Thursday, 28 June 2012

HyperRogue III (version 3.7)

There were some minor issues with HyperRogue III, and they are fixed now.

Not as a big update as the last one, but always something :)

In the desktop version:
  • HyperRogue looks better on Windows now, as it has an icon, and version information.
  • You can now disable the red axes which show you where directional keys will take you. By default, they disappear automatically if using a mouse, and reappear when using keyboard (they are useful only for keyboard users).
In the Android version, there was a bug with panning ("DRAG"), which caused the display to disappear when trying to do panning. Also panning is faster now (i.e., more fps).

Get it here, and have fun!


For the next version of Vapors of Insanity, I am considering changing how the potions work. I have a feeling that they do not work well in the most games I know.

Potions (and other similar items, like scrolls and wands) can be roughly divided into two types: permanent and temporary ones. Permanent ones have effects which last for the rest of the game, and temporary ones help in one battle (or another short amount of time). This division is not very exact, it is rather intuitive (if you use a temporary potion to avoid death, then it has a permanent effect, in some sense). But it is mostly temporary potions which cause problems.

Let's see how potions work in several games.
  • Diablo has its health/mana potions which you have an infinite supply of (from the shops). You can win difficult fights by drinking lots of these potions. It seems that most people who consider this think that this is mindless and badly designed.
  • Dungeon Crawl has several important permanent potions (cure mutation), and several powerful temporary items (potions of heal wounds, powerful offensive wands). These temporary items are important; I think that most Crawl players run into situations where they need to use a temporary power, but the difference between winners and losers is that for winners the use rate is simply lower than the finding rate. On the other hand, weak wands and potions are mostly useless.
  • In ADOM, there are several important permanent potions, and lots of temporary potions and wands. I use the spenseweed for healing (since there is an unlimited supply of it), but other items are simply collected and never used. The only wands I use in ADOM are wishing and cold, for their permanent effects (cold is used for freezing ice).
  • Dungeons of Dredmor seems to have some potions and mushrooms which have weak temporary effects. Since the inventory is limited, it is not even worth it to carry them. But even if the inventory was not limited, they would probably end up just like in ADOM.
  • Hydra Slayer has four permanent potions and scrolls (Power Juice, Life, Big Stick, Reforging) and several runes/potions/scrolls with temporary effect. I am quite happy with all of them, but the reason is that in some sense, everything is permanent in Hydra Slayer. That is caused by the fact that health does not regenerate (and thus it is a permanent). Even though the visible effect of, say, Potion of Ambidexterity is temporary, it also has a permanent effect of saving you several HP.
  • I have heard that ToME gets rid of temporary items in general. A good move, I think.
So, in summary: the only potions/wands which make sense are those whose effect is either permanent or very noticeable. Vapors of Insanity already got rid of the usual wands, and now it is time for potions.

The other thing that bugged me about liquids in VoI is that they are supposed to be not discrete: you can drink half of the potion and get a partial effect. This makes identification work strangely (you can identify potions by just tasting them, so why the need to identify them at all?) Also you are able to create liquids magically via Rune of Creation. But I find it very hard to explain why you can create, say, poison, but only use it immediately, and not fill a bottle with it.

The planned design is as follows. Temporary potions and herbs expire, so you can no longer carry them in your backpack for a long time. If you find a herb, you can either use it immediately (for a powerful effect) or ignore it. Alchemist huts will have cauldrons which magically generate powerful temporary potions; you can drink them, coat your weapons with them, or fill your bottles (but they will stay there for a very short time only). There will be also a portable version: wands which generate liquids with temporary effects when zapped or rubbed. As with other VoI wands, they will need a contact to a living body to work, so you can use only a limited number of them in a given time.

Wednesday, 27 June 2012

Vapors of Insanity 0.56 (bugfix)

It has been brought to my attention that the current version of Vapors of Insanity crashes quite frequently. I have checked it, and found it out to be true... I don't know how this escaped my attention, and why it did not get reported for three months. Please report problems earlier next time :)

Anyway, hopefully this release fixes this. This is mostly a bugfix release, there are almost no new features (I have been working on HyperRogue and stuff not related to roguelikes recently).

  • You now get more helpful lines when trying to move up/down in the hex mode.
  • You can now move more conveniently on laptops, by pressing Shift/Ctrl together with Left/Right (but WEADZX is even more convenient).
  • Fixed the WASD movement scheme: wear/wield and worldmap are moved from "w" to "W".
  • Also fixed some targetting keys in WASD/VI movement schemes.
  • Removed the conflict for shift+S (shift+S saves, shift+T takes sector screenshots).
  • The executables are no longer UPX'ed, as this apparently caused malware reports.
  • Now compiles without warnings in gcc 4.6.3 (warnings were related to buffer overflows, and missing error checking for input routines; these errors have been fixed).
  • Fixed some bugs reported by valgrind (spaces in the font files, uninitialized variables, delete/delete[] bug).
  • Improved how the ASCII version looks a bit (but I am concentrating my efforts on the graphical version, so I don't care about the ASCII version much).
  • Removed some lines shown during startup.

Get Version 0.56 here!

Sunday, 10 June 2012

HyperRogue III (version 3.6)

HyperRogue III version 3.6 released!

Finally I got enough ideas for improvements to release a new version. It has the following changes:

  • Ivy plants were supposed to be a prominent feature of Jungle, but they were rather something that you see from time to time, and you should run away from, because there was no reason to fight them. This is changed. Jungle got rebalanced.
  • Wandering monsters. It is no longer safe to just stay in one place and wait for monsters. (As a counterbalance there are less "stationary" monsters)
  • A high score list. Accessible via ESC-t. You no longer have to remember your best scores :) (it uses the same log file as previous versions, but unfortunately is unable to read their scores)
  • The Land of Eternal Motion now has its own Orb (rather than pretending that it has falled through a huge hole). This new Orb is also expected to improve the performance on devices with low memory.
  • You no longer get 1000 points for the Orb of Yendor, only 50. The motivation here is that you should be able to play HyperRogue in two ways: as a completionist (aim to get the Orb of Yendor to win the game) or as a perfectionist (get a high score), and the quest for Orb of Yendor should not get into the perfectionist's way.
  • You can now switch places with golems (previously it was quite easy to kill them, or to lose because of being blocked by them... I have decided that the game would be better without such problems)
  • I have tried to actually play with the wersdzxc keyboard layout and found it very awkward, so switched to qweadzxc; also the quit/restart keys got changed to prevent confusion
  • removed the Rangers from crossroads (creatures native to all lands appear on the Crossroads, so there is no need to make it even harder by adding Rangers; the screenshot above still has them...)
  • running dogs no longer look as if they appeared from nowhere (I think it got broken in some earlier version)
  • you are now allowed to get an Orb of Shielding even if there are monsters nearby
Have fun!

Saturday, 9 June 2012

HyperRogue III video

For those who have not played HyperRogue III yet, I have made a video. It shows all the lands available, but it does not try to win the game (the final message shows what remains... this was intentional as it requires some spoily tactics, I want players to discover them for themselves instead of watching the video). I wanted the video to be relatively short, so it is also a speed run of sort. Moving that fast is risky...

Thursday, 7 June 2012

HyperRogue T-shirts and other items

Following the example of Thomas Biskup, the Creator of ADOM, I have opened a shop with some items related to HyperRogue. I hope you like them.

If you want to see items based on specific areas in HyperRogue, or on one of my other games, comment here.

I don't really expect to sell anything, but why not try?

Of course donating would be a more cost effective way of supporting my work, but you don't get a nice T-shirt (or other item) for this :)