Author Topic: Dungeon Mercenary (now at 18.04.30!)  (Read 5326 times)


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Dungeon Mercenary (now at 18.04.30!)
« on: September 15, 2016, 12:09:32 PM »  Win/Mac/Linux/Browser
Dungeon Mercenary is a modern ASCII art roguelike with influences from brogue and Sil.

From brogue, it takes the runics system but extend it: you can put the (multiple) runics you find on armors/weapons/shields. This allows to "craft" your items. From Sil, it takes the combat versatility: you can wield two weapons if you're an offensive player, or wield a defensive blade (i.e. a weapon with a parry bonus) and a shield if you're a defensive player.

You can play with the mouse or the keyboard. It is available both as HTML5 (embedded in a browser) and as a desktop application (Windows, Mac, Linux).

Dungeon Mercenary is a dungeon crawler game where levels (and items, and monsters, etc.) are randomly generated. This means that you never get to play the same game twice! Famous roguelikes include Blizzard's Diablo sequel, Torchlight, etc. Dungeon Mercenary is a much more humble game than those super productions. Like classic roguelikes, it is in ASCII art. This means there are no graphics: a wall is displayed '#', the player is displayed '@', a goblin is displayed 'g', etc. Don't run away! ASCII-roguelikes make your imagination do the job. Once you're accustomed (and believe me, it's quick!), you'll enjoy it as much as a graphical game; because hey we did not stop reading books when movies were invented!

Dungeon Mercenary is designed to be easily understandable but hard to master, as you'll need to die a few times before being able to reach the dungeon's middle depths. To beat the dungeon, you'll need to learn when it is wise to dash to flee, when you should try a special attack to try slithing a monster's throat in one turn, how to lure monsters into traps, etc. Then, only the bravest mercenaries will succeed in winning the game… Good luck!

ARRP'ish 2016

Most of the bugs corrected in this release have been reported by a brogue player: VedVid, thanks to him!
    Made color of shallow water "whiter", so that it can be more easily distinguished from deep water.
    Made color of rats "whiter", so that they are more visible in the color theme of the first depths (i.e. where rats spawn).
    Display everything that is in the Field Of View in the what you see list (bottom of the screen); not only what is in the close vicinity. In addition, always display doors (it was restricted to depth 1 before). Both of these were considered as bugs by many players, whereas it was intended. But given the feedback, I think I was wrong to have those """features""".
    During a dragon's breath: only lock the game if a barrel's explosion will happen. This smooths the gameplay when fighting dragons.
    Added a drop menu that is toggled by pressing 'd'. It allows to drop an item without going through the inventory.
    Added an animation when dropping on item.
    Numpad 5 now waits a turn, exactly like 'z' does.

Bug fixes
    Corrected that an equipped shield would appear twice in the inventory displayed on the right. Thank VeVid for pointing it out.
    Corrected that barrels could not be pulled/pushed to/through gravas.
    Corrected that when a barrel was on an item: 1/ the item's color was used to draw the barrel and 2/ the item was being listed as visible instead of the barrel.
    Correct that monsters weren't really good at following you through doors when hunting you.

The fine and time honored tradition of people inadvertently or inexplicably showing up a bit early or late for ARRP kicks off anew!  8)
« Last Edit: April 30, 2018, 09:40:46 PM by getter77 »
Brian Emre Jeffears
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Re: Dungeon Mercenary (now at 16.12.14)
« Reply #1 on: December 15, 2016, 01:15:20 PM »

New features: terrain and maps

    Added a new kind of terrain: pits (aka depths in Brogue). Added flying monsters (see below) with that. And handled that things thrown down pits will appear in the next level.
    Added a new kind of wall: bookshelves, that can hold items, like level 1's rack. I'm tagging bookshelves as walls, as they are impassable.
    Added a new kind of terrain: benchs, that are passable, but where every move consumes two turns.
    Added a new kind of special rooms: throne rooms, that contain red carpet, bookshelves, chests, and a goblin king or queen; as well as a variety of goblins. Throne rooms can be abandoned, in which case they contain no items (empty bookshelves, empty chests) and red carpet is partly missing.
    Added three special levels: the goblin bridge, the wizard's office, and the dragons' den.
    Added 4 new depths, 3 of which with a new forest color-theme (that's where you'll find the brand new ogres and trolls (see below)).

