Saturday, 2 January 2016

NotEye+Hydra Slayer update, last year, and further plans

So let's start the 100th on this blog by summarizing year 2015.

2015 started with HyperRogue just accepted for sale on Steam. I put it on Steam Greenlight some years ago while it was still free to do so, because why not? At that time, HyperRogue, although it seemed to be the most popular of my games, was quite small and simple -- I considered Hydra Slayer to be more interesting from the gameplay perspective myself.
Well, the plan was to add typical Steam features such as achievements and leaderboards, and release it for a very low price. But it went much better than that. Quite a lot of people have bought HyperRogue, added positive reviews, and formed a community who discussed strategies and suggested many new ideas for further development. I have decided to add new features -- these features are added to the Steam version first to encourage people to buy, but the free version is also updated later. At the end of the year, HyperRogue on Steam has 38 lands (including some that are very interesting and I am very proud of), contrary to 11 when it was first released on Steam -- as well as many special modes, such as Euclidean, cooperative shmup, Yendor Challenge, or pure tactics mode. The free version of HyperRogue has 32 lands, so whether you have bought HyperRogue on Steam or not, you got a much more interesting game to play :)

In the meantime, I have been also working in Team ADOM. This was mostly working on NotEye, which ADOM is using as a graphical engine. I consider working on innovative game design (as in HyperRogue or Hydra Slayer) much more fun than mostly working on user interface, but still, it is great to work on one of the greatest roguelikes, that I have played a lot many years ago. In November, ADOM has been finally released on Steam too, and despite some nasty bugs in the initial release, it has been very successful there.

So what are the plans for 2016? I don't think it would be practical to add 30 new innovative lands to HyperRogue per year forever, but there are definitely at least some lands to be added -- HyperRogue community still has some great unused ideas. There is also still a lot of work to do in ADOM -- the user interface needs many more improvements.

More interestingly for me, Hydra Slayer has been just accepted for sale on Steam. In some sense, the situation between HyperRogue and Hydra Slayer has been reversed -- Hydra Slayer is the smaller one now :) Although HyperRogue and Hydra Slayer are both roguelikes based on mathematical concepts, there are also very different in some other regards. HyperRogue is designed as an open world roguelike, with a vast hyperbolic world that you can roam freely; to make it interesting at all times, the player character remains roughly equally strong during the whole game -- there are no experience levels nor equipment other than temporary powerups which cannot be carried far away -- otherwise, the players would just grind the hyperbolic plane to become stronger and stronger. 1HP approach makes all battles full of action, and brings new challenges based on monsters and environments -- so I have to be creative instead of copying other roguelikes -- but it has its limitations, too. For example, an unfortunate consequence is that all characters are very similar, the only difference being which lands you have already completed, and which lands not yet. Hydra Slayer, although its math-based combat is what I find innovative and interesting, is more like a typical roguelike here: a single dungeon, hitpoints, several races to choose from for the character, randomly found equipment that the character has to build their strategy around.

I am planning to use the same model for Hydra Slayer as for HyperRogue -- what you get by buying the Steam version (instead of playing the free one) is online achievements (contrary to HyperRogue, Hydra Slayer already has local achievements in the free version), leaderboards, and automatic updates with new features (which are also added to the free version after some time). I have no clear ideas for these new features at the moment, but I hope that the community will help here too, so if you have any ideas already, I am happy to listen :) At first, some work is required to update the graphics, add music (any suggestions here?), create the trading cards and other graphical assets.

For now, I have released a new version of Hydra Slayer+NotEye. The previous release was not tested very well (some of the bugs being the same ones as in the initial Steam release of ADOM). This release fixes them, improves the performance, and includes a new sample for Noteye, written in the D programming language (thanks to Michał 'Ancient' Bieliński, the developer of PRIME). Hopefully all the bugs that were easy to run into have been fixed, so if you want to play the free version of Hydra Slayer before buying it on Steam, it should be much better than the previous release. Furthermore, NotEye now has a repository on GitHub -- this should make it easier to allow both ADOM and Hydra Slayer grow together with NotEye, and potentially to let more developers to use NotEye or to contribute to its development -- previously, NotEye grew continually due to ADOM developments, but this growth was invisible outside.

So, have lots of fun in the New Year!

