Author Topic: The Temple of Torment (Now at Stable 19.0)  (Read 157954 times)

Aukustus

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Re: The Temple of Torment (Now at Stable 7.3)
« Reply #120 on: December 23, 2015, 07:25:05 PM »
It's been a while since the last update, but I'm still working on this. There's a saying in Finnish that's translated into something like "Hunger grows from eating" meaning that I'm getting derailed and adding a lot of more stuff than intended, for example there's Thirst now in addition to Hunger. It's just missing a couple of quests before a release.

Here's what the current change log looks like:
Code: [Select]
-----Highlights:-----
* Thirst
* Map feature
* Three New Deities with 3 new Deity Powers
* New Village
* 3 new areas
* 3 new quests
* New party member
* Increased Level Cap
* Quest Experience added
* 12 new Active Talents
* 10 new Passive Talents
* Keyboard aiming with mouse

-----Full log:-----

Bugs, mistakes and missing things
* Allied non-demons and non-undead no longer take damage from Aura of Holiness
* Fixed some boss Nova spells not hurting party members
* Fixed Song of Turning finally
* Fixed a bug with muskets
* Enabled Hunger and XP UI tooltips
- Fixed a bug with Firearms skill increase text
- Fixed a bug with musket shop
- Fixed a typo in Quest Help
- Fixed minor bugs in the animations
- Fixed a minor bug in regenerating hit points when resting
- Fixed multiple other minor bugs

General
* Thirst added: need to drink to prevent dehydration damage, water can be drinked from refillable waterskins and wells
* Wells quench thirst
* New Option: Ability to enable keyboard targeting when mouse is enabled
* Level ups are now accepted manually by either clicking the bar or pressing 'X'
* Options menu is rewritten, it no longer jumps to the beginning after selecting an option and is more intuitive
* Map feature: accessed through the UI button: shows the explored areas in a single screen
* The game saves now if the game window is closed from the Close button
* Map can be scrolled with Home, End, Del and Page Down buttons
* Shops offer now only 3 unique items instead of 5
- Pressing buttons don't spend a turn if the action cannot be done
- Talents and XP/Hunger Bars are switched around in the UI
- Wells cannot be walked over anymore, they still can be used

Player
* Heavy classes alternate between 3 and 2 Hit Points per level instead of 3 Hit Points per level
* Ranged classes get 2 Hit Points per level instead of alternating between 3 and 2 Hit Points per level
* Caster classes alternate between 2 and 1 Hit Points per level instead of 2 Hit Points per level

Talents
* New Deity Power: Flip of a Coin: either a harmful, a helpful or an annoying effect will ensue from 20 different effects
* New Deity Power: Blinding Light: blinds all targets within range
* New Deity Power: Watery Lungs: causes drowning damage to a creature with lungs
* New Fighter Active Talent: Battle Stance: Either a defensive or a offensive stance with different stat changes
* New Paladin Active Talent: Convert: Turns the target into an ally for 12 turns
* New Paladin Passive Talent: Aura of Purification: Immunity to diseases and poison
* New Monk Active Talent: Peace of Mind: Removes all negative status effects
* New Monk Passive Talent: Enlightement: +1 Damage Reduction
* New Barbarian Active Talent: Savage Strike: A guaranteed hit with 2x damage
* New Barbarian Passive Talent: Iron Will: +10 Resistance
* New Ranger Active Talent: Animal Companion: Summon a permanent ally that is counted as a party member
* New Ranger Passive Talent: Arrow Recovery: 25% chance to retrieve a missed arrow/bolt
* New Rogue Active Talent: Vanish: Enter Stealth even in combat
* New Rogue Passive Talent: Quiet Step: Increased Stealth length
* New Bard Active Talent: Song of Heroes: Increase all Damage by 2 for 50 turns
* New Bard Passive Talent: Bardic Lore: Reduces target's Resistance by 5
* New Cleric Active Talent: Armor of Faith: +5 Armor Class for 50 turns
* New Cleric Active Talent: Cleansing Fire: Area of Effect spell that causes damage over time
* New Cleric Passive Talent: Holy Power: +1 All Damage
* New Mage Active Talent: Time Stop: Gives 6 free turns
* New Mage Passive Talent: Spell Penetration: Reduces target's Resistance by 5
* New Druid Active Talent: Volcano: Area of Effect Spell that leaves some lava for a while
* New Druid Passive Talent: One with Nature: +50% Healing Rate
* New Warlock Active Talent: Apocalypse: Area of Effect Spell that spawns three meteors to strike the ground
* New Warlock Passive Talent: Corruption: Nearby enemies take 1 damage each turn
* Lay on Hands becomes a targeted Talent that can heal anything
* Talents now use different amounts of mana depending on its level
* Switched the order of some of the Fighter's Talents
* Overpower is +2 DMG instead of +1 DMG now
* Cleric loses Turn Undead but gains Armor of Faith
* Switched the order of some of the Ranger's Talents
* Switched the order of some of the Monk's Talents
* Switched the order of some of the Rogue's Talents
* Increased Song of Turning's duration by 3 turns
- Vault has a new image
- Stealth duration reduced to 30 from 50, but is increased back to 50 with the new Passive Talent at level 27
- Multiple Shot has a new image

