Author Topic: Zorbus  (Read 3118 times)

Joonas

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Re: Zorbus
« Reply #45 on: August 26, 2019, 12:53:43 PM »
Greetings, Joonas. Your recent update has gotten me thinking... Are there plans to add more races to Zorbus? Or do we have all we need for quite some time?
Yeah, maybe these will be enough for some time as they probably need some tweaking and balancing.

Asin

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Re: Zorbus
« Reply #46 on: August 27, 2019, 02:59:07 AM »
Greetings, Joonas. Your recent update has gotten me thinking... Are there plans to add more races to Zorbus? Or do we have all we need for quite some time?
Yeah, maybe these will be enough for some time as they probably need some tweaking and balancing.

Thank you for answering my question, although I do have another one.

Will we ever obtain any sort of "bestiary", as a place to see the monsters we've discovered in our games and to perhaps obtain lore about them? I am fascinated by your little world you have going here, and I would very much like to learn more about it, more particularly, the races, creatures, and cultures of it.

Of course, if that is something you plan on, of course. I am only curious, that's all.

Joonas

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Re: Zorbus
« Reply #47 on: August 31, 2019, 04:05:42 PM »
Will we ever obtain any sort of "bestiary", as a place to see the monsters we've discovered in our games and to perhaps obtain lore about them? I am fascinated by your little world you have going here, and I would very much like to learn more about it, more particularly, the races, creatures, and cultures of it.
Maybe at some point in the form of some kind of monster memory database but probably nothing with deep lore. The game's lore is mostly just drawn from classic D&D lore with some own stuff thrown in. I'd like to have more lore in the game, mostly as lore books, but it's really hard to come up with those.

Release 23
  • There's a letter "R" displayed on a creature's tile when it wields a ranged weapon and "r" when it wields a reach weapon.
  • Log shows how much a creature resists of the damage done to it.
  • Loot distribution tweaked. Bosses, uniques and treasure containers should now have a bit more magical equipment.
  • Removed negative skill adjustments (disable, magic, search) from most helmets.
  • Obituary shows what method was used for character creation (fully random character / rolled abilities / point buy abilities).
  • Obituary shows if you witness an unique being killed by some other creature than you or your companion.
  • Fixed a bug that caused errors when the game was played without sound effects.
Tips to players
  • By looking at the leaderboard obituaries, I've noticed that the [R] command (reach/ranged attack marked target) is not used that often. Remember, you can use the command for both reach and ranged attacks. The command makes you attack a creature marked with red corner lines. Much easier than spamming [F] and selecting a target unless you want to target certain creature.
  • You can also equip animated skeletons with the new "equip companion" commands (bump to companion with control pressed to get the dialog).
http://www.zorbus.net

Leaderboard at http://wins.zorbus.net

Joonas

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Re: Zorbus
« Reply #48 on: September 15, 2019, 12:37:04 PM »
Release 24   (15-Sep-2019)
  • Recruitable creatures that you haven't yet recruited go to Carillo (the trading demiplane) after you descend deeper into the dungeon from their initial dungeon level.
  • Shop inventories get restocked with some potions (blink, endurance, healing) after a while.
  • Some changes to playable races (starting talents and ability / skill adjustments tweaked).
  • A new talent: Team Spirit. Normally you'll get 50% of the experience points from creatures that companions kill but with this talent you'll get the full 100%. Requires the Natural Leader -talent (which can only be selected on the 1st level).
  • A green bar appears under the XP bar when you have fully explored the dungeon level even if you don't have the Stonesense -talent.
  • Some new magical equipment added.
  • Loot distribution and level difficulty tweaks.

Joonas

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Re: Zorbus
« Reply #49 on: September 23, 2019, 05:40:44 PM »
A japanese blog has screenshots of the endgame and the ultimate ending.

