Author Topic: Announcing Brogue v1.7.1  (Read 3117 times)


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Announcing Brogue v1.7.1
« on: January 31, 2013, 04:34:36 AM »
It is my pleasure to announce the release of Brogue v1.7.1 for Mac OS X, Windows and Linux. Downloads, screenshots, a forum and a wiki can be found here:

New with v1.7.1:
   ⁃   Certain terrain features (locked doors, stairs, altars, etc.) are noted in the sidebar, and like monsters and items, can be selected from the sidebar by mouse or with the tab key for pathfinding and targeting.
   ⁃   The dungeon generation code has been rewritten from scratch, and the dungeon is generated with several new basic room shapes.
   ⁃   The lighting state of the player’s location (lit/unlit) is displayed at the top of the side bar.
   ⁃   New armor runic: the Armor of Respiration, which renders you immune to harmful gases.
   ⁃   New weapon runic: the Weapon of Force, which flings enemies backward and damages them if they hit something along the way, in proportion to the distance that they traveled.
   ⁃   New terrain feature: bloodwort plants, which grow seed pods that release healing gas when struck.
   ⁃   The rapier deals slightly more damage, requires 15 strength, and will perform a triple-damage never-miss lunge attack if you are one space away from an enemy and step directly toward it. Runic effects on rapiers are also more likely to trigger.
   ⁃   Brief flashes of light are displayed to indicate discovered secrets and other events.
   ⁃   The deepest dungeon depth is now 40 instead of 100, and it contains a reward for players skillful and insane enough to reach it.
   ⁃   Groups of monsters will now swarm their enemies more intelligently.
   ⁃   Plate armor now grants a base armor value of 11, down from 12.
   ⁃   Natural crystal formations reflect magical bolts.
   ⁃   Removed scrolls and charms of fear.
   ⁃   A type of item will automatically become identified if it is the last type of that item category not to be identified.
   ⁃   All item types in a vault will auto-identify as soon as you enter the vault, obviating the need to sequentially pick up and drop each such item.
   ⁃   When monkeys steal darts or other stackable weapons, they will steal only half of the stack at a time as long as you have more than three.
   ⁃   Charms are less common.
   ⁃   Swamp gas will explode only if it’s completely surrounded by swamp gas, fire or terrain that obstructs gas. Otherwise it just burns.
   ⁃   Weapons of multiplicity can summon up to 7 images and armor of multiplicity can summon up to 5, in each case based on their enchantment level, up from a maximum of 3.
   ⁃   Diagonal movement is permitted around all terrain except for walls and obstruction crystals. In other words, you can now step diagonally around statues, caged altars, wooden barricades, etc.
   ⁃   Vaults are no longer generated with destructible corners, which previously allowed a player with tunneling/shattering and blinking to rob vaults without unlocking them.
   ⁃   Tossing an item into lava will result in a one-cell gout of flame, which can ignite flammable gas clouds.
   ⁃   Items carried by monsters are now always identified in the monster details display.
   ⁃   Attempting to move while confused and next to lava will prompt the player for confirmation, as will attempting to drink a potion that is known to be bad.
   ⁃   Saved games load about twice as quickly.
   ⁃   Allies and other monsters are less likely to clip through walls in a variety of contexts, including upon summoning and when moving between depths.
   ⁃   Enemy monsters are again willing to cast offensive spells at allies that have learned reflection.
   ⁃   Wands of plenty are now generated with 1-2 charges, like wands of domination, instead of 2-4 charges.
   ⁃   Polymorph will no longer generate liches or phoenixes, to avoid odd outcomes with phylacteries and phoenix eggs.
   ⁃   Phoenix eggs have twice as much health, and phoenixes do more damage.
   ⁃   Negation will clear the “reflects magic” status from monsters.
   ⁃   Fixed several potential causes of out-of-sync errors.
   ⁃   Fixed a few bugs related to vault generation edge cases.
   ⁃   Fixed a bug that could cause the player's armor value to display as negative, even though it cannot go below zero.
   ⁃   Fixed a bug that could mess up dart/javelin quantities.
   ⁃   Fixed a bug that could cause memory corruption when items that had been ‘c’alled long names auto-identified.
   ⁃   Fixed a bug that allowed you to spend a scroll of identify on a charm.
   ⁃   Fixed a bug that caused the duration of entrancement to be shorter than it should be.
   ⁃   Fixed a bug that could cause the upward stairs on depth N to become discovered (and, potentially, could cause recordings or saved games to go out of sync) if you took the downward stairs to depth N+1 and then back up to N.
   ⁃   Fixed a bug that caused weakened monsters to hit more accurately instead of less accurately (though their damage output and defense were correctly lowered).
   ⁃   Fixed a bug that could cause high-level charms of protection to provide too much shielding and potentially destabilize the game, and rebalanced the charm of protection to offer more benefit at lower enchantment levels.
   ⁃   Fixed a bug that caused monsters to wander back and forth repeatedly (by rewriting the wandering code from scratch).
   ⁃   Changed the open source license under which Brogue is distributed to AGPLv3.


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Re: Announcing Brogue v1.7.1
« Reply #1 on: January 31, 2013, 04:58:26 AM »
Awesome!  I've been playing a lot of Brogue recently; happy to sink my teeth into an update!


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Re: Announcing Brogue v1.7.1
« Reply #2 on: January 31, 2013, 12:52:39 PM »
If there's a bad time for a new Brogue release then I want no part of it.   8)
Brian Emre Jeffears
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