NEW IN THIS UPDATE:
- Priority log -helps ensure you don't miss important info
- Items will now auto name themselves on the ROGUE difficulty -they can still be named after the fact if you want to
- Room based traps -showing up one per floor past the 3rd floor
- Two new terrain types: acid and mud
- Items may now have effects that activate when picked up -a work around since items can't be directly placed on traps
- New Item: monsterbones -gives a random monster bit regardless of which floor you're on
- New Monster: Rattle-bones -shows up rarely but is quite dangerous, ASCII symbol is 8
- Rare times where monster bodies will raise from the dead -sliced monsters will not
- Nymphs can now cause status effects when stealing from you if you fail a saving throw vs magic, rings of protection will increase your chance of succeeding
- Venus Flytraps put down some acid when they're killed
- Bestiary now loops
FIXED IN THIS UPDATE:
- A bug where ice may end up slowing you down
- A number of typos
- A crash that would occur if you were wielding something that isn't a weapon and then used a scroll of enchant weapon
- The log should now properly say you were hit my something if the monster attacking you in invisible
- Bats will no longer die if they fly too low
- Both monsters and the player can slip off of icy tiles into pits easier now -there was a point where a monster would be far enough over the edge of a pit that it wouldnt' be considered on an icy tile anymore and that would cause them to regain their footing at the last instant
- Bug where neither enchanted nor cursed armor would generate
- Certain rings had their effect called every frame instead of every turn like the ring of searching
- Bonfires were not loading properly the second time a floor was saved and loaded
- Bug where the game would not properly reconnect all of the areas cut off by a pit
- Scroll of food detection used to say you smell food even if there wasn't any around
- Secret doors on the ROGUE difficulty on classic mode with the ASCII graphics on were being not so secret
- A crash caused by a nymph not reloading the item in its inventory properly if it had stolen one from you before you had saved
CHANGED IN THIS UPDATE:
- On the ROGUE difficulty, the potion of confusion identifies itself after you quaff if when you aren't hallucinating
- Roof collapse traps can spawn in rooms with a low ceiling
- Decided to rehide the phantom's sprite in the bestiary -its meant to be a hint that its an invisible monster
- Dragon scales now also grant resistance to normal fire damage
- Gas spores don't show up on the first floor anymore
- Reduced the damage falling tiles caused from 25 to 20
- Large room sizes have been tweaked to make things a little easier overall
- Tile layers like ice will no longer show up over the stairs
- Drinking a potion of hallucination will negate the effects of a potion of monster detection
- Drinking two potions of haste will cause the player character to pass out for a few turns
-I believe those last two changes above were in the game at one point but must have been lost during a big code rewrite
Version 3.5 is finally out!
Mainly this update adds some
nice QoL features and some extra spice to dungeon generation.
If you didn't see it before, here is a short video I posted last update that goes over the features.
[previewyoutube=raRoUi1U5ho;full][/previewyoutube]
There are
20 room traps so far, ranging from simple to more elaborate setups. Some of them make the room they're applied to more dangerous to navigate while other bait you in with an item only to have either an effect activate when you pick it up or have you step on a special trap right next to the item. There are a few that involve an invisible monster or two so be prepared.
The new monster is meant to be
quite rare but also quite strong. Strength wise it's
comparable to a troll but it
shows up earlier and thus is more dangerous. If you hear it coming down the hall after you, you may need to have some trick up your sleeve to defeat it.
The new monsterbones item is simply to open up late floor monster bits to players to have trouble getting that far. It also
makes some of the rarer ones slightly easier to get.
The next update may take a decent bit longer to come out or be reasonably smaller since, as we're already coming up to the half way point of 2025, I really need to get to work on
ROGUE-FP's sequel. Though sequel probably isn't the best word since I feel they will be different enough that they will be able to exist side by side and I
don't plan on stopping updates for ROGUE-FP either even when its sequel is out. They may slow down but I don't really plan on stopping.
If all goes well, I'll have enough groundwork laid to have
something nice to show in a couple months. The next update for ROGUE-FP may be out around that same time, not counting bug fix updates which I'm sure there will be.
See you then!
If you find any bugs or crashes let me know in the bug report thread! Thanks![ 2025-05-18 20:10:25 CET ] [ Original post ]