Changelog Alpha 9

ALPHA 9 is ready. Please note that this version is currently for Windows only, Mac version will be ready within a month. Sadly, I cannot release Mac version at same time as Windows version, as this release have enormous amount of changes, and different build process that need to be applied to Mac version as well.  You can read "short" release notes below. 

I would kindly ask you to register within the game, log in and enable in options: "Automatic game session upload" and "Login automatically on start". It will help me to see where people die mostly and from which reason, so I can balance game even more. What is sent to the server? Only morgue files, and nothing more.

You can download it from here.

Enjoy your play!


Update:

Since release few bugs were reported and fixed, just re-download the game:

  • NEW: Added description text of races, life and side path at character creation screen
  • NEW: Distinguished Combat from Defensive paths at character creation screen
  • NEW: Display text that signature weapon is still work in progress
  • NEW: Look command on creatures will show their description
  • NEW: Added TAB for selecting next options
  • BUGFIX: Fixed issue with keyboard and SHIFT. Pressing Shift 2, shown 2@ at once
  • BUGFIX: Changed the stairs glyph *facepalm* < is upstairs, > is downstairs *facepalm again*
  • BUGFIX: Fixed overlapping text at bottom of help screen
  • BUGFIX: Prevented movement of player while help screen is visible
  • BUGFIX: Prevented movement of player while statistics is visible
  • BUGFIX: Birthsign has highlighted letter on left side of character creation screen
  • BUGFIX: Character creation, selecting player race is case sensitive
  • BUGFIX: Life & Side paths have highlighted letter on left side of character creation screen
  • BUGFIX: Favorite weapon have highlighted letter on left side of character creation screen
  • BUGFIX: Recreated keybinnds for inventory, now they are case sensitive
  • BUGFIX: Long names in inventory will properly break into new line
  • BUGFIX: Fixed "Punch"


Release Notes


GENERAL
  • Fixed compatibility issues with Win8/Win10
  • Number of arrows is randomized on game start.
  • Selecting enemies is redesigned: they are selected from nearest to farthest.
  • Selection stays on target and it is not cleared upon movement as long as you can see that enemy.
  • Player name can contain more than one word. There was a bug that after a save, names with more than one word were not reloaded correctly.
  • Fatigue is represented inverted. 0 fatigue means you are fresh and ready. Reason behind this change is that if your fatigue is 0 it means that you are not fatigued at all.
  • Texts were reviewed, and grammar fixed.
  • Picking and dropping now takes some minor amount of time, so there is a slight danger if you want to pickup items while in combat.
  • NEW: Altars are redesigned to have books and scrolls placed on it. Up to 2 scrolls and 1 book can be found on altars.
  • NEW: items are sorted by type in inventory, weapons, armors, potions etc. It is much more easier to scan through your inventory to manage item you wanted to handle. By pressing [+] sign beside each category you can close that category making more room to see other items. By pressing [-] you can re-open those categories again.
  • NEW: Items are sorted by type in containers, weapons, armors, potions etc. Same as 

  • NEW: Online leaderboard. It can be found at here. To upload a score to leaderboard you need to log in before the game starts. You can choose automatic login inside options section. Also there is possibility for automatic upload of morgue files.
  • NEW: Login from within the game, used for uploading the morgue files to server. You can check automatic login from options to be automatically logged in upon next game restart. Occasionally (if your IP changes) program will ask to re-enter your credentials.
  • NEW: Register from game. You can register on website also, but it is much more easier to do it from within the game.
  • NEW: Morgue files. They can be saved locally on your hard disk under morgue directory, or sent to the server.
  • NEW: Added fullscreen option. It can be activated from within options section.
  • NEW: When windowed, game screen can be resized
  • NEW: You can change the font size from within the options section.
  • NEW: Added Actions menu: Make Camp, Tactics, Prayers and Spells book.    
  • By making a camp you can restore your fatigue, heal your wounds, learn new abilities, remember forgotten ones.
  • With Tactics, Prayers and Spells you can bind/unbind those to your active abilities list (by pressing 0-9).
  • BUGFIX: Fixed a bug when Protection from fire spell ended, player gained vulnerability to fire 
  • BUGFIX: Ghost types enemies now phase through walls normally.
  • BUGFIX: Fixed a bug when on some occasions items would not stack properly.
  • BUGFIX: Fixed a bug when light was cast on area, exited the game, and game restarted with the same seed, light still lightened the area.
  • BUGFIX: Fixed a rare bug when enemy felt into abyss or into lava, game crashed.
  • BUGFIX: There were few foods that you couldn't taste, only eat them comletely.
  • BUGFIX: Fixed a bug when wolves had suicidal behavior to jump into water. They died off course.
  • BUGFIX: Fixed color of blood for colorless blood types (like bees)
  • BUGFIX: Fixed a animation of acidic gases.
  • CHANGE: Reduced duration of acidic clouds. (Reason: Acidic clouds stayed around for really long time, preventing your movement, and making them really fatal .)