Changelog for NotEye 8.3:
  • fixes in the copymap optimization, fullscreen mode, some crashes, some timing problems on Linux, true console output
  • an option to disable autocentering if the player character is still close to the center (a configurable area of no-autocentering region, which can be different while targetting e.g. in ADOM)
  • added a capability of improved versioning (previously, the version number of NotEye in ADOM did not change, even though there were differences)
  • an ability to easily add user-made interface mods
  • NotEye's dev menu allows to evaluate Lua functions
  • added a sample in D (thanks to Michał Bieliński)
  • an option to "ignore errors and go to NotEye menu" after the script crashes
  • configuration is now actually saved for the Third Person Perspective mode
Changelog for Hydra Slayer 16.3:
  • added some optimizations to improve NotEye's performance
  • fixed some bugs in the interface, some typos and credits
  • when you finish the Tutorial, you continue normal game as expected, not go back to the beginning of Tutorial
  • Hydra Slayer's save/highscore/log files are now moved to NotEye's userdir

Wednesday, 23 December 2015

HyperRogue 8.1: happy holidays!

HyperRogue 8.1 is released on Steam!

The first new land is the Clearing in the Overgrown Woods. Basically, one infinite Mutant Ivy. And some small annoying foxes.

The Haunted Woods is a subzone of the Graveyard. A dark forest filled with ghosts and graves. But there is also treasure hidden deep within... But don't let greed make you stray from your path, as you can get lost!

This land is based on an idea of wonderfullizardofoz, although there are some small differences.

Someone has put air fans in these plains, causing strong winds everywhere. You think that the purpose is to harness the magical power of Air Elementals, but you are not sure.

This land is inspired by an idea of snowyowl0, although again, there are some differences (winds blow according to a pattern).

Also, there have been some improvements to the Shmup mode. Separate scoreboards have been added for coop shmup, pure tactics mode (single and two-player shmup). Since four players are supported now, all player characters can now be customized separately, and some new characters have been added (cat, dog, and Prince/Princess if you have completed the quest -- these new characters work in the normal mode too). You can assign a key for targetting special orb powers (previously you could only target with the mouse, which was inconvenient in multiplayer).

Other changes include new shapes for Orbs (so that it is easier to tell them apart), and four new Yendor challenges. Have fun playing, and happy holidays!

More changes:
  • more shmup bugfixes: all players get boats in the tactical Whirlpool; missiles destroyed with Orb of Flash no longer appear in your kill list; Hedgehog rotation and missiles are now affected by the Orb of Speed in the shmup mode; "pan up/pan down" commands work as expected
  • Red/Dark Trolls no longer turn into rocks when killed in an unstable land
  • fixed the description of Palace (did not choose prince/princess correctly)
  • in the kill list, different messages are displayed when hovering over friends, constructs, and monster parts
  • fixed yet another inconsistency in the sealing of Land of Power
  • a smaller font is used for the list of items collected; more space for items in portrait mode
  • fixed unlocking information in the description for Temple etc.
  • Graveyard did become (very slightly) harder when monsters were killed -- this effect is removed
  • slime no longer spills against wind
  • when entering the Elemental Planes, you can enter planes based on the types of elementals you have killed
  • monsters in the Ivory Tower no longer can stay in midair when they can't reach you
  • added the Icy Lands as a prerequisite for Cocytus -- thus, each basic land now has an advanced version
As usual, there will be probably some patches -- they will be announced in the Steam thread first.

Tuesday, 3 November 2015

HyperRogue 8.0 on Steam, and HyperRogue 7.4 for free!

HyperRogue 8.0 is released on Steam!

The Overgrown Woods is a new woodland, with its own kind of Ivy, which grows very fast.

The Land of Storms is a land where you have to create a short circuit out of monsters, to kill them and collect treasure.

In the Pure tactics mode, you concentrate on a specific land. Your goal to obtain as high score as possible, without using features of the other lands. You can then compare your score with your friends! There is a leaderboard for it -- currently, only the total score is compared, but land-specific pure scores are going to be added in the future.

There are many possible solutions to the Yendor Quest. In the Yendor Challenge, you will try many of them! Each challenge takes part in a specific land, and you have to use what you have available. You need to obtain an Orb of Yendor in the normal game to activate this challenge, and (ever) collect 10 treasures in one or two lands to activate a specific level. After you complete each challenge, you can try it again, on a harder difficulty level.

The Wild West. Take a revolver, and kill outlaws for bounties. Since this land is anachronistic, it is not available in the normal game (it is available in the Euclidean, Random Pattern, and Pure Tactics modes).


