Sunday, October 5, 2014
Tuesday, August 26, 2014
12th Beta Released!
This update contains many bug fixes, new features and most importantly new active talents and introduction passive talents.
Changes:
Bugs and Mistakes
- Hellfire is affected by resting now
- Shield Bash now checks if shield is equipped
- Holy Shield is displayed correctly in character screen if no shield is equipped
- Holy Fire had wrong text
- Area of effect spells no longer damage through walls
- Scroll of visibility refreshes screen now on reading instead of the next turn
- Fixed a bug with not all tiles being revealed with scroll of visibility or pre-revealed maps
- First level of castle had wrong text on exit
- Cleave requires now a weapon that is equipped
- Fixed a bug with melee range auto target for enemies that are out of melee range
- Pain Tolerance is counted now with Damage Reduction in Character Screen
- Casting spells while stealthed now removes Stealth
- Fixed Invisibility being cancelled with some spells even if player cancelled casting
- Fixed being unarmed in some cases if wearing a shield
- Fixed a bug where the wounded man in Undershire died at wrong coordinates
- Monster poisoning is counted at the beginning of its turn as it is with player's poisoning instead of at the end of the turn
- Stealth attack now calculates correctly damage
- Some undocumented bug fixes
General
- Arrows, bolts and bullets are no longer unlimited; each class with starting ranged weapons starts with 50 projectiles and more can be bought
- New feature: internal clock, displayed with diary entries
- New feature: Journal; opened with Tab key and contains open quests previously seen with 'q' and Diary that contains quest information and other stuff
- Walls can be no longer targeted
- Spell graphics now take into account walls
- Targeting without enemies in fov now picks always a tile that's not blocked
- Victory now returns to main menu instead of back to game and requiring to press esc
- Spell Damage is displayed on user interface
- Spell Resistance renamed to Resistance
- Added penalty of 5% to shooting missiles into targets that are in the next tile
Spells and Talents
- Stunning Plam has now targeting tile
- Circular Kick has now graphics on which tiles it hits and also targeting tile
- Cleave has now graphics on which tiles it hits
- Talents are accessed now from keyboard keys 1-4 instead of 'm'
- Some changes and improvements to existing Talents
- Ranger no longer is able to use Stealth
- New Talent Descriptions
- New Talent for Fighter: Overpower; next 6 melee hits do additional 2 damage
- New Talent for Paladin: Lay on Hands; heal self for 33% of maximum health
- New Talent for Monk: Palm of Death; critical hits will slay target
- New Talent for Ranger: Steady Aim; +5 To Hit Bonus for 50 turns
- New Talent for Ranger: Place Trap; place trap that deals damage to one target that steps on it
- New Talent for Rogue: Hamstring; slow enemy's movement rate by 50%
- New Talent for Bard: Song of Piercing Pain; damage dealing song
- New Talent for Cleric: Exorcism; essentially single-target Turn Undead but on demons and possessed humans
- New Talent for Mage: Fire Shield; damages enemies within 1 tile
- New Talent for Druid: Calm Animal; natural animal won't attack player
- Introduction of Passive Talents which are various buffs; 3 for every class at levels 3, 9 and 15
- Divine Shield renamed to Holy Barrier
- Holy Fire renamed to Holy Pillar of Fire
- Cleave is guaranteed hit
- Circular Kick is guaranteed hit
- Stealth cannot be entered with Armor Penalty greater than 0
- Equipping and unequipping items while stealthed removes stealth
- Shapeshift increases melee damage
Maps
- Castle courtyard redesigned
- New tile for castle wall
- Cottage map redesigned
Players
- Max level is doubled and leveling speed doubled but leveling bonuses halved
Monsters
- Hound enemies receive now only one attack per turn but retain their two moves per turn
- Liches renamed to hellcasters
- Hounds of hell renamed to hellhounds
Changes:
Bugs and Mistakes
- Hellfire is affected by resting now
- Shield Bash now checks if shield is equipped
- Holy Shield is displayed correctly in character screen if no shield is equipped
- Holy Fire had wrong text
- Area of effect spells no longer damage through walls
- Scroll of visibility refreshes screen now on reading instead of the next turn
- Fixed a bug with not all tiles being revealed with scroll of visibility or pre-revealed maps
- First level of castle had wrong text on exit
- Cleave requires now a weapon that is equipped
- Fixed a bug with melee range auto target for enemies that are out of melee range
- Pain Tolerance is counted now with Damage Reduction in Character Screen
- Casting spells while stealthed now removes Stealth
- Fixed Invisibility being cancelled with some spells even if player cancelled casting
- Fixed being unarmed in some cases if wearing a shield
- Fixed a bug where the wounded man in Undershire died at wrong coordinates
- Monster poisoning is counted at the beginning of its turn as it is with player's poisoning instead of at the end of the turn
- Stealth attack now calculates correctly damage
- Some undocumented bug fixes
General
- Arrows, bolts and bullets are no longer unlimited; each class with starting ranged weapons starts with 50 projectiles and more can be bought
- New feature: internal clock, displayed with diary entries
- New feature: Journal; opened with Tab key and contains open quests previously seen with 'q' and Diary that contains quest information and other stuff
- Walls can be no longer targeted
- Spell graphics now take into account walls
- Targeting without enemies in fov now picks always a tile that's not blocked
- Victory now returns to main menu instead of back to game and requiring to press esc
- Spell Damage is displayed on user interface
- Spell Resistance renamed to Resistance
- Added penalty of 5% to shooting missiles into targets that are in the next tile
Spells and Talents
- Stunning Plam has now targeting tile
- Circular Kick has now graphics on which tiles it hits and also targeting tile
- Cleave has now graphics on which tiles it hits
- Talents are accessed now from keyboard keys 1-4 instead of 'm'
- Some changes and improvements to existing Talents
- Ranger no longer is able to use Stealth
- New Talent Descriptions
- New Talent for Fighter: Overpower; next 6 melee hits do additional 2 damage
- New Talent for Paladin: Lay on Hands; heal self for 33% of maximum health
- New Talent for Monk: Palm of Death; critical hits will slay target
- New Talent for Ranger: Steady Aim; +5 To Hit Bonus for 50 turns
- New Talent for Ranger: Place Trap; place trap that deals damage to one target that steps on it
- New Talent for Rogue: Hamstring; slow enemy's movement rate by 50%
- New Talent for Bard: Song of Piercing Pain; damage dealing song
- New Talent for Cleric: Exorcism; essentially single-target Turn Undead but on demons and possessed humans
- New Talent for Mage: Fire Shield; damages enemies within 1 tile
- New Talent for Druid: Calm Animal; natural animal won't attack player
- Introduction of Passive Talents which are various buffs; 3 for every class at levels 3, 9 and 15
- Divine Shield renamed to Holy Barrier
- Holy Fire renamed to Holy Pillar of Fire
- Cleave is guaranteed hit
- Circular Kick is guaranteed hit
- Stealth cannot be entered with Armor Penalty greater than 0
- Equipping and unequipping items while stealthed removes stealth
- Shapeshift increases melee damage
Maps
- Castle courtyard redesigned
- New tile for castle wall
- Cottage map redesigned
Players
- Max level is doubled and leveling speed doubled but leveling bonuses halved
Monsters
- Hound enemies receive now only one attack per turn but retain their two moves per turn
- Liches renamed to hellcasters
- Hounds of hell renamed to hellhounds
Saturday, July 26, 2014
Beta 11 Released!
