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DarkHall v1.1.1 - Lot of new stuff

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Brigand

unread,
Oct 16, 2007, 10:12:48 PM10/16/07
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Get it at:

http://lordsofdarkhall.weebly.com/


v1.1.1

Clerics:
(D)ivine armor reduces incoming damage while active.
(H)eal restore a small amount of health at a fixed mana cost.
Shift+(H)eal (Power heal) will use all available mana to heal and
purge the caster of status effects.
Clerics can raise undead (a)llies to help them in their battles (up to
3).

Mages:
(E)nergy shield will stop all incoming damage while it holds, draining
mystic energy with each hit.
Mages can tele(p)ort out of (or possibly into) danger.

Rogues:
Can summon a wolf (a)lly to accompany them, which improves in power as
the rogue does.


No fighter love this version :(


Many new items added to reflect above abilities, such as Scrolls of
Summon Undead, Scrolls of Blink, and
more importantly, Scrolls of Return to reduce the tedium of returning
to town everytime you need to sell or eat.

New weapons and armor.

All creatures, including the player, monsters, and allies, have
complete system in place for resistances, weaknesses, special attacks,
etc. In an attempt to reduce the amount of messages being displayed,
ineffective/potent attack messages for pets/allies are not displayed,
but their damage IS affected if you watch the numbers.

Changes to player HP, HP gains, Mana, Mana gains, etc.

Combat system refined.

Minor UI improvements.

New monsters - the deeper levels are still fairly homogenouslyly
populated; more to come.

MAJOR changes to monster AI to reflect the presence of pets and
summoned creatures.

Code optimization to make things faster.

Minor graphical refinements.

Final notes:
While is may not seem like a lot on the surface, this version required
a good 4 or 5 days to hammer out all the AI changes and refinements to
handle the addition of allies. The first truly working iteration was
very slow, and I had to do a ton of code optimization to get things
back down to normal speeds. I am playing on a fairly decent laptop
with dual core 3.0ghz processors, so if this thing is really slow on
your computer, let me know.

Also, with all the changes put in place, I haven't spent a huge amount
of time on balance (as usual), though I have tried to create a general
difficulty curve. If it's obscenely hard or easy with a class (or all
classes), let me know. I still have a lot of features to implement
before I devote my time to balance - theres no point in doing too much
if I am just going to add something game-breaking one week later!!

Play around with the new stuff and tell me if you like it. The next
planned release will have the following stuff:

Fighter skill improvements
Skill tress - you'll no longer start with everything - you'll have to
earn your skills
Graphic upgrades - specifically the shield placeholder art will be
replaced with something better.
More monsters, more items, more balance.


Thank you for taking your valuable time to give my amateur work a
whirl. I'm having fun programming it and learning a lot from my
mistakes - I already have a lot of ideas of how to do my next
roguelike a lot better, and hopefully avoid the errors and design
choices I have made so far.

Thanks!
Brigand

perdu...@googlemail.com

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Oct 17, 2007, 6:32:35 PM10/17/07
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Its looking good!

Couple of minor nitpicks:

1) there doesn't seem to a way to Rest, either for 1 turn or for (say)
100 turns or until healed.

2) when triggering a poison trap in the dungeon, it seems to do damage
and then leaves your system immediately.

3) is it clearing the item memory on the top level between games? I
think I saw items on the outside level that were there on the previous
game in the same location.

Anyway, apart from these, nice one!

Best,
Perdura

Brigand

unread,
Oct 17, 2007, 7:53:35 PM10/17/07
to
On Oct 17, 6:32 pm, "perdurab...@googlemail.com"

1)Rest is either 5 on the num pad, or . (period), which rests for a
single turn. I'll add a multi-turn rest in the next iteration that
rests until healed, a la Angband/Crawl.


2)Poison is very weak at low levels, and only lasts a couple turns (it
may pass even before you get to act again); however, trigger a trap at
a deeper level, and you will see it both stronger, and longer lasting;
also, your willpower affects it's strength and duration - so it's not
really a bug, just weak poison. I tweaked HPs in the last patch, but
didn't up the poison damage; originally it was lethal and I had to
tone it back. Maybe I should have a slower, more static strength
poison, rather than the current scaling system - a constant HP
percentage decrease, perhaps??

3)Not sure if the third one is a bug or not. Did it seem to be the
same items in the same locations, or just similar items?? Item seeding
is based on rarity, so only the lowest tier of items can appear on the
top level; hence you will always see the same items up there. I am
adding a small chance for out of depth items to be generated at any
depth. (The fact that I haven't got enough items in the system yet
causes you to see the same stuff more often, also!)


Thank you for the feedback and bugs!!! I appreciate your time!


Brigand

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Oct 18, 2007, 9:27:08 AM10/18/07
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Being guilty of releasing small incremental patches, I am really
trying to discipline myself to wait longer in between and make the
versions more meaningful.


That being said...

The next patch will be fairly large, and hopefully include the
beginnings of skill trees, as well as (finally) the actual quest and
quest objectives.

In the meantime, I wanted to give the fighter one of the minor planned
skills for him, since he got nothing in the last patch.

The current version on the website now allows fighters to use a
stunning (b)low to temporarily incapacitate their opponents, giving
some meaning to the fighter energy bar. (No more running fighters at
2 int if you want this useful skill!)

Thanks
B


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