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Messages - getter77

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76
Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: January 11, 2020, 01:23:50 PM »
I would presume to imagine this sprawl will also re-calibrate your ongoing race/class/etc reckonings as now there's more to flavour beyond the purest of contained dungeon crawl to avail?

77
Traditional Roguelikes (Turn Based) / Bloatcrawl 2 (now at v2.2)
« on: January 08, 2020, 12:54:12 PM »
https://github.com/Hellmonk/bloatcrawl2  Win/Mac/Online

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Bloatcrawl 2 is a fork of Dungeon Crawl Stone Soup (github). If you aren't familiar with the base game this fork probably won't make any sense.

New Species

    Argon tile Argons are, unlike most other living beings, made of gas. They can only gain resistances by levelling up.
    Strange beings from beyond the stars, Astrals cannot gain resistances to magic or the elements. Their attacks inflict powerful debuffs on beings from this world.
    Bunyip tile Bunyips are strange, black, oily creatures that live in billabongs. They swim well but cannot call on divine powers or wear armour.
    Butterfly tile Cute Butterflies will stop at nothing to obtain the Orb. Monsters turn neutral when they first see you.
    Dab Dwarves have perfected the ancient art of dabbing. They can dab on multiple creatures at once and may even daze their foes with the power of their dab.
    Ember Elves have depleted magical reserves, but regenerate magical power quickly. As they develop, their magic becomes more powerful but harder to control.
    Faerie Dragon tile Faerie Dragons are attuned to magic and their spells cost fewer magic points. Their shimmering scales repel attacks and their wings let them fly.
    Flans are gelatinous and slightly corrosive beings. Their fluid shape lets them fit easily into any body armour, but they cannot wear other armour types.
    Fungoid tile Fungoids are mushroomy humanoids with roots instead of feet. They cannot move when monsters are around, but release confusing spores at enemies when they attack.
    Gnomes are small creatures who are highly attuned with the earth. They are skilled in the use of magical devices and ranged weaponry.
    Hedgehog tile Rolling around at the speed of sound, Hedgehogs have got places to go and gotta follow their rainbow.
    Hermit Crab tile Hermit Crabs: These clever crustaceans move into larger shells over time. If their shell is broken in an attack, they can usually escape and find a smaller replacement.
    Irits are magical, brutish one-eyed humanoids. They are adept at casting spells in heavy armour, although it costs them life force to do so.
    Kitsune are enthralling fox spirits that take on human shapes. They are poor at most skills and frailer than humans, but can charm their foes.
    Leprechaun tile Leprechauns are small and frail but versatile. Their intrinsic luck gives them a knack for finding better items.
    Mayflytaur tile Half insect, half human, Mayflytaurs have incredibly short lifespans but have evolved to be exceptionally overpowered in just about every imaginable way.
    Strange phantoms summoned from the mirror world, Mirror Eidola rapidly fade away. They must slay other creatures and take their energy to stay in this plane.
    Oni tile Oni are monstrous in nature with the rough appearance of Ogres, albeit smaller. They discover spells as they gain experience and ignore schools of magic.
    Deeper than a Deep Elf and twice as elven, Profound Elves are extremely frail magical experts.
    Protean tile Proteans are a race of vaguely humanoid amoebas. They grow in health and size as they mutate.
    Quill orcs love to read and hate close combat. They read books and scrolls at an uncanny pace.
    Ratlings are verminous humanoids that mature at an incredible pace, but learn very slowly. They have an affinity for poison magic.
    Robot tile Robots are metallic humanoids crafted by Dwarves. They break equipment when uninstalling it and have a poor grasp of religion, but can shoot lasers.
    Shapeshifter tile Shapeshifters imitate monsters around them to an uncanny degree. They cannot control their shifting, and are only rarely seen in their true form.
    Silent Spectre tile Silent Spectres are terrible spirits that bring an unearthly silence to the area around them, preventing spell casting, divine invocations and even reading scrolls.
    Slitherier Naga tile Slitherier Nagas are offbrand Nagas, and about twice as much everything. Extremely healthy, extremely stealthy, extremely big, and excruciatingly slow.
    Less dextrous than other elves, Squat Elves have mastered the art of the power squat. They use this ability to enhance their strength and intelligence.
    Turtle tile Turtles are hard-shelled warriors trained in the arts of ninjutsu. They fight evil wherever it can be found and follow a strict honour code.
    Deeper than deep, Unfathomable Dwarves cannot heal even through divine means. However, they have adapted to heal on kills and brew ambrosia potions from leftover life essence.
    Unipode tile Unipodes are distantly related to Octopodes, but have a single tentacle instead of eight. They can only wear one ring and cannot use two-handed weapons.
    The permanently baked Weed Elves aren't quite as smart or nimble as other elves, but they are still skilled at magic. They trail smoke wherever they go.
    Xeno Elves are strange insectoid elves from a distant land. Their magical efficiency is far better than most species, but their magic drains when moving near enemies.
    Yeti tile Yeti are large, seldom-seen creatures that live on frozen mountain peaks. Sufficiently mature Yeti passively freeze adjacent foes.
    Zodach tile Zodach are the burnt-out remnants of a decayed celestial species. Nearby monsters are drawn in by their immense gravitas.

