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<channel><title><![CDATA[Lords of DarkHall - Version Notes]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/version-notes.html]]></link><description><![CDATA[Version Notes]]></description><pubDate>Fri, 10 Oct 2008 19:06:18 +0700</pubDate><generator>Weebly</generator><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/10/post-title-click-and-type-to-edit44.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/10/post-title-click-and-type-to-edit44.html#comments]]></comments><pubDate>Wed, 08 Oct 2008 05:32:07 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/10/post-title-click-and-type-to-edit44.html</guid><description><![CDATA[v1.3.8Keypress reassignment - A couple of weeks ago, I was asked to shuffle a couple of key assignments, and I am just getting to it on my TO DO list (sorry Sunrise!). Anyhow, lightning bolt (previously &lt;l&gt;) is not activated by pressing &lt;b&gt; (as in lightning (b)olt); similarly, chain (L)ightning is now simply activated by a lowercase L. This places the 3 ranged mage attacks close together, and eliminates the need for a shift in the case of c [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; ">v1.3.8<br /><br />Keypress reassignment - A couple of weeks ago, I was asked to shuffle a couple of key assignments, and I am just getting to it on my TO DO list (sorry Sunrise!). Anyhow, lightning bolt (previously &lt;l&gt;) is not activated by pressing &lt;b&gt; (as in lightning (b)olt); similarly, chain (L)ightning is now simply activated by a lowercase L. This places the 3 ranged mage attacks close together, and eliminates the need for a shift in the case of chain lightning (in the spirit of keeping this game as close to 1 button = 1 action as possible.).<br /><br />Inventory Overhaul - Looking at the long inventory list of items I had accrued, it became pretty obvious that having to scroll through a long list (especially if you play without a mouse) is a pain. Appropriate type of items now stack. Generally speaking, this includes food, potions, scrolls, ammo, and a few other mior items. I prefer not to have armor and weapons stack, even when identical, for a few reasons including identification, but if you would like these items to stack as well, then it's about 3 seconds of coding to change it. Dropping or selling an item will sell a single item where appropriate, not the whole stack (I dont think this aplies to arrows and bullets - not really sure why you'd wanna sell just one unless you really needed a gp bad.)<br /><br />High Score list refinement - Now your cause of death (or life/escape)&nbsp;is recorded in the high score list. This will likely be the last functional change to how the highscore file is saved, so no more deleting your highscores after this version. Also, you might notice your high scores seem a bit higher than normal - I am now including the wealth you have on you when you die as part of your score (gold + item values).<br /><br />Balance Change - Mages seem to have a tough time, especially in the early game. I have increased the spell damage across the board for mages, and greatly improved the damage absorption of ice armor. In addition, I am looking at the other skills. Incinerate will probably get a damage buff, and I might change teleports functionality to be a short term hop rather than the 'port anywhere functionality it has now, though I am undecided.&nbsp;Opinion on this change?<br /><br /> Balance Change - Rewarded experience now scales with a comparison of your level and the defeated enemy's level. Experience reward is reduced for creatures much lower than you (to a minimum of 1xp per kill); conversely, defeating enemies much higher in level than you gives an xp bonus. <br /><br /> Bug fix - Removed an embarrasing ranged attack 'insta-death' bug associated with the addition of death track in the highscore list.<br /><br />Bug(?) fix - Changed the way that incapacitating status effects are handled (such as fear/terror, stun, etc). I tried a short animation of you running away for fear, or time passing while you were stunned,&nbsp;which looked like it worked well on my computer, but some people reported&nbsp;they didn't like&nbsp;the forced pause. Changed it so&nbsp;that the turns passed instantly while you&nbsp;had no control of your character, but it was hard to tell what happened in the intervening turns (such as which way the attacker ran off.) So, I have reverted to an older form. Whenever you are stunned, or feared,&nbsp;the game will stop stop each turn for input - however, whatever you press will simply pass the turn frame by frame until the status effect is&nbsp;over. This lets you see exactly what occurs during the time period, and still takes control from you briefly.<br /><br />Balance/Bug fix - Shopkeepers will now discard cursed items they inadvertantly buy from you (unidentified).<br /><br />Balance change - Companions (meaning the wolf) will follow you through portals and down stairs, while creatures that you control, or are otherwise bound to you will break free of your control if you portal or move to another level (elementals, skeletons, dominated creatures).<br /><br />Cleaned up the high score log a little bit; fixed some spacing errors. Added date recording.<br /><br />Bug fix - A high level boss was summoning allies&nbsp;correctly...the problem was that the only creature of similar level to summon was himself, leading to a rapidly filling room of boss monsters - DOH! Anyways, the levels that he summons is now correct.<br /><br />Bug fix - Reflected melee damage/spikes/thorns was being entered into the message log incorrectly. <br /><br />New monster abilities<br /><br /><br /><br />&nbsp;<br />Note on development - <br /><br />I have entered the hard-core play-testing/bug-fixing/balancing part of development. While there is still a huge list of features to be implemented (and I haven't abandoned any of the suggestions/ideas I have been sent, there are still due to be implemented), the basic mechanics are 95% complete - combat works, NPCs work, quests and puzzle work, monsters and their skills work, the item system works. Right now it's all about playing it over and over, seeing hard&nbsp;the difficulty is, tweaking skills to make them valuable, and keeping the levels coming at proper rates so it doesn't drag out. As such, the next few patches are going to be light on features and fluff, and you are going to see the basic difficulty curve start to solidify (it already seems to be there for the early and mid games - I feel like difficulty ramps fairly evenly at the moment). After I get worn out on bug hunting and balancing, I will return to adding features, and fluff. Generally speaking,&nbsp;with the game mechanics feeling solid, and the systems in place, it should be easy to add more content&nbsp;and bloat the game with new stuff. Most of my continued ideas can rely on the (hopefully) solid code in place. Thank you for taking the time to play!<br />B-<br /><br />&nbsp;<br /><br /><br /><br /><br /><br />&nbsp;<br /><br />&nbsp;<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /></p>]]></content:encoded></item><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/10/post-title-click-and-type-to-edit43.