Bugs and mistakes
- Marwal's tile is now as it should be
- Spellbook of confusion had accidentally wrong color
- It is no longer possible to return to hell with a scroll of recall after closing the portal
- Cleric main quest reward works now
- Some inconsistensies fixed
- Holy Fire radius is now 2 instead of 3
- Some spells were missing combat messages
- Fixed a bug with auto target on bridge map
- Belt had wrong ascii char
- End boss area had wrong Area text
General
- Gradient fov with objects work in ascii mode
- Death screen displays killer
- Death inventory is improved; no more item names going out of screen
- Ending narration
- Graveyard menu in main menu displays last five hardcore deaths
- Improved door placement
Monsters
- End boss is capable of using spells
- Dragons of hell are capable of using spells
- Dragons of hell have red dragon tiles instead of skeletal
- Boss balances
Spells
- Enemy spell cast has violet message
- Divine resistance offers complete protection against status effects such as confusion and stun instead of immunity to one element
- Area of effect spells have now graphics
Maps
- Doors to empty houses have been locked
- World Map redesigned
- Altar room redesigned
- Crypt redesigned
- Bridge redesigned
- Ancient Temple redesigned
- Great Hall redesigned
- North & South Hall redesigned
- Mining station renamed to Overseer's room
- Marwal's tile is now as it should be
- Spellbook of confusion had accidentally wrong color
- It is no longer possible to return to hell with a scroll of recall after closing the portal
- Cleric main quest reward works now
- Some inconsistensies fixed
- Holy Fire radius is now 2 instead of 3
- Some spells were missing combat messages
- Fixed a bug with auto target on bridge map
- Belt had wrong ascii char
- End boss area had wrong Area text
General
- Gradient fov with objects work in ascii mode
- Death screen displays killer
- Death inventory is improved; no more item names going out of screen
- Ending narration
- Graveyard menu in main menu displays last five hardcore deaths
- Improved door placement
Monsters
- End boss is capable of using spells
- Dragons of hell are capable of using spells
- Dragons of hell have red dragon tiles instead of skeletal
- Boss balances
Spells
- Enemy spell cast has violet message
- Divine resistance offers complete protection against status effects such as confusion and stun instead of immunity to one element
- Area of effect spells have now graphics
Maps
- Doors to empty houses have been locked
- World Map redesigned
- Altar room redesigned
- Crypt redesigned
- Bridge redesigned
- Ancient Temple redesigned
- Great Hall redesigned
- North & South Hall redesigned
- Mining station renamed to Overseer's room
Tuesday, July 15, 2014
Beta 10.1 Released!
Changes:
Bugs and mistakes
- Fixed a crash when dark one overseer drops a magical leather armor
- Smite actually works on demons instead of previously on undead
Bugs and mistakes
- Fixed a crash when dark one overseer drops a magical leather armor
- Smite actually works on demons instead of previously on undead
Monday, July 14, 2014
Beta 10 Released!
Changes:
Bugs and mistakes
- Monk started with the location of mines in the map
- Monster resistance has been fixed with new Spell Resistance stat; previously used system made accidentally some monsters have over 250% resist
- Buying unusable items displayed unusable in the message
- Removed debug message when bandit archer dies
- Fixed a small bug regarding enemies at explored cell but not in fov
- Royal archers are now royal arbalists and shoot bolts
- Fixed scroll of recall in the lower parts of the dungeons
- Fixed cottage crash
General
- Improved shop menu; selling item menus now work in both ways
- Selling and buying items will now return to the dialogue instead of game
- Talent menus work in both ways
- New stat: Spell Resistance; ability to resist status effects of spells
- Class descriptions when starting a new game
- Some new menu graphics
- Stone of Recall has a new tile now
Maps
- Hell is 4 floors shorter
Players
- Alignment is shown in the character screen
- Players resistances are calculated with Spell Resistance stat instead of player level
- Paladin's Smite changed from general double damage with charisma bonus to double damage to demon with charisma bonus
- Input name accepts only A-z, 0-9 and ' and -
Monsters
- Monsters resistances are calculated with Spell Resistance stat instead of dungeon level / 3
Items
- New unique items at smith
- Quiver of arrows renamed to quiver
- Quiver tile contains both bolts and arrows to reflect the single quiver used for both bows and crossbows
- Crossbows shoot with bolt graphic
Bugs and mistakes
- Monk started with the location of mines in the map
- Monster resistance has been fixed with new Spell Resistance stat; previously used system made accidentally some monsters have over 250% resist
- Buying unusable items displayed unusable in the message
- Removed debug message when bandit archer dies
- Fixed a small bug regarding enemies at explored cell but not in fov
- Royal archers are now royal arbalists and shoot bolts
- Fixed scroll of recall in the lower parts of the dungeons
- Fixed cottage crash
General
- Improved shop menu; selling item menus now work in both ways
- Selling and buying items will now return to the dialogue instead of game
- Talent menus work in both ways
- New stat: Spell Resistance; ability to resist status effects of spells
- Class descriptions when starting a new game
- Some new menu graphics
- Stone of Recall has a new tile now
Maps
- Hell is 4 floors shorter
Players
- Alignment is shown in the character screen
- Players resistances are calculated with Spell Resistance stat instead of player level
- Paladin's Smite changed from general double damage with charisma bonus to double damage to demon with charisma bonus
- Input name accepts only A-z, 0-9 and ' and -
Monsters
- Monsters resistances are calculated with Spell Resistance stat instead of dungeon level / 3
Items
- New unique items at smith
- Quiver of arrows renamed to quiver
- Quiver tile contains both bolts and arrows to reflect the single quiver used for both bows and crossbows
- Crossbows shoot with bolt graphic
Thursday, July 3, 2014
Beta 9.1 Released!
I fixed a couple of bugs:
Bugs and mistakes
- Divine Shield no longer prevents starvation damage
- Prevented access to castle without being at proper part of the main quest
- Fixed couple of messages regarding standing at area transitions
- Most likely fixed a bug related to selling items
General
- Messages when standing on area transitions or objects are colored
Bugs and mistakes
- Divine Shield no longer prevents starvation damage
- Prevented access to castle without being at proper part of the main quest
- Fixed couple of messages regarding standing at area transitions
- Most likely fixed a bug related to selling items
General
- Messages when standing on area transitions or objects are colored
Wednesday, July 2, 2014
Beta 9 is released!
