Recent Posts

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11
I've created a couple of surveys for people who've played the game. I'd appreciate your feedback!

The first survey (and the biggest focus, at the moment) is focused on debt and item value. The next release is going to feature mansions, which have a lot of valuable-but-not-useful loot, so I'm looking to take this opportunity to rebalance the values of items and the debt, and I'm curious what people's experiences have been with them so far in play.

Debt survey: https://docs.google.com/forms/d/e/1FAIpQLScU3Jp1TMIjd_OLSj3z-_vigCyYDScOlvhJD8_0TSiw2DQDKw/viewform

The second survey is more general questions about what you like/don't like about the game so far. It's less directed, but if I see that a multiple people saying the same thing, it might give me an idea of things to focus on that I might not otherwise have thought of on my own.

General survey: https://docs.google.com/forms/d/e/1FAIpQLSeZ2QNd6UilvPeeCzFhzY14dVrnB6d0W40GQ1NU7HX99mTQtA/viewform?usp=dialog

And here's some information about some new stuff! I'm currently working on adding a new location type: Mansions, full of expensive loot.

Mansions can of course be assaulted like other locations, but they're heavily guarded so that might not always be the best idea.

Instead, if you haven't managed to piss off the nobility yet, you might be able to walk right through the gate! Fancy nobles are always having each other over for parties and to show off their homes, so if you manage to get an invitation for one of them (or bribe the guards!), and you're dressed the part, you might just be allowed to wander around unimpeded!



Though you may be allowed inside, that doesn't mean you're just allowed to take whatever you want, though. If you're caught stealing, you will get a chance to put the item back, which will prevent everyone from becoming hostile towards you. This will also apply in most other situations where creatures who aren't already hostile towards you catch you stealing.



Once you've gained access to the mansion through peaceful means, there are a variety of nobles inside to talk to. Some may offer mini-quests you can do which will grant small rewards and increase your favor with the nobility, and may even lead to contacting a new faction with plenty of disposable income to throw your way...
12
What’s the best way to prepare for the increasing difficulty after a dungeon reset, especially in terms of choosing weapons, magic, or traps?

When a player completes the current dungeon, a new one (harder) is generated for the remaining players. When I say "harder," I simply mean that the dungeon’s depth level has increased, making the path to the goal (the Orb) longer.

The type of monsters you encounter is tied to the dungeon's depth level. So, by increasing the depth, you’ll face new, tougher monster types.

That being said, due to the completely random nature of dungeon generation, it’s possible that a deeper dungeon might actually feel "easier" than the previous one. This can happen if powerful items spawn early on, allowing you to progress faster. So, to be precise, a new dungeon is USUALLY harder... but not always. What it will ALWAYS be is longer.

Once the dungeon reaches its maximum depth level, a new season starts and the dungeon resets back to level 1, creating an endless cycle.

As for the best strategy... it really depends on how the new dungeon has been generated. There’s no magic formula that works every time, though there are some general tips that are useful in most situations: itch.io/t/4417977/basic-survival-in-the-dungeon

In future updates, I’ll be adding new mechanics focused on strategy, giving each player more options to approach the game. Some of the main features I have planned include: pets (and the ability to use magical staffs like Healing or Protection on them), a wishing well, digging up graves, and more…
13
Newest Dev Plays video is out

https://youtu.be/Xo5H_XwQEms?si=Q6ji0KRlBfvf_bM5

This is episode 4 of a series that was born out of what was meant to be a brief video called 'Playing Warsim until a goblin does something stupid'
14
They're not procedurally generated. There are a wide variety of spells in addition to your basic damage spells, some with pretty unique effects, so I think procedurally generating them would actually make things less interesting because it'd force them more into a standard framework.

Right now it's mostly set upgrades, though the framework exists to expand beyond that so it may in the future. And actually, technically that is sort of in the game already - you can find damage/healing formulas you can apply to your spells that extend those values beyond what their built-in upgrades do, but I feel like you're asking for something a bit more interesting, in line with Rift Wizard's shrines or something.
15
Are spells procedurally generated, or do they follow a set progression tree? Can players modify them beyond just upgrades?
16
First of all, thank you for this amazing game! :3

I've had a lot of fun exploring and figuring out the lay of the land (and sea :V).
I'm taking it slow, so I did not confront endgame bosses yet.

I've read through this thread and I would like to point out a few things which did not come up before.

1. Using "active" skills, like fishing or disarm trap, is not covered in the manual and was not very obvious. This might be a me thing, as I don't have a history with more old-school roguelikes like Adom, but just adding a blurb about how you can use skills from F3 menu would have helped me a lot.

2. More or less the same as above, "Apply a nearby terrain feature" is a single line in manual which does not elaborate on what a terrain feature even is. I'm pretty sure I figured that it is for using crafting stations by accident, and opening/closing doors was an accident too. On the other hand, bed is not a terrain feature, while I expected that using "a" near a bed would make me rest on it.

3. It would be nice if merchant's dialogue hinted on the restock somehow, maybe something along the lines of "I'm getting new wares delivered in a couple of weeks, come back again!".

4. Ivory stacking was brought up quite a few times already, but still: wouldn't it make sense to always pick up the whole stack without confirmation? It always drops in stacks, and pretty much never want to pick up, for example, slings from goblin peltasts, so using "pick up all" is not always feasible.

