Author Topic: The Temple of Torment (Now at Stable 19.0)  (Read 157931 times)

Legend

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #150 on: May 08, 2016, 04:25:05 AM »
Leaving towns can kinda be a a bit of a chore. Most seem to be rather large and kinda empty. So far anyways. It would be nice if there was some sort of command to allow exiting towns quickly rather than having to back track and find the way back out.  Or at least have multiple exits out of the towns.

Aukustus

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Re: The Temple of Torment (Now at Stable 8.4)
« Reply #151 on: May 08, 2016, 07:56:39 PM »
Yeah, I totally understand that. I'd add that if there was a simple way to exit the area without making it weird, out of place, or unintuitive in-game.

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Re: The Temple of Torment (Now at Stable 9.0)
« Reply #152 on: June 05, 2016, 09:14:10 PM »
9.1 Released! A mini patch to fix some things:

Bugs, mistakes and missing things
* Fixed memory issues when starting a new game after death
- Barracks are consistently made of castle wall

Items
* New Item: Scroll of Identify Item
* Unique items must be identified before using, this does not apply to magical items
- Scroll of Uncurse Item uncurses a random item instead of the first cursed item in inventory

Aukustus

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Re: The Temple of Torment (Now at Stable 9.1)
« Reply #153 on: June 13, 2016, 07:07:05 AM »
Just posting two things that will be in the next release:

Autoexplore: toggle on/off to explore the current area.

Single click mouse movement: Click the tile you want to move into. Fairly similar to the one in Brogue.

Aukustus

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Re: The Temple of Torment (Now at Stable 9.1)
« Reply #154 on: July 08, 2016, 08:37:22 PM »
Tenth Stable Release is here! http://www.thetempleoftorment.net/downloads/

Changelog:

Code: [Select]
--Highlights--
* Autoexplore
* Single mouse click movement
* Online Features       
* Traits       
* Ranged combat improved with balances and new missiles and ranged weapons

--Full log--
Bugs, mistakes and missing things
* Rewritten Gold handling, fixed multiple wrong price calculations
* Fixed a crash when firing the last crossbow bolt
* Magical weapons found in the dungeon are too +2
* Fixed some targeting crashes when playing without mouse support
- Fixed a bug where time advanced too fast while passed out from beer or waiting during a certain quest
- Fixed a bug where recovered bolts were found at player's coordinates
- Added a missing dialogue with the Alchemist
- Fixed a bug with some monster spawns in the Flowing Cavern

General
* New Merchant: Fletcher that sells ranged ammunition
* Autoexplore; press 'e' to toggle on/off, toggles off also when seeing a monster
* Single mouse click movement over long paths instead of holding mouse button down
* No fast mouse movement if monsters are in FOV, movement must be done with single clicks
* Monsters in the path will be attacked if they block the path when clicking on other tile than monster
* Lowered all the gold amounts and prices by 66%, everything is roughly the same relative price but amounts of money in circulation are lower
* Months are added, each month is 28 days, this has no effect on game, but immersion
* Smith and Captain Shop prices fluctuate with possibly a different price each day if the same item is on sale
* If item is equipped, it weighs less when counting towards being overencumbered
* External Help .txt file
- Less loot in the Caverns
- Traps are triggered only once
- Ranged ammo must be equipped before using, excluding special ammo

Online Features
* Upload a victorious Hardcore character to the Hall of Fame at the website       
* Upload a dead Hardcore character to the Hall of Fame at the website
* Main dungeon contains graves based on other player's Hardcore deaths
* These can be toggled off in Options

Items
* New Missile: Stunning Bolt; -1d4 damage, but can stun enemies
* New Missile: Acid Bolt; +1d6 damage
* New Missile: Frost Arrow; +1d6 damage and in addition deals 150% damage to fire monsters
* New Missile: Leafblade Arrow; general bow ammo, +1 damage
* New Missile: Broadhead Arrow; general bow ammo, +2 damage
* New Missile: Barbed Bolt; general crossbow ammo, +1 damage
* New Missile: Diamondhead Bolt; general crossbow ammo, +2 damage
* New Weapon: Arbalest; 1d12 damage dealing ranged weapon
* Recovering arrows: Everybody can recover missed arrows with 33% chance, but Ranger talent allows recovering hit arrows too       
- Muskets are no longer -5 To Hit Bonus because of misfire system
- Start arrows reduced to 48 from 100, start sling bullets reduced to 40, and start pistol bullets to 48
- Arrows are renamed to Bodkin Arrows
- Bolts are renamed to Bodkin Bolts
- Bullets are renamed to Lead Bullets

Traits
* Added 10 different Traits, that give different bonuses, upon character creation

Talents
* Arrow Recovery now applies to hit arrows too
* Arrow Recovery now applies only to normal shooting instead of also Multiple Shot
* Arrow Recovery has now 33% chance instead of 25%


getter77

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Re: The Temple of Torment (Now at Stable 10.0)
« Reply #155 on: July 08, 2016, 10:42:02 PM »
A fine assortment!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Aukustus

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Re: The Temple of Torment (Now at Stable 10.0)
« Reply #156 on: July 28, 2016, 03:51:59 PM »
Some news for ASCII fans: I've designed a new dark fantasy color palette for all the colors:

NEW: https://dl.dropboxusercontent.com/u/95372567/NewColor2.png

OLD: https://dl.dropboxusercontent.com/u/95372567/OldColor.png

Tzan

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Re: The Temple of Torment (Now at Stable 10.0)
« Reply #157 on: July 28, 2016, 05:54:09 PM »
Ah, good color choices.

