Thursday, 1 December 2016

HyperRogue 9.2: 3D hyperbolic animations!

HyperRogue 9.2 is released on Steam and itch.io!


This is again a release with no new lands -- however, it includes several upgrades aimed at making HyperRogue look more like a modern game.
  • Three dimensional view. How would the world of HyperRogue look if viewed from above? You can witness this yourself now! See legs of monsters, when looking from an angle, sides of walls, and chasms. For hyperbolic geometry nerds: this view is roughly accurate if we assume that the surface is actually an equidistant, not a plane. ("Roughly" because formulas are not yet perfectly adjusted for stacking items (e.g. Dragon riding or climbing Red Rock), and sizes of objects are arbitrary.) The 3D view is the default setting now, if you have saved your configuration in an older version, you have to set the "wall display mode" and "monster display mode" to one of the 3D modes.
  • Movement animations. Monster movement is animated now. You can watch these dogs run! Also particle effects when things are destroyed.
  • Sound effects. When a dangerous enemy such as an Eagle comes, you can hear it now! There are also sound effects when you fight, colelct items, and in several other situations. Some sound effects are still to be recorded :)
As usual, the full changelog and further minor updates are reported on the Steam forum. Mobile versions will be updated later. Enough talking, let's play. Have fun!

Saturday, 12 November 2016

Hydra Slayer 18.0

Hydra Slayer 18.0 is released on Steam and itch.io!

Hydra Slayer is a roguelike with a unique combat system, based on old matematical puzzles. The highlights of release 18.0 are the following:
  • A new player race, the Atlanteans. Most characters in Hydra Slayer would meet vulture hydras, who grow one head for every wound they deal to the player. The Atlanteans have been cursed by the gods, and this will happen for all hydras. Will you be able to turn your curse into an advantage? The curse significantly affects the equipment and strategies to use, especially in the first 12 levels. Thanks for Patashu and Nick for the idea!
  • Evolving hydras. They start to appear after level 25. Their resistance to the given weapon material is increased by one after each attack. These are inspired by a (slightly trollish) post by IchigoMait.
  • Previously, each level below Level 12 contained just one special hydra (not counting bloody or dragon variants of standard colors) -- since there are 9 types, some of them will appear just a few times. The new version changes this -- some levels will replace one of the standard ones with another special, and some will almost lack normal hydras and include most of the special types instead. Challenge levels now tend to have two special hydras per level too.
  • One new exotic weapon -- I will leave that for the players to find :)
  • New special graphics for scythes (Atlanteans start with a scythe), hecatoncheires and monkeys. Thanks to tehora for requesting these!
  • Removed some exploits. It is no longer possible to enhance the titanic club easily with the Reforging+Ambidexterity combo (thanks to vo3435 for abusing this). A tighter limit is placed on using time-daggers on mushrooms.
  • Some features have been added to help with "head draining" attacks (all hydras for Atlanteans, Vultures for all characters). When fighting head-draining hydras, the number of wounds caused by the hydra's next attack is given in the UI. For other hydras, when you select your shield, "+1" is displayed for the hydra whose damage is reduced by your shield. Also, you can now press 'w' in the hydra description, to view the amount of wounds the given hydra would deal for every size. Enchanted Mersenne Twister (when trying to roll a 'good' number of heads) will now take into account that extra heads could be drained.
  • In the cheat mode, shift+H can now also summon equipment.
  • Minor bugfixes: better display of the in-game achievement screen, capital letters accepted in the scores menu, better handling of the app going out of focus, the generation of Giants' weapons in challenge games, crash bug with Vulture + Ambidexterity + Knowledge/Growth, using Twister even though runes are active, inexact calculation of wounds in the PoK algorithm by head drainers, 'use count' for traps, dragons attacking in a wrong direction on non-orientable levels, number of stunned heads is no longer displayed in the PoK hint for large hydras (the algorithm does not care about them anyway), potion of knowledge correctly counting wounds for shadows, capital letters accepted in the scores menu
Have fun! Small updates will be posted on the Steam forum first.

Thursday, 27 October 2016

HyperRogue 9.1

HyperRogue 9.1 is released on Steam and itch.io!

There are some gameplay fixes, and numerous user interface improvements. There is a new "land", but it is not a part of the normal game, but rather a separate Halloween mini-game, where you play on the surface of the jack-o'-lantern, and fight typical Halloween monsters, such as witches, undead, and demons. This is very different from the usual game of HyperRogue because you play on a sphere -- which is (in some sense) the opposite of hyperbolic plane! While HyperRogue is that everything is infinite, the sphere has severely limited space of just 32 cells. Collecting Treats will summon new monsters, and bring you magical Orb powers. You have to manage your limited resources to be successful here.

