Author Topic: The Ground Gives Way (now at Release v2.6!)  (Read 16102 times)

getter77

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The Ground Gives Way (now at Release v2.6!)
« on: June 21, 2014, 12:07:16 PM »
http://www.thegroundgivesway.com/  Win

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This is the home of the roguelike game The ground gives way. A coffee break roguelike with a simple interface, high re-playability, high variation, and lots and lots of stuff…

Read the first blog post for a more detailed description of the game.
Why you’ll want to play The ground gives way (TGGW):
If you never played a roguelike game:

    TGGW is an easy-to-learn introduction to this wonderful game genre that comes with a complete tutorial that teaches you all necessary game mechanics.
    Roguelikes are addictive, very challenging, exciting and have a lot of variation.
    In contrast to traditional roguelikes, TGGW plays much like a console-game. No need to remember “command sets” or complicated key combinations.
    TGGW has a short game time, so you can play many times and learn fast.

If you already played roguelikes, TGGW differs from others:

    Characters will be very different from game to game since progress depends on what you happen to find.
    Progress is made through equipment, items and paid training rather than experience points.
    Nearly 500 unique items, more than 150 different monsters, several services, traps, enchantments and features of different rarity that will make each game different from the last. No winner will look the same in TGGW.
    Rapidly increasing difficulty, there is no time to be bored.
    There is no grinding because there are no experience points or character levels.  Also, there is no hit point regeneration, so no tedious waiting.
    TGGW has a console-game like interface. No keys or commands to remember. Game play is still smooth and quick.
    Very short game time. The game could be completed within an hour. However, the difficulty increases very fast.
    Small levels, few levels, auto-running, a map system and a portal system makes quick and easy access through the dungeon.
    Interesting equipment choices where most items have pros and cons, very few trivial choices.
    Very simple to understand combat system.
« Last Edit: January 22, 2022, 12:14:28 PM by getter77 »
Brian Emre Jeffears
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getter77

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Re: The Ground Gives Way (now at Release #2)
« Reply #1 on: July 12, 2014, 05:02:41 PM »
Release #2

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As I posted earlier, I felt an urgency to release an update to TGGW since there is a fundamental gameplay element that was missing due to a bug: enchanted items! The most notable changes in this release are:

    There are now enchanted items in the game!
    You can quickly restart a new game in the same slot by pressing ‘r’ on game over.
    The ‘rest’ option is now the first option in the menu instead of the second (you may have to retrain your muscle memory..).
    There is a new option to fade messages in the messages window to increase readability of the last message.
    If you like (and know what it is), you can control your character with the vi-keys.

There are also plenty of bug fixes and minor changes, as can be seen in the full changelog (contains very minor spoilers). I really hope you like the new release!

Note that a couple of changes broke save compatibility with Release #1. For this reason you should either unzip release #2 in its own directory or delete game.ini and the slot-files from your game directory before playing. You cannot play your previously saved games with Release #2.

Bug fixes

    Enchanted items can now appear in the dungeon and in chests.
    Pit traps at the bottom floor no longer crashes the game [Marker].
    In very rare cases disconnected levels were generated, this has been fixed.

    Resting on water no longer crashes the game [Marcin, Marker]
    Several spelling mistakes fixed [many contributors].
    Wand of identify no longer identifies when aimed at a monster [Kyzrati].
    Electric Eels no longer have permanent +1HP.
    Mysterious veins won’t disappear when splashed with blood [Marker].
    M-star is now called Morningstar.
    Some effects that did not appear in the status panel now does [Kyzrati].
    Vulnerability to poison now updates correctly in the status panel.
    Broken doors can no longer be closed to farm sticks [Marker].
    No more inconsistencies in lower/upper case in messages [Kyzrati].
    Reloading a dead character no longer displays “you die…”.
    A bug that potentially could crash the game on load fixed.
    No more flickering in target mode.
    Landing on a monster from a pit trap now works correctly [Kyzrati].
    Objects will no longer appear on top of services/containers.
    Options are now correctly loaded before opening the ‘options’ menu.

Interface and gameplay changes

    New option: fade messages in order to see the newest messages better [Giovanni].
    You can now press ‘r’ when your character dies to immediately start a new game in the same save slot [Giovanni].
    Vi-keys are now supported [Keith].
    New feature: arrowslit.
    Resting is now accessible by two key presses instead of three.

    You are now told to press a key after the intro text.
    The tutorial now shows progress [Stark].
    Tutorial mode automatically deactivates after finishing it [Kyzrati].
    Mouldy bread description changed.
    The tutorial now tells you to stand on a pillar.
    Disease consequences now interrupts running.
    Changed light grey potion flavours so that the empty bottle is unique with that colour.
    The order of features displayed in the seen panel is now better prioritised (this broke save compatibility with release #1!).
    Coating weapons now gives a clearer (and correctly spelled) message.
    The map window header and frame now updates depending on context (when displaying character info, using services, etc).
    Replaced some messages and visuals of services, especially merchants.
    Floor effects now changes the colours of attributes in the Attributes panel, to make floor effects more visible.
    The settings file is now called TGGW.ini (instead of game.ini).
    Sacks are now brown to be easier to see [Giovanni].
    Restoring fountains are now white instead of green to distinguish them from portals.
    The tutorial question now shows a reminder and can be cancelled.

Balancing

    Zombies are slightly faster now.
    Pillars and large rocks are now slightly more common.
    Manually designed rooms are now slightly rarer.
    Valves have been slightly adjusted.
    Ice trolls balanced (they were mistakenly over-powered).
    some minor adjustments that may or may not be noticed.
Brian Emre Jeffears
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getter77

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Re: The Ground Gives Way (now at Release #3)
« Reply #2 on: August 29, 2014, 07:05:29 PM »
Release #3

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The third release of The Ground Gives Way is now out! As I mentioned earlier it has a lot of new stuff and fixes. Many things have come from feedback from players, so thank you very much everyone who have made suggestions/bug reports! The most significant changes are:

    New item category: rods.
    Cave levels.
    Better autorunning and targeting.
    Better Stealth/ranged combat feedback.
    Better Service/upgrade interface.
    New stuff, items and features.

This version breaks save compatibility with earlier versions so unzip in a new directory or delete .ini and slot-files from the previous one.


New Content

    Rods (see post).
    New status: immunity to knockback (available for player and monsters).
    New level theme: caves.
    Around 20 new items (including the rods), 1 new enchantment.
    One new room type, some room types slightly altered.
    Several new (secret) features.

Gameplay and Interface changes

    autorunning reworked [several requests]:
        autorunning can be done either by pressing space (recommended), or by using shift+arrow.
        Now works in any space as long as no threats are around, stops automatically at interesting points.
        Autorunning now stops before getting close to a non-moving monster who can attack you.
        Autorunning now works even sleeping monsters are around, but not to wake them up.
        There’s a new option to turn off autorunning with space.
    Targeting reworked:
        Closest target is first found when pressing ‘x’.
        The target cursor is now controlled with arrow keys (instead of toggling a list).
        Your last target is remembered.
     You can now see distance to monsters when targeting them [zennaris].
    The Monster symbol for sleeping now changes when the monster is about to wake up.
    Monsters with a ranged attack can no longer attack you when adjacent.
    Monsters’ breath attacks are now ranged attacks instead of magical, meaning they can miss.
    Levitating/flying characters are now doubly affected by knockback.
    Instant effects are now labelled with “ins” instead of “tmp”.
    Service upgrades reworked:
        Less cluttered, price is always visible [jordanbubus].
        Display comparison automatically when selected [kyzrati].
        You can now toggle relative/absolute for upgrades [gza].
        You can now see upgrades of non affordable items [gza].
        Upgraded items now stack [kyzrati].
    Water now gives fire resistance and electricity vulnerability [Alex].
    Filled empty bottles now appear where they should in inventory.
    You can now see the chance to hit when shooting when targeting.
    Monsters which have a magic attack cannot attack you when confused, instead they will try to flee. However, there are very few monsters which have a magic attack and are not immune to confusion, so this doesn’t have much impact.
    You now get a message when training attributes.
    Some item descriptions altered/clarified.
    Some treasure rooms are now harder to find/access.
    Monsters can now be reviewed from the menu once discovered – not only defeated [gza]
    No more message/feedback if made hungrier when starving.
    Rapiers now use the ‘|’ symbol to not confuse them with rods.
    Stuck doors:
        visual feedback improved.
        Monsters slamming against doors feedback is less intrusive.
        Monsters slamming against doors will make you stop running.

Bug fixes

    You can no longer unequip items that binds your hp/mp [anatta, zennaris]
    Items are now correctly updated after using a grindstone [zennaris].
    Comparison display reworked:
        No longer includes open/closed melee in computations [kyzrati].
        Now shows negative mana correctly.
        Now shows damage correctly when equipping a shield instead of a two-handed weapon.
    Non-moving monsters can no longer move during rest.
    Fixed several language issues.
    There is now a difference between hand axe and waraxe.
    Removed the message ‘r’ to rest in tutorial [erikmikaela].
    Diamond mask now works correctly [zennaris].
    Toads now correctly uses their “melee” attribute rather than “missile” for attacking.
    Killing with electricity now shows correct colour.
    Rotten things may not appear in stores (not sure if they did before, but now they shouldn’t).
    Bugs related to eggs hopefully fixed [Giovanni, Alex].
    No more maps in corners [Kyzrati, Alex].
    No treasure rooms may have portcullis/rotten door [Alex].
    Bone rats no longer bleeds.
    Status window will not say you are confused if you are immune [Alex].
    Unreasonable value for ammo enchantments fixed [Alex].
    Hopefully fixed weird bug where items disappear/appearing [zennaris].
    Monsters who flee for other reasons than low hp will now also display a “!”.
    Magma stones are now “special” instead of “unique”.
    Doors can no longer be closed if PC is not adjacent [Kyrazi, Anatta].
    Fixed some items that upgrades to itself [zennaris].
    Rusty lightning flails no longer become normal flails [Alex].
    Cleaned up available commands (like pressing ‘d’ for drop) depending on context.
    Floor effects now never affect flying monsters.
    Monsters can no longer close golden doors.
    No object upgrades to itself anymore [several contributors]
    Some broken upgrade chains fixed.
    Doors can now be closed on mysterious veins [gza].
    Scrolls of enchant weapon no longer change an existing enchantment.

Balancing

    All axes are now more accurate.
    Monsters in treasure rooms slightly less dangerous.
    Stuck and rotten doors won’t break down as often.
    Floods don’t use up the whole level.
    Dungeon effects such as flooding are now less common.
    Rarer with fish/sea pearls at flooded levels.
    Shimmering water is now a bit “better”.
    Altered the value of an alchemist item.
    Altered enchantment “of the dead”.
    Candles are now “common” instead of “uncommon”.
    Very minor alteration of item distribution (uncommon-very rare items are a bit rarer), rods also alters the distribution slightly.
    Octopuses now never sleeps.
    Bones now cure poison completely instead of a little.
    Rarity of random silver chests now depends on depth.
    Pit traps will no longer drop you into treasure rooms [gza].
    Minor balances on some item attributes.
Brian Emre Jeffears
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getter77

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Re: The Ground Gives Way (now at Release #4)
« Reply #3 on: October 02, 2014, 09:24:54 PM »
Release #4

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Release #4 of The Ground Gives Way is mostly a bugfix release, but with some new content. Some highlights:

    No more crashing related to winning, traps on the bottom floor or eggs in inventory.
    New amulets, monsters and monster abilities.
    The likelihood of deadends has been decreased.