New features: monsters

By the order in which they appear in depths:

    Added a neutral monster at depth 1: a ghost that wanders for eternity above the dungeon's pits.
    Added the chaos fairy, a support flying spellcaster. Its spells are healing, teleportation, slowness, and protection.
    Added the kobold wizard that has three spells: firebolt, slowness, and teleportation.
    Added ogres and ogres shamans. The latter is a spellcaster: it has slowness and healing.
    Added trolls and mountain trolls. The latter wields a weapon with a force runic.
    Added adult dragons, that have magical spells in addition to their breath. There's a platinum achievement to obtain if you manage to kill one. Adult dragons are always spawned sleeping (as in brogue).

New features: potions

    Added the potion of negation that:
        Removes all effects and spells when drank or thrown.
        Instantly kills creatures animated purely by magic in the throw's splash area.
    All potions can now be thrown. When a creature is covered by the potion's liquid, it has exactly the same effect as if the creature was drinking the potion itself. For now, it only makes sense to throw the potion of negation, because all other potions have a strictly positive positive; but when Dungeon Mercenary becomes a local coop roguelike (yes that'll happen), it'll make sense to throw potion at your allies.

Gameplay Changes

    Made the use of altars less of a win/win situation. Instead of doubling a runic, they now "only" add +3 to a runic. So they work as follows:
        War altar: add +3 to an offensive item (boost or branded runic), at the cost of 33% of your life.
        Chaos altar: add +3 to an equipped item (boost or branded runic), at the cost of cursing this item (you'll never be able to unequip it).
    Cursed items cannot be melted in forges anymore
    Opening a chest now contributes 32 to the score, instead of 1.
    Probability of branded runics has been increased, it is now 1/2 (was 3/7 before). This means 50% of generated runics are branded (i.e. non boost).
    More things are visible under the fog of war. First I was suggested to make doors visible. Then I generalized by making visible everything that doesn't move, which include tombs, doors, chests, forges, altars, etc.; but rule out barrels and monsters. Items are the exception: they are visible under the fog of war, despite that they can move (like barrels), because I think it is nice for gameplay.

UI Changes

    Transition between levels is done with fadeout/fadein animation.
    The area affected by throwing a bomb or potion is shown before throwing: video (see the pink cells around the point of impact ?).
    Added a help

Bug fixes

    Corrected a crash when selecting the 'Cancel' button of an altar's menu offering the choice between multiple eligible items.
    Corrected that 'Drop' wasn't greyed out in a cursed item's menu (but it wasn't dropping the item anyway ^^).
    Corrected the cause of the message 'Unexpected state: monster foo is trying to get to an uncreated level' that could appear in the log.
    Corrected that the gradual field of view could be incorrect (making the shadow effect look weird).
    Corrected that barrels could block the path between stairs.
    Changed the terms "Elf forge" and "Dwarf Forge" to "Elven forge" and "Dwarven forge" (thanks VedVid).
    Benefited of the correction of a performance issue in SquidLib's pathfinding that I spotted. Thanks Tommy Ettinger for correcting it. To my knowledge the game should never lag, so let me know if it does!
    Corrected that opened chests containing an item had a greyish color instead of the item color.
    Corrected that the dash malus of heavy shields and armors wasn't applied.
    Corrected that opening a chest when its content could not be picked would not change the chest's color until the next turn (thanks VedVid).

Tiny Changes

    In menus, Tab cycles through entries (like arrows/vim keys did so far).
    Changed the color of elven forges to a greenish color, as it was previously looking too much like the human forge (thanks VedVid for the feedback).
    Text in the "what you see panel" is aligned to the left, to make it easier to parse (thanks Joshua Day for the suggestion).
    Corrected that the 'I' in the inventory label (atop the inventory on the right) wasn't highlighted as a shortcut, whereas it is one.
    Made shallow water less white in "mud" levels.
    Some monsters do not bleed anymore when hit: skeletons and mud golems. New monsters that do not bleed either: chaos fairy and white ghost. Thanks VedVid for pointing this out.
    Changed color of already opened chests, to be the one of walls; so that it is better visible at all depths.
    New achievements:
        Reach depth 11
        Reach depth 12
        Reach depth 13
        Reach depth 14
        Goblin king/queen slayer
        Dragon slayer
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Re: Dungeon Mercenary (now at 16.12.14)
« Reply #2 on: December 16, 2016, 10:56:44 AM »
Dabbled a bit. It has potential but control feels quite sluggish for some reason.


