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Messages - getter77

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76
v2.5.1
Quote
Content

    Greatswords are renamed to claymores and now has the greatsword as an upgrade.
    Halberds are removed for now (may return redesigned)
    Removed “of subdual” enchantment since it doesn’t work, while waiting for a proper fix. [savagehill]
    Removed slimy boots for now (interacted badly with new slime mechanics, may return). [czzzz]

Gameplay

    The game won’t let you attack if you for some reason have a 0% chance to hit:
        for example if you are overburdened or can’t use your martial attack.
        This also don’t take a turn
    All silver weapons are now considered non-sharp and are valid for healers/meditations

Interface

    You now get stronger warnings when you are fatally poisoned.
    You now get a rest-warning when a coat is disappearing from an equipped item.
    The game no longer prompts if you want to abandon a dead character [avzinElkain]
    All monsters now have descriptions [jiyvajelly, Blue]

Bugs

    You can now use stairs even when you’re flying.
    Golden doors now prompts you before opening them.
    The dungeon is now guaranteed to not contain *any* disconnected area on any map .
    You now get a proper message when resting on a bedroll
    Meditations on equipment are now cancelled correctly just like the ones from cencers.
    You can no longer use portals or ladders when overburdened
    Mutation unequipping now works correctly again. Fixed a lot of issues relating to this.
    The game no longer crashes if you buy several items from the same stack from an NPC
    Pixies’ tiny arrow now reduces energy instead of giving energy.
    Putting a monster to sleep is no longer considered cruel. [kdlkkdlk]
    The game no longer prompts you to use a rod or spell if it is not cruel .
    Bumping trees will now also close doors.
    Wear-id of enchanted items now correctly identify them. [jiyvarjelly, Blue]
    Upgrading an enchanted item no longer makes it unknown.
    You can no longer swap in a weapon if you were unable to unequip the weapon you swapped for.
        This makes it impossible to unequip spellbound items etc, as intended.
    Warning of coated items in inventory no longer looks weird
    All polearms and spears now (correctly) counts as sharp/cruel (unless made of silver)
    Retaliating with spikes on an unconscious monster no longer crashes the game.
    Iron gates are no longer called portculis when open.
    Fixed crash when selling multiple items to an NPC and ending up “outside” the selling menu
    Misleading text “easily catches fire” description in shimmering staff removed.
    Various language fixes
    Chocolate gives 10 ep instead of 15.
    The execute and contagion spells no longer gives the victim 1 mp
    Fixed monk ring upgrade chain [gza, Blue]
    Equipment with spells that are force-unequipped by a mutation are now correctly cancelled.
    There is now a log message when you pick up gold/valuables.
    There is now a log message when you add an item to your ammo slot from the ground.
    Fixed crash when interacting with hooded woman [Peter, Blue]
    Fixed bug where items found in containers could be taken by aliens even when “aliens are uninterested in this item”.
    Enchanters no longer claim to be able to enchant crowns or masks (because they can’t) [Blue, GnollSet]
    Removed text artifact that could show up in inventory when items with long names were “[used]”.
    Melee/block status now updates immediately whenever overburdened status is gained or lost.
    Ammo stacks now never sell for less than 1g a piece to prevent selling back and repeat for profit. [Anon]
    Sleeping on a bedroll now gives a correct message on the rest screen .
    Probably fixed rare cases where an empty camp notes/event screen shows up even when not sleeping on a bedroll.

Balance

    The “flash” spell has longer range
    Bedrolls are a bit more likely to wear out when you sleep on them.
    Slightly increased average stack size of hot rocks.
    Plate boots now grants knockback resistance and are slightly more expensive.

Spoilers (the following fixes contain end-game spoilers)

    Statues now wake up in the castle as well
    Picking up the artifact now gives a better message

77
Traditional Roguelikes (Turn Based) / Re: bcrawl (now at v1.17.1)
« on: October 13, 2019, 11:24:06 AM »
v1.17.1

   
Quote
Instead of adjusting player attributes automatically, Jiyva gives players an ability that swaps 2 attribute values.
    The Staff of Battle is a lajatang that makes a spectral weapon.
    merges some fixes from DCSS

    Jiyva is reworked: a Jiyva altar always appears near the entrance to Slime; Jiyva gives piety for killing monsters; Slimify creates friendly slimes and can act on multiple enemies, but only has a chance (based on damage done vs enemy HP) to work, and loses duration when it works; jellies do not randomly spawn; off-level items are not eaten; jellies eating items does not give piety or restore player HP or MP or satiation; Jiyva grants bonus AC for having mutations, equal to max(mutation_count - natural_AC, mutation_count/2).
    Black Draconians have a better Fighting aptitude. (+1 -> +3)

Pain has a higher power cap. (25 -> 50)
Death Channel is now Charms/Necromancy.

