Recent Posts

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91
Are spells procedurally generated, or do they follow a set progression tree? Can players modify them beyond just upgrades?
92
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.
93
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)
94
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?
95
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).
96
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?
98
It's Warsim's 10th Anniversary!

To celebrate 10 years of Warsim we've got a spot on the frontpage of steam (80% off Warsim) and I've launched the 10th Anniversary edition of Warsim which comes with a heap of new features and systems :)

https://store.steampowered.com/news/app/659540/view/510699509433501063
99
Traditional Roguelikes (Turn Based) / Re: The Slimy Lichmummy 0.40
« Last post by vitaly-zdanevich on March 04, 2025, 11:55:49 AM »
happyponyland.net is dead :(
100
Thank you for the report! I'll add this to my todo list to check next week!
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