============================================================ = v23.1.0 (WORK IN PROGRESS) ============================================================ ############################## # Gameplay ############################## # Spells - Reworked the spell domains, the domains are now: Channeling, Corruption, Illusion, Mind, Time, Warding and Blood. - Added many new spells, and made some previous monster-only spells available to the player. Some of the new spells are also available to various monsters. - The Spectral Weapons spell is changed to Projected Strike, and simply performs melee attacks with the carried weapons, instead of summoning floating weapons. - Some spells that previously were noisy can now be cast silently. - Some spells no longer automatically makes the target creature aware of the caster - i.e. unless a spell casting sound is heard, they can be cast on a target without them becoming aware. - The Terrify spell also has a chance to make the victims faint. - Made monster and player spell casting consistent regarding noise; monsters also cast silent spells without makings sounds. If a casting is seen and not heard, a "visual" message is printed instead (e.g. "The Cultist makes gestures in the air"). - Spell shock cost is now shown in the spell casting menu. - Status effects like confusion or burning no longer prevents casting Crimson Passage to end the effect. # Backgrounds (classes), traits - Occultists can pick traits to improve spell domains again, instead of getting automatic spell upgrades. This is a reversion to how it worked prior to v20.0, but the spell domain traits now also have level requirements (4 and 8 for "lesser" and "greater" casting, respectively). - Occultists can still choose a spell domain at start, but this only affects starting spells. - The previous Clairvoyant ability to see hidden things is now available as a "tenebrous" spell instead (temporarily forgotten when cast). - Occultists also start with the Cool-headed trait. - Meditative now requires Strong Spirit instead of Stout Spirit (in addition to Cool-headed). - Sage now reduces spirit cost to zero when casting in focused state, instead of increasing skill level. - Most Exorcist spell traits now provide or upgrade multiple spells. - Exorcists only get extra traits at levels 2 and 6 (instead of 2, 4 and 6). - Exorcists start with a Heavy Coat (2 armor) # Status effects - "Doomed" is now considered an upgrade of "Cursed", a creature cannot be both cursed and doomed simultaneously. - Removed the health/spirit/mind "sap" status effects. The Mind Leech monster now (again) just directly causes shock when it attacks, and the "sapping" magical traps have been removed. - Removed all sources of temporary disease (monster disease spell, disease from fountains and tombs); Now only infections cause disease, which is permanent. (It was strange that some things only caused a tiny disease, while infections caused a super serious permanent DISEASE.) - Poisoning no longer lowers evasion (only melee damage and melee hit chance). - Clairvoyance (now a spell, see above) also detects inscribed terrain. - Hallucination duration now stacks when more is applied (similar to poison). - Being terrified now only gives +10% evasion instead of +20%. # Insanity events - Added hallucination insanity event. # Items - Changed The Talisman of Reflection to Talisman of Arcane Void. Instead of reflecting spells it doubles the spirit points granted by the absorption trait (as well as halving the number of turns to regain spell resistance, as before). # Traps - Renamed "Magic traps" to "Sigils" and made more diverse behavior possible. For example "triggering" them can happen in other ways than by stepping on them, and they may not just have a one-time effect. - "Mechanical traps" (e.g. spear traps) now (again) always trigger immediately instead of having a delay. - Removed the fire trap and the magical traps that "sapped" hit points or spirit points. # Monsters - Winged Corpses now have a melee attack cooldown period, similar to Ravens. - All monsters (except Ghouls) now very slowly regenerate hit points. # Map generation - Added inscribed terrain (urns, pillars) to the special levels. # Terrain objects - Reduced chance of recalling forgotten spells when studying inscriptions. # Convenience / quality of life features - Status effects from worn items (e.g. Asbestos Suite) are now displayed within asterisks in the player stats panel (e.g. "*Fire Res*"), and with "(from item)" clarified in the player character description page (e.g. "Fire Resistance (from item)"). # Misc balancing - Reduced shock from studying inscribed terrain objects by half. - The Spiked Mace is now a blunt weapon instead of piercing (so that it's not ineffective against pierce resistant monsters like Worm Masses). ############################## # User interface ############################## # Design - Replaced the main menu logo with a new one. # Convenience / quality of life features - In the spell casting menu, fully affordable spells are now shown as green, otherwise gray (or magenta if forgotten). - All "y/n" prompts can now also be accepted with the enter key. - There is also a Controller Support mode, which can be enabled in the options menu. This mode is intended for cases such as binding a controller stick to the numpad's eight directional keys. In this mode, you must press the [Enter] key while holding a direction in order to execute a move. # Other user interface changes - Unified the animation delay option to just a single "base delay" option. Also tweaked the default animation delay value and various factors used in different places for nicer animations (in particular, the Tommy Gun animation could previously be almost invisible). ############################## # Fixes ############################## - Sneak chance was calculated wrong - only the sneak chance of the hiding actor had any effect, but search skill of the searching actor, distance, light and darkness were also supposed to affect the chance. The values presented when viewing monsters were correct, but the ACTUAL chances when rolling for success were wrong. This bug has existed since v21.0.0. - Animations for ranged attacks and spells now only appear when there is something indicating why it happened (for example the player character saw or heard the source). - Some sound effects may not have played due to unsupported sample rate. Fixed by normalizing