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/10/post-title-click-and-type-to-edit43.html#comments]]></comments><pubDate>Mon, 06 Oct 2008 07:41:17 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/10/post-title-click-and-type-to-edit43.html</guid><description><![CDATA[v1.2.92New skill - Dual Wield - This skill replaces a skill I feel is redundant, and unwieldy to use - charge (up a) stun. The rest of the charge line will remain the same. Dual wield will be followed by charge attack (rush forward and stun a single target), and it by battle-cry(give the charge attack an area-of-effect component). The skill it fairly self explanatory and functions as you would expect. If you do not have a two-handed weapon equipped, or  [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; "><P>v1.2.92<BR><BR>New skill - Dual Wield - This skill replaces a skill I feel is redundant, and unwieldy to use - charge (up a) stun. The rest of the charge line will remain the same. Dual wield will be followed by charge attack (rush forward and stun a single target), and it by battle-cry(give the charge attack an area-of-effect component). The skill it fairly self explanatory and functions as you would expect. If you do not have a two-handed weapon equipped, or a shield, you gain an extra attack&nbsp;wielding the weapon in your back-up slot as a second weapon. The second attack has a slightly lower hit chance, and reduced damage. &nbsp;Dual hand damage and attack bonus are listed on the character sheet.<BR><BR>Skill change - Toughness - Now that all the skills are in place, I am going back skill by skill and rebalancing and reevaluating them. Toughness provided a static armor bonus. This skill seems redundant to me now that Phalanx is a skill. As such, I have changed toughness slightly to provide a similar, but not identical bonus, as before. I still want the skill to provide a passive benefit, so instead, toughness now increases your total hitpoints, as well as the hitpoints you gain each level (so instead of a 1 time purchase for a set amount of hitpoints, toughness scales with your level and constitution.) In the end, the net change is that your survivability is improved, but also against status ailments and magic damage, unlike the old toughness which really only helped with melee attacks.<BR><BR>High Score List - It's a bit rudimentary at the moment, but the game will now record your high scores, including turns passed, name, class, score, and level died/max reached. I plan on adding the cause of death in the future, but the way I have player death coded at the moment does not pass the cause of death, and it looks like a considerable amount of work!<BR><BR>Skill point change - In order to give a little more character to the classes (no pun intended), but still allow you to customize your character, I have made a slight change to skill points. Buying a skill from your own tree costs 1 point, as before. However, buying a skill from another class tree will now cost 2 points. Eg, if you are a fighter, and you wish to learn to heal, or stealth, it will costs you 2 points, while toughness would still only be 1. Plan ahead!! Note that for the Adventurer class all skills cost 2 points - a significant drawback given their flexibility. However, they start with 4 skill points - enough to buy any 2 skills, giving them a little more early game flexibility in addition to their significant armor and weapon selection.<BR><BR>General UI Improvement - Help file updated with all the new info. Press ? in-game to get info on any commands, skills, or classes. <BR><BR>General UI Improvement - Destroying all the summoning obelisks is considered one of your primary goals as part of the stemming of the tide of monsters. As such , details of this objective (and others) are now tracked on the player screen. More info will follow.<BR><BR>General UI Improvement - The game will autoload your last saved game based on the name you enter at the start-up screen. You can still load games the traditional way if you change you mind about what you want to play later on. <BR><BR>General UI Improvment - Arrows and Bullets will consolidate in your inventory now, rather than having 3 stacks of Arrows (11), Arrows (5), Arrows (13), etc. <BR><BR>Graphics tweaked throughout - Slight spell animations and environment graphics improvements. <BR><BR>Balance change - Adventurers can no longer use 2 handed weapons; this is now exclusive to fighters. <BR><BR>Balance change - Evil clerics can summon a maximum of 3 skeletons at a time. In addition, the stats of these pets have been tweaked a bit. This leads to a general maximum of 5 pets at a time (1 Fire Elemental, 1 Wolf, 3 Skeletons). This is purely a balance issue, and, so far, it looks like it doesn't impact performance to increase the number of skeletons you can have. However, from a play perspective, my personal experience is than you can spam a huge army and roll through the game.&nbsp;Finally, the rate at which you gain the ability to summon these extra skeletons has been slowed a bit.<BR><BR>Balance change - Loot rates have been lowered a bit now that barrels can drop loot as well. <BR><BR>Balance change - The effect of Willpower as defense against magic has been increased. <BR><BR>New monster ability - Certain creatures are now covered in spikes, and you will hurt yourself trying to melee them. Pay attention, and fight safely from a distance!<BR><BR>Bug fix - Corrected a minor error with image compression as resolutions lower than maximum.<BR><BR>Bug fix - Some damage animations were showing up while blind - fixed.<BR><BR>Bug fix - Summoned skeletons were dropping loot - fixed.&nbsp;<BR><BR>Bug fix - One of the puzzles was not revealing the stairs correctly - fixed.</P> <P>Bug fix - Fixed a reload error with the malfunctioning puzzle. <BR><BR>&nbsp;B-<BR><BR>&nbsp;<BR></P></p>]]></content:encoded></item><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/10/post-title-click-and-type-to-edit42.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/10/post-title-click-and-type-to-edit42.html#comments]]></comments><pubDate>Wed, 01 Oct 2008 07:01:07 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/10/post-title-click-and-type-to-edit42.html</guid><description><![CDATA[v1.2.76Note on bugs - Just want to say I'm sorry up front for the bugs which are introduced each version. No excuse, but I will say the code is at 15-20k lines at this point, and theres a lot going on, so there are bound to be bugs with myself doing 100% of all the coding. That being said, I will do my best to correct these mistakes in the very next version whenever you send me bug info. Thank you for your time and diligence (especially Sunrise, Theron [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; ">v1.2.76<br /><br />Note on bugs - Just want to say I'm sorry up front for the bugs which are introduced each version. No excuse, but I will say the code is at 15-20k lines at this point, and theres a lot going on, so there are bound to be bugs with myself doing 100% of all the coding. That being said, I will do my best to correct these mistakes in the very next version whenever you send me bug info. Thank you for your time and diligence (especially Sunrise, Theron Seckington, and Tormod Haugen). On to the (ever-growing) list of bug fixes...