SPOILERS OBVIOUSLY

https://bb5074.blogspot.com/search/label/Zorbus

The leaderboard has several new winners:

http://wins.zorbus.net

Joonas

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Re: Zorbus
« Reply #50 on: September 26, 2019, 11:30:22 PM »
Release 26   (27-Sep-2019)
  • New command: Rest until (Stamina) restored. By pressing D or NUMPAD_DIVIDE you rest until Stamina is fully restored or until interrupted by hostile creatures. If you already are at full Stamina you rest for 100 rounds or until interrupted. Resting can be stopped by pressing any key.
  • New item: Scroll of Magic Mapping. Reading this scroll reveals the layout of the current dungeon level. Areas that are hidden behind secret doors are not explored but the secret doors themselves are revealed. It's easiest to use autoexplore to enter these areas.
  • Some small tweaks. Typos fixed.

Troubler

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Re: Zorbus
« Reply #51 on: October 02, 2019, 04:07:11 AM »
I was bored the other day and decided to check on how Zorbus was doing. Finished the run today.
This time around I played a Saurial, a powerful new race. Rolled a crazy 58 on the stats and decided to go with it.
I feel like I got much more EXP this time than usual, but I am not sure exactly what I did differently this time.
I did have a lot more luck searching for hidden rooms, and found all of them but those on level 5.
I happened upon 2 potions of EXP as well and was able to make use of them to get up to level 28 by the end.
Hardly used any consumables this time due to my ridiculous stats and resistances. Check the victory file.

Only a few notes. The game runs pretty smoothy at this point.

(Notes)
1.A way to quickly remember special locations would be useful.
 For example, when I finish a level, I like to free the prisoners last, but I often forget where the prison is.
 Another thing is near the very end I go back and check for a cloning vat, for a clone to take into the endgame.
 Also there are those "challenge lever" rooms, which I might miss at first but then return to later.
 (Now I remember I can set map points to maybe do this, but that's still a bit forgettable)

(Bugs)
1.Store level does not show a green line, even if completely explored.
2.The obituary file went pretty wild with the attacks on the final bosses. But I don't remember doing anything unusual here.
   Maybe it was when I released the secret gods on them? But I don't think the times line up.

(Release 26)
http://wins.zorbus.net/files/overgod_2019-10-01_221927_xl28_untas.txt
« Last Edit: October 04, 2019, 12:33:51 AM by Troubler »

Joonas

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Re: Zorbus
« Reply #52 on: October 13, 2019, 05:40:13 PM »
Fullscreen dungeon map with notes:




New autopilot screen:




Ascend / descend stairs shows the option to go to a previously visited level. Also shows some stats on levels.




Release 27   (13-Oct-2019)
  • A map note can be added to your current location by pressing N. Many themed areas have automatic notes.
  • You can display the map of the current dungeon level in fullscreen by pressing V. Shows stairs, teleporters and notes.
  • Autopilot now has two display modes which can be changed by pressing SPACE in the autopilot screen. The new one (set as default) shows the navimap enlarged to the game view.
  • Autopilot can pilot you to the nearest upstairs by pressing U in the autopilot screen.
  • When you bump against stairs leading up, you can select to go to any previously visited upper level. When you bump against stairs leading down, you can select to go to any previously visited lower level. These options are only usable if there are no hostile creatures seen.  Nearby hostile creatures may still follow you. At the moment this does not take more time than a regular level change.
  • The ascend/descend stairs screen now shows some info about visited levels like how much of it you have explored, if there are still challenge / cloning / etc. switches left and so on.
  • There's now only one setting for sending obituary files for the leaderboard. This settings needs to be on before you start a new game to affect that game. This is to prevent savescumming in the leaderboard.
  • Fixed a bug where attacking an avatar resulted in several history lines added to the report.
  • Fully exploring the shop level now shows a green "stonesense" line.
  • Fixed a bug where some challenge switch rooms did not summon monsters.
« Last Edit: October 13, 2019, 11:52:18 PM by Joonas »