Author Topic: Infra Arcana, a horror/Lovecraft roguelike (now at v22.1.0!).  (Read 314414 times)

Legend

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Re: Infra Arcana v12.0
« Reply #195 on: June 09, 2012, 10:38:35 PM »
After my broken hand heels up, I'm gonna put some serious play time in. Gonna be a little while though unfortunately. :(

Been so busy dealing with that, I haven't even tried the official v12 yet.

NON

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Re: Infra Arcana v12.0
« Reply #196 on: June 10, 2012, 05:47:55 PM »
v12.2

http://infraarcana.wikispaces.com/Downloads

*Game crashed when loading a game while "blessed" or "cursed"
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 v12.0
« Reply #197 on: June 10, 2012, 05:52:01 PM »
After my broken hand heels up, I'm gonna put some serious play time in. Gonna be a little while though unfortunately. :(

Been so busy dealing with that, I haven't even tried the official v12 yet.
Ouch. Hope you get well.
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 (now at v13.1)
« Reply #198 on: September 16, 2012, 03:37:18 PM »
 ;D

>> Download page <<

Changes
*The narrative is in first person perspective
*Added new 16x24 font (typewriter)
*Nicer looking main menu
*Removed the "Arcana" skill, and added a different system for casting chance
*Items have weights, and there is a carry limit
*Improved hit chances of heavy weapons to compensate for their weight
*Thrown items makes sounds when hitting hard surfaces
*Increased number of different items that can be carried
*Special rooms does not cause shock, this is instead tied to the map features
*Fortitude reduces shock by a fixed percent (instead of randomly blocking it completely)
*The turn number is displayed in the interface
*The player character is colored magenta when shock gets high
*The player character is colored dark red when HP gets low
*Reduced number of skill ranks in general, each lvl grants one skill pick
*Improved Healing (rank 2 heals disease, rank 3 regenerates hp over time)
*Better rules for if player with phobia is considered to be in open or cramped spaces
*Merged potion of reflexes and potion of aiming into one, and renamed it "Potion of the Cobra"
*Teleport traps displays a popup instead of log text (it was difficult to react)
*Open doors in ASCII mode uses ´ symbol (to differentiate from missile weapons)
*Damage per turn from burning is reduced
*Fixed: Explosions crashed the game in certain situations
*Fixed: Status effect countdown did not occur on some turns
*Fixed: "High ceiling rooms" could spawn monsters outside the room
*Fixed: Armor durability and clip ammo count were not stored in save files
« Last Edit: September 20, 2012, 05:44:05 PM by getter77 »
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

getter77

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Re: Infra Arcana v13.0 (ARRP 2012)
« Reply #199 on: September 16, 2012, 04:10:43 PM »
Such a nice surprise---cheers for making it to the party!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

XLambda

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Re: Infra Arcana v13.0 (ARRP 2012)
« Reply #200 on: September 17, 2012, 12:26:08 AM »
Iä! The stars are right, heh? ;D Going to play a lot of IA in the next days.

NON

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Re: Infra Arcana v13.0 (ARRP 2012)
« Reply #201 on: September 17, 2012, 06:35:21 AM »
Iä! The stars are right, heh? ;D Going to play a lot of IA in the next days.
Yes, at last they aligned to spawn another incarnation.

But apparently there are some hangups going on, so there will be a 13.1.

Would still be awesome to get some feedback on this release though, so I can include more fixes/balancing in 13.1.
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 v13.0 (ARRP 2012)
« Reply #202 on: September 20, 2012, 05:16:51 PM »
http://infraarcana.wikispaces.com/Downloads

Release 13.1 (September 20, 2012)
*The Incinerator is a medium weight weapon
*The Toughness ability also gives a hit point bonus
*Lowered starting hit points from 16 to 14
*Fixed: There was a situation that put the game in an infinite loop (not responding)
*Fixed: The player color updates immediately after healing (instead of the turn after)
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Chex Warrior

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Re: Infra Arcana (now at v13.1)
« Reply #203 on: September 20, 2012, 07:59:30 PM »
\o/ Awesome.

Legend

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Re: Infra Arcana (now at v13.1)
« Reply #204 on: September 25, 2012, 03:42:24 PM »
I really like the new main menu.

The first person perspective of the text works pretty nice and makes it more immersive.

A crumbling wall of zombies was a dirty trick.

Overall, it seems tougher than the last build since I am back to rarely getting past level 2, and often getting eaten by wolves on the intro level, but it does seem balanced out so far.

Nice additions.