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Re: Dungeon Mercenary (now at 17.6.22!)
« Reply #3 on: June 22, 2017, 10:18:13 PM »
17.6.22   Big surge of progress at last!   8)

New features: Gameplay
    Added spells. There are 16 different spells:
        Dragon Breath: An area of effect spell in the shape of a dragon's breath
        Dragon Slaying: A projectile that affects only dragons, but which is particularly deadly for them
        Firebolt: A magic missile
        Force: A spell that pushes back an opponent, an item, a barrel, etc.
        Health: A spell to heal yourself or another living foe
        Lightning: A beam spell that hits every enemy on its path
        Paralysis: A beam spell that paralyses its target
        Poison: A beam spell that poisons its target
        Protection: A spell that surrounds its target with a protective haze, to absorb future damage
        Orc'n gobs'n troll Slaying: A projectile that affects only goblins, orcs, and trolls; but which is particularly deadly for them
        Quietus: A beam spell that instantly kills its target
        Raise Skeleton: A spell that reanimates a fallen foe (turning it into a skeleton), so that it will fight on your side
        Slowness: A spell that slows down its target
        Undead Slaying: A projectile that affects only undeads, but which is particularly deadly for them
        Teleportation: A spell to teleport anything: a monster, you, an item, a all, etc.
        Vampirism: A beam spell that transfers some of the target's life to you

    Spells are obtained in two ways: either by applying a branded runic (for spells corresponding to a runic, i.e. dragon slaying, force, lightning, paralysis, poison, orc'n gobs'n trolls slaying, quietus, vampirism) to a blank spell or by finding a branded spell. Spells can be boosted with any runic, hereby either increasing damage, reducing cooldown, or increasing duration (depending on the spell).

    Casting a spell can be done in a number of ways:
        You can click on the spell's name at the bottom of the inventory (like the second spell cast in this video).
        You can use the spell's shortcut shown in the inventory (F1 → F12).
        You can press 'c' to open the 'cast' menu, which will present you the available spells (as in this video).
        You can open the inventory with 'i' and select the action 'cast' in the desired spell's submenu.
    Added rings. There are 5 kind of rings:
        Awareness: This ring allows you to feel enemies beyond your usual field of vision.
        Dexterity: This ring increases your chances of performing special attacks (daggers, swords, falchions, small axes).
        Toughness: This ring decreases the damage you suffer.
        Sight: This ring increases your sight distance. This distance is used to draw your surrounding but also caps your throwing distance and your casting distance.
        Strength :This ring increases the damage you deal.

    Added classes. A class is simply a set of starting equipment (see the equipment of each class). Classes ease trying the different flavors of mercenaries that you can throw down the dungeon:
        Assassin: Assassins are specialists at instantly killing their enemies, thanks to their deadly enchanted dagger, the daggers' special attacks (Alt + move), and their increased dexterity.
        Barbarian: Barbarians excel at pulverizing and massacring every race and species.
        Conjuror of Cheap Tricks: Conjurors of Cheap Tricks try to avoid combat by all means. They excel at staying alive no matter what's thrown at them.
        Dragonist: Dragonists walk the dangerous path of taming dragons. They usually accidentally fry a girlfriend or two before being banned from society.
        Optimist: Optimists don't worry, they are confident they'll find loot early in the dungeon.
        Elements Conjuror: Elements Conjurors are versed in two elements: fire and lighting. Their strategy is straightforward: burn everything down.
        Filth Assassin: Filth Assassins are specialists at making their enemies suffer a slow but irreversible death. If they stay alive long enough to master their technique, they become immensily powerful.
        Filth Mage: Filth Mages are specialists at making their enemies suffer a slow but irreversible death, without even taking the risk of melee combat! Legendary filth mages caused plagues in the past.
        Knight: Knights are well protected melee fighters. They use their sword's special attack (Alt + move) to kill enemies from a distance.
        Mage Wannabe: Mage Wannabes started mage school, but ultimately dropped out to discover the outside world on their own. They only know their basics, but took a little something from the school's storage areas on the way out…
        Undead Commander: Undead Commanders excel at raising a large undead army at their service.
        Necromancer: Necromancers are both good undead commanders and viable damage dealers.
        Paladin: Paladins are very well protected melee fighters. They use their sword's special attack (Alt + move) to kill enemies from a distance and use their shield to paralyze enemies.
        Priest: Priests master the art of healing themselves and others.
        Slayer: Slayers excel at hunting down monsters.
        Southern Knight: Southern Knights are well protected melee fighters. They use their falchion's special attack (Alt + move) to force enemies to back up.
        Tourist: Tourists are badly equipped for surviving in a dungeon. They just bring the most basic equipment.
        Vampire: Vampires are good melee fighters and like being accompanied by an army of disposable minions.
    Added an explore mode (toggled with 'x') in which you can see the description of items under the cursor. Descriptions are also displayed when hovering with the mouse. As of now, only items and some wall elements are described. It was required to do items, because this is required in choice treasure rooms (see below), so that you know what the items are. In the future monsters will be documented too.
    Added special rooms:
        Choice treasure rooms where you have to choose one item among many items (à la brogue).
        Closing rooms. Will you find the various means to escape ?
        A dangerous corridor…
        A malevolent area…