New Backgrounds

    Alchemist tile Alchemists bring some homebrewed potions and a very special hat on their dungeon adventure.
    Anarchist tile No Kings, No Rulers (maybe a god though). Anarchists are bent on dismantling the dungeon hierarchy with rocks and explosives.
    Archaeologist tile Thoroughly inept at fighting but well dressed, Archaeologists enter the dungeon looking to cast light over the origins of ancient relics.
    Aspirant tile Aspirants are novices at magic who have acquired books of powerful magic. They hope to one day master the spells within.
    Billionaire tile When the revolution comes, some Billionaires flee the surface and enter the dungeon with a fraction of their hoarded wealth.
    Blood Knight tile Servants of the demon god Makhleb, Blood Knights begin with moderate skill in combat and quickly learn to harness Makhleb's destructive power.
    Bound tile Bound serve Ashenzari, the god of curses, and begin their journey partially bound with cursed equipment.
    Caveperson tile Cavepeople start with exceptional strength but, unfortunately, neolithic weapons.
    Chaincaster tile Lots of people wish they could cast spells in heavy armour. Chaincasters do something about it.
    Dancer tile Dancers have left their friends behind and entered the dungeon in service of Uskayaw. They have few combat skills but are quite good at evading attacks.
    Death Bishop tile Pontiffs of Yredelemnul, Death Bishops carry an unholy staff and use the pain spell in service of their evil god.
    Deprived tile Deprived start with nothing but a ration and almost no skills. Survival may prove... difficult.
    Derserker tile Derserkers are ex-berserkers, who ran off with excellent weapons. Now, they must face Trog's terrible wrath.
    Disciple tile Disciples follow the Wu Jian Council and begin the game with a good weapon.
    Doctor tile Doctor: Medical professionals from the surface occasionally enter the dungeon. They follow the healer god Elyvilon.
    Entomologist tile Entomologists study insects and related creatures. They bring along a net and a sack of spiders, and can also summon butterflies.
    Fencer tile Incredibly dextrous, Fencers enter the dungeon with a rapier, fencer's gloves, and an amulet of the acrobat.
    Gambler tile Gambler: Followers of Nemelex Xobeh who have lost everything in a run of bad luck sometimes venture into the Dungeon. They'll need Nemelex's help to turn things around.
    Gardener tile Gardeners worship Fedhas Madash and enter the dungeon to grow shrooms.
    Gonger tile Gongers gong. They gong real loud.
    Hermit tile Followers of Ru, Hermits renounce the world and follow the path of asceticism.
    Inheritor tile Inheritors worship Hepliaklqana. The spirit of their ancestor follows them to the dungeon, and given their lack of skills they may need to rely on it.
    Kikumancer tile Kikumancers are like Necromancers, but they worship the god of necromancy instead of starting with a book of spells.
    Librarian tile Librarians come to the Dungeon in search of new books for their collection. They serve Sif Muna the Loreminder and bring a random book along with them.
    Merchant tile Merchants are followers of Gozag. Whether newly established or unsuccessful on the surface world, they enter the Dungeon desperate for a source of income.
    Meteorologist tile Meteorologists predict the weather and carry around some handy evocable items to make their predictions come true.
    Misfortunate tile The Misfortunate received an unlucky robe from some shady source. Perhaps the robe attracted them to the dungeon for some reason?
    Neckbeard tile Neckbeards come to the Dungeon from their moms' basements with a cape, a fedora, a rusty katana and the ability to teleport behind you (nothing personal, kid).
    Night Knight tile Night Knights follow the shadowy god Dithmenos. They begin lightly armoured but with good stealth.
    Overseer tile Overseers can summon lesser demonic slaves, and eventually even call forth a limb of their true patron. What they traded for this power is unknown.
    Paladin tile Paladin: Worshippers of The Shining One, these holy warriors fall down a lot.
    Philosophers tile Philosophers bring their thinking hat to the dungeon, but not much else in the way of useful items.
    Ronin tile Ronin are wandering warriors. They start with simple weapons and gain a little additional piety with the first god they worship.
    Slime Priest tile Slime Priests follow Jiyva, the slime god. They enter the dungeon already mutated by their deity's power but with only a small amount of divine favor.
    Sniper tile Highly accurate users of ranged weaponry, Snipers wear amulets of harm to boost their damage capabilities.
    Soothslayer tile Soothslayers are battlemages who begin with a variety of simple magic in addition to their weapon.
    Soothslayer tile Stalkers are assassins who have some aptitude in the use of poison magic.
    Storm Cleric tile Storm Clerics spread destruction in the name of Qazlal.
    Torpor Knight tile Torpor Knights follow Cheibriados and wear heavy, ponderous armour to gain their god's favour more quickly.
    Uncle tile Uncles search the dungeon for their lost nephews.
    Understudy tile It's opening night for "The Orb of Zot" and the hero is sick! The Understudy must learn their role quickly if they want to make it through the final act.
    Warrior tile Warriors are followers of Okawaru who bring a variety of equipment to the dungeon.
    Witness tile Have you heard the good news of Beogh? Witnesses have.
    Zinja tile Zinjas worship Zin and very stealthily recite the Aixoms of Law.