Also, T-shirts and other items in the CafePress shop have been recently updated with designs based on the new lands. If you like HyperRogue, please consider buying one! :)

More changes

  • paper model creator added (as discussed in the last post).
  • You can now find Orb of Yendor as a prize orb in the Whirlpool (it is possible to retrieve it), and trapdoors have been slightly tweaked in the Palace while you are on the Yendor quest.
  • Fjord Trolls (as well as two new species of Troll) now create different walls than Cave Trolls, with a bit different properties.
  • Multi-HP monsters generated in the Crossroads now work correctly.
  • A bit more Pirates in the Ocean.
  • Added help text to Euclidean and Shmup modes. It is now easier to exit the Euclidean menu.
  • Added ranged orb text to more orbs.
  • You no longer get three lives by picking up an Orb of Safety in the shump mode.
  • Monsters pushed off Rock III with Orb of Air/pushing attack are now killed (except birds and skeletons). You can now also use the Orb of the Frog to jump on high rocks.
  • Improvements in the Random Pattern Mode. The Emerald-based random patterns have been improved. Added patterns based on circles. Floor pictures are now randomly assigned (Zebra/Emerald/Tower pattern are used only when the underlying pattern matches). Codes are displayed on the screen, allowing you to recognize the underlying pattern (and potentially share with the developer).
  • Coordinates are given when cheat mode is on in Euclidean.
  • fixed the scrolling in the quit screen (sometimes the messages were already scrolled when the game ended, which could cause you to miss the final message in Princess Challenge/Hardcore)
  • Orb of Storms now kills sharks in adjacent cells

