General > Off Topic
Working on a roguelike...
Sereg:
It actually does work like that, with diminishing losses as the number increases, but perhaps the threshold is too high... I'll look into that for the next release.
mihey1993:
Second time I died to sanity - when i was trying to open a door while unstable XD
Spoiler (click to show/hide)Autopsy: 13 Mar 2019 01:19:43
Game time played: 0 days 02:50:55.982
Killed by going completely insane on level 12
Total XP: 9493
Equipped Items:
an ancient falchion (+2, 4d6+4) [Heavily Damaged]
a text of alchemical wisdom <R>[Lat - 100%]
an oil lamp <slow phlogiston:81%>
a Lemurian noble cuirass [Moderately Damaged]
an amulet of precision
Carried Items:
<135> a steel cinquedea (+2, 2d4+1) [Slightly Damaged]
<255> a leather vest [Undamaged]
<330> an ancient chestplate [Undamaged]
<330> an ancient chestplate [Undamaged]
<375> a Lemurian noble cuirass [Severely Damaged]
<6> an ancestral pendant
<80> 8x flask [sacred oil] (100%)
<50> 5x flask [fire water] (100%)
<8> 1x vial [medicine] (4)
<16> 1x clay jar [healing ointment] (1)
<3> 1x vial [mercury] (27)
<48> 12x pouch [bone dust] (460)
<64> 8x casket [Lemurian incense] (96)
<21> 7x vial [scarab ichor] (140)
<40> 10x pouch [sulfur] (250)
<45> 9x cluster [foam-scoured shells] (135)
<48> 8x sac [worm bile] (144)
<14> 2x beaker [cobra's milk] (32)
<30> 6x hourglass [prismatic sand] (132)
<27> 3x satchel [whalebone] (12)
<4> 1x oyster [moon pearl] (16)
<12> 1x menorah [corpse candles] (3)
<7> 1x pouch [frost mushrooms] (7)
Kills:
62x giant red rat
17x cave worm
8x grave worm
1x corpse leech
21x tomb serpent
5x swarm of tiny scarabs
3x albino tiger
1x mummified swordsman
1x mummified noble
1x spectral remnant
1x viridian aura
[checksum: 2a5bd25f]
Sereg:
Heh, I really ought to get an update rolled out with the update to sanity... it's been a busy week, and I'm trying to move to a release schedule where I emphasize more content per update rather than fast releases, but I should have enough done to push an update tonight or tomorrow, or Friday morning at the latest.
I'm glad you're still playing despite that, and I hope you don't burn out on the current somewhat rough mechanics - the next update should have a better balance overall, as well as some nice new books to play with.
mihey1993:
Ye x3 i want to see new magics at least!:D as i havd not yet have any luck finding spellboooks or scrolls that i could read x3
By the way, on side note, the mercury bullet while effective and fairly cheap, it still requires like dozen casts against mummies, and 5 against aura xe not complaining since it is safer than beating them in the face, but maybe having higher power version would be fun? Also may give some more ingredients some use xe
Edit: finally, on the dryest in terms of items and equipment run i got a grimoire different to my starting one. versatile, but i guess antivenom is yet useless:D
In my humble opinion current generation leaves you with endless supply of all kinds of ingredients, and makes things like light sources a novelty. I had seen barely any healing items in the few rooms that generated, and the first room was level 5 of catacombs.3.
Sereg:
14 MAR 2019 - Alpha 0.1.1.5:
Reworked loot system - it should now be somewhat easier to find items of higher rarity. Monsters are also slightly more likely to drop items. Temporary effects now have diminishing returns the more times they are applied. Wrote lore and spells for new Grimoire 'Atlantis Ascendant'. Fixed a bug where the northwest borders of the map were improperly hidden. Active fountains now appear active regardless of lighting. Moving into a closed but not locked door automatically attempts to open it, which now has almost no chance of failing. Monster sight sanity threshhold halved. Center terrain features are now slightly more common, with a better chance of becoming a better feature. Non-armor equip and remove actions replaced with consume and dequip actions, respectively, taking much less time to complete. Fixed a bug with refueling. Fixed a bug with loot generation. Pause now passes appreciably more time, but is still faster than any other action besides Instant spellcasting. Added new weapon stone hammer. Added new grimoire 'Liber Ivonis' with lore and spells.
Edit: missed a couple - I adjusted the rarity on falchions from Uncommon to Scarce. I also added a new spell, Mercurial Missile, to the Lapis Philosophorum, as a less efficient but more potent per shot version of Silver Bullet for alchemists with extra mercury on their hands.
I've also reformatted how I do version numbers - I'll be working toward a 1.0.0.0 completion in larger steps than before... The fourth number will denote minor adjustments, with the third and second denoting larger milestones. I have a rough plan for how to progress these, but nothing set in stone yet, so version stamps will probably still be somewhat inconsistent, but it should be an improvement over the earlier system.
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