(Disclaimer: I was just playing with version 0.6.5 because I wanted to finish the game I was playing)
Anyway, I just finished a game in which I died... I think? It just suddenly dumped me to the desktop without any message. I thought it crashed, but then I saw the autopsy file, which I'll post the contents of here:
Autopsy: 2019.02.07.00.04.59
Killed by viridian aura on level 10
Kills:
57x giant red rat
21x cave worm
8x grave worm
21x tomb serpent
4x a swarm of tiny scarabs
3x albino tiger
7x mummified swordsman
1x mummified noble
1x viridian aura
I guess I got killed by a Viridian aura? I caught a glimpse of it just before the end; if that's what killed me, then they do an awful lot of damage, considering I was at full health and wearing an ancient chestplate. (Maybe they don't do physical damage?) I had encountered one earlier and dispatched it with no problems; I didn't realize they were so dangerous that they could one-shot me! :|
Anyway, I took some notes...
Fire water gives the message that it's not compatible with my lamp and then my lamp percentage froze at 55%. My lamp percentage ceased to tick down for the rest of the game.
At one point, I dropped some flasks of Lemurian sacred oil on the floor of a treasure room to make room for more inventory and they vanished from the ground.
"You start to see red." What? What's going on? Genuinely confused. It did this without any input from me while the game was minimized, so it wasn't based on anything I did.
When there's a "pile of items," is there a way to see what items are there and choose which items to pick up from the pile individually?
You said that using "T" to activate "targeting" mode lets you identify terrain features, but it only identifies the names of enemies, not for example, doors, chests, items, etc.
I encountered a door which, when I tried to "apply" it, it alternated between saying "You fail to close the door" and "You fail to open the door" a dozen times before finally saying "The door swings open." It seems to do this for any unlocked door.
Is there a way to look up past messages in the message history?
On a couple of occassions, sudden static effects appeared on screen. Now, I'm wondering if that, along with the "red screen" effect are insanity effects? Probably the perspective shift too? Although it still did a perspective shift after my sanity level was returned to "stable."
At one point, I removed my "Lemurian noble cuirass" to put on my "Atlantean Soul cradle," and it looks like the cuirass vanished! :( (Probably because my inventory was too full to accommodate it) I expected it to be dropped, but it didn't appear on the ground either.
That's all I've got right now. I'll give the new version a try. :)
You're quite a lucky guy to have found two in one session!
Or unlucky. :P
Did they appear on the ground at any point prior to vanishing? Did they drop to the same tile as an existing item?
I'm not sure for either question; I was more focused on my inventory free space at the time.
Ever play the old Gamecube game Eternal Darkness? That's the effect I'm going for with this system.
I haven't played that game, but I have played Consuming Shadow, (made by Yahtzee, of Zero Punctuation fame) and that has fancy insanity effects. Same with Trilby's Notes, also by Yahtzee.
Removing an item that won't fit in your inventory will indeed drop it on the ground, and it should also send you a message telling you that.
As I recall, it did display a message saying the cuirass was dropped. It just wasn't there.
In other news, I took a quick look at the latest version. The display/interface looks *very* different from previous versions! I'm not sure how I feel about that, but I'll give it a try and let you know what I think.
EDIT: Okay! I just finished playing a version 0.7.1 game and I won! :D
Autopsy: 2019.02.07.16.50.23
Cleared the game on level 14
Total XP: 29403
Equipped Items:
an ancient falchion (+2, 4d6+4) [Moderately Damaged]
<no item equipped>
an oil lamp <sacred oil:83%>
a Lemurian noble cuirass [Severely Damaged]
an amulet of protection
Carried Items:
<45> a steel cinquedea (+2, 2d4+1) [Slightly Damaged]
<85> a leather vest [Undamaged]
<2> an ancestral pendant
<3> an amulet of precision
<75> 15x flask [sacred oil] (100%)
<5> 1x flask [fire water] (100%)
<4> 1x vial [medicine] (100%)
<128> 16x clay jar [healing ointment] (95%)
<12> 3x ancient vial [clear elixir] (100%)
Kills:
76x giant red rat
16x cave worm
12x grave worm
29x tomb serpent
13x swarm of tiny scarabs
4x albino tiger
16x mummified swordsman
2x mummified noble
2x spectral remnant
2x viridian aura
1x lemurian necrocrat
[checksum: 6213fbd5]
At one point, I got hit by a virdian aura and didn't die, (it brought me down to "heavily wounded") so it either has a somewhat wide range of damage or the amulet of protection, which protects from physical attacks, saved me.
I have some more notes, of course. I'll start with comments about the differences between this version and the previous one. The different display without the inventory and equipment visible threw me at first, but I got used to it. That being said, you might want to re-think what information you display on the left side. If you want to cut down on how busy the screen is, that's fine, but the information that you leave there should be stuff that the player needs the most often. Having the time, health, and sanity levels is fine, but I wouldn't expect the player to need to know all their individual resistances except when they put on something new. Same with evasion and accuracy ratings. I would put all of those on a separate screen, because they're stats that you would only want to look at once in a long while. However, the state of your weapon, armour, and how full your lamp are would be much more useful to have there. You're gonna want to know if your equipment is about to break or if you're about to be plunged into darkness. (Though I admit I've never used any item to the point that it broke; that's probably something I should test)
I also encountered a number of bugs. I'll start with the bugs that were absent from previous versions but started appearing in this version...
"The giant red rathits you." There's no space between the creature's name and what follows. This happens every time any enemy hits me.
Okay, using "targeting" mode works for viewing terrain features now, but now, it doesn't identify items as I walk over them. I have to use targeting mode constantly for items on the ground, which is a bit of a nuisance.
The game no longer displays the last few messages at a time as it does in the previous version; it only shows the last message, and as a result, it seems that I sometimes miss important messages, such as if an enemy gets multiple swings at me, it only shows the last swing, so I only see "it misses me," but I still take damage.
It no longer displays how injured the enemy is after I hit them. It doesn't show it when I use targeting mode either.
On the plus side, fire water seems to not give me infinite oil any more. :P (I never found a use for that stuff, by the way)
Is there a way to have the field of view pan around without actually walking to that place? It would be nice to be able to survey the level to look for unexplored areas, so I know where to go.
Sometimes, I have to unlock doors twice. Like it says "The lock falls open with a click," and then I "apply" it again and it displays "The lock falls open with a click," a second time and then I have to apply it a third time for it to actually open the door.
There appears to be no message for the lamp going out if it happens while you're walking, rather than while you're in the middle of an activity like unlocking a door.
The amount of oil in the lamp continues going down, even if you turn the lamp off. (And here, I thought I was being clever, turning it off while unlocking doors to save oil) :P
I notice that the message display cuts words in the middle if they go off the end of the line, such as with the message, "Your lamp does not seem to be compatible with this fluid." (I took a screenshot if you want to see what I mean)
I witnessed the disappearing dropped items phenomenon again. This time, I dropped my leather vest to make room in my inventory so I could look at a pile of items to find out what was in there. I dropped the vest in a free square and it appeared on the ground, but at some point while I was rummaging through the pile of items, it vanished and was nowhere to be found. Interestingly, when I tried to use targeting mode on the square where the vest was, it generated an error message. It generated a new error message each time I tried to look at the square. I'll attach them to this post in a zip file.
It happened again; a noble cuirass vanished after being dropped on the ground and it generated an error when I tried to look at the spot it previously was. I actually saw it disappear this time.
Oh, hey! My leather vest came back! :o I don't know what caused it, but it re-appeared in the same spot I had previously left it.
It happened again with a falchion. I don't know what the pattern is. I guess I have to accept that my dropped items just disappear sometimes. :P
That's all for now. I look forward to the next version. It's fun. :)
Okay! I just finished playing a version 0.7.1 game and I won! :D
Congratulations. I'm amazed you managed it with so many healing items left - then again, you *are* More Angelic Than Not, so perhaps I shouldn't be surprised =P
At one point, I got hit by a virdian aura and didn't die, (it brought me down to "heavily wounded") so it either has a somewhat wide range of damage or the amulet of protection, which protects from physical attacks, saved me.
Most monsters do in fact have a wide range on their damage. Depending on what armor you were wearing, that may also have helped (tip: armor resistances function differently than the resistances on other item types ;))
I have some more notes, of course. I'll start with comments about the differences between this version and the previous one. The different display without the inventory and equipment visible threw me at first, but I got used to it. That being said, you might want to re-think what information you display on the left side. If you want to cut down on how busy the screen is, that's fine, but the information that you leave there should be stuff that the player needs the most often. Having the time, health, and sanity levels is fine, but I wouldn't expect the player to need to know all their individual resistances except when they put on something new. Same with evasion and accuracy ratings. I would put all of those on a separate screen, because they're stats that you would only want to look at once in a long while. However, the state of your weapon, armour, and how full your lamp are would be much more useful to have there. You're gonna want to know if your equipment is about to break or if you're about to be plunged into darkness. (Though I admit I've never used any item to the point that it broke; that's probably something I should test)
It *is* still possible to switch back to the original screen layout for full access to everything at once. That said, you make some excellent points - I will see about redesigning the compressed interface to present more critical information.
