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Author Topic: The Temple of Torment  (Read 8180 times)

Aukustus

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Re: The Temple of Torment
« Reply #15 on: June 07, 2016, 06:23:46 am »

Yeah, fair enough. If y'wanted to give enemies limited ammo, though, but keep fights from being too easy (mind, I'd call that being pretty okay, m'self -- if you can manage to drain off their resources without dying, some kind of benefit to it would probably be appropriate, heh), it'd mostly just be a matter of having them change behavior when they're low/empty.  Casters having backup wands or emergency spells that cause them to hulk out (or the demon they're contracted with seeing a opportunity to get free and tear their way out*, chestburster style, gods they pray to, etc., etc.), archers that have hidden or centralized caches of ammo elsewhere on the level (and/or backup weapons, guard animals that stick close to them the they sic on you, fallback positions with allies/traps they run towards, and so on) that you could loot yourself, and continuing onwards. Things don't necessarily have to become easier, or at least not significantly so, to make it so enemies are working under at least the illusion of the same systems you are.

Also, starving/desperate enemies that are working under low food/water conditions should totally be a thing, as well as the occasional item or somethin' to induce it. Could even repurpose enemies you see elsewhere with new abilities (animals becoming more desperate, diseased, etc.) that they'd actually get if you managed to get 'em into such conditions outside the areas/particular encounters. Maybe even class based effects of such a nature, or ways (quests, items, special encounters, etc.) to obtain them through play for your character. Stuff like that would make the system less one sided, more interesting, yeah? Less punishing the player for playing the "wrong" way/too slow/etc., more an actual set of mechanics you can actively interact with and that has a meaningful player/enemy and/or enemy/world component rather than just (entirely negative) player/world and nothing else.

*This would be amazing to see implemented for a player class, actually, or something you could acquire in-game. You get in dire straights, push things to far/die, and then you find yourself playing the rest of the game as a rival demon looking to undermine an opposing faction's presence in the material plane. Food/water system would probably change... maybe kills or corpse eating to restore food/water -- I could totally see something where a demon has reduced consumption rate, but has to kill casters for "water" and other stuff for food, ferex.

Yeah, good points there. I'll see if I can manage to do something, perhaps limited resources for enemies would work.

Regarding the autoexplore, I got it to work as a single key press that toggles it on and off. It's automatically toggled off when the player sees an enemy.
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Frumple

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Re: The Temple of Torment
« Reply #16 on: June 07, 2016, 06:46:07 am »

Ahaha, cheers! My poor abused button pressing bitsies will thank you :V
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Aukustus

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Re: The Temple of Torment
« Reply #17 on: June 07, 2016, 06:00:43 pm »

I'm posting some things I'd like to add in the future. Some will be added 100% certainly, some not so certainly:

  • Evil plot: there is already an unused Evil epilogue, now only the journey to it is missing
  • Class quest(line)s: each class would have different ones
  • Smithing: Similar to alchemy
  • Sound effects: this is fairly hard since good and free sound effect packs are rare
  • More NPC's in the towns, and furniture
  • Improve the main dungeon to make it more detailed, for example more special rooms
  • Perks/Traits: at character generation, for example social classes; "Knighted" perk would give a horse at the beginning etc
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Aukustus

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Re: The Temple of Torment
« Reply #18 on: June 08, 2016, 01:44:57 pm »

I wonder how okay is it to post in this thread development news, but anyway: I figured out how to make a Brogue style single click movement instead of holding a mouse button down. I believe this'll make the game also less clumsy.
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Aukustus

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Re: The Temple of Torment
« Reply #19 on: July 04, 2016, 02:26:52 pm »

A quick update on what's to come:

Online Features (Optional)
See other player's graves in the main dungeon
Upload Hardcore deaths to the Hall of Fame at the website
Upload Hardcore victories to the Hall of Fame at the website

Traits
A new stage in the character creation that allows to modify the character a little bit by giving a bonus in some part.

