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Author Topic: Infraarcana: a lovecraftian roguelike  (Read 41319 times)

Törnqvist

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Re: Infraarcana: a lovecraftian roguelike
« Reply #45 on: December 13, 2011, 06:11:29 pm »

New version is out.

http://infraarcana.wikispaces.com/Downloads

New stuff:
*Tile set
*New font (16x24)
*New time system (easier to predict how much the monsters will move between your turns)
*New item: Flares - can be used to light up dark rooms
*The skill system uses ranks again (instead of percentages)
*Renamed the "Reloading" trait to "Weapon handling" and included chance for instant wield or swap
*Merged the traits "Spot traps" and "Spot secret doors" into "Spot constructions"
*New ability: "Spot items" - you find more items
*Merged the traits "Evade melee" and "Evade traps" into "Dodge"
*Removed the "Alchemy" trait and included potion identifying in "Arcana" instead
*Removed the trait "Composure" and included shock resistance in "Fortitude" instead
*Better formula for chances to study scrolls (smoother increase)
*Fixed a bug that caused the 'get' command to crash the game after loading a save file
*Decreased the HP of all monsters
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debvon

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Re: Infraarcana: a lovecraftian roguelike
« Reply #46 on: December 13, 2011, 08:52:55 pm »

I love this game, it's really fun. You're awesome for making this. Oh and the tiles are really neat-o.
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Little

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Re: Infraarcana: a lovecraftian roguelike
« Reply #47 on: December 14, 2011, 01:28:42 am »

This game is fun! :D
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Blizzard is managed by dark sorcerers, and probably have enough money to bail-out the federal government.

Törnqvist

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Re: Infraarcana: a lovecraftian roguelike
« Reply #48 on: December 19, 2011, 04:06:26 pm »

v11.2 is released.

http://infraarcana.wikispaces.com/Downloads

Updates:
*The 16x24 font is fully available in ASCII mode
*Fixed a bug that prevented monsters from stepping on corpses
*Fixed a bug that allowed saving anywhere
*Removed spirit points (sanity is now the only "resource" needed to cast spells)
*The ghosts touch attack now causes slowness instead of draining spirit points
*Ghosts can no longer use their touch attack while unaware of the player
*Worm masses can no longer spawn worms from their corpses
*Lowered the effects of Dodging, Fortitude and Toughness
*Chances for scrolls and potions spawning is a bit higher
*Slightly reduced the damage from spear traps
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nenjin

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Re: Infraarcana: a lovecraftian roguelike
« Reply #49 on: December 19, 2011, 06:19:28 pm »

I've seen this thread enough times without trying it, I think it's about time. Thanks for the updates.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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How will I cheese now assholes?
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nenjin

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Re: Infraarcana: a lovecraftian roguelike
« Reply #50 on: December 19, 2011, 07:03:41 pm »

This is really nice, a real homage to the Mythos and a nice solid rogue-like to boot. I like the insanity mechanic, it's a fresh combination of randomness and tension that kind of drives the whole thing. I really hope you continue going with this, there are tons of places I would love to see it go.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Törnqvist

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Re: Infraarcana: a lovecraftian roguelike
« Reply #51 on: May 27, 2012, 04:33:17 am »

Version 12.0 released

Download:
http://infraarcana.wikispaces.com/Downloads

What's new:
*New map generator
*A character screen (@) with info about skills and mental conditions
*Reworked skill system - merging, balancing, grouping
*New skill: Mobility (occasionally get free turn when moving)
*Some monsters can use the sneaking and backstabbing skills
*Monsters can sometimes spawn on an earlier depth than normal
*3 new monsters
*A couple more spells that monsters can cast
*New weapon: Spike Gun
*Merged wear and wield command
*It is now possible to use ranged weapons while Terrified (with a hit penalty). It also gives a dodge bonus now
*Reworked magic system. Spells can now be identified/memorized when cast from a manuscript (removed studying)
*New status effects: Blessed/Cursed (bonus/penalty to all rolls)
*Darkness gives shock instead of the room (so lighting up a dark area with a flare removes the shock)
*HP bonus per level is fixed instead of random
*Armor durability % is no longer shown in the interface (only the protection value)
*Replaced graves in the dungeon with tombs
*Hunting horrors (deepest monsters) are somewhat weaker
*Fixed a bug that prevented hit chance bonus vs unaware monsters
*Removed and merged some redundant scrolls and potions
*Quaffing a potion of stealth also causes all monsters to forget you
*Fixed a bug that allowed explosion graphics to be rendered in unseen cells
*The number of dungeon levels has been reduced from 30 to 25
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Geen