    Armors now decrease damage instead of reducing hit probability, to a minimum of 1 (à la Sil). Non-leather armors now increase the probability of being hit by enemies: chain mail increases probability by 10%, banded mail and split mail by 20%, and plate armor by 30%. Shields, on the other hand, have been unchanged: they still decrease the probability of being hit by enemies.

Gameplay Changes
    Increase the damages of the poison runic. Instead of doing 1 damage per turn (for every poisoning), poison now deals, every turn, damages corresponding to remaining duration of the poison. So if you have a +5 poison runic (which makes poison duration 5 turns), the target will suffer 5+4+3+2+1 damages. Whenever you hit an already poisoned enemy, poison's duration is reset to its initial duration (so if you hit the target twice in a row, it'll suffer 5+5+4+3+2+1 damages).
    Slowness does not stack anymore. This means that when you're being slowed down by an ogre shaman, while you're being slowed down already; your speed isn't reduced to 25% but stays at 50%. What happens is that slowness' duration is reset to its initial value.
    Tweaked item generation:
        Light weapons are generated all along the game. Previously, in the middle-game mostly middle-game weapons were generated, and mostly end-game weapons were generated in the end-game. Now the probability of middle and end-game weapons progressively raise as you go deeper and deeper into the dungeon, ultimately reaching 40% and 20%.
        Probability of life potion is now 100% at depth 1, 33% at depth 2, and 25% afterwards (was 100%, 50%, and 33%).
        Number of generated runics has been reduced, but the game now makes sure that you'll have enough of them to be able to finish the game. Roughly the objective is that a runic is available every two levels (this includes runics that can be obtained by melting objects).
        The game now makes sure that decent loot is generated. This means that the probability of generating items increases gradually when previous levels have been very unfriendly. This concerns armors, shields, and weapons.
    Doing an action via a menu (drinking a potion, equipping an item, unequipping an item, applying a runic, etc.) now takes one turn.
    There's now 12% chance to have a forge in a level (was 50% before).
    Special attack of the sword now deals 2 damage per boost level (was 4 before).
    Firebolt now burns down doors. Thanks D. Casoni for suggesting it.
    When you miss a special attack, you do not perform your normal attack anymore.
    Highlight known stairs even when out of sight, so that it is easier to spot them.
    Equipping a shield asks which weapon to unequip if wielding two simultaneously.

New features: UI and controls
    Added animations when the health potion and the life potion are drunk.
    In the inventory, bombs are now stacked (like runics and potions).
    Keeping the arrows continously pressed (including arrows on the numpad) is now working as expected: your mercenary will move as long as the arrow is pressed (like it was doing for vim keys already).
    Element under the cursor (monster, ally, item, etc.) is highlight in the "what you see panel".
    Element under the cursor in the "what you see panel" is highlight in the map.
    Target of spell or bomb is highlight in the "what you see panel". See the white rectangle around the spider here and see this video.

Gameplay Bugfixes
    More often generate negation potions.
    Pull at most one barrel (as opposed to pushing). Thanks VedVid for pointing it out.
    Corrected that it was possible to kill monsters with a melee attack, while not being adjacent to them (by dashing into them).
    You cannot drink a potion to revive yourself when dead (it was possible if using only keyboard shortcuts, via the inventory..). Thanks [@cyndi_for_u]( for pointing it out. You could actually even "possess" a monster and move a monster if one was coming onto your dead cell!
    You cannot drop an equipped cursed item from the drop menu (opened with d) anymore.
    The adequacy between what you see and what is described has been enhanced. For example, you may see a goblin necromancer waving his hands but you may not see that he is raising a skeleton from the deads if the skeleton's appearance is beyond your field of view.
    Fixed longstanding bug where static lighting of torches was badly considered for fog of war opacity.
    Corrected that special attacks could be used during their cooldown.

