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Releases: martin-tornqvist/ia

v19.2 (November 6, 2017)

06 Nov 21:44
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Gameplay

  • All items which gave XP on identification now instead gives XP when that item is found for the first time (except "Strange Devices") - the reason for this is to reduce the pressure to identify consumables as soon as possible, and also to have a more "natural" continuous stream of XP, rather than occasional bursts
  • When carrying a Potion, the player eventually gets a "feeling" for if the Potion is benign or malign
  • Increased minimum distance from player when spawning monsters (when entering a new map, or spawning over time)
  • Hounds can no longer bash doors
  • Reduced group sizes of Hounds
  • Hound bites cause physical damage instead of elemental
  • Leech type monsters apply indefinite properties (which can be cured) instead of directly affecting stats
  • Slightly fewer monsters are spawned on the map
  • Monsters can no longer cast "See Invisible"
  • Some monsters now have more specialized spell selections (too many monsters could cast too many different spells)
  • Monsters spawned from summoning spells only remains temporarily
  • Summoning spells no longer have a risk to spawn hostile creatures
  • Monsters cannot summon other monsters near the player from a distance (summoned monsters always appear as near the summoner as possible)
  • The "Transmute" spell costs much less spirit to cast
  • The spells "Summon Creature" and "Summon Mummy Servant" costs one less spirit to cast
  • Animated weapons are stronger, but are permanently destroyed when "killed"
  • When cast intrinsically (i.e. not from Manuscripts), some spells can be cast without making noise (this is specified in the spell descriptions)
  • The Horn of Banishment now also works on Khephren's summoned Locusts, and on monsters spawned from traps
  • Monsters spawned from traps now wait a bit before acting
  • Using Rods causes less shock than before
  • Removed the "Demolition Expert" trait
  • Removed the "Observant" trait (the effects are Rogue background bonuses instead)
  • The "Vigilant" trait grants awareness of all monsters within three steps - even if they are invisible, around the corner, or behind a door, etc (instead of only preventing backstabs)
  • The "Silent" trait also prevents alerting monsters when wading through liquid
  • With the "Rapid Recoverer" trait, Hit Point regeneration is 1 HP every 2nd turn (previously it only regenerated 1 HP every 5th turn)
  • The "Survivalist" trait no longer has "Tough" as prerequisite
  • The "Self-aware" trait has "Cool-headed" as prerequisite instead of "Observant"
  • Melee traits no longer improves chance to evade melee attacks
  • Room templates (loaded from file) are now considered unique, each type may only appear once per game
  • Fountains with bad effects always dry up on the first quaff
  • Added map feature "Alchemist's workbench", similar to bookshelf but may contain potions
  • Some monsters such as Molds or common Rats have negative dodging ability (i.e. they are extra easy to hit)
  • Leng Spiders have a ranged attack
  • Polyp monsters can be knocked back (e.g. by kicking)
  • Invisible monsters causes shock (with a fixed amount), provided that the monster cannot be seen, and the player is aware of the monster ("!" sign on the map), and their map cell is seen
  • The Spirit Dagger does 300% extra backstab damage (just like normal daggers)
  • While the player is using the Medical Bag, infections cannot turn into disease, and the infection turn count is frozen
  • Updated the score formula to include turn count (lower turn counts give higher scores), also a winning game now guarantees higher score than a non-winning game
  • Removed the Rod of Purge Invisible
  • The Shockwave Device is a Rod instead
  • The Horn of Deafening is a Strange Device instead
  • Nicer tombs are guaranteed to contain better items (and common tomes MAY contain better items)
  • Pitchforks gives +15% chance to evade melee attacks
  • Sledgehammers no longer knocks the victim back
  • Monsters become unaware after the player teleports, if they cannot see the player at the new position
  • Ghoul characters can use their claws for destroying corpses (and cannot get sprains from this)
  • The Ghoul traits "Foul" and "Toxic" also gives +1 claw damage
  • Ghouls do not have access to any ranged weapon traits
  • Removed armor bonus for Ghoul characters
  • Ghoul characters never gets sprains from breaking down doors, destroying corpses, etc
  • Removed the "flickering" effect of the Electric Lantern
  • Shock is completely restored when taking a sanity hit
  • The Incinerator is always aimed at the floor of the selected cell (no need for players to select a floor cell adjacent to the monster they are attacking)