I also encountered a number of bugs. I'll start with the bugs that were absent from previous versions but started appearing in this version...
"The giant red rathits you." There's no space between the creature's name and what follows. This happens every time any enemy hits me.
Fixed as of the current version.
Okay, using "targeting" mode works for viewing terrain features now, but now, it doesn't identify items as I walk over them. I have to use targeting mode constantly for items on the ground, which is a bit of a nuisance.
The game no longer displays the last few messages at a time as it does in the previous version; it only shows the last message, and as a result, it seems that I sometimes miss important messages, such as if an enemy gets multiple swings at me, it only shows the last swing, so I only see "it misses me," but I still take damage.
It no longer displays how injured the enemy is after I hit them. It doesn't show it when I use targeting mode either.
All related to the new compressed interface - for now, these problems can be avoided with the expanded version, but as above, I'll see about redesigning the compressed interface to address these issues - they're certainly bothersome enough to be well worth fixing.
On the plus side, fire water seems to not give me infinite oil any more. :P (I never found a use for that stuff, by the way)
I am glad to hear this, because I went over the code in detail and couldn't find any reason why that would have been happening. If it ever comes up again, please let me know, with as much other information about the state of the game as it's feasible for you to provide. As far as the use, my autopsy may provide you with some clues...
Is there a way to have the field of view pan around without actually walking to that place? It would be nice to be able to survey the level to look for unexplored areas, so I know where to go.
Not yet, and not planned for the near future. I will almost definitely add it once I begin to introduce larger levels, but for now I'm going to leave this one on the back burner, sorry =\
Sometimes, I have to unlock doors twice. Like it says "The lock falls open with a click," and then I "apply" it again and it displays "The lock falls open with a click," a second time and then I have to apply it a third time for it to actually open the door.
Some doors are protected by multiple layers of security measures. However, these tend to have a different graphical appearance until you break the outer layers.
There appears to be no message for the lamp going out if it happens while you're walking, rather than while you're in the middle of an activity like unlocking a door.
I suspect this is due to the much smaller message recall in compression mode(meaning the message is probably overwritten before you have a chance to see it), but I'll take a look at it.
The amount of oil in the lamp continues going down, even if you turn the lamp off. (And here, I thought I was being clever, turning it off while unlocking doors to save oil) :P
This is unintended. Quite a simple fix, though, so I've patched it for the next release.
I notice that the message display cuts words in the middle if they go off the end of the line, such as with the message, "Your lamp does not seem to be compatible with this fluid." (I took a screenshot if you want to see what I mean)
Unfortunately, this is a consequence of the compressed interface also. The info window uses a very basic wrap method to display messages, which produces the behavior you've described. The actual message window is actually a different type of window which uses a more advanced wrapping function(since that type of window is intended for displaying longer messages which are expected to wrap, while the info window is intended for short descriptions that would interfere with the descriptions on other lines if it wraps using the advanced method). I'll add this to my list of things to consider for the redesign.
I witnessed the disappearing dropped items phenomenon again. This time, I dropped my leather vest to make room in my inventory so I could look at a pile of items to find out what was in there. I dropped the vest in a free square and it appeared on the ground, but at some point while I was rummaging through the pile of items, it vanished and was nowhere to be found. Interestingly, when I tried to use targeting mode on the square where the vest was, it generated an error message. It generated a new error message each time I tried to look at the square. I'll attach them to this post in a zip file.
It happened again; a noble cuirass vanished after being dropped on the ground and it generated an error when I tried to look at the spot it previously was. I actually saw it disappear this time.
Oh, hey! My leather vest came back! :o I don't know what caused it, but it re-appeared in the same spot I had previously left it.
It happened again with a falchion. I don't know what the pattern is. I guess I have to accept that my dropped items just disappear sometimes. :P
This is bizarre. I've dealt with the previous lost drop issue you mentioned(turned out the method for replacing an existing worn item with a new one for that slot from inventory wasn't bothering to check that the inventory could hold the existing item, and as a result didn't care about putting it somewhere else if adding it to the inventory failed), but I suspect this is something different. I'll take a look at those error messages and see if I can work out what's going on.
That's all for now. I look forward to the next version. It's fun. :)
Glad you enjoyed it, and I really appreciate your feedback. I'll do my best to squash all of the bugs you found =P I'll shortly post a new release, and it may have introduced new ones - some of the features gave me loads of trouble at first, and while I've dealt with all the issues I am aware of, there could easily be more lurking.
Edit: After checking the error reports, I have a theory on what might be causing them, but I can't replicate it. It's possible some of the debugging I did in related areas of the code for the current release has already resolved it, but do let me know if the issue persists.
Additionally, I can confirm that you are not 2Deving my autopsy files ;) checksums are a wonderful thing.
Edit2: I have rebuilt the compressed interface to supply significantly more information. Turns out the message window wasn't the one that supported advanced wrapping - that still wraps unintelligently. The Lore screen is the one that wraps properly and has tons of extra formatting tools... I'll look into possibly updating the message pane, but because of its scrolling capability, that may be a bit more challenging to do.
Additionally, disembodied map exploration will probably be easier than I originally anticipated, so it may creep in earlier rather than later - it's certainly not my highest priority update, but if it's simple to do it's more likely I'll tackle it soon.
Edit3:
Autopsy: 07 Feb 2019 22:30:03
Game time played: 0 days 00:48:53.049
Killed by tomb serpent on level 5
Total XP: 1002
Equipped Items:
an ancient falchion (+2, 4d6+4) [Moderately Damaged]
<no item equipped>
<no item equipped>
an ancient chestplate [Slightly Damaged]
an ancestral pendant
Carried Items:
<45> a steel cinquedea (+2, 2d4+1) [Undamaged]
<70> an ancient khopesh (+3, 2d8+2) [Undamaged]
<25> an oil lamp <lamp oil:40%>
<85> a leather vest [Slightly Damaged]
<5> 1x flask [lamp oil] (100%)
<5> 1x flask [fire water] (100%)
<4> 1x vial [medicine] (80%)
Kills:
47x giant red rat
7x cave worm
3x grave worm
3x tomb serpent
[checksum: 1abec1f2]
Seems your strategy of turning your light off to open doors is not without its dangers...
I just played a round of 0.7.6... (I didn't realize there's a 0.7.7 now) and died mostly due to silliness on my part. :P
Autopsy: 08 Feb 2019 21:47:00
Game time played: 0 days 00:53:45.334
Killed by mummified noble on level 8
Total XP: 3602
Equipped Items:
a steel cinquedea (+2, 2d4+1) [Heavily Damaged]
<no item equipped>
<no item equipped>
a leather vest [Ruined]
an ancestral pendant
Carried Items:
<70> an ancient khopesh (+3, 2d8+2) [Undamaged]
<105> an ancient falchion (+2, 4d6+4) [Undamaged]
<35> an Atlantean torch <no fuel>
<110> an ancient chestplate [Undamaged]
<10> 2x flask [lamp oil] (100%)
<35> 7x flask [sacred oil] (100%)
<8> 2x ancient vial [clear elixir] (100%)
Kills:
53x giant red rat
17x cave worm
6x grave worm
15x tomb serpent
2x swarm of tiny scarabs
1x albino tiger
[checksum: 17bb1b6f]
There was a combination of things that led to my death. Firstly, I was trying to see what happens if I let an item's durability wear down to zero, so I wasn't using my best weapon or armour. Secondly, I was about to encounter the first undead enemy of the game and I wanted to see what would happen if I killed him without seeing him. (If it would break the programming for the message it shows when you first see one) So I turned off my lamp, without realizing that my inventory was full, so it caused me to drop the lamp on the ground. I ended up flailing around blindly and didn't even see what killed me. :P
I found a lot fewer treasure rooms in this game than the previous one, so I had a lot less equipment, including healing sources. I'm not sure if that's rotten luck or if you changed probabilities. Oh well...
Some more notes:
If I switch compressed mode on and off a few times, the game slows down to the point that it's unplayable. (Like there's a half second delay after each button press)
It still does the thing where it goes back and forth between "You fail to close the door" and "You fail to open the door."