Changes
Bugs and mistakes
- Being killed by missile or spell made the player to press random key before opening death screen
- A glitch related to poison and death allowed player to use talent/pickup item/talk/spell/missile once after dying
- Player's ascii character is no longer '@' after dying
- Ascii symbols for stairs up / down / stone of recall did not work properly
- Divine Shield no longer prevents poison damage
Heroes
- Hero name can now be random or inputted
Monsters
- Hell boss is named
- New boss: king of faywyn
- New monster: Possessed royal guard
- New monster: Possessed royal arbalest
- Monster balances
Quests
- Main quest is longer and can be completed
Maps
- New area: Castle Undershire
- New area: Cottage
General
- Faster reload with space button when dying instead of going through menus
- Dying on hardcore reveals map
- New death screen
- New main menu graphics
Items
- Wardstones required to enter the hell are now removed when entering the first time
Bugs and mistakes
- Being killed by missile or spell made the player to press random key before opening death screen
- A glitch related to poison and death allowed player to use talent/pickup item/talk/spell/missile once after dying
- Player's ascii character is no longer '@' after dying
- Ascii symbols for stairs up / down / stone of recall did not work properly
- Divine Shield no longer prevents poison damage
Heroes
- Hero name can now be random or inputted
Monsters
- Hell boss is named
- New boss: king of faywyn
- New monster: Possessed royal guard
- New monster: Possessed royal arbalest
- Monster balances
Quests
- Main quest is longer and can be completed
Maps
- New area: Castle Undershire
- New area: Cottage
General
- Faster reload with space button when dying instead of going through menus
- Dying on hardcore reveals map
- New death screen
- New main menu graphics
Items
- Wardstones required to enter the hell are now removed when entering the first time
Thursday, June 26, 2014
Tuesday, June 3, 2014
Beta 8 Released!
Changelog:
Bugs and mistakes
- Gradient fov in hell had one typo which caused furthest tiles to be brighter than tiles before them
- Traps placed in hell were in ascii mode white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed
- Traps are now totally invisible
- Fixed a bug where non-cleric hero casted the spell "Aid"
- Rogue's poison weapon skill no longer works on poison monsters
General
- Gradient fov now has items that are close to player brighter
- Main menu has now return options
- New ascii chars for stairs up and down
- New messages for standing on entrances to locations or world map
- Config tool improved
- Quest items no longer display count in inventory and picking up quest items no longer display count in message
- Minor undocumented additions or changes
Maps
- Many new tiles
- New semi-persistent maps for Mines
- Faster hand made map generation
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out
Shops
- Shop interface works in now two directions with ability to return to parent menu
- Innkeeper sells now three different sized meals
Characters
- New class; Monk
- New class; Bard
- New class; Druid
- Sorcerer renamed to Mage
- All classes can now select from the same weapon proficiences
- Armor Penalty is now taken into account in melee combat also
- Character Screen displays active effects
Items
- (unusable) is displayed in item lists if stat requirements are not met
- Stat bonuses from equipment are now counted with item requirements
- Unequipping equipment with stat bonuses can now unequip other items if stat requirements are no longer met for other items
- Scroll of mapping renamed to scroll of visibility and reveals monsters too
- Spellbooks use now their own equipment slot instead of off-hand
- New item slot: Waist
Monsters
- Monster AI pathfinding improved
Bugs and mistakes
- Gradient fov in hell had one typo which caused furthest tiles to be brighter than tiles before them
- Traps placed in hell were in ascii mode white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed
- Traps are now totally invisible
- Fixed a bug where non-cleric hero casted the spell "Aid"
- Rogue's poison weapon skill no longer works on poison monsters
General
- Gradient fov now has items that are close to player brighter
- Main menu has now return options
- New ascii chars for stairs up and down
- New messages for standing on entrances to locations or world map
- Config tool improved
- Quest items no longer display count in inventory and picking up quest items no longer display count in message
- Minor undocumented additions or changes
Maps
- Many new tiles
- New semi-persistent maps for Mines
- Faster hand made map generation
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out
Shops
- Shop interface works in now two directions with ability to return to parent menu
- Innkeeper sells now three different sized meals
Characters
- New class; Monk
- New class; Bard
- New class; Druid
- Sorcerer renamed to Mage
- All classes can now select from the same weapon proficiences
- Armor Penalty is now taken into account in melee combat also
- Character Screen displays active effects
Items
- (unusable) is displayed in item lists if stat requirements are not met
- Stat bonuses from equipment are now counted with item requirements
- Unequipping equipment with stat bonuses can now unequip other items if stat requirements are no longer met for other items
- Scroll of mapping renamed to scroll of visibility and reveals monsters too
- Spellbooks use now their own equipment slot instead of off-hand
- New item slot: Waist
Monsters
- Monster AI pathfinding improved
Saturday, May 24, 2014
Upcoming features
Bugs and mistakes
- Gradient fov in hell had one typo which caused furthest tiles to be brighter than tiles before them
- Traps placed in hell were white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed
- Traps are now totally invisible
General
- Gradient fov now has items that are close to player brighter
- Main menu has now return options
- New ascii chars for stairs up and down
- New tiles for Marwal and Undershire
- New messages for standing on entrances to locations or world map
- Config tool improved
- Quest items no longer display count in inventory and picking up quest items no longer display count in message
- Minor undocumented additions or changes
Maps
- New semi-persistent maps for Mines
- Faster hand made map generation
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out
- Houses have now different floor tiles inside
- River in world map is now better
Shops
- Shop interface works in now two directions with ability to return to parent menu
- Innkeeper sells now three different sized meals
Characters
- New class; Monk
- New class; Bard
- New class; Druid
- Sorcerer renamed to Mage
- Character screen now displays stats in a more detailed way with bonuses
- All classes can now select from the same weapon proficiences
- Armor Penalty is now taken into account in melee combat also
Items
- (unusable) is displayed in item lists if stat requirements are not met
- Stat bonuses from equipment are now counted with item requirements
- Unequipping equipment with stat bonuses can now unequip other items if stat requirements are no longer met for other
items
- Scroll of mapping renamed to scroll of visibility and reveals monsters too
Monsters
- Monster AI pathfinding improved
- Gradient fov in hell had one typo which caused furthest tiles to be brighter than tiles before them
- Traps placed in hell were white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed
- Traps are now totally invisible
General
- Gradient fov now has items that are close to player brighter
- Main menu has now return options
- New ascii chars for stairs up and down
- New tiles for Marwal and Undershire
- New messages for standing on entrances to locations or world map
- Config tool improved
- Quest items no longer display count in inventory and picking up quest items no longer display count in message
- Minor undocumented additions or changes
Maps
- New semi-persistent maps for Mines
- Faster hand made map generation
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out
- Houses have now different floor tiles inside
- River in world map is now better
Shops
- Shop interface works in now two directions with ability to return to parent menu
- Innkeeper sells now three different sized meals
Characters
- New class; Monk
- New class; Bard
- New class; Druid
- Sorcerer renamed to Mage
- Character screen now displays stats in a more detailed way with bonuses
- All classes can now select from the same weapon proficiences
- Armor Penalty is now taken into account in melee combat also
Items
- (unusable) is displayed in item lists if stat requirements are not met
- Stat bonuses from equipment are now counted with item requirements
- Unequipping equipment with stat bonuses can now unequip other items if stat requirements are no longer met for other
items
- Scroll of mapping renamed to scroll of visibility and reveals monsters too
Monsters
- Monster AI pathfinding improved
Tuesday, May 6, 2014
Beta 7 Released!