all audio files to 44100 Hz. - Failing to read a Manuscript due to things like being on fire did not spend a turn. - In some situations where monsters appeared, player actions were not interrupted (one result of this was that a normal speed monster could sometimes step around the corner and attack the player, while auto waiting with 's'). - And more bug fixes... ############################## # Modability, game data ############################## ############################## # Other ############################## ============================================================ = v23.0.0 (May 18, 2025) ============================================================ ############################## # Gameplay ############################## # Terrain objects - Some terrain objects are now "inscribed" and can be studied by bumping them. This gives XP, can recall forgotten spells, and gives a "feeling" regarding carried items (e.g. if a potion is benign or malign). Item "feelings" no longer happen passively over time. - Hazy Mirrors no longer recall forgotten spells, instead they identify all carried items. They are also much rarer than before. - If the player has a cursed item, gongs have a high chance of giving the "bless" bonus (which also removes one curse). - Magic traps ("strange shape") starts hidden again just like mechanical traps, however traps are no longer spawned in corridors. - The type of monsters that can appear from tombs is now limited based on the current dungeon level (previously mid/late game monsters could spawn from tombs early in the game). # Backgrounds (classes) - Exorcists can no longer store spirit points above max level indefinitely, instead they gain fervor points for destroying manuscripts, altars, etc. Fervor can be used for casting spells, and is used automatically when there is not enough spirit points to cast from. The "Prolonged Life" trait also uses fervor instead of spirit. - Due to the above change, the Flagellant trait "Fervor" has been renamed to "Enthusiasm". # Traits - Added trait "Sage" - This is an upgrade of the "Meditative" trait, spells are also cast at a higher skill level when "Focused", and the duration to regain the focused state is reduced. - Added trait "Elusive" - A unique trait for Rogues, that makes creatures only remember you for half the normal duration. - Rapid Recoverer regenerates 1 hit point every third turn instead of every second turn. - The Marksman traits also increase minimum damage (but cannot increase maximum damage). # Items - When using the Medical Bag, a menu is now shown where you can select the treatment to perform. Also added an option to automatically choose treatment like before. - Added an additional Medical Bag action called "quick patch-up", which restores some hit points. - The Exorcist Holy Symbol can now raise spirit above max limit (instead of just restoring spirit). - Added a "Heavy Coat" armor, with 2 armor points and -5% stealth/dodging (actually this existed a long time ago, but was a very different item). - Removed some Rod types and added new ones. Also the Deafening Device is now a Rod instead. - Merged "Potion of Fire Resistance" and "Insulation" into "Potion of Resistance", that also gives poison resistance and prevent paralysis. The "Resistance" spell has been removed. - Added more potions. - The Asbestos Suite now protects against some more attacks where it makes sense (e.g. mold spores). - Various weapon rebalancing, especially to make medium/heavy weapons more relevant compared to daggers. # Spells - Increased duration of the See Invisible spell. - The rats summoned by the Pestilence spell appear scattered throughout an area (instead of grouped around the caster), and the spell only last for a limited time. - Added blindness as a spell available to some monsters (this also existed in the game a very long time ago). - Removed the Resistance spell (this is now a potion instead, see above). # Status effects - Poison now stacks, i.e. the duration of the new poison effect is added to the old (normally the duration is set to the longest duration of the old or new effect). - Poison can only damage creatures down to 50% hit points, but it also reduces melee damage by 25%, and melee and dodge skill by 10%. - The damage from poison happens less frequently, but in larger bursts. - While being entangled or stuck, it is now possible to melee attack adjacent monsters with the move direction keys (this is consistent with the nailed status, where it was already possible). # Monsters - Some creatures are now "flammable" (e.g. mold, worm masses). If ignited, these burn permanently and will also ignite any other adjacent flammable creatures. - Mold do zero direct damage (only poison). - Hallucinogenic Mold always start together with regular mold. - Mold now appear in a more scattered pattern when they "breed". - Leng Spider web bolas now also entangle for a few turns. - Void Travelers intercepting player teleportation now also ends invisibility and cloaking. - More monsters now take reduced damage from piercing attacks (e.g. Ooze, Mummies). - Limited the number of different monster types that a single Shapeshifter can change into. - Misc monster balancing (a lot of balancing of stats, group sizes, properties, etc) - Added more monsters. # Map generation - The ruins in the late game caves can contain chests, tombs, or altars. - Crypt rooms (tomb rooms) and ritual rooms (rooms with altars) can also spawn in the late game caves. - Made some improvements to where terrain objects can spawn in rooms, for example previously some terrain like chests or cabinets could never spawn in the corner of a room. - Some rooms can now spread terrain outside of themselves (e.g. spider rooms can create webs in nearby areas outside of the room). - Misc improvements to corridor generation (limited max corridor length, corridors occasionally connect to other corridors, and corridors are randomly made wider in the late game for a more cavernous look). - Changed some room templates that were annoying to explore, or created dead-end corridors that looked like they led to a secret door. # Special maps - Added intro message popups for some special levels. - Made several of the special levels tougher. # Other gameplay changes - In the late game cave levels, sound travels 50% further. - Monsters spawning over time happens a certain duration after entering a new level, instead of at fixed global