Author Topic: Infra Arcana, a horror/Lovecraft roguelike (now at v22.1.0!).  (Read 314362 times)

melville

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v16.0).
« Reply #315 on: May 10, 2014, 11:43:00 AM »
Can't get the make file to build it either, somesuch thing about not finding some SDL file that appears to actually be there.

You need SDL, SDL_mixer, SDL_image libraries. Best way to get them on Mac OSX is via Homebrew or Macports. People reported that other than that it compiles out-of-box on Mac OSX. You can find more details here (use "Show more replies" link to see whole thread) : http://infraarcana.wikispaces.com/share/view/65547238

awake

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v16.0).
« Reply #316 on: May 16, 2014, 04:16:17 AM »
Can't get the make file to build it either, somesuch thing about not finding some SDL file that appears to actually be there.

You need SDL, SDL_mixer, SDL_image libraries. Best way to get them on Mac OSX is via Homebrew or Macports. People reported that other than that it compiles out-of-box on Mac OSX. You can find more details here (use "Show more replies" link to see whole thread) : http://infraarcana.wikispaces.com/share/view/65547238
Installed the SDL libraries through Homebrew yet "include/Engine.h:7:10: fatal error: 'SDL.h' file not found", meh. Trying to get it to work as an XCode project now, it's... spitting up fewer errors than when I started, I feel confident.

Does IA log errors anywhere useful? Was having a perfectly nice time shooting a tesla cannon at deep ones when suddenly FATAL ERROR, and in such a nice run too. Probably will put me off the game for a bit.

melville

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v16.0).
« Reply #317 on: May 16, 2014, 10:19:32 AM »
Installed the SDL libraries through Homebrew yet "include/Engine.h:7:10: fatal error: 'SDL.h' file not found", meh. Trying to get it to work as an XCode project now, it's... spitting up fewer errors than when I started, I feel confident.

What version of SDL you installed? SDL2 won't work - in many ways it is different library. You need SDL from 1.2.* series.

Makefile is looking for "sdl-config" binary provided by SDL, you can check if it is in your PATH by running "sdl-config --cflags". Output should point to location of headers. Maybe it is just matter of adding "sdl-config" location to your PATH.

Does IA log errors anywhere useful? Was having a perfectly nice time shooting a tesla cannon at deep ones when suddenly FATAL ERROR, and in such a nice run too. Probably will put me off the game for a bit.

You can build debug version from source that provides more information e.g. "make BUILD=debug" (prints to shell). As much I don't want to say it, it could be a problem with WINE. With native version you could try to obtain core dump - won't explain details about that.

What you can do: provide as much detail about situation before crash. That could help replicate the situation.

NON

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #318 on: February 18, 2015, 07:58:21 PM »
Infra Arcana v17.0 is released!

http://infraarcana.wikispaces.com/Downloads

Gameplay
* Monsters can now be allied to the player
* Added spell/manuscript "Summon Creature"
* The "Pestilence" spell now summons allied critters, and can be learned by both the player and monsters
* Renamed "Sentry Device" to "Blaster Device", and added a new "Sentry Drone Device" which will hover around you when activated and attack your enemies
* Added (rare) magic Amulets and Rings
* Added spell (and manuscript) of "Light" (illuminates the area around the caster for a number of turns)
* Added forest rooms
* Removed the old way of making cave like rooms, and added a new improved cave room
* Some of the old rooms are now occasionally cave shaped (e.g. flooded rooms and spider rooms)
* Added in-game descriptions for all items and spells
* Some items now causes ability penalties while used (e.g. the Iron Suite makes it more difficult to dodge) - all penalties are mentioned in the item descriptions
* A vast majority of the common fountains are now "refreshing" (restores HP, SPI and shock), many of the beneficial properties (RFire, RFear, etc) granted from fountains lasts twice as long. Golden fountains are much rarer than before and gives three effects (always beneficial).
* Some map features can catch fire, which can spread to adjacent cells over time
* Smoke causes blinding and choking
* Added Gas mask (the war veteran starts with one)
* Added Smoke grenades (the war veteran starts with some)
* Removed wounds - instead passive HP regeneration is now much slower, the Medical Bag can be used for restoring HP at a quick rate.
* Your inventory is no longer limited by the number of items (only by weight)
* Items can now exist on revealed traps (in previous versions, revealing a trap would "push" away any item to an adjacent cell, which was very annoying if you intended to pick up the item) - traps covered by an item are drawn with a background color corresponding to the trap type.
* You now start with a fixed number of items (instead of a random range), and your starting items depend more on the chosen background (e.g. the Rogue always starts with a +1 Dagger).
* Added trait "Summoner" - Reduced cost for summoning spells, and lower risk that called creatures are hostile
* Added trait "Vicious" - +50% backstab damage
* Added trait "Bane of the Undead" - +2 melee/ranged attack damage against undead monsters, attacks against ethereal undead monsters (e.g. Ghosts) never pass through them (although you can still miss in the ordinary way)
* Added trait "Unbreakable" - This is a continuation of "Tough"/"Rugged" (HP bonus, carry weight bonus, etc)
* The Electric Lantern now lasts a specific number of turns (displayed in the item name) instead of having a random chance per turn to break (but it can still randomly malfunction).
* Kicking a statue can cause it to topple over, damaging any monster behind it
* Doors no longer have a "broken" state - instead, breaking them simply converts them to "rubble"
* Brown Jenkin now does more melee damage, has very high sneak skills, and knows the teleport spell
* Added a bunch of new monsters
* The Mi-go Electric gun is now a "real" weapon that the Mi-go can drop, and can be used by the player - the Tesla Cannon has been removed (redundant). The "yellow cultists" now use the Mi-go Electric gun.
* Added Mi-go Biological Armor - this can be used by the player
* Monsters now drop all their items when they die (in previous versions, each item had 50% chance to be destroyed)
* Reworked how you interact with lootable features (chests etc). This is now a lot quicker - there is no need to search repeatedly with  (that command has been removed) - you use  to disarm/search for chest traps and check if the chest is locked, and you are either able to spot the trap or not (based on Observant/Perceptive traits) - searching repeatedly makes no difference. Attempting to disarm a known chest trap only either succeeds or triggers the trap, there is never any need to disarm repeatedly.
* When picking up Electric Lanterns or Medical Bags, those items are now combined with existing Lanterns/Medical Bags instead of adding a separate item in the inventory
* Removed insanity as a factor in score (it is now purely based on XP and dungeon level reached)
* Graves are no longer placed in the forest intro level for winning characters
* Firearms and thrown weapons have limited effective ranges, beyond which their damage is halved. When selecting target, the marker is colored orange beyond the effective range.
* Added phobia for darkness