Following changes are included
Bugs
- Some armors bought from the shop had wrong AC displayed
- Some undocumented minor or not so minor bug fixes
- Fixed a bug where entering equipment shop after loading save crashed game
- Fixed a bug where items bought spawned at 0,0 coordinates if inventory was full
General
- Game has a icon now
- A new graphical tool for editing conf.txt; TToTd20Conf.exe
- Minor fixes to messages
- New stat raise screen
- New fonts supported: 8x12 and 10x16
- Menus related to items grouped by 5
- Improved shop screen
- New shop: Cleric Silywyn sells now books and scrolls
- Minor undocumented improvements or changes
Heroes
- Class restrictions are removed; equipment now require attributes
- Rogue and ranger start with a dagger now
- Cleric's start mace is now 1d4+0 instead of 1d6+0
- New stat: Armor Penalty; this comes from wearing heavy armor and applies to ranged combat and spellcasting, is negated by constitution
- Cleric's and sorcerer's mana point increase on leveling lowered by 1
- Start gold increased back to the 150 from 100
- Charisma now affects prices by 5% for every 3 points in charisma instead of 1gp for every 3 points
- Fighter's javelin removed from game
Spells
- Turn Undead is now Nova-like spell with radius of 2 from caster
- Radiuses of Fireball and Frozen Orb decreased to 2 from 3
Bugs
- Some armors bought from the shop had wrong AC displayed
- Some undocumented minor or not so minor bug fixes
- Fixed a bug where entering equipment shop after loading save crashed game
- Fixed a bug where items bought spawned at 0,0 coordinates if inventory was full
General
- Game has a icon now
- A new graphical tool for editing conf.txt; TToTd20Conf.exe
- Minor fixes to messages
- New stat raise screen
- New fonts supported: 8x12 and 10x16
- Menus related to items grouped by 5
- Improved shop screen
- New shop: Cleric Silywyn sells now books and scrolls
- Minor undocumented improvements or changes
Heroes
- Class restrictions are removed; equipment now require attributes
- Rogue and ranger start with a dagger now
- Cleric's start mace is now 1d4+0 instead of 1d6+0
- New stat: Armor Penalty; this comes from wearing heavy armor and applies to ranged combat and spellcasting, is negated by constitution
- Cleric's and sorcerer's mana point increase on leveling lowered by 1
- Start gold increased back to the 150 from 100
- Charisma now affects prices by 5% for every 3 points in charisma instead of 1gp for every 3 points
- Fighter's javelin removed from game
Spells
- Turn Undead is now Nova-like spell with radius of 2 from caster
- Radiuses of Fireball and Frozen Orb decreased to 2 from 3
Tuesday, April 29, 2014
Sixth Beta Released
Here's the changes:
Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map
Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250
General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant
- Inventory text improvements
Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
- Paladins can wield two-handed weapons
- To Hit Bonus divided into Melee and Ranged bonuses
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reduced to 20% from 100%
Items
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Armor Class values of chainmail and higher lowered by 5
Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map
Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250
General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant
- Inventory text improvements
Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
- Paladins can wield two-handed weapons
- To Hit Bonus divided into Melee and Ranged bonuses
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reduced to 20% from 100%
Items
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Armor Class values of chainmail and higher lowered by 5
Monday, April 28, 2014
Upcoming features in the next release
Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map
Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250
General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant
Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reducd to 20% from 100%
Items
- Cursed item naming is now different; it is now "(cursed) itemName" instead of "cursed itemName". Uncursing items now regain their original name instead of "uncursed itemName"
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Unusable items are now displayed as "(unusable) itemName" instead of "itemName (unusable)"
- Armor Class values of chainmail and higher lowered by 5
Tuesday, April 15, 2014
Beta 5 released!
Changes:
Bugs fixed
- Fixed a funny bug where player could speak to giladir's corpse
Quests
- Giladir disappears now after meeting at Marwal Inn
- Free the Prisoner quest, Heal Giladir quest and Kill the bandit leader quest have now evil rewards
General
- !!!New config file for setting default full screen!!!
- !!!Ascii mode is now handled through the config file!!!
- Corrupted well after curing and using has now tile
- Drinking from well heals 1 Hit Point
- Some quests display now intended level
- Doing good or evil deeds display now message
- Combat messages improved
- More dialogues
- Saves are now in a subfolder Saves
NPC
- Merchant is now named Haradir
- Innkeeper is now named Elemira
Spells and talents
- Spells and talents featuring effects such as poison and stun take into account resistances
Monsters
- Monster resistances are implemented; uses dungeon level / 3 against d20, e.g. end boss rolls 11 and thus has 55% resistance
- Bandits and undead adventurers are no longer named and cannot be elite monsters
Items
- Weapons now can be found as damaged, normal or superior (-1, 0 and +1 damage and 20% chance, 60% chance and 20% chance and 70%, 100% and 130% sell values respectively)
- Sell prices in general adjusted
Bugs fixed
- Fixed a funny bug where player could speak to giladir's corpse
Quests
- Giladir disappears now after meeting at Marwal Inn
- Free the Prisoner quest, Heal Giladir quest and Kill the bandit leader quest have now evil rewards
General
- !!!New config file for setting default full screen!!!
- !!!Ascii mode is now handled through the config file!!!
- Corrupted well after curing and using has now tile
- Drinking from well heals 1 Hit Point
- Some quests display now intended level
- Doing good or evil deeds display now message
- Combat messages improved
- More dialogues
- Saves are now in a subfolder Saves
NPC
- Merchant is now named Haradir
- Innkeeper is now named Elemira
Spells and talents
- Spells and talents featuring effects such as poison and stun take into account resistances
Monsters
- Monster resistances are implemented; uses dungeon level / 3 against d20, e.g. end boss rolls 11 and thus has 55% resistance
- Bandits and undead adventurers are no longer named and cannot be elite monsters
Items
- Weapons now can be found as damaged, normal or superior (-1, 0 and +1 damage and 20% chance, 60% chance and 20% chance and 70%, 100% and 130% sell values respectively)
- Sell prices in general adjusted
Tuesday, April 1, 2014
Beta 4 Released!
