General > Off Topic
Working on a roguelike...
Sereg:
Languages are for reading and understanding the contents of the grimoires. Grimoires will allow spellcasting, grant inherent bonuses, and will also be vehicles for game lore, but they are currently at a very early stage of development. Eventually, though, the more you know about a given language, the more use you can expect to make of a grimoire written in that language.
Note that your knowledge of languages is actually preserved in the char.sav file, not the game.sav file, so it will persist between games.
Sereg:
20 FEB 2019 - Alpha 0.9.7:
Grimoires once again display their conditional information even when not equipped. New rarity tier added - no items exist at this rarity yet. Torches now display a metric of their light on the equipment screen. Rebuilt engine with a new principle of operation - this should correct any lingering lighting oddities from previous versions.
Basically, some minor QOL updates and bugfixes. I did a bit more groundwork for spellcasting, but nothing visible yet - the majority of this update was the engine overhaul. As noted, this should correct a few bugs, and it will also run slightly faster. As always, it's possible that new bugs have been introduced, so please let me know if anything seems off.
Edit:
21 FEB 2019 - Alpha 0.9.8:
Fixed a bug where actors could sometimes spawn onto the same tile. Mechanics for spell-casting have been completely implemented, and the starting Grimoire now contains three functional spells.
Edit:
21 FEB 2019 - Alpha 0.9.9:
Corrected an issue with interruption that was causing odd behavior. Filtered access to spells and lore within Grimoires by knowledge of the language. Added lore for the starting Grimoire. Grimoire lore can now be displayed by 's'tudying a book after reading it. Lore in languages you don't know completely is scrambled, but the more you learn, the easier it becomes to read.
Edit:
22 FEB 2019 - Alpha 1.0.0:
Fixed some bad behavior in the actor tracking system. Disabled View Character from main menu. Actors now have types which might have certain effects. New spell 'Panacea' added to starting Grimoire. Spells now display a list of reagents required to cast.
mihey1993:
Finally got to try it out in it's newer version.
My experience:
1)starting oil in oil lamp without having to study any books lasted me for 6 levels with full exploration! talk about efficient fuel:D
2)Randomness of loot left me with alll the similar armor in the world and first weapon had to be fought for with swordsman. a rat later on suddenly dropped me a khopesh - wonder how it fit in the rat:3 and since it happened more than once ....
3)first time met viridian aura - it missed me, and died in two pokes. undead are hardier to khopesh it seems:D
4)got something hit you when i discovered a mummy swordsman next to the doorway.
Spoiler (click to show/hide)Autopsy: 23 Feb 2019 13:15:42
Game time played: 0 days 02:14:11.273
Killed by tomb serpent on level 8
Total XP: 5217
Equipped Items:
an ancient khopesh (+3, 2d8+2) [Moderately Damaged]
an ancient parchment book <R>[Har - 25.0%]
an oil lamp <lamp oil:35%>
a Lemurian noble cuirass [Heavily Damaged]
an ancestral pendant
Carried Items:
<70> an ancient khopesh (+3, 2d8+2) [Undamaged]
<35> an text of alchemical wisdom <R>[Lat - 100%]
<110> an ancient chestplate [Undamaged]
<110> an ancient chestplate [Undamaged]
<110> an ancient chestplate [Undamaged]
<55> 11x flask [sacred oil] (100%)
<10> 2x flask [fire water] (100%)
<4> 1x vial [medicine] (20%)
Kills:
50x giant red rat
15x cave worm
7x grave worm
8x tomb serpent
7x swarm of tiny scarabs
4x mummified swordsman
1x spectral remnant
1x viridian aura
[checksum: 7dae9904]
Edit: it is fun that you have to use reagents for spells. not as fun not finding any in the wild :D tho I have now idea how you intended to replenish it, but the cost of the spell that should allow you so is so steep you either not casting till you find it, or do not rely on it anyway.