Interface

  • Monsters are drawn with magenta background when they have temporary negative properties (such as paralyzation)
  • When viewing monster descriptions, temporary negative properties are listed
  • Added information on high scores and memorial files in the manual
  • Each section of the manual is shown on a separate screen, accessed from a menu
  • The "auto move" feature stops at junctions etc (instead of after a fixed amount of steps)
  • When selecting "New Journey" from the main menu, and a saved game exists, the game asks if you really want to start a new game
  • Added option for disabling ambient sound effects
  • Added option to ask for confirmation before drinking malign potions
  • When playing in text mode, the old ascii art graveyard is shown in the postmortem menu screen again

Bug fixes

  • Fixed a crash bug for the Incinerator weapon (the game could crash when the projectile reached its max range)
  • Energy Vortexes were not resistant to electricity
  • In the game summary, insanity symptoms were written in the wrong format (e.g. "Phobia of spiders", instead of "Had a phobia of spiders")
  • Monsters no longer spawn over time on special levels (e.g. the "Egypt" level)

v19.1 (August 20, 2017)

20 Aug 17:41
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Gameplay

  • Spells have basic/expert/master tiers instead of a skill percentage - higher tiers can be achieved by picking traits for various spell domains (e.g. "Lesser Invocation" to cast all attack spells at expert level)
  • Reworked the spell skill bonuses for all spells
  • Lowered the spirit cost for many spells
  • The Occultist receives halved shock for casting spells (not just from using strange items)
  • Spellcasting is now generally more powerful than before, and scales to be more useful by mid/late game
  • Darkbolt and Azathoth's Wrath do random damage within a range, instead of a fixed number
  • Being Blessed/Cursed affects the shock cost of casting spells, instead of the spirit cost
  • The spell "Healing" is now also available for the player
  • The potion "See Invisible" is now a spell instead
  • Added spell "Transmutation" (convert items)
  • Added spell "Subdue Weapons" - learned simultaneously as "Animate Weapons" (very cheap spell which drops all visible Animated Weapons)
  • Added spell "Spell Shield" - grants spell resistance until a spell is blocked (same effect as the spirit traits)
  • Removed Potion of Clairvoyance
  • The Potion of Invisibility effect ends when attacking or casting spells, and has much shorter duration
  • Removed the "Sacrifice Life"/"Spirit" spells
  • The spell "Summon Creature" picks more sensible monsters when cast by the player (e.g. a Wolf will not appear when cast at Master level)
  • Improved AI of player allied monsters - they are now much more active in pursuing enemies
  • Added trait "Stout Spirit" (before "Strong"/"Mighty Spirit")
  • Added trait "Absorption" for Occultists - blocking a spell restores 1d6 Spirit
  • Added trait "Resistant" - halved damage from fire and electricity
  • Mind Eaters (now called Mind Leeches) can no longer paralyze the player
  • The "snake emerge" and "wall crumbling" events are much rarer
  • "Snake pit" rooms now contains much fewer monsters (instead of filling the whole room)
  • Oozes have much shorter awareness duration and tend to spawn in smaller groups
  • Keziah Mason starts together with Brown Jenkin, instead of spending a turn to summon it when she sees the player
  • Monsters now attempt to detect the player by vision on standard turns, instead of on their own turns (to prevent very fast monsters from detecting the player too easily)
  • Ravens, Bats, and Vampire Bats no longer actively moves towards the player, but will attack if adjacent
  • Byakhees are slower
  • Ghoul characters have +10% speed and +1 natural Armor Point
  • "Infravision" has been changed to the ability to see in darkness instead (this means Ghoul characters can fully see in dark rooms)
  • Adjusted Potion of Poison duration so that it's guaranteed to be non-lethal for any non-diseased player character with full hit points
  • Poison damage is slower, but poisoning generally lasts longer
  • XP gained from Monoliths increased from 15% to 20%
  • Rod of Cloud Minds (which the Rogue starts with) now only requires 90 turns to recharge (or 45 with the Electrically Inclined trait)
  • Unidentified Rods do not display their recharge countdown - attempting to use an unidentified Rod before it's recharged wastes a turn (with the same message as if the effect is unknown), but does not reset the countdown
  • Removed the damage bonuses from the Marksman traits (it made ranged combat very overpowered)
  • Removed Armor Points bonus from Tough/Rugged traits
  • Added trait "Thick Skinned", which gives +1 Armor Point
  • Each melee trait gives +5% chance to evade melee attacks
  • The War Veteran starts with a Flak Jacket instead of a Leather Jacket
  • The base chances for bashing doors open and pushing lids are higher
  • Throwing knives do 2d3 damage (avg 4.0) instead of 1d6 (avg 3.5), and have +10% hit chance
  • Rocks no longer have a hit chance bonus, and do less damage
  • Increased backstab bonus for Daggers and for the Vicious trait
  • The Imperceptible trait is only available for Rogues
  • The Mi-go Electric Gun runs on Hit Points instead of Spirit, and does less damage
  • The "auto move" command ("e") now also stops before hanging vines
  • Greatly reduced the ability penalties for wearing Iron Suit, and slightly reduced the penalties for the other armors
  • Putting on, taking off, or dropping armor now takes multiple turns
  • Properties applied from monster attacks (such as paralyzation or blindness) have a certain percent chance to get applied - many attacks still have 100% chance to apply their effect, but some now have a lower chance (such as paralyzation from White Spider bites)
  • Paralyzation can be re-applied while already active
  • Paralyzed actors always have 100% speed, so that very fast monsters (such as Bats) does not immediately start moving again
  • Much higher chances that monsters become "wary" first, instead of immediately detecting the player
  • When monsters detect the player due to sounds, they pause for one turn (just like they already did when detecing by vision)
  • Burning no longer completely prevents reading manuscripts or casting spells - instead there is a 50% chance to fail (wasting the manuscript or spirit upon failure)
  • Removed the regeneration aspect from the Orb of Life
  • The Horn of Banishment now also works on Major Clapham Lee's summoned "Tomb Legions"
  • Gas masks now also protects against gas explosion traps
  • Insanity increments are higher than before, and randomized
  • Shock from carrying disturbing items reduced to 0.05% shock per turn (from 0.1%)
  • The Rogue background receives -25% passive shock (instead of -50%)
  • Reduced the penalty for each wound to -5% melee hit chance (instead of -10%), -5% dodging (instead of -10%), and no penalty to ranged attacks (instead of -5%)
  • The Survivalist trait completely removes the penalties to hit chance and dodging from wounds
  • Being Frenzied allows waiting in place (with "5" or ".")
  • Added some new mid/late game monsters
  • Weakening now causes halved melee damage, instead of minimum melee damage
  • Removed the Wolves from the intro level
  • The Rejuvenator Device causes heavy shock when used
  • Good properties no longer interrupt player actions when they are applied (e.g. using medical equipment is not interrupted by regaining spell resistance)