intervals - this prevents manipulating the counter for example by waiting at the stairs. - Completely removed "acid" as a damage type and concept from the game. Bloated Corpse and Corpse Mound spit now do zero damage and apply infection instead, Strange Colors do pure damage. - Reworked and unified how dodging penalties are calculated for melee and ranged attacks. This should not have much effect on how the game plays, but hit chances may be affected in some cases (for example being stuck now also gives a dodging penalty against ranged attacks, and confusion no longer gives a dodging penalty at all). ############################## # User interface ############################## # Design - Added a flashing animation when bashing stuff (doors, corpses, ...). - Messages fade out instead of immediately being cleared. - Removed many cases where the game "paused" (i.e. "[space]" is shown), for example revealing hidden doors no longer pause the game. - The screen fades to red when the player dies. - Braziers have a subtle flicker effect, similar to the player when using the Electric Lantern. - When viewing monster descriptions, current health percentage is shown. Added an option to disable health bars. # Convenience / quality of life features - Tab now also disarms adjacent traps (melee attacking is prioritized). - Added a legend for the minimap screen that explains what the different colors represent. - More types of things are now marked on the minimap (e.g. Tombs, Braziers, ...). - Numpad 0 can also be used for opening and closing the minimap. - In the "apply" menu, "a" is always reserved for the Electric Lantern and 'b' for the Medical Bag (and 's' for the Holy Symbol if Exorcist). On the first screen of the "apply" menu, these items will always appear on top and their keys will never be used for any other item. - Added "b" as a shortcut command for using the Medical Bag directly from the normal game mode. - In most of the menus and screens, the mousewheel can be used for scrolling up and down. - Double clicking anywhere toggles fullscreen. Also added an option to enable/disable this feature. - A bunch of screens now also support pgup/pgdown/home/end for scrolling. # Other user interface changes - Added a brightness setting. - The game now hides the mouse cursor. ############################## # Fixes ############################## - Fixed a bug that caused Expert Marksman go give a double upgrade, and Master Marksman to give no upgrade at all (this bug has existed since v20.0). - The Talisman of Resurrection first restored all hit points and then healed all wounds, which could leave the player with lower than full health - fixed by reversing the order. - Exorcists picking a stack of Manuscripts destroyed the whole stack, but only gave bonuses for one Manuscript. - For Exorcist spell traits, available spirit info is no longer printed in the character info screen, only when picking a trait (also the character info screen could show wrong numbers). - Being stuck in mud had a limited time duration - it now has indefinite duration (the player/creature has to actively pull themselves free). - "Throwing a Stick of Dynamite" is no longer added to the message history. - Fixed a timing issue when the player controls teleportation (e.g. when casting teleport, game time would pass between casting the spell and getting to control the teleport location). Now the control happens instantly. - And more bug fixes... ############################## # Modability, game data ############################## - Available font images are no longer hard coded in the game, instead the gfx/fonts/ directory is searched for any .png file that starts with x (e.g. "7x13_uushi.png"). So new .png fonts can be added just by dropping them in the fonts directory. - The required dungeon level for monster group sizes in monsters.xml can now also be specified relative to the minimum dungeon level of the monster (with format "+N" levels). For example if a monster has min_dungeon_level "4", then a group_size entry with required_dungeon_level="+2" will cause the monster to start spawning with that group size on dungeon level 6. ############################## # Other ############################## - Added an option to build and link SDL statically into the game binary (the source code is included in the Git repo), with this method there is no need to install SDL dependencies to play the game (or when building the game). By the default the installed system version of SDL is found and used on Linux, and the prebuilt SDL version is used on Windows. Building and linking SDL statically is enabled via the CMake option "IA_BUILD_STATIC_SDL" (use -DIA_BUILD_STATIC_SDL=ON when running cmake to configure this mode). "Official" releases of the game are built with a statically linked SDL, so there is no need to install SDL dependencies to play these versions. - The released version of the game is now built on Debian Bullseye with gcc 10.2.1 - glibc 2.31 or newer is required to play the game on Linux. - The user config/options is now handled as an ini file (instead of just lines in a text file written and read in a specific order). - A user_data.ini file is placed inside the game directory, where it is possible to specify the directory where user data (highscores, options, etc) shall be stored. If left blank, the default locations will be used. - On startup, the game tests if several locations are writable (the user_data.ini location, calling SDL_GetPrefPath, and inside the game directory itself), to find a place where it is possible to write user data. ============================================================ = v22.1.0 (September 24, 2023) ============================================================ ############################## # Gameplay ############################## # Backgrounds (classes) - The Flagellant "moribund" status (low health bonuses) is now applied for a certain duration when taking damage that reduces health to 6 hit points or below (previously it was always active while hit points were below the limit, and ended immediately when restored above the limit). The reason for this change is to allow the player to utilize the effect for a bit even if hit points are immediately restored above the limit (e.g. when using the Shed Impurity spell, see below). - Flagellants also start with a potion of vitality. - For Flagellant characters, the number of turns spent is adjusted to a lower