Changelog:
Bugs
- Looking tile char x is now consistent everywhere
- Javelin had a double strength bonus before
- Giving Giladir a potion of healing now truly removes only one healing potion from inventory
- Mimic AI should work properly
General
- New leveling system: player gets 2 attribute raises but each stat is limited to 10 without bonuses
- New attribute: Wisdom; used instead of Intelligence in cleric's spell damage calculation
- New attribute: Constitution; used with damage reduction from physical attacks
- New attribute: Charisma; used with shop prices when selling and buying and paladin's smite
- Help displays now explanations for ascii symbols
- Player can now target melee talents / spells only within 1 tile radius from the player
- Poison damage is consistent while resting for multiple turns
- Improved character sheet
Items
- Sell values adjusted for some items
- New wisdom potion reward, wisdom amulet
- New charisma potion reward, charisma amulet
- New constitution potion reward, constitution amulet
Spells and talents
- Paladin's Shield Wall renamed to Holy Shield to make it more Paladin'ish
- Turn Undead uses now player level as a damage bonus instead of Intelligence
Monsters
- Venom spitter snakes are immune to poison now
- Monster experiences revised, players should get to level 9 around the last few floors of the hell
- General balancing
Bugs
- Looking tile char x is now consistent everywhere
- Javelin had a double strength bonus before
- Giving Giladir a potion of healing now truly removes only one healing potion from inventory
- Mimic AI should work properly
General
- New leveling system: player gets 2 attribute raises but each stat is limited to 10 without bonuses
- New attribute: Wisdom; used instead of Intelligence in cleric's spell damage calculation
- New attribute: Constitution; used with damage reduction from physical attacks
- New attribute: Charisma; used with shop prices when selling and buying and paladin's smite
- Help displays now explanations for ascii symbols
- Player can now target melee talents / spells only within 1 tile radius from the player
- Poison damage is consistent while resting for multiple turns
- Improved character sheet
Items
- Sell values adjusted for some items
- New wisdom potion reward, wisdom amulet
- New charisma potion reward, charisma amulet
- New constitution potion reward, constitution amulet
Spells and talents
- Paladin's Shield Wall renamed to Holy Shield to make it more Paladin'ish
- Turn Undead uses now player level as a damage bonus instead of Intelligence
Monsters
- Venom spitter snakes are immune to poison now
- Monster experiences revised, players should get to level 9 around the last few floors of the hell
- General balancing
Thursday, March 20, 2014
Beta 3 released!
Changes:
Bugs
- Divine Resistance message displays now 50 turns instead of 25
- Nova MP cost actually what displayed
- Item stack bug fixed; for example picking up two heal potions and having four heal potions in inventory no longer results in having a stack of 6 but now stacks of 4 and 2
- Death screen displays now if player was frozen
- Paladin no longer starts with a javelin
- Javelins and fire arrows work now properly
- Cancelling the spell "Pain" works now properly
General
- Lanterns must be lighted before use, and they can be unlighted, lighted lanterns not in inventory will fade also
- Standing on an item now displays the amount of items in stack if there's more than one
- Abyss is renamed to hell in order to stay in original vision, final level didn't make much sense before
- Player has only one food and health and cure poison potion in the start but has 50 gold pieces more
Items
- Picking up stacks of more than 1 item must be picked up one by one (does not apply to gold)
- Gold renamed to gold pieces
Spells
- Chain Lightning MP cost to 20 from 25
- Fireball MP cost to 25 from 30
- Confusion MP cost to 30 from 35
- Divine Strike MP cost to 20 from 25
Monsters
- Monster names "abyssal x" renamed to "x of hell"
- New monster: knight of hell; heavily armored and shielded melee warrior
- General balancing to monsters before hell
- Fire beetles spit fire now as intended
- Venom ooze is now immune to poison
Bugs
- Divine Resistance message displays now 50 turns instead of 25
- Nova MP cost actually what displayed
- Item stack bug fixed; for example picking up two heal potions and having four heal potions in inventory no longer results in having a stack of 6 but now stacks of 4 and 2
- Death screen displays now if player was frozen
- Paladin no longer starts with a javelin
- Javelins and fire arrows work now properly
- Cancelling the spell "Pain" works now properly
General
- Lanterns must be lighted before use, and they can be unlighted, lighted lanterns not in inventory will fade also
- Standing on an item now displays the amount of items in stack if there's more than one
- Abyss is renamed to hell in order to stay in original vision, final level didn't make much sense before
- Player has only one food and health and cure poison potion in the start but has 50 gold pieces more
Items
- Picking up stacks of more than 1 item must be picked up one by one (does not apply to gold)
- Gold renamed to gold pieces
Spells
- Chain Lightning MP cost to 20 from 25
- Fireball MP cost to 25 from 30
- Confusion MP cost to 30 from 35
- Divine Strike MP cost to 20 from 25
Monsters
- Monster names "abyssal x" renamed to "x of hell"
- New monster: knight of hell; heavily armored and shielded melee warrior
- General balancing to monsters before hell
- Fire beetles spit fire now as intended
- Venom ooze is now immune to poison
Thursday, March 13, 2014
Beta 2 released!
Changes:
General
- Improved talent menus
- Improved targeting: no longer areas which are not in fov can be targeted
- Improved messages in general
- Combat cannot be used in the world map
- Improved trap placement
Bugs
- Fire arrows went incorrectly to items, not equipment
- Venom Ooze previously crashed game when spawning
- Fixed an entertaining bug where lanterns sold for 6000gp
- Lanterns fade faster while resting now
Heroes
- Melee classes +7HP, ranged classes +5HP, magic classes +4HP in level up
- Rogue's stealth attack displays "backstab" in combat messages since rogue has 2x damage and 3x critical with stealth, ranger's stealth attack displays regular messages
Items
- Inventory displays "unusable" next to the item if the class cannot use it
- Reduced drop rate of scrolls of recall
- Minor increase to gold amounts
Monsters
- Risen hound max hit points lowered by 5
General
- Improved talent menus
- Improved targeting: no longer areas which are not in fov can be targeted
- Improved messages in general
- Combat cannot be used in the world map
- Improved trap placement
Bugs
- Fire arrows went incorrectly to items, not equipment
- Venom Ooze previously crashed game when spawning
- Fixed an entertaining bug where lanterns sold for 6000gp
- Lanterns fade faster while resting now
Heroes
- Melee classes +7HP, ranged classes +5HP, magic classes +4HP in level up
- Rogue's stealth attack displays "backstab" in combat messages since rogue has 2x damage and 3x critical with stealth, ranger's stealth attack displays regular messages
Items
- Inventory displays "unusable" next to the item if the class cannot use it
- Reduced drop rate of scrolls of recall
- Minor increase to gold amounts
Monsters
- Risen hound max hit points lowered by 5
Saturday, March 8, 2014
The Temple of Torment hits beta!