Interface

  • Weapon names show average damage instead of dice rolls - melee weapons also show their "plus" damage bonus (not including any damage bonus from traits), e.g. "Machete 9.0 {+2} +0%" - the exact dice rolls can be seen in the detailed item description when viewing the item in the inventory
  • Brighter interface color scheme (some menus could be difficult to read before)
  • The descriptions for armors and gas masks includes their exact ability penalty values
  • Multiple monsters had a red "E" as symbol when playing in text mode, they now use different colors from each other
  • "Ornate Tombs" are now colored cyan instead (they were hard to distinguish from normal tombs)
  • When viewing monster descriptions ("v"), the monster's hit chances and properties are no longer displayed (only the player's chance to hit the monster)
  • Fixed Fire Hound projectile animation in tiles mode (a small "blast" tile instead of a bunch of forward slashes)
  • When walking through water or mud, more descriptive messages are printed ("I wade slowly through the knee high water") instead of "splash" or "glop" - this is to emphasise that they cost an extra turn to move through
  • When not wearing armor, the armor icon is drawn slightly darker than before
  • Ravens are brighter (they could be hard to see)
  • The high score list now also shows player background
  • A game summary text file is always stored after the game (there is no menu option for this)
  • You now also go to the postmortem menu after winning the game, and a game summary file is written
  • When browsing high scores, selecting an entry shows the game summary for that entry
  • The game no longer pre-loads the ambient sound effects (they are now only loaded on demand) - vastly reducing the program load time (should be nearly instant on most systems) and initial memory usage
  • Seeing fire on the map now interrupts actions such as waiting or using medical equipment

Bug fixes

  • On some machines, the random number generator would have a fixed seed (apparently, the C++ std::random_device can silently fall back on this method if it cannot find a source of randomness...), resulting in deterministic map generation, etc - the RNG is now seeded with the current time instead
  • Fixed a bug which prevented accessing the manual ("Tome of Wisdom") from the esc-menu during a game
  • Fixed a bug which removed the Sentry Drone monster from the game - preventing both usage of the Sentry Drone device, and hostile Sentry Drones from spawning on the map
  • When Mi-go commanders dropped their armor on death, this was treated as if the player tried to unequip the armor
  • The "wall collapse" event could crash the game in some situations
  • The descriptions of "fast" monsters said that they appear to move "slowly"
  • Fixed some typos

v19.1-beta.2 (August 3, 2017)