value (55% of the original value) when calculating score (Flagellants tend to spend a lot more turns, especially since they must wait every time they walk, so this is a compensation for a more comparable score). # Traits - The Galvanization trait only applies regeneration if hit points are lost from casting the spell (mostly/only applicable to the Shed Impurity spell, see below). - Added unique Flagellant trait "Memento Mori", which raises the threshold of the moribund status to 8 hit points, and increases the duration of the effect by 50%. - Renamed the "Death Sense" Flagellant trait to "Fervor". - Treasure Hunter increases items spawned on each floor by 1, instead of 1-2. See also general change to number of items spawned below. - Improved the Survivalist trait: "You cannot become diseased, only half your wounds count, rounded down (i.e. number of wounds are halved when calculating combat, hit point and regeneration penalties, slower walking speed happens at 6 wounds instead of 3, and you die from 10 wounds instead of 5)". - Healer is no longer a prerequisite for Survivalist. # Map generation - Added a new special level - When the monsters on the "end level" (no spoilers) becomes aware of the player, a message is printed (to reduce the need for meta knowledge). - On the Egypt level, when the player is within a certain distance of Khephren, all monsters on the map become aware of the player. A message is printed when this happens. # Terrain objects - Hazy Mirrors are now colored gray on the minimap when they have been activated. - Hazy Mirrors are now also detected by the magic searching effect (the Clairvoyant ability). # Spells - Added spell "Shed Impurity" - a unique spell for the Flagellant background, that they start with. The spell lowers hit points to the limit where the Flagellant receives bonuses for having low hit points, and if enough hit points are lost, then some status effects such as poisoning are cured. - Added a new spell that heals other creatures, available only to monsters. - The Transmutation spell is now "tenebrous" (temporarily forgotten when cast). - Reduced the duration of the blindness effect that Light spell causes at higher levels, and increased the spell cost from 2-4 spirit to 3-5. - Changed Control Object max distance from 2/4/6 to 3/4/5 (for basic/exptert/master). # Items - Reworked the Incinerator, it is now called the "Morphic Blaster", and is a Mi-Go weapon that works more like the Electric Gun. - Potion of Descent can now be used on all levels until "the end" (no spoilers), previously it only worked until a few levels before the end of the game. - Reduced the weight of spike guns. - Added a new artifact. # Monsters - A few monsters wait for a turn when they see the player and are aware of the player. This only happens once, until the monster loses awareness again. It is intended to avoid some unfair instant deaths by allowing the player a chance to act first (for example Cultists and White Spiders have this behavior). - White Spider attacks have 20% chance to paralyze instead of 50%. - Reduced hit points of Ghosts (mainly to allow Flagellant players a better chance to counter them with the Thorns spell) - Pickman spawn from level 10 instead of 6, and is somewhat rarer. - Pickman starts with 2-3 Ghouls instead of 4-5. - Byakhee spawn from level 8 instead of 6, and can only spawn in groups from level 10. - Mummies can now speak a phrase when they become aware, to alert other monsters. - When Major Clapham-Lee "calls forth his Tomb-Legions", the summoned monsters now wait a turn instead of acting immediately. - Tentacle Clusters can spawn randomly on the map (not just from spell side effects etc), although somewhat rarely - Many updates to the "hound" monsters (Fire Hound, Energy Hound): added more types, added sound effects, changed a lot of their stats. - Monsters that "breed" (i.e. mold) will not spawn new monsters if the group size is above a certain limit. - Added more monsters # Misc balancing - Reduced XP gained from seeing "terrifying" monsters from 10 to 8, and reduced XP for "mind shattering" monsters from 20 to 15 (rationale: there are more monsters now). - On average, one less item is spawned on each floor in the mid game (10-19), this is intended to avoid players winning with a huge amount of items in the inventory, without making the early game harder or making exploration less rewarding in the late game. See also Treasure Hunter change above. # Other changes - In the game over summary screen, all items are shown with their identified names in the inventory section. - In the item knowledge section of the character screen ("C" or "@"), the real names of all identifiable items in the game are shown, so it is now possible to know exactly which effects an unidentified benign potion may possibly have, for example. - Removed the item knowledge section of the game over summary screen. - Added hint popups with info about status effects, shock level, kicking braziers, and kicking statues. - The "stagger" messages are now more specific, and describe why the player is staggering ("My wounds cause me to stagger.", or "I stagger under the weight of my carried load."). - A warning is printed when going over 100% carry weight. - "Shock" is referred to as "mental shock" when picking background and traits, since it could be confused with some type of shock damage (and this is probably often the first time a new player encounters this term in the game). - Added info about kick hit chance in the monster descriptions. ############################## # User interface ############################## # Graphics - Added unique player tiles for each weapon that the player can wield (39 new tiles in total), thanks YARD and Hal from the IA Discord channel! # Sound - Added a sound effect for walls collapsing ("Suddenly, the walls collapse!"). ############################## # Fixes ############################## - Fixed a bug where creatures (e.g. the player) could get knocked into impassable terrain (such as walls), if they had physical damage resistance. - Fixed a bug that caused interruptions of longer player actions (handling armor or using the medical bag). The problem was that status effects that interrupt the player (fainting, burning, entangled, stuck, etc) would interrupt regardless of which creature it was applied to. The effect of this was probably most often noticeable when monsters outside view got stuck in