Save compatibility is broken with earlier versions, unzip the new release in a new folder or delete old save games before playing.

Content

    New items: one new wand, one new armour, several new amulets and more (although none of it common).
    Some new monsters, some new features.
    Two new monster abilities (some monsters can now shout to wake others).
    Added and changed some of the pregenerated rooms.

Gameplay/interface

    Changed appearance of portals, pits and spinners to distinguish from fountains.
    Skeletons are now immune to arrows.
    Fog now causes vulnerability to cold.
    Living monsters now heals from nutrition and are hurt by hunger.
    Adjusted some descriptions.
    Renamed the monster ability “teleports” to “blinks”.

Bug Fixes

    The game no longer crashes on pit traps on deepest level (thought this one was ok, but apparently this was still an issue in #3).
    No longer crashes when winning [zennaris, kyzrati].
    Autosave is back.
    Yet another egg-related crash bug fixed.
    In very rare cases level generation could destroy the final artifact… this has been fixed.
    In earlier versions traps actually would disappear on reloading… this have been fixed.
    Floor effects will no longer change colour of attributes when levitating.
    Poison ivy is now long and is considered dangerous terrain.
    Various language and aesthetic adjustments.

Balancing

    Reduced the likelyhood of deadends [several]:
        Pits and spinners may now disappear after resting.
        Stairs are less likely to show up in really bad places. Although they still may.
        There are now teleporters at some places in the dungeon.
    Lowered min-value of ammo enchantments substantially [gza].
    Wand of vulnerability now costs less mana.
    Water elementals are now vulnerable to cold.
    Queen ant is more dangerous.
    Adjusted some prices.
    Maps found on walls can be illegible.
    Nerfed fire fungus and dark hounds.
    Nerfed wand of striking.
Brian Emre Jeffears
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getter77

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Re: The Ground Gives Way (now at Release #5)
« Reply #4 on: December 12, 2014, 01:21:02 PM »
Release #5  8)

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Finally Release #5 is out, almost 6 month after the original release. The most important changes are:

    The field of vision is now limited by light (in unlit rooms). And the ‘range’ attribute has been replaced by a ‘light’ attribute.
    Lots of new items and changed items due to the changed attributes.
    The ability to make character sheets (aka morgue-files, character-dumps) from the main menu.
    New abilities for the player and for monsters.
    The target cursor changes colour depending on how likely you are to hit in ranged combat.

The manual will gradually be updated to release #5, but it will take a while.

I really hope you do enjoy the new release. I’d appreciate any feedback (especially on the new attribute) to be able to make the game better in the future. For now, I wish you all happy holidays!

Content

    Item overhaul due to changed attribute.
    New ability: infravision.
    New monsters, items, enchantments, features and content (for you to discover).

    New player effect: bloodlust.
    New monster effect: emit light.
    Handmade dungeon segments are now more variated and more interesting.
    New monster “ability”: easy target (large targets are easier to hit with missiles).
    Caves can be generated by two different algorithms now.
    Destroyed parts of a level are now more… destroyed.
    There are more masks, they are rarer and the diamond mask cannot be found in the dungeon.
    Vampire rocks are removed.
    Borovnica can now be upgraded.
    Warm jacket is now called fur coat.
    Renamed purity robe to priest robe.
    Removed heavy chainmail its and upgrades, renamed light ringmail to ringmail.

Gameplay/interface

    The ‘range’ attribute has been replaced by ‘light’ (see post).
    You can now make character sheets in the main menu.
    Buffwands are now daily use instead of decreasing maxmana, some of them have been altered also.
    The target cursor now changes colour depending on likely you are to hit a ranged attack.

    You can now scroll the side panels with pgup/pgdn when they become full.
    ‘flying’ and ‘invisible’ is now shown in the monster condition list.
    Killing or dying now have bigger animation.
    The armour value of many items has been increased, especially on leather.
    Doors cannot be trapped with spinning discs/confusion traps or pits.
    Many containers now leave an open container instead of disappearing when opened.
    Walking in any liquid now makes you louder.
    Amount of healing now shows in the log.
    Non-living monsters are no longer affected by healing.
    Strawberry patches can now wither and grow anew.
    Slight change of the appearance of equipment display.
    Alerting messages blinks a bit faster.
    Valves no longer appear between adjacent rooms.
    Language issues.

Bug Fixes

    Poison now don’t damage you while subsiding/expunging (this makes poison resistance much better).
    Yellow fungi now attacks as they should.

    autorun now works on shallow water.
    Curtains can no longer be trapped.
    ‘Speed’ can no longer be lower than 1.
    You no longer get a double message when mana is getting drained from a trap.
    Spinning discs no longer make you get the status message “confused”.

Balancing

    Significantly reduced prices of ammo upgrades [gza].

    Dead adventurers are now more likely to carry good stuff.
    Wand of webbing now affects ranged combat as well.
    Goblin masters have been altered.
    Fighting penalties in darkness are reduced. Darkness works differently.
    Snakes are now slightly easier to hit in melee.
    Giant bats have slightly increased armour value.
    The glow of glowing tiles are now more visible.
    Vampires are nerfed.
    Floating weapons now have waterbreath.
    Reduced price of wand of death by 50% [kyzrati]
    Backstabbers have been altered.
    Shadow worms have been changed.

Quite a substantial update to round out these last few weeks of 2014!
Brian Emre Jeffears
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getter77

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Re: The Ground Gives Way (now at Release #6)
« Reply #5 on: March 20, 2015, 12:19:51 PM »
Release #6

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Release #6 of The Ground Gives Way is now out! It is a fairly minor update and most of the changes are bug fixes and interface improvements. Some of the most important changes in this release:

    Improved inventory management.
    A new option for the colour of unseen squares.
    Crash bug at trainers fixed.
    Confirmation when walking over dangerous terrain.
    You can now scroll messages when accessing them from the menu.

See the full changelog for details. As usual, savefiles from earlier versions are not compatible with this release, so unzip the archive to a new directory.

I really hope you like the new release! Happy playing!

Content

     One new monster, one new item.
     Small alterations to dungeon generation in general. Some new stuff might show up.

Gameplay/Interface

    New option: colour of unseen tiles (see post).
    You can now scroll the ‘messages’ window that you access from the menu. [kyzrati]
    Picking up things when the inventory is full now brings up inventory instead of giving a message (see post).
    You now need to confirm with ‘y’ before walking over dangerous terrain such as water or lava.
    The inventory and equipment cursors are now automatically moved to the last picked up/equipped position for convenience.
    Open chests now have a darker colour to better distinguish them from closed ones.
    Services:
        The price of healing is now variable depending on how hurt you are.
        Healers and magicians now disable irrelevant items (such as curing from something you don’t have).
        Merchants now indicate if an item is unknown/unidentiftied.
        Appearance of the merchant inventory slightly changed.
    Changed the colour of the slowing message to make it stand out more.
    Renamed the “steal” attack to “steal gold” for clarification. [jimmijamjams].
    The wand of webbing has been renamed to wand of webs.

Bug Fixes

    Fixed a bug that potentially crashes the game when talking to a trainer in Release #5.
    Breaking a weapon in a stack from a grindstone would result in weird (potentially game breaking) bugs, but no longer.
    You can no longer swap equipment to gain mana points in some cases. [zennaris]
    Longbows are no longer strictly better than shortbows. [gza]
    The targeting cursor is now always updated correctly.
    Services and other things may no longer appear where they shouldn’t (winning related). [zennaris]
    Resist acid is no longer shown as an “ability” [gza]
    Sometimes disease wouldn’t be cured by healers.
    The display is no longer changing numbers/light when confused [zennaris]
    Sometimes a monster who died would be visible one turn after it died, this has been fixed.
    Monsters no longer commits suicide when fleeing. [zennaris]
    You can now properly see a light-emitting moving monster in the dark.
    Sometimes the long name of an item would be shown in the object display when it should be the short one.
    Flying ants no longer have a “permanent speed increase”, but are as fast as before.
    Spinning disk and pit traps could STILL appear as door traps, this time it should be fixed.
    Some conditions from the floor would display (but not be in effect) even if you were flying over it.
    No more double messages when triggering a teleport trap.
    A monster dying from poisoning is now removed the same turn it dies.
    Various language issues.

Balance

    Several descriptions altered for clarification
    Rods of webs now also affects missile (just like the wand of webs).
    Wand of vulnerability uses less mana.
    Small alterations to some objects.
    Adjusted prices of some potions and herbs (healing, speed, leaf aloe).
    Mummy wrapping is now a bit better, Mummys are also a bit more dangerous
    Hot rocks are now better.
Brian Emre Jeffears
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getter77

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Re: The Ground Gives Way (now at Release #7!)
« Reply #6 on: October 18, 2015, 12:15:07 PM »
Release #7!   8)

Quote
Finally! Release #7 is now out, nearly 7 months after the previous one. It has the most changes in TGGW in a new release so far. I really hope it will feel like a fun and fresh experience. You can download it here. I’m excited to hear what you think about this release!
Quick “what’s new” guide for those who played the earlier releases:

There are quite a lot of new mechanics to be aware of when starting Release #7. So here is a short list of important mechanics in case it is confusing in the beginning:

    You now start the game with the condition “dual wield” (with your fists). This gives you two attacks per turn. The dual wield status disappears as soon as you equip a melee weapon.
    You now start the game dealing non-lethal damage (again, with your fists). Non-lethal damage won’t kill monsters, just make them unconscious. Unconscious monsters will wake up again when you rest. To kill monsters permanently you have to wield a weapon that deals normal damage.
    Your fists will now appear as equipment, so you can see their effects. Wearing gloves may alter the attributes of your fists.
    You start the game with 7MP instead of 5. Having at least one hand unequipped gives +2MP. This +2 shows up as an equipment bonus on the character sheet.
    The background is now updating continuously when you are inactive. The game is still turn-based though. Fleeing and sleeping monsters will blink.
    There is now a chance that traps won’t trigger (and instead you will be able to pick them up). If you press ‘z’ you can see your percentage to “avoid traps”. This percentage is based on your ‘noise’ and ‘light’ attributes. Lower ‘noise’ and higher ‘light’ increases your chance to avoid traps. Known (detected) traps will blink.
    Some melee weapons now have “reach“. This means you can make a melee attack at a short distance with them. Target your monster and press ‘0’ to make a reach attack. The UI will give you a hint.

There are plenty of other changes, see the changelog for details, but these are the changes that makes the gameplay different from the start. The manual is not yet fully up to date, but it contains most of the new things already.


Quote
Content

    Quite a lot of new content. Too much to list. Most important:
        new weapon groups: whips and polearms (both with reach).
        new damage types: non-lethal damage and silver damage (hurts undead only).
        many old weapons changed.
        new items, monsters, features and enchantments.
        a new rare and secret mechanic!
        new statuses: reach, unconscious.

