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Adds combat sounds, more spell sounds, and directional building entry.
Changes:
This is a small update to improve a few things.
Fixes an issue that caused unique item loot drops to repeat.
This adds shadows and fixes an issue with selling in shops.
Changes in the new Into The Inferno version:
Changes in this release:
Changes in this update:
The following changes are included in this update: - Added pool and split to shops, uncurser, recharger, and healer. - You can now pay to cure poison at the healer. - Spellcasting monsters will now heal injured allies if they can. - When equipping an item in an already-filled equipment slot, the new item will replace the old one if the character has an available inventory slot. - Added colored icons to monster groups that will show their relative health levels and status in combat. - Characters with the hide ability now also have a new "late attack" ability that will have them attempt to attack later in the combat round to benefit from being hidden for longer. - The character sheet has changed so that it shows a character's resistances to different damage types. It also shows a character's "attack" value, which is used for calculating their chance to land a melee attack on an enemy. This should help in identifying what effects various pieces of equipment have. - The battle experience reward has been increased by 50%. Characters will now level up faster.
I released the first demo build of Crossing The Sands on Steam today. https://store.steampowered.com/app/2505100/Crossing_The_Sands/ This is a very early build of the standalone sequel to Into The Inferno and there is a lot more content to add between now and release, but if you'd like to give it a try, it's good demonstration of how some of the game mechanics have changed, particularly the larger party size and new character classes. I plan to update it as development progresses, aiming for monthly releases, give or take. Enjoy. :)
The main focus of this update is healing amount increases for all healing spells, plus various bug fixes.
In addition to updating the graphics for the Steam store page, here's a list of changes in today's update:
There was a rounding error the math for natural mana and hitpoint regeneration that could cause it to stall for some characters. This has been fixed. In addition, the strength and regeneration spells now target the whole party. They have had a slight mana cost increase (+1 for regen, +2 for strength), but there will still be a large mana savings for buffing the whole party.
I just released an update with the following changes: - When the party saves the game at an inn, they will now be granted a "rested" state for a little while. This will cause natural HP and mana regeneration to happen at double speed. In addition, negative effects like poison, disease, or headaches will wear off twice as fast when a party is rested. This does not stack or refresh, so you'll have to wait for it to wear off before you can get the bonus by saving the game at an inn again (in other words, you to get tired enough for rest to help again). Thank you to Norard for the suggestion. - The price to identify items in shops has been reduced by a third (33.3%). The prices vary a little from shop to shop, so if you have something expensive to identify, it might be worth comparing prices. - The resist fire, magic, cold, and poison spells now affect the entire group rather than a just single character. - The armor, greater armor, and wisp spirit spells now give a higher armor bonus. - The bless spell now gives a higher bonus to hit. - Added an option to the escape menu to quit to the main menu. This should be handy for people who want to quit and load a saved game. - Added a volume slider control to the settings menu. - Target buttons for dead monster groups will now be disabled. This will make it less likely that you'll waste a fireball spell on a group of monsters that's already been killed. - The degree to which a character is aflame (number of stacks) is now shown in status. - The PDF manual has been fully translated into Spanish.
The full version of Into The Inferno has just released. Let there be much rejoicing! Saving The Game Changed for Release Based on player feedback, I've made a significant change to how saving works. The demo was designed so that you could ONLY save at the inn. While some people enjoyed the extra challenge, many others found the lost progress frustrating. This mode is now OPTIONAL, and it's called "hardcore" mode. You will be asked whether you want to play in hardcore mode when you create a new party of adventurers, and if you select "yes", it is permanent, and you will only be able to save at the inn. If you don't know what to choose, I recommend "No". In "normal" mode you can now save anywhere in the game by using the escape key menu, which now has a save button. You will need to save your game at an inn at least once so that this quick save knows what slot to store your party in. It will always use the last slot you saved to, and you can change that at an inn. Saved games in hardcore mode will show "(HC)" next to the location on the loading screen so you know what you're getting into. If you have existing saved games from the demo in the Steam cloud, those will come across with hardcore mode disabled. These changes are also in the demo.
