Author Topic: The Temple of Torment (Now at Stable 19.0)  (Read 157927 times)

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #165 on: July 31, 2016, 07:06:08 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?

You were able to leave the district without picking all three packages?

Legend

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #166 on: July 31, 2016, 08:20:35 PM »
I only picked up one in that town/building where the quest was first given. I thought I could only pick up one at a time?

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #167 on: July 31, 2016, 08:23:52 PM »
I only picked up one in that town/building where the quest was first given. I thought I could only pick up one at a time?

You can pick all, but anyway, it's worrying that you could leave without picking all three since it's supposed to be restricted.

Edit: I did find the bug actually, you can leave to the center district without picking any of them.
« Last Edit: July 31, 2016, 08:30:50 PM by Aukustus »

Zireael

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #168 on: August 10, 2016, 09:30:03 AM »
I've had the game freeze on me twice in Catacombs when resting. I think it's related to getting Regeneris Prohib :(

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #169 on: August 10, 2016, 10:39:09 AM »
I've had the game freeze on me twice in Catacombs when resting. I think it's related to getting Regeneris Prohib :(

I was able to get this now once too, after getting that disease. I've got no idea where the freezing comes from yet. I haven't seen that freezing ever before and now I cannot repeat the freezing either, I can fix your save probably though if you want. PM me and I'll fix it. You can alternatively pray for getting a cure.

That is if it still bothers you.
« Last Edit: August 10, 2016, 10:43:20 AM by Aukustus »

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #170 on: August 18, 2016, 01:46:33 PM »
I finally found the reason for this bug, there was a neverending loop because of the rest until healed waited until hit points were full and with the regeneration disease it never went to full because of another little issue.

In the mean time until the next release, it's safe to use the regular 'r'est instead of the full rest 'R' or the UI button.
« Last Edit: August 18, 2016, 02:06:23 PM by Aukustus »

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #171 on: August 21, 2016, 08:43:30 PM »
I've been making changes to the light system and FOV; FOV depends on the time of day when in outdoors, and a light source is required to make indoor tiles explored when they are no longer in FOV.  Light sources also affect outdoor FOV, for example at night the FOV is 4 (previously 8 at every time of day) and with lantern it can be increased to 6. Torches will give +1 FOV, and lanterns +2 FOV. I'll figure out a way for rogues to have tiles explored without a light source since they cannot enter stealth if a light is on.

Aleksanderus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #172 on: August 22, 2016, 08:24:34 AM »
So I played the newest version of this game and it's good but I have one question: How does the Cthulhu-like god work?

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #173 on: August 22, 2016, 08:32:33 AM »
So I played the newest version of this game and it's good but I have one question: How does the Cthulhu-like god work?

If you mean Ca'thul you have to sacrifice stuff at altars to gain piety. Being nice and having good roleplaying choices instead of evil choices lose piety. You need an Evil alignment to use the deity power.

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #174 on: August 27, 2016, 11:49:53 PM »
I'm experimenting with allowing to use again regular size ASCII graphics: https://dl.dropboxusercontent.com/u/95372567/MiniGraphics.png

boatie

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #175 on: September 12, 2016, 04:15:43 PM »
Just discovered this game recently. Very nice to look at and fun to play!

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #176 on: September 12, 2016, 04:17:37 PM »
Awesome :).

Aukustus

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Re: The Temple of Torment (Now at Stable 10.2)
« Reply #177 on: September 16, 2016, 09:58:01 PM »
Stable 11 ARRP released! http://www.thetempleoftorment.net/

Huge changelog:

Code: [Select]
    --Highlights--
    * New Class: Shaman
    * 4 Main Dungeon Branches
    * New Spellbooks
    * New Scrolls
    * New Monsters
    * Monster overhaul
    * Language system for Spellbooks
    * New light/FOV system
    * Level 1 Passive Talents
    * Improved Class screen
    * Customizable Color Palette
    * Upload Standard mode victories and deaths

    Bugs, mistakes and missing things
    * Fixed a freeze with the Regeneris Prohib Disease
    * Fixed a bug where one could leave the supplies of the supply quest to the ground without picking them by exiting the west exit
    * Camera no longer scrolls if the mouse is outside the window (fixed by newer libtcod wrapper)
    * Fixed a crash with the Hawk Companion
    * Fixed some prices being 0
    * Fixed a weird bug with any cursed spellbook leading to casting the Warlock spell Curse
    * Fixed a bug with Curse and Insect Swarm permanently lowering enemy stats
    * Renaming the character renames the save file now too prevent an exploit with changing a name before dying to preserve saves in hardcore mode
    - Fixed some shop UI misalignments
    - Camera scroll region in the bottom of the window was one tile too small
    - Fixed some bugs in Character screen
    - Multiple minor bugs fixed
    - Fixed Nature's Ring's displayed category