Other New Stuff

    Dab at any time with the p key.
    Game Modifiers: Select game modifiers when starting a new game. Play any species as a mummy. Remove rune locks. Etcetera.
    Air Horn tile Unleash the elemental power of sound with the Air Horn evocable.
    Be careful in Pandemonium lest you disturb THE GIAGGOSTUONO, a hecka big dinosaur thing that breathes fire and shoots lasers from its eyes. Its hard skin is nearly indestructible.



Quote
Changes

    Reduce piety for Zodach sacrificing love
    Improve messaging for Kitsun'e charm
    Add ghost undead type for Silent Spectre and Mirror Eidolon
    Forbid fencer background if you can't wear gloves

Bug Fixes

    Fix Mirror Eidolon fade out death message
    Correct transformation suppression for a lot of new Bloatcrawl mutations
    Add descriptions for Air Horn and archaeologist items
    Prevent Angel Ronin Monk
    Fix some species restrictions which weren't working



Changes

    Let tiny species wear robes
    Buff Bunyip

Bug fixes

    Don't equip Fencer's Gloves at game start for Fencers who are too small (eg Protean)
    Fix rune lock game modifier selection in webtiles
    Make Leprechauns actually lucky
    Stop making random new games shapeshifters
    Don't lose Ru sacrifice when shapeshifting
    Allow player zombies to always eat chunks

78
Traditional Roguelikes (Turn Based) / Re: Soulash
« on: December 31, 2019, 01:05:05 PM »
Looks fantastic and well primed indeed to reach loftier heights still in the year to come and well beyond.   8)

79
Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: December 25, 2019, 12:39:17 PM »
I at least encourage this wild escalation---go where the momentum manifests to keep things lively and inspired for you!   8)

80
v20  8)