ITEMS

  •  Wearing unidentified magical items will show "Unknown effect" in effect pane if effect cannot be recognized automatically. 
  •  Putting on unidentified ring of perception will identify the ring, as you will automatically sense your surroundings even through the wall.
  •  Putting on unidentified ring of levitation will identify the ring, as its pretty obvious which ring it is, since your legs will leave the ground.
  •  All items now have 'found on depth level X' flavor text.
  •  Ring of anger is identified automatically if worn.
  •  Added drop all option, for dropping stacked items
  •  Items from containers and dead bodies can be examined before pickup.
  •  Fatigue is no more decreased in combat, as fatigue is redesigned into something new. You can read about it here.
  •  Shot arrows can be looted from bodies.
  •  Missed arrows are pickable again, they will be scattered around the level.
  •  Equipped magical items will be automatically recognized as cursed or blessed, since cursed items cannot be removed, and if you can remove it, then obviously the item is benevolent.
  •  Equipped plate and mail items will reduce chance of successfully casting a spell, as metal tend to disrupt channeling of magical vibrations.
  •  Plate and mail will increase generated noise. More plate and mail armors you wear, more noisy you are.
  •  NEW ITEM: Book (Moves & Triggers). They are one of most important items in game as you can learn new abilities by reading the book, or improve existing ones if you already know that ability.
  •  CHANGE: Cursed items gives will give you negative armor, which will cause in additional damage. Reason behind this change is that some cursed plate items were more powerful than benevolent cloth or leather items.
  •  CHANGE: Cursed items doesn't suffer from durability decrease. Player need to find different way to remove cursed item.
  •  BUGFIX: Fixed a bug when arrows where dropped, then they disappeared.
  •  BUGFIX: Fixed issue when strange type of amulets where generated

 

COMBAT

  •  Throwing any item at enemy will do some basic damage
  •  Explosive bloat's death explosion will knock you back (and all creatures caught in explosion)
  •  Missed attacks will increase attack's experience while hit will increase skill in weapon category
  •  While there is combat ongoing, no creatures will regenerate their health.
  •  Ranged weapons will increase ranged skill instead of piercing skill, from arrows or bludgeon from throwing rocks
  •  NEW: Inflicting physical damage is reduced for life and side paths that doesn't use weapons. For example if your life path is arcana and side path is in leather armor, you will inflict less damage as your path's are not oriented toward weapon combat.
  •  NEW: Triggers, when special condition is met, triggers can be activated. They are counter measures, counter attacks. Some of them are automatically activated, some of them need some kind of action. Only triggers that belong to your life path can be learned.
  •  NEW: There is a chance for spellcasting to fail. 
  •  NEW: Power failures have their penalty. You can choose your own penalty, or let RNG choose. Common penalties are accuracy decrease, fatigue increase, temporary amnesia. After you rest fatigue is restored, wounds healed and spells re-memorized
  •  All players get at the beginning of the game:
    • Hack&Slash, basic melee attack that all paths have. Damage is reduced if player had chosen a path that doesn't have common point with physical damage.
    • Volley, basic ranged attack. Damage is reduced if player had chosen a path that doesn't have common point with physical damage.
  • ARCANA is redesigned into cantrips and spells
    • Spells:
      • Arcane Energy, hurling raw arcana energy at enemies to inflict damage upon them
      • Arcane Armor, shields body parts with arcane energies. Those body parts that have metal equipment on it, will not be shielded as metal disrupts arcane energies flow.
  •  RANGED
  •  MELEE
    • Tactics:
      • Impale, for attacking up to 3 enemies in row.
      • Push, smaller or similar size enemies can be pushed easily. Creatures can be pushed into lava, water, abyss.
      • Burden Defense, decreases body and reflex defenses of enemy for a short period of time.
      • Slicing Blow, accurate attack that increases number of wounds inflicted.
      • Battle Cry, frightens all visible enemies, increases accuracy by +1 when fighting them.
    • Triggers:
      • Restorative Body, player can negate some damage but it will cost him accuracy
      • Retaliate, if enemy misses player, automatically throw back attack with no cost
  •  SACRALS are redesigned into rotes and spells
    • Rotes:
      • Light, casted on a weapon held in main hand will make item glow as long is held in your hand
      • Turn Undead, damages undeads and make them flee
    • Spells:
      • Bless, Will add +1 to all rolls, and -1 to spellcast until this spell is active
      • Sacral Weapon, adds some addition damage to weapon held
      • Cure Wounds, restore some wounds without need for a rest
  •  BUGFIX: Shooting arrows at melee range didn't removed ammo
  •  BUGFIX: Shooting by double pressing number on keyboard allowed to shoot even without arrows
  •  BUGFIX: on some occasions blood wasn't spilled on ground if creature was hit
  •  BUGFIX: selecting plate armor as life or side path invoked undesired behavior, and shield was selected instead
  •  BUGFIX: Fixed issue when some attacks did not added multiplied damage
  •  BUGFIX: Fixed ranged attacks over water, lava and abyss
  •  BUGFIX: Non magical arrows cannot harm monsters with immunities to normal weapons
 