Spells
* Healing spell becomes a targeted spell that can heal anything

Party members
* Added a limit of two party members
* New party member: Dog, that doesn't spend a party slot
* Party member Hit Points carry on to other areas
- Melisath spell Cleansing Fire renamed to Purify

Quests
* Added Quest Experience: Experience that is gained from completing quests
* New quest: Save the dying dog
* New quest:
* New quest: Test a new musket design
* New quest:
* New quest: Return an idol to a temple

Items
* New item: Waterskin; can hold water to quench thirst, also refillable from Wells

Enemies
* New boss: Nymph
* New boss: High Priest of Dagon
* New monster: Poisonous Frog
* New monster: Deep One
* Lemouchi can now see through Stealth and Invisibility
- Wolf tile changed

Deities
* Updated deity descriptions
* New Deity: Auros: the good god of light and fire: likes sacrifices, hates evil acts
* New Deity: Jinxia: the neutral god of luck and randomness: likes gambling
* New Deity: Ca'thul: the evil of god the seas: likes sacrifices, hates good acts

Areas
* New village: Port Victory
* New area: The Enchanted Wood
* New area: Demon's Fall Bridge
* New area: Sunken Temple
* All deities now have distinct realms
* Removed banks from other towns than Westerfall

Aukustus

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Re: The Temple of Torment (Now at Stable 7.3)
« Reply #121 on: January 11, 2016, 12:59:49 AM »
Stable 8.0 Released!

Changes:
Code: [Select]
--Highlights:--
* Thirst
* Map
* Three New Deities with 3 new Deity Powers
* New Village
* 5 new areas
* 6 new quests
* 2 new party members
* Increased Level Cap
* Quest Experience added
* Talent overhaul
* 12 new Active Talents
* 10 new Passive Talents
* Keyboard aiming with mouse

--Full log:--

Bugs, mistakes and missing things
* Allied non-demons and non-undead no longer take damage from Aura of Holiness
* Fixed some boss Nova spells not hurting party members
* Fixed Song of Turning finally
* Fixed a bug with muskets
* Enabled Hunger and XP UI tooltips
* Fixed the ability to cast some talents in the world map
- Fixed a bug with Firearms skill increase text
- Fixed a bug with musket shop
- Fixed a typo in Quest Help
- Fixed minor bugs in the animations
- Fixed a minor bug in regenerating hit points when resting
- Fixed multiple other minor bugs