Gameplay/interface

    Unarmed combat reworked (see post).
    dual wielding (see post)
    traps reworked (see post)
    heavier armour now gives elemental resistance (see post)
    sleeping and afraid monsters are now blinking their status (possible to turn off via option).
    blinking things will now continue to blink in the background even if you don’t move.
    Monsters with ranged attacks are changed [gza and others]:
        they can now shoot you at melee distance
        they will only occasionally move away when they feel they are too close

    money and equipped ammo is now automatically picked up
    the player’s colour is now based on absolute HP rather than relative to maxHP
    scrolls and unused rods are now displayed in purple in the inventory while confused (to indicate unusable)
    you are now asked for confirmation before moving over known, dangerous traps
    different visual effect for good/bad events when opening containers
    magic merchants now also sell rods
    smart monsters no longer attack if their attacks won’t have any affect (e.g. stealing when the player has no money), instead they flee
    the target window is now much bigger and fits all text well!
    nicer colour of the target cursor
    incompatible ammo and launchers now unequip instead of saying they are incompatible
    flaming bats are now mindless instead of animals
    open chests are now back to dark grey in colour
    scorched floor now differs from dark floor
    empty bottles can no longer be consumed [David]
    there is now a log message when you use a rod
    visual effect of melee attacks on range (e.g. toads) now better
    some player deaths may now be more… graphical (well, for being ascii)
    wand of fate renamed to wand of chaos
    visual effect when slowed from cold
    dark purple monsters are now light purple to distinguish from unconscious monsters
    there’s now a tiny pause before counter-attacks so it’s clearer what’s happening
    scorched floor now provides some cold resistance
    messages on hit and miss are now clearer and have different colour
    slimy walls are now distinct from bookshelves
    there are also some minor secret changes that i don’t want to mention :)

Bugs

    confusion, poison and disease effects will no longer process when no turns pass (such as when accessing inventory) [Zennaris]
    rusty shields won’t break from a hit (only a miss, since that means the shield was hit)
    corrected grammar when for boots/gauntlets in many places
    rust effect now is immediately in effect instead of one turn later
    dropping several of the same item now stacks on the ground
    the skinning knife now works as it should
    doors can no longer squeak in the tutorial
    trapdoors no longer display the “generating new level” message [kyzrati]
    fixed text-alignment issues in services
    chest mimics no longer leave an open chest
    fixed a memory leak
    language issues
    mouldy bread no longer sells for 0 gold instead of 1 [David]

Balance

    blunt arrows now do non-lethal damage instead of knock-back (as I envisioned it from the start)
    there is now in average one item less per floor
    slightly nerfed wasps and put them deeper
    ghosts nerfed significantly
    tornados slightly nerfed and are now rare instead of uncommon
    no more petty sums of money in treasure rooms
    animated claws appears one level deeper
    daggers are now uncommon instead of common and a little bit more expensive
    crabs are more dangerous (they have dual wield!) but occurs deeper

Fantastic.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: The Ground Gives Way (now at Release v2.0!)
« Reply #7 on: October 03, 2016, 12:50:31 PM »
The Big V2.0 at long last!   8) :o :)

Quote
It’s been almost a year since Release #7 came out. A lot has happened to the game since then. In fact, there are so many and radical changes that I consider it to be a new version of the game. The first release of this new version of the game will have the incredibly exciting name v2.0! This means that Release #7 was the last release for the old version. Part of the reason for this new version is that I intend to introduce even more huge changes in the near future, but more about that in another post.

Summary of Highlights in v2:

I will give a small overview and summary of the biggest changes in the game with links to blog posts where you can read more about them:

    You can now see all attributes and attacks of each monster (post)
    Monsters now have named attacks, their magic and ranged attacks now works like they do for the player (using Mp and ammo) (post)
    Monster can have several attacks instead of exactly just one (post, interesting consequences)
    Light in the dungeon is now explicit instead of implicit (braziers lit the dungeon) (post)
    There are now surprise attacks in the game (post)
    The “light” attribute is replaced by a “vision” attribute. Line of Sight is no longer symmetric with monsters. (post)
    You now have energy points as a new resource that restricts how much you can swap weapons, you can also use to identify things with (post)
    Enchanted equipment is now unknown when you find it, and there are cursed equipment in the dungeon (post)
    You can now hear nearby noisy monsters (post)
    There are a new category of items: tools (post)
    The game has a completely new tutorial and better tutorial system (post)
    You are either in “exploring” or “combat” mode, each mode have their own rules (post)
    Viewing maps now give an overview of notable features (post)

 

There are also some new interesting things that I haven’t blogged about:

    Almost all situations where you would be blocked by water or lava is gone. This should make the game much more fair to the point that I might remove the disclaimer in the FAQ.
    The drowning effect has been removed, as well as water breathing (bye sea-pearls…). The reasoning is that it was annoying and binary: water was either an extremely huge threat, or no threat except that it could rust equipment. There is still rusting in the game though… there are rust traps.
    There’s an option to change the colour theme of the panel frames. New default colours for v2 (it is possible to change back to the original colours for those who wish)!

Some Disclaimers

Despite having tested the game extensively together with a friend (and I plan to test even more before the release), I am not confident that v2.0 will be bug free. After the initial release I can imagine there might be a bug fix release from any reports I may receive.

I can also imagine that v2 is so different that some players would prefer the old release. I will keep Release #7 available for download for those who still wish to play that.

In order to not delay the release even further, the manual is going to remain outdated for a while. However, as resources you have a new improved tutorial (including tutorials that specifically teaches the new stuff in v2). Furthermore, the blog posts listed above can be used as detailed documentation. Finally, I am releasing a reference document for all the effects in the game. So whenever you find an effect you don’t know you can check there. I plan to eventually make this reference in-game. I also plan to gradually update the new manual, but it may take a while.

Anyway, I hope you are as excited as I am :)


Quote
Content

    new features, rest events, monsters, spells, attacks, items, statuses and effects. Too much to list
    new item category: tools, including containers

    more enchantments (and curses)
    somebody have been placing signs in the dungeon
    a large new collection of traps
    minor changes to dungeon generation
    quivers are no longer accessories but containers
    restoring fountains are replaced by energy fountains
    scrolls of disenchantment, disenchanting services
    twisty stairways: cannot be used while in combat
    replaced blue dragon mail with ice dragon mail
    normal “trolls” are reworked into “grey trolls” that attacks with claws (dualwield)
    wizards are renamed to “summoners” because that’s what they actually are
    floors with lava heavily reworked and much less to cause unwinnable situations
    pickaxes are now tools, they cannot be equipped and costs Ep to use.
    pickaxes can no longer be upgraded, but the miner’s pickaxe can be found randomly in the dungeon
    empty bottles are now tools that has to be explicitly used
    renamed “pool of darkness” to “fountain of chaos”
    “light boots” are renamed to “soft boots”
    “ring of vision” is renamed to “ring of seeing” (to not give impression of altering the vision attribute)
    tweaked descriptions, and properties of several items

Removed content

    levels can no longer be flooded
    Drowning as a damage. Consequentially removed:

        water lizards, white snakes, water elementals (but i’m planing to possibly re-introduce water elementals in another form)
        wand of drowning, rod of rain
        helmet of the fish enchantment, potion of waterbreath, sea pearl
        fish head mutation
    almost all sources of item identification except using Ep
    there are no more “brightly lit floors”
    wand of gravity has been removed (no more distance attribute for monsters)
    some accessory books, books are no longer accessories
    sadly the diamond pickaxe is gone. Doesn’t work with the current tool-implementation. May come back in later versions.

Gameplay

    monster overhaul
        full monster stats are displayed
        monsters use spells and magic points, ranged attacks and ammo
        monsters can have have multiple attacks
        all monster abilities are named
    dungeon lighting is reworked
        you and monsters vision is no longer symmetrical, the “light” attribute is now”vision”
        the dungeon is lit by braziers, “in light” is a status
        you and monsters can make surprise attacks
    New resource: Energy points
        Equipping and identifying costs Ep
        Equipment enchantments are now unknown, can be cursed
        New item category: tools
    Very long unpassable water or lava should no longer appear
    you are now in either combat or exploring mode
    being in water drains Ep instead of Hp
    all new tutorial interface and new tutorials
    you can now equip anything regardless of your magic points [hedoNNN]

    open/closed melee is now strictly a visible bonus
    monsters that can’t swim instantly dies on water
    confusion can make you swap places with a monster
    rods now apply to all monsters around you which are not behind a wall. Independent of your vision (prev. light) attribute.
    valves now only drains water from a level, they never flood it, they appear only on levels with water
    you can no longer burn yourself on camp fires
    camp fires and grindstones now bring up a menu to choose what you want to grill/grind [gza]
    added option: see the distance to monsters in the monster-display. Turned off by default.
    “detect chests” is now “detect treasure” and detects chests, money and mysterious veins
    the target display has been enriched with distance information to monsters
    bookshelves no longer helps you identify stuff, but you might find some interesting books there…
    most flying monster now use an ability to fly [gza]
    you have 25% chance to open a stuck door, and it will cost 2 Ep to attempt it. You can try as long as long as you have 2 Ep to spare or if you are starving.
    more actions (such as reading known bad scrolls) now asks for confirmation
    traps are a bit more contextual now, it matters where the trap is (ice traps are more likely in icy places etc.)
    standing on large rocks now gives a slight melee advantage as well
    weak monsters can no longer push past others (this is a status)
    aliens comes for items that you’ve dropped on the floor
    sages and healers provide new services and adjusted their prices
    wooden floor now gives electricity resistance
    monsters now wake up after being attacked, not slightly before
    stronger visual effect when a monster wakes up
    walking on carpets reduces noise [gza]
    level 1 can never be a cave or a wooden level

Interface

    monster display now shows monster hp/mp instead of relative hurt level (like “moderately damaged”)
    the target panel has been greatly enchanced and more clear
    the attribute display has been changed to make room for Ep
    the resting screen looks much better. Warnings and events are clearer.
    new colour themes, you can select from the “options” menu

    pc now gets red at 3hp (instead of 2hp) and yellow at 7hp (instead of 5hp) to better reflect acuteness
    floor effects have been renamed to context effects (abbreviated as “ctx”).
        Contextual effects now includes effect such as the melee bonus in open/closed melee.
    the title screen has been updated
    the word “mana” has generally been replaced with the word “magic”. In particular Mp is now known as “magic points”
    rods now shows in the same colour as wands in the inventory (purple), since they are both magic devices
    a known trap will now blink as a ‘6’ for clarity
    the frame of the status window turns red if you are very low on HP [hedoNNN]
    “on hit” effects for fists now refers to gloves instead of showing directly when examining fists
    the player character screen is better aligned
    bedrolls now uses the ‘8’ symbol to not confuse with rods
    the item category name in the item description window now displays in the same colour as in the inventory
    The ‘@’ in the seen-panel now reflects your current colour
    Hp now have a colon in the attributes window, weirdly enough it has never had it in previous releases and I didn’t even notice it!
    the aim cursor now has brighter colours when you can use ranged combat
    no more “Generating level…” messages
    {unseen} in stores is now {undiscovered} [David]
    there’s now a message in the message log when you rest [David]

Bug Fixes

    it doesn’t take a turn to unequip anymore
    fixed bad bug when grinding rusty dual wielded weapons
    the buggy “lose: open combat” is gone [eryk, david, and others]