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Re: Infraarcana: a lovecraftian roguelike
« Reply #52 on: May 28, 2012, 10:29:52 am »

Awesome so far, love the tiles and the fantastic atmosphere. Nothing beats walking into a room of cultists and zombies, shooting one from behind with a pistol, and realizing that was your last bullet as they all turn their axes/tommyguns/whatever on you.
May Cthulhu eat your mind last so you can keep being awesome.
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BishopX

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Re: Infraarcana: a lovecraftian roguelike
« Reply #53 on: May 28, 2012, 01:46:05 pm »

I'm seeing execrable performance on windows vista. With nothing else running in the system, by the time I hit the end of the first level, it was taking 2-3 seconds real time per move. I could watch bullets move through each square on their way to their target.
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Törnqvist

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Re: Infraarcana: a lovecraftian roguelike
« Reply #54 on: May 28, 2012, 04:23:19 pm »

Awesome so far, love the tiles and the fantastic atmosphere. Nothing beats walking into a room of cultists and zombies, shooting one from behind with a pistol, and realizing that was your last bullet as they all turn their axes/tommyguns/whatever on you.
May Cthulhu eat your mind last so you can keep being awesome.
Ah yes. Nervous moments like those are the best :)

Quote
I'm seeing execrable performance on windows vista. With nothing else running in the system, by the time I hit the end of the first level, it was taking 2-3 seconds real time per move. I could watch bullets move through each square on their way to their target.
That's strange... never heard of that happening for anyone before. I will check if there's a memory leak.
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BishopX

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Re: Infraarcana: a lovecraftian roguelike
« Reply #55 on: May 30, 2012, 06:32:52 am »

Awesome so far, love the tiles and the fantastic atmosphere. Nothing beats walking into a room of cultists and zombies, shooting one from behind with a pistol, and realizing that was your last bullet as they all turn their axes/tommyguns/whatever on you.
May Cthulhu eat your mind last so you can keep being awesome.
Ah yes. Nervous moments like those are the best :)

Quote
I'm seeing execrable performance on windows vista. With nothing else running in the system, by the time I hit the end of the first level, it was taking 2-3 seconds real time per move. I could watch bullets move through each square on their way to their target.
That's strange... never heard of that happening for anyone before. I will check if there's a memory leak.


I've spent some time looking at the resource monitor while playing. Memory use does not increase has performance increases, but CPU usage does (why does it take 5 seconds of a full core worth of cpu time to fire a bullet?) and watching for a decrease in CPU usage is a good way of gauging when performance has recovered.
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Törnqvist

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Re: Infraarcana: a lovecraftian roguelike
« Reply #56 on: May 30, 2012, 07:03:57 am »

When things like projectile rendering is going on, the CPU runs at 100% simply because no keys are being read. It's not 100% because it's a super heavy operation, it's just claiming resources during the rendering loop.

Just to exclude a possibility, did you change anything in the game's config-file? It's possible to set the projectile delay there.
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BishopX

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Re: Infraarcana: a lovecraftian roguelike
« Reply #57 on: May 30, 2012, 05:41:25 pm »

Nope, no configuration changes.
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Törnqvist

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Re: Infraarcana: a lovecraftian roguelike
« Reply #58 on: June 09, 2012, 06:36:45 am »

v12.1

http://infraarcana.wikispaces.com/Downloads

*Linux version
*The game should use a lot less CPU power
*Smoother rendering in certain cases (e.g. no flickering when blinded)
*Blue colors are brighter for better visibility
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BishopX

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Re: Infraarcana: a lovecraftian roguelike
« Reply #59 on: June 09, 2012, 08:09:19 am »

Awesome!
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