Author Topic: Infra Arcana, a horror/Lovecraft roguelike (now at v22.1.0!).  (Read 315729 times)

getter77

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v18.1).
« Reply #345 on: March 17, 2016, 08:48:08 PM »
v18.1
Quote
Gameplay
* Worms Masses may now only split once (i.e. the split worms may not also split themselves), they do not split if they are killed with enough damage, they are not allowed to attack immediately after being split, and the confusion effect from Mind Worm bites has a much shorter duration. However, Worms now move at normal speed (instead of slow).
* Gas Mask and Asbestos Suit now protects against blindness from Ravens, Spitting Cobras, and Dust Vortexes
* Vortex monsters no longer �explode� when they die
* Oozes can no longer regenerate HP while burning
* There is now much smaller chance of gaining multiple phobias, and you can never become both sadistic and masochistic at the same time
* Picking the Fearless trait immediately ends all active phobias
* When bashing or eating multiple corpses in the same cell, Zombie-type monsters are now prioritized (since you want to destroy them as soon as possible before they rise)
* You can now also kick in your own cell (�w�, then �5� or �.�) - to destroy corpses you�re standing on
* You are no longer �telepathically�aware of where all allied monsters are - if they are out of sight or invisible, you can lose awareness of them
* You can now only accidentally drop your melee weapon during combat if you are Cursed

Interface
* Spells in the casting menu now appear in the order that you learned the spells (instead of alphabetically)
* On turns that you can walk for free due to Dextrous, the �T� is now colored green instead of the number (to be less distracting)
* Removed the �icon mode� which used a heart, brain, stopwatch etc as symbols in the user interface
* The message �I stop waiting� is no longer printed when fainting or paralyzed

Bug fixes
* Fixed some bugs in the monster movement AI (it wasn�t anything critical, but it made them act a bit weird in a few specific situations)
* Fixed a faulty message when pressing �t� with no item selected for throwing (the message adviced to press �w� to wield a throwing weapon, but the actual key should be �i�)
* Property messages such as �...is paralyzed� is no longer allowed for dead monsters
Brian Emre Jeffears
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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v18.1).
« Reply #346 on: March 19, 2016, 12:53:08 AM »
Very good to see NON keeps working on this gem, one of the best roguelikes around.
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v18.1).
« Reply #347 on: April 18, 2016, 06:40:20 AM »
^^^^^ Agreed  ;D

getter77

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v18.2).
« Reply #348 on: July 03, 2016, 12:23:27 PM »
v18.2

Quote
Gameplay
* All backgrounds (classes) now have ranged attack bonus vs unaware targets (not just Rogues)
* Ghoul characters are no longer shocked by Ghoul statues
* You no longer drop your items when you die
* Removed the "R" command to rearrange rounds between pistol magazines - this is now instead done when you wait (with "5", "s", or ".")
* Spider webs are now destroyed when the creature held is teleported away or knocked back
* Fire Hound bites now also causes Burning (like their ranged attacks)
* Slightly reduced the number of Medical Bag supplies
* Critically failing a melee attack can no longer result in dropping the weapon

Interface
* When picking traits, the game now shows all traits and their prerequisites (no information is hidden)
* When aiming explosives, the explosion size is marked on the map
* Added option for confirming "-More-" prompts with any key (off by default)
* Messages are no longer written in all capitals while Frenzied
* New menu color scheme
* Removed some redundant messages to reduce clutter ("I pause for a while...", "I stop waiting.")
* Added a section in the manual about inventory handling

