Author Topic: UnBrogue (Now at v1.1.2)  (Read 14831 times)

getter77

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UnBrogue (Now at v1.1.2)
« on: September 15, 2012, 01:29:25 AM »
http://roguelikedeveloper.blogspot.com.au/2012/09/lets-get-this-arrpty-started.html

Quote
UnBrogue is a Brogue 'variant' in the tradition of Angband variants, based on Brogue 1.6.4.
Spoiler free changes from Brogue

- Equipped armor now impacts your stealth, with no armor equivalent to a ring of Stealth +3, leather acts like a ring of Stealth +2 and so on, until Plate Armor is almost as bad as a cursed ring of Stealth -1 (which internally has a Stealth penalty of -4).
- Lighter weapons increase the multiplier to stealth attacks as they are enchanted. This typically does not exceed the actual damage output of the x3 multiplier of the heaviest weapons in the same class, although swords are more effective than Warhammers at very high enchantments.
- Made transference a weapon rune instead of a ring, and increased transference percentages for all weapons except axes.
- Lightning has to strike two targets, or it will reflect off walls, counting each reflection as one strike. If it does not hit any targets with the first two rebounds, it will bounce back towards the caster.
- Added staffs of Reflection, Sentries and Summoning, the latter two of which summon discordant monsters of a fixed type.
- Added potions of Winds and Water.
- Added rings of Accuracy, Might, Wizardry, Alchemy and Telepathy.
- Added scrolls of Duplication.
- Combined effects of scrolls of Remove Curse into scrolls of Negation, and removed scrolls of Remove Curse.
- Added Talismans. Talismans change the effect other items have on you while you have the talisman equipped.
« Last Edit: February 23, 2013, 03:37:01 AM by getter77 »
Brian Emre Jeffears
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Irinka

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Re: UnBrogue (Now at v1.0 ARRP)
« Reply #1 on: September 15, 2012, 07:26:00 AM »
I also complain about lack of download link RogueBasin page of this game  :P
There may be plenty of people who read about the game there, decide to play it and then decide they are too lazy to google the game. Even if it's just a few people, for roguelike game it may be a big percent of potential audience :)

getter77

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Re: UnBrogue (Now at v1.0.1 ARRP)
« Reply #2 on: September 15, 2012, 12:40:29 PM »
v1.0.1

Now with various bugs fixed.

He apologizes for the initial rush release in a desperate bid to get something out....also considering he plans to do an Un update by Sunday night.   :D
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Re: UnBrogue (Now at v1.0.1 ARRP)
« Reply #3 on: September 16, 2012, 06:33:47 AM »
And now we wait.

Speaking of Brogue, does NotEye work with 1.6.4? Hell, I can't get it to work with any version really. It's such a niche problem that there are no tutorials.
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getter77

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Re: UnBrogue (Now at v1.0.1 ARRP)
« Reply #4 on: September 16, 2012, 11:54:43 AM »
Windows version has landed alongside source for it.
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andrewdoull

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Re: UnBrogue (Now at v1.0.1 ARRP)
« Reply #5 on: September 18, 2012, 09:13:45 AM »
So lots of complaining about the release process but no feedback on the actual game?

Hmm...

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Re: UnBrogue (Now at v1.0.1 ARRP)
« Reply #6 on: September 19, 2012, 07:22:12 AM »
  Come on Andrew people are just so busy playing. Right?

  You are on my list of games to comment on, there are just so many!

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Re: UnBrogue (Now at v1.0.1 ARRP)
« Reply #7 on: September 20, 2012, 08:43:48 AM »
  Been playing your game quite a bit. It's good. I have seen the lightening bolts bounce around, so that's cool. The potion of wind was interesting to happen upon, I bet it will blow away the poison gas but haven't tried it yet. I tend to just use everything when I get it so as to ID it. Not the best strat I guess.

  I had a talisman of balance that mitigates the impact of cursed items, if I remember right. That was pretty neat.

  There are many changes that are a bit subtle, and I'm not an advanced enough player to really notice them. Like the stealth changes and what not.

