Author Topic: Ternebrae et More (now at Alpha 2.7)  (Read 139 times)

getter77

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Ternebrae et More (now at Alpha 2.7)
« on: August 13, 2019, 11:46:50 AM »
https://gym.itch.io/tenebrae-et-mort  Win

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A roguelike in the spirit of Nethack, explore the dungeon underneath an Italian villa in the 15th century. The condottiero Perin Nazana has gone mad, locking himself in his massive dungeon containing vast treasure and deadly foes.

Build your character and adventure through over 30 levels.
Who are you?

Live your character's life before your journey into the dungeon. Choose a background and stat, then live your character's life 5 years at a time. Follow the path of a peasant turned soldier, or choose a life of contemplation and prayer. Be a craftsman, an alchemist, a knight, an inquisitor. Your choices decide your skills, and your skills protect you through the dungeon!
What do you do?

Choose your approach. Kill any in your way, or charm your way through the dungeon. Craft deadly potions as an alchemist, convert hostile foes as a priest, or bribe those foes as a merchant. Gather a group of protectors or finish it solo. Use magic, might, charm, or money to reach Perin!
What's to come?

More monsters, more loot, more magic! In short, more content and challenges to overcome.

The current version of the game is an "alpha" version: beatable, nearly feature complete, somewhat untested. This is currently a Windows only game, though macOS and Linux are certainly possible in the future.
Hardware requirements

    A PC built in the last 20 years
    A keyboard and mouse
« Last Edit: September 12, 2019, 12:13:01 PM by getter77 »
Brian Emre Jeffears
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getter77

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Re: Ternebrae et More (now at Alpha 2)
« Reply #1 on: August 24, 2019, 11:54:19 AM »
Alpha 2
   
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Reworked map generation. You're less likely to see the larger, cave like maps on higher levels, and the maps are generally smaller now.

    Reworked monster spawning. I adjusted some spawn tables and rates to increase the bad guy count.

    More variety in human NPC equipment

    Tweaks to hunger/rate of hungriness.

    Minor bug fixes

expanded ossuary and library branches, which were previously one level deep. I also added a handful of "mythical" weapons. These are dropped at the end of the vault branches and are quite powerful, but previously they were mostly "slash" type weapons. I added more "bash" and "polearms" weapons to this mix.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Ternebrae et More (now at Alpha 2.7)
« Reply #2 on: September 12, 2019, 12:14:15 PM »
Alpha 2.7

   
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Cut the main dungeon floor count from 30 to 20. Overall the total floor count will remain the same because...
    Added a new branch: Kobold Cavern and increased floor count on all the other existing branches. Going forward this will be the strategy for adding more levels and level variety. Look for more themed branches in the future.
    Diversified Kobolds a bit. They can spawn as workers, soldiers, scouts, and veterans.
    Added a new boss to the end of Kobold Cavern
    Tweaked the spawn tables to correspond with the new floor counts
    Added new throwing weapons: war darts and throwing axes.
    Various bug fixes for traps, potions, vault spawning, item dropping...

Weapons can now spawn as low, normal, or high quality. The low and high quality weapons will have prefixes, and their power and penetration will be modified.

Memorized spells now cost half their casting cost and ignore the "read/write" check when casting. Casting a spell by reading it from a book requires a literacy check because you're, well, reading it. This gives memorization a real reason to exist!

    Implemented a trap system and added a couple trap types to the map generator. The current traps a pretty basic: an arrow trap and a "sealed room" trap, where the room gets partially sealed off. The "mechanics" skill is now used for detecting traps in addition to lock picking.
    Added a new tool, the mattock. Use this tool to remove walls.
    Added a new "infighter" behavior, which has monsters wanting to fight other monsters in addition to fighting you. A new "knight" monster has this behavior, and the new "raging" monster mod adds this behavior to monsters, too.
    Added a bunch of monster modifiers, similar to item modifiers. You should now occasionally see monsters with prefixes like "oversized", "lame", "devout", etc. These modify monster stats, skills, and behaviors.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training