<br /><br />Store Update - Made extensive changes to the way the town/store works today, which potentially will drastically alter the game. First, the store no longer has unlimited amounts of anything, even food. Once you buy something, it is depleted, and will take time to replenish. This makes food more than an annoyance now, you no longer have an unlimited supply. Not to be too terribly harsh, food tends to replenish quite often in the store, but there is a finite amount and quality available - you simply have to progress and find more to eat. Second, the store wll now allow you to buy back items you accidentally/intentionally sell. I have accidentally sold the wrong item myself a few times, so this helps a bit. You still will make a loss of 50% (standard store markup) but you can make up for a potentially devastating error. Finally, with the change to supplies, I have re-enabled the store to sell certain rare items that affect game balance (such as stat increase potions and the like), although the likelihood of the store selling magic items in general has been decreased.<br /><br />Graphical tweak - Shield (Ice armor and Divine Armor) now have a visual component that lets you know when they are about to fail, as well as a message. This gives the player a chance to refresh the shield if needed. Also, Prayer of Might now has a visual indicator as well.<br /><br />New Hotkey - Pressing &lt;E&gt; (as in shift+E) will eat the first ration, or drink the first flask of water in your inventory list, rather than you having to go into your inventory and manually activating the item (though you can of course still do this.) In addition, you will receive a message as to your remaining supplies. Keep in mind that it is purposely coded NOT to warn you against over-eating/drinking, as it is up to you to monitor your hunger status (given that the status line turns red when you are hungry, and warns you when you are stuffed.)<br /><br />UI change - Added a pop-up box for name entry, a la every other roguelike out there. I don't want it to be too intrusive, so you can just hit cancel or escape when it pops up and use the default names, but I found that without it, no one ever uses their own names, even though the option was available. <br /><br />Bug fix - GAH!! I THINK I've finally nailed down the item identification bug error (after like 4 hours of staring at 15000 lines of code :P) Anyhow, this should improve several problems, including selling unidentified items in the shop, as well as items auto-id'ing in your inventory. After a few run-throughs, things initally look like they are working the way I want them to, so I'm keeping my fingers crossed. Note that I have corrected some otehr exploits, such as being able to tell what a scroll was by its selling price (same for other items like wands&nbsp; and potions, too.)<br /><br />Bug Fix - Fixed an issue with backfiring wands not using a charge. Also fixed a related issue with cursed staus for wands in general.<br /><br /> Bug fix - Fixed an error with how the mana percentage was displayed.<br /><br /> Bug fix - Fixed a bug where characterwith low stats would not regenerate mana.<br /><br /> Bug fix - The skill Conjure Ammo was not resetting properly after a new game.<br /><br />Bug fix - Fixed some spelling errors.<br /><br />Bug fix - Ranged ammo was selling for an incorrect amount.<br /><br />Bug fix - Fixed a really dumb error when drinking water.<br /><br />Bug fix - Added missing descriptions for some of the recently added items and features (such as shift-clicking (looking) at statues or stumps).<br /><br />Bug Fix - Ice Armor was incorrectly depleting the players mana when it failed. (Old code remnant). <br /><br />Bug Fix - Keys are now not saved when you save and exit a game. This is to avoid an exploit with collecting keys, saving, and starting over. <br /><br />Bug Fix - Wands should now have the proper chance to be generated cursed.<br /><br />Bug Fix - Players can no longer enter and reenter a shop in order to refresh the stores inventory. Updates to the shop invnetory now occur on a more gradual basis (and representative of what the player can/should be using.)<br /><br /> Balance Change - In line with the new store changes, mana, health, and antidote potions, as well as town portal scrolls are in unlimited quantities. Food is still scarce.<br /><br />Balance Change - Wizards starting stats have been slightly adjusted to reflect spells no longer 'missing'.<br /><br />Balance Change - Stealth has been tweaked slightly. First, stealthing in smoke ALWAYS works. However, on the flip side, certain creatures (mindless, blind, etc) don't care whether you are stealthed or not, and as such, will attack you no matter what your stealth status is if you are right next to them (call it detecting your life force, scent, vibrations, whatever - the point being they don't have eyes, and thus aren't affected by steatlh.) Finally, while before you could never stealth in the visual presence of a monster before, you now can stealth if a) the monster has no eyes (blind, mindless, etc), or b) has not detected you yet.<br /><br />Balance Change - As noted above in the stealth changes, smoke bombs give you 100% chance to stealth. If, however, you aren't stealthed, creatures which are right beside you still have a chance to detect and attack you (you are, after all, literally right beside them). Simply moving one square away in smoke is enough to confuse the monster (they cannot track your movements, only tell if you are right on top of them.)<br /><br />Balance change - Altered how maximum hitpoints are calculated. You will start out with similar amount, but now you get less hitpoints for simply leveling, and more for increasing your constitution.&nbsp; At the end, you can have similar health totals, but it requires point allocation, making constituion more important. <br /><br />New puzzles/quest<br /><br />New monsters<br /><br />New dungeon features<br /><br />Balance change - Wow, is difficulty in a roguelike proving to be difficult. I sat down today for several hours, plotted the likely average&nbsp;physical and magical defenses, and then reset all the monsters damage values around these numbers, as well as how many hits a player should be able to survive at a given level. Hopefully, difficulty is a little less steep now, and the progression is more linear.&nbsp;<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /></p>]]></content:encoded></item><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit41.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit41.html#comments]]></comments><pubDate>Thu, 25 Sep 2008 19:42:57 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit41.html</guid><description><![CDATA[v1.2.62New skill - Pra(y)er of Might - The first of the new cleric changes, this skill replaces Turn Undead as the base good cleric skill.&nbsp;&nbsp;For a short period, the cleric can chant a prayer to his god, filling himself with a zealous rage. During this time, melee damage is greatly increased, as is defensive rating. When the prayer ends, the cleric is unable to issue another prayer for a period of time. Improving Willpower increases extra melee [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; ">v1.2.62<br /><br />New skill - Pra(y)er of Might - The first of the new cleric changes, this skill replaces Turn Undead as the base good cleric skill.