Other Bugfixes
    Made handles of scrollbars work (previously; only the arrows, page down/page up, and the mouse wheel were supported) with the mouse i.e. you can drag them like a usual scrollbar.
    Correct that rulers in achievements screen weren't correctly handling resizing.
    Corrected that any keypress would close the end screen (kill list). End screen is now closed when clicking on it, or pressing Space, Backspace, or Enter.
    Connect areas of the dungeon that could otherwise be unreachable when chasms were generated. Connection are done both with corridors and bridges (some bridges: bridge 1, bridge 2, and bridge 3).
    Make Ctrl+vim key work. Previously it was impossible to pull/push barrels with the vim keys. Thanks D. Casoni for pointing it out.
    Corrected that display of poison (green overlay) was lasting one turn too much.
    Corrected that Page Up and Page Down could put a menu's focus on an unbound button.
    Corrected that diagonal arrows weren't working (please report bugs on this one, it is difficult for me to test correctly).
    Corrected that unicode characters (such as '→') could be used as shortcuts in menus of altars.
    Corrected that, on Mac without Ctrl keys, it was impossible to pull/push barrels (now you can use the Sym key).

Tiny Changes
    Added an additional shortcut to wait: '.' (thanks D. Casoni for suggesting it).
    Display You wait when you press 'z', '.', or Numpad 5.
    Display You block the foo's blow when you block a blow with your shield.
    More specific verbs for unequipping armors and shields (thanks VedVid for the suggestion).
    Added "red carpet" areas to icy level (depths 5 → 7).
    Corrected that display of poison in "status panel" (panel at the bottom) wasn't distinguishing the remaining duration from the total duration.
    Always bind "Cancel" to c in menus.
    Corrected some "parent" relation in menus, so that cancelling a menu correctly reopens the menu from which it was opened.
    Added "Cancel" entry to the Unequip menu.
    More epic text when cause of death is firebolt.
    You may now drop an item into a pit if all adjacent cells contain an item.
    Finally made open doors a different color than walls, as many players requested it overtime: before → after, before → after, before → after, before → after.
    Color of blue overlay when in deep water now matches the current level's color of water.

    Different style of levels, from classic dungeons to open areas; featuring different color themes: grey castle theme, snow theme, mud theme, a "forest" theme, etc.
    Different kind of weapons, armors, shields, potions, bombs, rings, and spells. So you may either play a warrior or a spellcaster, depending on your items and your taste.
    Equipment crafting via runics (vampirism, orc'n gobs slaying, force, etc.), allowing you to balance your loot and your style.
    Special areas: "red carpet" areas, cemeteries, goblin throne rooms, the wizard's office, the dragons' nest, closing rooms, choice treasure rooms, malevolent crosses, trapped corridors, etc.
    Means to tune your equipment: altars and forges.
    Monsters, from the usual fantasy world (goblin, orcs, kobolds, uruk-hais, etc.), including ninjas! (who doesn't love ninjas ?)
    Classes: Conjuror of Cheap Tricks, Filth Assassin, Mage Wannabe, Necromander, etc. Classes in Dungeon Mercenary do not have special traits or abilities, they simply consist of a specific set of starting equipment. They allow to test the game's variety faster than what random generation of dungeons and items usually permits.
    Achievements and High Scores: either in the standalone desktop version or integrated within GameJolt.
    Dash moves and special attacks. Used wisely, they'll save your life more than once; or can even be at the core of your gameplay (double dagger ninja anyone?)!
    A User Interface that does its best to help newcomers. For example by highlighting the focused monster (1 and 2), previewing the beam of a spell, animating the effect of potions: health potion and life potion, etc.
    Beautiful ASCII; gradual Field Of View, animated water, etc.

