Author Topic: Professional Adventurers' League v0.6.0 Released  (Read 7803 times)

wire_hall_medic

  • Rogueliker
  • ***
  • Posts: 160
  • Karma: +0/-0
    • View Profile
Professional Adventurers' League v0.6.0 Released
« on: July 12, 2016, 05:48:20 PM »
It's been quite a while since I put out a release, so I decided to release this now and address my issues with it in the next version.  First, I haven't done fullscreen mode yet.  Second, I've been having a heck of a time with the save/load system, so I disabled it for this release.  Finally, Poor Crying Annie takes a long time to resolve her turn.

Direct download: https://www.dropbox.com/s/7duckqnnquqlw3l/Professional%20Adventurers%20League%200.6.0.jar?dl=0

New this edition:
Actors can catch fire, and have differing levels of flammability.
Grease barrels.
Minor color changes.
Lesser vaults.
Hidden vaults.
Spikes destroy corpses.
Flooding.
Unique minibosses.
Shrines which provide bonuses for a significant period of time.
Bumpers don't block LoS.
Altars which allow you to combine wands (Iriz) or equippables (Daiuz).  Altars to Iriz have recipies for powerful wands which do not spawn naturally.
Switches and chests are shown on the map screen.
Fixed freezing behavior on chests, doors, and switches.
Animals are delicious, if properly prepared.
Candelabras, which can be used for starting fires.
Zoos occur a little more frequently.
Hurry up monsters are handled a little differently.
Out of depth monsters.
Tables in the village are breakable.
Fortitude is more effective.
Prison doors don't burn.
You can always see the 8 adjacent tiles.
Resistance status effect also increases fortitude.
If your fortitude would reduce the duration of being cursed to 0, the curse does not take effect.
Increased threat in puzzle levels, and scales more sharply throughout game.
Caged exits in later levels, necessitating that you find the switch elsewhere in the level.
Can directly equip items from the ground.
Wands of Immobilization have more charges.
Scrolls of Immobilization last longer.
Wand of Grease.
Cooper's Scroll.
Potion of the Juggernaut.
Tomes.  Like scrolls, but they recharge over time.

JollyGrapefruit

  • Newcomer
  • Posts: 1
  • Karma: +0/-0
    • View Profile
    • Email
Re: Professional Adventurers' League v0.6.0 Released
« Reply #1 on: July 21, 2016, 03:12:15 AM »
What does money do? I've looked everywhere and can't find an answer. Also I haven't played past level four yet so I might be missing something obvious.

wire_hall_medic

  • Rogueliker
  • ***
  • Posts: 160
  • Karma: +0/-0
    • View Profile
Re: Professional Adventurers' League v0.6.0 Released
« Reply #2 on: July 27, 2016, 04:15:25 PM »
Money adds to you score.  As you're playing in a tournament, a la Smash TV, it didn't really make sense to me to have shops.

spelk

  • Newcomer
  • Posts: 40
  • Karma: +0/-0
    • View Profile
    • sugarfreegamer.com
Re: Professional Adventurers' League v0.6.0 Released
« Reply #3 on: August 19, 2016, 07:53:04 PM »
@wire_hall_medic, just found PAL and have played a few games of it. As a massive fan of your QuickHack, this is yet another piece of self contained, action orientated quick to play roguelike.

Is this the result of your "superheroes" development process, or is that still in the wings waiting to show?

I like the immediacy of it all, you are in arena style compartments, rather than corridors and you have to react tactically with what you've collected so far.

Really enjoy the "Running Man" style to the audience and the corporations/institutions to configure your starting setup.

Your titles seemt to fulfill a need for accessible immediate gratification without too much investment, and you still get the thrill of combat and enough complexity to make it worth while playing.

Keep up the good work fella. Much appreciated.

wire_hall_medic

  • Rogueliker
  • ***
  • Posts: 160
  • Karma: +0/-0
    • View Profile
Re: Professional Adventurers' League v0.6.0 Released
« Reply #4 on: September 01, 2016, 10:31:00 PM »
Thank you; yeah, that was pretty much what I was going for.  I had a hard time getting the superhero thing to my liking; I'll probably take another run at it at some point.  This can pretty reasonably viewed as the logical progression of QuickHack.