&nbsp;&nbsp;For a short period, the cleric can chant a prayer to his god, filling himself with a zealous rage. During this time, melee damage is greatly increased, as is defensive rating. When the prayer ends, the cleric is unable to issue another prayer for a period of time. Improving Willpower increases extra melee damage, defensive boost, and prayer length, and decreases the time needed before you can pray again. <br /><br />Balance change - Turn (u)ndead is now a baseline skill for clerics, available free to all three alignments. As always adventurers do not gain base skills, and thus this skill is now denied to them (and the other 3 classes as well).<br /><br />Quest system - The first iteration of this system is in place after some work this weekend. Previously, you had to find a boss creature each level in order to advance. I have expanded on the idea, and given each level a random objective. Now, you may still need to find a boss creature to advance, or possibly a key, or maybe some kind of switch puzzle. Right now, only a few are in, but I will be working on expanding these numbers over the week. It's a little light so far, as I have been working getting the code structure in place, but expect more very shortly, as the backbone is complete.<br /><br />Certain levels will now have 'themes' (such as fire creatures, swamp creatures, etc.) , in line with the changes to monster classifications.<br /><br />Bug fixes and balance changes continue to be worked on (the sound addition was just taking a break from bug hunting), thanks in huge part to Sunrise and some extremely helpful criticism and comments. <br /><br />New item - One of the long deceased Lords of Darkhall wielded a mighty hammer, blessed with the power of the sun to smite the undead. Somewhere below lies the legendary hammer 'Sunrise'.<br /><br /> Balance change - There are more 'mace' types in the game now (hammers, clubs, mauls) to improve the relative weapon drop rates for clerics (as they are the most limited weapon users in teh game so far.)<br /><br />Balance change - Spells can no longer 'miss'. They can still be resisted, however. <br /><br />Balance change - Ice armor - Previously, Ice Armor provided you with a shield that drained your mana instead of your health when you were attacked.&nbsp; This proved to be counterintuitive to how a mage should work - draining the very thing he needed for combat, and forcing him into meleeing, his weakest ability. Now, Ice Armor works more like a traditional shield - for a fixed cost in mana, you get a damage buffer that absorbs a set number of points of damage before falling. However, the shield slowly wears out whether you are taking damage or not. So, if you cast it and immediately fight, you may have it absorb, for example, 50 points of damage. But if you cast it 10 turns earlier, and then encounter an enemy, it may only absorb 10 points before falling (number do not reflect actual damage reduction.) Ice armor still provides ice resistance. <br /><br />Balance change - LONG overdue revamp of weapon and armor values. While they weren't too badly off, there was some inconsistency. I have now set up the tiers more rigidly, and armor values/weapon damage/prices/weights are now based on linear formulas. There should no longer be any wondering over whether or not piece of armor/weapon is worth wearing - total armor value is a rigid value based on a mean of several attributes. <br /><br />Bug fix - You can no longer simply walk through locked staircases.<br /><br />Bug (sorta') fix - With the new monster classification system, certain monster were endowed with conflicting elemental attributes. For example, while a red skeleton, being a fire creature, was naturally resistant to fire, it was also weak to fire as it was also undead. I have tried to resolve some of these conflicts. <br /><br />Bug fix - Wand can now be generated cursed. Watch out for the backfire!<br /><br />Bug fix - Removed the descrition text from the inventory screen for unidentified items.<br /><br />Balance change - The maximum enchant value that you can enchant to has been reduced to five. Also, please note that on items with a special property, such as rooting, stunning, poison, etc, enchanting them with a scroll DOES improve the property, it just is less obvious as it doesn't change the items name. I couldn't think of a decent way to do this 'Wand of More Rooting??' 'Brass Longsword of Stunninger??' Yeah, seemed silly, as without a number, assigning a quality (more, greater) is meaningless without something to compare it to. I may reconsider. <br /><br />New monsters<br /><br /><br />More to come tomorrow.&nbsp;I am looking at making some major changes to godd and neutral cleric lines to bring their early game up to par. Also, I have a MASSIVE list of excellent ideas from Sunrise, that I am working through implementing. He has yet to send me anything but great ideas and suggestions. <br /><br />B-<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /></p>]]></content:encoded></item><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit40.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit40.html#comments]]></comments><pubDate>Sun, 21 Sep 2008 16:48:43 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit40.html</guid><description><![CDATA[v1.2.54A HUGE thanks to Sunrise!! New skill - Schiltron - Like the name (possibly) suggests, this skill upgrades Phalanx, adding a damaging component to the defensive stance. Enemies creatures which attempt to attack you in melee will possibly damage themselves in the attempt. Schiltron improves with your strength rating. Quite effective for the defensive player, as phalanx buffs your defense against groups of enemies, while schiltron will  [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; ">v1.2.54<br /><br />A HUGE thanks to Sunrise!! <br /><br />New skill - Schiltron - Like the name (possibly) suggests, this skill upgrades Phalanx, adding a damaging component to the defensive stance. Enemies creatures which attempt to attack you in melee will possibly damage themselves in the attempt. Schiltron improves with your strength rating. Quite effective for the defensive player, as phalanx buffs your defense against groups of enemies, while schiltron will wears them down, essentially attacking the enemy back without using your turn, all while the player is free to drink potions, fight back, or use magic items.<br /><br />New skill - Mana Tap - The final skill in the healer line is a simple skill that helps drive many others. Mana tap allows you to possibly drain some of your target's life essence when every you strike them with a melee attack, and return it as a bump in your mana pool. This skill does not work on the undead, or certain other creature types (though magical constructs do indeed contain magic which can be drained.) <br /><br /> New monsters<br /><br />New hotkey - shift+S will read a town portal scroll without having to open your inventory.<br /><br />Improved UI - Minor upgrades, such as now showing whether an item can be equipped on the inventory screen, in addition to the store, and suppression of certain irrelevant messages. <br /><br />Bug fix - Mages erroneously were set to not be able to use wands.<br /><br />Balance change - More stat points awarded on level up.<br /><br />Balance change - Experience required to advance at higher levels has been reduced.