The Halloween mini-game can be activated from the main menu. In it, you can press 'o' to try the spherical variants of the usual lands of HyperRogue. You can also try elliptic geometry, which is obtained from the sphere by considering the antipodes to be the same point -- and there is no real difference between Mirror Images and Mimics in this geometry :) In general, HyperRogue now lets you compare the hyperbolic phenomenons to their spherical counterparts. After Halloween, the spherical/elliptic geometry and the Halloween mini-game will be available in the "Euclidean/elliptic mode" in the special modes menu.

Other changes include:
  • Major overhaul of the user interface. Most of this has been actually done in patch 9.0i. The new menus should look better, and adjust to the screen size better (especially mobile). The color dialog has been improved, and it is now used when you edit the colors of your character. Most numerical options are replaced with subdialogs when you can enter the numbers directly, or adjust them with arrows or sliders; and some help is provided for some of the less clear numbers. In 9.1, additionally pressing F5 or F10 while in good game won't stop immediately (ESC screen will be shown first).
  • Improvements to the Prince(ss) quest. Some bugs were fixed (jealousy did not work, monsters tended to just stay in place after hitting the Princess -- now they ignore her while she is stunned, and also the stun time is extended). If you have saved the Princess successfully, but she dies later, you can revive her with Orb of Love after you collect 20 $$$ more.
  • Orb power is now drained after the monsters move, not immediately after the movement (so Shielding at 1 charge will still defend you for the next turn, and Aether at 1 charge will let you move once more) -- this should be much more intuitive, especially with Orb of Time. Also fixed some bugs with Orb of Time (Thorns or Aether were considered to be used even though they were not). Also fixed Ghosts and Rock Snakes, who did not work correctly with Orb of the Shell/hardcore mode.
  • Knights of Camelot now quote Euclid, Lobachevsky, Gauss, and Escher.
  • As a reference to Deadly Rooms of Death, Goblins are now afraid of energy swords, and won't step on cells adjacent to them.
  • You can now change the projection quickly by pressing number keys. This is useful on the sphere, and also if you want to see the different models of hyperbolic plane quickly. 1 (orthographic or Gans model), 2, 3 (stereographic or PoincarĂ©), 4 (gnomonic or Klein).
As usual, there will be probably patches -- changelogs are reported on the Steam forums first. Have fun!

Tuesday, 25 October 2016

NotEye 8.4 + Hydra Slayer 17.1

Necklace of the Eye, the roguelike frontend and display library, and Hydra Slayer, a roguelike based on mathematical puzzles, have been updated!

This update brings the following:

Hydra Slayer update

Hydra Slayer has been updated to version 17.1. This means that features which were previously available only in the paid version on Steam are now free. These features include: random challenges, traps, a new type of equipment (orbs), animations of flying heads, music, and lots of bugfixes and interface improvements. See here for details about version 17.0, and for the further updates. Of course, you still need the Steam version for typical Steam features such as online achievements, leaderboards and trading cards, and new features planned for the future will get in the paid version first!

LuaJIT

NotEye now uses LuaJIT instead of the standard Lua. This greatly improves the performance.

Better support for Unicode

NotEye is now better at handling Unicode, that is, characters outside of the standard ASCII. Thus, when using a font containing all Unicode characters, for example, Hydra Slayer can now display the appropriate symbol √ for Eradicator, and Brogue can use the Aries symbol ♈ to display grass (previously this was possible only with fonts supplied with Brogue). Probably there are still some cases where this does not work as well as it could -- see NotEye's GitHub repository for further developments.

Better support for Linux terminals

One of strengths of NotEye (compared to Libtcod) was always that a NotEye game could work in a system terminal -- this makes it easier to communicate with software such as ssh for remote playing or screenreaders for blind people, and is the preferred way of playing text roguelikes for some people. NotEye 8.4 improves this somewhat. Modern Linux terminals do support 256 color palettes, or even TrueColor -- the newest version of NotEye can use this, thus, if you are playing Brogue on such a modern terminal, it should look just like the graphical version, with Unicode symbols and truecolor lighting. Secondly, using this feature was somewhat complex -- in version 8.4 it is sufficient to set the environmental variable NOTEYEEXTRACONFIG to consoleout_curses() (for the traditional Curses output), consoleout_16(), consoleout_256(), or consoleout_truecolor() (these three options work only in Linux for now). Previously ADOM and Hydra Slayer had special scripts on Windows for enabling the console output -- using an environmental variable makes these scripts simpler.