Interface
* Added a quick move command , to automatically move in some direction until interrupted
* Removed the Inventory menu  and the Use menu  - instead you now view and handle your inventory from a single menu, accessed with .
* Removed the examine command
* Added a shortcut key  to quickly activate the two most common items - Medical bag and Electric Lantern. When you press  the game asks if you want to use  Medical Bag or  Electric Lantern (perhaps in the future, shortcuts like these could be customized by the player).
* You no longer choose Medical Bag actions through a popup menu, instead it first sanitizes an infection if you have one, otherwise it restores HP.
* The "--More--" prompts now only accepts space or esc to proceed, this prompt is also added to more messages, for example triggering or avoiding traps - making it much easier to notice
* Changed the general color theme of the game's interface
* When viewing map cells with , information is printed for everything in that cell (not just the "top" thing) - e.g.: "I see here: A dart trap. A murky potion"
* Monster corpses are now included when viewing map cells with
* Monster corpses are now referred to in more interesting ways, e.g. "A lifeless gruesome corpse" instead of "A body of a Reanimated Corpse"
* Monster corpses are now rendered in the same color as the living monster, making them easier to distinguish
* Adjacent dark cells are now rendered darker than normal cells to make it easier to notice darkness
* Walls now draw the front wall tile instead of the top tile if the cell below is unexplored
* Fountains are now either blue (common) or yellow (golden), then turns to gray when they are dried up
* Added more sound effects
* Number of turns left on the Electric Lantern is printed in the map screen interface (e.g. "L:498") - the number is printed with yellow color when the Lantern is lit
* Removed the status line at the bottom of the map that said "It is dark here" / "The darkness is lit up" (etc)
* Lit cells are no longer colored completely yellow - instead they are just colored slightly brighter (with more weight on yellow)
* The game no longer prints hit chance percent when aiming at ethereal monsters (this number was misleading)
* The graves in the intro level forest now also display the background of the characters
* Throwing explosives in tiles mode now draws the items tile instead of its ASCII character
* The game no longer draws/delays at each intermediate cell when creatures are knocked back (or pulled by a Vortex), only when the creature reach the "destination" cell - this feels more intuitive and responsive.

Bug fixes
* Fixed a bug that prevented backstabs from giving hit chance bonus in many cases
* Fixed a crash that occurred if enter was pressed while equipping a slot with no available items
* Fixed a crash that occurred if shift + enter (drop item) was pressed while a slot with no item was selected
* Fixed a bug that caused properties to "stick" on an item if it was dropped while wearing it (if the item was picked up again, the properties were enabled on the player even when the item was just carried in the backpack)
* Thrown objects may now pass through ethereal monsters (in the previous version, this rule mistakenly only applied to firearms and melee attacks)
* The Electric Lantern on/off state is now stored when saving the game
* Flying monsters can no longer be killed by kicking them into chasms
* The audio player now attempts to find a free channel, instead of just picking the next channel (this could stop other sounds, which frequently happened with long tracks like the ambient background noises)
« Last Edit: February 18, 2015, 08:25:50 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, a horror/Lovecraft roguelike (now at v17.0).
« Reply #319 on: February 18, 2015, 10:40:05 PM »
Fantastic to see such a big release for this here in the new year!   8)
Brian Emre Jeffears
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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #320 on: February 19, 2015, 10:49:19 AM »
After a long, screwed up day at work, I checked out the temple only to hop-e to see an update to Infra arcana. Dream come true and nice ending to a bad day.