  No complaints at all. A solid entry.

getter77

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Re: UnBrogue (Now at v1.0.3)
« Reply #8 on: September 23, 2012, 11:45:07 AM »
v1.0.3  various platforms coming as they do:

Quote
- Add Talisman of Spiders.
- Fix healing so that Talisman of Shadows prevents your darkened state from being completely removed.
- Fix bug preventing talismans from being enchanted.
- Altered talisman relative frequencies to make the most useful talismans appear more often.
- Ensured every machine room has solution available on the same level.
- Added [spoiler] which can be manufactured with [spoiler].
- Add 3 machine rooms which use [spoiler].
- Lightning which hits a target standing in water causes the lightning bolt to ground: creating up to 6 sparks which randomly travel from the target to nearby conductive grids with the bolt damage divided between them. A conductive grid either contains water, metallic terrain such as iron manacles and chains or a monster (or the player) which is not flying or levitating, and sparks will travel through up to two non-conductive grids to get to a conductive grid.
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andrewdoull

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Re: UnBrogue (Now at v1.0.3)
« Reply #9 on: September 25, 2012, 11:55:29 AM »
1.0.2 release notes (which predate your 1.0.3 notes, but are still relevant on account of that's where most of the bug fixening happened):

Quote
Changes for 1.0.2

- Made [spoiler] dormant in [spoiler].
- Monsters summoned by staffs of summoning do not now provide experience if the staff is identified. (Exploit identified by Autoquark).
- If you left a level after [spoiler] and returned, visible [spoiler] were not updating correctly.
- Fix typo in ring of wizardry. (Reported by Autoquark).
- Fixed build in wall features within machines which require line of sight to origin so they can't be generated on the 'near' or convex walls without FOV going through interior of machine.
- Weapons of slaying will always hit the monsters they are vorpal towards and [spoiler] have a 100% chance to [spoiler]. (Requested by tinyrodent).
- [spoiler] does not make [spoiler] discordant. (Inspired by Autoquark and a bug in an earlier build).
- Allow [spoiler] to be enchanted. (Reported by Autoquark).
- Wind disperses other gases a lot faster.
- Fixed potion of water interactions with [spoiler].
- Added 3 platformer machine rooms to get much needed indie credibility.
- Fixed potions of (null), potions of crash appearing. (First reported by Dr Science, detailed analysis by Patashu).
- Fixed some machine puzzles which require line of sight between components other than to the origin. (Confirming with Pender whether this is worth upstreaming to brogue. It's a lot of code for a 1 machine room).
- Prevented potions of water getting items out of cages. (Reported by tinyrodent).
- Fixed wind [spoiler] description. (Reported by Autoquark).
- [spoiler] generated on the floor instead of the [spoiler] when you need to [spoiler] an item. (Reported by tinyrodent).
- Change one reward in [spoiler] rooms to 2 scrolls of [spoiler] from 2 potions of [spoiler].
- Workaround for dormant [spoiler] in [spoiler] not correctly activating when [spoiler].
- Slight tweaks to item rarities to bring them completely in line with Brogue rarities: adjusted by reducing the frequency of gold drops by 8%. (Requested by no_signal, tinyrodent, ggoDeye).
- Rings of wizardry, alchemy, accuracy no longer provide any benefit at +0 (Reported by Autoquark).


getter77

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Re: UnBrogue (Now at v1.0.4)
« Reply #10 on: September 29, 2012, 11:48:26 AM »
v1.0.4

Quote
- Wearing an uncursed but unknown item marks it as not cursed.
- Fix drop message when you drop one item from a stack. (Reported by tinyrodent).
- Remove debugging code which made one type of machine room far too frequent.
- Fix sparks so that they don't have a directional bias. (Reported by tinyrodent).
- Fix [spoiler] machines so that exits are not blocked.
- Fix crash caused by staff of reflection (Reported by autoquark).

To do list - some user interface clean up stuff:
- Sparks mess up recordings when emitted by [spoiler].
- Potion of duplication can duplicate itself. This is a UI bug/very slight exploit has a high(ish) risk fix.
- Talismans can be enchanted when [spoiler].
- Make staffs of summoning not identify if the summoned monster is not visible.

