General > Off Topic
Working on a roguelike...
mihey1993:
Got to checking out my favorite alpha again:D finally got lucky enough to use mercury font spell! Ye, this amount of mercury will last me awhile;P
Got funny graphic bug. A font on one step shown empty, on another filled.
First time seen embermace and hunting spear!
Overall i feel like humping in closed but not locked door should just open it.
Sereg:
Outside of high light, certain terrain features display an alternate image - you can see this with the mural walls, which only display the mural graphic when your light is bright enough to reveal them, and appear as a normal wall otherwise. I applied the same mechanic to fonts, but maybe they would be better off displaying their normal graphic regardless - after all, presumably you can still hear them running.
I can certainly make moving into a door attempt to open it, but this will be more costly if done accidentally - still, though, it's probably worth doing. I'll add it to the set of features slated for the next release. I have some pretty decent work done already, but I'm not quite ready to release yet. Among other things, the rarity has been scaled back a bit, so players will have an improved chance of finding some of the nicer items that exist, like the mace and spear you found. Should still be high enough to make the really rare items, Legendary and up, rare enough that they aren't guaranteed in a given run, but no longer quite so inaccessible.
Also, nice work discovering the conditions for the mercury replication spell. There are some other mechanics, especially among spells you'll find in some of the rarer books, where mechanics are hinted at like this but not directly revealed - I like to believe I offer enough information to solve them, but since I wrote them, I don't have a really good feel for that - so I'm glad this one wasn't too obscure.
I'm glad you're enjoying the game, and as always I appreciate the feedback.
Edit: Both of the proposed changes are now live in the development version of the game and will be part of the next release.
mihey1993:
Glad to be of service! Another thing i noticed is that any creature i met so far tries to move in such way as to avoid being illuminated.
Aaand i died when trying to change one weapon for another. I have no clue how long the game thinks this process is, but it was enough for undead swordsman to step to me, and kill me when i was completely healthy.
On another note, this was first run i saw a lectern dungeon feature.wonder if it can be not empty.
By the way, currently useful dungeon features are so rare i seen them exactly twice in all the tries x3
And the first time i got to royal crypt ia the time i die from my sanity level, and i had no elixir to help with it. Is there any way to get sanity damage down beyond them?
Sereg:
Currently the AI I use is very rudimentary - its default behavior is to shun light, but if the player illuminates it, it will instead attack. This makes sense for the animal type enemies, but other enemies will eventually have different AI.
I might see about adjusting dungeon feature rarity in addition to item rarity - there is a feature that will help restore sanity, but it also has a different use you've already discovered...
Sanity can also be conserved by keeping your Eldritch resistance high, and if you do find a non-empty lectern, or otherwise come across some of the magical grimoires available in the dungeon, you may find that some have ways of restoring your sanity. Others, of course, may make it even worse...
Changing equipment used to be an interruptable action. Changing armor still is, but every other slot can now be swapped without interruption. However, I never changed the time cost... I believe it's still 5 seconds, which is a lot longer than it takes for a strong enemy to melee you to death. I'll leave armor at that time, but I think it would be reasonable to speed other gear up a bit. Of course, it will still take some time... I don't intend players to change gear in combat, so it will not be a free action, but it shouldn't be quite that lethal either.
mihey1993:
The problem i have with current sanity mechanic is that whether u die to it or not is currently solely depends on whether u find anything to protect it with or otherwise. And i died in very dumb way- i did one step to discover three undead in the crypt, then tried to move to see below, and next thing i know i receive a "you have died" screen x3
I d say you can only lose so much sanity seeing same enemy type before it wears out it,s novelty,
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