"The grave worm's attack interrupts you!" It said this message when my lock-picking was interrupted while my lamp was out. (to save oil) It probably shouldn't identify the creature that's doing the interrupting if I can't see it.
Using targeting mode on a monster doesn't show how injured it is unless you select it by pushing enter. Not the most intuitive thing. Any reason it doesn't display that when you just hover over the monster?
An Atlantean torch? That's new! :) Could this be what the fire water uses? (Too bad I never found any) :(
I am overly amused by using the "alter" command on altars and being told that the altar can not be altered. :)
I can resume game after I died! Pushing "resume game" shows the last screen I died on and the game is frozen. No key inputs work and the menus don't work either. I couldn't even quit or otherwise close the window except by going into Task Manager and killing it from there. I suspect this may be related to the fact that my last action of the game was to heal myself at the same time as I was being killed.
One more thing I've been meaning to ask: What's the "view character" button on the main menu for? It doesn't seem to do anything.
I played a game of 0.7.7 last night. (That's the version that's up right now, although your other post made a reference to 0.7.8; did you neglect to upload it or is that a typo?)
Anyway, I died from a combination of wanting to find out what happens when I break my weapon (I got to level 10 killing everything with my starting cinquedea and it got down to "severely damaged") and just generally messing around with the torches and plunging myself into darkness in a moment I probably shouldn't have. :P Side note: The cinquedea is not very good against the undead; they took a lot of pounding to go down, compared to when I was using a falchion like in the other game. Does your weapon do less damage when it's degraded?
Autopsy: 09 Feb 2019 21:46:24
Game time played: 0 days 01:43:12.952
Killed by tomb serpent on level 10
Total XP: 7487
Equipped Items:
a steel cinquedea (+2, 2d4+1) [Severely Damaged]
<no item equipped>
an oil lamp <no fuel>
a Lemurian noble cuirass [Moderately Damaged]
an amulet of precision
Carried Items:
<105> an ancient falchion (+2, 4d6+4) [Undamaged]
<35> an Atlantean torch <sacred oil:99%>
<85> a leather vest [Undamaged]
<2> an ancestral pendant
<10> 2x flask [lamp oil] (100%)
<5> 1x flask [sacred oil] (100%)
<25> 5x flask [fire water] (98%)
<4> 1x vial [medicine] (100%)
<48> 6x clay jar [healing ointment] (88%)
<20> 5x ancient vial [clear elixir] (100%)
<15> 1x clay jug [healing ointment] (75%)
Kills:
72x giant red rat
17x cave worm
5x grave worm
24x tomb serpent
6x swarm of tiny scarabs
1x albino tiger
2x mummified swordsman
1x mummified noble
[checksum: 1c394c11]
Notes for this run:
It doesn't take very many switches of "compressed mode" to slow the game down down; after 5 or 6 switches, it even made music that was playing in another window stutter and start to get crackly.
"Gilded door with a lock" (or "with an open lock") is the one that does the "You fail to close the door" and "You fail to open the door" thing. It does this while opening and closing it. "Ancient door" also does it.
"The giant red rat's attack interrupts you!" (It still says this while the light is out and I shouldn't be able to see it)
Text in the "Messages" box doesn't wrap properly. (It cuts words in two when going to the next line)
Oh, hey! Another Atlantean torch! And this time, I have fire water for it! :D Looks like it lets you see further and turns everything green. Cool. :) Then I tried using sacred oil and it turned everything purple. Aww... I kinda liked the green. :( Oh well, purple can be a cool colour too. :) (I wasn't really expecting the sacred oil to work; I guess the Atlantean torch is the superior light source in that it accepts more fuel types)
EDIT: Oh yeah, I almost forgot... in the above game, I had the "Continue game" bug after dying. (And again, I died at the same time as trying to heal myself, though I don't know if that's related)
EDIT2: Played another game. Died against the Necrocrat. :(
Autopsy: 10 Feb 2019 19:33:52
Game time played: 0 days 02:37:44.723
Killed by Lemurian necrocrat on level 14
Total XP: 25433
Equipped Items:
an embermace (+3, 9d2+4) [Undamaged]
<no item equipped>
an oil lamp <lamp oil:91%>
a Lemurian noble cuirass [Severely Damaged]
an amulet of precision
Carried Items:
<45> a steel cinquedea (+2, 2d4+1) [Slightly Damaged]
<70> an ancient khopesh (+3, 2d8+2) [Undamaged]
<105> an ancient falchion (+2, 4d6+4) [Severely Damaged]
<2> an ancestral pendant
<5> 1x flask [lamp oil] (9%)
<95> 19x flask [sacred oil] (100%)
<40> 8x flask [fire water] (100%)
<4> 1x vial [medicine] (60%)
<8> 2x ancient vial [clear elixir] (100%)
Kills:
92x giant red rat
16x cave worm
6x grave worm
33x tomb serpent
12x swarm of tiny scarabs
4x albino tiger
18x mummified swordsman
2x mummified noble
[checksum: 27098dbe]
I used a falchion and Lemurian noble cuirass that I found in chests on level 2 all the way to the end, killing every single monster I encountered, including every monster on the last level besides the Necrocrat himself. I got them both down to "severely damaged." I don't think it's possible to fully break any of your equipment with the current length of the game. I found the embermace in a chest on the last level and was a bit disappointed that I didn't get a chance to try it out. (I mean I swung it a couple times at the Necrocrat, but it missed both times)
I'm now convinced that my amulet of protection in the other game was responsible for my victory, considering that in this game, the Necrocrat was able to bring me from full health down to "critically injured" with one hit, even through my Lemurian Noble Cuirass. (Maybe that's a sign that I should use armour that favours speed over protection? Hmm...) Anyway, the battle (such as it was) consisted of me taking a single swing at him, then him almost killing me with one hit, then cue the Benny Hill theme music as I ran wildly around the whole level, trying to get some distance between us so I could heal myself and try again. When I ran out of healing sources, I started opening chests and urns around the place and a couple times, that caused him to get a couple free hits on me, annoyingly. (That's when I found the embermace) I only hit him once and it brought him down to slightly wounded. Oh well, better luck next time...
Some more notes:
FYI, I confirmed that there's definitely no message if your lamp runs out of oil while you're walking around.
Something I've been meaning to ask: Do different weapons have different attack times? For example, the cinquedea is described as "fast" on the equipment screen, whereas the falchion is described as "slow." I would expect that to mean enemies get more free hits on me if I'm using the falchion, but that doesn't seem to be the case.
I witnessed an item vanish from the ground again. Still haven't noticed a pattern, but here's the sequence in this case: I killed a mummified swordsman, dropped my leather vest on an empty square so I could sort through the pile of stuff he dropped. I picked up his ancient chestplate, moved over to an empty square and dropped it. After noting that there was nothing besides the khopesh in the pile, I picked up my leather vest again. The chestplate vanished from the ground exactly the same time I picked up the leather vest. Oooh... even more interesting... when I drop the leather vest again, the chestplate reappears. I can repeatedly pick up and drop the leather vest and make the chestplate appear and disappear over and over again... but... only when I drop the leather vest on a specific square? O_o I'm experimenting with moving around and dropping both the chestplate and the vest on different squares. Sometimes, it makes the chestplate disappear and sometimes it doesn't. I'm still not seeing a pattern. I recorded a short 2 minute video to demonstrate the effect. (https://youtu.be/ugmNpMS_vLw)
"Interruptions in the darkness will no longer reveal the name of the source. Targeting mode now displays the health of any monster at the cursor. Fixed a bug where it was not possible to cancel quitting with ctrl-Q. Fixed the resume game bug after a death or win. An issue with incorrect door alteration messages has been fixed, and doors have their contrast forced during display so they will appear more distinct from the surrounding terrain." - Alpha 0.7.8 changelog
@MaiZure: Sorry for the short response earlier, I was only able to post from my mobile phone at the time. There is a door in one of your rooms, but the graphics do not set it off well enough from the surrounding walls - I've included a feature in the latest version(a0.7.8 at the time of this post) which will help with that.
As far as your CPU usage, that seems quite good - my development computer is a fairly powerful Alienware desktop and I use ~20% of both CPU(Intel i7-8700 3.2GHz) and GPU(NVIDIA GeForce GTX 1080) running the game.
When the game locked up, did it generate an error file in your save directory? If so, can you please send it to me?
I am not particularly familiar with the effects of different Java environments, unfortunately - if you decide to update to the latest version, I'd be interested to know if you experience an improvement in performance.
@Tormuse:
I played a game of 0.7.7 last night. (That's the version that's up right now, although your other post made a reference to 0.7.8; did you neglect to upload it or is that a typo?)
I was able to make some changes to the code, but I did not have a chance to complete and upload the new version that night - as of now(~21:00CST 10 FEB 2019) that version is up, with the changes listed at the top of this post.