Unconfirmed, works fine for me and haven't been able to duplicate:
- Food isn't being created as frequently as possible, or regeneration is too slow.
Please drop a note in the comments if you see any other bugs or are experiencing either of the unconfirmed issues, as I'd love to get these fixed or confirmed as working fine.
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andrewdoull

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Re: UnBrogue (Now at v1.0.4)
« Reply #11 on: October 02, 2012, 12:01:34 PM »
v1.0.5

Quote
This release fixes all outstanding issues and to do list items, however could do with a little bit more testing before being considered a stable release.

Changes for 1.0.5

- Prevent a player from killing themselves by wielding an enchanted weapon of Transference they lack the strength to use. (Reported by tinyrodent).
- Prevent sparks from [spoiler] causing slow down and visual bugs during playback.
- Correctly calculate shield gold value.
- Allow shields and talismans to be called something, instead of crashing. (Reported by tinyrodent).
- Potion of winds do not help other gases spread.
- Added 3 more machine rooms.
- Talismans generated as rewards will not be cursed (Requested by tinyrodent).
- Fix scroll of duplication messages.
- Prevent scrolls of duplication from duplicating themselves (Reported by multiple people).
- Prevent scrolls of enchantment from enchanting [spoiler].

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Re: UnBrogue (Now at v1.0.1 ARRP)
« Reply #12 on: October 02, 2012, 12:03:42 PM »
There are many changes that are a bit subtle, and I'm not an advanced enough player to really notice them. Like the stealth changes and what not.

  No complaints at all. A solid entry.

Thanks.

The biggest problem I've had is that the changes have ended up being too subtle. It's possible to play a game of UnBrogue and not find much that is different from Brogue...

getter77

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Re: UnBrogue (Now at v1.1)
« Reply #13 on: February 19, 2013, 01:17:28 PM »
v1.1

Quote
Many thanks to Marco Salamone and Harrison Kreimer for taking the time to test the pre-release versions of the 1.1 release. Windows, OS/X Linux (thanks to Joshua Day for compiling this and updating the Linux platform code).

Changes for 1.1
- Code base updated to Brogue 1.7.
- Some changes have been added from 1.7.1: Bloodworts, lunging with rapiers, weapons of Force, reflection is now negatable, improvement to low level charms of protection, moving around obstacles diagonally.
- The majority of Brogue 1.7.1 change will be included in the next major UnBrogue release (1.2); the diff between 1.7.0 and 1.7.1 is approximately twice that of 1.6.3 to 1.7.0, and a number of systems changed significantly (dungeon generation, monster AI) in ways that will require more time to port across.
- Unlike 1.7.1, statues cannot be moved around diagonally.
- Added sabres which attack all adjacent targets in regular combat and when lunging.
- Blinking with a rapier, sabre will perform a lunge while blinking if there is a monster in the path of the blink.
- Moving with a spear or pike extends the weapon into the next grid in the direction you are moving if it is unoccupied. Any monster entering this grid will be automatically hit for x3 times damage.
- Maces, hammers damage is halved but they knock back enemies they hit 2 grids, doing triple damage if the enemy is knocked into an obstruction.
- Talisman of madness bonus now only affects weapons and armour. (One does not simply walk into DL100).
- Spiders summoned by a talisman of spiders appear at the stairs on the current level and begin levelled up twice for each enchantment on the talisman; this does not allow them to learn new abilities.
- Fix potion of winds typo.
- Scrolls of duplication correctly duplicate keys.
- Scrolls, charms of shattering have a chance of shattering reflective monsters, based on proximity and shattering radius.
- Fix protection so that it really only lasts 20 turns.
- Golems are not tortured.
- Dragons attack all adjacent targets; horror attacks penetrate like a Brogue spear/pike.
- Armour AC is increased by 1 for all armors except leather, plate. Plate strength requirement increased by one.
- Imps, nagas, salamanders get flee near death flag.
- Nagas and salamanders rapidly heal when submerged (2 hp per turn).
- Nagas and salamanders hate each other and will always attack each other on sight, even if allied.
- Added 'h'arpies, 'l'amias and [spoiler]. Feedback on how unfair these monsters are is welcome.
- You take half damage falling into shallow water, bogs or dense foliage, or if the air below is filled with strong winds.
- Slays/immunities now apply to a group of similar monsters (dar slaying, jelly slaying) rather than individual monsters in some instances.
- Firebolt is piercing: left over damage is applied to the next monster in line of fire if the first is killed.
- Aggravate Monster temporarily aggravates all monsters in LOS: aggravated monsters attack instead of fleeing, flitting or keeping their distance.
- Throwing potions of fire immunity creates a fire extinguishing gas. Throwing potions of life creates a healing gas.
- Centaur and arrow turret attacks unaffected by negation. Dart and acid turrets are stripped of their special effects but can still attack from a distance if negated. Ogres do not lose their shields if negated.
- Captive and dominated monsters generated out of depth don't begin gaining experience until they reach their minimum depth.
- Removed rings of Accuracy, Wizardry and Alchemy.
- Added Transference as a ring again. Removed Transference runic.
- Excess hit points stolen with transference adds to protection.
- Thrown weapons are not destroyed when they hit a target, unless it is a dart or javelin with a special ability such as incendiary darts. To compensate they all appear in smaller stacks and you begin the game with only 3 darts. (Inspired by morphles' patch).
- Thrown spears and pikes penetrate through to a second target in the next grid along the aimed path; thrown axes, sabres hit all targets adjacent to the grid before the first target they would hit.
- Wand and staff types are combined, with each type randomly being a wand or staff from game to game, but a minimum of two wands and three staffs, one of which will be a direct damage staff (lightning, fire, poison, force).
- Wands/staffs of Force and Nature added. Force pushes monster backwards 1 grid per enchantment and damages them if they hit an obstruction: triple damage if the target is knocked into a wall. Nature stops and grows a plant if the bolt crosses consecutive three fertile grids of the same type - either observe what plants grow on what terrain in the dungeon, or experiment to see what you can grow - and nature wands grow wooden bridges over chasms.
- Added more monsters summoned by wands/staffs of summoning. Staffs of phantoms removed as invisible hard hitting enemies on level 1 was not fun.
- Added more talismans. Check 'D'iscoveries for names.
- Talismans now all significantly change how part of the game works so that the least interesting ones are those which require that you be hallucinating, poisoned or on fire.
- Added some new reward rooms for further mid and end game variety.