5. If there is only 2-3 items in the cell, maybe you can just list them instead of a "There is a number of items here"? Checking what I dug exactly quickly get tedious when most of the time it's just a couple of different rocks, but there can be an ingot there too.

Thanks for this, Lustrecia, and sorry I didn't respond earlier.

1, 2, and 3 are all good points. I'll add them to my list of suggestions for future versions.

For 4 and 5, I'm unlikely to change item display behaviour, and you can pick up everything on a tile via ";". If you just want individual stacks to always pick up the maximum, there is a setting in swyrm.ini that you can update:

; When enabled, picking up a stack will always prompt the player for the
; number to take, assuming no autopickup.
prompt_on_stack_pickup=1

There should be a swyrm.ini in your user directory. You can set that setting to 0 for the behaviour you're looking for.
17
Sorry this one took a bit! The general synopsis:

​- Several new pieces of music
- Tweaked levels in a number of pieces
- Some additional sound effects
- There is now a water breathing cantrip
- NPCs will try to cast water breathing/flying when it makes sense, and may decide to cast buff spells when hostiles are present
- Orders can now be given to creatures individually (when examining them)
- Wheat fields
- Various other changes
- Lots of bug fixes

But there are a lot of changes, and I spent a solid couple of weeks dealing with the consequences of my actions after deciding to up the warning level to MSVC's strictest setting (so many fixes!). That said, there's a lot of good stuff in this release, and some great new music, too.

The full info:

Shadow of the Wyrm v1.8.0 "Sergio Assad"
- Version started August 25, 2024. Versoin finalized March 8, 2025.

- Made a couple of tweaks to "A Black Mark" so that there was less of a high,
  shrill violin sound in Violin 1, and a small update to "My Love's Gone
  Away".

- Wrote a new piece of music for the Barrows/Asher's Islet/Siriath's Lair,
  and another for the shrines.

- There are now sound effects for eating and drinking.

- Jumping into water now yields a "Splash!" in addition to the sound effect.

- Kew's special items will no longer generate cursed (iakul).

- The level of the corpse's original creature now influences the amount of
  piety received (gghana2).

- More names.

- There is now a Water Breathing cantrip/spellbook.

- When water breathing wears off, the time-in-water counter is reset so that
  if you've been swimming for a long time, you don't immediately start to
  drown.

- When the floating effect wears off, it'll no longer potentially kill you:
  the player will have one turn to react. (if automatic movement is engaged,
  it becomes disengaged at this point)

- NPCs will no longer try to cast divine magic once the Nine have been
  destroyed.

- NPCs will now cast water breathing and flying when it makes sense, and when
  they are not following other orders.

- NPCs may choose to cast statistic buff spells when there are hostiles in
  their FOV.

- Added support for ambient sound effects based on map details.

- Added "waves" music to the overworld part of the exile's island.

- Replaced the music for the Caldera with a new composition.

- Updated premake script for v5.

- Increased MSVC warning level from /W3 to /W4.

- The location of the scorefile (scores.dat) can now be specified (Larzid).

- Orders can now be given to individual followers via examine.

- Divine prayed-for smites are now lightning-based and carry a large effect
  bonus for paralysis. There is now also a message that the creatures are
  hit with divine fury.

- Towns now have a chance to have wheat fields generated nearby.

- The ploughman in Isen Dun is now surrounded by wheat.

- Jellies, plants, insects, constructs, and the undead are all considered
  mindless, and immune to intimidation.

- Branding an item adds a bit more resistance than it did before.

- Enchanting an item now increments the status (cursed to uncursed, uncursed to
  blessed).

- New creatures: living scarecrow.

- New items: scarecrow, wheat berries.

- Bug fixes:

  - Creating items with Bowyer/Fletchery wasn't setting their status
    appropriately.

  - Fixed an internal issue with getting the season colour.

  - Followers with ranged attacks will no longer fire through a square that
    contains a grouped creature (ebalster).

  - There was an inconsistency around Cynwise's background (sc95837).

  - Diving is no longer possible in the infinite dungeon/sewer (ebalster).

  - Fixed new/delete mismatches throughout the codebase. These were causing
    small but persistent memory leaks in terrain generation and in other
    scenarios.

  - Athel was incorrectly generating as hostile (iakul).

  - Newer versions of boost::filesystem weren't including directory_iterator
    (sxnwlfkk)
18
How do you plan to expand the monster fusion system in future updates to allow for even more creative and synergistic "broken builds," beyond just enhancing stats - perhaps by introducing unique abilities or traits that emerge from specific monster combinations?
19
Currently, there are "corruption" values that are tied to specific magic types. As your corruption value increases, your power with that magic type usually increases, but you also acquire some downsides.
For example, the death corruption "Necrosis" makes your max HP decrease and you are more vulnerable to Rot damage (a damage type that undead are extra susceptible to).
It's on my list to expand and deepen this system though. So rather than just being flat modifiers corruption will cause you to gain mutations, some helpful, some harmful.

There are a couple of addictive substances in the game that grant benefits when taken, but have a chance of causing withdrawal when the effects wear off. For vampire blood, after using it you're stronger, faster, and regenerate HP, but while withdrawing from it you're slower and weaker. Withdrawal isn't a permanent effect, it can be waited out or mitigated by taking more (though that will lead you right back to withdrawal again once it wears off).
20
What specific mechanics or consequences are tied to becoming corrupted by forbidden knowledge or addicted to vampire blood, and how do they impact gameplay long-term?
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