Author Topic: Infra Arcana, a horror/Lovecraft roguelike (now at v22.1.0!).  (Read 262067 times)

NON

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Re: Infra Arcana v14.0
« Reply #240 on: June 16, 2013, 02:39:45 PM »
Infra Arcana v14.1

http://infraarcana.wikispaces.com/Downloads

Miscellaneous
* Using SDL for rendering/input again (it seems more compatible with a wider range of systems)
* Dark areas now have less permissive field of view for spotting walls, previously it was easy to explore the walls in dark areas, whereas now you need to be adjacent to it - for a more atmospheric and oppressive feeling
* “Slimy” walls are now “Moss-grown” walls instead
* Added 15 more quotes to the main menu

New content and features
* Hit chance with ranged weapons is now affected by the size, speed and proximity of the target creature
* While aiming, you are informed what you are looking at, and hit chances are shown when aiming at monsters
* Monsters now avoid shooting each other (though there is still a small chance that it happens)

Balancing
* You no longer pick an ability when creating a new character
* The monster spawn rate on explored levels (spawning due to passage of time) is now lower
* The “Self-aware” bonus now has “Observant” as an additional prerequisite
* You now gain the mythos spell at 15% MTH instead of 10%
* Raised max character level from 21 to 30
* Greatly reduced duration of confusion caused by knockback
* Oozes now regenerate HP each standard turn instead of on their own turn (since these monsters are very slow, their regeneration occurred in bursts, which seemed erratic and unpredictable)
* Clear Oozes are somewhat easier to spot

Usability
* Floor cells lit by an Electric lantern, flare, burning creature, etc are now marked with yellow color
* The menu for picking a new ability also shows previously picked abilities
* The postmortem info shows gained abilities
* Renamed the manual to a .txt file, and removed all special formatting symbols from it - it should now be conveniently readable externally
* Changed texts in some screens (e.g. “Enter character name” -> “What is your name?”)
* Changed equipment screen command (wear, wield) from ‘v’ to ‘w’ (more traditional/intuitive key)
* Added a small delay per turn when waiting/healing/fainted/paralyzed
* Changed the “Kick/bash in what direction?” message to simply “Which direction?”, and vice versa for other actions
* Options for setting keyboard repeat delay and interval

Graphics
* Made layout changes to the main menu
* Made some changes to the wall tiles
* Changed the general color theme in the game - the “blood red” style has been changed to a teal style (inspired by how certain old black and white movies were tinted, e.g. Nosferatu)
* Added option to scale the font to 2x size (so you can for example use the small DOS-like font scaled up to a nice readable size) - if tiles mode is enabled, the scaled font must match the tile size
* Fullscreen can be toggled in the options menu, or by pressing alt-enter (fullscreen mode is highly experimental, it may or may not work for you)

Bug fixes
* Corrected a spelling error in an ability description
* Corrected a misplaced word in a monster description
« Last Edit: June 16, 2013, 02:45:36 PM by NON »
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 v14.0
« Reply #241 on: June 16, 2013, 03:26:19 PM »
Congrats on the release as the saga of SDL and SFML continues on into the horizon!   :P
Brian Emre Jeffears
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NON

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Re: Infra Arcana v14.0
« Reply #242 on: June 16, 2013, 03:34:17 PM »
Congrats on the release as the saga of SDL and SFML continues on into the horizon!   :P
Hehe, well I have little good to say about SFML ::). Whether it's because I did a crappy implementation, or there are fundamental problems with it, I will never know.

I consider it a failed experiment, and now I'll stay with good old SDL.
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 v14.1
« Reply #243 on: June 16, 2013, 06:01:16 PM »
Just went to give it a try and encountered an odd bug.

I started up a new game with tiles on, 8x12, x2, and fullscreen. I started the game up, the tiles were still a bit too small for me to see so I quit out to the main menu and went to the options menu and turned tile mode off. Then when I tried to change the font size, the program automatically closed and now I can't seem to start it again.  Using winxp sp3.

Quote
Balancing
* You no longer pick an ability when creating a new character

:(

New title screen looks really good.

Edit: I managed to get the game to start again by deleting the config file.  I can change the font size when I start the game with no issues, but if I quit to the main menu after starting a game and try to change it, it crashes again and I have to delete the config file in order to start it again.

Edit 2: Tried a few things. same thing also happens if my character dies and I return to the main menu. Seems to specifically be an issue when turning off tile mode, being in full screen, and then changing the font from 8x12 to anything else.
« Last Edit: June 16, 2013, 06:10:19 PM by Legend »

NON

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Re: Infra Arcana v14.1
« Reply #244 on: June 16, 2013, 06:08:42 PM »
I started up a new game with tiles on, 8x12, x2, and fullscreen. I started the game up, the tiles were still a bit too small for me to see so I quit out to the main menu and went to the options menu. When I turned tiles off, the program automatically closed and now I can't seem to start it again.  Using winxp sp3.
Delete the file "config" in your game folder, and it will reset to default next time you start the game.
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 v14.1
« Reply #245 on: June 16, 2013, 06:11:10 PM »
I started up a new game with tiles on, 8x12, x2, and fullscreen. I started the game up, the tiles were still a bit too small for me to see so I quit out to the main menu and went to the options menu. When I turned tiles off, the program automatically closed and now I can't seem to start it again.  Using winxp sp3.
Delete the file "config" in your game folder, and it will reset to default next time you start the game.