Downloads

Download NotEye+Hydra Slayer, or NotEye+Brogue. Have fun!

Saturday, 3 September 2016

Hyperbolic geometry in HyperRogue: an update

The post Hyperbolic geometry in Hyperbolic Rogue was extremely outdated -- it explained only the hyperbolic properties in HyperRogue 2.0, and commented about the Euclidean mode, but there were tons of new hyperbolic features added to the game since then. I have updated this post with new findings. Enjoy!

Wednesday, 3 August 2016

HyperRogue 9.0: swords, trolls, and krakens

HyperRogue 9.0 is released on Steam and itch.io!

And, since this is a major version, HyperRogue 8.3j can now be downloaded freely from the website! In comparison with the last free version (7.4), HyperRogue 8.3 includes new special modes (heptagonal mode and Chaos mode), some new ways of presenting the hyperbolic world of HyperRogue, and more than 10 new lands based on various themes, unique mechanics, and properties of hyperbolic plane.

Android and iOS versions of HyperRogue 9.0 should be available soon -- and with some new features too (shmup mode, leaderboards and achievements via Google Games in the iOS version, local scores in the Android version). Stay tuned!

And now, the new features of HyperRogue 9.0...

A long time ago, the Kraken Depths were a trade route. But then, Krakens have risen out of the depths. Many trading ships sank here, together with the treasure their carried. Legend says that you can uncover the secret of a magical weapon spell somewhere in the depths... Kraken Depths are remotely based on the idea of phenomist in the ideas thread.

Completing the Kraken Depths yields Orb of the Sword -- which creates a magical energy sword on a cell adjacent to you. This energy sword moves with you, but you cannot rotate it -- it simply remains at the same angle, slashing all the monsters it passes through. In the Burial Grounds, mastering Orb of the Sword is crucial for excavating the treasures and defeating monsters there. Although the strangeness of angles is probably the most well known property of the world of HyperRogue -- for example, the sum of angles of a triangle is less than 180 degrees -- the Burial Grounds are probably the first Land where understanding this well is important.

Trollheim is unlocked by killing a member of each of 6 subspecies of Troll available in the game. In this kingdom of Trolls, you fight large groups of them, and then find your way back to their treasure caches -- bodies of slain Trolls will be helpful, but you can easily get confused!

HyperRogue 9.0 also introduces turn-based multiplayer. Players take their turns simultaneously -- first all players make their choices (by using separate sets of configurable keys), then the move is performed unless it leads to death of any of characters. Sooner or later, probably a bad situation will happen -- one of the character would die no matter what they do, the characters separate and are unable to rejoin, or one of the players simply wants to leave for some time. In this case, a character can leave the game world, until one of the suitable Orbs is used to restore them. This plays slower than the normal single-player turn-based HyperRogue, and for this reason we think that the shoot'em up mode works better in multiplayer -- but turn-based multiplayer is still fun :) Additionally, the game now supports up to 7 players (not sure whether it is still fun, but why not support this?), and specific stats (kills/treasure/deaths) are counted for each player.