Iron trolls drop iron troll leather armour. (8 AC, 16 encumbrance, rF+ rC+ Regen)
Vampiric Draining has lower base damage but scales more with spell power; above 19 power it will now be better. Also, it can now do more damage than the missing HP of the player, and has a 10% chance of draining 1 strength.
Ghouls start with a chunk instead of a ration.
The Robe of Folly is reworked.
several monsters are reworked

Giant clubs and giant spiked clubs now cleave.
Guaranteed damage reduction now affects player damage from spells with non-elemental damage.

    Steam Barrier (L6 Charms/Fire) creates steam clouds around the player, gives rF+ and rC-, reduces player spell power (-1 enhancer level), and gives an AC bonus proportional to its remaining duration.
    Demigods can walk through plants at lower (** -> *) piety.
    Liches and ancient liches have reworked spell sets.
    Fire Elementalists start with 40 stones.
    Ice Elementalists start with 1 charge of Iceblast.
    Conjurers start with a potion of magic.
    Air Elementalists start with a potion of flight.

78
Traditional Roguelikes (Turn Based) / Re: IVAN (release 0.57!)
« on: September 25, 2019, 12:14:37 PM »
v0.57
Quote
Changes:

    NEW Black Market, an end-game shop to spend all excess gold in!
    Added game lore and fiction to the Doc folder.
    Magic helmets spawn with random materials.
    Some helmets switched from full helmet to normal.
    Keys now very rarely break when used.

Fixes:

    New "expansive terrain" can help prevent blocking important entrances.
    Improved item search algorithm.
    Fixed ring detection to work same as scrolls.
    Enable wishes for empty containers, make empty cans and empty bottles wishable.
    No rotated pictures for equipments and newly-spawned items.
    Do not aggressively upgrade dependencies for mac build.
    Mirrored items cannot be dismantled into permanent lump of material.
    Stop weapon swap from auto-stealing items in shops.
    NPCs will sometimes talk to you on their own.
    Possibly fixed the window context glitch in Windows.

79
Traditional Roguelikes (Turn Based) / Re: bcrawl (now at v1.14.2!)
« on: September 20, 2019, 09:22:55 PM »
v1.14.2

   
Quote
Flaming Arrows (L2 Charms/Fire) adds bonus damage to ranged attacks.
    Regeneration ends when at max HP.
    Spellforged Servitors created by players have one spell, which is the spell from its list of possible spells that the player has the highest spell power for.
    Monsters stepping on visible alarm traps will mark the player.
    Thrown stones have a lower base delay (1.1 -> 1) and min delay (0.7 -> 0.5).

    Merges some bug fixes.
    Infestation is now a level 6 Hexes/Poison/Transmutation spell that creates Hornets or Spark Wasps depending on spell power.
    Freezing Cloud is now Ice/Air.
    Potions of flight give a Swiftness effect in addition to flight.

    Blowguns use Fighting skill instead of Throwing skill.
    Hepliaklqana's Transference ability costs much less piety, but doesn't gain the effect of draining enemies.
    Hepliaklqana's Knight ancestor's first level gets a war axe of flaming instead of a flail.
    Hepliaklqana's Idealise ability is replaced by Incarnate, which gives +20% max HP, healing and/or mana, and increases some skills to at least your Invocations skill. Knights give HP, Fighting, Armour, Shields, and Axes; Battlemages give HP, MP, Conjurations, Earth Magic, Fire Magic, and Staves; Hexers give MP, Spellcasting, Hexes, Charms, and Evocations.

    Monsters can use iceblast wands, but low-HD monsters won't use strong wands.
    Fedhas no longer gives piety for kills by oklobs or mushrooms.