Thank you to everyone who played the demo during the Next Fest. Your feedback has been very valuable and I've made a lot of small adjustments to game economics that should make the starting game a bit easier. - Characters now get a bit more starting gold. - Shops in town have slightly better base buy and sell prices by a few percent. This includes the healing temple and mana recharger. - A character's charisma score now has a greater effect on shop prices. It's a good idea to have the character with the highest charisma do the buying and selling. - Enemies of the Animal type will now drop a little gold. It's not much, and Humanoid monsters will drop more, but it should help some. Also keep in mind that any rounding remainders go to the first party member when gold is split. - Some body and leg armors have had their AC bonuses increased slightly, as have helmets and shields. A few more low-mid level armors have been added. - Poison status now shows the level of poison strength a character is affected by.
I just pushed an update to the game with these changes: - The Into The Inferno demo was updated today to contain background music during gameplay. This update adds more than an 80 minutes of music, with different themes for the wilderness/town, Goblin, Orc, Gnoll, Dungeon, and Inferno areas. Sound can be turned on or off in the settings menu that comes up when you hit the ESCAPE key, or via the main game menu's settings section. - Fixed an issue that could cause traversing zones by hitting the spacebar to re-click the last button clicked. This was very awkward, leading to questions like "How did I just cast that healing spell TWICE?"
I'll be loading up a mid-high level party and delving into the mines, caves, and inferno dungeons so you can see some of the late-game content. Watch the party fight terribly dangerous battles, and most likely, die.
I'll be starting the game from the beginning, and seeing if I can keep a party alive long enough to complete some quest battles. View the early game areas, and see what it's like trying to equip and train a party well enough to defend themselves from the many dangers of the world.
The demo of Into The Inferno has been updated. The changes in this version are mostly balance adjustments to make things a little easier for a beginning party and a few quality-of-life improvements to gameplay. Changes: - In character creation, add the option to drop a character and roll that slot over again. At the end of character creation, you are asked to confirm the party. That will be your last chance to drop a character. - Character creation screen now shows descriptions for races and classes when selected. - Added a tent to the eastern wilderness just outside the caves where the game can be saved. - Added a message log, viewable with the "L" key, that lets you see previous combat and popup messages. - Added a "Previous" button in combat that lets you move back to the previous character in combat. Note that combat will begin immediately after the last character in the party gives a command, so be careful with the last character. Note: I'm considering adding a config setting that will cause the game to ask you to confirm commands before combat, but I didn't want to add another keystroke for everyone. Let me know in the comments whether you do or don't want this. - Starting gold for characters has been increased again. It still isn't much. - Many minor balance changes to spells and monsters, including changes to damage resistances for different monster types. - Thief secondary classes Mercenary and Trickster now gain a small additional damage bonus for backstab with each level. This bonus is less than pure Thief characters get. - Casting classes now gain slightly more mana per level. - Added and/or adjusted a few new items. - Natural hitpoint and mana regen have been increased slightly, and the constitution bonus to regeneration has been increased. - A bit more music has been added. - Popup message duration can now be edited, in the same place as combat message delay - the menu that comes up when you hit the escape key. - Fixed an issue with saving the state data for cursed and unidentified items. - Made a huge amount of Spanish localization changes. The game is now 98% translated to Spanish. It still needs another editing pass, but the game will be fully localized on launch. - Adjusted the facing direction of some buildings and added a potion seller to the Gnoll village. Known Issues: - There's some trouble that comes up with drawing the minimap sometimes. That will be fixed momentarily.
I've uploaded an update to the demo that includes the following improvements: - Replaced the font game-wide. - Implemented Steam cloud saves that will be synchronized across computers. Saved games from the demo should now be available to load in the full release version when it goes live. - Changed save system to have three save slots. - When saving your game in the inn, there is now a "quit game" button that's available after you save. - In shops, unusable items will now be shown grayed out. - Characters now start with a bit more gold. It's still not much. - Immobilized (paralyzed, asleep, etc) characters will now have much worse armor class. - Added an overgrown path leading out of the east gate of the city. - Made some basic equipment items available as random drops in the town. Previously, town battles would never drop items. - Lots of Spanish localization progress with interfaces and dialogs. - Fixed an issue with the healer that could cause it to heal a character with a constitution modifer to less than full hitpoints. - Previously, a hidden character who fled battle would remain hidden for the next battle. Now a successful flee will remove hidden status. - Implemented the sound on/off button in the main menu config settings. - Monster groups with long names will now be truncated to a reasonable length on the target selection buttons in combat.
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