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Author Topic: Triangle Wizard  (Read 17491 times)

sambojin

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Re: Triangle Wizard
« Reply #45 on: December 15, 2011, 08:42:12 pm »

Yep, it took about 5 mins :). Man this game is weird sometimes. Such nice things.

Efreet Assasin of Ragnoros. Got call familiar on level 1. Cast a level 18 familiar out of it. Found an ascension shrine. Now I've got a level 36 familiar called "Creeping Chip the Hunter", a Yeth Hound that's a servant of Mindassanya(?) with 810 hitpoints that flies, summons firesprites and spell mantles me.

Fortunately it regen's its HP fast enough the I "probably" won't flamewave it to death. Might give this char 10 mins of survival time :)

Actually, here's a link to a chaosforge post with the save attached. Now with 3 Air Elementals, 3 Fire Sprites all on level two (dungeon level 4?). Looks like I'll make it to mid-game finally.
forum.chaosforge.org/index.php/topic,3278.204.html
« Last Edit: December 15, 2011, 10:02:02 pm by sambojin »
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martinuzz

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Re: Triangle Wizard
« Reply #46 on: April 05, 2012, 01:01:48 am »

Bump.
New version out. Version 13.02
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http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

getter77

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Re: Triangle Wizard
« Reply #47 on: April 05, 2012, 06:53:42 am »

Loaded with goodies at that for the good sized gap of time since last release:

Quote
-Pressing ESC now also offers an extended menu from which all other menu's and settings can be accessed without remembering the keycodes.
-Fixed a few typos.
-Quest related creatures are now immune to Charm and Anarchy.
-Azathoth will no longer instantly permakill anyone who offends it. Instead 60% of max hitpoints are lost until amends are made.
-Added an option to require shft/alt for mouseovers to be visible.
-Gnomish extra spell now levels when leveling up.
-Modified the graphics of Liquid Form.
-Quest escorts enjoy a moment of absolute immunity along with the player at the start of a new level for half the normal duration.
-Casting Wizard's Flare a second time in quick succession makes the flares explode in more brighter secondary particles which can no longer be controlled and stick to walls.
-Added a new quest: The Rituals.
-Less spell effects should penetrate to the next dungeon level.
-Galio should no longer drop his head twice.
-Magic sigils can now also contain the Dweomer Thief spell.
-Pyth now decreases the duration of status effects and diseases on the player by 75% instead of 50% on all allies.
-Melee immunity is now only granted after the third attack made on someone  in a short moment. This makes groups somewhat more dangerous. Creatures can no longer make infinite amount of melee attacks in some period of time, they now get a small cooldown after each attack. They can still perform knockbacks though.
-Trolls now regenerate incantations 55% slower instead of only 35%.
-The Berserker unique ability, Enchanted Weapons, now grants a quicker melee attack speed and quicker melee immunity.
-Floating damage numbers now have a different font if the damage was directed against yourself or allies.
-Creatures can no longer stack on top of each other.
-Knocking creatures into each other will knock those creatures also back.
-Increased the chances of Euphoria granting a wish.
-Radically changed the Priest's unique ability, Divinity Everlasting. It now grants a unique boon depending on your deity. A priest without any deity suffers major penalties.
-Entering a level where there is a gem to be found while you have a zero chance at finding magical items will no longer crash the game.
-Losing or gaining resistances via deities will no longer affect resistance powerup drop rates.
-Shop levels can no longer have darkness.
-Added internal support for item mods influencing non-resistable damage types.
-Added several new item suffixes.
-Corpses of a disciples will no longer be disciples if raised from death.
-Clockwork units have a new font.
-Increased the rate at which the Color Blast ability granted by Taric increases in spell level.
-Updated the handling of the poisoned status effect; it should no longer permanently change melee damage output.
-Added a few new creatures.
-Worshipping the RNG now also affects gambling.
-Added a new deity: Niwrad, the Evolving One.
-Champion enemies can now be generated with many new unique abilities.
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sambojin

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Re: Triangle Wizard
« Reply #48 on: April 06, 2012, 07:45:03 pm »

This is a pretty huge release. The priest class is is now different for every single god. Some of the combo's are amazing. Ragnaros now heals you with fire (while burning the crap out of everyone else still), Stratos gives you chain lightning punches(!), Karthus  gives you a constant death-zappy field that goes through walls and Gemini turns you into a powerup which makes you essentially invisible whenever you stop moving. Asmodan gives you scrolls for shrines while knicking that god's ability (which may be a bug, so abuse it while you can). You also get a signature spell with each god that levels with you that makes stuff a bit easier on you as well. Xiite vapourisation (at 12 levels faster) is just amazing. The extra different play-styles on offer from just that one class change is awesome. I still haven't got around to trying out all the gods yet.

The Gnome's free spell now levels along with you, which is handy. Angels see in the dark. Trolls suck a bit more. Efreeti are kind of cooler now. Nymph's are still freakishly good but slow. Goblins are still goblins. Oh, and monsters and allies don't stack any more. Spell targeting, melee and summon swarming are all heavily effected by this. Running speed is now at a premium, so turn sprinting on. Unless you have chain lightning punches. Then you're fine.