Ranged Combat Stuff
Three new special missiles
Four new regular missiles for regular firing. For example Broadhead Arrows, Leafblade Arrows, etc
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debvon

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Re: The Temple of Torment
« Reply #20 on: July 04, 2016, 02:41:24 pm »

I wonder how okay is it to post in this thread development news

I'd say very okay, posting dev news here is doing the people who have interest in this game a favor really. It's great to see threads bumped with developer notes/change logs.
I'm glad you're actively working on this game. It has a ton of potential for improvement and expansion. I'm looking forward to the changes
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Aukustus

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Re: The Temple of Torment
« Reply #21 on: July 04, 2016, 02:49:26 pm »

I wonder how okay is it to post in this thread development news

I'd say very okay, posting dev news here is doing the people who have interest in this game a favor really. It's great to see threads bumped with developer notes/change logs.
I'm glad you're actively working on this game. It has a ton of potential for improvement and expansion. I'm looking forward to the changes

Awesome, then I'll post the full change log as it is currently:

Code: [Select]
--Highlights--
* Autoexplore
* Single mouse click movement
* Ranged combat improved with balances and new missiles and ranged weapons
* Online Features

--Full log--
Bugs, mistakes and missing things
* Rewritten Gold handling, fixed multiple wrong price calculations
* Fixed a crash when firing the last crossbow bolt
* Magical weapons found in the dungeon are too +2
* Fixed some targeting crashes when playing without mouse support
- Fixed a bug where time advanced too fast while passed out from beer or waiting during a certain quest
- Fixed a bug where recovered bolts were found at player's coordinates
- Added a missing dialogue with the Alchemist
- Fixed a bug with some monster spawns in the Flowing Cavern

General
* New Merchant: Fletcher that sells ranged ammunition
* Autoexplore; press 'e' to toggle on/off, toggles off also when seeing a monster
* Single mouse click movement over long paths instead of holding mouse button down
* No fast mouse movement if monsters are in FOV, movement must be done with single clicks
* Monsters in the path will be attacked if they block the path when clicking on other tile than monster
* Lowered all the gold amounts and prices by 66%, everything is roughly the same relative price but amounts of money in circulation are lower
- Less loot in the Caverns
- Traps are triggered only once
- Ranged ammo must be equipped before using, excluding special ammo

Online Features
* Upload a victorious Hardcore character to the Hall of Fame at the website       
* Upload a dead Hardcore character to the Hall of Fame at the website
* Main dungeon contains graves based on other player's Hardcore deaths
* These can be toggled off in Options

Items
* New Missile: Stunning Bolt; -1d4 damage, but can stun enemies
* New Missile: Acid Bolt; +1d6 damage
* New Missile: Frost Arrow; +1d6 damage and in addition deals 150% damage to fire monsters
* New Missile: Leafblade Arrow; general bow ammo, +1 damage
* New Missile: Broadhead Arrow; general bow ammo, +2 damage
* New Missile: Barbed Bolt; general crossbow ammo, +1 damage
* New Missile: Diamondhead Bolt; general crossbow ammo, +2 damage
* New Weapon: Arbalest; 1d12 damage dealing ranged weapon
* Recovering arrows: Everybody can recover missed arrows with 33% chance, but Ranger talent allows recovering hit arrows too       
- Muskets are no longer -5 To Hit Bonus because of misfire system
- Start arrows reduced to 48 from 100, start sling bullets reduced to 40, and start pistol bullets to 48
- Arrows are renamed to Bodkin Arrows
- Bolts are renamed to Bodkin Bolts
- Bullets are renamed to Lead Bullets

Talents
* Arrow Recovery now applies to hit arrows too
* Arrow Recovery now applies only to normal shooting instead of also Multiple Shot
* Arrow Recovery has now 33% chance instead of 25%
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Aukustus

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Re: The Temple of Torment
« Reply #22 on: July 08, 2016, 03:38:21 pm »

I've released Stable 10.0 now: http://www.thetempleoftorment.net/downloads/

Full change log:

Code: [Select]
--Highlights--
* Autoexplore
* Single mouse click movement
* Online Features       
* Traits       
* Ranged combat improved with balances and new missiles and ranged weapons

--Full log--
Bugs, mistakes and missing things
* Rewritten Gold handling, fixed multiple wrong price calculations
* Fixed a crash when firing the last crossbow bolt
* Magical weapons found in the dungeon are too +2
* Fixed some targeting crashes when playing without mouse support
- Fixed a bug where time advanced too fast while passed out from beer or waiting during a certain quest
- Fixed a bug where recovered bolts were found at player's coordinates
- Added a missing dialogue with the Alchemist
- Fixed a bug with some monster spawns in the Flowing Cavern

General
* New Merchant: Fletcher that sells ranged ammunition
* Autoexplore; press 'e' to toggle on/off, toggles off also when seeing a monster
* Single mouse click movement over long paths instead of holding mouse button down
* No fast mouse movement if monsters are in FOV, movement must be done with single clicks
* Monsters in the path will be attacked if they block the path when clicking on other tile than monster
* Lowered all the gold amounts and prices by 66%, everything is roughly the same relative price but amounts of money in circulation are lower
* Months are added, each month is 28 days, this has no effect on game, but immersion
* Smith and Captain Shop prices fluctuate with possibly a different price each day if the same item is on sale
* If item is equipped, it weighs less when counting towards being overencumbered
* External Help .txt file
- Less loot in the Caverns
- Traps are triggered only once
- Ranged ammo must be equipped before using, excluding special ammo