Bug fixes
* Fixed a bug that caused monsters with Fear Resistance to end all player phobias when they spawned (this was mistakenly reported to the insanity system as a "player gaining permanent rFear" event)
* Fixed some buggy item drop code (which may have caused crashes)
* Fixed some minor bugs in the map generator (the map generator can also do a few new things now, although it's probably subtle)
* Fixed some errors in Manuscript names (underscores had snuck into a few names for some reason)
* Fixed a bug that (in some rare specific cases) allowed monsters to move into the position already occupied by another monster
* Fixed a bug were teleporting or being knocked back while held by a spider web, caused the web to be able to hold any creature that walked into it, regardless of monster type (e.g. ethereal monsters or spiders could then also be held)
Brian Emre Jeffears
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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v18.2).
« Reply #349 on: July 13, 2016, 02:35:58 AM »
I gotta say that I am extremely happy to see Infra Arcana still being worked on. Especially when it seemed that NON was going to shelve it a while back. This is an extremely interesting, intricate, and tough roguelike that takes the best elements from some classics, a couple newer ones, and it's own innovative aspects to boot with a great yet under-used theme in roguelikes.

It is still my most played and enjoyed roguelike today since I first discovered it.\

I think this game is a prime candidate for a second visit on roguelike radio since it has taken many changes, strides, and advancements  since the initial roguelike radio episode on it.

Thank you very much for the new release NON.

(P.S. I'm sorry, but I have to... Spiked Mace?)

NON

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v18.2).
« Reply #350 on: July 25, 2016, 11:10:29 PM »
I gotta say that I am extremely happy to see Infra Arcana still being worked on. Especially when it seemed that NON was going to shelve it a while back.
Almost half a decade ago ;D (if you refer to the Roguelike radio interview)

This is an extremely interesting, intricate, and tough roguelike that takes the best elements from some classics, a couple newer ones, and it's own innovative aspects to boot with a great yet under-used theme in roguelikes.

It is still my most played and enjoyed roguelike today since I first discovered it.\

Thank you very much for the new release NON.
Thank you so much!

(P.S. I'm sorry, but I have to... Spiked Mace?)
Alright, alright. I'm making a note of this for next version right *now*  ;)
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, a horror/Lovecraft roguelike (now at v18.2).
« Reply #351 on: July 31, 2016, 06:55:22 PM »

(P.S. I'm sorry, but I have to... Spiked Mace?)
Alright, alright. I'm making a note of this for next version right *now*  ;)

Don't tease me NON.

A spiked mace could possibly be a good weapon that would automatically bash reanimated corpses when it deals the killing blow so that they stay down. Maybe make it a little slower weapon with only average damage to compensate for it's benefit. It could also stun other normal enemies or maybe a bonus to squash smaller enemies like the spiders and rats. Something to make it a good weapon to switch to at the right time, but not one you would use as your main weapon. Also only found in the dungeon. Player shouldn't start with it.

NON

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v18.2).
« Reply #352 on: June 18, 2017, 05:44:10 PM »
Don't tease me NON.

Hey Legend, I've got something for you ;) (I don't know why this took me several years to add...)





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, a horror/Lovecraft roguelike (now at v18.2).
« Reply #353 on: June 18, 2017, 07:24:27 PM »
 :o  Can't wait to start bashing zombies and cultists into a pulpy mess.  ;D

getter77

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v18.2).
« Reply #354 on: June 19, 2017, 12:48:55 PM »
Nice~  8)
Brian Emre Jeffears
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getter77

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v19.0!).
« Reply #355 on: July 20, 2017, 08:55:38 PM »
v19.0!  8)