    The Lair entrance is on D:7-9 instead of D:7-10.
    Kobolds have some better aptitudes, better stat gain, and the Talons 1 mutation.
    Lugonu's Banish ability costs less (3-4 -> 2-3) piety.
    Ogres and Trolls can worship Beogh, but can only convert at an altar.
    TSO gives ammo gifts.
    Gozag shop costs don't increase with number. Instead, shop and potion costs increase with time taken.

    Lugonu gives armour and ammo gifts.
    Trog no longer gifts ammo.
    Jory and Frederick have reworked spell sets.

Great swords have higher (15 -> 16) base damage.
The Sword of Power has an enchantment level of (your strength - 10).
Jory has Summon Undead instead of Crystal Spear.

    Djinni get Wild Magic, Berserkitis, Blurry Vision, and Blink mutations. After their berserk rages end, they never pass out and get a few turns of Brilliance.
    Nemelex card changes: Pain casts Torment instead of summoning a Flayed Ghost, and Clouds creates a cloud under each enemy instead of clouds around enemies.

    new playable species: Skeletons have -20% HP, but have good aptitudes, guardian spirit, and heal when casting spells. They also gain reduced encumbrance from armour and health regeneration from kills.
    Each time you enter the Abyss increases the depth of your next entry.

80
Alpha 2.7

   
Quote
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.

81
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!

82
Alpha 2
   
Quote
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.

83
v9.7.5
Quote
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

84
Traditional Roguelikes (Turn Based) / Re: Angband (Now at v4.2.0!)
« on: August 17, 2019, 11:39:23 AM »
v4.2.0

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

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.

Classes
-------
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


Monsters
--------
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
    bron
    Dag Arneson (sanedragon)
    Derakon
    Elly Fong-Jones (elly)
    fizzix (Aaron Bader)
    fruviad
    John Weismiller (emar)
    Kusunose Toru
    Mikolaj Konarski
    Paul Johnson
    PowerWyrm
    Ryan Schmidt
    Stefan Strogin
    Vic K
    wkmanire
    wobbly

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

    Adam
    AnonymousHero
    Antoine
    Aszazin
    Atriel
    bio_hazard
    bunnies
    Carg
    Carnivean
    cccfire
    Chud
    ClaytonAguiar
    Clearshade
    clouded
    Cold_Heart
    Combatereak
    Darin
    debo (cyberdemons pls)
    desstorm
    Diego Gonzalez
    Djbanete
    dos350
    Dragget
    Ed_47569
    Egavactip
    emulord
    EpicMan
    Estie
    Estragon
    Evilpotatoe
    Flambard
    fph
    Gauss
    Geoff Hill (yes, that one)
    geoff_tewierik
    gglibertine
    Glorfindel
    Goaticus
    Grotug
    gtrudeau88
    Gwarl
    half
    HallucinationMushroom
    Holy_Rage
    Hounded
    Hrrunstar
    Huqhox
    Ingwe Ingweron
    Jeff Greene (nppangband)
    jevansau
    jml34
    Jungle_Boy
    kandrc
    kaypy
    khearn
    Kinematics
    luneya
    Mark
    MattB
    misanthropope
    MITZE
    Mondkalb
    Monkey Face
    Moving Pictures
    mrfy
    Muscleguy
    MWGE
    Narry
    Netbrian
    NightLizard
    Nomad
    olivertheorem
    Once
    Pahasusi
    Patashu
    Pete Mack
    Philip
    Pondlife
    Quirk
    Raerick
    Raxmei
    Rydel
    Scatha
    schatz
    shirish
    Sideways
    Sky
    spara
    Sparrow the Dunadan
    Sphara
    swaggert
    tangar
    the Invisible Stalker
    Therem Harth
    Thraalbee
    Tibarius
    Timo Pietilä
    TJA
    TJS
    topazg
    Vivit
    Voovus
    Vorczar
    Werbaer
    Whelk
    Wiwaxia
    Youssarian
    Zikke
    Zirael

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.

85
0.87.02

Quote
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.

86
https://gym.itch.io/tenebrae-et-mort  Win

Quote
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

87
v6.0!

Quote
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.

88
v1.5.0

   
Quote
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

89
Traditional Roguelikes (Turn Based) / Demon (Alpha 10/27/19)
« on: July 22, 2019, 12:20:45 PM »
https://ferretdev.itch.io/demon  Win/Mac/Linux

Quote
Overview

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...

Features

(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.

Quote
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! )

90
Chocolate
Quote
(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

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