Anyway, I died from a combination of wanting to find out what happens when I break my weapon (I got to level 10 killing everything with my starting cinquedea and it got down to "severely damaged") and just generally messing around with the torches and plunging myself into darkness in a moment I probably shouldn't have. :P Side note: The cinquedea is not very good against the undead; they took a lot of pounding to go down, compared to when I was using a falchion like in the other game. Does your weapon do less damage when it's degraded?
Damage types are important - undead aren't generally bothered much by stabbing attacks like the cinquedea performs, since they have no functioning internal organs to damage. In general, I intend to create monsters with intuitive strengths and weaknesses along those lines. And yes, as your weapon(and armor) degrades, it will become less useful - think armor threshholds in DRL (where, say, a red armor would drop from 4/4 to 2/4 below 50%, if memory serves). However, my armor generally has a lot more base durability than in DRL and more thresholds where its performance deteriorates, so it's probably a good idea to replace your gear well before the point of falling apart on its own.
It doesn't take very many switches of "compressed mode" to slow the game down down; after 5 or 6 switches, it even made music that was playing in another window stutter and start to get crackly.
Interesting - I have not been able to reproduce this, unfortunately, and I do not know why it could be occurring. I hate to wave it off by saying, just don't use it that many times, since that's not addressing the underlying issue - but in this case, there's not actually much of a reason to be adjusting that particular setting more then once or twice a run(and honestly I sort of intended it to be a preference setting, where you'd pick the one you like best, then never mess with it again).
Out of curiosity, are you using the most up to date JRE? I can't help but wonder if there's an issue with an older version of Java, maybe not properly garbage collecting or something...
"Gilded door with a lock" (or "with an open lock") is the one that does the "You fail to close the door" and "You fail to open the door" thing. It does this while opening and closing it. "Ancient door" also does it.
"The giant red rat's attack interrupts you!" (It still says this while the light is out and I shouldn't be able to see it)
These should both be fixed as of the current release.
Text in the "Messages" box doesn't wrap properly. (It cuts words in two when going to the next line)
I'll have to look at updating the underlying console utility that runs this type of display. It's probably going to be fairly straightforward to upgrade, although not trivial, but it's also not my biggest priority just now. I'll tack it on to the to-do list.
Oh, hey! Another Atlantean torch! And this time, I have fire water for it! :D Looks like it lets you see further and turns everything green. Cool. :) Then I tried using sacred oil and it turned everything purple. Aww... I kinda liked the green. :( Oh well, purple can be a cool colour too. :) (I wasn't really expecting the sacred oil to work; I guess the Atlantean torch is the superior light source in that it accepts more fuel types)
Yes, and as I continue to add light sources, expect different ones to be compatible with a different range of fuels. You may also notice that the light produced by burning sacred oil in an Atlantean torch is slightly different than from burning the same fuel in an oil lamp.
EDIT: Oh yeah, I almost forgot... in the above game, I had the "Continue game" bug after dying. (And again, I died at the same time as trying to heal myself, though I don't know if that's related)
This is another issue that I believe I've solved for the current release - as always, if you continue to notice it, do please let me know.
EDIT2: Played another game. Died against the Necrocrat. :(
I used a falchion and Lemurian noble cuirass that I found in chests on level 2 all the way to the end, killing every single monster I encountered, including every monster on the last level besides the Necrocrat himself. I got them both down to "severely damaged." I don't think it's possible to fully break any of your equipment with the current length of the game. I found the embermace in a chest on the last level and was a bit disappointed that I didn't get a chance to try it out. (I mean I swung it a couple times at the Necrocrat, but it missed both times)
I'm now convinced that my amulet of protection in the other game was responsible for my victory, considering that in this game, the Necrocrat was able to bring me from full health down to "critically injured" with one hit, even through my Lemurian Noble Cuirass. (Maybe that's a sign that I should use armour that favours speed over protection? Hmm...) Anyway, the battle (such as it was) consisted of me taking a single swing at him, then him almost killing me with one hit, then cue the Benny Hill theme music as I ran wildly around the whole level, trying to get some distance between us so I could heal myself and try again. When I ran out of healing sources, I started opening chests and urns around the place and a couple times, that caused him to get a couple free hits on me, annoyingly. (That's when I found the embermace) I only hit him once and it brought him down to slightly wounded. Oh well, better luck next time...
This is much more in line with my experiences with him - that amulet of protection must be doing some serious work(I do remember him being easier back when I was testing different amulets by granting them at the start of the game). There will be quite a lot of balancing to be done, especially as I continue to add more items(an armor that emphasizes speed over protection could certainly be an interesting addition).
FYI, I confirmed that there's definitely no message if your lamp runs out of oil while you're walking around.
This baffles me - I actually went to test this myself to see if I could fix it for the a078 release, but couldn't reproduce it despite running out my fuel under multiple repeat conditions. The message itself is generated as a result of the lamp attempting to burn fuel and finding that it doesn't have any, so it shouldn't matter what conditions cause this to happen - the message should be produced regardless.
Something I've been meaning to ask: Do different weapons have different attack times? For example, the cinquedea is described as "fast" on the equipment screen, whereas the falchion is described as "slow." I would expect that to mean enemies get more free hits on me if I'm using the falchion, but that doesn't seem to be the case.
Yes, weapons do have different attack speeds - I don't make that information directly available, but the interested player is welcome to find out for himself by observing the game clock. It's possible that as a result of my contraction of the gap between base move and base attack times, the difference in speeds isn't meaningful enough to make a significant difference. Then again, it's not *really* meant to be about minmaxing your weapon choice - it's more about the idea that you'll need to use multiple different weapons throughout the game, and the experience should be different from weapon to weapon - each will have a slightly different flavor. Still, this will be another area where I'll be seeking balance as I move the game forward, so I welcome feedback on it.
I witnessed an item vanish from the ground again. Still haven't noticed a pattern, but here's the sequence in this case: I killed a mummified swordsman, dropped my leather vest on an empty square so I could sort through the pile of stuff he dropped. I picked up his ancient chestplate, moved over to an empty square and dropped it. After noting that there was nothing besides the khopesh in the pile, I picked up my leather vest again. The chestplate vanished from the ground exactly the same time I picked up the leather vest. Oooh... even more interesting... when I drop the leather vest again, the chestplate reappears. I can repeatedly pick up and drop the leather vest and make the chestplate appear and disappear over and over again... but... only when I drop the leather vest on a specific square? O_o I'm experimenting with moving around and dropping both the chestplate and the vest on different squares. Sometimes, it makes the chestplate disappear and sometimes it doesn't. I'm still not seeing a pattern. I recorded a short 2 minute video to demonstrate the effect. (https://youtu.be/ugmNpMS_vLw)
I'll check out the video, and I'll double check the hashing algorithm I use to access the floor inventories - there's most likely a bug on my end, but I'm sort of hoping I can blame this one on an out of date JRE, too =P Thanks for taking the trouble to create that - hopefully, it'll help give me an idea as to what might be the problem.
Edit: Ok, I have a theory - would it be possible for you to send me a savefile capturing a game state where that is happening?
Edit2: Nevermind, I've replicated the issue. Should be soluble now that I've got it to occur for me.
Edit3: Fixed, I've uploaded a patched version. Turns out what was happening was that I was trying to clean up old piles by removing them from memory once the last item was withdrawn. Unfortunately, I didn't consider the impact this would have on the hashing algorithm - I actually was properly handling collisions, but once I removed an existing data entry, the collision no longer happened because the earlier entry no longer existed to collide with, and the result was non-sensical - the hash table still contained the dropped items, but the method the rest of the game was using to access them was reporting the wrong index, so the pile wasn't displayed. When you dropped an item back at the original coordinate, suddenly the collision occurred as expected and the real index was again being returned, so the lost items would become visible again.
Once again, thank you for making the video - makes my job so much easier when I can clearly see what's going wrong.
Edit4:
11 FEB 2019 - Alpha 0.7.9:
Fixed a problem with dropped items sometimes disappearing if other dropped items were picked up. Oil lamp once again uses fuel at a reasonable rate. Engineering pass to de-clutter the game engine. Added several new items. Adjusted certain lamplight values. It is now possible to empty fuel from a lamp, whether in inventory or equipped, with the 'l' command from an item mode. Dropping something you don't have room for now gives better messages.
Edit5: Found a bug and added some new content.
11 FEB 2019 - Alpha 0.8.0:
Introduced a new Vault room type, new loot types, and a new door. Fixed a bug with removing fuel from an equipped light. Ensured that inventory display will not write out of bounds if too many items are carried.