<br /><br />Improved Save Game Files - Save games will now retain whether or not you have cleared a level, whether you have killed that levels boss, and whether or not you have rescued any allies. (Not compatible with save game from prior to version 1.2.50.)<br /><br />Balance change - Store goods have been tuned slightly to offer more level appropriate gear.<br /><br />Balance change - Store will no longer sell stat increasing potions. These must be found.<br /><br />Balance change - 'Garbage items' will no longer drop.<br /><br />Extensive Rebalancing<br /><br />Balance change - Autopickup will ignore garbage.<br /><br />Balance Change - Exploding arrows damage increased.<br /><br />Balance change - The look command (shift mouse click) will identify whether a creature is undead or not.<br /><br />Balance change - Many creatures have been altered so that certain status effects are meaningless to them (ie, blindness on eyeless creatures, confusion on mindless creatures.) Keep in mind that undead creatures still have something that they use for vision, and some kind of magical intelligence, so blindness or confusion would still work against a skeleton, for example. <br /><br />Bug fix - Fixed an error where the look command would identify the item being examined.<br /><br />Bug fix - Recoded extensive parts of the identification system. What I originally had was too complicated, and I was unable to resolve certain bug without a very messy code structure.<br /><br />Bug Fix - Fixed an error with how the experience bar was being drawn.<br /><br />Bug fix - Fixed an error with lower level NPCs being unrescuable.<br /><br />Balance fix - You can voluntarily jump into holes using the &gt; key.<br /><br />Bug fix - Crystal maces were incorrectly flagged as maces.<br /><br />Bug/Balance Fix - Pets will now attempt to follow your through teleporters, though you will leave them behind if you use a teleport scroll/skill. Changing levels (via stairs or falling through a hole) will take you out of range of pets that require control (skeletons or elementals, possibly dominated creatures), while a wolf is smart enough to try and follow you. (There is a message to clarify this as well.)<br /><br />Bug/Balance Fix - Undead can no longer be poisoned.<br /><br />Bug Fix - Pressing &lt;i&gt; now acts like a toggle and will close the inventory screen in addition to opening it. <br /><br />Bug fix - Fixed an error where pets/enemies where incorrectly labeled as friendly.<br /><br />Bug fix - Exploding Shots/Rooting shots does not work with wands.<br /><br />Bug fix - Monster and pet line of sight when facing each other should be working correctly now. (Previously, pets and monsters could shoot each other through walls, even though player/monster line of sight was working correctly.<br /><br />Bug fix - Fixed an issue where certain potions where being flagged incorrectly, and the player was unable to drink them without going into the inventory and manually clicking them.<br /><br />Bug fix - Fixed some odd tiles on level 5, including blank tiles and incorrectly impassable tiles. <br /><br />Bug fix - Fixed one of the crash bugs where the turn counter was exceeding the maximum numberical assignment. <br /><br />Bug fix - Incinerate could sometimes generate a negative number when facing high level enemies. Fixed. <br /><br />Bug Fix - Statues were being generated in incorrect locations<br /><br />Bug Fix - There is now a limit to how many arrows/bullets you can conjure at a time.<br /><br />Bug Fix - Using a town teleporter warps you on top of the receiving porter rather than 1 space below (and potentially on top of a creature).<br /><br />Bug Fix - Open doors no longer block line of sight.<br /><br />Bug Fix - Exploding Shot no longer works when you are blind. <br /><br />Bug Fix - You can no longer see spells/shots when you are blind.<br /><br />Bug Fix(?) - Still at a loss as to why certain overflow errors are occuring (I have yet to replicate one), I have added more robust error handling to the program. Hopefully, this will eliminate the worst offender. (crosses fingers)<br /><br />Bug Fix - Heal Pet and otehr pet functions previously did not apply to the wolf upgrade properly. Now fixed.<br /><br />B-<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /></p>]]></content:encoded></item><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit39.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit39.html#comments]]></comments><pubDate>Mon, 15 Sep 2008 05:23:14 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit39.html</guid><description><![CDATA[v1.2.35New skill - Battle-cry - The final upgrade starting with charge stun, battle-cry turn the single target charge attack into an area-of-effect stun. Shouting a terrible battle-cry as you charge into a group of foes may stun most or all of them, allowing you time to dispatch them with ease. Like the new skill Terror, this skill allows you to deal with large groups of swarming foes. Some enemies (mindless, turrets, etc) are immune to this attack.  [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; "><P>v1.2.35<BR><BR>New skill - Battle-cry - The final upgrade starting with charge stun, battle-cry turn the single target charge attack into an area-of-effect stun. Shouting a terrible battle-cry as you charge into a group of foes may stun most or all of them, allowing you time to dispatch them with ease. Like the new skill Terror, this skill allows you to deal with large groups of swarming foes. Some enemies (mindless, turrets, etc) are immune to this attack. <BR><BR>New skill - Terror - Evil clerics can now radiate pure horror in a considerable radius around themselves. All creatures, friend or foe, will run from the player in terror, not even stopping to defend themselves from attack. Certain creatures are immune to this, as you will discover. <BR><BR>New skill - Upgrade Wolf - The final skill in the good rogue line, this skill does exactly as you would think - your wolf becomes more powerful - meaning faster, stronger, and harder hitting. However, it's more than a simple stat bump. Your wolf gains some new abilities, including the ability to stun their opponents with a frenzied maul, and resistance to a certain element. Finally, the wolf actually is higher level than the player for purposes of landing attacks and special abilities. The wolf gain additional power dependent on your dexterity skill (counter-intuitive, I suppose, but it follows the general rule that a certain stat governs a set of skills.)<BR><BR>New Item Type - Wands - Self-explanatory for the most part, they are equipped in your ranged shot, and consume charges much like any other ranged weapon.<BR><BR>Skill Upgrade - Divine Armor - Now provides Holy resistance when active.</P> <P>Balance change - Enemy ranged magic has been rebalanced. On one hand, their raw damage has been slightly&nbsp;increased (around 10-20%). On the other, the effect of willpower in reducing incoming magic damage has been MASSIVELY increased (more than doubled). Gangs of ranged magic users at the lower levels were simply far too lethal. A group&nbsp;ganging up on you is still a dangerous situation, its simply possibly managa&nbsp;<BR><BR>Bug fix - Cleaned up dominate code a good bit. Dominate will now automatically give you a chance to continue controlling a creature, rather than the previous countdown to a guaranteed breaking-free. The higher your willpower, the longer you are likely to control a creature (modified by their level). You cannot dominate immobile creatures (such as a mechanical turret) or a boss creature.