03 Aug 18:04
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Pre-release

Gameplay

  • Spells have basic/expert/master tiers instead of a skill percentage - higher tiers can be achieved by picking traits for various spell domains (e.g. "Lesser Invocation" to cast all attack spells at expert level)
  • Reworked the spell skill bonuses for all spells
  • Lowered the spirit cost for many spells
  • The Occultist receives halved shock for casting spells (not just from using strange items)
  • Spellcasting is now generally more powerful than before, and scales to be more useful by mid/late game
  • Darkbolt and Azathoth's Wrath do random damage within a range, instead of a fixed number
  • Being Blessed/Cursed affects the shock cost of casting spells, instead of the spirit cost
  • Characters other than Occultists only learns spells when casting from an already identified manuscripts
  • The spell "Healing" is now also available for the player
  • The potions "See Invisible" and "Insight" are now spells instead
  • Added spell "Transmutation" (convert items)
  • Added spell "Subdue Weapons" - learned simultaneously as "Animate Weapons" (very cheap spell which drops all visible Animated Weapons)
  • Removed Potion of Clairvoyance
  • Removed the "Sacrifice Life"/"Spirit" spells
  • Added trait "Stout Spirit" (before "Strong"/"Mighty Spirit")
  • Mind Eaters are not allowed to attack or feed for a few turns after feeding (to avoid locking the player), they now also move at normal speed, and have fewer Hit Points than before
  • The "snake emerge" and "wall crumbling" events are much rarer
  • Duration of Blindness from Raven attacks reduced from 3 turns to 2
  • "Snake pit" rooms now contains much fewer monsters (instead of filling the whole room)
  • Oozes have much shorter awareness duration, somewhat fewer hit points, and tend to spawn in smaller groups
  • Keziah Mason starts together with Brown Jenkin, instead of spending a turn to summon it when she sees the player
  • Ghoul characters have +20% speed and +1 natural Armor Point
  • Adjusted Potion of Posion duration so that it's guaranteed to be non-lethal for any non-diseased player character with full hit points
  • Poison damage is slower, but poisoning generally lasts longer
  • XP gained from Monoliths increased from 15% to 20%
  • Rod of Cloud Minds (which the Rogue starts with) now only requires 90 turns to recharge (or 45 with the Electrically Inclined trait)
  • Unidentified Rods do not display their recharge countdown - attempting to use an unidentified Rod before it's recharged wastes a turn (with the same message as if the effect is unknown), but does not reset the countdown
  • Removed the damage bonuses from the Marksman traits (it made ranged combat overpowered)
  • Removed Armor Points bonus from Tough/Rugged traits
  • Added trait "Thick Skinned", which gives +1 Armor Point
  • Each melee trait gives +5% chance to evade melee attacks
  • The War Veteran starts with a Flak Jacket instead of a Leather Jacket
  • The base chances for bashing doors open and pushing lids are higher
  • Throwing knives do 2d3 damage (avg 4.0) instead of 1d6 (avg 3.5), and have +10% hit chance
  • Rocks no longer have a hit chance bonus, and do less damage
  • Increased backstab bonus for Daggers and for the Vicious trait
  • The Mi-go Electric Gun runs on Hit Points instead of Spirit, and does less damage
  • The "auto move" command ("e") now also stops before hanging vines
  • Greatly reduced the ability penalties for wearing Iron Suit, and slightly reduced the penalties for the other armors
  • Properties applied from attacks (such as paralyzation or blindness) now have a certain percent chance to get applied, with a separate chance for each type of weapon or attack - many attacks still have 100% chance to apply their effect, but some now have a lower chance (especially very harsh effects like burning from Fire Hound breathing/biting, paralyzation from White Spider bites, or confusion from Mind Worms bites)
  • Paralyzation can now be re-applied while already active
  • Paralyzed actors always have 100% speed (so that very fast monsters like Bats doesn't immediately start moving again)
  • Monsters now attempt to detect the player by vision on standard turns, instead of on their own turns (to prevent very fast monsters from detecting the player too easily)
  • Ravens, Bats, and Vampire Bats no longer actively moves towards the player
  • Much higher chances that monsters become "wary" instead of immediately detecting the player
  • When monsters detect the player due to sounds, they pause for one turn (just like they already did when detecing by vision)
  • Burning no longer completely prevents reading manuscripts or casting spells - instead there is a 50% chance to fail (wasting the manuscript or spirit upon failure)
  • Removed the regeneration aspect from the Orb of Life
  • The Horn of Banishment now also works on Major Clapham Lee's summoned "Tomb Legions"
  • Gas masks now also protects against gas explosion traps
  • Instead of a fixed +1 HP and +1 SPI per level, you now gain 1-3 HP on odd levels, and 1-3 SPI on even levels
  • Insanity increases by random value within 10-20%, instead of a fixed 5%
  • Reduced the penalty for each wound to -5% melee hit chance (instead of -10%), -5% dodging (instead of -10%), and no penalty to ranged attacks (instead of -5%)
  • The Survivalist trait completely removes the penalties to hit chance and dodging from wounds