7.4 for free

Also, HyperRogue 7.4 is released for free! Compared to the last free version (6.x), you can now enjoy the 13 new lands including the sealands, the Ivory Tower, and the Princess Quest, cooperative Shoot'em up mode, and map/graphics editor. Have fun! In patches 8.0a-8.0m:
  • (8.0a) Added missing text to translations.
  • Added the Czech translation.
  • Added non-dry description for the trees.
  • Stunned Pikemen and Flail Guards can be attacked normally now (but stunned Flail Guards don't hit themselves).
  • Mutant Ivies interact with Vines (just like normal Ivies).
  • balanced the Great Walls in the Land of Storms (generated horocycles made great walls less likely to appear).
  • fixed the Camelot bug mentioned by tricosahedron above
  • (8.0c) fixed the pause screen clicking
  • updated the Russian translation
  • Orbs and Hyperstones incorrectly appeared in the pure tactics mode in Ivory Tower/Ocean, this is fixed
  • (8.0d) Orb of Aether is again affected by Orb of Time; also, previously Orb of Time drained at full speed while you had an Orb of Shield (which is not protected from draining)
  • Pure tactic and Yendor Challenge now have separate scoreboards in case if you enable shmup, coop shmup, and/or Euclidean mode (local only)
  • Attacks of mimics which cause stunning now work correctly
  • Fixed the whirlpool and Camelot glitches mentioned by Vipul
  • Key in the Ocean appears on a small island again (I like the idea of having to fish for it... but I think it is better with an island after all)
  • (8.0e) Yendor Challenges and Pure Tactics Mode now actually work in Euclidean. Also, the Euclidean Yendor Challenge is less stupid than before (the path is no longer in one of the cardinal directions)
  • also, separate local scoreboards are added for hardcore Yendor/PTM
  • Yendor challenge scores included only wins from the current version, this is fixed
  • the second Whirlpool bug shown by Vipul above should be fixed
  • the Minefield Yendor Challenge now finishes in the Icy Land (so that it is no longer impossible that the Key is unreachable)
  • The Living Fjord has been added to the Yendor Challenge (monster generation rules on the path are tweaked)
  • Runs with score 0 are no longer counted for the Pure Tactics Mode (this change works retroactively)
  • Orb of Aether and Shield are now always marked as used in the Land of Storms (not a proper fix, but it should be good enough for now)
  • Subtle color changes have been added to the Ocean coast
  • the troll from the Living Caves is now named consistently
  • (8.0f) Global high scores are now displayed in the pure tactics menu.
  • 'pure tactics mode' title
  • Orb of Discord now works in the shmup mode.
  • Pirates/vikings now can carry items on their boats (invisible to the player, though).
  • Turn-based elements worked incorrectly in coop shmup while carrying an Orb of Speed, this is fixed (they worked in turns where OoS had an even number of charges, but in coop, OoS drops by two charges per turn, causing weird effects).
  • Save fixes: the number of saves is now recorded correctly, also fixed the possibly buggy reading of saves from an old version, and enabled the save tampering protection.
  • Leaderboard entries updated to contain the data related to the newer lands.
  • fixed Tirear's bug with incorrectly named treasures.
  • Fixed the Orb of Space multiplying powerstones. Also, the Orb of Space is now drained when it is used on a glass cabinet.
  • mines outside of the Minefield now blink.
  • if you collect a huge amount of Ambers, Albatrosses are generated on the open sea (all scores in the pure tactics mode for Ocean have been removed).
  • In some cases, monster generation was not affected by Orbs of Yendor collected, potentially allowing collecting many OoY easily -- this should be fixed (sharks in Cocytus, sharks/parrots in the Caribbean, pirates/sharks in the open Ocean, seeps everywhere, vikings/water elementals in the Living Fjord, Albatross on the coast, Tower and RRV monsters).
  • danger is now affected not only by collected Orbs of Yendor, but also by paths you have walked without collecting the Orb of Yendor -- this is to prevent strategies such as bringing many OoY together, and then unlocking all of them together. (This kicks in after walking more than two paths, and is nullified by taking an Orb of Safety.)
  • (8.0g) Scores for Yendor/PTM got missing in the last update, this should be fixed.
  • Scores for the PTM removed due to the balance change update when you play in PTM (not only when you raise your score, as in 8.0f).
  • Fixed a bug with Yendor hardness (an uninitialized variable sometimes caused an extreme spike of difficulty after touching an Orb of Yendor).
  • (8.0h) Magic Mirror now appears as the Mirror Land reward in the World Overview
  • after 8.0g PTM scores disappeared in Linux, this is fixed
  • higher level victories in the Ocean Yendor Challenge are nullified (if obtained in version < 8.0f)
  • Mutant Saplings generated while the land was still easy should now disappear when it becomes tougher (just like bomberbird eggs, but without hatching)
  • made the Overgrown Woods a bit easier (it seems it was too hard) -
  • by halving the effect of collected Saplings on tree density
  • obsolete scores by other players no longer appear in the in-game PTM highscore
  • (8.0i) Two new achievements.
  • You can now attack Viziers in the extra turn given to you by the Orb of Speed.
  • Flail Guards now kill themselves if they try to attack an Illusion.
  • Shmup fixes: Metal Beasts are no longer killed by your attacks, Thumpers can no longer be pushed into monsters.
  • Individual scores are now displayed in Yendor Challenge (as well as in PTM).
  • Your scores in Yendor/PTM are downloaded from Steam, so you can finish some lands/challenges on one computer, and some on another. (In case of PTM, this is just the sum for each land, not the whole history.)
  • Added some texts to translations.
  • (8.0j) One possible cause of Storms-related crashes fixed.
  • In the Ivory Tower challenge, Great Walls are no longer generated inside the Ivory Tower.
  • No more missing Great Walls on the barriers separating Elemental planes.
  • Whirpool now gets harder with more Orbs of Yendor collected.
  • Magic Boat direction fixed.
  • Added some texts to translations. Added some translated achievement names.
  • The Android version should be also updated soon.
  • (8.0k) The problems with the leaderboards should be fixed.
  • You no longer count as conductor outside of Land of Storms (this bug nearly caused a gameover in Sprite Guard's video).
  • Winter Witches were not placed correctly as guards for the Land of Power -- Evil Golems were created, causing weird messages about burning and sometimes a possibility to enter without any orbs
  • Setting a frozen lake in Icy Land on fire turned it to fire, instead of hot water -- this is fixed.
  • Using some ranged Orbs now disables your invisibility for one or more turns.
  • (8.0l) Fixed the cheats: Shift+C, Ctrl+A.
  • Friends no longer keep attacking stunned metal beasts.
  • Added "You construct some Elemental Gems!" to translations.
  • Activating Map Editor (via menu or Shift+A) resets the ghost timer.
  • Reflected lightnings no longer destroy the boat you are on.
  • Orb of Aether was not considered "used" while you were standing inside a wall.
  • Greater Demons now can be killed with fireballs in the shmup mode.
  • In the coop shmup mode, both players can detect mines now.
  • Hyperstone Quest information in the ESC screen is not displayed correctly.
  • (8.0m) Thanks to TheGons, The German translation has been updated to 8.0!
  • For consistency with other Trolls, Dark Trolls now create "rubble" when killed (this should not affect pure Dead Caves, but it has some interactions)
  • For some people, Whirlpool Yendor challenge appeared as completed incorrectly -- this should be fixed
  • Camelot is now allowed to appear in Crossroads III
  • The unlocked status for Orb of Trickery/Love is now displayed correctly in the World Overview
  • Demon sharks and Aether/Winter Witches sometimes generated the confused message (or killed the player in Hardcore mode) incorrectly, this is fixed
  • Keys no longer appear on unstable floors in the Zebra ("gargoyle floor" is used to stabilize the Key)
  • You no longer can kill a Hedgehog Warrior if this allows a Pikeman to kill you
  • Wandering monsters should no longer start stunned in some situations (such as after killing Mutant Ivy in the same location)
  • In the Wild West, if you try to move in the given direction and cannot because of an Outlaw, you shoot him automatically (useful for keyboard players)
  • Chasm cells now count as isolators
  • You can no longer continue standing on a Trapdoor/LoEM after your Orb of Aether expires

Monday, 26 October 2015

a paper model of the world of HyperRogue

After looking at some hyperbolic footballs, we have decided to make a paper model of a part of the world of HyperRogue! Such a model should give us some insight about how to imagine this world.