    Mp can now be negative, this solves a bunch of previously persistent bugs(negative Mp has no particular game effect though) [zennaris]
    light bows and goblin bows are no longer identical
    autorun now eventually stops if caught in a loop [tinyrodent]
    halberds (and their upgrades) now works as they should [TyreForHyre]
    unconsious monsters can no longer stumble in confusion [TyreForHyre]
    fixed potential bug when objects are moving when resting
    fixed some bugs that appeared when you win [David, gza]
    enchant menu should no longer look messy with very long names [tinyrodent]
    ghost worms now have an attack as they should
    all options are now being saved
    swapping places with a monster now updates FoV correctly [val]
    enabled dungeon generator to put features in the left corners of a room (weird bug, it has actually been impossible until now)
    chest mimicks should not appear as normal monsters anymore
    landing on a knockback-immune monster will kill it instead of hanging the game [reetside]
    sleeping humanoids will no longer see you place traps [hedoNNN]
    rusty and upgraded armour no longer gets double resistances [gza]
    upgrading an amulet of resistance is now better [gza]
    FoV should update directly after using/equiping items instead of waiting one turn
    King plate is now much better (as initially intended) [gza]
    monsters should no longer stand around golden vault doors when fleeing [gza]
    crowns are no longer treated as jewellery, and can be now enchanted [gza]
    (non-lethal) damage now applies before knockback on wooden clubs
    you can no longer place traps on floors occupied by an item [hedoNNN]
    the game is no longer crashing when bringing an ice cape to a tailor [roneitis]

Balance

    nerfed many dangerous monsters, especially extremely dangerous end-game monsters
    effects of food items have been tweaked

    the amount of monsters for each level no longer increases by depth
    mysterious veins are rarer
    extremlely slightly increased number of items generated at deeper levels on theavarage, probably not noticable
    bolts no longer have a ranged attack
    halberds now have open melee
    acid fog is gone (unfairly dangerous)
    barbed whips are more expensive
    minor adjustments to floor item distribution (probably not noticable, but lesspotions)
    altered item distribution in many containers
    potions of speed give +2 instead of +3
    the artifact has double value
    adjusted some prices (wands of poison/disease)
    truly strong items can no longer be corroded by acid
    coal now works… better
    chickens are a bit slower

One of the modern and outright greatest of greats roars back into the action!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: The Ground Gives Way (now at Release v2.1)
« Reply #8 on: November 05, 2016, 05:01:37 PM »
v2.1

Quote
This is mostly a bugfix release based on feedback, but there are some significant changes as well. The biggest changes are:

    A new status “flanked“.
    A guarantee that stairs are reachable without taking damage from harmful terrain.
    Inanimate monsters no longer sleep to recover.
    Interface changes (no flickering, nicer item display)
    You now bump stairs to use them.
    You can close doors on statues and braziers
    There are no twisty stairs after level 10.

There’s also a huge number of bugfixes. There’s a “what’s new” tutorial for v2.1 that you can run to experience these changes and more.

Content

    One new weapon enchantment.
    Chest mimics are renamed to “living chest”.
    Random lava-filled levels are removed for now (would sometimes generate inaccessible areas), but will hopefully be back.

Gameplay

    New status: “flanked”. Having more than one monster adjacent gives a penalty to ‘block’. (see post)
    You know bump stairs instead of activating them
        Stairs now most often appear in walls
    Inanimate monsters (see post):
        Monsters who don’t sleep also don’t sleep/recover or having their temporary statuses reset when you rest.
        New status: frail. Frail monsters are killed by non-lethal damage.
        New status: immunity to non-lethal. Such monsters cannot be harmed by non-lethal damage at all (only slimes and high level monsters may have this).
        All inanimate monsters are either frail or immune to non-lethal damage
    Monsters which are awake and unaware of you no longer stands on the spot like idiots; instead they walk around randomly like lunatics.
    You can now bump braziers and statues to close doors. [anon, stone dog]
    Campfires, grindstones and benches can no longer be used while in combat. [gza]
    Traps now appear in the “discovered items” menu even if they were triggered rather than exposed. [gza]
    Swapping places with unconscious/incapacitated monsters now cost Ep. [stone dog]
    “energy eyes” have been renamed to “hungry eyes” to not give the impression that they have to do with the energy attribute.
    Setting trap will never set the trap on an adjacent spot, it will instead warn that you cannot place it. [hedoNNN]
    Instead of dying when hp reaches 0 from exhaustion/fatigue you will start converting food into energy. If you have no food left, you may collapse and die but there’s a chance that you survive.
    Monsters don’t try to use a ranged attack against you if they have under 10% chance to hit. [roneitis, hedoNNN]
    Bubbles no longer activate combat mode [zennaris]

Interface

    The item-display is now as tall as the target-display and shows information in a much better way.
        as a result you can now see some effects that didn’t show before. [gza]
    The background no longer flicker/change when you move [Vvv]
    There is a new map-view mode that lets you see only notable features in order to locate them easier.
    You can now see known traps on the map display. [hedoNNN]
    Wielding a twohanded weapon blocks the offhand slot instead of showing the same weapon again. This is to distinguish twohanded weapons from dual wielding.
    It is now more clear and consistently shown why and when you cannot use an item
    The “rest” option in the main menu is greyed out if you can’t rest for any reason [anon]
    In addition to ‘y’ and escape, the key ‘w’ now also work in place of ‘z’ for those with AZERTY keyboards. [hedoNNN]
    Monster spells now have a nicer visual effect.
    Clarified some NPC messages [stone dog]
    Monsters with area effects now say “area” instead of “all”.
    Renamed a few items for consistency and clarity: [zennaris, gza]
        “vision” now always alters your vision attribute.
        “perception” gives see invisible or other unnatural benefits.
        “seeing” is not used in naming anymore.
    Adjusted some alignments in item comparison. [vedvid]
    Misc. small interface tweaks.
    Better headers in character sheet.
    Reworded confirmation prompt when walking over a known trap. [hedoNNN]
    You now always get prompted before coating [Patrick, Roneitis]

Options

    Removed the QWERTY/QWERTZ option: ‘z’,’y’ or ‘w’ are always supported and linked to the same function.

Tutorial

    New tutorial for what’s new in v2.1
    What’s new in v2.0 now has a goblin behind an arrowslit instead of behind glass. [stone dog]

Bug fixes

    Playing the tutorial should no longer interfere with saveslots [almalam]
    Killing aliens no longer crashes the game [almalam, Brad and more]
    Hopefully fixed that monsters use their natural ability as an attack [gza, roneitis, Esran]
    You can now stack items in a container even when it’s full [gza, chronofilia]
    Monsters that can see you can now always chase you
    The game no longer crashes when pressing a number not corresponding to a container when in inventory [dale, nutifu]
    You can no longer use containers when dead… [gza]
    You can no longer equip unknown enchanted items despite not having Ep for it [gza]
    Ice bags now works as intended [Nathan]
    Rooms without a door now always have a teleporter so you can get out in case you teleported in.
    You can no longer attack yourself with a reach weapon… [david, Esran, Patrick]
    The map frame now changes colour back to normal after viewing a monster in the menu
    Typos/descriptions [gza, almalam, roneitis and others]
    Taking damage from exhaustion is no longer causing physical damage that can be absorbed by armour, cause bloodstains and other weirdness.
    You can no longer equip or unequip items that could kill you. [gza, hedoNNN]
    You can now access your inventory after dying even if you were submerged. [gza]
    Goblin masters now have “closed melee” instead of “open melee” as they should. [roneitis]
    The effect of a newly grinded weapon now immediately takes effect [gza]
    Sometimes a monster spell wouldn’t have an effect when targeting the player, fixed now
    Some fixes that may prevent potential bugs
    Oiling a weapon no longer garbles the equipment display [david and others]
    Wand of panic is now “once per day” as it should.
    Recharging rods now recharges all rods as they should and give a correct message [zennaris]
    Moneybags can no longer cause the game to crash [Peter]

Balance

    There are no more twisty stairs after level 10.
    There’s now a guarantee that you don’t have to step on dangerous terrain to reach the stairs!! (see post)
    Since turning a valve now almost is exclusively positive, it costs Ep to use them.
    Golden doors no longer let sound out (and consequently don’t activate combat mode when being close to one) [Patrick]
    Lowered risk of pickaxes breaking (both normal and rusty ones) [gza]
    All worms now nibble instead of biting (not only white ones)
    Moved frost beetles one level deeper [gza]
    Mummy wrapping is more expensive to equip.
    Buffed golden crown a bit
    Full helmet now only reduces vision by one square
    It is now possible to kill bubbles [gza]
    octopuses now sleep
Brian Emre Jeffears
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getter77

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Re: The Ground Gives Way (now at Release v2.2!)
« Reply #9 on: May 03, 2017, 04:16:21 PM »
v2.2!  8)

Quote
This is a big release with many changes.

The biggest changes are:

    The dungeon is now divided into themed sections
    There’s an optional mid-game milestone.
    Combat mechanics have been greatly simplified
    Speed has been reworked
    Magic has been reworked
    Improved user interface
    Visible traps

Credits

Thank you very much gza, HedoNNN and Roneitis for helping me out with testing this release and for your detailed and continuous feedback, you really help shaping the game! Also thank you to reddish kangaroo for inspiration for some new items and mechanics. Finally, thank you to everyone who have submitted bug reports or feature requests.

As usual, saves are not compatible with previous versions. I recommend that you play the “what’s new” tutorial for this release and to consult the reference document if you encounter any new effects.

I hope you enjoy v2.2!


Quote
Content
    the dungeon is divided into themed sections
    there’s an optional mid-game milestone
    several new wands and other items
    Monster rework (mostly because of dungeon theme changes)
        lava bubbles don’t make noise
        some monster have auras that affect you when you are close to them
        fungus monsters are now represented with ‘F’ instead of ‘f’
        animals no longer resist cold by default
        wasps are extremely nerfed and moved to level 5. The old extremely dangerous ones have been replaced by another…
        moved some monsters up and down in level to better fit their dungeon branch
        new monster category: mechanical iron animals
        7 new monsters, some with new drops
        renamed weak goblin to goblin apprentice
        more monsters now have the berserk ability
        temporarily removed the following monsters because of theme (may return in some form in future versions)
            dire wolf, red snake, battlecrab, assassin, giant, rock giant, vampire
        The following monsters have been reworked into something else: battlecrab, spiked turtle, most fungi
        The following drops have been reworked into something else: snake eggs, black pearls, snow goblins drop
        new AI type: cowardly monsters that flee as long as their hp is lower than yours
    new dungeon features
    benches are replaced with water barrels
    the price and effects of honey has been changed
    wand of knockout renamed to wand of pain to not confuse the effects from rod of knockout [roneitis]
    container features may now contain other feature containers (e.g., a chest may contain a jewellerybox)
    The artifact no longer have an ability
    The final level is now designed instead of randomly generated