Edit6: More updates -
12 FEB 2019 - Alpha 0.8.1:
Reworked the loot system - more dangerous monsters have a significantly higher chance of dropping decent loot, and loot containers may dispense more than one item. Message pane messages now wrap more intelligently.
Edit7:
Found some really cool stuff thanks to finding one of the new vaults on level 1, but it wasn't enough to save me from an errant viridian aura(especially with the new upgrades designed to offset the new higher loot chance!). However, it appears that the autopsy writer can skip items if your inventory is open at the time of death - that'll be corrected for the next release:
Autopsy: 12 Feb 2019 10:50:18
Game time played: 0 days 01:16:35.488
Killed by viridian aura on level 6
Total XP: 769
Equipped Items:
an embermace (+3, 9d2+4) [Slightly Damaged]
<no item equipped>
a Lemurian censer <sacred oil:6%>
a Lemurian noble cuirass [Moderately Damaged]
an amulet of precision
Carried Items:
<136> 17x clay jar [healing ointment] (100%)
Kills:
36x giant red rat
10x cave worm
1x grave worm
2x tomb serpent
[checksum: 234bc26c]
Edit8:
12 FEB 2019 - Alpha 0.8.2:
Fixed a bug where the autopsy file could fail to write inventory items if the inventory was open at the time of death. Implemented free camera mode.
Thereyago, Tormuse, you can look around all you want now.
Finally won my own game:
Autopsy: 12 Feb 2019 14:07:35
Game time played: 0 days 02:11:54.116
Cleared the game on level 14
Total XP: 31647
Equipped Items:
an embermace (+3, 9d2+4) [Slightly Damaged]
<no item equipped>
a Lemurian censer <sacred oil:15%>
a Lemurian noble cuirass [Undamaged]
an amulet of precision
Carried Items:
<25> an oil lamp <no fuel>
<75> an Atlantean soulcradle [Undamaged]
<2> an ancestral pendant
<3> an amulet of focus
<3> an amulet of precision
<10> 2x flask [lamp oil] (70%)
<35> 7x flask [sacred oil] (100%)
<15> 3x flask [fire water] (100%)
<4> 1x vial [medicine] (20%)
<56> 7x clay jar [healing ointment] (100%)
Kills:
68x giant red rat
28x cave worm
9x grave worm
37x tomb serpent
9x swarm of tiny scarabs
4x albino tiger
15x mummified swordsman
2x mummified noble
1x spectral remnant
4x viridian aura
1x Lemurian necrocrat
[checksum: 1f99351d]
That embermace does *work* against undead - got lucky and found it in a greater vault near the bottom.
Edit:
12 FEB 2019 - Alpha 0.8.3:
Introduced the Grimoire item type. Currently this only serves as an extra item slot for hosting resistances and other modifiers, but will be expanded in the future. Also introduced several new terrain types, mostly loot oriented. Successfully altering a loot terrain will give a more specific message.
This is finally an actual content update and should significantly expand the feel of the game - balancing feedback is always welcome.
Edit:
13 FEB 2019 - Alpha 0.8.4:
Certain loot containers are now required to generate an item - they may not contain nothing. Fixed a significant bug with Actor tracking that was granting the player extra moves. Implemented the language system, which grimoires now use. Added casting speed. Added element and speed glyphs to the weapon details of the critical info panel in compression mode. Further reduced the condition masks there.
I encountered several vexing bugs while implementing these changes - while I believe I've dealt with them, the nature of the bugs is such that there's potential for more to be hiding, so please be on the look out for anything unusual with this one. Essentially, there was a significant deficiency with a core system of the game engine which had gone unnoticed due to a rather unqualifiable impact up until I introduced some of the features for this release, and while I was able to address it, the fix was not particularly elegant or satisfying. I believe it to be effective, but I guess we'll find out...
Edit:
13 FEB 2019 - Alpha 0.8.5:
Adjusted the rate of learning for new languages from grimoires. Adjusted sanity costs of discovering dark secrets in grimoires. Fixed an error with language knowledge modification of grimoire stat adjustments.
Short balance pass on last night's update.
Edit:
13 FEB 2019 - Alpha 0.8.6:
Internalized the settings menu. There is now no longer a menu bar at the top of the window - instead, access the settings menu by pressing 'm'.
This one's for you, MaiZure. There's no menu bar to go missing anymore - hopefully this allows you to experiment with the display settings and see if it becomes playably legible for you at some point. As always, let me know if something I didn't catch has gone sideways for you.
And just to be incredibly spammy, here's another response.
The <x50billion> repetition thing works, but say I run into a wall 50 times and then start walking and run into another wall, there's no new message because it's the same stored message. You might want to make it so that your counter finishes off if you move into another square?
I feel like using healing ointments might be a similar thing - I see that despite great age, I'm healed. But I can't tell how many times I've used it until I run into a wall or get attacked. The same with a monster attacking you and missing/hitting if you don't hit back.
I just died to a swarm of scarabs after powering through 2 Viridian Auras because I couldn't hit the dang things. Ah well.
Autopsy: 15 Feb 2019 18:15:28
Game time played: 0 days 00:55:14.296
Killed by swarm of tiny scarabs on level 10
Total XP: 3723
Equipped Items:
an ancient falchion (+2, 4d6+4) [Moderately Damaged]
an ancient parchment book
an oil lamp <sacred oil:72%>
an Atlantean soulcradle [Moderately Damaged]
an amulet of precision
Carried Items:
<105> an ancient falchion (+2, 4d6+4) [Undamaged]
<125> a Lemurian noble cuirass [Slightly Damaged]
<3> an amulet of resistance
<15> 3x flask [lamp oil] (72%)
<35> 7x flask [sacred oil] (99%)
<16> 2x clay jar [healing ointment] (66%)
<4> 1x ancient vial [clear elixir] (50%)
Kills:
43x giant red rat
8x cave worm
5x grave worm
7x tomb serpent
1x swarm of tiny scarabs
1x mummified swordsman
2x viridian aura
[checksum: 2ecf4ebe]
Please also find attached a screenshot of the kerning on my computer, and how ridiculously bad I am at lockpicking/opening an urn, and then being far worse at opening a complex lock.
Finally died in game. Most notable changes - the armor being damaged now visibly affected the resistances it gave (lemurian noble armor).
Autopsy: 19 Feb 2019 20:51:24
Game time played: 0 days 07:04:30.168
Killed by mummified noble on level 9
Total XP: 6520
Equipped Items:
an ancient khopesh (+3, 2d8+2) [Slightly Damaged]
an ancient parchment book
a Lemurian censer <sacred oil:31%>
an ancient chestplate [Heavily Damaged]
an amulet of precision
Carried Items:
<70> an ancient khopesh (+3, 2d8+2) [Undamaged]
<70> an ancient khopesh (+3, 2d8+2) [Slightly Damaged]
<35> an text of alchemical wisdom
<16> a bloodstained scroll
<25> an oil lamp <no fuel>
<110> an ancient chestplate [Undamaged]
<125> a Lemurian noble cuirass [Moderately Damaged]
<3> an amulet of resistance
<2> an ancestral pendant
<3> an amulet of focus
<10> 2x flask [lamp oil] (56%)
<55> 11x flask [sacred oil] (95%)
<25> 5x flask [fire water] (100%)
<4> 1x vial [medicine] (60%)
<80> 10x clay jar [healing ointment] (93%)
<15> 1x clay jug [healing ointment] (75%)
Kills:
56x giant red rat
16x cave worm
8x grave worm
14x tomb serpent
4x swarm of tiny scarabs
4x albino tiger
2x mummified swordsman
2x spectral remnant
[checksum: 43bc436c]
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.
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.
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)
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.
Finally got to trying out the newest version - was surprised to find containers are now actually locked it seems? at least if you dont seem to damage a container message is anything to go on. was a bit surprised by text log structure too - with x111 and so numbers being detached from what they are supposed to relate to.
Now i see there is small "this weapons seems to be very effective against this opponent" - helpful and nice touch! it sure helps figuring out what works on what!
If last time all i had was fuel and healing items, this time I had almost all ingredients for things i do not know of yet:D
I never knew that having 0% oil in the lamp meant there is still some oil for it to light my way:D
Looking in the rooms with slow phlogiston in your oil lamp makes it very jarring and heavy on the eyes sadly.
edit: it seems that if you accidentally tries to alter the enemy, it still wastes your time and produces "enemy interrupts you!" message as well as letting them score a hit on you.