Beta can be downloaded from Downloads
Following chances are included in first beta:
General
- Character screen shows bonuses
- Saves on hardcore death are deleted instead of being overwritten
Bugs
- Fixed a bug where expiring armor class skill didn't remove the bonus
Heroes
- Talents always cost 35MP
- Fighter's power attack and cleave reversed
- Ranger's multiple shot and aimed shot reversed
- New class: Paladin with skills turn undead, shield wall, smite
- New class: Cleric with skills turn undead, divine shield, holy fire
- Shield Bash does damage of 1d6 instead of 1d(block chance / 5)
Items
- Mace renamed to morningstar and new mace added as cleric's starting weapon
- Auril's shield added for paladin quest reward
- Auril's prayerbook of divine resistance added for cleric quest reward
- Spellbook of healing is now only for cleric
Spells and skills
- Turn Undead; talent for paladin and cleric; 1d6 bolt + 5% chance to make undead flee
- Shield Wall; talent for paladin; +5 Block Chance for 50 turns
- Smite; talent for paladin;
- Holy Fire; talent for cleric; fireball effect with bonus for undead
- Divine Shield; talent for cleric; damage reduced by 1 for next 50 hits
- New spell for sorcerer: Frozen Orb; ice version of fireball
- Holy Nova; spell for cleric, hits every tile within radius of 2 from player
- Aid; spell for cleric; gives 10 hit points for 50 turns
- Pain; spell for cleric; touch spell that has a chance of stunning the target
- Divine Resistance; player can select a resistance for fire, ice or poison for 50 turns
- Fireball is 1d12 instead of 2d8
Monsters
- New monster: venom ooze; can poison player with critical hits
Following chances are included in first beta:
General
- Character screen shows bonuses
- Saves on hardcore death are deleted instead of being overwritten
Bugs
- Fixed a bug where expiring armor class skill didn't remove the bonus
Heroes
- Talents always cost 35MP
- Fighter's power attack and cleave reversed
- Ranger's multiple shot and aimed shot reversed
- New class: Paladin with skills turn undead, shield wall, smite
- New class: Cleric with skills turn undead, divine shield, holy fire
- Shield Bash does damage of 1d6 instead of 1d(block chance / 5)
Items
- Mace renamed to morningstar and new mace added as cleric's starting weapon
- Auril's shield added for paladin quest reward
- Auril's prayerbook of divine resistance added for cleric quest reward
- Spellbook of healing is now only for cleric
Spells and skills
- Turn Undead; talent for paladin and cleric; 1d6 bolt + 5% chance to make undead flee
- Shield Wall; talent for paladin; +5 Block Chance for 50 turns
- Smite; talent for paladin;
- Holy Fire; talent for cleric; fireball effect with bonus for undead
- Divine Shield; talent for cleric; damage reduced by 1 for next 50 hits
- New spell for sorcerer: Frozen Orb; ice version of fireball
- Holy Nova; spell for cleric, hits every tile within radius of 2 from player
- Aid; spell for cleric; gives 10 hit points for 50 turns
- Pain; spell for cleric; touch spell that has a chance of stunning the target
- Divine Resistance; player can select a resistance for fire, ice or poison for 50 turns
- Fireball is 1d12 instead of 2d8
Monsters
- New monster: venom ooze; can poison player with critical hits
Saturday, March 1, 2014
Alpha 7 released!
Full change log:
Bugs
- Some fixes to revealed maps
- Inventory after death displays now equipment also
- Fixed a bug where getting teleported out of monster's sight made monster follow endlessly player and blocking resting
- Sorcerer can now wear amulets as before it was blocked by bug
- Fixed a funny bug where returning Eilinmyr's amulet removed all amulets from inventory
General
- Reworked UI
- Character Screen shown from 'c'
- Fully playable ascii mode from F1-button
- Houses in Marwal and Undershire have wooden tiles
- New "You are standing on "item name"" feature
Quests
- Kill the bandit leader and return his hand to Duradan, captain of the guard for 200 gold pieces
Heroes
- Stat gains every level but every second attribute makes a difference; 0-1 stat = +0 dmg, 2-3 stat = +1 dmg and so on
- Rogue renamed to Ranger, can use any bow and one-handed weapon and armors up to iron helm/mail boots and gloves and chainmail
- New Rogue class with stealth, dodge and poison weapon skills, can use equipment up to short bow, short sword and Vassaruth's armor
- Ranger and rogue both have stealth, but rogue gets 2x stealth damage and 3x stealth critical damage
Items
- Ulf'thad's potion has now the attribute added to its name
- Quest reward for rogue for finding the portal; Auril's shortsword
Monsters
- Frost spells do 1.5 * damage to fire monsters
- Fire spells do 1.5 * damage to ice monsters
- Flaming monsters are immune to fire damage
- Frost monsters are immune to frost damage
- Bosses are immune to confusion
- Named monsters are now 1.5 * regular health instead of 2 *
- New monster: Ice salamander: can freeze player with melee attack
- New monster: Ice ooze: can freeze player if hit by player in melee
- New monster: Fire beetle
- New monster: Fire ooze: Burns players in adjacent tiles
- New monsters: Bandit and bandit archer
Maps
- Abyss is now 8 levels long and divided into earth, air, ice and fire layers; monsters are different on those levels
- Old mines added to Faywyn for bandit quest
Wednesday, February 12, 2014
Alpha 6 Released!
Change log:
Bugs fixed
- Game crashing bug fixed: there was a possibility that dead monster gets frozen and game crashes when freeze ends
- Half-fixed bug: Monster didn't follow exactly one tile after player when double doors were opened
- Game crashing bug fixed: Scroll loots crashed
- Serious bug fixed: Spellbook of confusion actually casts confusion now
Heros
- Sorcerer's starting sling is +0 as intended
- Fighter's javelin uses strength instead of dexterity
- Rogue's stealth is 3 turns per character level
- Weapon proficiences added for 5th level up, +5 THB for selected weapon class
- Sorcerer lvl 3 talent: Magical Armor
- Sorcerer lvl 6 talent: Drain Life
- Sorcerer lvl 9 talent: Invisibility
- Level cap of 10
General
- Auto-target improved
- Minor UI changes
Monsters
- New monster: blood fiend
- Harpies drop guaranteed food
- Zombie xp reduced
Items/Inventory
- Javelin and fire arrows display damage
- New weapons: battle axe, halberd, warhammer
- New armors: gauntlets, full plate armor, amulets of str/dex/int
- Adjusted AC for gloves, boots and helms
- Plate mail has a different tile now. New full plate armor has now plate mail's original tile.