General
* Removed the traditional UI
* Thirst added: need to drink to prevent dehydration damage/death, water can be drinked from refillable waterskins and wells
* Wells quench thirst
* Added fountains to temples, waterskins can be filled from them
* UI bars now align with the status messages
* New Option: Ability to enable keyboard targeting when mouse is enabled
* Level ups are now accepted manually by either clicking the bar or pressing 'X'
* Options menu is rewritten, it no longer jumps to the beginning after selecting an option and is more intuitive
* Map feature: accessed through the UI button: shows the explored areas in a single screen
* The game saves now if the game window is closed from the Close button
* Map can be scrolled with Home, End, Del and Page Down buttons
* Shops offer now only 3 unique items instead of 5
- Pressing buttons don't spend a turn if the action cannot be done
- Talents and XP/Hunger Bars are switched around in the UI
- Wells cannot be walked over anymore, they still can be used

Player
* Heavy classes alternate between 3 and 2 Hit Points per level instead of 3 Hit Points per level
* Ranged classes get 2 Hit Points per level instead of alternating between 3 and 2 Hit Points per level
* Caster classes alternate between 2 and 1 Hit Points per level instead of 2 Hit Points per level

Talents
* Talents are now used once (LVL18/24/30 Talents) or twice (LVL1/6/12 Talents) per rest to prevent spamming powerful Talents
* Talent buttons are colored red if they cannot be casted
* New Deity Power: Flip of a Coin: either a harmful, a helpful or an annoying effect will ensue from 20 different effects
* New Deity Power: Blinding Light: blinds all targets within range
* New Deity Power: Watery Lungs: causes drowning damage to a creature with lungs
* New Fighter Active Talent: Battle Stance: Either a defensive or a offensive stance with different stat changes
* New Paladin Active Talent: Convert: Turns the target into an ally for 12 turns
* New Paladin Passive Talent: Aura of Purification: Immunity to diseases and poison
* New Monk Active Talent: Peace of Mind: Removes all negative status effects
* New Monk Passive Talent: Enlightement: +1 Damage Reduction
* New Barbarian Active Talent: Savage Strike: A guaranteed hit with 2x damage
* New Barbarian Passive Talent: Iron Will: +10 Resistance
* New Ranger Active Talent: Animal Companion: Summon a permanent ally that is counted as a party member
* New Ranger Passive Talent: Arrow Recovery: 25% chance to retrieve a missed arrow/bolt
* New Rogue Active Talent: Vanish: Enter Stealth even in combat
* New Rogue Passive Talent: Quiet Step: Increased Stealth length
* New Bard Active Talent: Song of Heroes: Increase all Damage by 2 for 50 turns
* New Bard Passive Talent: Bardic Lore: Reduces target's Resistance by 5
* New Cleric Active Talent: Armor of Faith: +5 Armor Class for 50 turns
* New Cleric Active Talent: Cleansing Fire: Area of Effect spell that causes damage over time
* New Cleric Passive Talent: Holy Power: +1 All Damage
* New Mage Active Talent: Time Stop: Gives 6 free turns
* New Mage Passive Talent: Spell Penetration: Reduces target's Resistance by 5
* New Druid Active Talent: Volcano: Area of Effect Spell that leaves some lava for a while
* New Druid Passive Talent: One with Nature: +50% Healing Rate
* New Warlock Active Talent: Apocalypse: Area of Effect Spell that spawns three meteors to strike the ground
* New Warlock Passive Talent: Corruption: Nearby enemies take 1 damage each turn
* Lay on Hands becomes a targeted Talent that can heal anything
* Talents now use different amounts of mana depending on its level
* Switched the order of some of the Fighter's Talents
* Overpower is +2 DMG instead of +1 DMG now
* Cleric loses Turn Undead but gains Armor of Faith
* Switched the order of some of the Ranger's Talents
* Switched the order of some of the Monk's Talents
* Switched the order of some of the Rogue's Talents
* Increased Song of Turning's duration by 3 turns
- Vault has a new image
- Stealth duration reduced to 30 from 50, but is increased back to 50 with the new Passive Talent at level 27
- Multiple Shot has a new image

