.

- Fixed text spacing errors in query of Alluman religion both in the Character Tab and during Character Creation.

- Fixed error causing monsters who were killed while fleeing and then resurrected as a Zombie by a Glyph of Undeath to rise as a fleeing Zombie.

- Fixed error outputting momentary gibberish when you fall in a Water Filled Pit Trap.

- Fixed errors displaying wrong graphics in Situation Panel when you read a Traveling or Piety Skill Tome.

- Fixed typo in potential text output of Colour Spray, (“Your are blinded”).

- Fixed errors allowing Fragilitas to lower a monster’s damage rating to “1 to 0”.

- Fixed missing “acid splash noise” when you fall in an Acid Filled Pit Trap.

- Fixed slightly mangled text output when you anger Tsen-Tsun Vie.

- Fixed error displaying wrong image in Situation Panel when querying Monster Attractant status.

- Fixed errors playing the flying sound effect if you passed over any form of undetected pit trap while flying, thus tipping your hand to the presence of the trap.

- Fixed errors allowing player to take falling damage even while flying, if Stairs, Spiral Stairs, Ladder, Rope Ladder or Bean Stalk break while they’re trying to use one.

- Fixed critical error that could sometimes duplicate Skill Tomes when restructuring Inventory.

- Fixed error causing Sand Trap to do 6 to 30 damage instead of halving your current Health.

- Fixed error that automatically allowed you to resist Cheneth’s poison when you anger her.

- Fixed slight gibberish in first few characters of output when you anger Maleviak.

- Fixed extremely rare error that could sometimes create BSP dungeons with unconnected areas.

- Fixed multiple errors preventing Weapons or Armour from degrading if they were held in Inventory slots 41 or higher.

- Fixed error rendering Polybos, Ballista or Trebuchet non-functional if you try to fire one but don’t actually fire it because there’s nothing to fire at.

- Fixed error preventing monster spellcasters from casting frost type spells at you if you’re already Frozen.

- Fixed error still waking sleeping monsters if you answer “yes” when prompted to see if you want to attack, but can’t actually attack because of Combat State.

- Fixed error that was, during query, outputting wrong amount of damage an Acidic Broth Cauldron will do to you if you drink from it.

- Fixed error identifying the item Type of Spell Drain Trap Kits as “Tool” rather than “Trap Kit.”

- Fixed errors not letting you auto-walk out of any kind of pit or mud, even if you’re flying.

- Fixed error messing up amount of damage a Dual Wielding character would do when attacking a Sleeping monster.

- Fixed error not improving Allumas’ relationship when a monster steps on a Friendly Trap unless your religion is Alluman.

- Fixed outdated info in query of many light source items referencing the sight range they grant you “instead of 5” (since 5 is no longer a hard set sight range).

- Fixed typo and outdated info in query of Absorb Life Energy Scroll.

- Fixed error outputting some text in a small font when outputting results of angering Fivriaskus.

- Fixed error not playing “nonoise” when you try to use Holy or Unholy Water without a target.

- Fixed error not properly using Large Skeleton Key to attempt to escape a Cage.

- Fixed error not taking into account weapon enchantments or skills when figuring out how much damage you do when you hit a sleeping enemy.

- Fixed error outputting some text in wrong spot when you query a Batuvaxian Shrine.

- Updated queries of Glove of Passage and Padlock to mention the existence of Rusted and Stone Doors.

- Fixed error not fizzling scroll of Creature Copy if you try to use it with no target but have at least Basic Runic Lore.

- Fixed errors not taking into account Tsunami Fever, Dizziness, or certain other parameters when displaying your Base Attack values in the Inventory side screen.

- Fixed error displaying wrong image when you cast the Speak With Animals miracle.

- Fixed typo, “Prayer of Desecratation” (should have been “Desecration”).

- Fixed typo in intro text to Neanderthal Caves.

- Fixed error preventing Bee Hives from appearing in Giant Bee Hives.

- Fixed error occasionally causing good and bad status icons to stop appearing on the map border.

- Fixed SDL_blitting error of occasional empty text when prompting user in Situation Panel.

- Fixed memory leak with loading of character graphics.

- Fixed memory leak with loading of tilesets.

- Fixed memory leak with loading of songs.

- Fixed errors in the allocation of memory for spell, miracle, trap and skill graphics, as well as some object graphics.

- Fixed catastrophic errors in the creation of long bridges which could not only mess them up, but crash the game in the process.

- Fixed error outputting improper graphic in Situation Panel when activating a Cursed Hellgate Scroll.

- HOPEFULLY fixed error that occasionally caused scrolling text to get out of whack.

- Fixed errors causing Mindworkers to make no noise while alive or when dying.