Quote
Gameplay
* You no longer gain XP from killing monsters - instead XP is raised by activities related to exploration and discovery, such as identifying items, drinking from some types of fountains, reading inscriptions on "monoliths", or seeing a new type of monster for the first time
* Fewer monsters are spawned on the map overall, and many monster types now tend to spawn in smaller groups, but are individually stronger - they also generally follow and remember you for a shorter time than before
* Monsters may become "suspicious" (typically with a message about them looking "wary" or "disturbed"), which gives them an increased chance of detecting you - they may still detect you immediately, but the chance for this is slightly lower than before
* Added metal doors - can only be opened with levers
* Added bookshelves - can contain Manuscripts
* Added barred gates - doors that can be seen and shot through
* Added gratings - walls that can seen and shot through
* Added "pylons" - can be activated with a lever for various effects (most commonly burning the area around them)
* Added hanging vines - can be walked through, but blocks line of sight
* Added rusty chains - makes a noise when someone walks through them
* Items are more likely to spawn behind hidden/stuck/metal doors, and in areas away from the path to the stairs
* Added a bunch of unique artifacts, and removed the old (relatively bland) randomized amulets
* If you are Observant, you now get "level feelings" when there are unique monsters or artifacts (when entering a new level, or when monsters appear on the map), such as "I feel like I should examine this place thoroughly"
* Standing in lit cells (e.g. lit by the Electric Lantern) now temporarily reduces your shock
* Some rooms are generated from handmade templates (loaded from a text file)
* The game now models creature speeds in a new (probably more common and intuitive) way - creature speeds are expressed as percentages, e.g. 50%, 100%, or 300%, and different actions can have different speeds
* Many bonuses such as "occasionally performing a certain action instantly", now simply gives a speed bonus instead (to a specific action, or to all actions)
* Dodging also applies to ranged attacks
* The spells Slow, Paralyze, and Terrify Enemies have been merged into "Enfeeble Enemies"
* The spells Detect Monsters, Detect Traps, and Detect Items  have been merged into "Searching" (which also detects doors)
* Burning features only hurt creatures on the same cell (not adjacent to it)
* "Cloud Minds" is a Rod instead of a spell (the Rogue starts with this item, intead of the spell)
* Spells have "skill level" percentages, which determines the strength of the spell (and can also add additional spell effects) - the skill levels are primarily increased by casting from Manuscripts
* All backgrounds can learn spells, but the Occultist gains proficiency much faster (and as before, starts with a few spells and has access to unique spell casting traits)
* Different monsters have different spell skill levels - spells cast by more powerful monsters will typically hurt more, last longer, summon nastier monsters, etc
* Monster spells have individual cooldown counters (instead of random chances to be cast) - so a monster cannot for example spam Darkbolt several turns in a row
* The Warlock trait gives a chance to cast damage dealing spell multiple times (instead of the old "Charged" mechanic)
* Added trait "Electrically Inclined" - gives bonus to using Rods, Devices, Electric Lanterns, and electricity weapons
* Added trait "Silent" - all melee attacks are silent, opening and closing doors does not alert monsters
* Added trait "Magically Gifted" - +20% skill with all spells
* The traits "Tough" and "Rugged" also grants 1 armor point each
* The War Veteran background also starts with the "Healer" trait
* The Occultist starts with fixed (non-random) items and spells
* When quaffing Potion of Insight, you can manually choose which item to identify
* Potion of Insight always gives some XP, in addition to identifying an item (to avoid making them worthless if all items are identified)
* All Manuscripts are guaranteed to be identified when read (previously this only applied to potions)
* You search for secret doors and traps a bit further away, and your chance of finding them is affected by distance - for adjacent cells there is now a higher chance of detection than before (to avoid requiring hundreds of turns to detect an obvious hidden door)
* Traps are always immediately revealed when triggered by the player
* Some melee weapons can be used for breaching doors or destroying corpses more effectively with [w] (check the item descriptions)
* Chests can no longer be trapped (it was awkward to deal with, and didn't really bring anything to the game) - chests are now interacted with merely by bumping them (if they are not locked), kicking them, or using an Opening spell
* Rogues remain aware of monsters much longer than the other Backgrounds, and the other Backgrounds remain aware for a shorter duration than before
* Removed the random "I have a bad feeling about this..." shock events
* The Iron Suit and Asbestos Suit no longer gives penalties to aiming or spotting hidden monsters and objects
* Removed all negative effects from critically failing melee attacks (such as "I am exhausted"), except for a small chance of the weapon breaking - which can only happen while cursed
* Added more monsters
* Zombie-type monsters occasionally drop "Zombie Dust" when they are destroyed - can be thrown at living, non-undead monsters to paralyze them
* Added property "Deaf", deafening traps, and a deafening spell (for monsters)
* When attacking invisible monsters who are immune to the attack, a message is printed to indicate this (previously it was only printed for seen monsters)
* Added Spiked Maces - a weapon with a weight between medium and heavy, and with a chance to stun the victim
* The Mi-go Electric Gun no longer uses ammo, and costs Spirit Points to fire