<BR><BR>Balance change - Boss creatures can no longer be generated flying. This is simply to reduce annoyance.<BR><BR>Screen Lock - I have set the game to run at a fixed resolution above a certain point, meaning a fix screen size. This improves the graphics, and removes some of the odd image compression that was occuring. However, some people may play at less than the recommended 1280x1024. In this case, the main screen will get shrunk down to a viewable size. The graphics may suffer a little compression, but the game will be unaffected and still totally playable. <BR><BR>Message log has been improved. More messages are stored, allowing you to review more than 3x as many messages as before. In addition, the message log is now an actual text file you can copy and paste, rather than the old version which was displayed on the screen in a similar manner to the graphics. Finally, a scroll bar has been added to facilitate the greater numbenr of displayed messages. Also, the message log has been changed so that repeated messages don't get entered over and over - instead, a single line is appended with a counter for how many times you've received the message.<BR><BR>Next version (assuming I can track down that nasty bug) - Offhand items.<BR><BR>Note (and plea for help!!) 2 players have reported Overflow errors occuring around level 5. I spent a huge chunk of my free time this weekend trying to track down the source of this bug, but so far I have been unable to replicate it. I have refined some code that 'might' be the cause, but it's really a shot in the dark, as, as I said before, I can't seem to recreate the overflow. If you have this error again, please shoot me a note with what level you were on, what you were doing, and anything interesting going on (like if you were dominating any creatures, or enchanting armor, etc).<BR><BR>Also note that the graphics are best at 1280x1024 or above, though playable at smaller dimensions.<BR><BR>Thanks a ton!<BR><BR>B-<BR><BR><BR><BR><BR><BR><BR></P></p>]]></content:encoded></item><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit38.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit38.html#comments]]></comments><pubDate>Mon, 08 Sep 2008 13:51:17 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit38.html</guid><description><![CDATA[v1.2.22New Skill - Reflect - The tier three 'good' cleric skill line now terminates in an upgrade to Divine Armor (and still activates by pressing &lt;d&gt;.) In addition to an improvement to the damage mitigation of Divine Armor, the skill now provides a chance for spells directed at you to be reflected back at the attacker.New Skill - Root Shot - Archers (non-evil rogues) need a way to keep their enemies at bay, to allow their pet to do i [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; ">v1.2.22<br /><br />New Skill - Reflect - The tier three 'good' cleric skill line now terminates in an upgrade to Divine Armor (and still activates by pressing &lt;d&gt;.) In addition to an improvement to the damage mitigation of Divine Armor, the skill now provides a chance for spells directed at you to be reflected back at the attacker.<br /><br />New Skill - Root Shot - Archers (non-evil rogues) need a way to keep their enemies at bay, to allow their pet to do it's work, and to make up for inferior damage mitigation (no shield). The tier three neutral rogue line (archer) now ends in Root Shot (activate with &lt;o&gt;).&nbsp; This attack has a good chance (better than even odds, modified by your dexterity) to entangle an opponent, holding them in place for a short time whiel you deal with other attackers, or fill it full of arrows. <br /><br />Rogues can now disarm certain types of traps - more with the right tools!<br /><br />Skill buff - Ice Armor now provides resistance to frost while active.<br /><br />Improved Save Functionality - If you find a town teleporter during your travels, when you return from a save file, it will still be there. In addition, the exit will be automatically revealed on exits you have previously explored. (The code is in place to completely uncover the map when needed - should I add this to save games as well for previously explored levels??)<br /><br />Bug fix - Clearing rubble no longer gives a conflicting message.<br /><br />Bug fix - The message for damage reduction due to ice armor/divine armor now is displayed in a more appropriate order.<br /><br />Bug fix - Resolved some errors with enchanting armor (via scroll or enchanter).<br /><br />Bug fix - Store identify bug resolved (I hope?)<br /><br /> Bug fix - Refinements to reflect.<br /><br />Poison (yet again) reworked. This time (finally) the way poison works is completely consistent amongst friends, enemies, and players. <br /><br />New monster abilities and monsters. (Had to make more use of public domain tiles than I originally wanted to, but it lets me put out content a lot faster, and the tiles are really quite good. These public domain tiles can be located at <A href="http://rltiles.sourceforge.net/">http://rltiles.sourceforge.net/</A>) Around 20-25 new monsters/monster images. Most are lower depth.<br /><br />Toned down spawn rates. <br /><br />New trap type.<br /><br />Slight refinement to graphics in an attempt to fix scaling issues on lower resolutions.<br /><br />Final score implemented (will be included a high score save list in next version, debating what to save atm.)<br /><br />Next version notes - Considering some sort of physical barrier skill for evil clerics - a la bone wall. Also, I am going to add some more functionality to the save files - while dungeon levels per se will not be saved, town portals will be so you don't have to slog through earlier levels continually. <br /><br />Thanks, Tormod!<br /><br />B-<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /></p>]]></content:encoded></item><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit37.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit37.html#comments]]></comments><pubDate>Thu, 04 Sep 2008 13:17:27 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/09/post-title-click-and-type-to-edit37.html</guid><description><![CDATA[v1.2.13Sorry about the long delay. I had a computer meltdown last week, and, after several attempts to fix it, realized it was the motherboard, and had to suck it up and buy a brand-new computer. With Vista. Ugh.... Anyways, on to the notes.Save functionality - I have promised a save feature for the game for a long time (and been urged to include it by several people), and even hinted at it with greyed out Save and Load buttons on a couple  [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; ">v1.2.13<br /><br />Sorry about the long delay. I had a computer meltdown last week, and, after several attempts to fix it, realized it was the motherboard, and had to suck it up and buy a brand-new computer. With Vista. Ugh.... Anyways, on to the notes.