- Fixed errors where Wandering Smiths, Weapon Merchants and Smugglers could sometimes address you when you stepped in their square, even if they were already talking (with both voices then playing at once).

- Fixed lighting error sometimes occurring when you use auto-walk to try to pick a locked door.

- Fixed error still forcing you to climb out of pits even if you’re Flying.

- Fixed error not subjecting monsters to the Stench effect of entering a Rotting Adventurer’s Corpse square.

- Fixed errors sometimes letting multiple bags take effect to increase Inventory slots.

- Fixed text overwrite in notation of your Base Damage 1 and Base Damage 2 if the output was 25 or more characters long.

- Fixed text overwrite and outdated info in query of any Breastplate/Shield/Helmet of the Third Eye.

- Fixed potential text overwrite in high score screen with victorious high scores.

- Fixed error not angering Evil gods when you cast Divine Wrath.

- Fixed error displaying Xaskazien’s Health in green, even when his Health was the normal amount.

Huge update to establish better foundations:

Okay, so here’s the deal:

I bit off a lot with the next intended update. Its primary thrust centers on the introduction of class and race based Perks, to ensure that characters are even further differentiated from each other. Playing a Warrior has always felt different from playing a Mage, but I wanted to make sure, as an example, that playing an Alchemist felt very different from playing a Mage.

The Perk system is taking a lot of work to implement. It’s really cool, and I love it, but it needs a lot of time to wrap up. The intention was to hold off till all the Perks had been put in place before releasing the next update, but in the meantime, I discovered some rather serious bugs in the previously uploaded version. Those bugs have all been fixed! And I’ve decided that they’re too vital to sit on for the many remaining months required to complete all the Perks.

SO! To get those fixes to you (along with SOME of the Perks and a lot of other cool content) I’ve had to momentarily disable about 2/3 of the character classes, as well as 2 of the races. Rest assured, these will all be re-introduced, over time, via monthly or bi-monthly updates. But it would have been too confusing and game breaking to release the game where some of the character classes and races took advantage of the new Perk system, while others did not.

I hope you’ll agree that these fundamental changes are worth the momentary inconvenience of possibly having your favourite character class/race combo put on hold. They’ll be back soon, I promise!

Download the patch if you're upgrading, or the whole game if you're new to it!   If upgrading, just download the zip file, place it in your main Caverns of Xaskazien 2 folder, unzip it, and answer yes to any "do you wish to overwrite" previous files questions.

Here’s the patch notes:

Momentary Content Removal:

- The following playable races have been temporarily removed from play: Lizard Man, Tree Man.

- The following playable classes have been temporarily removed from play: Acrobat, Adventurer, Dragon Slayer, Druid, Duellist, Explorer, Giant Slayer, Hive Master, Mage, Merchant, Militiaman, Missionary, Paladin, Purifier, Researcher, Rogue, Smith, Soldier, Spearman, Survivor, Tomb Raider, Tribesman, Warlock, Warlord, Warrior, Witch Hunter, Woodsman.

Major Improvements:

- New Mundane Items: Goblinoid Fetish, Rot Gut, Unholy Water, Cooked/Uncooked Mystery Meat, Bucket, Cooked/Uncooked Man Flesh, Disguise, Chitin Plating.

- New Magic Items: Cracked Halo, Tarnished Halo, Polished Halo, Cabalistic Spell Book, Mystic Spell Book, Arcane Spell Book, Eldritch Spell Book, Otherworldly Spell Book, Mythical Spell Book, Epic Spell Book, Pixie Dust, Gem of Locking.

- New Trinkets: Small Animal Pelt, Mid Sized Animal Pelt, Large Animal Pelt.

- New Spells: Detect Treasure, Drain Life (monsters can cast, too), Detect Traps.

- New Map Tiles: Toll Bridge, Toll Bridge Over Chasm, Toll Bridge Over Ice.

- New Event: Confused Loyalties.

- Added toggleable Stealth Mode, with button, to turn Stealth effects on or off, in case you have high Stealth skill but specifically want a monster to come toward you.

- Monsters now have finite Spell Points, based on the level of the monster and the type of spell caster.

- Monsters capable of casting higher powered spells will now also be able to cast lower powered ones if they need to (due to limited spell points or lack of need of a higher powered spell).

- Introduced New Game Concept: Spell Book Types.

- New Spell Book Types: Birch Bark Sheaved, Palm Leaf Sheaved, Bamboo Bound, Chalk Written, Copper Bound, Charcoal Written, Etched Wax, Bone Bound, Etched Clay, Silver Leafed, Vellum Sheaved, Papyrus Sheaved, Woven Reed, Oak Bound, Maple Bound, Linen Sheaved, Brass Bound, Steel Bound, Leather Bound, Human Skin, Slate Bound, Iron Bound, Gold Leafed, Parchment Sheaved, Paper Sheaved.

