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.
Sunday, January 26, 2014
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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