Interface

  • Weapon names show average damage instead of dice rolls - melee weapons also show their "plus" damage bonus (not including any damage bonus from traits), e.g. "Machete 9.0 {+2} +0%" - the exact dice rolls can be seen in the detailed item description when viewing the item in the inventory
  • Brighter interface color scheme (some menus could be difficult to read before)
  • The descriptions for armors and gas masks includes their exact ability penalty values
  • Multiple monsters had a red "E" as symbol when playing in text mode, they now use different colors from each other
  • "Ornate Tombs" are now colored cyan instead (they were hard to distinguish from normal tombs)
  • When viewing monster descriptions ("v"), the monster's hit chances and properties are no longer displayed (only the player's chance to hit the monster)
  • Fixed Fire Hound projectile animation in tiles mode (a small "blast" tile instead of a bunch of forward slashes)
  • When walking through water or mud, more descriptive messages are printed ("I wade slowly through the knee high water") instead of "splash" or "glop" - this is to emphasise that they cost an extra turn to move through
  • When not wearing armor, the armor icon is drawn slightly darker than before

Bug fixes

  • On some machines, the random number generator would have a fixed seed (apparently, the C++ std::random_device can silently fall back on this method if it cannot find a source of randomness...), resulting in deterministic map generation, etc - the RNG is now seeded with the current time instead
  • Fixed a bug which prevented accessing the manual ("Tome of Wisdom") from the esc-menu during a game
  • Fixed a bug which removed the Sentry Drone monster from the game - preventing both usage of the Sentry Drone device, and hostile Sentry Drones from spawning on the map
  • When Mi-go commanders dropped their armor on death, this was treated as if the player tried to unequip the armor
  • The "wall collapse" event could crash the game in some situations
  • The descriptions of "fast" monsters said that they appear to move "slowly"
  • Fixed some typos

v19.1-beta.1 (July 29, 2017)

29 Jul 21:09
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Pre-release

Gameplay

  • Spells have basic/expert/master tiers instead of a skill percentage - higher tiers can be achieved by picking traits for various spell domains (e.g. "Lesser Invocation" to cast all attack spells at expert level)
  • Reworked the spell skill bonuses for all spells
  • Generally lowered the Spirit and Shock costs for many spells
  • Spellcasting is now generally more powerful than before, and scales to be more useful by mid/late game
  • Being Blessed/Cursed no longer affects Spirit costs for spells
  • The spell "Healing" is now also available for the player
  • The potions "See Invisible" and "Insight" are now spells instead
  • Added spell "Transmutation" (convert items)
  • Removed Potion of Clairvoyance
  • Removed the "Sacrifice Life"/"Spirit" spells
  • Added trait "Stout Spirit" (before "Strong"/"Mighty Spirit")
  • Mind Eaters are not allowed to attack or feed for a few turns after feeding (to avoid locking the player), they now also move at normal speed, and have fewer Hit Points than before
  • The "snake emerge" and "wall crumbling" events are much rarer
  • Duration of Blindness from Raven attacks reduced from 3 turns to 2
  • Keziah Mason starts together with Brown Jenkin, instead of spending a turn to summon it when she sees the player
  • Some general monster stats updates (midgame monsters are slightly boosted)
  • Ghoul characters have +20% speed and +1 natural Armor Point
  • Adjusted Potion of Posion duration so that it's guaranteed to be non-lethal for any non-diseased player character with full hit points
  • Poison damage is slower, but poisoning generally lasts longer
  • XP gained from Monoliths increased from 15% to 20%
  • Rod of Cloud Minds (which the Rogue starts with) now stores two charges, each charge requires 250 turns to finish (or 125 with the Electrically Inclined trait)
  • Removed the damage bonuses from the Marksman traits (it made ranged combat overpowered)
  • Slightly lower base hit chance with ranged weapons
  • Removed Armor Points bonus from Tough/Rugged traits
  • Added trait "Thick Skinned", which gives +1 Armor Point
  • Each melee trait gives +10% chance to evade melee attacks
  • The War Veteran starts with a Flak Jacket instead of a Leather Jacket
  • The base chances for bashing doors open and pushing lids are higher
  • Throwing knives do 2d3 damage (avg 4.0) instead of 1d6 (avg 3.5), and have +10% hit chance
  • Rocks no longer have a hit chance bonus, and do less damage
  • Increased backstab bonus for Daggers and for the Vicious trait
  • Slightly more monsters spawned
  • The Mi-go Electric Gun runs on Hit Points instead of Spirit, and does less damage
  • The "auto move" command ("e") now also stops before hanging vines
  • Greatly reduced the ability penalties for wearing Iron Suit, and slightly reduced the penalties for the other armors