This is the HyperRogue scene that the model is based on. The model represents all the cells within radius 3 from the player character, which is 50 cells (35 hexagons and 15 heptagons). It appears curved because of the negative curvature of the hyperbolic plane -- the perimeter of a circle grows exponentially with its radius, not linearly as is common in the Euclidean world, so the edge has to twist a lot to fit everything, and the larger the model, the more curved it becomes. I was afraid that a larger region could be harder to fit in Euclidean space, or require too much work to complete, but probably one or two layers more would still be fine.

Based on the scene, HyperRogue rendered the net above. Print the net on four pages, cut out all the shapes, and glue the white triangles together — letters say which white triangle should be glued to which one -- actually, we have been using a small stapler for this, not glue. If I recall correctly, 85 pairs of white triangles had to be stapled.

This is how the model looks in motion.

If you would like to create your own model of your favorite land in HyperRogue, the next version of HyperRogue is going to create a net for you, based on the current scene around the player character! At the moment, HyperRogue is only programmed to create a net for 50 cells around the player on a heptagon -- of course, as we already know, the 50 cell pattern tiles the hyperbolic plane, so maybe one could create larger models simply by gluing the fifty-cell models together?

Have fun!

UPDATE: HyperRogue 8.0 has this feature -- please post a comment on the Steam forum, YouTube, or this blog if you make your own models! :)

Saturday, 24 October 2015

Necklace of the Eye 8.2

Hereby,version 8.2 of NotEye, and version 16.2 of Hydra Slayer, is released!

NotEye was silent during the last year, but in fact, while I have spent most of my time on HyperRogue, I have been also working on NotEye as a part of ADOM -- so ADOM always had the most recent version, but the official NotEye was not updated. Now it is high time for release, and hopefully, the long-awaited release of ADOM on Steam will come soon too!

The update to Hydra Slayer is mostly caused by the update to NotEye -- other than that, just one bug with mouse is fixed. Anyway, if you like Hydra Slayer, or want it to be updated, please vote for it on Steam Greenlight! After HyperRogue was accepted for Steam, both its free and paid versions were hugely improved, and hopefully a similar thing will happen for Hydra Slayer. So whether you are willing to buy the Steam version of Hydra Slayer or you are just a fun, Hydra Slayer's presence on Steam will be great for you! :)

Also, the websites for NotEye and Hydra Slayer have been improved.

Download the new version of NotEye from its download page -- you can download either NotEye+Hydra Slayer, or a Windows bundle with several games preconfigured to work with NotEye -- or just download ADOM, that's definitely recommended too. Have fun! :)

The changelog follows.
  • It is now possible to use True Type fonts for the NotEye interface, which allows it to look more modern. NotEye defaults to use the True Type version of DejaVu Sans now, but old fonts are still available :)
  • Improved handling of crashes -- if the NotEye script crashes, there is a bigger chance of getting an useful message, with options which sometimes allow you to fix the problem.
  • Improved the configuration files.
  • Even when using diagonal combos, it is possible to repeat keys by holding them.
  • NotEye starts much more cleanly now -- the window is opened just once now (previously it has been opened and changed several times while the configuration was read).
  • (Hydra Slayer) Fixed the mouse handling in the race selection screen.
  • More efficient reading data of subprocesses in Linux (DoomRL did not work correctly in Linux)
  • Window position is remembered
  • Fixed a bug in some game configurations which prevented starting another game later
  • Fixed the config for the 'hide the mouse pointer' feature.
For developers:
  • Improved support for TrueType fonts: markup, which allows to change styles or insert images in text
  • Streaming data to a string -- this also allows the screen to be restored after NotEye crashes in NotEye-integrated games
  • fixed Shift+D in samples, arrows in Lua sample
  • added the Hydra Slayer trailer (disabled without editing sources, though)
  • deleted object IDs are reassigned
  • displaying messageboxes, getting the HWND of the NotEye window in MS Windows

Friday, 2 October 2015

HyperRogue 7.4

HyperRogue 7.4 is released on Steam! The time from the last release of HyperRogue was relatively long, but the new version has many notable new features, so the wait should be worth it!

