Author Topic: The Temple of Torment  (Read 234126 times)

getter77

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Re: The Temple of Torment
« Reply #30 on: February 09, 2014, 02:15:37 AM »
Nice looking assortment of progress---continues to shape up as a bright one indeed here on the Early Dev board.   8)
Brian Emre Jeffears
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Aukustus

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Re: The Temple of Torment
« Reply #31 on: February 12, 2014, 07:18:24 AM »
Here's a fast Alpha 6 release https://dl.dropboxusercontent.com/u/95372567/TToT_alpha6.rar
Change log:
Code: [Select]
Bugs fixed
- Game crashing bug fixed: there was a possibility that dead monster gets frozen and game crashes when freeze ends
- Half-fixed bug: Monster didn't follow exactly one tile after player when double doors were opened
- Game crashing bug fixed: Scroll loots crashed
- Serious bug fixed: Spellbook of confusion actually casts confusion now

Heros
- Sorcerer's starting sling is +0 as intended
- Fighter's javelin uses strength instead of dexterity
- Rogue's stealth is 3 turns per character level
- Weapon proficiences added for 5th level up, +5 THB for selected weapon class
- Sorcerer lvl 3 talent: Magical Armor
- Sorcerer lvl 6 talent: Drain Life
- Sorcerer lvl 9 talent: Invisibility
- Level cap of 10

General
- Auto-target improved
- Minor UI changes

Monsters
- New monster: blood fiend
- Harpies drop guaranteed food
- Zombie xp reduced

Items/Inventory
- Javelin and fire arrows display damage
- New weapons: battle axe, halberd, warhammer
- New armors: gauntlets, full plate armor, amulets of str/dex/int
- Adjusted AC for gloves, boots and helms
- Plate mail has a different tile now. New full plate armor has now plate mail's original tile.
- Great sword moved to ruins from caverns
- Shield block chances reduced
- Loot added to abyss
- Spellbook of magical armor removed from loot to talent spell

Aukustus

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Re: The Temple of Torment
« Reply #32 on: February 15, 2014, 06:20:01 PM »
Some thoughts about future class system: after choosing a class there comes an option to choose between two subclasses, same equipment limits apply to both subclasses, first talent is the same for both and next two talents are different for each subclass.

Possible subclass names
  • Marauder (current fighter)
  • Defender
  • Archer (current rogue)
  • Assassin
  • Arcane Caster (current sorcerer)
  • Blood Caster

Explanations
  • Defender: defensive talents
  • Assassin: talents for melee combat
  • Blood caster: talents that use hit points for casting

Vanguard

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Re: The Temple of Torment
« Reply #33 on: February 16, 2014, 07:07:45 AM »
Make a fighter class based on moving around a lot.  That's always the best class.

Aukustus

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Re: The Temple of Torment
« Reply #34 on: February 17, 2014, 10:03:05 PM »
I'll see.

I have completely reworked UI: https://dl.dropboxusercontent.com/u/95372567/UI.jpg
Here's also the new character screen feature: https://dl.dropboxusercontent.com/u/95372567/CharScreen.jpg
Next version will also have a button that changes between tiled graphics and ascii graphics. I have a white ascii version working at the moment.
« Last Edit: February 17, 2014, 10:06:05 PM by Aukustus »

Aukustus

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Re: The Temple of Torment
« Reply #35 on: February 20, 2014, 10:29:39 PM »
Here's a screenshot from the ascii mode: https://dl.dropboxusercontent.com/u/95372567/Ascii.png

Aukustus

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Re: The Temple of Torment
« Reply #36 on: February 27, 2014, 07:13:49 AM »
Some of the upcoming stuff:
Code: [Select]
Bugs
- Some fixes to revealed maps
- Inventory after death displays now equipment also
- Fixed a bug where getting teleported out of monster's sight made monster follow endlessly player and blocking resting
- Sorcerer can now wear amulets as before it was blocked by bug

General
- Reworked UI
- Character Screen shown from 'c'
- Fully playable ascii mode from F1-button
- Houses in Marwal and Undershire have wooden tiles

Heroes
- Stat gains every level but every second attribute makes a difference; 0-1 stat = +0 dmg, 2-3 stat = +1 dmg and so on
- Rogue renamed to Ranger, can use any bow and one-handed weapon and armors up to iron helm/mail boots and gloves and chainmail
- New Rogue class with melee skills, can use equipment up to short bow, short sword and Vassaruth's armor

Items
- Ulf'thad's potion has now the attribute added to its name
- Quest reward for rogue for finding the portal; Auril's shortsword

Monsters
- Frost spells do 1.5 * damage to flaming monsters
- Flaming monsters are immune to fire damage
- New monster: Ice salamander: can freeze player with melee attack
- New monster: Fire beetle

Maps
- Abyss is now 8 levels long and divided into earth, air, ice and fire layers; monsters are different on those levels

At the moment item letters are from ADOM and monster letters are from Angband. However I'd like to hear some opinions about character sets. I've read the topic here http://forums.roguetemple.com/index.php?topic=1260.30 already.