Autopsy: 04 Mar 2019 16:02:30
Game time played: 0 days 02:52:20.725
Killed by mummified noble on level 6
Total XP: 2832
Equipped Items:
an ancient falchion (+2, 4d6+4) [Slightly Damaged]
a text of alchemical wisdom <R>[Lat - 100%]
an oil lamp <slow phlogiston:93%>
a Lemurian noble cuirass [Critically Damaged]
an amulet of focus
Carried Items:
<210> an ancient khopesh (+3, 2d8+2) [Slightly Damaged]
<120> a bone knife (+2, 3d3+1) [Moderately Damaged]
<255> a leather vest [Slightly Damaged]
<6> an ancestral pendant
<60> 6x flask [sacred oil] (100%)
<30> 3x flask [fire water] (100%)
<16> 2x flask [slow phlogiston] (100%)
<8> 1x vial [medicine] (60%)
<24> 3x ancient vial [clear elixir] (100%)
<30> 1x clay jug [healing ointment] (62%)
<3> 1x vial [mercury] (35)
<20> 5x pouch [bone dust] (180)
<40> 5x casket [Lemurian incense] (60)
<18> 6x vial [scarab ichor] (120)
<12> 3x pouch [sulfur] (75)
<50> 10x cluster [foam-scoured shells] (150)
<6> 1x sac [worm bile] (18)
<21> 3x beaker [cobra's milk] (48)
<15> 3x hourglass [prismatic sand] (66)
<36> 4x satchel [whalebone] (16)
<7> 1x pouch [frost mushrooms] (7)
<6> 1x shard [splinters of obsidian] (6)
Kills:
49x giant red rat
8x cave worm
3x grave worm
9x tomb serpent
3x swarm of tiny scarabs
1x albino tiger
2x mummified swordsman
[checksum: 271305b7]
Well, as i am currently running through it a second time i can answer better - as less potent oil have range of five, when you approach a room, you "suddenly" discover it is bigger than what you see when approaching it which on my monitor was always very sudden. as i played with contrast tho i managed to make it more easy on the eyes.
I am still advocating for spell to gain more mercury to be cheaper:P Or finding mercury or creating it without using it:P I wish to try out full on spellcaster sometime :D
As of current run, i have found out that the clear liquid when used is used in odd percentages, always different.
Unlike other currently percentaged items.
Edit: this time rng was even less nice towards me. Didnt find many good weapons, nor healing items and no luck with books either.
Autopsy: 04 Mar 2019 18:54:03
Game time played: 0 days 03:40:23.785
Killed by mummified swordsman on level 10
Total XP: 6736
Equipped Items:
an ancient falchion (+2, 4d6+4) [Moderately Damaged]
a text of alchemical wisdom <R>[Lat - 100%]
an oil lamp <slow phlogiston:79%>
a Harappan hunter's outfit [Severely Damaged]
an amulet of precision
Carried Items:
<210> an ancient khopesh (+3, 2d8+2) [Undamaged]
<330> an ancient chestplate [Undamaged]
<330> an ancient chestplate [Heavily Damaged]
<375> a Lemurian noble cuirass [Severely Damaged]
<6> an ancestral pendant
<50> 5x flask [sacred oil] (100%)
<10> 1x flask [fire water] (100%)
<8> 1x flask [slow phlogiston] (100%)
<3> 1x vial [mercury] (3)
<4> 1x pouch [bone dust] (40)
<72> 9x casket [Lemurian incense] (108)
<21> 7x vial [scarab ichor] (140)
<40> 8x cluster [foam-scoured shells] (120)
<42> 7x sac [worm bile] (126)
<14> 2x beaker [cobra's milk] (32)
<5> 1x hourglass [prismatic sand] (22)
<54> 6x satchel [whalebone] (24)
<8> 2x oyster [moon pearl] (32)
<2> 1x strip [ancient serpent scales] (10)
<7> 1x pouch [frost mushrooms] (7)
<6> 1x shard [splinters of obsidian] (6)
Kills:
74x giant red rat
11x cave worm
9x grave worm
17x tomb serpent
3x swarm of tiny scarabs
2x albino tiger
2x mummified swordsman
1x mummified noble
1x spectral remnant
[checksum: 464182ca]
Second time I died to sanity - when i was trying to open a door while unstable XD
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]
Oooh~ I am definitely giving it a whirl!
Edit: it seems the game starts to lag a small bit - not too seriously but noticeable - assume lighting is the culprit.
And i died due to having no weapons beyond starting and allll the tomb serpents in a row, with me missing one for like 7 times while he hit me every time.
Autopsy: 14 Mar 2019 21:55:01
Game time played: 0 days 01:25:54.974
Killed by tomb serpent on level 4
Total XP: 878
Equipped Items:
a steel cinquedea (+2, 2d4+1) [Moderately Damaged]
a scroll stained with sea salt <R>[Atl - 27.14%]
an oil lamp <lamp oil:28%>
a leather vest [Severely Damaged]
an amulet of resistance
Carried Items:
<105> a text of alchemical wisdom <R>[Lat - 100%]
<6> an ancestral pendant
<10> 1x flask [lamp oil] (100%)
<10> 1x flask [sacred oil] (100%)
<20> 2x flask [fire water] (100%)
<8> 1x vial [medicine] (5)
<8> 1x ancient vial [clear elixir] (2)
<18> 1x crystal decanter [clear elixir] (5)
<3> 1x vial [mercury] (35)
<6> 2x vial [scarab ichor] (40)
<10> 2x hourglass [prismatic sand] (44)
<6> 1x shard [splinters of obsidian] (6)
<4> 1x brace [basilik's eye] (2)
Kills:
26x giant red rat
7x cave worm
2x grave worm
1x corpse leech
6x tomb serpent
[checksum: 754ef7bb]
at least i can confirm that i indeed get something more useful than countless ingredients for nonexistant spellbookS:d
As i am playing new version being happy with much more loot than before, i cant help but have a couple questions:
1) will at any point there be a way to break doors down instead of lockpicking them, or way for monsters to do so? or the broken doors are just for flavor?
2) does anything in game improve the magic spells damage?
Edit: i met six or seven fonts in this game:D and a troll locked room with broken chests only inside.
a small bug appeared - when i tried to pick up a thing, my oil gone out which didnt let me pick it up - with no message but your oil is gone out given.
another thought i had was that moderately wounded is much larger category than slightly wounded - or severely to that matter
Autopsy: 15 Mar 2019 19:11:06
Game time played: 0 days 03:40:02.709
Cleared the game on level 14
Total XP: 23583
Equipped Items:
an ancient falchion (+2, 4d6+4) [Slightly Damaged]
a text of alchemical wisdom <R>[Lat - 100%]
an oil lamp <sacred oil:59%>
a Lemurian noble cuirass [Undamaged]
an amulet of haste
Carried Items:
<315> an ancient falchion (+2, 4d6+4) [Undamaged]
<120> a bone knife (+2, 3d3+1) [Undamaged]
<360> a hunting spear (+4, 3d5+3) [Slightly Damaged]
<87> a black grimoire <R>[Lem - 95.0%]
<90> a blue-tinged grimoire <R>[Har - 100%]
<114> a heavy, gold-bound grimoire <R>[Atl - 50.00%]
<6> an ancestral pendant
<9> an amulet of precision
<10> 1x flask [sacred oil] (100%)
<30> 3x flask [fire water] (100%)
<16> 1x clay jar [healing ointment] (3)
<51> 17x vial [mercury] (567)
<12> 3x pouch [bone dust] (88)
<6> 2x vial [scarab ichor] (30)
<16> 4x pouch [sulfur] (80)
<15> 3x cluster [foam-scoured shells] (45)
<18> 3x sac [worm bile] (45)
<35> 5x beaker [cobra's milk] (80)
<25> 5x hourglass [prismatic sand] (105)
<36> 4x satchel [whalebone] (15)
<8> 2x oyster [moon pearl] (32)
<24> 2x menorah [corpse candles] (6)
<28> 4x pouch [frost mushrooms] (28)
<18> 3x shard [splinters of obsidian] (18)
<8> 2x brace [basilik's eye] (4)
Kills:
68x giant red rat
23x cave worm
11x grave worm
5x corpse leech
22x tomb serpent
7x swarm of tiny scarabs
4x albino tiger
2x vitriol serpent
5x mummified swordsman
3x mummified noble
1x spectral remnant
4x viridian aura
1x Lemurian necrocrat
[checksum: 608c2dc1]
Magic missile (silver missile:P) for the win!
Thanks for all clarifications!
I didn't get in too bad of a shape in this build - mostly due to me having access to a lot more magic than before in form of the trusty alchemy book , so i didn't have to melee phantasms, and only met one in the game - but ye, rng currently plays a big role in what happens to my char:3
may confirm though, new system gives me a lot more chances to have weapons and armor not taken off the undead like happened once or twice before.