Gameplay
    speed rework
        speed now has 5 levels instead of 20.
        speed is now a status (very slow, slow, fast, very fast) instead of an attribute
        No item can change speed by more than one level
        Poison/confusion effects are slower and damaging terrain is less dangerous
    trap rework
        adjacent traps are now always revealed if you are in exploring mode
        The “detect traps” effect is now “disarm traps”
        some items have been renamed, removed or reworked because of this
    combat rework
        melee, block and missile are now plain percentages for chance to hit/block
        missiles can be blocked by the block attribute
        counter attack triggers only on a missed attack, not on a blocked one
        missile combat have a maximum range determined by launcher and ammo
        chance to hit with missiles no longer depend on distance from target
        “reach” is no longer a status effect but a property of the weapon
        surprise attacks no longer give a melee bonus but prevents blocking and magic resistance completely
        accuracy of >100% gives an extra attack with the same chance of the excess over 100%. For example a melee attribute of 120% gives one 100% and one 20% attack.
        you can now always make an melee attack by using the 0-key (even against unconscious monsters)
        Some monsters have auras that affect you when you are close to them
    magic rework
        wands now have to be identified before use
        all wands have a maximum range
        new “magic school”: conjurations. New wands that can create items.
        new name scheme for wands: no more “wand of” prefix, spellnames
        new wands that don’t consume mp, but requires that you have mp
    disease now prevents hp-regen instead of gradually weakening you [reddish kangaroo]
    Attacking unconscious monsters gives the status “aggravating” which causes extra monsters to appear
    elemental resistance rework
        minimum resist bonus is 25% for rFire, rCold, and 50% for fElec, rAcid. This applies to both monsters and items.
        rat tails, ice crystals, magma stones don’t do damage anymore
        they give higher resists but temporary instead of permanent
        amulets of resistances reworked and renamed
        removed some elemental ring resist upgrades
        heavy armour no longer give elemental resistances
        renamed “vulnerable” to “weak”
        twisted staff is gone
    stairs are again on floor instead of in walls and needs to be activated
    activate features (e.g., stairs/fountains) with ‘a’ or from the menu instead of space
    lava and campfires now emit light
    Trainers no longer train speed, and noise is no longer more expensive to train after the first point
    less randomness during rest: fountains don’t randomly refill, planting is more reliable
    standing in slime now gives ctx slimy
    you can now use inventory containers even in combat
    strawberries are now one use, guaranteed to give nutrition and cannot spawn or disappear during rest

Removed content
    the “darkness” feature is gone. Wasn’t interesting and didn’t work properly anyway.
    wand of panic is gone
    removed ring of speed (amulet still exist)
    temporarily removed long arms mutation (may return in later versions)
    temporarily removed wand of teleport weapon, and reaching enchantment (may return in later versions)
    there are no more “wooden levels”
    hot rocks can no longer be upgraded
    removed “of summoning” curse (it was kind of gamebreaking)

Interface
    0-attributes are darkened in the attributes panel (can be disabled in an option)
    only non-zero attributes are shown when examining yourself or a monster
    a better prompt system that uses a menu instead of pressing a key
    item and monster descriptions are now in the message window, the description subwindow is gone
    message alerts are clearer
    all stairs are now notable in the map menu
    you are now prompted before opening a treasure room door
    some more “unseen” colours to choose from in the options
    changed depressions from a grey ‘v’ to a purple ‘8’ (‘v’ is reserved for monsters)
    player character window slightly alter to be in line with combat rework

Bugfixes
    autorun now stops if anything dangerous happens [roneitis]
    the game no longer crashes when pressing a number not corresponding to a wand (again…) [Gabor, ArcaneRoboBrain]
    fixed long standing bug (since release #1!) where actors sometimes would act out of order [savagehill]
    fixed message spam when diseased and immune to disease (for real this time)
    enchanting multiple very cheap or very expensive items are no longer getting unintentional discounts [roneitis]
    broken portals are no longer notable
    this time… THIS time I really hope the “monsters using natural ability on you” bug is fixed
    monster spawn during rest is based on maxlevel rather than current level (long standing exploitable bug)
    offhand attacks no longer work if the opponent has been knocked back out of reach (not sure if this bug was present in 2.1.3)
    unequipping offhand when wearing 2h-weapons don’t crash the game (not sure it was there in 2.1.3 though)
    You can no longer sell containers containing unknown items [roneitis]
    Autorun no longer stops when passing a light source [roneitis]
    Tools are no longer displayed in purple when you are confused [roneitis]
    Trying to stow an item in a full container when the inventory is overfull no longer make the item disappear [almalam]
    Language fixes in the tutorial [ponycarnival]

Balance
    predator has been nerfed
    buffed undead bane enchantment [gza]
    bubbles are now frail instead of immune to non-lethal damage, lava bubbles are vulnerable to cold [gza, roneitis]
    cloth hood now only gives noise bonus, headband only archery
    silver chests can now be trapped, but they can never be empty
    hidden treasure rooms have less monsters [Qwert225]
    adjusted mage boosts and prices
    treasure vaults now contain fewer but more dangerous monsters
    nerfed will ‘o wisp
    several small fixes and adjustments
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: The Ground Gives Way (now at Release v2.3!)
« Reply #10 on: October 23, 2017, 11:42:17 AM »
v2.3!  8)

Quote
I am very happy to annonuce that v2.3 is now out! It has one of the longest changelogs so far even though the changes are less fundamental than those in v2.2 were. The main changes are: Interesting merchants, Predictable armour and resistance, Poison rework, Attacks of Opportunity and more interesting Monster Behaviour.

You can learn about the new mechanics by playing the “what’s new in v2.3”-tutorial, and check the effect reference document for any new effects you encounter in the game.

I would like to thank (in no special order) the following people for giving me feedback on the v2.3 beta and helping me polish the release! Thank you very much Roneitis, HedoNNN and Evren. Also thank you everyone who have given feedback since last release (credits are in the changelog), and finally, thank you to everyone who is playing!


Content (items, monsters etc)
    new features, monsters, items, rooms and spells…
        some of which are credit to: [qwert223, reddish_kangaroo]
    a whole class of monsters in the lab didn’t show up due to a bug. They were intended to be in v2.2…
    all “bad” potions for coating are renamed to “poisons”
    there’s a new common plant that restores mp. Should make mages more viable.
    food
        milk is now a consumable instead of a potion. It is more expensive and It can spoil.
        You no longer vomit from rotten food in your inventory (just annoying to have to remember to drop rotten stuff before resting)
        rotten/spoiled food keep their positive effects, but negative ones are added
        aged ale don’t lose its bad properties, only adds positive ones
        nutrition for monsters makes them calm and temporarily neutral
    diseased animals are now… diseased (as they should)
    rod of sleep is now a rod of deep sleep [reddish_kangaroo]
    “ritual of accuracy” is renamed to “accuracy ritual”
    the death sword now give you nausea instead of disease (didn’t quite work with the new disease mechanics)[gabor]
    added a pillars as a possible type of decoration in the castle
    ironstaves can rust [almalam]
    lamplights are more likely to appear in grassy areas
    some minor changes to the lab
    apples can no longer be frozen
    Slightly further differentiated underground layouts from later sections
    battlespear can no longer be upgraded to lightspear (lightspear is obtained in another way)

Gameplay/mechanics
    merchant rework
        merchants give different prices
        merchants are more diverse in what they trade
        some merchants only sell or only buy items
        merchants have gold, when they run out of gold they cannot buy items from you
        you can now pickpocket a merchant! The chance is based on avoid traps.
        nicer interface
        merchants add bought items to their inventory, when they have full inventory they cannot buy items from you
    the disarm traps attribute has changed name to “disarm/steal”
    non-living monsters are now unaffected by coat on weapons (reason: coats are always poisons)
    monsters may now speak to you.
    some humanoids and animals may initially be neutral and won’t attack.
    some monsters may be generated with temporary effects depending on context.
    some monsters will now pick up items from the floor, killing them makes them drop it again
    animals will eat food they can eat on the ground (depending on if they are carnivores, herbivores or omnivores), nutrition will calm them.
    a character moving away from an adjacent oppoenent elicits an automatic attack of opportunity from opponents.
        this attack counts as a turn for the opponent
        there is a new option to turn off prompts for warning you about this
    acid no longer destroys equipment, instead it drains your armour as temporary effect
    poison rework
        Poison acts faster.
        Poison subsides as you take damage.
        Many sources of poison are stronger.
        Resistance and weakness is more intuitive.
    rust traps can now be used to immobilize monsters made of iron [Roneitis].
    reworked armour, resistance and weakness
        Armour and resistance gives guarantee on reduced damage.
        The amount of absorbed damage is much less random.
    monsters in hearing range will now wake up when you enter a level.
        this solves the case in which surprise attacks didn’t work [Roneitis].
    items found in containers now immediately smell of human.
    spells that are only bad can no longer be used on yourself.
    no attribute can be lower than zero now.
    grilling an item when your pack is full will no longer give the unhelpful message “but it is lost in the flames”, instead it will put the grilled item on the floor under you.
    mutations no longer destroy equipment, instead they are unequipped [anon, YakultBingeDrinker].
    you can no longer use rods or potions of restoring if it would kill you from losing temporary hitpoints [Mekire, almalam].
    you can no longer rest when diseased if it would kill you [almalam].
    you can no longer upgrade cursed items.

Interface
    the side display now shows monster in purple if they are unconscious.
    you now get a much quicker and clearer alert when you get a prompt [january-].
    blood is now light red (instead of dark) so that it is visible in the underground section.
    changed glyph for spiderwebs to make them not look like walls.
    changed skull character from ‘%’ to ‘*’.

Bug Fixes
    the high use of the CPU when entering menus on some systems is hopefully gone now [ionfrigate].
    the game can no longer crash when resting after opening the crystal gate [Cadex].
    in certain special cases you didn’t get a prompt before attempting to disarming a trap, this has been fixed [Mekire].
    the “monster dist” option is now saved correctly [Cadex].
    removed some fluorescent fungi that did appear where they shouldn’t
    weapons with negative distance modifiers are now displayed in the stats window.
    fix crash after gory death [N S], also: gory deaths are now gorier.
    disenchanting equipment now immediately updates effects
    surprise attacks should now work properly [cadex, Roneitis, gabor].
    no more weird symbols showing in the sidebar for monsters with long names.
    accuracy ritual wand no longer overflow inventory display [hedoNNN, Gabor].
    counter attack now activates when blocking an incoming attack, not when the attack missed [almalam].
        To make the block attribute synnergize with counter attack
    you can no longer see/shoot through wall maps [almalam]
    changing colour theme in the options no longer changes the zero-attributes option
    cold damage don’t give you the “you feel yourself slow down” message when you are already “very slow”
    failing to use a tool does not give you the penalty of using it [Oscar].
    you are fatigued after using a tool, not before
    the game no longer crashes after winning [Reddish kangaroo, Mekire]
    filling an empty bottle now always give the right content [hedoNNN]
    removed reference to speed as an attribute in the tutorial [malkron]
    you can now see invisible monsters if you detect them
    statistics regarding item and monster numbers shown when winning are now correct [mekire]
    timestamps on saves are now displayed again [gabor]
    changed buggy behaviour for fleeing monsters
    auras didn’t work properly in the diagonals, they should now
    the price of disenchanting an item is no longer displayed in grey (not entirely sure this bug was present in v2.2.1)
    armour guards can no longer randomly appear in the castle
    triggering a trap in combat mode no longer asks if you want to disarm it (since you can’t)
    the masterwork rapier does not give more mp penality
    aiming and accuracy enchantments on launchers are no longer equal [gabor]
    flaming bats no longer drop meat [Mekire]
    rod of knockout now works as expected for frail or immune monsters [gabor]
    luminescent fungi no longer appears in armouries
    triggering a pit trap with an object on now destroys the object instead of letting it hang in the air
    various small fixes and alterations to descriptions
    Chaos now counts as a dangerous effects for prompting/aggravating purposes [Roneitis]
    the full version number is now displayed on character sheets
    fermented apple in moneybag no longer crashes the game [Mekire]
    the dungeon tutorial now makes more sense [ziik_bg]
    typo when attempting to use twisty stairs [cerealjynx]
    summoners no longer have a drop
    you can no longer detect carpets when you detect humandoids
    long wand names no longer cause problems in the sidebar
    barbarians no longer have mp