I guess the choices are pretty much Rogue, Angband, NetHack and ADOM character groups. I'm wondering if its an issue to combine those sets or should I just stick using all characters from one game's set?
« Last Edit: February 27, 2014, 07:35:27 AM by Aukustus »

Aukustus

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Re: The Temple of Torment
« Reply #37 on: March 01, 2014, 05:12:29 PM »
All right, here's the alpha 7: https://dl.dropboxusercontent.com/u/95372567/TToT_alpha7.rar

Full change log:
Code: [Select]
Bugs
- Some fixes to revealed maps
- Inventory after death displays now equipment also
- Fixed a bug where getting teleported out of monster's sight made monster follow endlessly player and blocking resting
- Sorcerer can now wear amulets as before it was blocked by bug
- Fixed a funny bug where returning Eilinmyr's amulet removed all amulets from inventory

General
- Reworked UI
- Character Screen shown from 'c'
- Fully playable ascii mode from F1-button
- Houses in Marwal and Undershire have wooden tiles
- New "You are standing on "item name"" feature

Quests
- Kill the bandit leader and return his hand to Duradan, captain of the guard for 200 gold pieces

Heroes
- Stat gains every level but every second attribute makes a difference; 0-1 stat = +0 dmg, 2-3 stat = +1 dmg and so on
- Rogue renamed to Ranger, can use any bow and one-handed weapon and armors up to iron helm/mail boots and gloves and chainmail
- New Rogue class with stealth, dodge and poison weapon skills, can use equipment up to short bow, short sword and Vassaruth's armor
- Ranger and rogue both have stealth, but rogue gets 2x stealth damage and 3x stealth critical damage

Items
- Ulf'thad's potion has now the attribute added to its name
- Quest reward for rogue for finding the portal; Auril's shortsword

Monsters
- Frost spells do 1.5 * damage to fire monsters
- Fire spells do 1.5 * damage to ice monsters
- Flaming monsters are immune to fire damage
- Frost monsters are immune to frost damage
- Bosses are immune to confusion
- Named monsters are now 1.5 * regular health instead of 2 *
- New monster: Ice salamander: can freeze player with melee attack
- New monster: Ice ooze: can freeze player if hit by player in melee
- New monster: Fire beetle
- New monster: Fire ooze: Burns players in adjacent tiles
- New monsters: Bandit and bandit archer

Maps
- Abyss is now 8 levels long and divided into earth, air, ice and fire layers; monsters are different on those levels
- Old mines added to Faywyn for bandit quest

Screenshots also updated on the website http://thetempleoftorment.blogspot.fi/p/screenshots.html
« Last Edit: March 01, 2014, 05:30:18 PM by Aukustus »

Aukustus

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Re: The Temple of Torment
« Reply #38 on: March 08, 2014, 02:12:04 PM »
The Temple of Torment hits beta!

Beta has about 80% of the content that's going to be in the game, what needs to be done is mostly balancing the combat and spells.
Paladin and cleric has been added to playable classes.

Here's the direct download link: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta1.rar

Following changes are included:
Code: [Select]
General
- Character screen shows bonuses
- Saves on hardcore death are deleted instead of being overwritten

Bugs
- Fixed a bug where expiring armor class skill didn't remove the bonus

Heroes
- Talents always cost 35MP
- Fighter's power attack and cleave reversed
- Ranger's multiple shot and aimed shot reversed
- New class: Paladin with skills turn undead, shield wall, smite
- New class: Cleric with skills turn undead, divine shield, holy fire
- Shield Bash does damage of 1d6 instead of 1d(block chance / 5)

Items
- Mace renamed to morningstar and new mace added as cleric's starting weapon
- Auril's shield added for paladin quest reward
- Auril's prayerbook of divine resistance added for cleric quest reward
- Spellbook of healing is now only for cleric

Spells and skills
- Turn Undead; talent for paladin and cleric; 1d6 bolt + 5% chance to make undead flee
- Shield Wall; talent for paladin; +5 Block Chance for 50 turns
- Smite; talent for paladin;
- Holy Fire; talent for cleric; fireball effect with bonus for undead
- Divine Shield; talent for cleric; damage reduced by 1 for next 50 hits
- New spell for sorcerer: Frozen Orb; ice version of fireball
- Holy Nova; spell for cleric, hits every tile within radius of 2 from player
- Aid; spell for cleric; gives 10 hit points for 50 turns
- Pain; spell for cleric; touch spell that has a chance of stunning the target
- Divine Resistance; player can select a resistance for fire, ice or poison for 50 turns
- Fireball is 1d12 instead of 2d8