Spells
* Healing spell becomes a targeted spell that can heal anything

Party members
* Added a limit of two party members
* New party member: Gann, a dual-wielding mercenary that costs 5 gold per day
* New party member: Dog, that doesn't spend a party slot
* Party member Hit Points carry on to other areas
- Melisath spell Cleansing Fire renamed to Purify

Quests
* Added Quest Experience: Experience that is gained from completing quests
* New quest: Save the dying dog
* New quest: Escort an old man to his wife's grave
* New quest: Test a new musket design
* New quest: Find a rare Larnroot
* New quest: Return an idol to a temple

Items
* New item: Waterskin; can hold water to quench thirst, also refillable from Wells

Enemies
* New boss: Nymph
* New boss: High Priest of Dagon
* New monster: Poisonous Frog
* New monster: Deep One
* Lemouchi can now see through Stealth and Invisibility
- Wolf tile changed

Deities
* Updated deity descriptions
* New Deity: Auros: the good god of light and fire: likes sacrifices, hates evil acts
* New Deity: Jinxia: the neutral god of luck and randomness: likes gambling
* New Deity: Ca'thul: the evil of goddess the seas: likes sacrifices, hates good acts

Areas
* New village: Port Victory
* New area: Enchanted Wood
* New area: Demon's Fall Bridge
* New area: Sunken Temple
* New area: Flowing Cavern
* New area: Undershire Graveyard
* All deities now have distinct realms
* Removed banks from other towns than Westerfall

getter77

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Re: The Temple of Torment (Now at Stable 8.0)
« Reply #122 on: January 11, 2016, 03:37:37 AM »
Nice---that's definitely a hearty update to kick off 2016 strong for this project!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Aukustus

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Re: The Temple of Torment (Now at Stable 8.0)
« Reply #123 on: January 11, 2016, 03:41:22 PM »
There was a bug that caused crashes when buying magical items, it's fixed now without changing the version number, and is reuploaded.

Aukustus

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Re: The Temple of Torment (Now at Stable 8.0)
« Reply #124 on: January 14, 2016, 01:56:57 PM »
Released 8.01 that contains a fix for another game crash.

Aukustus

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Re: The Temple of Torment (Now at Stable 8.01)
« Reply #125 on: January 14, 2016, 05:16:29 PM »
Yet another bug fixed in 8.02.

Aukustus

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Re: The Temple of Torment (Now at Stable 8.02)
« Reply #126 on: January 18, 2016, 11:03:30 PM »
8.1 Released!

There's a new 16x16 non-anti-aliased font that's the default font (the old one is alternative too), it's also used for the ASCII mode. Should be better now with 2x sized ASCII tiles.

Screenshots of the font are here: http://www.thetempleoftorment.net/screenshots/

Code: [Select]
--Highlights--
* Optimizations
* Fixed memory leaks
* New font (old still exists as an alternative)
* Improved Sell and Inventory menus

--Full log--
Bugs, mistakes and missing things
* Fixed multiple memory leaks
* Optimizations: far less CPU heavy
* Gold weight was wrong in its description
- Shooting a sling bullet into the ground spends the bullet now

General
* A new 16x16 font for both tiles and ASCII versions
* Sell menu now displays the value of a item
* Item menu now displays the weight of a item (stack in case there are many)
* Items without use functions do not have "Use item" option
* Items that cannot be dropped do not have "Drop item" option
* Trying to sell Gold or Quest items no longer jumps out of the menu
* It's no longer possible to sell 0 value items

Items
* Quest items now have weights

Aukustus

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Re: The Temple of Torment (Now at Stable 8.1)
« Reply #127 on: January 26, 2016, 09:28:52 PM »
8.2 Released!

Changes:
Code: [Select]

!!!!Saves from previous versions are not usable!!!!