Some people on the forum wondered about how does the third dimension work in HyperRogue. Shouldn't the curvature of the world make climbing the mesas in Red Rock Valley somewhat strange? Would it make sense to have even higher hills? Well, Ivory Tower is a land with gravity. You can now play a hyperbolic (turn-based) roguelike platformer! The Ivory Tower is unlocked when you collect 60 $$$.
The Elemental Planes is a land based around the four elements. It has four subzones, for each of four elements, and features Water and Earth elementals known from previous lands, and Air and Fire elementals, which are new. If you have any ideas about other lands where Air and Fire elementals could appear, please post them on the forum! The Elemental Planes is unlocked when you kill an Elemental.
The Zebra is a very simple land, which refers to the simplicity of the Land of Eternal Motion. However, there is one change from LoEM: only some cells fall when stepped on. This land is unlocked when you collect 30$$$, which includes 10 Phoenix Feathers. This pattern has been posted by zelda0x181e on the Steam forums -- thanks!
The Crossroads III is a new layout of the Crossroads, which features Great Walls crossing at right angles, just like in the Elemental Planes.
In this version, the World Overview is introduced. Press 'o' to display all the lands in the game, together with their treasure, Orb, and your current and high score. You can click on the land to get more information about it, which includes its unlocking rules. When activated in the cheat mode, you can use this to move between lands, or get items and orbs, very quickly. Since the World Overview is a nice place to present information about the game, it will potentially allow to add more complicated mechanics for land unlocking. At the moment, R'Lyeh has been changed so that it is only reachable via the Ocean (at first -- you can get to/from R'Lyeh by land after collecting 10 Statues of Cthulhu), and a new mechanics is added, which gives a benefit when you collect 25 treasures of some type -- the native Orb of that land will appear everywhere, unless it is dangerous, useless, or otherwise forbidden in some place.
In Random Pattern Mode, you can play variants of some of the usual lands, but with their patterns replaced with random ones. So you can get an Alchemist Lab with a regular pattern, a Vineyard with a random pattern, and so on. Have fun!
There are also some interesting changes for the more creative players! Map editor, vector graphics editor, pattern modes, and gameboard modes known from the previous versions have been merged into one. That is, while in the map editor, you can press 'r' to choose one of the patterns -- when you edit some cell, all the other cells which are equivalent according to this pattern will be changed too! You can pick one of the three implemented patterns (Emerald, Palace, Zebra), and choose which symmetries are taken into account for equivalence. You can also press 'p' to paint the cells with any color; there are also some predesigned patterns available, including the old pattern and Gameboard modes, and options to draw only hexagons or only heptagons. You can press Space to switch between the map editor and vector graphics editor, which now allows not only to edit the player character and floors, but also items and monsters; moreover, if you are editing floors and a pattern is selected, this will affect floors according to this pattern -- which allows to draw more complex tesselations, like the Sunflower picture or Zebra patter above. You can also save and load your pictures now (pictures are also automatically saved when a map is saved), and last but not least, you can now select a file when saving and loading.
Also, there have been some balance changes. In the patches to 7.3, Eagles and Ghosts have been weakened. In 7.4, it is no longer possible to use Orb of Space to bring Orbs from the Land of Power (most of the power is lost, as if you tried to bring them out normally), and the Orb of Time + Orb of Shielding combination has been weakened somewhat. Ghosts can now go through Tentacles. Please inform me if you have abused these, and want to reset your score in the Leaderboards.

Some things were refactored (mostly regarding monster movement, setting things of fire, and temporarily activable objects), which should hopefully make some things work in a more uniform way, make easier to introduce new features in the future, and hopefully did not break anything.

Other changes:
  • It is now easier to navigate around obstacles in the shmup mode. Also, you can now select push direction when pushing thumpers in the shmup mode.
  • Hardcore mode: monsters can now kill you in the LoEM, and being stuck on dangerous terrain (fire, chasm, etc..) in hardcore mode kills you now.
  • Ivy no longer drowns.
  • You no longer can control where the key spawns by moving Orb of Space.
  • An unarmed Princess no longer can kill a skeleton.
  • If you have a highscore of at least 25 Bomberbird Eggs, the Minefield reveals nearby cells right from the start.
  • Thumper interacts better with palace features now.
  • Cutting trees works better with Mimics now (mimics cut trees when you move, and attack when you cut trees)
  • When Orb of Space is used in the Alchemist lab, it sets the color of the target cell (just like normally)
  • Some typos and missing messages. Translations are not done yet.
Have fun!