Online Features
* Upload a victorious Hardcore character to the Hall of Fame at the website       
* Upload a dead Hardcore character to the Hall of Fame at the website
* Main dungeon contains graves based on other player's Hardcore deaths
* These can be toggled off in Options

Items
* New Missile: Stunning Bolt; -1d4 damage, but can stun enemies
* New Missile: Acid Bolt; +1d6 damage
* New Missile: Frost Arrow; +1d6 damage and in addition deals 150% damage to fire monsters
* New Missile: Leafblade Arrow; general bow ammo, +1 damage
* New Missile: Broadhead Arrow; general bow ammo, +2 damage
* New Missile: Barbed Bolt; general crossbow ammo, +1 damage
* New Missile: Diamondhead Bolt; general crossbow ammo, +2 damage
* New Weapon: Arbalest; 1d12 damage dealing ranged weapon
* Recovering arrows: Everybody can recover missed arrows with 33% chance, but Ranger talent allows recovering hit arrows too       
- Muskets are no longer -5 To Hit Bonus because of misfire system
- Start arrows reduced to 48 from 100, start sling bullets reduced to 40, and start pistol bullets to 48
- Arrows are renamed to Bodkin Arrows
- Bolts are renamed to Bodkin Bolts
- Bullets are renamed to Lead Bullets

Traits
* Added 10 different Traits, that give different bonuses, upon character creation

Talents
* Arrow Recovery now applies to hit arrows too
* Arrow Recovery now applies only to normal shooting instead of also Multiple Shot
* Arrow Recovery has now 33% chance instead of 25%

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Aukustus

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Re: The Temple of Torment
« Reply #23 on: July 29, 2016, 04:37:41 pm »

Stable 10.1 Released! http://www.thetempleoftorment.net/

Most notably a new ASCII color scheme.

Changes:

Code: [Select]
--Highlights--
* Balancing
* New color scheme

--Full log--
Bugs, mistakes and missing things   
* Removed the save when closing the game from the window close; this caused some weirdness when it saved upon crashing
* Monster ASCIIs W and V & w and v were switched
* Removed the mention of the upcoming class Shaman in the level up screen
- Character screen displays now Dexterity bonus with musket damage
- Removed mention of non-firearm weapons with Dexterity description   
- Multiple minor bugs fixed

General
* New color scheme: all colors are changed, mostly in ASCII Mode
* Added an explanation for the Attribute system to the Help
* Inn food is 2 GP instead of 3 GP to make it more desireable
- Game Modes renamed to Rules to make way for the upcoming content   

Items
* Increased the rate of gradual potion effects greatly

Monsters
* Bees are slightly weaker
* Fire Ants are slightly weaker
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Aukustus

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Re: The Temple of Torment
« Reply #24 on: July 30, 2016, 08:10:22 am »

I released 10.2 which contains couple of critical bug fixes and right mouse click scrolling for laptops/mouses without scroll.

Code: [Select]
Bugs, mistakes and missing things   
* Fixed a crash with Drain Life, Pain and Curse

General
* Ability to scroll the menus with right mouse click
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Zireael

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Re: The Temple of Torment
« Reply #25 on: August 07, 2016, 10:08:47 am »

Quote
- Arrows are renamed to Bodkin Arrows
- Bolts are renamed to Bodkin Bolts
- Bullets are renamed to Lead Bullets

Does this mean more arrow/bolt/bullet types are to come?
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Aukustus

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Re: The Temple of Torment
« Reply #26 on: August 07, 2016, 01:47:12 pm »

Quote
- Arrows are renamed to Bodkin Arrows
- Bolts are renamed to Bodkin Bolts
- Bullets are renamed to Lead Bullets

Does this mean more arrow/bolt/bullet types are to come?

Yeah, there are currently two magical arrows, two magical bolts, and 3 non-magical arrows and 3 non-magical bolts with each of them having either different damage or effect. I think there'll be magical firearm and sling bullets in the future. The Fletcher merchant in Westerfall sells different non-magical bow/crossbow missiles.