    General
    * New Class: Shaman; a caster class
    * Branch system: the main dungeon contains one branch in each of the settings
    * Languages added; you must know the language related to the spellbook, for example Divine Language
    * A light source is required to make tiles explored indoors (does not apply to rogues because of the new Level 1 Passive Talent)
    * FOV is dependent in outdoors on the time of day
    * Customizable Color Palette; colors are loaded from an XML file that can be edited, possibility to have everything also as single color
    * New Merchant; Linguist; sells dictionaries for learning languages
    * Weapon Proficiency moved to Level 15 from Level 9
    * Added a prompt to abandoning the character
    - Improved Class description screens

    Diseases
    * Regeneris Prohib completely prevents natural healing now

    Online Features
    * Ability to upload victories and deaths also in the standard mode
    - Equipped items are shown as "(Equipped)"

    Talents
    * Each Class receives level 1 Passive Talent, either a new one or moved from another level replaced by new
    * Fighter Level 1 Passive Talent: Armor Mastery; -5 Armor Penalty
    * Paladin Level 1 Passive Talent: Aura of Resistance; +5 Resistance
    * Barbarian Level 1 Passive Talent: Melee Mastery; +1 Melee Damage
    * Monk Level 1 Passive Talent: Flagellation; +1 Damage Reduction
    * Ranger Level 1 Passive Talent: Ranged Mastery; +1 Ranged Damage
    * Rogue Level 1 Passive Talent: Dark Adaptation; ability to see in the dark without a light source
    * Bard Level 1 Passive Talent: Jack of All Trades; +1 All Damage
    * Cleric/Mage/Druid/Warlock Level 1 Passive Talent: Spell Accuracy; +5 accuracy to bolt spells
    * New Level 21 Passive Talent for Paladin; Aura of Blessing; +5 To Hit Bonus
    * New Level 9 Passive Talent for Gunslinger; Uncanny Accuracy; Bullets cannot be blocked
    - Changed some Passive Talent levels

    Maps
    * New Area: The Ruined Archives; entrance in the Temple level 3, contains 4 levels + boss level
    * New Area: The Forgotten Halls; entrance in the Catacombs level 3, contains 4 levels + boss level
    * New Area: The Spider Caves; entrance in the Caverns level 3, contains 4 levels + boss level
    * New Area: The Ancient Gardens; entrance in the Ruins level 3, contains 4 levels + boss level

    Monsters
    * Monster overhaul: now monsters can have multiple conditions such as both flying and vampiric etc. compared to having just one previously
    * New Monster: Possessed Archivist
    * New Monster: Black Ooze
    * New Monster: Shambling Dead
    * New Monster: Overgrown Maggot
    * New Monster: Huge Tick
    * New Monster: Spiderling
    * New Monster: Mushroom Patch
    * New Monster: Venus Thorner
    * Vampiric Bats drain only 1 HP instead of 3 HP
    * Ghostly Miners can age the player
    * All creatures that logically are hovering or flying are now considered flying in terms of traps and ground spells
    - Monsters with a unique name no longer have also their normal name

    Items
    * New Scroll: Scroll of Phase Door; teleport to random location in the current map
    * New Scroll: Scroll of Healing; heals the target by 50% of the maximum Hit Points
    * New spellbooks: Shamanic books
    * New spellbook: Arcane Book of Magic Missile; replaces mage's Chain Lightning
    * Chain Lightning becomes a Shaman spell
    * All spellbooks of the same magic school have the same tile and ASCII color
    * Characters start with one Lantern
    * Characters start with one Scroll of Recall
    * Lanterns and torches now work outdoors with giving a larger FOV at night
    * Torches and lanterns have now different radiuses; Torch is +1 and Lantern is +2 to FOV radius
    - Lanterns and torches last much longer
    - Fireball becomes a 1d10 spell from 1d12
    - Holy Nova becomes a 1d10 spell from 1d12
    - Immolation becomes a 1d10 spell from 1d12
    - Poison Cloud becomes a 1d10 spell from 1d12


getter77

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Re: The Temple of Torment (Now at Stable 11.0 ARRP release!)
« Reply #178 on: September 17, 2016, 12:38:25 AM »
Awesome----looks like you went in hard and rather timely for the Celebration!  Congrats!   8)

Definite starting contender for the meatiest of ARRP 2016 Updates to manifest from the mists~  :)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Aukustus

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Re: The Temple of Torment (Now at Stable 11.0 ARRP release!)
« Reply #179 on: September 18, 2016, 03:09:55 AM »
Thanks!

Stable 11.1 Released!

Many important bug fixes:

Code: [Select]
Bugs, mistakes and missing things
* Fixed a crash with the enemy curse spell
* Fixed a crash with the enemy resurrect spell
* Fixed a crash in the Black Forest
* Fixed the bug with the inquisitor quest
* Fixed a freeze with full rest
* Fixed Peaceful Mind belt
* Fixed the crash with Barons of Hell and Lemouchi

Monsters
* Enemies cast confusion less often
* Named monsters chance increased from 1% to 2%