Aukustus

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Re: The Temple of Torment (Now at Stable 10.0)
« Reply #158 on: July 29, 2016, 09:35:55 PM »
Stable 10.1 Released!

Code: [Select]
--Highlights--
* Balancing
* New color scheme

--Full log--
Bugs, mistakes and missing things   
* Removed the save when closing the game from the window close; this caused some weirdness when it saved upon crashing
* Monster ASCIIs W and V & w and v were switched
* Removed the mention of the upcoming class Shaman in the level up screen
- Character screen displays now Dexterity bonus with musket damage
- Removed mention of non-firearm weapons with Dexterity description   
- Multiple minor bugs fixed

General
* New color scheme: all colors are changed, mostly in ASCII Mode
* Added an explanation for the Attribute system to the Help
* Inn food is 2 GP instead of 3 GP to make it more desireable
- Game Modes renamed to Rules to make way for the upcoming content   

Items
* Increased the rate of gradual potion effects greatly

Monsters
* Bees are slightly weaker
* Fire Ants are slightly weaker


Legend

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Re: The Temple of Torment (Now at Stable 10.1)
« Reply #159 on: July 30, 2016, 04:46:58 AM »
Any chance of adding an alternate mouse based control method for scrolling/choosing menu options other than using a scroll wheel? Like maybe just clicking on the options in menus or right clicking to cycle through them?

Believe it or not, I don't have a scroll wheel so it makes trying to play with the mouse kinda fumbly.

Aukustus

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Re: The Temple of Torment (Now at Stable 10.1)
« Reply #160 on: July 30, 2016, 11:08:31 AM »
Any chance of adding an alternate mouse based control method for scrolling/choosing menu options other than using a scroll wheel? Like maybe just clicking on the options in menus or right clicking to cycle through them?

Believe it or not, I don't have a scroll wheel so it makes trying to play with the mouse kinda fumbly.

I can absolutely make them scrollable with right click. Clicking the option rows actually is very hard to do since the y-coordinates of the options are too dynamic. There's too much moving parts :).

Aukustus

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Re: The Temple of Torment (Now at Stable 10.1)
« Reply #161 on: July 30, 2016, 01:07:27 PM »
Stable 10.2 Released!

Fixed couple of gamebreaking bugs and of course there's now the right mouse click scroll.


Code: [Select]
Bugs, mistakes and missing things   
* Fixed a crash with Drain Life, Pain and Curse

General
* Ability to scroll the menus with right mouse click

Legend

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #162 on: July 31, 2016, 05:25:49 AM »
Thanks for the menu alternative.

I was giving it a go and I think the quartermaster quest is bugged. I delivered a package to summerdale, then returned. The quartermaster asked me if I had done what he asked, but I'm only left with the option to "return". Am I missing a step?

Also, how do I manage my party members? can i equip them, heal them, give orders, etc? How so? It seems like they don't heal when I rest if my character is at full health.

Where do I find the king?

The towns are still kinda getting in the way of my enjoyment of the game. navigating them is quite tedious and they seem needlessly large for the amount of content within.
« Last Edit: July 31, 2016, 06:16:47 AM by Legend »

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #163 on: July 31, 2016, 12:20:20 PM »
I was giving it a go and I think the quartermaster quest is bugged. I delivered a package to summerdale, then returned. The quartermaster asked me if I had done what he asked, but I'm only left with the option to "return". Am I missing a step?

Works for me, I delivered all three packages and it worked.

Quote
Also, how do I manage my party members? can i equip them, heal them, give orders, etc? How so? It seems like they don't heal when I rest if my character is at full health.

You can heal them with the Healing spellbook. I believe I'll add Scrolls of Healing though that can be targeted. Yeah, they don't heal to full if you're already at full. Perhaps I should change the Rest until Healed so it'd take into account party members too. You can though press 'r' to do regular waiting and they heal.

There's no ordering and equipping. They are level scaled, their Damage/HP/all attributes are increased when you gain levels. For example Gann's HP is 30 + player's level * 1.5 and melee damage is 1d(6+player.level / 4) + 2 + player.level / 8 + player.level / 8. So they can become very powerful.

Quote
Where do I find the king?

The middle area of Westerfall.

Quote
The towns are still kinda getting in the way of my enjoyment of the game. navigating them is quite tedious and they seem needlessly large for the amount of content within.

I get that. My reasoning for that is realism, not everybody in the cities/villages need help. I'll add over the course of time more quests though.

Legend

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #164 on: July 31, 2016, 06:48:33 PM »
I was giving it a go and I think the quartermaster quest is bugged. I delivered a package to summerdale, then returned. The quartermaster asked me if I had done what he asked, but I'm only left with the option to "return". Am I missing a step?

Works for me, I delivered all three packages and it worked.


that's why I asked if I am missing something. I deliver summerdale package first. then when I go back to the guy who gave me the quest, my quest item is gone, but he just asks me if I finished. The other packages are no longer on the floor. How am I supposed to finish it?