Patashu has tempted the fate of the RNG to give you a seed scummer version of UnBrogue 1.1 including a Windows compile, which you can get links to from the Brogue thread on UnBrogue.
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getter77

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Re: UnBrogue (Now at v1.1.1)
« Reply #14 on: February 20, 2013, 03:02:25 PM »
v1.1.1

Quote
As discussed on the Brogue forums, this is a quick bug fix release. Nothing serious but lots of annoying bugs fixed. Windows, OS/X.

Changes for 1.1.1
- Spears, pikes get stained with the blood of any creature they kill by impaling.
- Significantly improve the feedback of identify, enchanting effects which apply to more than one item.
- Improve correctness of spear, pike impaling to try to fix out of sync errors, reports of crashing.
- Made permanent status effects actually permanent.
- Mark monsters as permanently negated only if they have underlying racial abilities/traits which can be negated.
- Make it clear what witch hazel does.
- Add a couple of reward room entrances (one from 1.7.1).
- Add monster tweaks from 1.7.1.
- Add some post-amulet monsters to try to spice up the deep a bit more.
- Improve description and appearance of obsidian walls (reported by tinyrodent).
- Flatten power curve of staff of protection.
- Fix problems with charms, talismans destroying items when using them.
- Fix blinking, pushed monsters failing to impale themselves on an extended spear or pike if they blink or are pushed through the grid.
- Fix various reward rooms not being impregnable (now using 1.7.1 code to prevent corner clipping).
- Fix potion and scroll experiments found throughout the dungeon.
- Fix protection display glitch and logic problems on getting damaged (Reported by Creaphis).
- Fix bug where half of all charms of protection had no recharge time (Reported by tinyrodent).
- Fix bug where you could not injure your allies using throwing weapons (Reported by ggoDeye).
- Fix bug preventing gambling from working.
- Fix occasional crypt weirdness/crash.
- Fix challenging staff/wand workshops and provide more information on construction rules.
Brian Emre Jeffears
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