Keep up the good work.

p.s. Will I finally find a spiked mace?

p.p.s. My birthday is coming up you know.  :P

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #321 on: February 19, 2015, 04:57:37 PM »
Sounds cool, downloading now

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #322 on: February 20, 2015, 01:14:44 AM »
Seems like a pretty good update so far.  The new slow healing is much nicer than the old wounds system.

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #323 on: February 25, 2015, 07:41:00 AM »
I've been playing this for a while now and I'm having a good time with it.  Almost everything about the game is solid.  The tiles look really nice and the spooky sound effects help with the atmosphere a lot.  I like that there aren't many pointless or weak items.  Basically everything is either useful or dangerous, and the fact that the player's stats barely go up means you really appreciate small advantages.  The combat system is a little too simple and a little too random for my liking, but I appreciate how quick and deadly it is.  Haven't won yet, but I will.

The rogue class seems enormously superior to the others.  Am I building my characters wrong or are the classes really that unbalanced?  I want to be a weird crazy wizard but I can't make it work

NON

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #324 on: February 25, 2015, 09:02:48 PM »
p.s. Will I finally find a spiked mace?
Some day...  :-[

I've been playing this for a while now and I'm having a good time with it.  Almost everything about the game is solid.  The tiles look really nice and the spooky sound effects help with the atmosphere a lot.  I like that there aren't many pointless or weak items.  Basically everything is either useful or dangerous, and the fact that the player's stats barely go up means you really appreciate small advantages.
Great to hear!

The rogue class seems enormously superior to the others.  Am I building my characters wrong or are the classes really that unbalanced?  I want to be a weird crazy wizard but I can't make it work
In the previous version Occultist was considered the strongest class. It should be just as strong now, I haven't changed anything about it. But Rogue on the other hand is much stronger now, mainly due to a fixed backstabbing bug, and perhaps also because a prerequisite was removed from the "Imperceptible" trait.

Someone made this image about the Occultist, I love it ;D
http://s3.postimg.org/5ypn5ngvn/h_Qphyyg.png
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #325 on: February 26, 2015, 06:27:10 AM »
Someone made this image about the Occultist, I love it ;D
http://s3.postimg.org/5ypn5ngvn/h_Qphyyg.png

That exact picture persuaded me to play occultist.  I feel like the rogue's cloud minds power and the occultist's darkbolt are comparably powerful, I'd give rogue the edge if I had to pick.  But in addition to that, the rogue starts out with good stats, a solid weapon, an amazing -50% to passive shock, and two useful perks.  The occultist has a penalty to their health and their one starting perk is the bare minimum for making their abilities work.  Maybe I'm doing something wrong and occultist gunner builds or whatever are amazing, but it feels to me like rogues are way ahead.

NON

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #326 on: February 26, 2015, 07:40:26 PM »
The occultist has a penalty to their health and their one starting perk is the bare minimum for making their abilities work.  Maybe I'm doing something wrong and occultist gunner builds or whatever are amazing, but it feels to me like rogues are way ahead.
I think good timing of Darkbolt in combination with melee attacks is very effective. You shouldn't just spam Darkbolt. Utilize the paralyzing effect to the max by alternating between casting and melee attacks (you get huge melee hit chance bonus vs paralyzed targets).

You can also kill Ghost type monsters much easier with the Occultist than the other classes.
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #327 on: February 27, 2015, 12:00:03 PM »
I finally beat this game.  10445 points.

I can hardly imagine getting through the final sprint through the last 10 or so floors without the rogue's ability.  I thought I was gonna die or go insane on the final boss, but luckily I discovered his crippling weakness to lightning in time.

NON

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v17.0).
« Reply #328 on: February 27, 2015, 04:53:26 PM »
I finally beat this game.  10445 points.

I can hardly imagine getting through the final sprint through the last 10 or so floors without the rogue's ability.  I thought I was gonna die or go insane on the final boss, but luckily I discovered his crippling weakness to lightning in time.
Congratulations!

Now do it with the other classes too! ;)
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, a horror/Lovecraft roguelike (now at v17.0).
« Reply #329 on: February 27, 2015, 05:55:26 PM »
Aside from hopes for a spiked mace echoed throughout eternity, given any thought to taking a hammer and chisel to the FATE point system from Arcanum to roughly adapt for Infra Arcana as a balance/flavour-aiding tool?  For whatever reason, it really just jumps out as thematically a better fit for IA than just about anything else that comes to mind in the Roguelike world.
Brian Emre Jeffears
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