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Gameplay
* Maps can have different size, the standard map size is bigger than before
* Some maps built from templates (such as the "Egypt" level)  are randomly flipped and rotated for more variety
* Added more special levels
* The intro map is much smaller
* Trees appearing beneath the first few levels are now "giant fungi" instead
* Added swimming
* Added "Temple Gongs" - striking a Gong gives a significant bonus and penalty
* Removed passive shock for carrying or wearing certain items - unique items may instead have a curse on them
* Spotting hidden doors or traps now gives a small amount of XP (except when traps are revealed by triggering them)
* The blessed/cursed status effects no longer affect spell casting, and instead give +/- 10% to to melee hit chance, ranged hit chance, evasion, stealth, and searching - their descriptions now also say explicitly what they do (instead of "is generally more lucky")
* Fountains now have different names and colors when tried, and they are no longer guaranteed to dry up immediately if bad
* The Occultist traits to improve spells (such as Lesser/Greater Invocation, Summoning, etc) have been removed - instead there are now multiple Occultist domains to choose from at character creation, which get free upgrades at certain levels for spells belonging to their respective domains
* Dispelling magic traps grants spirit points
* When carrying Manuscripts, the player eventually gets a "feeling" for which spell domain it belongs to (similarly to Potions)
* Added more spells
* The spell "Animate Weapons" has been changed to "Spectral Weapons" - instead of animating weapons on the floor, it summons a living copy of melee weapon in your inventory (which will simply disappear after a while, without dropping any weapons on the floor)
* The spell "Enfeeble" now only causes Weakening (instead of a bunch of different things)
* The "Searching" spell lasts multiple turns, but detects in a smaller area (and never across the whole map)
* Spells cast from manuscripts are always cast at least at "expert" level
* Casting spells while adjacent to an altar allows casting at one skill level higher (stacks with casting from manuscripts)
* The Staff of the Pharaohs gives a passive ability to convert mummies, instead of granting a spell to summon mummies
* The Spirit Dagger now does extra damage based on the attacker's current spirit, and drains spirit from the attacker on succesful attacks (instead of giving spirit to the attacker)
* Added a new "Strange Device"
* Added trait "Ruthless", which is an upgrade of "Vicious" with even more backstab damage
* Removed some player traits
* Added more monsters, and removed some redundant monsters
* Deep Ones can throw a net which entangles the victim (instead of throwing a spear)
* Deep Ones usually spawn in much smaller numbers than before
* Deep Ones are not delayed when moving through liquids
* Spiders become aware of the player when the player gets stuck in a spider web
* Spiders can use pathfinding to move to their target
* When Ghosts attack, it says they are "reaching" for the player instead of "clawing" - the old "reach" effect which they did in addition to their normal attack has been removed
* Strange Colors only cause confusion while the player is adjacent to them
* Death Fiends now do a more sensible amount of damage (and the part of their description which said their attack "means almost certain death" has been removed)
* Ravens only have 50% chance to cause blindness on a melee hit (instead of 100% chance)
* Locusts no longer "breed"
* Some monsters are now rarer than others (previously all monsters which could spawn on a certain level had equal chance of spawning)
* Many monster descriptions have been completely rewritten (thanks Renan Nunes!)
* The time system is more predictable and simple - creatures can only have 50%/100%/200%/300% speed (never something like 110%), and all types of actions take the same time to perform for a creature (no +10% melee attack speed for example)
* Traps are always triggered when bumped, and always removed when disarmed
* Updated trap placement - magic traps cannot be placed in blocking positions (since only Occultists can disarm them), traps tend to be more spread out in a room instead of clustered together, traps can be placed in corridors, and generally fewer traps are placed on the map overall
* Added more trap types
* When a creature opens a door, the door cannot be closed until this creature's next turn starts (i.e. you cannot shut a door in the face of a monster who just opened it)
* Improved check for if phobia of open places should trigger (for example it no longer triggers while standing in smoke)
* Completely removed the concept of dice rolls from the game, weapon damage is now specified as a range (e.g. 1-4) instead of dice rolls and sides (e.g. 1d4)
* Removed the phobias for open/confined places (they were too annoying from a gameplay perspective)
* Messages are now printed when monsters fight each other

User interface
* The interface has a new layout, and there is a scrolling viewport centered on the player
* The tiles are 24x24 pixels, instead of 16x24
* The font size is no longer locked to the tile size (for example a smaller font can be used)
* The window can be resized
* Added option for input mode - default keys (numpad/arrows) or vi-mode (h j k l y u b n)
* Improved the game key bindings
* Dropping items is now done from a separate inventory screen, accessed by pressing "d" (which is a more conventional method than the old way of pressing shift+enter)
* Removed PgUp/PgDn/Home/End as alternative keys for diagonal movement
* ">" and "<" can also be used in inventory screens to jump between pages (in addition to page up/page down)
* All menus can now be scrolled with vi keys ("j"/"k"), and the currently marked menu entry can be selected with "l" (these three keys never occur as letter indexes in menus)
* "Auto moving" is used by holding shift and pressing direction keys, instead of repeatedly pressing "e" + direction (auto moving is not supported when using the arrow keys, where shift is used to move diagonally upwards instead)
* Added a minimap, accessed with "m"
* Holding shift while moving markers (e.g. "look" or "aim") jumps five steps
* Equippable items (armor, weapons, head-wear) can now be equipped by selecting them directly in the backpack, automatically swapping out any existing item in the target equipment slot (which of course takes more turns to perform)
* The "throw item" command ("t") always opens a menu to select throwing item, where the last thrown item is shown at the top with the "t" key assigned - in the throwing menu, this key is never assigned to any other item than the "last thrown item" (so you can for example safely spam throwing knives by repeatedly pressing the "t" key, without worrying about suddenly throwing another item)
* Removed the (ugly) hit chance tables from the monster description pages - only player melee hit chance is shown now, which is part of the description text instead
* The generated part of monster descriptions is printed in a separate paragraph, to make it easier to distinguish from the static handwritten part
* Reworked the tile for Deep Ones
* The player is asked for confirmation before stepping into fire or traps, or before moving into deep liquid while holding a lit explosive (which will extinguish it)
* The player is asked for confirmation when picking traits on gaining new character levels (but not when creating a new character)
* Added an option to always warn when a new monster is seen (and no other monster was already seen)
* While aiming firearms or thrown weapons, the game no longer prints info about map features, items, etc in the aiming location (only info about any monster seen there)
* Many types of messages are no longer added to the message history, such as messages printed when moving around the marker ("[f] to fire") or when asking for a direction ("Which direction? [space, esc] to cancel") - this keeps the message history more clean and focused on game events
* Many properties now have longer and more descriptive names on the map screen (e.g. "Fear Res." instead of rFear", or "LIFE SAPPED(4)" instead of "HP(4)")
* Added an option for if ambient sounds should be preloaded at game startup (otherwise each sound is loaded the first time it's played)
* Added option to skip the intro level popup message
* Added more sound effects