- Introduced New Game Concept: Perks!

- New Perks: Dwarven Lettering, Spot Fault, High Tolerance, Dwarven Weapon Affinity, Dwarven Gods, Tunnel Spotter, Low Light Sight, Caution! Goblin Territory, Shuffling of Clawed Feet, Goblin Fetishist, Destroy Their Idols, Kill Their Leaders, Berserking, Genocide, Second Breakfast, Comforts of Home, Like a Mouse, Natural Aim, Scramble, Energetic, Child of Allumas, Riddlemaster, At Both Ends, Spell Retention, Harness the Words, Anamnesis, Bibliophile, Philomanthy, Alertness, Self Possessed, Infravision, Elven Weapon Affinity, Grace, Longevity, Lastaviark’s People, Bless Water, Curse Water, Turn Evil, Horrify, Faithful, Exegesis, Clergy, Exalted, Forgiveness of Sins, Pint Sized, Anywhere but Here, Trickster, Which is Which, Wily, Small Appetite, Grave Robbing, Used to the Smell, Well Preserved, Raise Dead, Death Magic, Command Undead, Lichdom, Another Face in the Crowd, Human Privilege, Rapid Improvement, Divine Eyeroll, Sense of Purpose, Fast Learner, Child of the Mad God, Robust, Powerful, Keep it Simple, Hand Over Hand, Book Burner, Shattering Blow, Flex, Animal Tracking, Experienced Camper, Take the Meat, Take the Pelt, Find Its Lair, Reset Trap, Sleep Anywhere, Knife Affinity, Sweet Dreams, Concoct Weak Poison, Concoct Average Poison, Concoct Powerful Poison, Master of Disguise, Assassin Trap, Masochism, Unsavoury Taste, Born of Hatred, Powerfully Built, Recruit Goblinoid, Forest Home, Nature’s Gifts, Blend, Call Vines, Disarming Beauty, Friend of Nature, Vegan Diet, Signs of an Infestation, Chitin Defense, Sticky Situation, Poultice, Squash It!, Go For the Legs, Stinger, Hoof Strike, Traditional Centaur Weaponry, Gallop, Illusion of Numbers, Charge, Used to the Cold, Broad Back, Throwing Arm, Artillerist, Gather Ammo, That’s a Projectile!, Range, Quick Shot, Head Shot, Claws, Eat Anything, Nose For Gold, Thick Fur, Excellent Vision, Keen Smell, Salute, Sinister Hand, Balestra, Lunge, Parry, Riposte, Disarm Opponent, Langkley’s Creation, Shock Absorption, Architecture, Automation, Boom, Natural Enchanter, Chemistry, Midas Touch, Test it First, Silver to Gold, Plague Doctor, Improved Recipe, Medicinal Value.


Minor Improvements:

- Added Trap Kit Icon graphic to further delineate inventory items in the inventory list.

- Made variables to track when Ladders, Beanstalks, Tunnels, Vortexes, Mine Entrances  and Elevators appear, and to drop their likelihood of appearing again once they do, with that likelihood then gradually building up again with each new map entered (until a specified max amount is hit). This should make them appear only slightly less often than they used to, but curb abuses of occasional characters being able to stay at very early dungeon levels for prolonged periods.

-Reworded queries of Elm Wood and Oak Wood armours to make their abilities more clear.

- Lowered the chance of Cooking Fires extinguishing to make them more useful.

- Darkened on-map image of Liquor Barrels so they don’t look so much like Empty Liquor Barrels there.

- Changed the amount of Spells Memory skill allows. At Basic, this went from 13 to 14, at Advanced from 20 to 22 and at Expert from infinite down to 30. This will allow certain Perks and Items to have greater effect.

- Made all Stealth items/skills/perks/spells/etc. that would reduce distance at which you can be seen completely ineffectual if you have a light source (to make both more realistic and slightly less overpowered).

- Changed negative effects of Grog and Dwarven Grog from damaging you to putting you to sleep (with the new Rot Gut filling the previous place of Grog).

- Added clarification to Lost That Loving Feeling event that it affects Summoned monsters as well as Charmed ones.

- Added clarification to text output of Astral Trap, Thief’s Demise Trap and Poor Man’s Fate Trap to help you understand why they sometimes do 0 damage.

- You can no longer detect a Potential Cave-In in your own square, since it’s too late to do anything about it anyway.

- Made Extinguish spell now also douse burning monsters in your square or adjacent squares.

- Fleeing monsters now flee appropriately to their intelligence, (rather than previous to this, when they all fled in a straight line away from you, possibly plunging them into lava, etc.)

- Made Festering Wounds event also halve Health regained through Regeneration, so that that class of healing spells would also be affected.