- Great sword moved to ruins from caverns
- Shield block chances reduced
- Loot added to abyss
- Spellbook of magical armor removed from loot to talent spell
Bugs fixed
- Game crashing bug fixed: there was a possibility that dead monster gets frozen and game crashes when freeze ends
- Half-fixed bug: Monster didn't follow exactly one tile after player when double doors were opened
- Game crashing bug fixed: Scroll loots crashed
- Serious bug fixed: Spellbook of confusion actually casts confusion now
Heros
- Sorcerer's starting sling is +0 as intended
- Fighter's javelin uses strength instead of dexterity
- Rogue's stealth is 3 turns per character level
- Weapon proficiences added for 5th level up, +5 THB for selected weapon class
- Sorcerer lvl 3 talent: Magical Armor
- Sorcerer lvl 6 talent: Drain Life
- Sorcerer lvl 9 talent: Invisibility
- Level cap of 10
General
- Auto-target improved
- Minor UI changes
Monsters
- New monster: blood fiend
- Harpies drop guaranteed food
- Zombie xp reduced
Items/Inventory
- Javelin and fire arrows display damage
- New weapons: battle axe, halberd, warhammer
- New armors: gauntlets, full plate armor, amulets of str/dex/int
- Adjusted AC for gloves, boots and helms
- Plate mail has a different tile now. New full plate armor has now plate mail's original tile.
- Great sword moved to ruins from caverns
- Shield block chances reduced
- Loot added to abyss
- Spellbook of magical armor removed from loot to talent spell
Sunday, February 9, 2014
Alpha 5 Released!
Changelog:
Bugs fixed
- Bolt spell miss chance is now actually 40% as intended.
- Fire arrows stack properly
- Last turn when confused made a double move. Fixed now
- Fixed a bug where the inventory was full 26/26 but couldn't pick up items that go into existing stacks that were not full 5 items
- Fixed a serious bug: possibility to wear multiple items in one equipment slot if one of the items was cursed
- Fixed a serious bug: can no longer drop cursed items if they are equipped
- Fixed a serious bug: giving Giladir a healing potion removed all but one potion from inventory
- Minor bugs fixed
- Fixed a serious bug: Selling equipment now actually gives money
- Player no longer can leave areas without picking quest items
Quests
- Added reward for finding the portal to abyss and reward for killing the end boss
Heros
- Sorcerer is now playable
- Multi-arrow changed into firing two arrows into one target
General
- Credits to the main menu
- Dialogues revised and grammar somewhat fixed
- Improved menu when buying stuff from general goods merchant
- Hunger values adjusted: Eating while oversatiated kills now and results being bloated
- New font
Monsters
- Tyrant's attack has a 10% chance to stun player
- Spellcaster AI implemented
- New boss: Sorcerer Curwen
- New monster: Lich, most powerful caster in the game
Items/Inventory
- Inventory displays free space
- Spellbooks added to loot
- Chest armor's AC varies now +-2
- Items that are revealed to be cursed are renamed to "cursed + item's name"
- Cursed items that are uncursed by scroll are renamed to "uncursed + item's name"
- Full helm added
- Added scrolls to loot from enemy
- Auril\'s bow, longsword and spellbook of teleport added for quest rewards for finding the portal to abyss, sword for fighter, bow for rogue and spellbook for sorcerer
Bugs fixed
- Bolt spell miss chance is now actually 40% as intended.
- Fire arrows stack properly
- Last turn when confused made a double move. Fixed now
- Fixed a bug where the inventory was full 26/26 but couldn't pick up items that go into existing stacks that were not full 5 items
- Fixed a serious bug: possibility to wear multiple items in one equipment slot if one of the items was cursed
- Fixed a serious bug: can no longer drop cursed items if they are equipped
- Fixed a serious bug: giving Giladir a healing potion removed all but one potion from inventory
- Minor bugs fixed
- Fixed a serious bug: Selling equipment now actually gives money
- Player no longer can leave areas without picking quest items
Quests
- Added reward for finding the portal to abyss and reward for killing the end boss
Heros
- Sorcerer is now playable
- Multi-arrow changed into firing two arrows into one target
General
- Credits to the main menu
- Dialogues revised and grammar somewhat fixed
- Improved menu when buying stuff from general goods merchant
- Hunger values adjusted: Eating while oversatiated kills now and results being bloated
- New font
Monsters
- Tyrant's attack has a 10% chance to stun player
- Spellcaster AI implemented
- New boss: Sorcerer Curwen
- New monster: Lich, most powerful caster in the game
Items/Inventory
- Inventory displays free space
- Spellbooks added to loot
- Chest armor's AC varies now +-2
- Items that are revealed to be cursed are renamed to "cursed + item's name"
- Cursed items that are uncursed by scroll are renamed to "uncursed + item's name"
- Full helm added
- Added scrolls to loot from enemy
- Auril\'s bow, longsword and spellbook of teleport added for quest rewards for finding the portal to abyss, sword for fighter, bow for rogue and spellbook for sorcerer
Sunday, January 26, 2014
Alpha 4 Released!
Change log:
Bugs
- Player no longer can melee attack a hidden monster accidentally, instead a message is shown that player bumps into something.
- Fixed some ai bugs with attacking friendly monsters.
- Minor door placement bugs fixed.
- Monster's blocking is now working as intended. Block chance was accidentally one-fifth of intended due to miscalculation.
Quests
- Main quest can be finished now with good ending.
- New quest: Find mushrooms for Ulf'thad from caverns.
- Eilinmyr quest reward ring is now +7hp and +7mp instead of +7hp.
Food
- Food consumption 10 per turn instead of 1 in world map as the world map is not in the same scale.
- Food consumption 5 per turn instead of 1 when resting.
- Food is a little more nutritious
Maps
- Minor tile changes.
- Whole Marwal designed.
- Whole dungeon works now but not all environments designed.
General
- Game supports now three different saves, one for each class.
- Combat messages now display attack type if not basic attack such as melee/arrow/bullet.
- Targeting accept key is now 'space'.
- Resting heals monsters also.
- It is impossible now to rest when you are being followed by a monster you cannot see
- Bolt spells ignore armor class from items, thus they have 40% miss chance.
- Being poisoned and in world map makes damage of 10 per turn
- Travelling in world map gives +10hp per turn
Monsters
- Succubus becomes incubus if hero is female.
- Harpies can now steal food from player.
- New monster: Tyrant.
- Dark one stalker moved to temple levels from cavern levels and balanced accordingly.
Items/Inventory
- Inventory split into items and equipment.
- Maximum stack is now five.
- Lanterns now take one slot each.
- New weapon: Sling and bullet pouch, only usable by upcoming sorcerer.
- New weapon: Mace, usable by fighter.
- New weapon: Javelin, only ranged usable by fighter. Fighter starts with one.
- Bullet pouch and quiver of arrows have my own graphics now.
- New scrolls: Scroll of mapping, scroll of uncurse item.
- Ranged ammo uses now equipment slot, this allows +1 arrows and bullets in the future.
Bugs
- Player no longer can melee attack a hidden monster accidentally, instead a message is shown that player bumps into something.
- Fixed some ai bugs with attacking friendly monsters.
- Minor door placement bugs fixed.
- Monster's blocking is now working as intended. Block chance was accidentally one-fifth of intended due to miscalculation.
Quests
- Main quest can be finished now with good ending.
- New quest: Find mushrooms for Ulf'thad from caverns.
- Eilinmyr quest reward ring is now +7hp and +7mp instead of +7hp.