So give it a go if you haven't. If you have, give it another go. It's a very, very different game now. Frighteningly addictive, but I still don't know why.

Troll Deathsinger of Karthus FTW.
« Last Edit: April 06, 2012, 07:53:23 pm by sambojin »
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Alkhemia

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Re: Triangle Wizard
« Reply #49 on: April 06, 2012, 08:17:23 pm »

so how do I go down the stairs?  :-\
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sambojin

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Re: Triangle Wizard
« Reply #50 on: April 06, 2012, 08:30:42 pm »

Press the Alt key.  Alt is for picking up power-ups, spells, items and for going down the stairs.
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sambojin

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Re: Triangle Wizard
« Reply #51 on: May 05, 2012, 06:43:17 am »

Triangle Wizard 13.03 is now out. More gods, less bugs, berserkier berserkers and spreadable flames of death. Because it wasn't fun enough sniping with vaporize, now you can burn them all with one shot (if you're lucky).

Here's the features update.


New Version Released: R 13.03
 Posted by Wouter van den Wollenberg on May 2, 2012 at 4:20 PM    comments (1)
Hallo all wizarding triangles! Now, almost three and a half years after the initial release of the game we are still going strong with updates! This update buffs priests in that they now have two deity specific spells (one of them usually being a circle one or two attack spell). It also has a few quality of life upgrades, bug fixes, two new deities and one new quest.

Patch R 13.03 Notes:

-Text for Priests of Jeffears now correctly state a wish can be gained from sigils instead of shrines in game creation.
-Quest creatures no longer drop copious amounts of loot that they shouldn't.
-Priests now gain two deity specific spells instead of one.
-Fixed some typos.
-Priests of the 5th Age can now control their Hypnotic Mesmer spells for a short duration.
-Priests of Azmodan can no longer steal traits from other deities by desecrating shrines.
-Followers of Tir-Jahar should no longer get stuck in walls.
-Slightly changed the graphics of Karthus' death aura ability.
-If burning creatures are knocked into each other the fire may spread.
-Fixed a bug which sometimes caused some followers to not appear at the stairs of the next level after descending.
-The player is now also healed upon descending as was already the case with his/her allies.
-Detect Alignment no longer flashes if used without low light vision; it will now introduce an offset which is constant but random for each creature.
-Berserkers can now attack much more rapidly.
-Added a new deity: Akatosh, the Dragon God of Endurance.
-Increased the chances champion monsters have talents.
-Added death texts for if you die to certain deity effects.
-Character creation now lists if races have special types of vision (such as low light vision).
-Modified the handling of Stoutheart's curse. You can no longer die from it.
-Powerful items now glow when on the ground.
-Doors have a chance of opening the opposite way as well.
-Added a new late game quest: Ancient Domains of Mystery.
-Scrolls gained via worship to Azmodan are now sacred to Azmodan.
-Added a new deity: Mystra, the Goddess of Magic.
-Buffed Ilmater's boon; his healing potions will now also remove curses and have a chance at removing diseases.
-Data from artifacts.tri is now automatically added to the Trianglopedia.


Another great update from the makers of this fine roguelike. It's pretty rare you get nice graphics and the word roguelike in one sentence, but Triangle Wizard manages it.
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tryrar

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Re: Triangle Wizard
« Reply #52 on: May 05, 2012, 07:55:55 am »

lol was a fey pyromancer...until I blew myself up with my own fireball on the first level!(I actually LIKE that my spells can accidentally affect me!)
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sambojin

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Re: Triangle Wizard
« Reply #53 on: May 05, 2012, 10:04:09 pm »

Angel Marshalls of Azmodan are still my favourite class. They're overpowered as hell, but pretty fun never-the-less. Can fly, has good vision and you get free spell levels for your Call Hero spell. Just pick one other spell and level it too and you're set. If it ever comes up on levelling, pick Magical Transferance as a trait (so all your heroes always get spells). Plus, you can kill Azmodan as a quest, which is funny. You're the god-killer alright...........

It's a bit micro-managy due to what the above poster said. The amount of times I've forgotten to turn off fireball, deathstorm or great hail on my own hero's spell list, only to have them one-shot me just after summoning them is ridiculous.

ps. Press "z" for move allies to location, summon hero, he moves to YOUR location (while anything else moves to where you pressed "z"). Then you can F2 him, check he has no self-damaging spells, hit "Insert" on him to bring up his spell list and press "Delete" to stop him casting the ones you don't want. Move a bit, summon next hero, repeat. It's fiddly, but it stops instant deaths happening, which is embarrassing when it's your own troops that did it.

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sambojin

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Re: Triangle Wizard
« Reply #54 on: May 23, 2012, 07:47:42 am »

Triangle Wizard 14.01 has been released. New features include:

Two new races, Dark Dwarves and Stitched Ones.
Graphic tiles for floors and walls (optional).
Bloody and gore graphics (optional only by option).
Set-up menu at main screen.
Heaps of little bug fixes and typo-edits.

