Lords of DarkHall

 
Post Title. 10/01/2008
 

v1.2.76

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...

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.

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.

New Hotkey - Pressing <E> (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.)

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.

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  and potions, too.)

Bug Fix - Fixed an issue with backfiring wands not using a charge. Also fixed a related issue with cursed staus for wands in general.

Bug fix - Fixed an error with how the mana percentage was displayed.

Bug fix - Fixed a bug where characterwith low stats would not regenerate mana.

Bug fix - The skill Conjure Ammo was not resetting properly after a new game.

Bug fix - Fixed some spelling errors.

Bug fix - Ranged ammo was selling for an incorrect amount.

Bug fix - Fixed a really dumb error when drinking water.

Bug fix - Added missing descriptions for some of the recently added items and features (such as shift-clicking (looking) at statues or stumps).

Bug Fix - Ice Armor was incorrectly depleting the players mana when it failed. (Old code remnant).

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.

Bug Fix - Wands should now have the proper chance to be generated cursed.

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.)

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.

Balance Change - Wizards starting stats have been slightly adjusted to reflect spells no longer 'missing'.

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.

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.)

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.  At the end, you can have similar health totals, but it requires point allocation, making constituion more important.

New puzzles/quest

New monsters

New dungeon features

Balance change - Wow, is difficulty in a roguelike proving to be difficult. I sat down today for several hours, plotted the likely average 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. 











 


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