Legend

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Re: Infra Arcana (now at v13.1)
« Reply #205 on: September 25, 2012, 08:12:59 PM »
Code: [Select]
Logan
   *Advanced to character level 5
   *Gained 830 experience points
   *Explored to the depth of dungeon level 5
   *Was 31% insane
 
 Cause of death:
   *Drenched in slime
 
 The last messages:
   I throw a lit Molotov Cocktail. The Reanimated Corpse is burning.
   I hear agonised screaming.(NE)
   It spews pus on me!!!
   I miss.
   I strike The Clear Ooze with a Pitchfork! The Clear Ooze misses me!
   It spews pus on me!!!
 
 The final moment:
**************#####********#####################################################
*    ######## #...        #/.....Z......?................................}....#
*    #..r..Z# #...####    #...Z..............######....s......................#
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*    #.ZZ..r# #...#...#    #######......#######..........................#     *
*    #Z.....# #+###...#    #.#  #########................................#### *
*    #Z....r###.# #...# ####.#  #.d.....d...............................#E...# *
*    #.ZZ.r.#... #...# #....#  #..............................########.#....# *
*##########+#.####.###+#####################################|...|.".#....# *
*#....................................}..........#...........sZZ."...."Z#....# *
*#................-..............................'.###########.,;,..Z.#....# *
*#...............................................###           #."....".###### *
*#..................P............................#             #|&'.....#      *
*############'#############################.##              #'#######      *
*            #.######                     ###.###############o##.#            *
*        #####.......#                     #...............{?@o?..#            *
* ########.......#########################.###'#####################       *
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*                           ################################################*
********************************************************************************

This game is just brutal. A bloody war waged with a genuine sense of desparation and often panic. The color coding on the player is a nice touch.

The new high score table is very nice.

The encumbrance gets to be a bit much. I think it could be tweaked better.

There is no real way that I can see to tell if you are carrying too much until you actually pick something up that completely stops you from moving. I think this was my downfall since I could only ever carry one or two weapons plus ammo at once and often had to ditch my armor. .

To me, it seems like encumbrance should work in the following way:

How many items you carry and how heavy they each are will go towards your encumbrance limit. When you eventually obtain enough/heavy enough items, you will become encumbered.

Being encumbered should give you a penalty to your dodging and possibly your aiming. I don't think it should make you completely immobile though.

Maybe a warning when you are about to pick up an item that would make you encumbered? Like "I don't think I can carry any more. Do I really need this right now?"

Gaining levels in toughness could increase your ability to carry more/heavier items?

It would also be nice if was a way to gauge how encumbered the player is.
« Last Edit: September 26, 2012, 06:34:40 AM by Legend »

NON

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Re: Infra Arcana (now at v13.1)
« Reply #206 on: September 26, 2012, 01:50:22 PM »
Quote
This game is just brutal. A bloody war waged with a genuine sense of desparation and often panic.
;D

Quote
The color coding on the player is a nice touch
Glad to hear

Quote
There is no real way that I can see to tell if you are carrying too much until you actually pick something up that completely stops you from moving.
Quote
It would also be nice if was a way to gauge how encumbered the player is.
It sounds a bit like you didn't see the "ENC" info in the interface, it shows your encumbrance percent.

Quote
Being encumbered should give you a penalty to your dodging and possibly your aiming.
I like the current hard carrying limit. A soft limit (stat penalty) is less obvious to the player.

Quote
Maybe a warning when you are about to pick up an item that would make you encumbered?
That's a good idea.

Quote
Gaining levels in toughness could increase your ability to carry more/heavier items?
Yes, planned.
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 (now at v13.1)
« Reply #207 on: September 26, 2012, 04:07:49 PM »
Quote
Quote
Being encumbered should give you a penalty to your dodging and possibly your aiming.
I like the current hard carrying limit. A soft limit (stat penalty) is less obvious to the player.

There could still be a hard limit to how much you could carry.

I was just thinking that a dodge/aim penalty instead of becoming completely immobile.

Or maybe instead of becoming completely immobile, the player could still move at a slower pace. Like it would take two or 3 key presses to move instead of just one?

Suddenly not being able to move at all just seems a little too unfair in my opinion.

Yeah, sorry. I did miss the Enc stat..

Omnomnom

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Re: Infra Arcana (now at v13.1)
« Reply #208 on: September 27, 2012, 04:15:53 PM »
A new release of IA. That's the weekend gone then :D

NON

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Re: Infra Arcana (now at v13.1)
« Reply #209 on: September 28, 2012, 06:56:39 AM »
A new release of IA. That's the weekend gone then :D
I like the sound of that  ;D
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.