Food
- Food consumption 10 per turn instead of 1 in world map as the world map is not in the same scale.
- Food consumption 5 per turn instead of 1 when resting.
- Food is a little more nutritious
Maps
- Minor tile changes.
- Whole Marwal designed.
- Whole dungeon works now but not all environments designed.
General
- Game supports now three different saves, one for each class.
- Combat messages now display attack type if not basic attack such as melee/arrow/bullet.
- Targeting accept key is now 'space'.
- Resting heals monsters also.
- It is impossible now to rest when you are being followed by a monster you cannot see
- Bolt spells ignore armor class from items, thus they have 40% miss chance.
- Being poisoned and in world map makes damage of 10 per turn
- Travelling in world map gives +10hp per turn
Monsters
- Succubus becomes incubus if hero is female.
- Harpies can now steal food from player.
- New monster: Tyrant.
- Dark one stalker moved to temple levels from cavern levels and balanced accordingly.
Items/Inventory
- Inventory split into items and equipment.
- Maximum stack is now five.
- Lanterns now take one slot each.
- New weapon: Sling and bullet pouch, only usable by upcoming sorcerer.
- New weapon: Mace, usable by fighter.
- New weapon: Javelin, only ranged usable by fighter. Fighter starts with one.
- Bullet pouch and quiver of arrows have my own graphics now.
- New scrolls: Scroll of mapping, scroll of uncurse item.
- Ranged ammo uses now equipment slot, this allows +1 arrows and bullets in the future.
Friday, January 24, 2014
Upcoming features in Alpha 4
Some changes might come in addition to these.
Change log:
Bugs
- Player no longer can melee attack a hidden monster accidentally, instead a message is shown that player bumps into something
- Fixed some ai bugs with attacking friendly monsters
- Minor door placement bugs fixed
- Monster's blocking is now working as intended. Block chance was accidentally one-fifth of intended
- Whole dungeon works now
Monsters
- Succubus becomes incubus if hero is female
- Harpies can now steal food from player
- Dark one stalker moved to temple levels from caverns levels and balanced accordingly
Quests
- New quest: find mushrooms for Ulf'thad
- Eilinmyr quest reward ring is now +7hp and +7mp instead of +7hp
- Main quest can be finished now with good ending
Heros
- All classes have a ranged starting weapon
Inventory/Items
- Maximum stacks of five
- Inventory split into items and equipment
- Lanterns now take one slot each
- Ranged ammo uses now equipment slot, this allows +1 arrows and bullets in the future
- New weapon: Sling and bullet pouch, only usable by upcoming sorcerer
- New weapon: Mace, usable by fighter
- New weapon: Javelin, only ranged usable by fighter. Fighter starts with one.
- Bullet pouch and quiver of arrows have my own graphics now
General
- Marwal designed
- Combat messages now display attack type
- Food consumption ten-folded in world map as world map is not in the same scale
- Resting heals monsters also
Change log:
Bugs
- Player no longer can melee attack a hidden monster accidentally, instead a message is shown that player bumps into something
- Fixed some ai bugs with attacking friendly monsters
- Minor door placement bugs fixed
- Monster's blocking is now working as intended. Block chance was accidentally one-fifth of intended
- Whole dungeon works now
Monsters
- Succubus becomes incubus if hero is female
- Harpies can now steal food from player
- Dark one stalker moved to temple levels from caverns levels and balanced accordingly
Quests
- New quest: find mushrooms for Ulf'thad
- Eilinmyr quest reward ring is now +7hp and +7mp instead of +7hp
- Main quest can be finished now with good ending
Heros
- All classes have a ranged starting weapon
Inventory/Items
- Maximum stacks of five
- Inventory split into items and equipment
- Lanterns now take one slot each
- Ranged ammo uses now equipment slot, this allows +1 arrows and bullets in the future
- New weapon: Sling and bullet pouch, only usable by upcoming sorcerer
- New weapon: Mace, usable by fighter
- New weapon: Javelin, only ranged usable by fighter. Fighter starts with one.
- Bullet pouch and quiver of arrows have my own graphics now
General
- Marwal designed
- Combat messages now display attack type
- Food consumption ten-folded in world map as world map is not in the same scale
- Resting heals monsters also
Sunday, January 19, 2014
Third alpha released!
Changelog:
Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
- major bug involving Eilinmyr's summoned skeletons fixed
Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- look moved to 'x'
- debug keys disabled
Monsters
- new monsters
Locations
- half of Southern Marwal designed
General
- sorcerer disabled until designed
- ability to sell items in shop
- balances
- doors, opened by bumping
Quests
- quest reward for Eilinmyr quest
Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
- major bug involving Eilinmyr's summoned skeletons fixed
Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- look moved to 'x'
- debug keys disabled
Monsters
- new monsters
Locations
- half of Southern Marwal designed
General
- sorcerer disabled until designed
- ability to sell items in shop
- balances
- doors, opened by bumping
Quests
- quest reward for Eilinmyr quest
Wednesday, January 15, 2014
Upcoming features
Upcoming features in the next alpha. I'll try to get it ready soon:
Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- looking moved to 'x'
Monsters
- new monsters
Locations
- working doors in all Marwal
- Southern Marwal designed
General
- sorcerer disabled until designed
- ability to sell items in shop
Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- looking moved to 'x'
Monsters
- new monsters
Locations
- working doors in all Marwal
- Southern Marwal designed
General
- sorcerer disabled until designed
- ability to sell items in shop
Monday, January 6, 2014
Second alpha released!
Can be downloaded in "Downloads"
Change log:
- new items
- new monsters, a monster that can heal others
- new abyss wall tile
- shield bash has a 5 % chance to stun target per character level
- traps have charges now before depleting
- new trap: confusion trap
- new armor class and block chance system: displayed as d100 based, converted in battles to d20 system as before; this
allows for helm, gloves and boots together be +5AC and when converted to d20 it is +1AC
- improvements to menus
- balances
- minor and not so minor bugs fixed
- unique monster naming improvement
Change log:
- new items
- new monsters, a monster that can heal others
- new abyss wall tile
- shield bash has a 5 % chance to stun target per character level
- traps have charges now before depleting
- new trap: confusion trap
- new armor class and block chance system: displayed as d100 based, converted in battles to d20 system as before; this
allows for helm, gloves and boots together be +5AC and when converted to d20 it is +1AC
- improvements to menus
- balances
- minor and not so minor bugs fixed
- unique monster naming improvement
Friday, January 3, 2014
First alpha released!
Rogue and fighter are playable and the main dungeon until "Bridge" map.
Boots, helmets and gloves have wrong armor class.
Otherwise should be all right playable.
Executable can be found in Downloads
Boots, helmets and gloves have wrong armor class.
Otherwise should be all right playable.
Executable can be found in Downloads
Wednesday, January 1, 2014
Minor updates
- gradient fov
- stealth attack for rogue
- scroll of recall
- descriptions to items
- better looking-function
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