That same patch added all those I mentioned. Previously there were only one different missile for each weapon and only a fire arrow for bows.
« Last Edit: August 07, 2016, 02:02:33 pm by Aukustus »
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Mephansteras

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Re: The Temple of Torment
« Reply #27 on: August 08, 2016, 12:19:14 pm »

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Aukustus

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Re: The Temple of Torment
« Reply #28 on: September 16, 2016, 07:18:41 pm »

Stable 11 released for the Annual Roguelike Release Party! http://www.thetempleoftorment.net/

A lot of new good stuff here:
Code: [Select]
    --Highlights--
    * New Class: Shaman
    * 4 Main Dungeon Branches
    * New Spellbooks
    * New Scrolls
    * New Monsters
    * Monster overhaul
    * Language system for Spellbooks
    * New light/FOV system
    * Level 1 Passive Talents
    * Improved Class screen
    * Customizable Color Palette
    * Upload Standard mode victories and deaths

    Bugs, mistakes and missing things
    * Fixed a freeze with the Regeneris Prohib Disease
    * Fixed a bug where one could leave the supplies of the supply quest to the ground without picking them by exiting the west exit
    * Camera no longer scrolls if the mouse is outside the window (fixed by newer libtcod wrapper)
    * Fixed a crash with the Hawk Companion
    * Fixed some prices being 0
    * Fixed a weird bug with any cursed spellbook leading to casting the Warlock spell Curse
    * Fixed a bug with Curse and Insect Swarm permanently lowering enemy stats
    * Renaming the character renames the save file now too prevent an exploit with changing a name before dying to preserve saves in hardcore mode
    - Fixed some shop UI misalignments
    - Camera scroll region in the bottom of the window was one tile too small
    - Fixed some bugs in Character screen
    - Multiple minor bugs fixed
    - Fixed Nature's Ring's displayed category

    General
    * New Class: Shaman; a caster class
    * Branch system: the main dungeon contains one branch in each of the settings
    * Languages added; you must know the language related to the spellbook, for example Divine Language
    * A light source is required to make tiles explored indoors (does not apply to rogues because of the new Level 1 Passive Talent)
    * FOV is dependent in outdoors on the time of day
    * Customizable Color Palette; colors are loaded from an XML file that can be edited, possibility to have everything also as single color
    * New Merchant; Linguist; sells dictionaries for learning languages
    * Weapon Proficiency moved to Level 15 from Level 9
    * Added a prompt to abandoning the character
    - Improved Class description screens

    Diseases
    * Regeneris Prohib completely prevents natural healing now

    Online Features
    * Ability to upload victories and deaths also in the standard mode
    - Equipped items are shown as "(Equipped)"

    Talents
    * Each Class receives level 1 Passive Talent, either a new one or moved from another level replaced by new
    * Fighter Level 1 Passive Talent: Armor Mastery; -5 Armor Penalty
    * Paladin Level 1 Passive Talent: Aura of Resistance; +5 Resistance
    * Barbarian Level 1 Passive Talent: Melee Mastery; +1 Melee Damage
    * Monk Level 1 Passive Talent: Flagellation; +1 Damage Reduction
    * Ranger Level 1 Passive Talent: Ranged Mastery; +1 Ranged Damage
    * Rogue Level 1 Passive Talent: Dark Adaptation; ability to see in the dark without a light source
    * Bard Level 1 Passive Talent: Jack of All Trades; +1 All Damage
    * Cleric/Mage/Druid/Warlock Level 1 Passive Talent: Spell Accuracy; +5 accuracy to bolt spells
    * New Level 21 Passive Talent for Paladin; Aura of Blessing; +5 To Hit Bonus
    * New Level 9 Passive Talent for Gunslinger; Uncanny Accuracy; Bullets cannot be blocked
    - Changed some Passive Talent levels

    Maps
    * New Area: The Ruined Archives; entrance in the Temple level 3, contains 4 levels + boss level
    * New Area: The Forgotten Halls; entrance in the Catacombs level 3, contains 4 levels + boss level
    * New Area: The Spider Caves; entrance in the Caverns level 3, contains 4 levels + boss level
    * New Area: The Ancient Gardens; entrance in the Ruins level 3, contains 4 levels + boss level

    Monsters
    * Monster overhaul: now monsters can have multiple conditions such as both flying and vampiric etc. compared to having just one previously
    * New Monster: Possessed Archivist
    * New Monster: Black Ooze
    * New Monster: Shambling Dead
    * New Monster: Overgrown Maggot
    * New Monster: Huge Tick
    * New Monster: Spiderling
    * New Monster: Mushroom Patch
    * New Monster: Venus Thorner
    * Vampiric Bats drain only 1 HP instead of 3 HP
    * Ghostly Miners can age the player
    * All creatures that logically are hovering or flying are now considered flying in terms of traps and ground spells
    - Monsters with a unique name no longer have also their normal name