- Patches of Stalagmites/Stalactites/Cave Columns now look less boxy.

- Animate Dead will no longer animate Golem corpses.

- Added new graphic for Looted Derelicts to ensure they’re visually distinct from those you’ve yet to loot.

- If you’re playing a Centaur, clarified in both query and text output of Elevators that they will automatically take you 1 dungeon level lower.

- While riding in a Mine Cart, the word “Ride” will now appear under your character, to remind you not to step out.

- Added clarifications to query and text output of Gnomish Automated Armourer that it won’t work on Improvised Weapons or Armour.

- Things that save you from permanent death (Dryad Unique Ability, Destiny effects, etc.) will no longer prevent you from turning into a Werebeast and losing the game that way.

- Updated Doppelganger query to mention that they don’t take into account Abilities or Perks in calculating their stats.

- Prioritized personal graphical lighting effects so that brightest take precedence. This means for instance, the bright white glow of a Light spell will no longer give way to the small flickering glow of a candle if you have one.

- Added clarification in queries for monsters who can only perform their special action in unoccupied squares.

- Extended the effects of Haste in logical ways: while under the effects, mine carts move half as often, rafts drift half as often, other effects degrade at half speed, the turn count advances at half speed, and events come into play at half speed.

- Raised spell point cost of haste spell from 30 to 35, and lowered duration from 121 turns to 91 turns to compensate for the added power.

- Gave a chance for monsters engaged in monster on monster combat to stand and fight, rather than continue pursuing the player. These odds are lowered for smarter monsters and raised for dumber ones.

- Made it impossible to skip past an Event or Level Up screen while the corresponding graphical notification is still displaying, to prevent players from accidentally skipping past if it triggers while they’re holding down a key.

- Lowered the frequency of Secret Compartments.

- Raised significantly the frequency of Secret Doors (they remain infrequent, but they were previously almost non-existent).

- Doubled the frequency of Concealed Doors.

- Increased frequency of Force Fields (they remain infrequent, but they were previously almost non-existent).

- E.S.P. spells no longer detect Automatons.

- Made entering Dragon Hoard or Slumbering Dragon squares with Inactive Stealth Mode automatically awaken the dragon, in case you specifically want to wake it up.

- Nauseous monsters will now flee from you rather than just wandering randomly.

- Added new graphic for Examined Mosaic, to visually differentiate from an unexamined one.

- Changed Assassin starting weapon from Dart to Knife and one of their starting spells from Light Healing to Sleep, both to complement their perks.

- Monster spellcasters can now cast Absorb Life Energy.

- Made Eternal Candle 40% more rare than it was since it was popping up as a found Magic Item in too many games and obviates certain perks.

- Added new random “barred wall” theming to rare levels.

- When disturbing or summoning a new monster by any of these squares - Derelict, Coffin, Corpse, Alcove, Bell or Gong - the monster will now always be level appropriate (within 5 levels of difficulty above or below your current dungeon level). This should make the game a little bit easier. Note that some squares  (Sarcophagi as opposed to Coffins, for instance) can still unleash monsters of a completely random level, regardless of depth. The query and text prompt for squares that unleash level appropriate monsters will spell out the fact.

- Made Detect Secret Doors spell 100% successful at detecting Secret/Concealed Doors and Secret Compartments within 1 square while it lasts, instead of 75% successful, to make it more useful.

- Lowered cost of Mire spell from 35 Spell Points to 15, to make it more useful.

- Lowered cost of Web spell from 5 Spell Points to 2, to make it more useful. (Also halved the value of Web Trap Kits).

- Lowered cost of Grease spell from 5 Spell Points to 2, to make it more useful.

- Added textual clarification in Situation Panel as to outcome when you are prompted as to whether or not you want to attack a sleeping enemy.

- Standard and Genius Intelligence monsters who are also capable of opening doors can  now drive the Gnomish Bore.

- Changed Bandage from only working if your Health was less than 12 to instead only work if your Health is within 30 of your Max Health, to make it more useful.

- Merchants will no longer keep verbally trying to get your attention if you’re already shopping from their stocks.

- Put in temporary auto-save at the instant before you leave a level.

- Made Cooking Fires 25% more common, to make meat and Cooking Skill more useful.

- Changed Dryad starting skill from Hunting to Cold Resistance, to make the Dorallan religion a more natural fit for them.

- Monsters that drain a percentage of your Spell Points when they hit will now always drain at least 1 Spell Point, unless you have zero to begin with.

- Slightly improved render speed by reformatting the loading of character graphics.

- Added some new high score titles for Clerics.

- Xaskazien now has randomized resistances and weaknesses, so you can’t know what to expect when you meet him. (These will always be equal in power, game to game).

- Made it so passing your turn on a Temple no longer repeats the gonging sound over and over, which could become annoying.

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