I was in the middle of editing my post when you replied. Check out the edits above for more specifics on the issue.

NON

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Re: Infra Arcana v14.1
« Reply #246 on: June 16, 2013, 06:51:59 PM »
Edit: I managed to get the game to start again by deleting the config file.  I can change the font size when I start the game with no issues, but if I quit to the main menu after starting a game and try to change it, it crashes again and I have to delete the config file in order to start it again.

Edit 2: Tried a few things. same thing also happens if my character dies and I return to the main menu. Seems to specifically be an issue when turning off tile mode, being in full screen, and then changing the font from 8x12 to anything else.
It seems to me that it happens every time I have the following settings:
* Fullscreen
* 2x scaling
* Any font bigger than the 8x12 DOS-like font

If I set those options, it crashes for me. The order I set them in doesn't matter.

So it seems to have something to do with trying to set too big screen size.

Well, if you run ASCII mode in fullscreen, the 2x scaling is useless, since the screen will get stretched anyway. So don't use this combination of options.

If you don't use 2x scaling, do you see any problems then?
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Legend

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Re: Infra Arcana v14.1
« Reply #247 on: June 16, 2013, 08:14:34 PM »
Played around with different combinations, and it seems that you are right. As long as x2 scaling is always off, I don't seem to have any issues. Also, changing the scaling does not seem to be even possible in tile mode.

The tiles also seem to always be the same size no matter whether I'm using 8x12 or the 16x24 ones. Any way to make the tiles larger on screen?

NON

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Re: Infra Arcana v14.1
« Reply #248 on: June 16, 2013, 08:23:21 PM »
Quote from: Legend
Also, changing the scaling does not seem to be even possible in tile mode.
It's because the font dimensions must match the tile dimensions, so that means either using the 16x24 fonts unscaled, or the 8x12 font scaled to 16x24. The game only allows you to set a valid match.

Quote from: Legend
The tiles also seem to always be the same size no matter whether I'm using 8x12 or the 16x24 ones. Any way to make the tiles larger on screen?
No, the 2x scaling is just for the font.

If the tiles were scaled like that, they'd be 32x48 pixels, which means the game screen would be 2560 pixels wide :D

Though it could be solved with a scrolling viewport, I intend to try this for next release. Hopefully I can make it so the user can resize the window with the mouse, and for fullscreen the game picking correct size.

I also want to have a font that is not tied to the tile dimensions. I don't like the gigantic font you need to use with the tiles at the moment. Would be neat with a small font, to fit more text in the message log for example.
« Last Edit: June 16, 2013, 08:29:01 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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Infra Arcana v15.0
« Reply #249 on: November 26, 2013, 10:22:31 PM »
v15.0 is released!

infraarcana.wikispaces.com/

The highlight is that sound effects are now added to the game, but there's many other interesting updates as well.