Balance
    worms now have normal speed instead of being slow [gabor]
    the secret lab now has a little less items and a little more monsters, while the underground has a little more items
    amulet of deflection/defence now gives 20% block instead of 10% [Roneitis]
    fix gold exploits [Gabor, monstersaur_jr, gza]:
        the spell “conjure gold” is gone since it was exploitable
        amulet of charisma and book of sales are also removed
        “amulet of charmisma” and “book of sales” are removed
        you can now only steal once from each monster
    the number of rocks found in the dungeon have been roughly halved
    seeds are now uncommon instead of rare [Mekire]
    equipment that grants Mp now costs even more Ep to equip
    there’s a little less loot at the castle
    conjure flame sword is now rare, more expensive and one-use
        (it was way too common to get dual wielding flame sword before)
    stone doors no longer cost 1 Ep to open [Mekire]
    large rocks now deals 5 damage instead of 3 [Gabor]
    all maces now make 1 more damage [Roneitis, YakultBingeDrinker]
    slime rooms usually contains a a bit fewer slimes.
    Small buff to accuracy ritual [Roneitis]
    rapiers are more accurate [Roneitis]
    “sense surroundings” costs 5 Mp instead of 3.
    some weapons (such as the flaming sword) can no longer be coated
    altered vision properties of bats
    ice shields block 20% as they should (was 10%)
    adjusted some prices (battle potion, invisibility potion, death sword)
    buffed lightning flail
    the cutpurse have one more hp (and has a new ability)
    a little nerf to ring of berserk
    altered enchantment rarities
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: The Ground Gives Way (now at Release v2.4!)
« Reply #11 on: March 08, 2018, 07:48:42 PM »
v2.4!  8)
Quote
The biggest changes are:

    Rest Preview
    Equipment spells
    Multi-coloured messages
    New area effects
    Adrenaline, cure slime, rune magic and memory map


For those who played before I recommend the “what’s new in v2.4” tutorial.

I want to give special thanks to the following players who have provided me with very useful and important feedback during the test phase: evren, Rhoefr, Peter, hedoNNN, Roneitis, cheapmiami, jiyvajelly. Also thank you to everyone who have given feedback on v2.3 as well, your input really helps me develop the game!

Have fun and thank you for playing!


Content

    lots of new enchantments
    lots of changes to existing items
    some new items
    new spells:
        new spell type: area of effect
        new spell type: rune magic
    two new monsters
    acid bolt reworked to acid splash
    adjusted rarity of poison bolt
    the process on how to select random enchantments have changed. Not necessarily noticable.
    empty container flavour: rather than “empty” you usually find something useless.
    “scroll of disarming” renamed to “scroll of thievery” since it helps with stealing as well
    weapons of shimmering are now cursed
    significant buff to the death sword [jiyvajelly]
    weapons of wonder are renamed to weapons of chaos
    death’s hand now has range 1
    “of sedating” is renamed to “of subduing”
    some enchantments now have both benefits and drawbacks
    dragon mails are now “very rare” instead of rare. But they are now much better…
    acid blobs changed attack
    new NPC type (assassin)
    no more teleporters in the dungeon, they belong in the lab
    shimmering slimes and snakes are gone for techinical reasons (may return)

Interface

    messages can now be multi-coloured
    additional map mode: memory (this allows you to see remembered items and monsters) [hedoNNN]
    more info is displayed in the item descriptions, such as if it is upgradable, cookable, droppable etc
    picking up items now shows an animation
    improved spacing of object display sidebar
    traps are shown with red background instead of a blinking 6. This makes them easier and earlier to see.
    clarify “seen by infravsion” (instead of just “infravision) when you see a monster because of infravision
    repeated messages are now reapeated instead of showing x2 x3 etc (may be back in later versions)
    in character sheet: container content are now listed below the inventory
    lightning beetles are now light blue and blinking instead of yellow. beware: the yellow ‘i’ is something else now!
    changed some descriptions
    identifying a wand now gives a better message
    renamed ‘wands’ to ‘spells’ in discover menu

Gameplay/mechanics

    monster spawns:
        when resting one monster spawns on a random visited level
        after reaching the dungeon this increases to two, and to three after reaching the lab
        no more spawns outside the native dungeon section (except in vaults)
        this change implies that you’ll meet more monsters when you backtrack
    area effects are now limited in range, centered around the caster, fully visible and called “burst”
    things are now automatically picked up if they can stack in your inventory
    you get a preview of what will happen when you rest before you commit to resting
    blunt weapons (and some others) can no longer be coated.
        The idea is that the poison from the coat must go into the blood.
        In addition, it could be argued that there is not enough of it to cover a blunt weapon.
    some equipment now enables you to cast spells
    picking up an item in the presense of sleeping monsters recovers Ep (adrenaline)
    untouched items on the floor no longer randomly moves around during rest [hedoNNN]
    Iceblocks:
        you need a melee weapon with at least 2 damage or 1 fire damage or a torch to open them
        they no longer give you cold damage
        they can contain more interesting things than before
    Slimy status:
        moving over deep water now cures it [hedoNNN, Mekire]
        it now has (almost) no effect if you are also flying
    NPC changes:
        trainers have been divided into three different NPCs that trains specific attributes and skills
        healers:
        can now restore most damaged attributes
        cure poison price scales with degree of poison
        adjusted their prices
        they can now restore energy and cure nausea
    mage NPCs can restore max mp
    NPC mages “restore mp” service is disabled if the player already have full mp

infravision slightly more complex: it can see living monsters unless cold-based, and all fire-based monsters, living or not.
Bugfixes

    mutating hands now correctly unequips the offhand [roneitis]
    surprise attacks with wands now *really* works properly [roneitis]
    fixed buggy auras (could sometimes go through walls)
    item comparison is now hidden for incompatible missile weapons (you can no longer compare a bow to a rock etc) [roneitis]
    the “restore” effect no longer remove exhaustion [reddish_kangaroo]
    zap guns no longer have a super weird animation
    being knocked back diagonally no longer knocks double distance, also improved direction determination slighly hopefully resulting in fewer surprises
    items on pit traps now disappear correctly [hedoNNN]
    fix overflow with long item names in inventory [hedoNNN]
    curing effect is no longer a “tmp” effect and you won’t get lingering “cured” status and associated bugs
    volcanic rocks now don’t give tmp penalties to rFire [roneitis]
    potential bug where the position of monster drops where not controlled
    you don’t stop running when a neutral monster is visible
    language fixes [Noah, hedoNNN]
    scouts no longer have 1 mp
    The “on Equip” line missed a ‘*’ at the end
    zapguns can no longer be coated
    Grilled meat description no longer identical to raw meat [roneitis]
    the “boosted/drained attribute” in the short displays for monsters now shows vision as well, but no longer speed
    bubbles no longer attack you when you’re dead
    NPCs don’t offer discount for upgrading fist wraps when dual wielding [almalam]
    coating gloves now correctly display melee attack in z-screen
    pluralisation when equipping ammo is correct (not sure this was present in v2.3)
    fix food going bad before money bag effects
    Tutorial now has fungi instead of braziers as intended

Balance

    wooden chests are less likely to be empty
    most sources of acid and elec has increased (both for player and monsters)
        motivation: these are rare elements and should be scary
    removed scientists “shocking touch” as it became to similar to his normal melee attack
    rebalanced number of monsters and items in the different dungeon sections
    nerfed poison elemental slightly
    empty bottles are now common instead of uncommon (for being tools that is)
    the average number of NPCs available at the castle is very slightly incrased [almalam]
    the yellow fungus is now native of around underground 4 instead of 1.
    goblin mages are now vulnerable to electricity
    more diverse monster distribution in stone and golden vaults
    acid elixir is cheaper and does not give tmp weakness to acid
    bonemeal is slightly better and more expensive
    daggers are less accurate to not make them strictly better than knives
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: The Ground Gives Way (now at Release v2.5!)
« Reply #12 on: March 27, 2019, 11:44:54 PM »
v2.5

Quote
I’m happy to announce that TGGW v2.5 is now officially released! It probably has the longest changelog so far!

I suggest you start by playing the “new in v2.5” tutorials to familiarise yourself with the changes.

I would like to extend my deepest thanks to the following people for the incredible feedback I’ve got during the testing period! In no particular order, thank you: bob, hedoNNN, almalam, evren, gza, muxog, chexwarrior, jiyvajelly, Roneitis, waymaking, Martin_pl, Rhoefr, cheapmiami, saltwaterterrapin, Denis D and Kyzrati. Thank you so much for your suggestions, ideas and bug reports. It really made a difference from how v2.5 looked a month ago!

Of course I’m also grateful to all of you who have made suggestions and bug reports earlier, for v2.4. You all help making the game better, so thank you very much!

For those who tried the testing period, the changelog for the individual updates are shown below (because a lot of these are not included in the final changelog, as they are not changes compared to v2.4.2). There were quite a lot of changes between the official release and the devE version, which you can see detailed below:

Content

    New effects
        Bleeding. Makes you unable to heal (the heal effect does nothing).
        Overburdened (see post)
        Surprise damage. Damage that only affects living unaware monsters.
        Martial Combo. see post.
        Shield pummel (automatic counter on melee miss that pushes the opponent away)
        the chaos effect can now do even more different things
        the summoning effect now works by category instead of level
        the slime effect now prevents equipping/unequipping instead of destroying items
    Monsters
        the “summoner” monster has been replaced by two more interesting specific summoners
        reworked names and properties of some late game elementals
        new monster: teleport eye [almalam]
        dogs renamed to “wild dogs”
        fungus monsters are back!
        cutpurses have been getting a cutlass
        lava bubbles no longer appear underground, since there is no lava there
        queen ant can now summon ants
        iron crabs can no longer swim
        butterflies are now renamed to poisonflies
        goblin archers buffed and are found in the dungeon
        new goblin guard friend: goblin rock thrower
        Some monsters now use thief weapons, the floating dagger is now in particular much more dangerous!
        flaming bolts are replaced by freezing bolts to distinguish them from lava bubbles
        priests are now more cowardly
        animated hands and claws no longer fly
        water elementals are now vulnerable to ice instead of resistant [savagehill]
    Dungeon
        the lab has more varying content
        fluorescent fungi have a new glyph and are a floor feature
        the underground have large rocks and more cave levels
        there are slighly more items on the average in the dungeon section
        barrels and crates are now more often aligned against the walls
        floating eyes of all kinds are now strictly a dungeon monster
        portculises are now called “iron gate”. It makes it clearer that you can shoot/fire/see through it
        mud and slime reduces martial combo
    Items
        new item category: meditations.
        new item category: trash. Trash is completely useless items that are destroyed when found.
        Autorun now stops before getting close to items [almalam]
        maces have been reworked. Their stats have changed and they now reduce melee instead of block.
        modified queen plate and its upgrade to reflect changes to insects
        whips, bow/arrows and daggers are now thief weapons
        whips are longer, deal real damage, and adds surprise damage
        fists and quarterstaves are now martial arts weapons
        longbows are now an upgrade of light bows
        Ammo enchantments are now always known and can’t be cursed.
        Scimitar replaced by cutlass (/w upgrades)
        spiked collars now hurt to equip
        bone arrows now do more damage instead of higher accuracy
        changed some rings
        slightly adjusted distribution of items: A little bit less consumables a little bit more equipment (but probably not noticable).
        bucklers let you shield pummel
        lots of items have been renamed, got altered descriptions and slight alterations
        counter attack is renamed to “riposte”. Rapiers have this ability instead of daggers. Rapiers no longer reduce melee on hit
        “of shimmering” weapons no longer confuses you and are no longer cursed (which also fixes a bug)[lici]
        the “inflict pain” spell is replaced by “mind blast”
        the “snakes” mutation now gives -10mp instead of confusion
        the “strong wind” and “glow” spells are now only available by disassembling a trap
        Removed items:
            amulet of escape (too swap-y)
            wooden sticks (never liked them)
            knife (a boring and kind of useless weapon)
            shockwood staff (didn’t fit with new martial)
            black gloves /w upgrade: too strange and tedious to use
            scroll of thievery (thievery is now strictly derived)
            oil. (Too situational, not fitting with coating mechanics) [Not Charles, almalam]
            removed “of confusion curse” (interacting badly /w conf immunity)

Gameplay

    Options
        Autorun with space is now off by default
    monsters can do burst attacks against the player even if they can’t see him
    Slime monsters can now destroy items by picking them up
    Monsters no longer talk about items that you have picked up.
    Updated inventory system (see post)
    Adrenaline works by opening containers instead of picking up items

    Changes to aliens
        Aliens now appear as soon as you leave a level
        Aliens can now reach items even if you stand on them
    Food will no longer rot when on the map
    Bursts are now only blocked by features that block both vision and movement
    NPCs
        NPCs have been completely reworked
        sages are gone
        upgraders now only upgrade one item at a time unless it is ammo
    conjure fireballs can now be cast with a sling equipped
    Ep restoring is now always 10 instead of based on food.
    rods now have to be identified before use
    doors no longer squeek (and wake all monsters). This was an old feature designed to nerf stealth that was OP at the time.
    melee and block are no longer restricted to 10% intervals.
    it is no longer safe to loot chests in the castle (but still possible)
    thievery is now a purely derived attribute strictly determined by vision and noise
    you don’t see the exact appearance of items until you are standing next to them
    items gets your scent after you see then, i.e., when you’re next to them
    some weapons are now categorized as “thief” weapons and uses the theivery attribute to resolve attacks
    inanimate monsters always have 200% rPoison (so that even tmp/ctx weakness would not have poison affecting them)
    long grass and poison ivy no longer obscures vision
    the secret lab has been slightly renamed
    monster’s AI when fleeing is slightly better (less hanging around doors, less likely to linger around you)
    pushing unconscious monsters no longer cost Ep. However, there’s a risk that they wake up and get an AoO on you. [shadowed sun]
    you can no longer accidently trigger a trap when setting it
    campfires
        can no longer go out if you have nothing to grill – The fire has a chance to go out after you’ve grilled an item
        go out much more frequently (to prevent excessive backtracking)
    Traps
        floor traps and door traps no longer appear in the underground section
        the “mechanical sounds” event can no longer happen underground
        many traps can now be disassembled to obtain items [savagehill]
    silver leafs now upgrades to gold leafs instead of restoring potions
    diseased monsters now flees earlier. Diseased animals flee under 75% health and diseased humanoids at 50% [roneitis]
    cruel acts only counts if you can see the victim
    using grindstones now cost 2 Ep per item and the item will never break
    when a monster talks about an item or a monster it counts as “discovered”

Interface

    Interface options
        new option: immersion mode
        option added to 0-attributes: hide completely [hedoNNN], removed light blue option
        new colour themes [jiyvajelly]
    Message buffer [kyzrati, martin_pl]
        log messages are now (finally…) saved in the savefile
        the game now saves the last 250 messages instead of the last 100
        the fade out messages option is now working (and looks slightly different)
    Apperances
        trash piles are now yellow to distinguish them from rock piles [muxog]
        the artifact changed colour
        Treestumps now uses the symbol ‘8’ for visibility
        nightleaves as items now have the symbol ‘%’ for consistency [hedoNNN]
        armour guards are now brown
        gloves now uses the glyph ‘]’ since it was hard to distinguish from fungus and grass
        barrels are now represented by ‘o’, bubbles and bolts by ‘x’
        neutral monsters with bright colours are now visible instead of being a blob [confusingDalek]
    Communication with player
        selecting incompatible ammo/launcher now directly shows base stats instead of the “incompatible with current”-message
        theievery (former disarm/steal) has been reworked into a non-percent attribute. It still uses percent in all cases, but is displayed as a plain number.
        On hit information of weapons is now always visible [hedoNNN]
        Identify effect now has better message and name [gza]
        the formula for derived attributes (thievery/avoid spells) is shown on the character screen
        View items category clarified (view meditations & spells)
        there’s now a prompt before opening stuck doors [lici], it also shows that it costs 4 Ep to open
        wielding a thief weapon will hide the missile/melee attribute if no longer relevant (and you have the option on to hide attributes)
        you now (finally!) get a message when a tmp-effect is applied to you or a monster from a spell or attack
        the comparison window now does a better job of comparing both stats, effects and derived attributes
        rElec and rAcid are now displayed in the status window instead of the attributes window (because they are rare and in fewer steps)
        there’s now a * after unidentified items in the inventory
        Turning a valve will now prompt and display ep cost [gza]
        changed message when trying to steal multiple times from the same monster [konstantin]
        monsters that have 0% magic avoidance now have a small indicator that it is because they are asleep
        resting no longer shows “you need to eat before resting” since it is already displayed in the preview
    Quality of Life
        you can now target monsters directly with burst spells if they would be hit by the burst
        You can press ‘v’ as shortcut to access map view.
        you can now preview a burst-spell by pressing ‘x’ in the inventory [waymaking]
        you can now press ‘v’ to access the map view quickly (highly useful in immersion mode).
        you can now see where items are found in “view discovered items“
        pressing ‘x’ won’t target neutral or unconscious monsters by default (you have to choose them manually) [ionfrigate]
        autorunning is now slightly slower so you can see what happens when you run
        some animations (particularly boomerangs and some monster missiles) are coooler!
        you are now prompted to confirm before making a cruel attack of any kind
    rest preview
        will now warn when any coat disappears even if it is in the inventory or if they are gloves
        now warns you if you can identify things before resting
    item flavours are gone
    “steal/disarm” is renamed to “thievery” and visible in the attributes window
    more messages-log messages are now multicoloured
    more flavour messages for “empty” containers
    noise from monsters now indicates with a white ‘!’

Bugfixes

    opening a trapped chest or door that you may not have discovered because of combat now correctly prompts you
    bursts were based on line of sight rather than blocking. [savagehill, lici]
    valves to drain water are back, they were gone to a bug I don’t know how many versions ago…
    the message “your rotten apples may go bad” is now more appropriatly stated (not sure if in v2.4)
    Pit traps no longer lead to crashes/duplicated items later on [almalam]
    monsters now correctly interact with traps if falling from the sky [martin_pl]
    bone bats are no longer faster than normal ones
    sometimes you weirdly were brought back to the map when doing something in the inventory until you pressed a key. This is fixed.
    don’t show “{stack}” at merchants for single items
    grammar/language [savagehill, lici]
    You can no longer teleport outside of the castle [almalam]
    you can now close doors on mysterious veins as well [martin pl, björn]
    you no longer discover traps activated by unseen monsters
    some scrolling of monster’s with a lot of abilities were bugged and have been fixed
    fixed strange bug where some food pieces could be lost/added when going bad
    fixed AoO inconsistency bug (probably) [savagehill, roneitis]
    you can no longer upgrade an enchanted item to a non-enchantable item.
    frostflies are now flying… as they should
    Fixed pluralisation of spoiled milk
    No more signs in treasure rooms that block the way [almalam]
    You can no longer upgrade an enchanted item to an unenchantable upgrade [Rhoefr]
    removed slight graphical artifact when getting adrenaline
    You can no longer see cold-based monsters with infravision
    stone doors can no longer open/close when you rest
    Reading a skill book will take effect immediately rather than after one turn [gza]
    Long standing bug: food can not change twice when resting (food could previously thaw and rot on the same rest).
    Fix crash when making a character sheet with many statuses [Rhoefr]
    Reporting of value of inventory when winning now accounts for items in containers
    you cannot get the message “you freeze/burn to death” more than once
    monsters now wake up after the “you hear a loud sound” message, not before
    the reason you cannot unequip items after death is now being displayed correctly
    monsters can no longer talking about missing objects they are carrying
    Bugs relating to bags/containers in your inventory:
        wands in containers are now shown in your spell-list in the sidebar
        objects in containers are now discovered when you browse the container
        objects in containers are no longer safe from fire
        objects in containers are now selectable at campfires and grindstones
        you can now upgrade items that are stowed in bags/containers
        weird interaction of not being able to eat food in a bag when nauseus and starving probably fixed [lici]
    the reason you cannot use unbought items is now displayed correctly
    you can no longer conjure things in your offhand slot if you are wielding a twohanded weapon
    items destroyed to grindstones in containers no longer causes bugs (since they can’t be destroyed anymore)
    healers in special lab-rooms no longer crash the game
    fixed some text truncation errors
    fixed a bug that let monsters act after saving a game, which, if it would kill you, would save the game again.
    rest preview showed recovery of attributes wrongly. No one seem to have noticed…
    sometimes you would get strange messages about food that you don’t have going bad (if stoved in a container you don’t have)
    starting to autorun when you can’t will make you wait instead. This means you can now wait a turn when bubbles are around even if you have space-autorun enabled.
    Spoilers about the end of the game in the following bugfixes!
        stairs from surface back to underground are now the correct type
        the light is now fixed on the surface (long standing bug)
        dropping the artifact now works as intended again

Balance

    medium and heavy armour and shields penalizes martial arts, but as a compensation gains hp-bonuses
    some weaker animals (ants) and plant-based monsters are now vulnerable to poison
    prankster ghost’s confusion and teleport attacks now uses up mp [lici]
    death swords costs more Ep to equip
    crawling claws are now only found in dungeon
    rebalanced ice-rooms: less random, more thematic [roneitis, waymaking, jiyvajelly]
    teleberries have increased their maximum teleport range to 7 and their price reduced
    you can no longer be mutated in your sleep [hedoNNN, deadestbob]
    nerfed black snakes and put them deeper
    greatswords have been buffed (1 more damage)
    chaos effect electricity is stronger