Misc
* Save files are no longer erased when loading a saved game (only when dying, winning the game, or when actively quitting), this allows players to resume from a previous save file if the game has crashed
* The game is auto-saved on each descent to a new dungeon level, so in the case of a crash, only the progress on the current dungeon level is lost
* Switched license to GNU Affero General Public License v3.0 or later, and added a reference to this license at the top of each Infra Arcana source code file, and a reference from the main menu
* User data (such as save file and highscore list) is no longer stored in the game directory, instead the user data location is based on SDL_GetPrefPath() and the current version/checksum of the game (e.g. "~/.local/share/infra_arcana/873f2d0e/") - the Infra Arcana game directory is now treated as read-only.
* Added in-game hints for some basic concepts such as treating infections or unloading firearms

81
Traditional Roguelikes (Turn Based) / Re: Cthangband (now at v6.2.0!)
« on: December 12, 2019, 12:59:05 PM »
v6.2.0

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That's right. It's time for a new Cthangband.

This is only a minor release in terms of gameplay changes, but it feels a lot more like a major release because of the large amounts of internal refactoring (I'm still steadily converting it from a procedural program to an object oriented program) and the graphical changes.

The other large change is that I've written somewhere around 30,000 words of documentation that I've included in the game via and HTML viewer - because I'm aware that people were getting confused by some of the systems that work differently in Cthangband to vanilla Angband now that the two have drifted so far apart.

    Replaced old plasma-based terrain generation with a Perlin Noise based one for a more realistic island.
    Flavoured items now have their true appearance even when unidentified.
    New town layouts to give towns more personality.
    Added an “Other” gender for those who want it (or those playing sexless golems).
    A metric ton more internal code refactoring.
    New animation system for spells and similar effects.
    Lighting and line-of-sight is now visible on more than just basic walls and floors.
    “Organic” cavern levels added (using the same Perlin Noise algorithm as the new terrain).
    New in-game “Cthangpedia” documentation added.
    High Score Table is now versioned, so you’re only comparing scores with characters who have had the same game experience as you.
    When choosing to re-use a character, the character gains a generation after their name (which is displayed on the high score table, save game preview, and gravestone). For example, “Bob”, “Bob II”, “Bob III”, “Bob IV”…
    Recovery rate is now properly shown as a multiplier on the character sheet, rather than a misleading “Regen” bonus, since it does not actually affect health regeneration; only poison/stun/bleeding recovery rate.
    Fixed occasional crash where the game would try to delete a non-existent monster.
    Chests are now included in the Journal’s “Worthless Items” section.
    Fixed bug where examining a disarmed but still locked chest would cause a crash.
    Fixed Journal’s monster list so it doesn’t skip monsters when browsing backwards.
    Reverted to classic speed system.
    Fixed bug where fixed-quest uniques could sometimes appear outside their designated level.
    Journal’s pet list now identifies what your pets are even if you’ve not seen them.
    Fixed bug where unusual key combinations (e.g. Alt+Numpad2) could sometimes cause a crash.
    Removed the (albeit very remote) possibility of getting an offensive name for a random artifact or an offensively shaped vault.
    Doubled the size of the colour palette.
    Changed the colour and/or character of over two hundred monster types to reduce ambiguity (fewer monsters now look identical); particularly Lovecraftian creatures, which have been mostly moved to the new characters of ‘A’ (for ‘Abomination’) for the races and ‘X’ (for ‘Extradimensional Entity’) for the unique Great Old Ones and Outer Gods.
    Glyph of Warding changed to Elder Sign
    Explosive Rune changed to Yellow Sign
    Recoloured a large number of items and dungeon features to take advantage of the new colours and enhanced lighting.
    Tunneling through trees no longer gives a confusing message about walls.
    Corrected cost/level of Chaos Bolt spell for Cultists.

(Remember, this is now a native Windows game written in C# - so if you're not running Windows then I'm afraid you're out of luck. It requires the .NET Framework 4.5.2, but that should already be pre-installed on the vast majority of Windows machines.

82
v0.87.20

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Sorry for the infrequency of updates of late.  I've been injured in such a way that computer use has become more difficult, and am still some ways out from being able to code for prolonged periods again.  When I can, rest assured, I will!

In the meantime, a couple of Caverns II gamers have uploaded their playthroughs!  In addition to finding this inordinately entertaining, I spotted several bugs in their games, and couldn't resist tackling some of these, and instituting some quick new ideas I had while watching their stuff, too.  Huge thanks to Dynast11 and cryptrat for the playthroughs, as well as Combatereak for calling my attention to them.  If anyone else has an urge to record their gameplay, I do find it very instructive, so just let me know in the comments section!