Here's the whole update list.
------------------------------------
Code: [Select]
Patch 14.01

-Fixed several wrong entries in the Trianglopedia.
-You can again true resurrect fallen disciples to regain favor with their deity if it is angry.
-Lava Maws now correctly breathe fire instead of acid.
-Necromancers now correctly lose the need to breathe when becoming undead.
-Summoned creatures are now immune to melee and can't melee themselves for a second or so. This should reduce the chances of early game 'I summoned a dragon on your head' death.
-Game creation screen will no longer incorrectly say that Priests have the Sacred Wrath spell.
-You can no longer get a quest before entering Castle Everdoom.
-Montezuma's curse should no longer teleport the exit into walls.
-Akatosh will no longer stop healing potions from working at all, they now function as though you were cursed.
-Frostlings move somewhat faster.
-Added the Stitched One and Dark Dwarf races.
-Creature info now also lists the actual light (or darkness) radius of creatures.
-Added an option menu in the main menu which allows you to set things without having to open .ini files yourself.
-Altered the way walls are drawn to make it look like the outside of a level is all solid.`
-Made darkness look more pleasant.
-Added an option to use tiles. This adds new graphics to walls, floors and stuff like water. It is also featured in the minimap.
-Added support for GML scripts for levels.
-Added the option to use tiles and toggle shaded walls to the ingame option menu.
-Made enemies less likely to glitch outside levels during boss fights.
-Banjo should no longer cast so many Charms spells your computer crashes.
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Mephansteras

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Re: Triangle Wizard
« Reply #55 on: May 23, 2012, 10:17:22 am »

Huh, I downloaded this game ages ago and forgot all about it. I'll have to actually try out the new version.
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ThtblovesDF

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Re: Triangle Wizard
« Reply #56 on: May 23, 2012, 01:20:13 pm »

I did the tut ... but i still don't know how to put a spell so that when i turn the mousewheel it shows up ( a found spell), how to remove spells from my spellbook or how to get regeneration for spells (like starting spells)

+no idea how to tell why I sometimes can't pick up spellupgrades (spells i know you can only have like 7) + I'm playing as marshal, but can't even pick up the 1x Call hero, to add to my current 1 out of 5 charges.


So basically if you pick up a spell from the ground, you may never get rid of it?

+Sometimes a spell just won't cast, uses are left, mana/cooldown bar is full... but just won't cast. Mouse over enemy, nothing in the way... (for example, vaporise, entangle, deathray, acidspray)
« Last Edit: May 23, 2012, 01:43:57 pm by ThtblovesDF »
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ThtblovesDF

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Re: Triangle Wizard
« Reply #57 on: May 24, 2012, 02:45:55 am »

Anyone know the answer to the last question especially? Keep dieing to utterly random "well now you can't cast anymore, lulz" moments.
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sambojin

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Re: Triangle Wizard
« Reply #58 on: May 31, 2012, 03:50:27 am »

No idea, you can't cast at the very start of the game, but that's it as far as I know.

Anyway, version 14.02 is out. This one is very, very important. Why? Because monsters don't jam up doors any more. Very, very important fix that one. Plus you can buy incantations in stores, which is a cheap way to get those "sometimes" spells. There's some other stuff as well:

Code: [Select]
Patch R 14.02

-You can now buy plain incantations for spells in shops.
-Added the ingame clock to the option menu.
-The tiled minimap should be clearer.
-Priest of Dorah now correctly benefits from the normal boon of Dorah in addition to the priest boon.
-Corpus Furia produces additional gore (if gore is enabled).
-You can no longer pickup gold while your are jumping.
-Azathoth now correctly grants resurrections based on dungeon level instead of character level.
-Character information of the player now shows if Azathoth will provide a resurrection or not.
-Creatures can only take damage from an Evaporate Wall spell every few frames.
-Tydei powerups now have random color and correctly function together with tiles. Tydei no longer makes you confuse items.
-There are now tiles for altars, shrines and staircases if you enable tiles.
-Added a new mid level quest, The Case of the Lost Diamond Pickaxe.
-Improved the level generation algorithm, there should be some more variety in room placement.
-Grechen's curse can no longer put your gold into the negative.
-Added secret vaults. These are randomly present and are only visible if you have opened them (by blowing up the entrance or wall-walking over it). They contain random rewards and danger.
-Priests of Dorah can now detect hidden vaults.
-Worshipping Jeffears increases the chances of finding vaults.
-Added a new item suffix.
-Creatures can no longer hold doors closed.
-Treasure Hunters find more gold in vaults.
-Added blinking red glows at the sides during a death warning.
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ThtblovesDF

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Re: Triangle Wizard
« Reply #59 on: May 31, 2012, 03:55:38 am »

Solved those things on my own so far,

sometimes the game just starts you off with a empty stamina (yellow) bar and next to a enemy, so you get bumped by him and instantly overload your stamina (can't cast till the nearly invisible 2end bar behind the stamina bar is empty again) - if you even try to run away from the enemy while this reloads you just can't cast again, have fun.

To add spells to the mousewheel list, you have to select them in the spellbook and hit ctrl + number
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