--Highlights--
* Further memory leak fixes
* Named shops
* Quest items separated from other items

--Full log--
Bugs, mistakes and missing things
* Multiple memory leaks fixed
* Fixed multiple companion placement bugs when entering an area
* Fixed a bug with stash when retrieving a stack of items
* Fixed a bug with Holy Nova damaging the player
* Song of Demoralize no longer affects party members
* Fixed a crash with a Talent animation near the map borders
* Fixed a bug when exiting the game without saving and it still saves
- Animal companions cannot open doors any more
- Summoned monsters should no longer spawn on top of enemies
- Fixed not being able to summon another ally in the same map
- Deva no longer takes damage from Aura of Holiness
- Removed pillars being marked as Area Transitions in Mount Dragon's Rest

General
* All shops, temples and inns have names

Items
* Quest items are now in their own menu and don't use inventory slots

Spells
* Summoned monsters from spellbooks are more powerful


Aukustus

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Re: The Temple of Torment (Now at Stable 8.2)
« Reply #128 on: January 30, 2016, 07:55:49 PM »
Stable 8.3 Released! I hope this is the final bug fix release before the next content release.

Changes:
Code: [Select]
--Full log--
Bugs, mistakes and missing things
* Fixed stashing equipment

General
* Clicking the player no longer spends a turn, useful when not wanting to spend needless turns when arrived at mouse target


Avagart

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Re: The Temple of Torment (Now at Stable 8.3)
« Reply #129 on: February 03, 2016, 07:16:47 PM »
I tried to change setting for ASCII small and game crashes:
Code: [Select]
Traceback (most recent call last):
  File "TheTempleofTorment.py", line 83376, in <module>
NameError: name 'HOVERCOLOR' is not defined
I had to change setting manually because game won't start. Seems be general ASCII problem - ASCII big triggers same crash.

It's nice that you changed save system for permadeath mode, but would be good if additional option will be added - for quitting game and deleting saves; just 'abandon character' or something similar.
« Last Edit: February 03, 2016, 07:26:03 PM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 8.3)
« Reply #130 on: February 03, 2016, 09:54:36 PM »
I tried to change setting for ASCII small and game crashes:
Code: [Select]
Traceback (most recent call last):
  File "TheTempleofTorment.py", line 83376, in <module>
NameError: name 'HOVERCOLOR' is not defined
I had to change setting manually because game won't start. Seems be general ASCII problem - ASCII big triggers same crash.

It's nice that you changed save system for permadeath mode, but would be good if additional option will be added - for quitting game and deleting saves; just 'abandon character' or something similar.

Oops. I reordered some of the functions that handle reading the options. Now HOVERCOLOR, that is the color that's used when a menu option is selected, is declared too late.

The abandon character is a great idea. I'll probably add it when player attempts to exit the world map from the starting point.

I guess I'll release soon 8.4 that contains a couple of the upcoming 9.0 features.

Aukustus

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Re: The Temple of Torment (Now at Stable 8.3)
« Reply #131 on: February 04, 2016, 02:04:29 AM »
Stable 8.4 Released!

Link: http://www.thetempleoftorment.net/download/TToTd20_Stable084.zip

Contains multiple bug fixes and that abandon game feature and some other stuff.

Changes:

Code: [Select]
!!!!Saves from previous versions are not usable!!!!

--Highlights--
* Critical Hit Chances become stats
* Age: Player Characters can die of old age (don't worry, it won't happen from in-game days)
* Ability to abandon game

--Full log--
Bugs, mistakes and missing things
* Fixed the ASCII start crash
* Fixed the Stone of Recall system in the main dungeon
* Wolfs no longer can enter the same tile
- Fixed a bug with the Mage save filename
- Fixed saving correctly explored areas when entering the Cellar in Fairhaven
- Fixed a bug with displayed musket damage in Character menu
- Added thirst to the Character menu

General
* Game can be abandoned when exiting to main menu, it will delete the character save
* Game can be abandoned using the exit in the world, it will delete the character save
* There is now a prompt when leaving the world either by victory or by abandoning
* New Stat: Melee Critical Bonus; affects the critical hit chance in melee combat
* New Stat: Ranged Critical Bonus; affects the critical hit chance in ranged combat
* New Stat: Age

Items
* New Item: Elixir of Youth; cures magical aging
* Magical items are slightly more expensive

Monsters
* New Monster: Lost Soul; can cast Decaying Touch; magically ages player

Avagart

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #132 on: February 04, 2016, 08:08:41 PM »
Yay! I have another minor suggestion. Think is about character creation screens. You almost always forces player to additional confirmation for his choices. And it's very good (at least for this style menu) and I think that would be good to add confirmation for both mode and difficulty.