UI & VISUALS
  • Fixed screen resolution issues when on small displays part of game screen were cut-off. You can change resolution inside options section.
  • You can see with CT & RT indicators which mode is active. Combat time (CT) or real time (RT)
  • Used less spacing between characters for more readable text
  • Same messages are grouped (You destroy barrel. x4)
  • Added item pick up messages, with assigned char (You pickup a carrot - 'l')
  • Added item drop messages, with assigned char (You drop a carrot - 'l')
  • Added place into container messages, with assigned char (You place carrot - 'l' in box)
  • Enemies and player will flash for a moment when hit.
  • Menu has new animated ASCII graphics done in REXPaint
  • Dialogs have new UI design.
  • Panels have new UI design
  • Added credit section
  • Static maps calculation speed is greatly increased
  • Reduced visibility radius. As player goes deeper, visibility radius is gradually reduced.
  • NEW: If monster is selected their speed speed is shown in TU (time units)
  • NEW: If monster is selected their size is shown
  • NEW: attack outcome will create floating text above monsters and player. You can see Miss and how much damage you have done to that enemy.
  • NEW: Sleeping enemies have zzz above their head
  • NEW: Inventory is sorted by item type
  • BUGFIX: Spilled blood is not too strong anymore, and it will gradually increase blood color on tile. Different color types of blood will mix showing different colors.


DUNGEON

  • Greatly increased size of generated levels. First levels will be generated with only few rooms and few enemies, and as reaching down the deeper levels, those levels are generated with greater complexity and greater number of enemies.
  • Dungeon generation speed is increased to over 400%


CONTROLS

  • YES/NO dialogs can be closed with pressing ENTER/ESC
  • All pop-ups can be closed by pressing ESC
  • Selection on selected enemy can be cleared with ESC
  • Removed ESC as a way to exit from a game
  • Help screen: Remapped F1 to ?
  • Added Ctrl+X to exit to main menu. One popup will be shown asking you to confirm your action.
  • Added Ctrl+Q to immediately quit from game. No popup.
  • Clicking with right mouse on enemy will select that enemy.
  • Clicking with left mouse on unselected enemy will select it (same as clicking with right mouse)
  • Clicking with left mouse on selected enemy will apply currently selected ability.
  • Added vi keys for movement
  • Pressing keys will move player one square, holding will make continuous movement
  • All keybinds remapped to "standard roguelike"-ish version
  • Searching for traps and secrets are merged into one command invoked by pressing 's' key. A time needed to check your surroundings is slighlty increased.
  • Numeric keyboard will not select spells & tactics, and will move player normally
  • Pressing 'D' will display current seed.
  • Pressing 'U' player can lay down, stand up
  • NEW: look command, activated by pressing '/'
  • NEW: laying down on ground, activated by pressing 'D', player is a bit less visible for monsters
  • NEW: Autoexplore, activated by pressing [S] (experimental)


CREATURES

  • Monster strength will partially scale with depth
  • Some of the monsters have neutral behavior, and will try to avoid you to some point. They may change their mind if you constantly try to enter their comfort zone.
  • All monsters can have one of the variants Weak, Normal, Tough, Demonic
  • Player's summoned creatures doesn't tolerate other summoned creatures player have. They will seek and try to destroy each other.


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