mud. - Viewing information about known spells while picking a new trait was handled poorly if the player did not know any spells. - In the inventory section of the game over summary screen, only the plain, single item, names were used (e.g. "Throwing Knife"). Now plural names are used correctly (e.g. "6 Throwing Knives"). - Shock from casting domainless spells (Exorcist unique spells) was not included when showing cost from casting learned spells in the character screen and game over summary screen. - When monsters opened a door, the opened door was always updated in the player memory even if they did not see the door being opened. - Fixed some cases where redundant sound messages were printed when handling doors ("I hear a door open. I see a door opening.") - When kicking statues while blind, the sound message would never be printed ("I hear a crash."). - The Purge spell description now also includes mirrors in the list of objects it can destroy (it could already destroy them but it was not described). - Crimson Passage also gave a free move when it ended due to hit points being too low (now it only gives a free move if it is possible to "pay" the hit point cost). - And more bug fixes... ============================================================ = v22.0.0 (May 8, 2023) ============================================================ ############################## # Gameplay ############################## # Backgrounds and traits - Added a new background (class) "Flagellant" # Spells - Added a new spell domain "Blood" (with some new spells). - Spells are no longer removed from the spell list when forgotten due to triggering magic traps or using gongs, instead they are marked as "forgotten". Forgotten spells can be recalled by using a "hazy mirror" (new terrain object), or by casting the spell from a manuscript. - A few particularly powerful spells are "tenebrous", such spells are immediately "forgotten" when they are cast from memory, and cannot be cast until recalled again (by using a mirror, or casting the spell from a manuscript). # Status effects - Status effects that will end immediately after the next action are shown as e.g. "Premonition (ending)" in the gui, so that it is possible to know whether it will last until the next player turn or not (previously seeing an active status effect listed could be misleading since it could end before any monster acts). - The Cursed status effect no longer causes a chance to fail spell casting (but "Doomed" still causes a chance to fail). - The "Regenerating" status effect no longer heals wounds (it caused bad gameplay design combined with certain Flagellant mechanics). - Frenzied monsters are now drawn with a red background, and this status is shown in the monster description page. # Items - Changed Potion of Invisibility into a "tenebrous" spell instead. # Melee combat - It is now possible to aim melee weapons with the "f" key to choose a position to attack. - Some weapons have "long reach" (has a range of 2 instead of 1), attacking positions further away can be done by pressing "f". - Pitchforks and the Staff of the Pharaohs now have long reach (pitchforks no longer give a bonus to evasion). A new unique weapon for the Flagellant also has long reach. - Weapons no longer have a chance to break when the player does a melee attack while cursed. # Traps - Traps are always destroyed after they are triggered (i.e. they can only ever be triggered once). - It is no longer possible to disarm a trap that has started triggering ("I hear a click..."). - Magic traps (strange shape on the ground) may now spawn anywhere, previously they were not allowed to spawn next to blocking terrain, which made these trap types rare to encounter. - Magic traps are always revealed, i.e. there is no need to detect them. - When a magic trap triggers there is now a sound, and a flash of light on the map. - Added item "Bone Charm" that grants spell resistance for a few turns when activated, and dispels all seen magic traps. - Occultist characters no longer have the ability to dispel magic traps, instead they start with a number of Bone Charms. - All magic traps now have an effect when triggered by a monster (previously most of them would not do anything at all). - Added more magic trap types. - Dart traps, spear traps, and alarm traps now always trigger instantly when a creature steps on them. - Alarm traps now emit a sound with "global" range, instead of just a "loud" sound (although creatures with short hearing range such as Worm Masses still need to be very near to hear the sound). - Removed all gas trap types (confusion gas etc) # Terrain objects - Instead of metal/doors levers there are now warded doors that can be unwarded by crystals. The difference is that warded doors can be opened at any time like regular doors, but if the player does so without unwarding it first they will receive a penalty, and miss out on a reward (XP bonus for using the crystal). - Metal doors can now be opened and closed regularly (there are no levers). This is an advantage for the player, as metal doors can never be bashed open. - Reverted Pylons to make them always active again (they start permanently activated, instead of being activated by bumping them). - There is now a chance to get stuck in mud (to differentiate it more from water). # Monsters - Added more monsters - Ravens have a melee attack cooldown time to make them less deadly # Other - Added a command in the trait selection menu to show information about the current game, such as character information or inventory (intended to help in choosing trait to pick). - In the character info screen, knowledge about rods and devices is now also shown (not just potions and manuscripts), and there is information about how much shock the player has received from different sources (seeing monsters, using items, etc). - In the game over summary screen there is now also information about item knowledge, inventory, and shock received from different sources. - Current turn number is now displayed in the gui. - Fountains and Monoliths are now marked on the minimap. ############################## # User interface ############################## # Graphics - Hardware acceleration is now used for rendering (if possible), also added an option to force software rendering. - It is now possible to set video scaling higher than 2x (3x and 4x are possible as well). - On first startup, the game tries to set an