You can see their stuff here, by the way:

https://www.twitch.tv/dynast11/video/469402777

https://rpgcodex.net/forums/index.php?threads/lets-play-caverns-of-xaskazien-ii.129760/

Thanks again, and here's what's new:

Minor Improvements:

- Made Absorb Life Energy spell and Drain Life spell completely ineffective against Undead, both for thematic purposes, and because the spells were slightly overpowered. Also made monster spellcasters not cast these spells against undead monsters.

- Made all monsters MUCH more hesitant to enter dangerous squares.

- Made monster intelligence further affect how likely monsters are to enter dangerous squares, with Animal and lower level intelligence monsters being more likely than normal intelligence monsters, and Genius level monsters being less likely.

- Made how nauseous a monster is affect its hesitancy to enter Stench squares - e.g. monsters who are already nauseous for 30 turns will not hesitate, and those are nauseous for only 1 remaining turn will still be quite hesitant, but not quite as hesitant if they weren’t nauseous at all.

- Made higher level monsters more hesitant than lower level ones to enter Ice squares, since they’re more likely to break through.

- Monster level no longer affects likelihood of a monster to enter dangerous squares that affect monsters of all levels similarly.

- Monsters who are Fire Resistant are now more likely to enter Lava, Hot Coals, Fire, Raging Fire or Fumaroles, with the increase in likelihood based on how high their Fire Resistance is.

- Monsters who are Acid Resistant are now more likely to enter Acid and Acid Vapour, with the increase in likelihood based on how high their Acid Resistance is.

- Monsters who are already poisoned are now more likely to risk entering Poison Gas squares, with the likelihood increase based on the severity of their poison. I.e. Mildly Poisoned monsters will be slightly more willing to risk entering Poison Gas squares, while Grievously Poisoned will be far more likely and Critically Poisoned won’t hesitate, since they have nothing to lose.

Bug Fixes:

- Fixed bug causing Stench Cloud spell to create Fire instead of Stench if you used it to the West.

- Fixed error giving player the option to attack a sleeping monster even if their own character is asleep.

- Fixed error playing sound effect for Basilisk Snare at full volume, regardless of your chosen sound effects volume level.

- Fixed bug that would only assign 1 random resistance to Xaskazien instead of 2.

- Fixed loophole having Scroll Merchants sell Grease spells at a base price of 0 gold pieces.

- Fixed error warning player they’re about to potentially pick up more gold than they can carry, even when they have no option but to pick up the gold (like when succesfully praying at an Alluman Shrine, for instance).

- Fixed error mislabeling Drain Life spell in the spell list.

- Fixed bug that would always crash game when trying to generate a Phantom Lair.

- Fixed bug preventing Raised Drawbridges Over Ice from being graphically displayed in the viewscreen.


I noticed but have not yet been able to track down a bug that sometimes doesn't display water based monsters (fish, etc.) on the Map Screen, if they should be detected by ESP.  I'll work on it!

83
v6.1

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Hail Adventurers,

In the three months since the last public release there have been plenty of updates.

Pathos now has title music to set the mood and atmospheric music to tie the ambient sounds together.

Lances, polearms, spears and whips now have a reach attack. This means you can melee from one square further away, allowing for new combat strategies.

There is a new deafness mechanic with the corresponding earmuffs. When you meet the new banshee, you will wish that you cannot hear her wailing.

For utility and a bit of fun, the new porter bag can be used to capture a friend or foe. Later, you can release them from the bag but be warned that they are likely to mad at you.

Introducing two new player races: angel and demon. Angels are beautiful, otherworldly beings characterised by their signature halo and feathered wings. Strongly attuned to struggle between good and evil, they sense the divinity within anything they hold. Demons are perverse creatures of many aberrations but always with crimson skin and horns. Their mere presence compels others to act out their darkest, most violent desires.

Major changes since the last public release:

    new player races: angel and demon.

    new talents: slippery, deafness.

    new artifacts: Drilanze, Masamune/Muramasa, Philosophers Stone, Ravenbow, Talaria.

    new items: earmuffs, can of grease, disencumbrance boots, brass knuckles, battle robe, fleet robe, elemental robe, hermit robe, horseshoe, magic horseshoe, porter.

    new entities: giant termite, snow golem, phase worm.

    new mechanic: polearms, lances, spears and whip can reach attack (melee combat but an extra square away).

    background music added with title track and ambient track.

    carrying capacity increased by 33% of your body weight.

    rest/search by N turns.

    import/export your custom tileset.

    device vibration on death.

