Author Topic: Infra Arcana, a horror/Lovecraft roguelike (now at v22.1.0!).  (Read 314420 times)

corremn

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Re: Infra Arcana - Release 9
« Reply #105 on: November 09, 2011, 10:53:46 PM »
Are you planning something special for release 10?  Will it be a major milestone in development?  I might hold off playing until then :)
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NON

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Re: Infra Arcana - Release 9
« Reply #106 on: November 10, 2011, 07:37:18 AM »
Well for one thing you will actually be able to win the game.
Armor is finally done right (it was just a placeholder before).
You can study scrolls and learn to cast them at any time, so there's a whole new "wizard"-type of character build to pursue.
Besides that there's a bunch of smaller additions and fixes which are really nice.
« Last Edit: November 10, 2011, 08:06:37 AM by NON »
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

NON

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Infra Arcana release 10
« Reply #107 on: November 19, 2011, 05:54:34 PM »
This is by far the biggest update yet. Finally, at the tenth release, there is actually a trapezohedron that you can go down and find to win the game. :)


Download here
   

Release 10 (November 19, 2011)
*The game is winnable
*New armor system:
~Armors provide different amount of protection from different damage types (physical, fire, electricity, etc)
~Armors can be damaged, which makes it less effective
~Armors are named "Name [D%, AP]", where D=Durability, AP=Damage reduction (vs physical)
~Armor stats are shown in the character info lines
*New armor type: Asbestos suit (very good against certain damage types, bad against physical)
*New magic system:
~Scrolls (now called manuscripts) can be studied to be identified or memorized (to cast them at any time)
~Chance to identify or memorize depends on the language ability
~Casting spells from memory drains Spirit Points, it can also cause miscasts with negative effects
~The 'R'-key is used for studying texts, 'x' for casting from memory, and 'X' for casting from manuscripts
*The melee abilities are merged into one again, and vice versa for firearms (the split didn't add anything to the game)
*New abilities:
~Spirit - increases max Spirit Points
~Arcana - gives better chances to cast spells from memory without failure
~Technique (melee) - Chance to get free turn (light weapons), full damage (heavy), or random bonus (medium)
~Reloading - Chance to get a free turn when reloading firearms
*7 new monsters
*6 new potions
*"Treasure rooms" with armor and ammo, or scrolls and potions, that are usually secret.
*First aid can not be started if a monster is seen, and is automatically aborted if one appears
*Special rooms occur less often
*Less pop-up descriptions when entering special rooms (I found them extremely repetitive once you know them)
*Mi-Go electric guns cause paralysis
*Added missing messages for wielding and wearing things
*Attacking an unaware monster in melee makes it aware even if you miss
*The Incinerator's dmg description is "?" (less misleading than showing the projectile impact damage)
*Removed some stuff from the character info lines to make room for new things
*Pools no longer slows you down (it didn't work very well)
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Skeletor

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Re: Infra Arcana release 10
« Reply #108 on: November 19, 2011, 07:35:30 PM »
Wonderful news.. thank you NON!
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

getter77

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Re: Infra Arcana release 10
« Reply #109 on: November 19, 2011, 07:47:37 PM »
Fantastic and congrats!  8)
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NON

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Re: Infra Arcana release 10
« Reply #110 on: November 19, 2011, 08:05:04 PM »
Thank you. And no release is complete without discovering a nasty bug afterwards.  >:(

Version 10.1 uploaded:
http://infraarcana.wikispaces.com/Downloads
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

corremn

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Re: Infra Arcana release 10
« Reply #111 on: November 20, 2011, 10:43:02 AM »
Thank you. And no release is complete without discovering a nasty bug afterwards.  >:(

Or 2 :)

Congrats, greate progress. I have not got too far in yet, but loving what  I see.
Unfortuanately I got a crash in my first game. 

Quaffing an unknown potion that seared my intestines  :-\  This probably killed me, but I dont really know.


(I attempted to add a picture but I am getting wierd errors)
« Last Edit: November 20, 2011, 10:44:38 AM by corremn »
corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike

NON

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Re: Infra Arcana release 10
« Reply #112 on: November 20, 2011, 12:28:23 PM »
Alright, thanks for the mail you sent. I'll see if there's any problems with that particular potion.

Ok I can reproduce the bug. It crashes every time I die due to potion of scorching. I'll fix it later today.
« Last Edit: November 20, 2011, 12:32:57 PM by NON »
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

NON

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Re: Infra Arcana release 10
« Reply #113 on: November 20, 2011, 04:30:56 PM »
Ok I uploaded 10.2

I changed it so you can't go below 1 hp from drinking that potion.
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Legend

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Re: Infra Arcana release 10
« Reply #114 on: November 28, 2011, 04:30:38 AM »
Digging some of the new additions.

The ghost kinda scared me when I first encountered it. It was right next to me and I didn't know what to do because I wasn't sure if bullets or a melee weapon was going to just go right threw it and I'd be screwed without some sort of magical attack.