appropriate video scale factor based on the user resolution. # Window handling - Video scaling is now also possible in windowed mode. - The game no longer tries to determine if the window is large enough, any size is allowed even if all text will not fit. # Design - Changed the tile set size to 20x0 (from 24x24), most of the tiles are simply cropped since they had a lot of redundant black space around them, and a few tiles have been slightly reworked. - Added a tiny 7x13 font, intended for use with scaled up graphics. - By default, the game runs in fullscreen, using the 7x13 font, and tries to set an appropriate video scale factor (e.g. 2x for 1920x1080). - Added a flashing animation when a creature is hit by a melee attack. - When the game asks for a number (e.g. number of items to drop) this is now done in a popup screen instead. - When entering text or numbers, the underscore cursor is blinking - The explosion area hint when aiming explosives is drawn as a blended overlay instead. - Chasms are now drawn with a dark blue checkered rectangle instead of a blue dot (if using tiles). - Changed color of grates to gray, to clarify that they are made of metal (and not wood) - Improved the tiles for stairs down (thanks to Andy Walker) and magic traps. - Added more sound effects (thanks Andy Walker for various gate sounds, item container opening sounds, and a horn sound). - Added sound effects for opening/closing/bashing metal doors. # Convenience / quality of life features - Made some improvements to how the game represents multiple things in the same position, mainly that a different background color is used when there are multiple corpses, or when a corpse is hidden under an item. - The warning when aiming firearms outside effective range is now printed (with warning color) inline with the aiming info, instead of a y/n question when firing the weapon. - Split the options menu into several sub-menus (Video, Audio, Input, Gameplay). - Made some changes to reduce the risk of registering key presses when the game window regains focus (e.g. accidentally doing a melee attack due to the game registering a tab press when alt-tabbing back to the game) - The user data location is now printed in the main options menu. - By default, selecting a menu entry with a letter key only jumps to that location, and a second press (or enter) is required to select it. This behavior only happens in menus that have descriptions for the different entries. Added an option to always immediately select entries when pressing letter keys (the old way). - When carry weight is high enough that becoming weakened would cause the weight to go over 100% (i.e. at 85%) the current carry weight percentage is drawn with (tinted) yellow color, orange at 100% or above (staggering), and red at 125% and above (immobile). ############################## # Modability ############################## - Monster definitions are now to a large extent data driven - it is now possible to add new monsters purely by updating monsters.xml (removed monster ID enum values from the source code). ############################## # Fixes ############################## - Fixed a problem with the game time system, that caused slow creatures to act slightly more often and fast/very fast creatures to act slightly less often than they were supposed to (especially noticeable when kiting a slow monster, since it would occasionally get unexpected extra moves). - Attacking a monster that is delayed by moving into liquid no longer allows them to act immediately. - The names of some ambient sound clip files were calculated incorrectly, resulting in a few ambient sounds not being loaded/used. - Kicking locked wooden chests would print the message "I kick the locked wooden chest! I kick the lid. The lock resists." - removed the redundant part "I kick the lid". - Kicking chests caused extra rolls for sprains in some cases (so the risk of a sprain was doubled, and player could get double sprains). - Fixed a bug where the player killing themselves with an Incinerator would freeze the game. - The gas mask duration was not stored when saving the game (it was reset to the default length when loading a save file). - And many more minor bug fixes... ============================================================ = v21.0.1 (April 7, 2022) ============================================================ ############################## # Gameplay changes ############################## # Backgrounds and traits - Reduced hit points healed by Ghoul feeding from 3-5 to 3-4 (also affects monster Ghouls). - Ghoul player characters now receive -50% shock from darkness and blood/gore, but also -50% shock reduction from light. - Ghoul player characters opening a cocoon can no longer receive the event "there is a half-dissolved human body inside!" (Ghouls are not afraid of such things). - A player with darkvision (i.e. Ghouls) can now read manuscripts in darkness. # Items - The "Blaster" Strange Device now casts Darkbolt instead of Azathoths Gaze, which is more fitting for its name. # Spells - Heal now also cures poisoning when cast at expert level (previously only cured from master level). # Other - When the player is kicking a position with a monster they are aware of inside blocking terrain (e.g. a rat inside rubble, or a ghost on a closed door), the monster is now prioritized for kicking instead of the terrain (but if they are unaware of the monster, the terrain will be kicked instead). - The chance to tear free from a spider web is slightly higher. ############################## # Fixes ############################## - Only a monster that is alive can now be discovered with an XP reward. This fixes a bug where killing an invisible monster (e.g. a Ghost) would discover it. - The message "Major Clapham Lee calls forth his Tomb-Legions" is no longer printed if the player cannot see the Major, instead a sound is heard ("A voice is calling forth [...]"). - Frenzy no longer prevents melee attacking an adjacent known unseen monster while there is a seen monster in a different direction. - The "magic pool" now also heals infections (it already healed disease). - Fixed an issue where activating a "Blaster" Strange Device would tick game time twice. ============================================================ = v21.0.0 (Mars 13, 2022) ============================================================ ############################## # Gameplay changes ############################## # Backgrounds and traits - Added a new background (class) "Exorcist" - Reworked the "Resistant trait", it now gives +25% chance to resist paralysis, burning, and poison, and the duration of those effects is halved (also Tough and Rugged each give +10% chance to resist) - Added trait "Crippling Strikes" - melee attacks have 60% chance to Weaken the target for 2-3 turns - Added trait "Meditative" - applies a status effect which allows the next spell to be cast without spending a turn, and with the cost reduced by 1 spirit point - after casting a spell this state is reapplied again after some time has passed - Clairvoyant Occultists also starts with the Premonition spell - The Tough and Rugged traits give +6 hit points each, instead of +4 - Ghoul characters start with +8 hit points, instead of +6 - The Ghoul ability "Frenzy" no longer costs spirit to use - The Ghoul trait "Toxic" has 75% chance to apply poison, instead of 25% # Monsters - Added more monsters - Some monsters have a smell that can be detected by the player - Monsters no longer become aware of the player from negative properties (burning, etc) or from taking damage (they are alerted by direct attacks or by attack noises) - so now it is possible to for example throw a Molotov Cocktail at a monster, and escape with Cloud Minds while it is burning - Small crawling creatures (rats, snakes, crawling hands, etc) can pass through some terrain types such as gates and piles of debris - Cultist have a different tile depending on their wielded firearm, and their description states what weapon they are wielding - Cultists have a kick attack - Worm Masses and Mind Worms are now blind, slow (instead of normal speed), have much more hit points, are unsettling (causes shock to see), take much less damage from piercing attacks (such as pistol shots or dagger strikes), and have a very limited hearing range - Worm Masses and Mind Worms can no longer split while burning - Added completely new descriptions for all Ooze monsters, removed Black Ooze, changed Putrid Ooze to be weaker and spawn earlier, renamed Clear Ooze to Lurking Ooze - Removed the spawn level part of monster descriptions ("they usually dwell beneath level...") - Monster descriptions display more information, such as resistances, if it has the ability to see in darkness, or the chance to stay hidden from the monster - A generated description is now printed for all monsters - previously some monsters (such as Crawling Intestines) used to have the generated part of their description completely disabled - Ghoul monsters become allied to a player Ghoul when they see the player, instead of starting allied on the map (to avoid the player missing out on joining the Ghouls in combat and just finding the remains of a battle) # Items - Added weapons "S&W Revolver" and "Winchester Rifle" - Removed the Flare Gun - Added miscellaneous rare items and artifacts - Completely reworked and renamed the Spirit Dagger - The Electric Gun also disables passive hit point regeneration for a number of turns - The Talisman of Resurrection also teleports the player when activated, to avoid leaving the player in the same situation that killed them to begin with - The Vitality potion can no longer increase hit points above maximum, but instead it applies a status effect that increases hit point regeneration, and gives a small chance per turn to heal a wound - The Staff of the Pharaohs also has a chance to apply Doom on hit (a stronger version of Cursed) # Spells - Casting spells can occasionally trigger random chaotic side effects, typically affecting the surrounding area (for example walls may appear or disappear, statues knocked over, etc) - Added spell "Erudition" - the next spell is cast at a higher skill level - Changed the "Opening" spell to "Control Object", which can do more things (e.g. open/close/jam/strike doors, or strike statues/braziers, etc) - Changed the Azathoth's Wrath spell to Azathoth's Gaze, which causes small damage and fainting (instead of acting like a "mass Darkbolt") - Removed the Searching spell - instead this is a permanent ability for the Clairvoyant Occultist (upgraded at levels 4 and 8) - Added Curse as a spell available to monsters (Floating Skulls cast this now instead of applying the property directly, and mummies cast Curse instead of applying it on melee attacks, for example) - also added a stronger version of Cursed called "Doomed" which is applied instead when Curse is cast at master level - The Teleport spell has a distance limit, which is increased with higher skill levels - also reduced the spirit cost of the spell - The Summoning spell is no longer available to player characters (only to monsters) - Added a message when spells are upgraded (e.g. by a Gong) # Status effects - Reworked the "Frenzied" property - instead of changing the player's movement direction on a move command, moves away from monsters are now simply prevented (not an action) - The Cursed status effect also causes 5% chance to fail spell casting - Being blind no longer immediately raises shock by 30% - instead the shock ramps up each turn up to 30% - Players can melee attack monsters while nailed by a Spike Gun (but still not while entangled) # Terrain objects - Removed deep liquid and swimming - Pylons now have different appearances, and it's possible to permanently identify their effects - also Pylons are now activated by touching them - Hidden doors are always detected from adjacent positions (except if blind or confused) - Standing next to a door will immediately reveal if it's stuck - if so it will change name and appearance - Forcing a metal door open (e.g. with a Rod of Opening or the Control Object spell) also toggles all connected switches (this would previously leave the switches "inverted", so that it was hard to know if pulling the switch would open or close a door) - A lot more terrain objects can be destroyed or lit on fire (for example altars or monoliths are destroyed by explosions, and wooden chests or bookshelves can be lit on fire) - The stairs position is always lit, to make it less tedious to discover in huge dark rooms - Statues no longer block line of sight, making them much easier to kick into monsters. - The stealth penalty in lit positions is much higher than before (see also bug fixes below concerning stealth and darkness) # Map generation - The standard map generator can also split rooms, for more map