84
Alpha 3.0

Quote
Bug fixes, vendor changes, spawn changes, and a new tile set.

    Added a new tile set based on DawnLike. Press "F2" to switch to this in game.
    Added more tiles to the original tile set. Press "F1" to switch to this set.
    Added healing to Priest NPCs. Exchange Favor for health with this new dialog option.
    Added a holy water "potion" that strips any and all active effects
    Tweaked the player stat display in the top right of the game screen
    Tweaked the lighting effects a bit
    Fixed like a dozen bugs

    Added two new spells - Polymorph and Shape of Gata Carogna. Polymorph is a fantasy staple, and in this game it transforms your target into a new, randomly selected creature from the spawn list. Shape of Gata Carogna is a shape shifting spell that gives your character strength, dexterity, and bash bonuses.
    Added two new monsters - Spina de Mul and the iaculo. Spina de Mul is a mythical sorcerer from Ladin legends. He carries the gem Rajëta, which in this game has the ability to pacify any creature. The iaculo is a serpent that launches itself like a javelin to attack.
    Added a book of random spells, tweaked the spell book/scroll spawn rate

The Palace of the Fates is the new branch that spawns fairly deep into the dungeon. Notably this is a "static" branch, unlike all the rest, meaning that the floor layout will be the same every game. This let me try my hand at a different kind of dungeon designing, which I enjoyed quite a bit, and I think you may as well.

With a new branch comes some spawn reshuffling and new monsters. Fairies now only spawn in the new branch, and I've added a couple new fairy types as well: the Squasc and the Mazapegol. Like the more generic "fairy", these tricky creatures can drop artifacts and a ton of gold, but are also powerful magicians. The new branch also features a new boss, which if you don't know anything about the fabled Palace of the Fates, then I won't spoil anything.

I also added a new type of ghost, the Pandafeche, which actually takes the roll of the generic "ghost" enemy. The "ghost" monster is still around, but it's a bit more dangerous.

Finally, I've added a generic "demon" monster. These are late-game enemies that can cause all kinds of trouble. They can cast spells, spawn cursed items, attack you with their claws.. just generally nasty creatures.

    Added disable effect resistance mods. All those annoying effects like paralysis and cursed can now be resisted with the right equipment.
    Added a "blood" effect. Tiles will turn red in the vicinity of a fight.
    Added light sources and a "light" effect. Light sources increase your FOV and project a colored light on cells in the area.