Interface

  • Weapon names show average damage instead of dice rolls - melee weapons also show their "plus" damage bonus (not including any damage bonus from traits), e.g. "Machete 9.0 {+2} +0%" - the exact dice rolls can be seen in the detailed item description when viewing the item in the inventory
  • Brighter interface color scheme (some menus could be difficult to read before)
  • The descriptions for armors and gas masks includes their exact ability penalty values
  • Multiple monsters had a red "E" as symbol when playing in text mode, they now use different colors from each other

Bug fixes

  • On some machines, the random number generator would have a fixed seed (apparently, the C++ std::random_device can silently fall back on this method if it cannot find a source of randomness...), resulting in deterministic map generation, etc - the RNG is now seeded with the current time instead
  • Fixed a bug which prevented accessing the manual ("Tome of Wisdom") from the esc-menu during a game
  • Fixed a bug which removed the Sentry Drone monster from the game - preventing both usage of the Sentry Drone device, and hostile Sentry Drones from spawning on the map
  • When Mi-go commanders dropped their armor on death, this was treated as if the player tried to unequip the armor
  • The "wall collapse" event could crash the game in some situations
  • The descriptions of "fast" monsters said that they appear to move "slowly"
  • Fixed some typos

v19.0 (July 20, 2017)

20 Jul 14:43
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Gameplay

  • You no longer gain XP from killing monsters - instead XP is raised by activities related to exploration and discovery, such as identifying items, drinking from some types of fountains, reading inscriptions on "monoliths", or seeing a new type of monster for the first time
  • Fewer monsters are spawned on the map overall, and many monster types now tend to spawn in smaller groups, but are individually stronger - they also generally follow and remember you for a shorter time than before
  • Monsters may become "suspicious" (typically with a message about them looking "wary" or "disturbed"), which gives them an increased chance of detecting you - they may still detect you immediately, but the chance for this is slightly lower than before
  • Added metal doors - can only be opened with levers
  • Added bookshelves - can contain Manuscripts
  • Added barred gates - doors that can be seen and shot through
  • Added gratings - walls that can seen and shot through
  • Added "pylons" - can be activated with a lever for various effects (most commonly burning the area around them)
  • Added hanging vines - can be walked through, but blocks line of sight
  • Added rusty chains - makes a noise when someone walks through them
  • Items are more likely to spawn behind hidden/stuck/metal doors, and in areas away from the path to the stairs
  • Added a bunch of unique artifacts, and removed the old (relatively bland) randomized amulets
  • If you are Observant, you now get "level feelings" when there are unique monsters or artifacts (when entering a new level, or when monsters appear on the map), such as "I feel like I should examine this place thoroughly"
  • Standing in lit cells (e.g. lit by the Electric Lantern) now temporarily reduces your shock
  • Some rooms are generated from handmade templates (loaded from a text file)
  • The game now models creature speeds in a new (probably more common and intuitive) way - creature speeds are expressed as percentages, e.g. 50%, 100%, or 300%, and different actions can have different speeds
  • Many bonuses such as "occasionally performing a certain action instantly", now simply gives a speed bonus instead (to a specific action, or to all actions)
  • Dodging also applies to ranged attacks
  • The spells Slow, Paralyze, and Terrify Enemies have been merged into "Enfeeble Enemies"
  • The spells Detect Monsters, Detect Traps, and Detect Items have been merged into "Searching" (which also detects doors)
  • Burning features only hurt creatures on the same cell (not adjacent to it)
  • "Cloud Minds" is a Rod instead of a spell (the Rogue starts with this item, intead of the spell)
  • Spells have "skill level" percentages, which determines the strength of the spell (and can also add additional spell effects) - the skill levels are primarily increased by casting from Manuscripts
  • All backgrounds can learn spells, but the Occultist gains proficiency much faster (and as before, starts with a few spells and has access to unique spell casting traits)
  • Different monsters have different spell skill levels - spells cast by more powerful monsters will typically hurt more, last longer, summon nastier monsters, etc
  • Monster spells have individual cooldown counters (instead of random chances to be cast) - so a monster cannot for example spam Darkbolt several turns in a row
  • The Warlock trait gives a chance to cast damage dealing spell multiple times (instead of the old "Charged" mechanic)
