Author Topic: Triangle Wizard 2 (now at v2.1)  (Read 1107 times)

getter77

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Triangle Wizard 2 (now at v2.1)
« on: October 30, 2023, 11:17:56 AM »
https://www.trianglewizard.com/

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Triangle Wizard 2 is the sequel to 2008's Triangle Wizard. Triangle Wizard 2 stays true to the gameplay of its parent but features updated graphics and a less obtuse interface. It is a realtime roguelite combining an ASCII character art style to represent creatures but normal graphical effects for spells and the environment. The player's character is a wizard represented by a triangle.

The main inspiration for Triangle Wizard, and thus Triangle Wizard 2, is the first iteration of Diablo. Like Diablo it features a deep dungeon delve through randomized levels, with obscure shrines and randomly generated items. The ultimate goal is to travel to the lowest level in Castle Everdoom and confront the Nameless One, an ancient evil whose influence is increasingly darkening the land (although alternative endings and goals are possible). Along the way the player will encounter many different monsters, traps, and bosses. If the player dies their corpse may return to haunt (or help) future adventurers.

There are many different races and classes to play. And in addition there is a advanced deity system with unique boons and curses. A player can further customize their character with gameplay altering talents. New in Triangle Wizard 2 is that race, class, and deity options slowly unlock during play.

There is a particular focus on interaction with the environment. Walls can be destroyed (sometimes revealing hidden rooms), water and lava can affect and be affected by magic, and knocking creatures into spikes hurts them, etc. There are also interactions between spells allowing one, for example, to counter or reflect spells.


Happy 15th Triangle Wizard Day everyone! It is hard to believe that the original game is already a decade and a half old. And with this milestone we also have the official release of Triangle Wizard 2. After 5 years of development, the sequel sees the light!

Written in C# and using the Unity game engine it is more modern, and releases on Windows, Linux, and Mac. Apart from various quality of life upgrades, it is mostly a faithful recreation of Triangle Wizard 1, but there is also some new content to discover!

Although I did a lot of testing, it is a new game, so there are probably still a few bugs. If you encounter any, please let me know! Also let me know whether the game runs fine on Linux and Mac. I do not have access to a Linux or Mac computer, so I am unable to test these builds myself. Finally, please report any frame rate issues, it is hard to determine system requirements, but I could release a build with reduced graphical demands if needed.

Happy (and good luck) exploring the renovated Castle Everdoom!
« Last Edit: January 12, 2024, 12:40:51 PM by getter77 »
Brian Emre Jeffears
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getter77

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Re: Triangle Wizard 2 (now at v1.2)
« Reply #1 on: November 12, 2023, 11:54:24 AM »
v1.2

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New gameplay content in this new version; wishes and the associated deity, Euphoria! And on top of that some bug fixes!

Wishes work a little bit differently in TW2 than in TW1. In TW1 a wish had you enter a word or phrase and gave a certain probability of success. The chance of failure often offset the joy of being granted a wish, so in the sequel I opted for a more deterministic approach. Instead of wishes you will be given wish points and these can be exchanged for fantastical effects in a new Wishes screen. You can use your wish points as soon as you get them to wish for something small, or you can save them up for a huge impactful wish later on.

Release notes:

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* You can now also inspect powerups, items, shrines, altars, and traps in the Inspect screen.

* Spell descriptions now also show statistics for the next level.

* Prismatic Spray and Silver Fire spells now correctly show damage numbers in the Grimoire.

* Added the Wishes screen which can be used to select and prime wishes.

* Added Wands of Wishing of varying potency to the unique item pool.

* Added Euphoria, the Goddess of Dreams to the pantheon of deities.

* Rare creatures may now on occasion wield unique spells.

* Selecting unique spells which do not use incantations in the Grimoire would not select the spell for casting. Fixed.

* Added the Yearning Shrine.

* Perplexing Shrine, Mandelstam Root, and Moebius were handing out too much experience points. Fixed.

* Some quests had a negative experience point reward. Fixed.

* Quests where you had to eliminate X creatures would sometimes not register a kill, making the quest uncompletable. Fixed.
Brian Emre Jeffears
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getter77

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Re: Triangle Wizard 2 (now at v1.3)
« Reply #2 on: November 16, 2023, 11:32:42 AM »
v1.3

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Continuing the porting of the last few missing gameplay elements from the predecessor, in this version Raziel and dimensional travel make a return. In addition, a new class and race which use dimensional travel features. And of course a few bug fixes.

Release notes:

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* Dream Image spawning by Euphoria was missing a particle effect. Fixed.

* Corrupted Sigils were missing a glow effect. Fixed.

* Stunned status effect visual would sometimes jump up in the air. Fixed.

* Added the Syron race.

* Added the Planeswalker class.

* Added the Syntropic shrine.

* Added Raziel, the Soul Reaver to the pantheon of deities.

* Summon spells can no longer be cast outside the level.

* Added tools to travel to other planes and dimensions.

* Zombies created by the Zombie Lord's aura could still drown. Fixed.

* When angry, Pharmakeus will now also sometimes make enemies throw potions at you.

* Many wishes are now instant and will resolve immediately without need to prime them.