Edit: as for what kills me - if you die from sanity damage, you don't know WHAT affected you there in the end:D
Autopsy: 16 Mar 2019 13:00:17
Game time played: 0 days 01:57:12.013
Killed by being accepted as a sacrifice by a malign viridian entity on level 3
Total XP: 290
Equipped Items:
a hunting spear (+4, 3d5+3) [Slightly Damaged]
a virulent green grimoire <R>[Lem - 100%]
an oil lamp <lamp oil:65%>
an Atlantean soulcradle [Undamaged]
an amulet of protection
Carried Items:
<270> an embermace (+3, 9d2+4) [Slightly Damaged]
<105> a text of alchemical wisdom <R>[Lat - 100%]
<32> a bloodstained scroll <R>[Lem - 100%]
<36> a scroll stained with sea salt <R>[Atl - 61.42%]
<90> a blue-tinged grimoire <R>[Har - 100%]
<255> a leather vest [Slightly Damaged]
<9> an amulet of resistance
<6> an ancestral pendant
<12> an amulet of haste
<40> 4x flask [sacred oil] (100%)
<50> 5x flask [fire water] (100%)
<8> 1x vial [medicine] (5)
<32> 2x clay jar [healing ointment] (6)
<30> 1x clay jug [healing ointment] (8)
<3> 1x vial [mercury] (35)
<4> 1x pouch [bone dust] (40)
<24> 3x casket [Lemurian incense] (30)
<12> 4x vial [scarab ichor] (80)
<8> 2x pouch [sulfur] (50)
<10> 2x cluster [foam-scoured shells] (30)
<18> 3x sac [worm bile] (54)
<7> 1x beaker [cobra's milk] (16)
<10> 2x hourglass [prismatic sand] (44)
<27> 3x satchel [whalebone] (12)
<16> 4x oyster [moon pearl] (64)
<2> 1x strip [ancient serpent scales] (10)
<35> 5x pouch [frost mushrooms] (35)
<18> 3x shard [splinters of obsidian] (18)
<8> 2x brace [basilik's eye] (4)
<10> 2x necklace [dragon teeth] (10)
<6> 3x necklace [etherglass beads] (72)
<8> 2x sheaf [manticore spines] (22)
<6> 2x plume [phoenix quills] (30)
<27> 3x phial [tincture of ectoplasm] (39)
<0> 1x spindle [dreamsilk strands] (17)
Kills:
21x giant red rat
4x cave worm
5x grave worm
[checksum: 7b07fd05]
that is why you do not test spells that say they sacrifice x3
A new thing happened - "you failed to learn anything new from it"
also first time seeing :"you are affected by smth"
Autopsy: 18 Mar 2019 22:51:32
Game time played: 0 days 02:54:49.843
Killed by mummified swordsman on level 7
Total XP: 2942
Equipped Items:
a heavy stone hammer( -1, 10d1+0) [Slightly Damaged]
a heavy, gold-bound grimoire <R>[Atl - 77.14%]
a Lemurian censer <sacred oil:45%>
an Atlantean soulcradle [Moderately Damaged]
a sign of sea and sky {an amulet of resistance}
Carried Items:
<120> a bone knife (+2, 3d3+1) [Slightly Damaged]
<360> a hunting spear (+4, 3d5+3) [Moderately Damaged]
<105> a text of alchemical wisdom <R>[Lat - 100%]
<90> a blue-tinged grimoire <R>[Har - 100%]
<75> an oil lamp <lamp oil:21%>
<255> a leather vest [Slightly Damaged]
<291> a Harappan warlock's attire [Undamaged]
<6> an ancestral pendant
<9> an amulet of focus
<9> an amulet of focus
<12> an amulet of haste
<10> 1x flask [sacred oil] (100%)
<40> 4x flask [fire water] (100%)
<8> 1x vial [medicine] (3)
<32> 2x clay jar [healing ointment] (6)
<32> 4x ancient vial [clear elixir] (8)
<3> 1x vial [mercury] (35)
<24> 6x pouch [bone dust] (240)
<56> 7x casket [Lemurian incense] (84)
<15> 5x vial [scarab ichor] (100)
<12> 3x pouch [sulfur] (75)
<20> 4x cluster [foam-scoured shells] (60)
<30> 5x sac [worm bile] (90)
<14> 2x beaker [cobra's milk] (32)
<10> 2x hourglass [prismatic sand] (44)
<9> 1x satchel [whalebone] (4)
<8> 2x oyster [moon pearl] (32)
<4> 2x strip [ancient serpent scales] (20)
<24> 2x menorah [corpse candles] (6)
<21> 3x pouch [frost mushrooms] (21)
<18> 3x shard [splinters of obsidian] (18)
<8> 2x brace [basilik's eye] (4)
<5> 1x necklace [dragon teeth] (5)
<3> 1x leather cup [demon dice] (6)
<0> 1x spindle [dreamsilk strands] (17)
<24> 2x golden case [iridescent discs] (4)
Kills:
49x giant red rat
13x cave worm
1x grave worm
1x corpse leech
10x tomb serpent
6x swarm of tiny scarabs
[checksum: 7f108ae4]
of note - created amulet, tested hammer out, tried out various spells and clothing:3
Okay, I played a game of version A0120 and I won! :D
I got a bit of wonky RNG action in this game; I only found one grimoire and didn't find enough books to translate it, so I didn't get to do much in the way of spell-casting, despite (I daresay) having a pretty impressive collection of spell-casting ingredients. :) The game buried me in healing sources and fire water, but not so much in the way of calming elixirs, so I spent the late game well lit and physically healthy, but insane. :P
The amulet of haste made the game a breeze; as long as I was careful and didn't impatiently charge into battle, I was able to avoid taking any damage. Also, the Embermace is surprisingly effective against the undead! It was able to take down mummified swordsmen in 2 or 3 hits, whereas the khopesh would take about a dozen hits.
I also encountered a couple Spectral Remnants that "rended my soul." I don't know what that means, but it sounds bad. Does that mean they drain sanity? In any case, I'm glad I had the Soulcradle at the end. My sanity level was "unstable," but I'm sure it would have been lower without that.
Autopsy: 24 Mar 2019 03:51:43
Game time played: 0 days 07:14:19.416
Cleared the game on level 14
Total XP: 26656
Equipped Items:
an embermace (+3, 9d2+4) [Slightly Damaged]
a virulent green grimoire <R>[Lem - 57.99%]
an Atlantean torch <fire water:91%>
an Atlantean soulcradle [Undamaged]
an amulet of haste
Carried Items:
<315> an ancient falchion (+2, 4d6+4) [Slightly Damaged]
<270> an embermace (+3, 9d2+4) [Undamaged]
<105> a text of alchemical wisdom <R>[Lat - 100%]
<60> a Lemurian censer <sacred oil:99%>
<12> an amulet of protection
<9> an amulet of resistance
<9> an amulet of focus
<9> an amulet of precision
<10> 1x flask [lamp oil] (62%)
<30> 3x flask [sacred oil] (75%)
<90> 9x flask [fire water] (97%)
<8> 1x vial [medicine] (4)
<224> 14x clay jar [healing ointment] (40)
<90> 3x clay jug [healing ointment] (18)
<3> 1x vial [mercury] (35)
<76> 19x pouch [bone dust] (760)
<16> 2x casket [Lemurian incense] (24)
<15> 5x vial [scarab ichor] (100)
<60> 15x pouch [sulfur] (375)
<45> 9x cluster [foam-scoured shells] (135)
<84> 14x sac [worm bile] (252)
<63> 9x beaker [cobra's milk] (144)
<55> 11x hourglass [prismatic sand] (242)
<63> 7x satchel [whalebone] (28)
<28> 7x oyster [moon pearl] (112)
<4> 2x strip [ancient serpent scales] (20)
<28> 4x pouch [frost mushrooms] (28)
<18> 3x shard [splinters of obsidian] (18)
<32> 8x brace [basilisk's eye] (16)
<4> 2x necklace [etherglass beads] (42)
<8> 2x sheaf [manticore spines] (24)
<3> 1x plume [phoenix quills] (15)
<36> 4x phial [tincture of ectoplasm] (52)
<0> 1x spindle [dreamsilk strands] (17)
<12> 1x golden case [iridescent discs] (2)
Kills:
80x giant red rat
24x cave worm
2x grave worm
4x corpse leech
33x tomb serpent
11x swarm of tiny scarabs
1x vitriol serpent
12x mummified swordsman
5x mummified noble
2x spectral remnant
1x Lemurian necrocrat
[checksum: 2921f302]
EDIT: Whoa, that's weird... I just found a bug. After I won, it took me back to the main menu and there was a "continue game" option and when I selected that, the final level where I faced the Lemurian Necrocrat flashed on the screen for a second, and then it took me back to my previous saved game. I'm guessing it's not supposed to do that.
