Alpha 9.6 Released
Almost two months after the previous release, here is another one. Next update will be approximately in 6 weeks.
You can download Alpha 9.6
At itch.io:
https://darkgnostic.itch.io/dungeons-of-everchange-ascii At main webpage:
http://www.darkgnosis.com/download/game/dungeons-of-everchange-rl/And again, if you played the game, please send some morgue files to server. It is great source of information for me, where and why people die, for game to get a better optimization.
NEW: Sound support, a lot of sounds have been added
NEW: Added 32x32 font
NEW: Wounded, bleeding enemies will flash red for a moment
NEW: Monster transitions between tiles are now time based. Slower machines have better gameplay dynamics
NEW: Flying monsters are represented same as levitating monsters. They move up and down.
NEW: 3 new levels of 'Move away' ranged trigger
NEW: Morgue file is expanded with learned player powers and info on how many times player have used it
NEW: Morgue file is expanded with learned player triggers and info on how many times they got activated
NEW: Morgue files is expanded with eradicated creatures number and their types.
MOD: Sacral Weapon can be cast on ranged weapon
MOD: Monsters glyphs will better blend will darkness, being hard to recognize in shadows
MOD: Levitating is represented better
MOD: Hallucinations will slightly modify the foliage also
MOD: For selected sacral side path, player's starting equipment have 2 potion of healing (down from 5)
MOD: Sacral weapon has got new levels.
MOD: Sacral weapon have reduced max damage by -50%
MOD: Most of the stronger arrow powers got their recharge time increased
MOD: Modified chances for critical hit and critical miss to occur more often
MOD: Finetuned most of ranged abilities
MOD: First level will never spawn secret rooms
MOD: Increased green slime chances to split
MOD: Increased green slime chances to swallow items
MOD: Redesigned Chariot & Lover birthsign
FIX: Ranged weapons were not able to trigger critical misses
FIX: If detect monster scroll was read, then player encounters detected monster previously not seen, if monster goes away, telepatic bond will break
FIX: Changed logging level of published builds
FIX: On entering cyclic dungeon player was sometimes moved into wall.
FIX: Dead monsters wrongly spawns zzz, as it was asleep
FIX: If enemy died near stairs up/stairs down, there was a possibility that carried items will be dropped on stairs. They cannot be picked from that place.
FIX: Scroll of light works again as intended
FIX: Confused monsters that are out of sight don't popup confused text anymore
FIX: Dragon could be distinguished form others with scroll of detect monsters (by size)
FIX: Encountered bloat, killed it at range. One rat died I have never encountered, on a tile I've never seen. Dead body of rat popped on screen
FIX: Upon wearing ring of perception, surrounding is created on next turn, but it should be shown immediately
FIX: Ring of regeneration wasn't applying regeneration strength
FIX: Effect of removing rings did not worked always
FIX: If player equipped ring of hunger or ring of slow metabolism, all creatures were affected with it.
FIX: Ring of absorption now works as intended
FIX: Sacral Weapon was castable even when no weapon was equipped
FIX: If enemy was selected, displayed possible damage was not always correct
FIX: Ranged Life path had Bow +0, should be +1
FIX: Regression bug, bullets were not visible.
FIX: Regression falling bug. Player/monster died instead of falling.
FIX: Regression bug, map was not revealed with magic mapping.
FIX: Dead monsters were levitating.
FIX: Regression bug, with pathfinding and approach behavior of monsters. They stood confused sometimes.
FIX: Indefinitely sleeping monsters bug.
FIX: Sacral weapon and similar self casting spells could increase score indefinitely, by constant casting.
FIX: Regression fix, after the game is over, now the actual highscore entry is highlighted
FIX: Regression fix, Arcane Armor works as intended
FIX: Sacral weapon will not fail anymore if player is targeting enemy