* Wishing for health or the removal of diseases is now more expensive (but instant).

* Added The Astronomicon unique item.
Brian Emre Jeffears
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getter77

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Re: Triangle Wizard 2 (now at v1.5)
« Reply #3 on: November 26, 2023, 12:08:35 PM »
v1.5

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A large list of bug fixes and various quality of life improvements in this one :)

Release notes:

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* Added the Holy Hand Grenade of Antioch unique item.

* If you gained the ability to walk through walls you ironically lost the ability to pick up gold. Fixed.

* Renamed "attack damage type" to "melee damage type" which is hopefully clearer.

* Journal now more clearly displays quest status.

* Failing a quest now displays a message.

* Quests beyond the first one could get stuck in an incompletable state. Fixed.

* Can now specify spells allies are not allowed to cast in the Grimoire. Can also be set on an individual basis in a creature's Grimoire.

* Added an option (default off) to enable a key that allows you to speed up the game by a factor of 10. Use with caution.

* The Strengthen Familiar spell will now also buff a summoned familiar; no more need to resummon it to apply buffs.

* Unsummoning a creature will now make it drop any items it might be holding before disappearing.

* You can now gift (unequipped) items to allies via your inventory.

* You can now ask allies to equip, unequip, or drop any item they are carrying. Allies cannot use utility items.

* You can now switch individual allies between melee and ranged approaches via the inspect screen.

* Added functionality to delete saved games in the load game menu.

* Wishing for damage type immunities would not lower other resistances. Fixed.
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getter77

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Re: Triangle Wizard 2 (now at v1.6)
« Reply #4 on: November 27, 2023, 12:02:35 PM »
v1.6

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My apologies for releasing another update so close to the last one, but many bugs were reported on the forums and I just had to take the Sunday to fix them ;)

Release notes

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* Wishing for damage type immunities was bugged. Fixed.

* Added the Tigran race.

* Slightly buffed Frostling hitpoints.

* Frostlings, Nomads, and Lizardman now deal additional cold, fire, and poison melee damage respectively.

* Added an option (default off) to reduce the occurance rate of the particle effect of lava, poisoned water, and the like.

* It was possible to summoned multiple versions of the same familiar. Fixed.

* Due to the above bug also the Strengthen Familiar feature, introduced in v1.5, failed to work sometimes. Fixed.

* Creatures that somehow enter up outside the level despite Unity's physics modelling will now teleport back into the level.

* Forbidding spells on an individual basis would sometimes not work. Fixed.

* Some processes were still running when the game was pauzed which could sometimes cause a choke-up when continuing. Hopefully fixed.

* Wish point cost of several wishes increased.

* Euphoria now gives a random amount of wish points and with a significantly reduced average.

* Some quest rewards were giving the player too much experience, especially late game. Fixed.

* Familiars and rare creatures now obey the same maximum spell level rules as players do.

* Spell levels you have given your familiar now also affect the corresponding finding chance.

* Spell levels beyond level 15 no longer increase finding chance (stays at level 15 value).
Brian Emre Jeffears
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getter77

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Re: Triangle Wizard 2 (now at v2.0)
« Reply #5 on: January 05, 2024, 11:36:23 AM »
v2.0

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Happy New Year everyone! :) Hereby the first update of 2024. Mostly some (serious) bug fixes, but also the first novel deity which was not in the prequel: Yig, the Father of Serpents.

Release notes:

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* Made the list of modifiers more clear with a better distinction which ones are active.

* Added Yig, the Father of Serpents, to the pantheon of deities.

* Trap color of Poison Darts was incorrectly set to orange instead of lime. Fixed.

* Inspecting an item on the ground now also lists the equipment slot required, if any.

* In rare cases inspecting an item would reveal the AI behavior and "give" buttons. Fixed.

* Health bars were not destroyed when exiting to the main menu causing a minor memory leak. Fixed.

* Creatures would sometimes be generated inside a wall, especially in non-square levels. Fixed.

* Made Jeffears' increased hidden room generation slightly stronger.
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getter77

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Re: Triangle Wizard 2 (now at v2.1)
« Reply #6 on: January 12, 2024, 12:41:54 PM »
v2.1

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This update is a healthy mix of some quality-of-life improvements, bug fixes, and new game content. :)

Release notes

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* Walls destroyed by creatures would not update pathfinding grid. Fixed.

* Doors which are opened will no longer block creatures with the tiny bit sticking out.

* Dying creatures no longer have a command limit (affects some creatures with a summon-upon-death effect).

* Inspecting a trap would display the time-to-fire as opposed to the recharge time. Fixed.

* Added option to default active modifiers to those used in the last run.

* Mousing over creatures or powerups on stairs will now display mouse-over-text for those creatures or powerups.

* Added the Treacherous Traps and Organized Religion modifiers.

* Player character names can now have spaces in them.

* Increased the base casting time of Chain Lightning by 0.2 sec (+20%).

* Added Satinav, the Thirteenth-Horned Giant, to the pantheon of deities.

* Added a unique item generator; creating new powerful items which may appear as unique items.

* Improved item descriptions typographically a little bit.
Brian Emre Jeffears
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In Training