    Items
    * New Scroll: Scroll of Phase Door; teleport to random location in the current map
    * New Scroll: Scroll of Healing; heals the target by 50% of the maximum Hit Points
    * New spellbooks: Shamanic books
    * New spellbook: Arcane Book of Magic Missile; replaces mage's Chain Lightning
    * Chain Lightning becomes a Shaman spell
    * All spellbooks of the same magic school have the same tile and ASCII color
    * Characters start with one Lantern
    * Characters start with one Scroll of Recall
    * Lanterns and torches now work outdoors with giving a larger FOV at night
    * Torches and lanterns have now different radiuses; Torch is +1 and Lantern is +2 to FOV radius
    - Lanterns and torches last much longer
    - Fireball becomes a 1d10 spell from 1d12
    - Holy Nova becomes a 1d10 spell from 1d12
    - Immolation becomes a 1d10 spell from 1d12
    - Poison Cloud becomes a 1d10 spell from 1d12

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Aukustus

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Re: The Temple of Torment
« Reply #29 on: October 24, 2016, 06:21:04 am »

Perhaps I should post here too the new version I uploaded some time ago: Stable 12.0 http://www.thetempleoftorment.net/downloads/

There's mostly just balances or other changes, making it a lot better, but most importantly there's turn preservation when cancelling things or just browsing inventory without using anything!

Changelog:
Code: [Select]
–Highlights–
* Turns are not spent in many situations, for example when just browsing an inventory, cancelling actions or not having requirements met with spells
* Spellbooks have complete descriptions of the spells
* Balancings
* Console feature; powerful debugger

Bugs, mistakes and missing things
* Traps cannot be generated at tiles containing area transitions or doors any more
* Fixed diseases being cured when changing the level
* Mimics are no longer revealed by the cursor
* Fixed players being frozen from allies getting Frost Bolted
* Monsters capable of resurrecting will no longer resurrect player’s allies
* Fixed Bard songs affecting the player
* Fixed the Arcane Book of Confusion’s Intelligence requirement
* Shapeshifted Druids can no longer block, cast spells or shoot missiles (see below at Talents)
* It is no longer possible to rest inside Mount Devil’s Mouth, it could cause deaths
* Fixed every monster’s strength amount, they were too high since I changed the system from 0-15 to 0-6
* Phase Door can no longer teleport the player into areas without walkable exit such as locked houses
– Fixed Jinxia’s Talent’s gold remove
– Arrows/Bolts can no longer be fired into a wall so that a recoverable missile will spawn
– Fixed Time Stop’s graphics
– Druid and Shaman start with their quarterstaffs equipped
– Blood Magic’s description was fairly unclear
– Removed debug message when Curse ends

General
* Just browsing the inventory no longer spends a turn
* Cancelling targeting no longer spends a turn
* Resistance is gained every 6 levels instead of every 3 levels
* If there’s an enemy/companion in a cursor targeted tile that has other objects, its name is always drawn instead of the underlying things
* Added Console feature that can manipulate objects, fix bugs etc. It’s use is undocumented since it can also break stuff
* Changing tiles with a party member no longer cancels automove

Attributes
* Strength bonus now depends on the weapon, it’s 1.5x when wielding a two-handed weapon and 0.5x when dual-wielding
* Intelligence allows the learning of new languages

Items
* Shields have Armor Penalty now, Small Shields have none, Kite Shields have 5, and Tower Shields have 10
* Increased the prices of the goods at the captain’s shop
* Missiles are more expensive

Monsters
* Increased slightly the Armor Class of monsters in the Ancient Ruins and in Hell

Skills
* Increased the amount of actions needed to increase Skills a little, previously reaching the maximum Skill level was fairly quick

Spells
* Adjusted all mana costs (mostly increased)
* All Area of Effect spells can be targeted at the player’s location
* A turn is not spent if all necessary requirements are not met to cast the Spell
* Immolation is renamed to Decay, and undead will be immune to it

Talents
* All Area of Effect talents can be targeted at the player’s location
* A turn is not spent if all necessary requirements are not met to use the Talent
* Shapeshift’s damage is increased at levels 9 and 18, instead of 6 and 12
* Light Step renamed to Careful Step
* Backstab Mastery gives +10 THB instead of +5
* Unarmed Parry gives +10 BC instead of +5
* Magical Armor, Armor of Faith, and Shadow Armor give +10 AC instead of +5
* Holy Shield gives +10 BC instead of +5
* Shapeshift can be cancelled by casting it again to allow again spellcasting / missile shooting

Religions
* Deity Talents can be resisted
* Hammer of Justice has slightly lower duration
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