Interface
* The throwing slot has been removed - instead you change which item to use for throwing by pressing [T] (which can be a wielded item or an item in the backpack) - pressing [t] throws the currently selected item (this also has gameplay effects, since you don't have to spend turns to equip different items to throw them)
* While holding lit explosives, the explosive is shown in the status lines instead of the selected throwing item (with yellow text)
* All active properties are printed with descriptions on the
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* When picking a trait, instead of showing all available and blocked traits in the same list, the trait selection screen now has two modes (toggled with [TAB]) - the first mode shows available traits, and the second shows traits for which the prerequisites are not yet fulfilled
* Reduced "more" prompt message spam from traps (less interruption)
* Addded option to enable/disable fading rendering brightness with distance from player
* Added an option to ask for confirmation before lighting explosives
* Added a low HP warning
* Removed the "q" command - Ghoul characters now feed on corpses when "waiting" on them instead
* The map shown on the postmortem info screen is drawn with tiles (if that mode is enabled), and in color
* Added "New journey" option to postmortem menu, to immediately start a new game
* When [v]iewing the map, the game also prints messages for cells with detected unseen monsters ("There is a creature here")
* When [v]iewing detailed monster descriptions, the game prints hit chances for melee, ranged, and throwing attacks for the player and the monster - with the calculations of the total hit chances shown
* Weapons now merely display their own hit chance modifier (e.g. +5% or -10%), instead of your skill plus the weapon modifier (the old way was misleading, since more factors are involved when calculating actual hit chances during attacks)
* Removed the "Combat skills" section of the character description page
* Messages are printed when stepping on corpses
* Sound effects are played when browsing menus
* When entering player name, the previously used name is filled in as a default name
* The player symbol is colored yellow when carrying a lit Electric Lantern

Bug fixes
* Fixed a bug where dropping the Staff of the Pharaohs would cause the spell to be permanently lost, even if the staff was picked up again
* Fixed a bug that prevented hit chance bonus against unaware targets for ranged attacks
Brian Emre Jeffears
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NON

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v19.0!).
« Reply #356 on: July 20, 2017, 09:29:36 PM »
v19.0!  8)
Thanks getter77, I was just gonna write this myself ;D

Download link:
https://sites.google.com/site/infraarcana/downloads
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, a horror/Lovecraft roguelike (now at v19.0!).
« Reply #357 on: July 21, 2017, 03:04:56 AM »
I saw the announcement and got super excited after a long day at work.

But there doesn't seem to be a win 32 binary  :'(

Any chance to get a 32-bit version that will run on win xp for your biggest fan???

Aleksanderus

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v19.0!).
« Reply #358 on: July 21, 2017, 09:41:45 AM »
This update made playing occultist much harder. I can't even survive the first level with him.

NON

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Re: Infra Arcana, a horror/Lovecraft roguelike (now at v19.0!).
« Reply #359 on: July 21, 2017, 09:42:53 AM »
But there doesn't seem to be a win 32 binary  :'(

Any chance to get a 32-bit version that will run on win xp for your biggest fan???
Sure I can.

Just a question though, did you try playing the "64 bit" Windows version?

I'm suspecting that it was actually built with a 32bit compiler, and is in fact a 32bit binary.

Could you try running it please?

Edit: Tried it myself on a 32bit Windows installation - it did not start.

Edit: Someone reported that they could in fact play the "64bit version" on their 32bit Windows XP machine. I'm really confused now.

Edit: OK the reason it won't start on my 32bit Windows XP is probably that it's running Service Pack 2. I'm now 99% certain that the "64bit" IA release is actually entirely a 32bit release. If this is the case, I just need to rename it and upload it again. Please try running the current version Legend! :D  ... also, are you running SP3?
« Last Edit: July 21, 2017, 11:38:00 AM by NON »
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.