        If the game doesn't start, it likely means its launcher crashes very early on. I would really like what is going on in this case: to help me, you should launch Dungeon Mercenary from a shortcut, adding -c --console -v to its starting parameters (see it pictured here, it's really quick: create shortcut/right click/add the flag/relaunch). Once this is done, please send me a screenshot of the terminal that showed up. There'll be valuable information in it.
        If the game's loading bar stays stuck (geeks: see java.lang.UnsupportedOperationException: typed arrays not supported in the javascript console): you're affected by a Firefox bug. The only workaround I know is to use Google Chrome.
    Google Chrome on Linux
        If the game doesn't show up and a message Your browser doesn't seem to support WebGL is printed, turn WebGL on.
    Flash: you don't like it ? Well neither do I! The game actually doesn't need Flash for the moment, because it is for sound support; and there's no sound yet... Hence flash blockers, welcome :-)
    If you have another problem, drop me a line (see Contact below). Maybe the problem lies in the game's setup or the server.
Brian Emre Jeffears
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Re: Dungeon Mercenary (now at 18.04.30!)
« Reply #4 on: April 30, 2018, 09:41:26 PM »
v18.04.30  8)

The goal of this release was to better balance the game (making it harder mostly!) and to have more interesting content, monsters-wise and room-wise. I hope you'll enjoy it!
New features: Gameplay

        Added the Drain Magic spell
        Added the Many Colors potion
        Added the Poison Immunity potion
        Added the Stone Heart potion
        Made the Great Axe and the Warhammer two-handed
        Shields offer extra protection against ranged attacks (aka bows, crossbows, etc. (see newly introduced monsters below))


    In this release I've added monsters with new abilities as well as ranged attackers. New abilities are all well distinct and ranged weapons have different stats (need to aim or not, reload time) so that all monsters feel unique. In addition, thanks to the addition of locked prisonner rooms (see below), you'll now be able to have allies fighting with you.
        Added the Bounty Huntress that has a new spell: h
        Added the Cerberus: C
        Added the Chaos Dancer that has a special move: ç
        Added the Chaos Dwarf Handgunner that wields a musket: ẁ
        Added the Death Mage that has a new spell: @
        Added the Fairy (a rare ally): f
        Added the Gargoyle that flyes: ģ
        Added the Ghoul: ġ
        Added the Goblin Archer that wields a bow: g, video
        Replaced the Goblin Leader by the Goblin Mechanic: g
        Added the Knight (κ) and the Blue Knight (κ) that have a special move: video
        Added the almighty Lich that has a new spell: L
        Added the Master of Rats that has a new spell and a new passive ability: @
        Added the Ogre Artilleryman that wields a canon: Ò
        Added the Orc Crossbowman that wields a crossbow: ò
        Added the Pink Archer (rare) that wields a runic long bow: à
        Added the Poisonous Worm: w, video
        Added Totems that have new passive abilities: ‡
        Added the Unicorn (a rare ally): Ú
    Adult dragons can now be spawned in the last two levels, whereas they could previously only appear in the dragon's den level (where they were sleepy). En route to the Dragonslayer achievement if you dare try it!
        Added statues: screenshot 1, screenshot 2, and screenshot 3.
        Added new special rooms
        Added multiple special rooms/quests interacting with statues: quest+statue 1, quest+statue 2.
        Added poisonous areas: video. This one was on my TODO list almost from the first release :-)
        Locked rooms can now sometimes be opened with a key which is in the level.
    Levels are smaller
        At depth 1, it is now 40x25 instead of 60x30; and complexity (number of rooms and connections) was decreased.
        At depth 2, it is now 45x25 instead of 60x30; and complexity (number of rooms and connections) was decreased a bit.
        At depth 3 and more, it is now 50x25 instead of 60x30 (except for the forest levels that were smaller already (40x40)).
    It may not seem like a big change, but it is: it makes levels more than 25% smaller.
    Monsters can now drink and throw potions.
    Monsters can now throw bombs.

    Items may be burned down.

New features: UI

    Moving by keeping the mouse's left button pressed is now handled.
    Added descriptions and stats of monsters when hovering over them: screenshot 1, screenshot 2, screenshot 3, and screenshot4.

Gameplay Bugfixes

    Monsters do not forget so easily their target when not in sight (aka "doors aren't so powerful anymore").
    Corrected that spells of foo slaying were affecting all monsters. Oops.
    When fiddling with an item (pushing it with a force spell, teleporting it) in a treasure room, the other items now vanish; to nerf Conjurors of Cheap Tricks.
    Dragons more often use their breath attack.
    Fixed that you could interact with items (such as drinking a potion) while paralysed.