Sereg:
1) Yep, your fuel should last you for quite a lot of regular gameplay - as you note, however, the catch is that you also need light for things like opening doors and reading books, and these are much more time-consuming activities.
2) Several monsters have specific item sets that they themselves use(which is why when you kill one of the undead types, you'll often find that their equipment has been damaged to some extent). Additionally, every monster has a certain random chance to drop an item or items. This chance scales with the monster, so it's quite rare to find an item, especially one of Uncommon or higher rarity, from something like a rat, but it is allowed to happen. Not entirely realistic, of course, but I wanted to offer a method of loot generation other than the vault rooms, in case a player happens to be unlucky with those in a particular run.
3) Yes, the khopesh does quite alot of damage - the balance, if it can be called such, of the game in its current state relies on the fact that the player can generally kill monsters very quickly, even the dangerous ones like the Viridian Aura you found(if you had let it hit you, you'd have been very unhappy, lol). So with good positioning and patience, you can avoid damage - with bad, you'll end up taking quite alot. The counter to this is the Sanity mechanic, which cannot be avoided at all (although Tormuse suggested an interesting method of intentionally blind-fighting sanity drainers... in theory this will work, but it's not without its own risks...)
4) Yes, apparently I haven't worked all the bugs out of my lighting engine. I believe I'll have to overhaul it compeltely - currently it runs in the background constantly, so there are times when the light map has been cleared out at the exact wrong time, and a check will show a tile is unlit because of this. I'll need to make it work in such a way that it only updates the maps it uses when something changes, and then simulate things like flickering lights and sanity effects separately, because currently they rely on the continuous operation of the lighting system. This will be quite a large project, and will no doubt break lots of things, so I'm hesitant to begin it until I can block out enough time to deal with it *and* the inevitable bugs which will result all in a single go.
I'm glad you like the reagent system. As far as finding more, that will definitely be the case for the reagents you'll need to cast spells from the dungeon books, but the starting book, like all other starting items is unique to the player at the start of the game and cannot be replaced in dungeon - and so is the primary reagent it uses. As such, you'll need to make careful decisions about how to use your starting supply. Of course, as one of the spells suggests, there may be a way to acquire more... but you'll have to discover the conditions under which that spell functions, and save enough of your mercury to be able to cast it when the conditions are met.
Tormuse:
Sorry I haven't been following this thread in the last week, but I did play another game the other day. (Version 0.9.6) I died due to a combination of stinginess and impatience. (I was trying to save my starting healing source, since it's lighter than the ones you find, and I was charging into battle, rather than waiting for enemies to come to me)
Spoiler: Autopsy (click to show/hide)Autopsy: 23 Feb 2019 02:14:26
Game time played: 0 days 01:02:42.832
Killed by tomb serpent on level 3
Total XP: 431
Equipped Items:
an ancient khopesh (+3, 2d8+2) [Slightly Damaged]
an text of alchemical wisdom
an oil lamp <sacred oil:81%>
an ancient chestplate [Slightly Damaged]
an ancestral pendant
Carried Items:
<45> a steel cinquedea (+2, 2d4+1) [Slightly Damaged]
<70> an ancient khopesh (+3, 2d8+2) [Undamaged]
<20> an ancient parchment book
<85> a leather vest [Moderately Damaged]
<10> 2x flask [lamp oil] (100%)
<5> 1x flask [sacred oil] (100%)
<4> 1x vial [medicine] (40%)
Kills:
24x giant red rat
6x cave worm
1x grave worm
2x tomb serpent
[checksum: 756f93ac]
This is the first version I've played that had books! :D I didn't figure out what they do, but books are cool, I guess. :)
A few notes:
"an text of alchemical wisdom" (should be "a" instead of "an")
Text for items like the khopesh and sacred oil is really hard to read, dark grey against a black background. I don't remember it being this hard to read in previous versions. (Applies to all "mundane" items)
There's still no message when the lamp goes out.
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