There is still issue about ranged combat. It looks weird... You know, bolts penetrating walls, etc. Seems that visuality of ranged attack is only... ekhm, visual effect. And possibility to perform ranged attack is determined by (enemy) FOV. Sometimes it looks very weird. What do you think about checking possibility of ranged attack by script used to showing bolts?
edit: Or it's determined by distance? Fire

I gained level and, without spending points or something similar, I was 'R'esting. Effect?
Flood of "You've gained a level!" messages.
Unfortunately, before resting this message doesn't appears.
« Last Edit: February 04, 2016, 08:21:28 PM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #133 on: February 04, 2016, 08:18:56 PM »
Yay! I have another minor suggestion. Think is about character creation screens. You almost always forces player to additional confirmation for his choices. And it's very good (at least for this style menu) and I think that would be good to add confirmation for both mode and difficulty.

There is still issue about ranged combat. It looks weird... You know, bolts penetrating walls, etc. Seems that visuality of ranged attack is only... ekhm, visual effect. And possibility to perform ranged attack is determined by (enemy) FOV. Sometimes it looks very weird. What do you think about checking possibility of ranged attack by script used to showing bolts?

I gained level and, without spending points or something similar, I was 'R'esting. Effect?
Flood of "You've gained a level!" messages.

Menus like that could totally work.

The ranged combat is pretty weird technically because the drawn line is made with Bresenham, what monsters are displayed is made with libtcod's fov module, and the fov's are asymmetrical. There's bound to be some weird situations with them. Using ranged targeting with Bresenham could result in a situation where you can see a monster through the libtcod fov but cannot fire to it because Bresenham is blocked by a wall. There should be a better way to do this all.

The level up messages are displayed once every in-game minute, it's a reminder that a level up is possible because it's a manual level up (by clicking the XP bar) now instead of automatic.

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #134 on: February 04, 2016, 08:42:39 PM »
About level up messages - ok, I understand. But maybe it's a good idea to disable appearing this message while 'R'esting? In this case it looks weird - rather like bug, not feature. Player press one key and a large number of same message appears in one moment... One reminder should be enough.

Maybe could you let player moving with minimap displayed? It would be nice feature.

I love new design of UI and new XP-bar! Looks amazing.

One more suggestion about minimap. Now, locations are divided into several parts. In some locations these parts are rather similar - for example in Enchanted Forest. What do you think about additional, less detailed minimap (standard under 'm', this one under 'M') of whole location? Or 'minimap' with scheme of parts of current location? Or another system to notify player in which part he is currently and what are other parts of location? Probably it should show only already visited / explored 'boards'...

edit: I'm not sure, because I cannot check previous messages, but... I'm rather certain that Nature's Rings auto-id's as +3 +1, but later is inscribed (and works) as +3 +3.
And I don't know if it is intentional but after unequpping this ring only max-hp and max-mp lowers to 'standard' values. Current-HP and Current-MP remains boosted

edit2: Hunger decreases faster than thirst. A bit strange. edit4: Not now. It's a bit random, or so? Maybe it's about drinking water and eating in tavern... But at starting game, I didn't eat and drink long time, and thirst decreases faster than hunger.

edit3: Sacrificing items - nice idea, I like this. But why temple sing looks like sign of alchemy shop?

edit5: Negotiation about price of service (bandit's quest) is count as 'evil deed'? Why?

edit6: 'Take all' option would improve picking loot :)

edit7: After buying a horse same message as in earlier versions appears: "Time and food consumption lowered...". What about thirst?
« Last Edit: February 04, 2016, 10:08:29 PM by Avagart »