<br /><br />Save functionality - I have promised a save feature for the game for a long time (and been urged to include it by several people), and even hinted at it with greyed out Save and Load buttons on a couple of screens. I have resisted putting it in so far for 2 reasons: 1) The file structure was constantly in flux as new features were being added, and 2) the impact to difficulty made me wary of implementing it. <br /><br />Reason 1 has largely been addressed. While the game is probably around 75% complete (closer to 90% in terms of game mechanics), the file structure looks like it has finally settled in, and I won't be making any more drastic changes - solid enough for save files. However, reason 2 worries me a little bit. If you are able to save and reload at will, the difficulty factor drops in orders of magnitude. Killed by a nasty Dweller?? No problem, reload!! Instead, I have a small workaround...<br /><br />So, in order to show good faith that I am working on a solution, you can back up your characters. When in town, hit the Save Game button, and your character, stats, experience, equipment, gold, and skills will be saved. <br /><br />Please note that when you Save your character, the game immediately ends - saving the game keeps your character for later when you return. Similarly, when you load a character, the save file is destroyed (you can of course resave and come back later - the point is that there are not multiple backups out there). This feature currently is meant so you can pause and come back later - not to reload when you die. <br /><br />HOWEVER, this touches on the other problem, and PLEASE sound in if you have an opinion. Save game files, destroyed upon load or not, can EASILY be edited by an experienced person. In addition, I am an amateur programmer, and not really sure how to encrypt a save file (or even simply save and retrieve in Hex), so all my save files (and data files) are plain ASCII text files. Not really very secure, and what's to stop you from simply giving yourself 50 strength if you want it?? <br /><br />I've gotta mull over this a bit and make a decision soon. In the meantime, I've thrown you a small bone - you can (for now) permanently back up that character you've been playing!<br /><br />&nbsp;<br /><br />More to come.<br /><br />B-<br /></p>]]></content:encoded></item><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/08/post-title-click-and-type-to-edit36.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/08/post-title-click-and-type-to-edit36.html#comments]]></comments><pubDate>Mon, 25 Aug 2008 06:46:05 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/08/post-title-click-and-type-to-edit36.html</guid><description><![CDATA[v1.2.11NPCs - No longer will every creature you meet in the ruins be out to kill you. There are rumors of some who will pledge to provide you continuing aid on your quest. But you must seek them out from where they hide (or are held captive). Monster Generators - Called 'Summoning Obelisks', these strange, stone artifacts seems to draw creatures to them from the void. Destroying one will stop new monsters from appearing on a given level. Cu [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; ">v1.2.11<br /><br />NPCs - No longer will every creature you meet in the ruins be out to kill you. There are rumors of some who will pledge to provide you continuing aid on your quest. But you must seek them out from where they hide (or are held captive). <br /><br />Monster Generators - Called 'Summoning Obelisks', these strange, stone artifacts seems to draw creatures to them from the void. Destroying one will stop new monsters from appearing on a given level. Currently, these are an optional kill for the player - they may prefer having a constant stream of baddies to kill; others may prefer to end the menace once and for all. I need to think on it a bit, but I may require each level's stone to be destroyed as part of the victory conditions. <br /><br />Extensive bug fixes, courtesy of Tormod. Keep 'em coming :)<br /><br />Bug fix - Exploding creatures no longer report hurting themselves in their death explosion.<br /><br />Bug fix - Removed some duplicate messages.<br /><br />Bug fix - Standing still or performing some other non-move action on a damage tile (fire, acid) now properly continues to damage you.<br /><br />Bug fix - Certain duplicate items should now id properly when another of the same type is used.<br /><br />Bug fix - Removed an ambiguous teleport message. Added distinct message for town portal scrolls. <br /><br />Bug fix - In situations where multiple gold drops were on the same tile, the player would only autopickup the top one. The has been changed to autopickup all the gold on the space. Treasure with physical weight will continue to be ignored by gold autopickup, unless you toggle autopickup-all on (@ key).<br /><br />Bug fix - The correct icon is displayed in the Windows taskbar when certain windows are open. Also, each window will now show up in the taskbar to avoid 'unretrievable' windows. <br /><br />Bug fix - Fixed a message display 'lag' with trying to remove cursed items.<br /><br />Balance - Altered the rate at which monsters would spawn on each level. In general the spawn rate has been reduced across the board. Some levels have no respawn, meaning you can clear them once. <br /><br />Balance - Toned down out-of-depth treasure drops. Originally there was a chance that ANY item could potentially drop at any time (albeit a small chance). This resulted in a game or 2 where I had the most powerful sword drop on the first level, and I mowed my way through the game. Now, there is a&nbsp;cap on the max power of an item that can be generated. Out of depth items will still drop, but only to a certain level. <br /><br /><br /><br />B-<br /><br /><br /><br /></p>]]></content:encoded></item><item><title><![CDATA[Post Title.]]></title><link><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/08/post-title-click-and-type-to-edit35.html]]></link><comments><![CDATA[http://lordsofdarkhall.weebly.com/2/post/2008/08/post-title-click-and-type-to-edit35.html#comments]]></comments><pubDate>Mon, 18 Aug 2008 07:41:14 +0700</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://lordsofdarkhall.weebly.com/2/post/2008/08/post-title-click-and-type-to-edit35.html</guid><description><![CDATA[v1.2.4New mage skill - f(R)eezing burst - This tier 3 mage skill will attempt to freeze your nearby opponents with a sudden burst of cold. Monsters get a chance to resist, but this is reduced by higher experience levels and higher player levels. Some creatures are immune. Creature frozen solid cannot act until they break free or melt. Currently, the spell is selective and does not freeze your pets (might change later, still debating). Also, in the next [...] ]]></description><content:encoded><![CDATA[<p  style=" text-align: left; ">v1.2.4<br /><br />New mage skill - f(R)eezing burst - This tier 3 mage skill will attempt to freeze your nearby opponents with a sudden burst of cold. Monsters get a chance to resist, but this is reduced by higher experience levels and higher player levels. Some creatures are immune. Creature frozen solid cannot act until they break free or melt. Currently, the spell is selective and does not freeze your pets (might change later, still debating). Also, in the next patch, the spell will synergize with other spells, such as exploding shot and fireball - these skills may potentially shatter the enemy (instant death), or melt them (extra damage), though the final code iteration is still being worked out. Costs a flat 20 mana per use. (Note: the mage skill trees are now complete.)