  • Added trait "Electrically Inclined" - gives bonus to using Rods, Devices, Electric Lanterns, and electricity weapons
  • Added trait "Silent" - all melee attacks are silent, opening and closing doors does not alert monsters
  • Added trait "Magically Gifted" - +20% skill with all spells
  • The traits "Tough" and "Rugged" also grants 1 armor point each
  • The War Veteran background also starts with the "Healer" trait
  • The Occultist starts with fixed (non-random) items and spells
  • When quaffing Potion of Insight, you can manually choose which item to identify
  • Potion of Insight always gives some XP, in addition to identifying an item (to avoid making them worthless if all items are identified)
  • All Manuscripts are guaranteed to be identified when read (previously this only applied to potions)
  • You search for secret doors and traps a bit further away, and your chance of finding them is affected by distance - for adjacent cells there is now a higher chance of detection than before (to avoid requiring hundreds of turns to detect an obvious hidden door)
  • Traps are always immediately revealed when triggered by the player
  • Some melee weapons can be used for breaching doors or destroying corpses more effectively with [w] (check the item descriptions)
  • Chests can no longer be trapped (it was awkward to deal with, and didn't really bring anything to the game) - chests are now interacted with merely by bumping them (if they are not locked), kicking them, or using an Opening spell
  • Rogues remain aware of monsters much longer than the other Backgrounds, and the other Backgrounds remain aware for a shorter duration than before
  • Removed the random "I have a bad feeling about this..." shock events
  • The Iron Suit and Asbestos Suit no longer gives penalties to aiming or spotting hidden monsters and objects
  • Removed all negative effects from critically failing melee attacks (such as "I am exhausted"), except for a small chance of the weapon breaking - which can only happen while cursed
  • Added more monsters
  • Zombie-type monsters occasionally drop "Zombie Dust" when they are destroyed - can be thrown at living, non-undead monsters to paralyze them
  • Added property "Deaf", deafening traps, and a deafening spell (for monsters)
  • When attacking invisible monsters who are immune to the attack, a message is printed to indicate this (previously it was only printed for seen monsters)
  • Added Spiked Maces - a weapon with a weight between medium and heavy, and with a chance to stun the victim
  • The Mi-go Electric Gun no longer uses ammo, and costs Spirit Points to fire

Interface

  • The throwing slot has been removed - instead you change which item to use for throwing by pressing [T] (which can be a wielded item or an item in the backpack) - pressing [t] throws the currently selected item (this also has gameplay effects, since you don't have to spend turns to equip different items to throw them)
  • While holding lit explosives, the explosive is shown in the status lines instead of the selected throwing item (with yellow text)
  • All active properties are printed with descriptions on the [@] character decsription page, and when [v]iewing monsters
  • When picking a trait, instead of showing all available and blocked traits in the same list, the trait selection screen now has two modes (toggled with [TAB]) - the first mode shows available traits, and the second shows traits for which the prerequisites are not yet fulfilled
  • Reduced "more" prompt message spam from traps (less interruption)
  • Addded option to enable/disable fading rendering brightness with distance from player
  • Added an option to ask for confirmation before lighting explosives
  • Added a low HP warning
  • Removed the "q" command - Ghoul characters now feed on corpses when "waiting" on them instead
  • The map shown on the postmortem info screen is drawn with tiles (if that mode is enabled), and in color
  • Added "New journey" option to postmortem menu, to immediately start a new game
  • When [v]iewing the map, the game also prints messages for cells with detected unseen monsters ("There is a creature here")
  • When [v]iewing detailed monster descriptions, the game prints hit chances for melee, ranged, and throwing attacks for the player and the monster - with the calculations of the total hit chances shown
  • Weapons now merely display their own hit chance modifier (e.g. +5% or -10%), instead of your skill plus the weapon modifier (the old way was misleading, since more factors are involved when calculating actual hit chances during attacks)
  • Removed the "Combat skills" section of the character description page
  • Messages are printed when stepping on corpses
  • Sound effects are played when browsing menus
  • When entering player name, the previously used name is filled in as a default name
  • The player symbol is colored yellow when carrying a lit Electric Lantern

