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Working on a roguelike...

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Sereg:
I'll try to push a release tomorrow night - I haven't got quite as much done as I'd like, but I'll be away until next week sometime, so nothing new will get done until then if I delay it, anyway.

Sereg:
And here it is:


20 MAR 2019 - Alpha 0.1.2.0:
   Added new interruption messages for clarity. Revised rarity of center tiles down slightly. Added and implemented Spell Power modification. Grimoires and some amulets will increase this by certain amounts, while heavier armor will decrease it. Added a new weapon and amulet which boost spell power, and added a boost to the warlock's attire. Losing sanity now passes a message which will identify the cause if the player dies of madness. Fixed a bug where scrambled lore as a result of poor language proficiency could lead to bug reports. There is now a lower bound on how much the player learns from studying an unread grimoire - some progress will always be made. Slightly reduced chance to upgrade a loot roll to a higher tier. Reduced the reagent cost of many spells. Added new monster type Reptilian. Wrote lore and spells for new Grimoire 'Ophidian Apostasies'. Rebalanced some casting times and made Chant uninterruptible. Adjusted the rarities of several weapons. Added light override and burst effects to temporary effects to support new spells.

Tormuse:
Admittedly, I haven't played this since version 0.9.6 and it looks like there have been a lot of updates!  :o  (And the game I just played was A0.1.1.5, so I'm behind again already!)  :P

Anyway, this is the first time I've played a game with spells and spell-casting ingredients...  lots and lots and lots of ingredients, filling up half my inventory!  :o  (Well, filling it quantity-wise, not weight-wise)  :)

Anyway, I have a couple suggestions right off the bat, since you can't actually use reagents from the inventory screen, perhaps they could be on their own separate screen?  It would look less cluttered that way, I think, and I wouldn't have to cycle through quite so many items every time I want to use a healing potion.  It would be really nice if I could see a listing of my ingredients on the spell-casting screen, since that's when I'm most likely to need to see them.  (And it seems like there's plenty of space...  I mean unless there are a lot more types of reagents than I encountered...  which seems likely, now that I think about it)  :P

As usual, I took some notes:

On the spell-casting screen, text is too dark to read for some ingredients, like sulphur and bone dust.  (They're bright enough to read on other screens, like the regular inventory screen)  I get the impression that they're extra dark if you don't have enough of that ingredient for the spell.  Still, I think it could stand to either be brighter or distinguished in some other way.

(Something I've been meaning to say since the beginning)  What do you think of changing the "Save" button to "Ctrl-S" since I think that would be more intuitive than "Ctrl-X?"  (It can be both, really; just putting that out there)

It displayed a message when my lamp ran out!  Yay!  :D  (Generated an error message when I refilled it, though; attached below)  :|

I found a black grimoire which displays its spell names in black, which are unreadable.

I would post the mortem autopsy from the run, but unfortunately, the game is hanging right now.  It isn't accepting any keyboard input and won't let me save or exit or move or anything.  :(  The last things I did were I found an Atlantean torch, filled it with fire water, then pushed "T" to look at the containers in the treasure room where I was at the time.  It froze as soon as I pushed "T," with the little target "X" showing.  I'll attach a screenshot of my final screen below.

Sereg:
I'll send a more complete response Sunday night,  but for now I'm on mobile only so I'll keep it concise... did the hang occur immediately after the refill which generated the error log,  or were there two separate instances?

Tormuse:
They were two very separate instances.  Like they happened hours apart from each other.

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