    Buff magic consumables
        night leaves now restore 10mp
        night leaves now upgrade to magic boost potions
        lesser magic potions are removed
        greater magic potions are now common and renamed to “magic potion”
        magic boost potions restore 10mp as well as give tmp 5 mp
    Modified cooking prices [bob]
    Slightly nerfed dragon mails [gza, bob]
    Dungeon generation attempts to put stairs further apart in lab [gza, evren, almalam]
    Adjusted price of green and red tunics.
    amulets of resistance are rare instead of very rare
    ice and fire beetles sligthly nerfed (lower melee%), but lightning bugs are buffed!!
    masks require more ep to equip
    mysterious veins never contain 1g or 5g. [lici]
    many rods are buffed (but have to be identified)
    guardian statues can now see invisible
    enchantment prices are much more reasonable for expensive items [Rhoefr, almalam]
    adjusted price of some alchemical items [Rhoefr, yakultbingedrinker]
    quivers (the feature) now always contain arrows
    altered item distributions of wooden crates
    slightly increased average stack size of flight arrows
    pixies arrows now deal energy damage instead of real damage
    changed balance between hunters and rangers (monsters)
    armour guards are now fearless
    rune of guiding now gives a +50% to missiles
    shortswords are now more accurate
    adjusted prices on many items
    toned down number of statues in some rooms [lici]
    staves no longer make you vulnerable to fire
    silver weapons are mostly no longer less damaging, but slightly less accurate
    the shadow worm is significantly buffed with new abilities… it is also blue now
    the shadow monster has also been reworked and buffed
    longspars have been buffed
    slightly nerfed fire staff and its upgrade
    elementals now have 200% resistance to their element to compensate for possible debufs
    bags and containers found as items are now sligthly more likely to contain items
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: The Ground Gives Way (now at Release v2.5.1)
« Reply #13 on: October 16, 2019, 12:13:20 PM »
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
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: The Ground Gives Way (now at Release v2.6!)
« Reply #14 on: January 22, 2022, 12:15:58 PM »
v2.6

Quote
Almost three years after v2.5, a new version is finally out. It has quite an extensive changelog. As usual there’s a tutorial that guides you through some of these changes (called “what’s new in v2.6”). You can also check the recent blogposts for details and reasoning behind the changes.

I would like to sincerely thank everyone who have played and provided feedback on the development version (and of course on the previous stable version as well). I don’t dare to name names since I might miss someone, but thank you very much all of you who have helped, it have really helped me make v2.6 stable.

Remember to check the included reference document, or the online version if you encounter effects that you don’t know what they do.

Content

    a LOT of little tweaks, rebalancing, changes to descriptions, prices, stats, upgrades to items and monsters. Too much to list individually.
    new items and monsters
    added some monster dialogue
    new effect: “Rage”. Gain +50% melee while your hp is 4 or lower
    most bows and arrows are reworked to account for new thievery mechanics
    some equipment now provides conditional bonuses kind of like “Rage”.
    slight alteration to castle layouts, mostly due to new features
    reworked items (different name and significantly different effects):
        potion of magic boost > wizard potion
        ring of death > signet ring
        lesser heal > heal
        amulet of charity > healer’s guild amulet
        all alcholic bevarages, there are also more of them
        all shadow weapons
        amulets of deflection, protection and defence
        the scroll of starvation is rarer, and have an upside.
        scroll of blindness now have upsides
    renamed (but not significantly changed):
        lesser heal -> heal (and slightly reworked)
        map -> scroll of mapping
        electric eel -> electric worm
        platemail -> plate armour
        ringmail -> chainmail
        iron boots -> sabatons
        plate boots -> greaves
        iron cap -> steel helmet
        full helmet -> great helm
        steel helmet -> bascinet
        money monkey -> stealing monkey
        ring of throwing -> ring of aiming
        rod of turn undead -> rod of destroy undead
        tranform blood -> blood magic (also slightly buffed)
        electric eel -> electric worm
    removed: iron staff, hard boots, chainmail boots, greater heal (censer), double axe

Interface

    you can now view discovered NPCs from the main menu [ununsept]
    you can now see a list of known monsters in the memory map view
    there’s now generic information about monster properties in the description window
    the maximum ep and food are no longer shown in the attributes panel (to make room for rep)
    you now get a prompt when you’re about to talk to an NPC while being scary
    fleamen are now represented by an ‘m’ and has slightly altered description to reflect this
    animation for monster spells “blink” and “phase out” are shorter [Vectis]
    air elementals are no longer yellow, to distinguish them from light elementals
    spells with “does not consume mp” are now called “cantrips” and have a specific description [kyzrati]
    changed the message when trying to sleep in the castle from ‘it is too noisy to sleep here’ to ‘the guards won’t let you sleep here’
    reduced the flickering of the word ‘monsters’ in the sidebar (I think?) [Carlos]
    you can now wiew the details about a spell on a piece of equipment equipment from the inventory by pressing ‘x’ and then another key [ununsept, icebox]
    dead adventurers are now purple instead of white to make them stand out more
    assassins now show the effect of their coats and gives you random tips [ununsept]
    removed all warnings about unused rods when resting, since they are rarely useful.
    the game now prompts you if you equip an item that would cause your martial attack to be ineffective [del_duio, blue, runagate]
    power circles are now “notable” in the map view [ununsept]
    changed the obscure message you get when a pit trap is triggered by an unseen monster [gambler justice]
    magic attacks for monsters no longer show percentage to hit (since spell resistance is rarer)
    added a remainder of the online reference in the base tutorial [Kyzrati]
    articles are no longer shown on objects that monsters carry items [Kyzrati]

Gameplay

    reputation system/censer overhaul (see blog)
        reworked censer/meditation functionality
        removed aggravation status from the game
        reworked healer NPCs
        some new meditations/censers, some others are reworked/renamed
    reworked how thievery weapons work(see blog)
    resist magic is no longer connected to max mp, but its own (rare) effect (post)[reddish kangaroo]
    rooms behind stuck doors will now always contain something of value and are never blocking the way to stairs
    being in light no longer prevents you from sleeping
    NPCs now pay 0 gold for common, nonsilver items. This should reduce the temptation to collect common items for selling.
    NPCs does not leave the dungeon anymore [everyone]
    being full no longer prevents you from consuming stuff
    there’s now a bell in the castle that gather all known NPCs around for easier shopping [Vectis]
    monsters now regenerate their Mp (see post)
    you can now reach everything (including shimmering water) even when flying, making flying an almost entirely positive thing
    Elec damage deals double mp damage to enemies
    used/active spells are now cancelled when your mp drops below zero
    you can now immediately execute unconscious monsters (regardless of what weapon you have) without fail [ion_frigate]
    heavy headwear/helmets no longer impairs martial arts [del_duio]
    power circles are reworked: they now provide 100% rMagic while standing on them and can be activated once to restore all mp
    the restore effect will now also remove all conjured items
    neutral monsters don’t like to be pushed around anymore
    you can now put out fires manually [andrek8]
    slightly increased the chance for portals to appear in rooms with NPCs
    iron debris now lowers maxMp while standing on it
    bones are categorised as ‘special’ instead of ‘dropped’ [kyzrati]
    slime rooms never contain stairs and are always single entry rooms, they also now always contain a reward
    arena rooms always contain a challenging monster selected from a list and almost always some reward
    minor adjustments to some other room types
    some items have the property ‘frail’ which destroys the item when unequipped (mechanic stolen borrowed from DCSS)
    the flail weapon cannot be blocked by monsters
    wall maps now cost 2Ep to use, but always maps the level (never does nothing or causes confusion)
    minor changes to some NPC services and trades

Bug fixes

    you can no longer use equipment spells that cannot be used in combat when you are in combat [del_duio]
    chickens and goblin apprentices are now frail, as they were intended
    the pickaxe no longer says it can be upgraded
    you can no longer attack detected enemies through walls with your reaching weapon [blue, ununsept]
    open/closed melee bonus is no longer shown as >100% when overburdened [chpmia]
    trolls no longer have negative martial combo [lici]
    maximum number of turns to autorun is reduced to avoid long loops [gza, Blue]
    taking fatal ep damage after death can no longer give the message that you survived [Vectis]
    cursed items can no longer be upgrades [gambler justice, Blue]
    unused NPC dialogue is no longer stored in savefiles [Vectis]
    skeleton archers no longer have range 2, and now have infravision
    more consistency in (non)capitalization of effects [kyzrati]
    flame swords are no longer sharp/cruel
    fixed upgrade to spiked chain
    typos, language [green, Muppet, ununsept, Kyzrati]
    fixed thornstem upgrade [GJ]
    fixed info leak when equipping unknown items [ion_frigate, Kyzrati]

Balance

    rebalancing of common melee weapons (post)
    default damage for arrows is now 1 instead of 2
    very rare and unique monsters have their droprate increased from 25% to 50%
    the risk to get slowed from cold damage is now greatly reduced if you are already slow
    arrows are found in slighlty shorter stacks
    snowballs now deal 2 cold damage (was 3) both for player and enemies but gives +15% missile bonus.
    nerfed cattleprod and swiftblade
    the chance to retain a scroll after reading it is now a flat 15% instead of depending on max mp [gambler justice]
    scrolls of vision are now uncommon (was common) and slighly more expensive [gambler justice]
    flaming bats are now uncommon instead of common [chpmia]
    The ‘webs’ spell now costs 1 mp instead of 2
    tons of small modifications to stats, prices, descriptions to items. Too much to list the details.
    average vigilance of NPCs have been slightly lowered
    iron knuckles, spiked chain are now cruel (disliked by healer’s guild)
    turning valves no longer spawns monsters [kyzrati]
    you can now occasionally find seeds in bushes
    containers spawning monsters should no longer be OoD [ununsept]
    raised minimum price for enchanting nonammo to 250 gold (was 150 gold)
    merchants that only buys items has less money on the average, to disencourage excessive backtracking/hoarding
    all invisible ghosts are now frail instead of immune to nonlethal (so they don’t trap you when you are weaponless)
    snow goblins are now slightly cold resistant
    amulet of inertia now provides immunity to knockback as well
    censers are slightly more common on the floor
    floating bows are now stealthier, but also weak to fire
    floating skulls are now undead (as they should be) [ununsept]
    fungi no longer have tentacles (because of magic regen)
    the guardian enemies have been nerfed slightly in armour and hp
    ghouls now resists cold
    zap guns now do 2 elec damage instead of 1

Content

    some new monster drops
    1 new type of potion
    “of the monk” enchantment on gauntlets now give martial combo instead of damage/block
    “of the ninja” enchantment (used to give a small martial bonus to martial weapons) have been replaced by a much more interesting enchantment.

Interface

    Your Ep is now listed in the character sheet.

Gameplay

    All your possessions are now identified when you win the game .
    You can now choose to cover pits when moving over them [gambler_justice].

Bug fixes

    Fixed bug where some monster spells (e.g. summonings) wouldn’t trigger
    Monsters who have their melee reduced to 0% no longer hangs the game [GnollSet, Blue]
    You are no longer unable to attack the turn after you were overburdened
    You no longer try to auto-pickup activated traps if you have a stack in your inventory.
    Hopefully fixed bug where pit traps would reappear after triggered .

Balance

    Reduced average stack of snow balls for snow goblins.
    Alterations to goblin bow’s description and price.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training