Changes:
* Added sound effects (for weapons, monsters, etc) and atmospheric ambient background sounds. Audio can be enabled/disabled in the options menu.
* The track “Madness” by Musica Cthulhiana (from the album “Fragment”) is used as intro music in the main menu
* Reworked the status effects system, and changed/added many effects. Internally, status effects are now called “Properties”. They can describe both a creature’s temporary conditions (confused, burning, diseased...) and permanent attributes (natural fire resistance, light sensitivity...). It is now also possible for items to apply properties on the wearer. Properties may prevent damage (e.g. fire resistance will prevent all fire damage).
* Removed the physical/mental status resistances (measured in percent). The reason is that they felt too dependant on luck - you could for example get confused many times even with high resistance. Now there are instead binary resistances (you are either completely immune, or completely susceptible), such as resistance to fear, confusion, sleep, etc. The “shock resistance” percentage is still kept however, since this simply reduces shock by a certain percent (no luck involved).
* Changed the spell casting system to use a mana-like resource called “Spirit”, instead of the previous chance-based system. The reason for this is similar to the reason for removing physical/mental status resistances (mentioned above) - it was too unpredictable and luck dependant. Now it should be easier to make tactical decisions about spell casting.
* Being Confused now prevents spell casting
* All creatures have a certain amount of Spirit. If a creature’s Spirit is depleted, it dies (monsters may sometimes attempt to cast a spell that could kill it, if it “feels desperate”).
* Removed “Potion of the Cobra” (gave perfect aiming and dodging)
* Added “Potion of Frenzy” - Gives the property “Frenzied”: Perfect melee aiming, cannot cast spells or read, resistance to confusion/sleep/fear/weakening, attempting to walk in any direction will cause you to step towards nearest visible monster, becomes weakened when effect ends.
* Added “Potion of Spirit” - Restores spirit
* Added “Potion of Fire Resistance”
* Added “Potion of Insulation” - Electricity resistance
* Added “Potion of Antidote” - Cures poisoning
* Removed “Manuscript of Identify”
* Renamed “Potion of Knowledge” to “Potion of Insight” - It now identifies a random carried item, as well as increasing Mythos knowledge like in previous versions
* Changed “Manuscript of Descent” to a potion
* Added “Manuscript of Sacrifice Life Force” - Convert remaining Hit Points to Spirit points
* Added “Manuscript of Sacrifice Spirit” - Convert remaining Spirit points to Hit Points
* The spell that you gain after reaching a certain level of Mythos knowledge (“Thaumaturgic Alteration”), now chooses effect automatically (instead of player selecting the effect from a menu), this can include a random manuscript-spell, or a special effect if the circumstances allow it.
* Renamed the spell “Azathoths Blast” to “Azathoths Wrath”
* Added armor “Asbestos Suit” - Wearing this gives you resistance to fire/acid/electricity. It has 1 armor point (physical damage protection and durability of the armor)
* Added armor “Heavy Coat” - Wearing this gives you resistance to cold. It has 1 armor point
* Bloated Corpse spit attack now does acid damage
* Added a few cold based monsters that does cold damage
* Hit points now automatically regenerates over time, although you can receive wounds that need many turns of active healing (similar to how HP were healed in previous versions, but more elaborate - see below). Each wound reduces your fighting abilities (especially melee) and your HP regeneration rate. If you have more than four wounds, you die.
* Added item “Medical Bag”. This has a number of different uses, the main purpose is to heal wounds.
* The [h]eal command has been removed, instead you use the Medical Bag.
* When attacking ethereal monsters (e.g. Ghosts-type monsters), the attack will often fail to hit (“My attack passes right through the Ghost!”). In case of ranged attacks, the projectile will often pass through the monster and continue on its path, even if aiming succeeded.
* Shadow-type monsters are now light sensitive - they are harmed each turn a light shines on them (e.g. from a lantern, flare, or burning creature).
* Reworked leveling system: You now pick all your character’s traits and skills at the start of the game instead of when gaining levels. Gaining a level now increases your hit points, and for some levels also attack skills, dodging, spirit points and mythos knowledge.
* Merged/changed/added some traits and skills
* The formulas determining XP needed per level, and XP given per monster are completely remade.
* A monster’s chance of spotting you is now affected by distance.
* Added fountains that you can drink from for various effects
* Some dungeon features can now spawn more freely on the map, as well as in themed rooms. Some room themes are also made less obvious now, and their label has been removed from the bottom of the screen. The reason for this is that in the previous version some themed rooms got very repetitive (e.g. too many levels had identical human quarters with a chest, cabinet, and some Cultists).
* Added a simple animated effect for summoned monsters and for creatures hit by spells
* You no longer automatically reload your weapon when attempting to fire an empty gun (though there is a setting in the options menu to enable this again). The reason is that it was too easy to reload by accident.
* Fixed a typo that said “Press ‘v’” when you tried to throw a missile with empty missile slot. Changed it to say “Press ‘w’”, which is the actual command to equip items.
* Fixed a bug that prevented you from using melee attacks on a turn that you had a free move from the “Dextrous” bonus, and walked in liquid
* Fixed a bug where carrying multiple electric lanterns prevented you from using any other than the top one

Enjoy!
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 v15.0
« Reply #250 on: November 27, 2013, 02:45:20 AM »
Fantastic to see the new release at long last---you've certainly put forth some massive changes and improvements!   8)

The future for this is looking all the more captivating and mysterious in the best sorts of ways----definitely keep at it.
Brian Emre Jeffears
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Re: Infra Arcana v15.0
« Reply #251 on: November 27, 2013, 05:06:42 AM »
Awesome.

getter77

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Re: Infra Arcana v15.0
« Reply #252 on: December 01, 2013, 03:08:19 AM »
Suggestion/Question?

-Perhaps an option to Mute audio would be a better solution than just disabling it outright in terms of it needing to reload the entire batch from a full-on to off.

-Font scale 2x option only seems to work with one font?  Can't even toggle the rest.
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NON

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Re: Infra Arcana v15.0
« Reply #253 on: December 01, 2013, 03:11:23 PM »
Quote from: getter77
-Perhaps an option to Mute audio would be a better solution than just disabling it outright in terms of it needing to reload the entire batch from a full-on to off.
An in-game button to mute the audio would be good. Although I think an option to unload it completely is nice too, if you want the game to be more lightweight and not allocate memory for the audio.

Quote from: getter77
-Font scale 2x option only seems to work with one font?  Can't even toggle the rest.
The thing with the font scaling is that if you play in tile mode, the font size needs to match the tile size. So yeah, the only font you can scale up then is the 8x16 dos-like font, to be displayed in 16x24 so you can use it in tiles mode. If you play in ASCII mode, any font can be scaled.
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Re: Infra Arcana, a horror/Lovecraft roguelike (Release 3).
« Reply #254 on: January 30, 2014, 12:12:25 PM »
Threads merged and moved into announcements.