Th ooze takes quite a bit of lead to put down.  I still hate that damn Major.

A lock pick item as an alternative to bashing stuck/locked doors would be nice so they could be opened without being broken.

I miss being able to see what exact weapon I am wielding in the player status area at the bottom of the screen.

Haven't had any luck memorizing a spell yet.

Disease seems to last quite a while.

The level layouts are nicer and less repetitive now since the special rooms occur a little less often.

The game overall seems a bit more balanced.

I'm still keeping an eye out for some sort of hellraiser inspired chain weapon or trap or cenobite like monster. :p

I drank two different potions and when I drank them, they both just said that they had no effect on me. After the first one, I assumed it was some sort of potion of disease since I was already diseased and it would have made sense for it to have no effect. Why did the other potion have no effect? Because of a resistance or are there dummy potions too? 

NON

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Re: Infra Arcana release 10
« Reply #115 on: November 28, 2011, 11:41:34 AM »
Quote
The ghost kinda scared me when I first encountered it. It was right next to me and I didn't know what to do because I wasn't sure if bullets or a melee weapon was going to just go right threw it and I'd be screwed without some sort of magical attack.
I think I'm going to make it so physical attacks have 50% chance of passing through it.

Quote
Th ooze takes quite a bit of lead to put down.
Yeah they have a huge amount of HP for their level. It's probably a good idea not to waste ammo on them.

Quote
A lock pick item as an alternative to bashing stuck/locked doors would be nice so they could be opened without being broken.
I intend to add more door statuses, types and materials. Lock picks will be used on locked doors but not on stuck.

Quote
I miss being able to see what exact weapon I am wielding in the player status area at the bottom of the screen.
So do I, but it simply doesn't fit.

Quote
Haven't had any luck memorizing a spell yet.
The related skills may increase too slowly. I will boost them for next release.

Quote
Disease seems to last quite a while.
I like it that way. It makes it different from the other statuses. You'll have to find a way to heal it, or be stuck with it for a long time. (And a disease is not something which should just last a short moment)

Quote
The level layouts are nicer and less repetitive now since the special rooms occur a little less often.
Good to hear. It was ridiculous in the previous version where there were like 2 ritual chambers and a chasm on every level.  :P

Quote
The game overall seems a bit more balanced.
Great.

Quote
I'm still keeping an eye out for some sort of hellraiser inspired chain weapon or trap or cenobite like monster. :p
I have soon reached a phase where I add strange artifacts and tomes (studying magic was a one step towards this). I could add such a weapon if I can figure out exactly how it should be implemented, both in terms of code and game play mechanics.

Quote
I drank two different potions and when I drank them, they both just said that they had no effect on me. After the first one, I assumed it was some sort of potion of disease since I was already diseased and it would have made sense for it to have no effect. Why did the other potion have no effect? Because of a resistance or are there dummy potions too? 
If the potion has a negative effect and you resist it, it is still identified. There are no dummy potion, all of them have potential effects. If nothing happens however, the potion is not identified (resisting a negative effect counts as something happening), so for example drinking a potion of cure phobias without having phobias will not reveal the potion. (This sucks for the player since that potion is valuable to have. Having the alchemy skill can prevent potion wasting).
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Legend

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Re: Infra Arcana release 10
« Reply #116 on: November 28, 2011, 05:15:34 PM »
Quote
I think I'm going to make it so physical attacks have 50% chance of passing through it.

Noooooooo!

Actually, that is a good idea since it will help make the ghost more unique instead of just cannon (machete) fodder. Although 50% seems a little steep. Maybe 25%? Especially since when I first encountered one, it was on the 2nd level and had no type of magical attack to hit it with.

NON

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Re: Infra Arcana release 10
« Reply #117 on: November 28, 2011, 05:55:47 PM »
Yeah I've should have written X% chance, since all creature/item/ability attribute values tend to be way off from fun/sensible game play on the first guess.
« Last Edit: November 28, 2011, 05:58:33 PM by NON »
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Legend

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Re: Infra Arcana release 10
« Reply #118 on: November 29, 2011, 01:13:24 AM »
Yeah I've should have written X% chance, since all creature/item/ability attribute values tend to be way off from fun/sensible game play on the first guess.

Kinda noticed in the earlier builds. :p

Although I can't say that I would mind if the Major spawned a few less zombies. :D Just a couple less. Iv'e yet to escape/defeat him.

Legend

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Re: Infra Arcana release 10
« Reply #119 on: December 04, 2011, 08:00:14 AM »
Was just thinking that if you do ever decide to add a "sawtooth" (quake inspired nail gun) weapon, you could use the door nails/spikes as ammo.

Is there eventually going to be weapon/armor identification too? All weapons state if they are "+1" so far. Not that I really mind, but just curious. Can't say I would be looking forward to any curses that would come with a weapon/armor identification element.