<br /><br />New rogue skill - s(m)oke bomb - This tier 2 rogue skill will throw a small capsule at an enemy, exploding and covering the immediate area with a thick cloud of smoke. Enemies caught in the smoke will be confused, and wander confused in the thick clouds. In addition, enemies blinded by the smoke cannot make ranged attacks, making this an effective way to deal with ranged attackers. Finally, note that if you wander into the smoke, or use it on an enemy close by, you will be unable to see as well! Smoke will dissapate over a short period of time. (Also note that the evil rogue skills have been rearranged to accomodate this skill, pushing poison blade to tier 3 with a bump in it's power).<br /><br />Monsters (and pets) can now trigger (and be hurt) by hidden traps, exposing them. However, most are smart enough to avoid visible traps. Flying creatures are not affected (I might make fire affect flying creatures.)<br /><br />Changed the Fire Elementals attack damage to be less variable.<br /><br />Exploding shots damage calculation has been changed. Before, it was a formula based on the players level, but this seemed too weak. Now the explosion damage is based on the ranged weapon damage - better ranged weapons do more explosive damage.<br /><br />More new graphics.<br /><br />Another rework of the vision system (largely invisible to the player) in anticipation of the upcoming priest/rogue skill I promised 2 patch notes ago. (It IS coming, I just can't get it to work exactly like I want it to, yet.)<br /><br />I have relented a bit on armor restrictions. Mages can now wear every type of armor except shield, and breastplates. They are still restricted to robes in the body armor slot. I found that mages were extremely vulnerable in the lower levels due to having less than half the armor of the other characters. I want the mage to continue to have the traditional armor penalty to offset the powerful ranged attack, but not quite so restrictive. Rogues can use all armor except shields, and clerics can use any armor.<br /><br />In addition to the new skill coming, the next patch will hopeully have new skills you can purchase which are not in a skill tree. These will have no prerequisites, and will be purchasable by any class. The effects of these abilities will be more generalized, and will probably NOT be focused on combat, instead comprising non-combat and passive bonuses. <br /><br />Swimming is now less deadly (but still ultimately lethal.)<br /><br />Fixed a bug in Dominate that caused some creatures to not use their abilities.<br /><br />Stealth mechanic tweaked a bit. Originally, there was a distance requirement to stealthing (the closer you are, the easier it is for monsters to hear you). Changed it so that you can stealth whenever there are no monsters in Line of sight.<br /><br />Fixed some bugs where the cost of magic items was the same as the base cost. <br /><br />(Yet again) tweaked poison values for traps.<br /><br />Fixed a (not really) bug where creatures that fly could fly to areas that you couldn't get to would 'fall asleep' when they got too far away. This was intended from the start, but had 1 nasty side effect that I didn't foresee. If the random boss that was generated for a level could fly, it could fly somewhere unreachable (without the right tool) and you simply could not uncover the path to the next level. Technically, you could still find your way through other means, but I felt it was a bit harsh, so I changed it slightly. Now, flying creatures simply never go to 'sleep', so you may still have to hunt down that elusive creature.)<br /><br />In the same vein, fixed a bug where boss creatures that died from means other than combat (eg, exploding) were not triggering the stair reveal. <br /><br /><br />&nbsp;<br /><br /><br />Town portal scrolls can now be used to return to the dungeon. For example, if you used a town portal scroll on level 4 of the dungeon to return to town, and finish selling your items, you can use another scroll to return back to level 4. I may remove the level portals on levels 4, 8, 12, and 16, as this effectively makes them redundant (unless you really want to save the cost of a scroll), but for the present, they will remain.<br /><br /><br /><br /><br />Got a nice email from Tormod H. with some suggestions:<br /><br />Name: Tormod H.<br />Comments: Bug/GUI/Feature (I want to):<br />* Press ESC to get out of help menu. <br />(Implemented)<br /><br />* Not run far when monsters are visible (I use mouse to move on laptop - no keypad) <br />(I can certainly add this. Say, when you get within&nbsp;3 spaces of a monster a mouse click will only move you 1 space at a time?? Or would you prefer a toggle on mouse click where you can either fast travel, or use the mouse a click at a time on demand??)<br /><br />* Teleport back where I cast Scroll of Return (ok, found the "town portal" at a level.) <br />(I am adding this feature in the next patch!!)<br /><br />* Ability to look (shift+left mouse) at shrines/altars, traps, portals, items...<br />(Implemented)<br /><br />* How do I save? Can I save? Help doesn't say how (as far as I can see). There is an option to load, but I found no way to save. Should be a choice on exit.<br />(This IS coming, as you can see from the greyed out buttons. It hasn't been put in before due to the fact that the feature list and what would have to be saved was constantly changing. But, I am approachinga point where I think the features are getting finalized, so you should see this very soon. Also, I am debating whether to save the entire game, a la Nethack, or maybe just save the character.)<br /><br />Tormod also found bugs in my name entry procedure and item selling routine. (When you sell an item which is unidentified,&nbsp;the vendor identifies it for you and tells you what it would have been worth.)<br /><br />Changed portals mechanics slightly so that when you teleport, you actually appear directly on the portal. This allows you to pick up&nbsp;item which may have dropped on them. (You may need to portal back, but this is an unavoidable side effect for now.).<br /><br />&nbsp;Added a message when monsters die from environmental effects (such as acid or fire) so it's a little more obvious why they just disappeared. <br /><br />Changed the graphics for non-gold treasure to a generic treasure chest. (I prefer this to making them autopickup as some treasure has considerable weight, and you must consider whether to carry it or not.)<br /><br />Fixed a bug in certain commodity items not getting identified properly. <br /><br />Removed the annoying "XX can't use that item!!" multi-spam which appears in your message log when you are browsing the store. (1 will still appear, for now.)<br /><br />Fixed a bug (I think) with autopick-up'ing gold when its not the top item on a space. <br /><br />Fixed a fairly serious bug involving holding down keys while using magic.<br /><br />Thanks Tormod! (I put a little thanks to you in&nbsp;game for sending me all the bug notes, which has been very helpful. Hope you don't mind!)<br /><br /><br />B<br /><br /><br /><br /><br /><br /><br /><br /></p>]]></content:encoded></item></channel></rss>
