Author Topic: Zorbus  (Read 26850 times)

Joonas

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Re: Zorbus
« Reply #90 on: June 05, 2021, 06:24:29 AM »
Release 49   (05-Jun-2021)
  • Added some post-processing to the field of view -algorithm for better corner wall exploration.
  • Made some optimizations to autoexplore.
  • Fixed a bug where some throwable weapons without reach (hand axe, dagger, etc.) still could be thrown with the (R)-command when distance was 2, even if not of returning-type.
  • Distances to items in blocked areas are listed in red in level loot list. Blocked areas also drawn in red in the minimap of that screen.
  • Autotargeting for ranged attacks and talents (the red and yellow corners around creatures) tries first to target a non-summoned creature.
  • New setting: "Autoammo uses anchoring & withering", on by default. If this setting is enabled, autoammo uses anchoring and withering ammunition automatically. Anchoring is used against creatures that can blink away with a talent (usually spellcasters). Withering is used only against unique creatures.
  • Companions now use anchoring and withering ammunition automatically. So you can now give anchoring ammo to companions who will then shoot them at those annoying blinking spellcasters.
  • Companions won't go to blocked areas to pick up items.
  • Creatures summoned from traps set by the player won't get angry at player's companions.
  • Traps won't be created on containers that are automatically opened / peeked (empty barrels and cauldrons, or barrels and cauldrons with only bones or corpses in them).
http://www.zorbus.net

Joonas

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Re: Zorbus
« Reply #91 on: June 25, 2021, 06:11:35 PM »


Release 50   (25-Jun-2021)
  • An alternate grid path for ranged targeting is now calculated and used if the first path is blocked. Also affects reach attacks and Charge-talent. Ranged attacks should now be symmetric, meaning that if creature A can target creature B, B can also target A. There are still some cases where you can see a creature but can't target it. Ranged attacks use Bresenham's line drawing routine to traverse grids, while the field of view algorithm does not.
  • New command: Continuous autoexplore, default key (CTRL) + (E). Keeps exploring until a hostile creature is seen, something is detected, a trap is sprung, or until the whole dungeon level is explored. Can not be used when in low Health (controlled with "Health flash percentage threshold" from the settings).
  • New command: Autopilot to next unlooted container, default key (CTRL) + (C). You can now autopilot to next unlooted container directly from the main game mode.
  • Autopilot-screen shows the contents of peeked containers when the cursor is on them.
  • Lidless / opened containers are automatically marked as peeked when an area is fully explored, unless the area has creatures that get gradually more hostile. Peeked means that you know the contents of the container.
  • Hopefully fixed a bug where the autopilot-screen displayed wrong amount of unlooted containers. (thanks to Mkok for mentioning)
  • Fixed a bug where encumbrance wasn't recalculated in all cases where items were picked up. (thanks to Nopenope for mentioning)
  • Die Hard talent now heals the same amount as Health Surge. (thanks to Mkok for mentioning)
  • Limited the amount of simultaneous similar sound effects when looting or dropping big amount of items, and in some other cases as well.
http://www.zorbus.net

Joonas

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Re: Zorbus
« Reply #92 on: July 24, 2021, 12:53:18 PM »
Release 51   (24-Jul-2021)
  • Not so much new stuff in this release, but had to make a full release after some structural changes to data files.
  • Fixed a bug where alternate paths to target were not properly calculated at distance 2 (affected reach attacks among others).
  • Resting does not start if creatures that get gradually hostile are seen.
  • You can now drop items from your or your companion's inventory when exchanging items.
  • Creatures with lightsources waiting in ambush no longer lit wall tiles until the ambush is sprung.
  • Lots of small tweaks.
http://www.zorbus.net

Joonas

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Re: Zorbus
« Reply #93 on: September 05, 2021, 11:15:03 PM »


Release 52   (06-Sep-2021)
  • Fixed a bug where animated skeletons would needlessly pick up several armors and shields. (thanks to Faeren for reporting)
  • Level-wide anchor/wither-effects are removed when you go to another dungeon level / Carillo. (thanks to nopenope for reporting)
  • Golems and clones are no longer counted as real recruits when maximum number of recruits based on Spirit-ability is determined. (thanks to nopenope for suggesting)
  • Holy Burst talent is disabled in quickslots and talents list if there are no evil creatures seen. Same for the wand.
  • Some devices, mostly wands, are disabled in quickslots and inventory if they can't be used (for example, a wand might affect seen hostiles, but is disabled if none is seen).
  • Health bars under creatures are now framed with black, making them stand out more. (thanks to Namsan for suggesting)
  • New setting: White Health bars under friendly creatures. If enabled, Health bars under friendly creatures are white instead of green. Might help to distinguish friendly creatures from hostile creatures if you are suffering from red-green color blindness. (thanks to Namsan for suggesting)
  • Clicking left mouse button on a distant hostile creature no longer throws a throwable weapon unless it's of returning-type.
  • Clicking left mouse button on a distant hostile creature now respects the "Attack marked auto swaps to shooting set" setting, meaning that if the setting is enabled, and passive weapon set has a shooting weapon, then weapon set is swapped.
  • Fixed several characters in in-game books and help texts, that caused odd characters in some non-English Windows-versions. (thanks to Namsan for reporting)
  • http://building.zorbus.net has a roguelike development related "book" in PDF-format called "Building Zorbus one brick at a time".
Big thanks to Maximum Break (Gidon) and Another Dying (Jay) for making YouTube let's play videos of the game!
Another Dying: https://www.youtube.com/playlist?list=PLt8DIPRtpvB6Na5aBXH6ZIbMb0XDG6xdg
Maximum Break: https://www.youtube.com/playlist?list=PL7yHTTOjLsXkZn7t5Qsuc3wcGXT8vjHii

Joonas

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Re: Zorbus
« Reply #94 on: September 19, 2021, 05:59:09 PM »


Release 53   (19-Sep-2021)
  • New talent: Expert Trapper. Normally you can set traps to nearby tiles only, but with this talent you can set traps traps on tiles up to distance 3. Setting a trap never fails and takes only half the time it would normally take to set. Traps set by you are harder to avoid, and possible damage or duration is increased by 50%. You will also gain a +4 bonus to Disable-checks when disabling traps.
  • New talent: Expert Enchanter. Normally you can safely enchant an item with 3 enchantments, and every enchantment point above 3 decreases the enchantment chance by 15 percentage points. Plusses, extra elemental damage points, holy-/returning-/vampiric-properties, and on-hit effects count as enchantments. With this talent you can enchant items safely without any restrictions. Tieflings get this talent automatically.
  • New item: Elixir of Ability. Increases a random ability score. Only available in shops, restocked every now and then.
  • Non-unique armor, shields, and weapons in shops are a bit cheaper now.
  • Fixed a bug where companions would just drop a better item after you gave it to them through item exchange. Reminder: Companions won't change equipped items that are set by the player in companions' equipment lists. Ammunition is an exception.
  • Trap tweaks. Fixed a bug where no dialog was opened when you walked on a known floor trap that was on a tile with an opened door. You can now safely walk on floor traps set by you (the dialog is still opened). Reminder: in some situations you may want to intentionally spring a known trap, for example Animate, Confusion, Dismiss, Summon, or Anchoring traps. If you spring your own Animate or Summon trap, then the created creatures will be friendly towards you, and attack creatures that are hostile towards you. Animated creatures without a master will eventually turn hostile against everyone.
  • Fixed some grammar mistakes and typos.
http://www.zorbus.net