  • the Windows version was not uploaded to Steam; 'o' in overview; Sunflower has been added as a level which you can load
  • Unlock status is now displayed correctly in the Zebra and Elemental Planes.
  • minor text errors fixed, Czech translation added
  • the game turning itself off while out of focus works again
  • in Crossroads III, Great Walls are no longer so completely filled with crossing Great Walls
  • Hex Snakes no longer stand in place when the player is invisible.
  • Onyx is no longer so dark in the stats.
  • In the shmup mode, heating Icy Land while standing on the outside works correctly now.
  • In the shmup mode, water elemental works correctly now.
  • cheating while Steam was still initializing had a chance to submit false scores to the Leaderboards, this is fixed now (probably that's why Fulgur14 got 10 Elemental Gems)
  • When a Key is generated in the Ivory Tower, is rests on a platform.
  • Improved the tesselation in the Ivory Tower, and also the Running/Striped Dog picture.
  • Water elementals no longer can go through eternal fires (to make them consistent with Orb of Water and their AI). To make the difference clear, all Eternal Fires now cycle colors slowly.
  • Russian translation updated.
  • I have added something temporarily which broke the Princess Quest, this is fixed.
  • Fire sometimes burned for incorrectly long time, this should be fixed now.
  • Improved the Orb of Summoning.
  • Switched the native Orbs for Zebra and Palace. Orb of the Frog still appears as a secondary orb in Palace, though (and is actually more frequent there than the Orb of Discord).
  • Under the effect of Orb of Discord: Vizier/Flail Guard no longer commits suicide; enemies don't attack stunned enemies (just like they don't finish off the Princess).
  • Orb of Shielding is now marked as useless in LoEM.
  • Placed the new lands from 7.4 in the correct place in the Overview.
  • Exiting the Help screen now brings you back to the previous screen.
  • Princess Quest now works in Euclidean.
  • Cheating using World Overview: you can now press Shift to remove treasures/orb powers instead of adding them; game over state is updated correctly
  • Fixed some things in the Russian translation.
  • Orb of Shielding is no longer marked as useless in LoEM
  • Air Elementals now do something interesting in the Shmup mode (shoot Airballs)
  • Page Up/Down keys now disable auto-rotation in the Ivory Tower
  • Stunned Hyperbugs no longer move
  • Random number generator has been improved. AFAICT previously the differenes in RNG on Windows and Linux caused the Windows version to create too much Eagles, so if you thought that Jungle was too hard, it could be better now.
  • The Hive have been tweaked slightly. In particular, if you have lots of royal jelly, Blue Hyperbugs appear starting more frequently (while Red and Green hyperbugs can be summoned with Orb of Summoning). Also, lots of Hyperbugs appear if you have multiple Orbs of Yendor, so you can no longer get Orbs of Yendor that easily as Vipul did.
  • The Cave Troll description mentions that they destroy nearby items on death.
  • Fixed a bug which caused the maximum scores in the Overview to be incorrectly read from the local score file. It takes some time to download the scores from Steam, which probably caused the behavior mentioned by green orange.
  • Whirlpool and Caribbean sometimes appeared as unlocked incorrectly in the Overview.
  • Tweaked the Hyperstones: there are not so many hyperstones now (the amount is based on the total number of kills, but this number is much larger now than when hyperstones were originally introduced...). Monsters can be generated on hyperstones. Crossroads III have hyperstones and monsters as they should. Some new monsters can now be generated in the Crossroads during the Hyperstone Quest.
  • Also, limited the spawn rate of Gold, as otherwise no walls are generated in the Living Cave.
  • Orb of Air is marked as useless in the Alchemist lab (since it does not work against slime -
  • it is useful against foreign monsters, or as a colorless cell, but there are too many prize orbs in Alchemist Lab anyway).
  • Tame Bomberbirds can no longer navigate boats.
  • Mines in the Hive are no longer invisible.
  • The Graveyard Shadow is now female if the PC is female.
  • Bomberbirds are now restored correctly by Orbs of Safety in the Ocean.
  • Wolves are now displayed as facing the hottest adjacent cell (unless next to the player).
  • Mines now explode when a Gargoyle is killed above them.
  • Fixed a crash which sometimes happened with mimics in the shmup mode.
  • Fixed some texts in the Polish translation.
  • Mine explosions now destroy dead trolls/gargoyles (but if the explosion kills the troll, the body is still left).
  • Fixed a bug which caused some monsters to attack golems/discorded enemies several times
  • Alt no longer highlights monsters while in menus. Also, Alt makes the background darker, for better visibility. The extra info text for Minefield/Hive is no longer displayed while in menus.
  • In the Quest Status/Game Over Screen, arrows, page up/down, and mousewheel now correctly scroll the last messages, and if you have pressed ESC while in the Game Over Screen, it won't be redisplayed if you start scrolling the map.
  • Turkish translation updated.

Tuesday, 25 August 2015

HyperRogue 7.3: save the princess, and save the map!

HyperRogue 7.3 is released on Steam!
A mouse squeaks at you. It seems that it wants you to go somewhere. That's interesting, what could you find here?