Monsters
- New monster: venom ooze; can poison player with critical hits

getter77

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Re: The Temple of Torment
« Reply #39 on: March 08, 2014, 10:30:46 PM »
Awesome---a major milestone achieved indeed!  Congrats and keep at it.   8)
Brian Emre Jeffears
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Aukustus

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Re: The Temple of Torment
« Reply #40 on: March 13, 2014, 08:55:25 AM »
I'll post a beta 2 which includes couple of critical bug fixes and other enhancements: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta2.rar

Changes:
Code: [Select]
General
- Improved talent menus
- Improved targeting: no longer areas which are not in fov can be targeted
- Improved messages in general
- Combat cannot be used in the world map
- Improved trap placement

Bugs
- Fire arrows went incorrectly to items, not equipment
- Venom Ooze previously crashed game when spawning
- Fixed an entertaining bug where lanterns sold for 6000gp
- Lanterns fade faster while resting now

Heroes
- Melee classes +7HP, ranged classes +5HP, magic classes +4HP in level up
- Rogue's stealth attack displays "backstab" in combat messages since rogue has 2x damage and 3x critical with stealth, ranger's stealth attack displays regular messages

Items
- Inventory displays "unusable" next to the item if the class cannot use it
- Reduced drop rate of scrolls of recall
- Minor increase to gold amounts

Monsters
- Risen hound max hit points lowered by 5

Aukustus

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Re: The Temple of Torment
« Reply #41 on: March 13, 2014, 07:56:02 PM »
Here's some figures about the amount of content in The Temple of Torment:
  • Different enemies: 41
  • Different items: around 70
  • Different spells and talents: 30
  • Different maps: 39
  • Different hand-made maps: 14
  • Different graphics: 177
  • Different quests: 6
  • Lines of code: 15 000

Aukustus

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Re: The Temple of Torment
« Reply #42 on: March 20, 2014, 08:37:25 AM »
Third beta is here: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta3.rar

Changes:
Code: [Select]
Bugs
- Divine Resistance message displays now 50 turns instead of 25
- Nova MP cost actually what displayed
- Item stack bug fixed; for example picking up two heal potions and having four heal potions in inventory no longer results in having a stack of 6 but now stacks of 4 and 2
- Death screen displays now if player was frozen
- Paladin no longer starts with a javelin
- Javelins and fire arrows work now properly
- Cancelling the spell "Pain" works now properly

General
- Lanterns must be lighted before use, and they can be unlighted, lighted lanterns not in inventory will fade also
- Standing on an item now displays the amount of items in stack if there's more than one
- Abyss is renamed to hell in order to stay in original vision, final level didn't make much sense before
- Player has only one food and health and cure poison potion in the start but has 50 gold pieces more

Items
- Picking up stacks of more than 1 item must be picked up one by one (does not apply to gold)
- Gold renamed to gold pieces

Spells
- Chain Lightning MP cost to 20 from 25
- Fireball MP cost to 25 from 30
- Confusion MP cost to 30 from 35
- Divine Strike MP cost to 20 from 25

Monsters
- Monster names "abyssal x" renamed to "x of hell"
- New monster: knight of hell; heavily armored and shielded melee warrior
- General balancing to monsters before hell
- Fire beetles spit fire now as intended
- Venom ooze is now immune to poison

Aukustus

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Re: The Temple of Torment
« Reply #43 on: March 23, 2014, 04:04:06 PM »
Next thing I'm going to do is to implement the attributes Wisdom, Constitution and Charisma; that completes now all the main attributes str, dex, con, wis, int and cha. My basic idea is to use D&D namings for all kinds of things but without any compability so I'm free from licenses.

Aukustus

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Re: The Temple of Torment
« Reply #44 on: April 01, 2014, 11:12:29 AM »
Fourth beta released: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta4.rar

Changes:
Code: [Select]
Bugs
- Looking tile char x is now consistent everywhere
- Javelin had a double strength bonus before
- Giving Giladir a potion of healing now truly removes only one healing potion from inventory
- Mimic AI should work properly

General
- New leveling system: player gets 2 attribute raises but each stat is limited to 10 without bonuses
- New attribute: Wisdom; used instead of Intelligence in cleric's spell damage calculation
- New attribute: Constitution; used with damage reduction from physical attacks
- New attribute: Charisma; used with shop prices when selling and buying and paladin's smite
- Help displays now explanations for ascii symbols
- Player can now target melee talents / spells only within 1 tile radius from the player
- Poison damage is consistent while resting for multiple turns
- Improved character sheet

Items
- Sell values adjusted for some items
- New wisdom potion reward, wisdom amulet
- New charisma potion reward, charisma amulet
- New constitution potion reward, constitution amulet

Spells and talents
- Paladin's Shield Wall renamed to Holy Shield to make it more Paladin'ish
- Turn Undead uses now player level as a damage bonus instead of Intelligence

Monsters
- Venom spitter snakes are immune to poison now
- Monster experiences revised, players should get to level 9 around the last few floors of the hell
- General balancing