Well, that was fun... I was playing along, doing decently well and got insta-killed by a Viridian Aura. I started a level two tiles away from it. I was wearing an undamaged Lemurian Noble Cuirass and was "slightly injured" at the time. (So good HP and armour, I think) The only thing I did was switch to my Embermace and died while doing that. I think those things need a nerf. I had killed one earlier and I observed that they're a lot faster in this version! It got multiple moves for each of my own.
Autopsy: 28 Mar 2019 21:10:21
Game time played: 0 days 05:21:57.883
Killed by viridian aura on level 10
Total XP: 9528
Equipped Items:
an embermace (+3, 9d2+4) [Slightly Damaged]
a text of alchemical wisdom <R>[Lat - 100%]
an oil lamp <lamp oil:99%>
a Lemurian noble cuirass [Moderately Damaged]
an amulet of precision
Carried Items:
<315> an ancient falchion (+2, 4d6+4) [Slightly Damaged]
<84> a dark grimoire <R>[Har - 99.99%]
<114> a heavy, gold-bound grimoire <R>[Atl - 54.28%]
<105> an Atlantean torch <no fuel>
<81> a moonglobe <crystallized moonfrost:57%>
<291> a Harappan warlock's attire [Critically Damaged]
<9> an amulet of resistance
<9> an amulet of focus
<10> 1x flask [lamp oil] (25%)
<80> 8x flask [sacred oil] (89%)
<50> 5x flask [fire water] (100%)
<8> 1x vial [medicine] (4)
<16> 1x clay jar [healing ointment] (1)
<3> 1x vial [mercury] (28)
<16> 4x pouch [bone dust] (152)
<80> 10x casket [Lemurian incense] (120)
<12> 4x vial [scarab ichor] (80)
<32> 8x pouch [sulfur] (195)
<50> 10x cluster [foam-scoured shells] (150)
<42> 7x sac [worm bile] (126)
<35> 5x beaker [cobra's milk] (80)
<15> 3x hourglass [prismatic sand] (61)
<63> 7x satchel [whalebone] (27)
<32> 8x oyster [moon pearl] (114)
<10> 5x strip [ancient serpent scales] (50)
<12> 1x menorah [corpse candles] (3)
<7> 1x pouch [frost mushrooms] (1)
<36> 6x shard [splinters of obsidian] (36)
<4> 1x brace [basilisk's eye] (2)
<5> 1x necklace [dragon teeth] (5)
<2> 1x necklace [etherglass beads] (24)
<8> 2x sheaf [manticore spines] (24)
<3> 1x plume [phoenix quills] (15)
Kills:
63x giant red rat
18x cave worm
5x grave worm
1x corpse leech
15x tomb serpent
10x swarm of tiny scarabs
5x mummified swordsman
2x spectral remnant
1x viridian aura
[checksum: 717148e0]
A couple of Some notes:
Something I probably should have mentioned earlier: The diagonal arrow keys (from the numpad) only work if Numlock is on. I don't know if that's a problem per se, but in other Roguelikes I've played, they only work if the Numlock is off, so it always causes momentary confusion when I switch.
At one point, I forgot to check out a locked door, because I wanted to secure the area before unlocking it. My fault, of course, but it makes me wonder if they could appear a different colour or something when they're out of view so they stand out and remind you that they're there.
The "Partial Eclipse" spell says it "imprisons an undead opponent using fuel from a moonglobe." Fair enough, so I cast a Moonglobe spell and then cast Partial Eclipse, which used up my reagents, but said it failed, along with the message, "perhaps it draws power from the fuel in your lamp?" Okay, well, the Moonglobe, displayed in my "lamp" slot says "no fuel," but it won't accept any of my oils. Is there something else I'm supposed to put in to fuel it? I got the idea of using "moonpearls," and it used up a bunch of them without anything happening, while giving the standard "you must use this reagent in a spell" message, which I'm pretty sure is a bug. (EDIT: In fact, it seems that selecting any reagent makes it disappear from your inventory without any effect; I have a feeling this is unintended)
UPDATE: Okay, so I figured out that I'm supposed to cast another spell to generate fuel for the moonglobe before I can cast partial eclipse and when I finally cast it, it brought a mummified swordsman, (ie the weakest of the undead) down to "heavily injured" and it immobilized him for about three moves, I guess? I went up to him to finish him off and he started chasing me again. Considering all the reading and studying I had to do to be able to cast that spell, and the fact that I had to cast three spells and use up reagents for all three, (note that it used up *ALL* of the fuel in the Moonglobe to "imprison" the swordsman and I use the word "imprison" very loosely here) it was a pretty crappy spell, when you consider I could have had the same effect with one whack from my Embermace.
I haven't played the new version yet; these notes are still for version A0120. (It should probably say the version number in the autopsy to avoid confusion) I was doing fine up until I got overwhelmed in the last room. I tried using an offensive spell from my grimoire, (can't remember what the spell was called) but it didn't seem to affect the Necrocrat. I died while using my starting medicine. (Which I thought was supposed to act faster; at least according to the description; oh well...)
Autopsy: 30 Mar 2019 23:52:12
Game time played: 0 days 05:34:16.278
Killed by Lemurian necrocrat on level 14
Total XP: 17369
Equipped Items:
an ancient falchion (+2, 4d6+4) [Slightly Damaged]
a blue-tinged grimoire <R>[Har - 100%]
an oil lamp <lamp oil:30%>
a Lemurian noble cuirass [Heavily Damaged]
an amulet of precision
Carried Items:
<315> an ancient falchion (+2, 4d6+4) [Undamaged]
<195> a heavy stone hammer (+1, 10d1+0) [Moderately Damaged]
<105> a text of alchemical wisdom <R>[Lat - 100%]
<330> an ancient chestplate [Slightly Damaged]
<12> an amulet of protection
<9> an amulet of focus
<30> 3x flask [sacred oil] (94%)
<40> 4x flask [fire water] (100%)
<8> 1x vial [medicine] (3)
<96> 6x clay jar [healing ointment] (16)
<80> 10x ancient vial [clear elixir] (20)
<30> 1x clay jug [healing ointment] (8)
<21> 7x vial [mercury] (225)
<44> 11x pouch [bone dust] (425)
<40> 5x casket [Lemurian incense] (60)
<21> 7x vial [scarab ichor] (136)
<56> 14x pouch [sulfur] (341)
<40> 8x cluster [foam-scoured shells] (120)
<66> 11x sac [worm bile] (192)
<42> 6x beaker [cobra's milk] (96)
<25> 5x hourglass [prismatic sand] (110)
<27> 3x satchel [whalebone] (12)
<24> 6x oyster [moon pearl] (96)
<24> 2x menorah [corpse candles] (6)
<14> 2x pouch [frost mushrooms] (14)
<6> 1x shard [splinters of obsidian] (6)
<4> 1x brace [basilisk's eye] (2)
<4> 1x sheaf [manticore spines] (12)
Kills:
75x giant red rat
24x cave worm
5x grave worm
3x corpse leech
31x tomb serpent
11x swarm of tiny scarabs
4x albino tiger
2x vitriol serpent
5x mummified swordsman
3x mummified noble
1x spectral remnant
[checksum: 7200f7b4]
Notes:
Typo in description of "Third Eye" spell, "hopefully, the insight gainedwill prove worth..." (there should be a space between "gained" and "will")
I tried reading a Harappan grimoire while having 100% grasp of the Harappan language. It used up 50% of my lamp oil, even though it showed the message, "You know everything there is to know about the Harappan language." It probably shouldn't take the time (and lamp oil) if you've already mastered the language.
Hey, I successfully used the Mercurial Font spell! Go me! :D (Used it next to an active fountain and it turned clear elixir from the fountain into mercury; previously, I wasted it by trying to use it on a dry font)
I can't figure out how the Transmute spell is supposed to work or what it's supposed to do. It won't let me use it on spell reagents at all and it failed while wasting my mercury when I tried using it on one of my weapons or on my sacred oil. Also, it generated an error message when I tried using it on my ancestral pendant. (And the pendant vanished from my inventory) EDIT: Ah, okay, I figured it out; it turns jars of healing ointment into ancient vials, ancient vials into jugs of healing ointment, and jugs of healing ointment into crystal decanters. EDIT2: Or... maybe not? Now I'm trying it on those same things and this time, it's failing consistently. :( Perhaps you have to not have any of the item you're trying to transmute to? Either I have to experiment more or I need spoilers. :P
EDIT: Oh yeah, I should probably attach the error message. (From trying to transmute the Ancestral Pendant)