Gameplay Changes

    The Quietus spell has been made less powerful: when you kill an enemy with it, you suffer as many damage as the target. The spell won't kill you though: it leaves you at one hit point if the target has more hit points than you. Thanks Lici for discussing this matter.
    The Raise Skeleton spell has been made less powerful: you can now control at most three skeletons per level of the spell (so three skeletons at level 1, then six, etc.) In addition, killed skeletons (as well as all monsters animated purely by magic) do not leave a corpse anymore, meaning you cannot raise a corpse from the dead twice. Thanks Lici for discussing this matter.
    Monsters animated purely by magic (gargoyles, golems, skeletons, and totems) are immune to poison, quietus, and vampirism.
    Changed rings of awareness so that awareness extends to 2 cells * awareness level instead of (sight distance) + (3 cells (awareness level)). It is more akin to brogue's awareness now.
    The Negation potion now drains spells of monsters instead of removing the spells altogether. This departs from brogue and hereby makes the potion less powerful.
    Reduced chances of having an altar in a level, from 12% to 7%.
    Made chaos altar provide a +2 runic boost instead of +3 (recall that the trade-off when activating a chaos altar is that the concerned item becomes cursed).
    Increased cooldown of dashing and special attack, from 5 turns to 8 turns.

Other Enhancements, Fixes, and Changes

    When playing on or, achievements and highscores are now shown and recorded during the current session.
    The "You've achieved some achievement" panel doesn't block input handling anymore: you can continue playing while it is fadeing out.
    Support for German has been removed as it didn't receive an update since its introduction and was missing a hell of content.
    Corrected that flying monsters wouldn't go over deep water.
    Common actions always receive the same keybinding in menus: apply, drop, describe, equip, unequip. Thanks Lici for suggesting it.
    Shallow water has been made easier to distinguish from deep water: before → after
    Corrected that walking monsters pushed into deep water wouldn't move anymore.
    Flying monsters now swoop through chasms either to hunt you down (enemies) or come along (allies).
    Fixed that waiting with NumPad 5 was waiting two turns on every keystroke. Thanks VedVid for pointing it out and helping me narrow it down.
    Fixed that item on floor wasn't picked up when swapping position with an ally.

Tiny Bugfixes and Changes

    Corrected various incorrect colorings when being colorblind (awareness effect, underwater overlay, etc.).
    Removed usages of "damages" in description of spells.
    Corrected that description of boost of protection spell was incorrect.
    Do not crash when window is made absurdly small.
    Correct that clicking in the "sentences panel" atop the map was handled as going down instead of going up.
    Correct that dash was triggering when both requesting to pull/push barrels (whereas there were none) and dashing (i.e. pressing Ctrl and Shift at the same time).
    Changed toughness color from this color to this color, because the initial color was inadequate for the light of totems of toughness.
    Corrected that damages from breath of blue baby dragons wasn't reduced neither by protection, nor armor, nor toughness.
    Corrected that durations of spells was off by one (a +n duration spell (paralysis, slowness, etc.) would last n-1 turns).
    Changed the ogre and orc shamans to dark blue (like the kobold wizard) for consistency. For consistency, changed the ogre shaman symbol's to Ò and the orc shaman's symbol to ò.
    Colors in the status panel (the bottom panel) are better managed, in particular contrast of text of effect (whose background is a duration bar or a health bar) has been increased.
    When poisoned and poison will kill you, health bar is decorated with poisoned to death.
    Tombs and benchs are now destroyed by dynamite bombs.
    The goblin queen and the goblin king deal more damage.
    A confirmation dialog opens when doing a negative thing at an ally (throwing a bomb for example) or doing a positive thing to an enemy (healing it for example).
    Firebolt, slaying spells, and dragon breath do not lock the game anymore when happening not in sight. As a result, the game is smoother when an ally dragon is battling (throwing firebolts, breathing, etc.) enemies but you can't see it.
    Game menus with scrollbars now have a border (previously they were not mixing well, but it is fixed now), to look better.
    Corrected that animation of barrel explosion was shown even if not in sight.
    Corrected that animation of the sword's special attack was happening on the attacker's cell, whereas it was expected to happen on the attacked monster's cell.
    When having a spell more than once with different levels, the levels are shown in the inventory: disambiguation.
    Made game smoother when picking up an item in a choice treasure room (disappearing animation runs concurrently with the player's move).
    Made locked doors more visible in "mud" and "forest" levels.
    Show a "cooldown finished" animation when boosting a spell that was cooldowning.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training