Of course, some of the gates on your way will be closed, and you will have to go around them! From my testing, it appears that this quest should be always possible with the normal distribution of monsters and pressure plates, but since this is rather an early game quest, I have made it easier: the number of monsters does not depend on the number of Hypersian Rugs you have collected, and there are more opening plates. But if you want the challenge, select the Princess Challenge from the special game modes menu.

You can find a Mouse after killing a Vizier. To make it a bit easier, a Vizier usually appears right after you collect 13 Hypersian Rugs, and a Mouse appears right after you kill a Vizier.

The Map Editor has already been present in the late patches to 7.2, but it is better now. Activate it from the "special game modes" menu (or by Shift+A in the cheat mode). There, you can place walls, items and monsters, copy parts of the map, save high quality screenshots (to BMP), and even save/load the map to a file!

More changes follow:
  • Refactored monster movement. This means that Rock Snakes and mimics activate plates now (they did not previously), and monsters' special movement effects (for example, Pikeman attack and trails) are now activated by the Orb of Air.
  • Messages are now different based on whether the monster is living or not (you no longer "kill" Skeletons).
  • Rock Snakes are now generated correctly. Also fixed a small bug with worm/gate interaction.
  • Activating the Cheat mode while already in Cheat mode now disables it instead (simply restarting the game sometimes does not work, so this should make it easier)
  • Activating the Gameboard mode no longer clears the map automatically, so you can use it to view the patterns in alternate ways (triangular/heptagonal boards, Emerald/Fifty codes). Press F5 if you want to clear the board.
  • Help in the map editor, ability to set rotation by clicking on a specific point of the cell. Mines shown. Some crashes caused by illegal combinations are removed.
Version 7.3a:
  • fixed the Princess Challenge achievement
  • fixed the Gameboard mode
  • the Princess Challenge unlocking should now honor Steam achievements, so it should be available even if you unlocked it on a different computer
  • fixed minor grammar errors, added some missing lines ("cannot jump on" and "b=boundary"), added the Czech translation
Version 7.3b:
  • The 'second joystick' no longer does panning by default, as it causes problems with some gamepads.
  • the Russian translation has been updated.
  • the Prince/Princess setting (in "customize character") is saved. Also, selecting "customize character" no longer automatically randomizes everything.
  • the message 'You are entering the minefield' should no longer appear when you are actually leaving it.
Version 7.3c:
  • The Princess is now able to use boats. (Although probably it is safer to try one from Fjord, not one from a coast...)
  • Princess now keeps her HP after using Orb of Safety.
  • You can now jump over a Mouse. Jumping/teleporting into mirrors/cabinets/etc. activates their effects.
  • Gates now also crush items when closing, and are completely destroyed with Flash even if only one half is in the area. Also, they should no longer be generated if the other half would be in a different land.
  • Map Editor: added an undo feature, and a possibility to flip while copying large areas. It is also no longer possible to rotate regions so that hexagons/heptagons do not match.
  • Skeletons are now marked as non-living (they sink, not drown).
  • Fixed some text/translation errors.
Version 7.3d:
  • Golems, Mice, and Knights are moving again.
  • Eagles no longer make extra moves after moving next to PC.
  • Ghosts are no longer allowed to move next to each other, so being attacked by two of them at once is no longer almost surely fatal.
  • Gameboard cells are no longer black if no gameboard mode is enabled.
  • Bonfires are now lighted by nearby fires.
  • Save/load map no longer crashes when a file is missing (or another error).
  • (Android) Loading a game should no longer cause new items/monsters not to appear.
Version 7.3e: In 7.3e:
  • stunning a monster on the Palace trapdoor no longer gives you the Death Runner achievement.
  • Princess Challenge should now be available immediately after unlocking.
  • High quality screenshots should now work on Windows.
  • Fixed some errors in translations. (Also finally added the translated achievement names)
  • Albatross kills are counted now.
  • (Android) The rare Android crash should be fixed now.
Version 7.3f fixed the Euclidean mode. Version 7.3g fixes some things in the shmup mode:
  • Leaders/Pirates/Vikings did not move.
  • Save shmup config works correctly now (well, it did work correctly before, but it did not load).
  • Boats are now stranded instead of disappearing in Fjord/Ocean coast.
  • You now lose life immediately if your terrain becomes dangerous (tide comes, a gate is dropped on you, etc.).
  • Tide, ghost spawn, and heat transfer in Cocytus are somewhat slower now.
  • Orb of Air works nicely now.
  • Clicking to use orb powers should no longer crash the game.
  • Visited lands are recorded, so you can play them in the Euclidean mode later.
  • Female cheaters now have a different "goat" head design. (To make her more different in the coop shmup)