85
v1.6.0


   
Quote
NEW FEATURE: New trait: Swiftness (1 CP: picking up items does not cost any energy)
    NEW FEATURE: New trait: Diehard (1 CP: Survive one extra turn when above 10 hp after receiving a killing blow)
    NEW FEATURE: New trait: Troll Blood (2 CP: 50% chance to heal 1 life at end of every turn and immune to Bleeding)
    NEW FEATURE: New trait: Geniekind (5 CP: Do not require food or water, +50 Lightning Resist and heal life in the Nexus)
    UPDATE: Characters with the Trap Lore trait can now attempt to auto-disarm detected traps
    UPDATE: The Combat Expertise trait no longer provides the benefit of Diehard trait
    UPDATE: Elf Blood is now exclusive from the No Magic trait
    UPDATE: God of Magic is now exclusive from the No Magic trait
    UPDATE: Reverting out of shapeshift form now ends the turn
    UPDATE: The Pickaxe can now be used to destroy Ice Blocks
    UPDATE: The spell Destroy Boulder (Earth Magic) can now be used to destroy Ice Blocks as well
    UPDATE: Added new bindable keyboard button to delay turn to after the next player character (e.g hot-seat or summons)
    UPDATE: Will o' Wisps can now cause Blindness
    UPDATE: The trait Trap Lore has been renamed to Trap Expertise to avoid confusion with the lore type for traps
    UPDATE: Traps will now appear from level 3 and below (previously level 4 and below)
    UPDATE: Breaking free from webbed tiles now show chance of success
    UPDATE: Traps are slightly more dangerous to be more like the original Lost Labyrinth
    UPDATE: Traps require now to be identified with Trap Lore when detected (avoiding or triggering a trap will identify it)
    UPDATE: Percent chance to avoid traps that are not detected are now limited by the Luck ability
    UPDATE: Players gain +30% chance to avoid traps that have been both detected and identified
    UPDATE: Conjured items can no longer be the target of the Sword to Ploughshare spell
    UPDATE: High Magic can no longer shape spells that require Mana Crystals or recharging
    UPDATE: Disintegrate (Air Magic) now costs about twice as much mana to cast
    UPDATE: Portal (Earth Magic) mana cost reduced from 12 to 8
    UPDATE: Shape Magic (High Magic) now costs 5 mana instead of 4
    UPDATE: Arch-Magic (High Magic) now costs 10 mana instead of 6
    UPDATE: Etheralness (Time Magic) now costs more mana, reduced duration and can only be cast once per level
    UPDATE: The Teleport spell (Time Magic) now has max range of 3 tile plus 1 per 8 spell power
    UPDATE: Damage from starvation and dehydration now scales exponentially as it gets worse
    UPDATE: Trait selection screen had some usability improvements
    UPDATE: Sense Earth now also reveals stone boulders
    UPDATE: Ice Ward (Water Magic) now lasts 10 turns longer
    UPDATE: Invulnerability (Warlock Magic) now truly reduces all physical damage taken to 0 (instead of 75% reduction)
    UPDATE: Magic Master (High Magic) mana cost reduced from 4 to 2
    FIX: Single use bonuses like Goddess of Healing should now properly work once per player instead of only once
    FIX: Blacksmithing added Mend Item spell instead of Repair Equipment skill to the quickbar
    FIX: Dispel Magic no longer removes toggle abilities like Stealth
    FIX: Merchant Room being generated with a blocked exit causing players to be trapped (thanks to kongxinga for reporting)
    FIX: The current active player is always rendered on top of other players
    FIX: Rare bug where dying in shapeshifted form could count as a game loss
    FIX: Activating Repair Equipment while no valid target would enter a loop of invalid target messages
    FIX: Fix some minor audiovisual bugs with magic effects
    FIX: The Scimitar of Venom was Mundane instead of Rare
    FIX: The Curse Rune trap would transport player back 2 levels at 85% chance instead of 15% chance
    FIX: The examine tile ability could reveal hidden traps, doors and treasure
    FIX: Trap removal can now only be done on traps that are actually detected
    FIX: Prevent casting Alternate Timeline inside the demi-plane
    FIX: Gem Blast (Earth Magic) now correctly costs 4 mana instead of 1
    FIX: Winning the game now properly removes the completed save file
    FIX: Accolade Death Knight (Black Magic) will no longer destroy two summoned Skeletons when cast
    FIX: Etheralness not always working as it should
    FIX: Some light effects not being updated at the end of spell effects
    FIX: Some issues with the scrollbar GUI component were resolved|
    FIX: Various distance calculation issues with levels with wrapping edges
    FIX: Zoom out button not working correctly
    FIX: Possible crash when generating a river
    FIX: Crash bug when looking at traits of a summoned creature with natural flight
    FIX: Crash bug on explosions with lighting effects near the edges of the map
    FIX: Rare crash bug on casting Alternate Timeline

86
Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: October 31, 2019, 11:51:41 AM »
I think it just grants more of the cutting edge v5.1 than the more "basic" OGL on top of giving a bit of an approving, knowing nod even if not outright endorsement---it still isn't an official WotC joint jaunt like BG III where they can interact with pretty much anything iconic, but it creates a higher tier essentially.  May also factor in to Solasta being a very much public facing commercial project, as opposed to an incidental one that is predominantly a homebrew affair.  The whole DM Guild thing wasn't a thing back when the original OGL kicked up, and they skipped the lot of it entirely for 4e, so it is out there.  WotC outright just bought a game development studio that was working on yet another 5e game, so perhaps the tiers will become more meaningful as this forthcoming era seems to constitute them getting serious about their gamespace for the first time since the Capcom and such era back in the 90's/

87
Early Dev / Re: The Red Prison - roguelike based on 5th edition D&D
« on: October 30, 2019, 11:36:38 AM »
Aiming to endeavor joining Solasta in the freshly minted SRD v5.1 designation that they managed to wrangle for themselves partway through their successful Kickstarter as the spot just under Baldur's Gate III in terms of having much of the spread to draw from or generally just sticking to general OGL as it does?

88
Traditional Roguelikes (Turn Based) / Re: Demon (Alpha 10/27/19)
« on: October 29, 2019, 12:25:05 PM »
10/27/19

Quote
    Revamped Relic Upgrade system: Relic Upgrades now are purchased using Upgrade points rather than the previous one-size-fits-all approach. Most upgrades cost between 5-15 points, and summoners gain 1 Upgrade point per level.
    Two new starter demons have been added: the Familiar, which uses ranged magic attacks, and the Tulpa, which applies accuracy debuffs to enemies. Both share the Homunculi's ability to heal the summoner's HP and SP.
    The starting Upgrades for the Titan's Fist Relic have been significantly changed: the Titan's Fist's Upgrades are now oriented towards a no or low summoning playstyle, with Aux Guard III and Aux Power III providing great power to summoners who have less than 3 allies summoned (the fewer the better!)
    Also includes some small quality of life improvements to UI, including Consume automatically being activated when available and when it makes sense to do so.

89
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

90
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.

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