Bug fixes

  • Fixed a bug where dropping the Staff of the Pharaohs would cause the spell to be permanently lost, even if the staff was picked up again
  • Fixed a bug that prevented hit chance bonus against unaware targets for ranged attacks

v18.2 (July 2, 2016)

02 Jul 16:25
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Gameplay

  • All backgrounds (classes) now have ranged attack bonus vs unaware targets (not just Rogues)
  • Ghoul characters are no longer shocked by Ghoul statues
  • You no longer drop your items when you die
  • Removed the "R" command to rearrange rounds between pistol magazines - this is now instead done when you wait (with "5", "s", or ".")
  • Spider webs are now destroyed when the creature held is teleported away or knocked back
  • Fire Hound bites now also causes Burning (like their ranged attacks)
  • Slightly reduced the number of Medical Bag supplies
  • Critically failing a melee attack can no longer result in dropping the weapon

Interface

  • When picking traits, the game now shows all traits and their prerequisites (no information is hidden)
  • When aiming explosives, the explosion size is marked on the map
  • Added option for confirming "-More-" prompts with any key (off by default)
  • Messages are no longer written in all capitals while Frenzied
  • New menu color scheme
  • Removed some redundant messages to reduce clutter ("I pause for a while...", "I stop waiting.")
  • Added a section in the manual about inventory handling

Bug fixes

  • Fixed a bug that caused monsters with Fear Resistance to end all player phobias when they spawned (this was mistakenly reported to the insanity system as a "player gaining permanent rFear" event)
  • Fixed some buggy item drop code (which may have caused crashes)
  • Fixed some minor bugs in the map generator (the map generator can also do a few new things now, although it's probably subtle)
  • Fixed some errors in Manuscript names (underscores had snuck into a few names for some reason)
  • Fixed a bug that (in some rare specific cases) allowed monsters to move into the position already occupied by another monster
  • Fixed a bug were teleporting or being knocked back while held by a spider web, caused the web to be able to hold any creature that walked into it, regardless of monster type (e.g. ethereal monsters or spiders could then also be held)

v18.1 (Mars 17, 2016)

02 Jul 15:35
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Gameplay

  • Worms Masses may now only split once (i.e. the split worms may not also split themselves), they do not split if they are killed with enough damage, they are not allowed to attack immediately after being split, and the confusion effect from Mind Worm bites has a much shorter duration. However, Worms now move at normal speed (instead of slow).
  • Gas Mask and Asbestos Suit now protects against blindness from Ravens, Spitting Cobras, and Dust Vortexes
  • Vortex monsters no longer "explode" when they die
  • Oozes can no longer regenerate HP while burning
  • There is now much smaller chance of gaining multiple phobias, and you can never become both sadistic and masochistic at the same time
  • Picking the Fearless trait immediately ends all active phobias
  • When bashing or eating multiple corpses in the same cell, Zombie-type monsters are now prioritized (since you want to destroy them as soon as possible before they rise)
  • You can now also kick in your own cell ("w", then "5" or ".") - to destroy corpses you're standing on
  • You are no longer "telepathically"aware of where all allied monsters are - if they are out of sight or invisible, you can lose awareness of them
  • You can now only accidentally drop your melee weapon during combat if you are Cursed

Interface

  • Spells in the casting menu now appear in the order that you learned the spells (instead of alphabetically)
  • On turns that you can walk for free due to Dextrous, the "T" is now colored green instead of the number (to be less distracting)
  • Removed the "icon mode" which used a heart, brain, stopwatch etc as symbols in the user interface
  • The message "I stop waiting" is no longer printed when fainting or paralyzed

Bug fixes

  • Fixed some bugs in the monster movement AI (it wasn't anything critical, but it made them act a bit weird in a few specific situations)
  • Fixed a faulty message when pressing "t" with no item selected for throwing (the message adviced to press "w" to wield a throwing weapon, but the actual key should be "i")
  • Property messages such as "...is paralyzed" is no longer allowed for dead monsters