Friday, 26 August 2011

Vapors 0.51

A new version of Vapors of Insanity (0.51) is released!

Most focus went into making the development tools available, so players can see how VoI has been created, and (in future) create mods. Again, this is just a preview, as it is not documented very well yet.

I have also considered all the comments I have seen so far. Almost all ideas for improvements have been implemented (some have been implemented only partially, like improving the interface). So if you don't like something, please post a comment, I'll try to fix it in in the next version, after three weeks. :)

Many people don't like the interface. I have made some improvements, and improved the tutorial, so it is much better now (hopefully). But surely it needs much more work.

Other visible changes... well, the most visible one is that you can now see wielded weapons. ;) Also trees are more interesting now.

For a more complete change log:

- refactoring
- you are told how to quit after you die
- improved Elftown design
- you can now target spells in other directions by "rotating" the staff
- fixed wells
- big hammers as a starting weapon for blacksmiths (there was no good blunt weapon of suitable power)
- fixed learning designs from books
- you can now tell your allies to stay in place (and golems to stay in the forge)
- smiths start with some basic designs
- greatly improved the smithing interface (just go into a forge or furnace)
- fixed a bug with recognizing cells inside a room (which caused weird mixed-material huts)
- chimneys; you have to explicitly ask for it if you want to go down a well/chimney
- trees now have many different shapes (and some fixes added); the list of types has been extended
- some monsters are able to climb trees
- added some icons in menus
- dead beings no longer block or dodge
- roads and tunnels are now less twisty (the straightening algorithm was already there, but not active)
- you can  now 'talk to all'
- graphics: you can see weapons, shields, and helmets now
- target life now can target upwards or downwards
- lizards now able to climb chasms and dunes
- a much better tutorial
- Aiming (Archery skill) now reduces encumberance.
- some balance improvements
- decoration added for cells next to roads; roads work better on beaches (and ocean)
- some other minor modifications

Have fun :) And please submit comments, I need them to improve things.

Sunday, 21 August 2011


I have added some donation links to my projects, so that people who like my creations more than commercial games can express that, and make me think more seriously about roguelike development (which could lead to faster development of Vapors of Insanity, and improvements to Necklace of the Eye). Although PayPal is much more popular, I have chosen to use Moneybookers (they seem to have many advantages, even though popularity is also a huge advantage in this case). I have not tested the links myself (as I cannot pay myself), but I hope they work..

I hope to release another preview of VoI this month (mostly the development version to allow others to see how VoI has been created, and create mods and improvements, but also with some minor gameplay updates, based on the comments I have received so far, or on my own testing or new ideas), and another one for ARRP (Sep 18), but I'll see.

Sunday, 7 August 2011

Hydra Slayer 12.8

As further playtesting revealed some bugs with vampire hydras... Version 12.8 is released!

  • Fixed descriptions of some weapons (bows did not say that you can use 'T', stunners now tell you how stunning works)
  • In the list of hydras, bows now correctly display the regrowth value "x2" instead of "+0". Also stunning time is now displayed if relevant.
  • Potions of knowledge did not work correctly with vampires. Some automated tests added to prevent them breaking in the future. Probably there should be more tests here, and also tests for ambidexterity (another thing which often breaks down).
  • Testing revealed some further bugs with potions of knowledge (large ivy-hydras, rare divisor-like weapons could not kill, attacks with some rare divisor-like weapons larger than hydras were ignored, useless 'wait until awakened' loops displayed, potions of ambidexterity made non-fresh by potions of knowledge, not working correctly with the weapon G2)
Please tell me if you find more illogical stuff :)

Tuesday, 2 August 2011

Hydra Slayer 12.7

I have watched a "Let's Play" video about Hydra Slayer. Thanks!

I have noticed some bugs in this video, so they are fixed in version 12.7 (and also some other issues):
  • Shield damage was displayed incorrectly
  • Hot key to control both twins was shown incorrectly on the race selection screen
  • Twin was displayed incorrectly in the hex mode
  • Fighting messages were incorrect (incorrectly stated who does what)
  • Added missing messages about GPL to source and help
Link: Hydra Slayer