There were also many improvements to the user interface -- many of these were inspired by Alan Malloy's videos:
  • In previous versions, keyboard movement was somewhat risky -- sometimes it was hard to tell which key moves where. As shown on the screenshot above, HyperRogue can now display arrows -- these correspond to movement keys.
  • Cleaning the kill list: first monsters, then parts, then friends. As for monster parts, the number of Dragon/Kraken parts destroyed is now counted, and Mutant Ivy kill count now counts only ones killed directly (for consistency with normal Ivies -- the counts were not right in the Clearing anyway, where the actual counts would reach billions easily)
  • some mechanics were not appropriately explained in their descriptions: auto-triggering Orbs (Flash/Lightning), targettable Orbs (it was not made clear that they cannot be targetted at too close or too far ranges), auto-explore radius for the Minefield
  • More information about lands. For land with unlock requirements, the progress of unlocking is shown. Also it is clear which lands are not available in special modes, and which quests are optional for Hyperstone Quest.
  • The option to show heptagons did not work in some lands, and was confusing in some other lands -- now, it marks heptagons with dots (as it previously worked in the Red Rock Valley)
  • version number now always shown in the bottom left corner (useful when you watch recordings of HyperRogue)
  • A slight change to the Minefield: you can now mark mines by hovering over a cell and pressing 'm'. This also happens automatically if you know all mines adjacent to some cell. Marking mines prevents your allies from going there, and gives you a warning when you try to step on a marked cell. Cells where a monster moved, or cells with items, are marked safe (and mines set on items explode immediately now, so you can always be sure that cells with items are safe).
  • Warnings. The checkmate rule works well to protect you from most stupid mistakes, but there are some mistakes where it does not help because the actual death would happen on the next turn -- like stepping on a known mine, or moving under attack of a Kraken, in a boat (this does not kill you immediately, it just destroys your boat). Such moves could be fatal or not, and it is hard to check what is the case -- for example, if you step on a mine while escaping from an adjacent Water Elemental, the Water Elemental will catch up and extinguish the fires immediately -- so only a very basic check is made, and you can ignore the warning by repeating the action.
Fixed bugs in gameplay:
  • Crystal Sages, Dragons, and Fire Cultists can attack all targets now (not only the player)
  • fish could not go through sunken items
  • fixed the bug with Orb of the Fish not letting one to stay in place in Cocytus
  • Orb of Time did not work with Orbs of Aether and Thorns
  • Shadows now actually attack (previously they only affected the checkmate rule)
  • no more burning/sinking/falling messages for the Shadow
  • The log file now mentions if the game was played in pure hardcore mode
  • mouse can now step on mines (without triggering them)
  • the Orb of Lightning did not reflect off walls correctly
  • improved pathfinding for monsters -- it seems they no longer act strangely in tight corridors
  • Crossroads IV no longer appear in incomplete Rlyeh
  • allies were not killed by Rosebushes
  • Bomberbirds did not explode when killed by Rosebushes
  • in the Shmup mode, monsters are now less likely to get stuck
  • Ghosts no longer fall off cliffs and die
  • Yendorian trees are now burned by lightning (also Orb of Storms is now marked as dangerous there)
  • Rich Metal Beasts killed by Orb of Storms now also produces Fulgurite in shmup
  • movement to Orb of the Shell is now possible even if under attack
  • some monsters with non-standard movement abilities moved unpredictably (i.e., based on the internal representation) -- now they move randomly
  • fixed a bug with Ocean generation in the pure heptagonal mode
  • Water Elementals now destroy manned boats in the shmup mode
  • Sharks (except Demon Sharks) now suffocate when stranded on land
  • monsters at unstable locations in the Ivory Tower can now falling into dangerous terrain, or into other monsters attacking them
  • adjusted temperature and livecave value of some monsters
  • Friendly Ghosts no longer ride boats; they are generated from Dragon and Pikeman kills
Other fixes and minor features:
  • a new icon!
  • added a leaderboard for the heptagonal mode
  • replaced Servant (from the Ivory Tower) with Familiar, and added Familiar as the seventh choice for the player character (no gameplay changes), also changed the music in the Ivory Tower
  • new graphics for Eggs, sadly they are not triangular anymore
  • pressing Shift now cycles in the reverse direction in more contexts (shift+N to reduce the number of players, shift+M to go back in conformal models)
  • display colors in char config; also the movement star color can be configured now
  • bugcounts and minecounts are no longer displayed when you are in a menu
  • the menu for selecting the score to display works better now: some Orbs which were there are removed; pressing keys no longer does weird things, but rather allows you to search for a specific entry (just like in the Map Editor)
  • two new models added to the conformal menu (the models are not conformal, but they fit there)
  • translation fixes: conformal models' names, Dragon description, Polish translation
  • not crash on very long pathnames
  • improved wall display in Hive/Dragon
  • draw multiple Flash effects
  • quit from menu sends achievements
  • graphical effect for the Orb of Beauty
  • Unlocking rules were not shown for Crossroads II
  • 'chop down' used for trees
As usual, there will be probably patches -- changelogs are first reported on the Steam forums. Have fun!

Wednesday, 22 June 2016

HyperRogue is now available in iOS App Store!

HyperRogue for iOS is released on the AppStore!



HyperRogue for iOS contains all the lands from HyperRogue 8.3, and most of the features. The features not included are ones which require complex interface to use (map/graphics editor, Hypersian Rug mode...), shoot'em up mode (single player shmup mode is planned for the next release), and online achievements and leaderboards (also planned for the next release).

Also, to make the differences between various platforms, and between free and paid versions, clear, I have created a table of differences on HyperRogue's downloads page.

Get it here, and have fun!