variety - Added more room templates - The map generator no longer tries to reveal doors on the path to the stairs (i.e. the stairs may be behind hidden doors) - Winning characters show up as statues inside the church building on the intro level, instead of graves outside the church # Other - Improved the player character memory of explored map positions - it is now possible to view the names of terrain and items on previously explored positions, items seen on the floor in dark rooms are remembered on the map, and bumping terrain like fountains and doors while blind instantly updates their visual status - Removed the "masochistic obsession" insanity effect ############################## # User interface changes ############################## # Convenience / quality of life features - Bumping a stuck door now automatically tries to bash it (no need to press "w" first) - Added a warning when the player attempts to fire/throw outside the effective range, informing the player that the attack will do 50% damage - Added an option to warn when throwing "valuable" items - i.e. potions or equipped items (enabled by default) - When standing in a dark position, "DARK AREA" is displayed in the status lines # User input - All menus have shortcut keys (either with "(Y)es (N)o" style, or "a) b) c) ...") - The "i" key is skipped as a letter index in the inventory (and drop menu), instead this key can be used for closing the inventory menu again (to allow more convenient toggling of the menu and to help prevent key press mistakes) - Added "l" or "e" as a shortcut command for toggling the Electric Lantern - Added "," (comma) as an alternative pick up command - "C" is the standard key for the character info screen, with "@" as alternative key - In the options menu, left and right can also be used to change option values # Graphics - Added the ability for displaying idle animations while the game is waiting for input, currently this is used for flickering the player color when holding an activated Electric Lantern, or randomizing the color of burning tiles or tiles corrupted by Strange Colors - and also for auto-scrolling item descriptions in the (rare) case that they do not fit in the window - Instead of the "stretched" fullscreen mode option, there is now an option for attempting to scale the graphics to 2x size when running fullscreen (if the graphics can be scaled depends on the user's resolution, and the current font) - All fonts have been replaced with new ones (the reason for this is that the origins and license information of the previous ones was unknown - now this information is clearly listed in a font license text file distributed with the game) - Added a tile for unarmed player - Added tiles for Cultists wielding different firearms (see gameplay changes above) - Removed the options to draw the walls as filled rectangles in tiles mode # Design - Changed the appearance of popups - Many screens such as the background/trait screens and character info screen use a nicer positioning for drawing, and they handle window resizing better - Added more elaborate border graphics (used for example around the player information panel), instead of only simple lines (these graphics existed in older versions of the game) - Using coloring more for the player stats to convey information (such as drawing the current hit points paler the closer to zero they are, or drawing the weapon info as yellow if ammo is depleted) - The infection status effect is drawn with orange color instead of the usual red, to make it more noticeable and to hint that it will get worse and not better over time - also added a warning message when infection nearly triggers DISEASE - The message log uses three lines instead of two (thus causing much fewer "more" prompts) - General messages for events outside of the player performing an action are drawn gray instead of white, and a newline is always forced after a player action - Removed the "game over" menu - instead the game summary is first shown, then the high scores, then you return to the main menu - Added an option to toggle if the view should always be centered on the player, only move when near the edge of the screen (default is to always center) # Sound - Added more sound effects - Removed the generic spell sound effect - Added a master volume percent option ############################## # Fixes ############################## - Fixed a bug that prevented messages for Rogues sensing artifacts on the dungeon floor (there were only messages for sensing artifacts in item containers, such as tombs) - Darkness did not give a stealth bonus - The effect of the Silent trait was inverted for melee attacks - i.e. attacks were noisy with the Silent trait picked, and vice versa - The Asbestos Suite was not protecting against gas explosions (from gas traps) - Energy Vortex attacks has a paralyzing effect as they were supposed to have, instead of burning - Fixed problem with popups not being re-drawn correctly when alt-tabbing back to the game - And much more... ============================================================ = v20.0 (December 17, 2019) ============================================================ ############################## # Gameplay ############################## - Maps can have different size, the standard map size is bigger than before - Some maps built from templates (such as the "Egypt" level) are randomly flipped and rotated for more variety - Added more special levels - The intro map is much smaller - Trees appearing beneath the first few levels are now "giant fungi" instead - Added swimming - Added "Temple Gongs" - striking a Gong gives a significant bonus and penalty - Removed passive shock for carrying or wearing certain items - unique items may instead have a curse on them - Spotting hidden doors or traps now gives a small amount of XP (except when traps are revealed by triggering them) - The blessed/cursed status effects no longer affect spell casting, and instead give +/- 10% to to melee hit chance, ranged hit chance, evasion, stealth, and searching - their descriptions now also say explicitly what they do (instead of "is generally more lucky") - Fountains now have different names and colors when tried, and they are no longer guaranteed to dry up immediately if bad - The Occultist traits to improve spells (such as Lesser/Greater Invocation, Summoning, etc) have been removed - instead there are now multiple Occultist domains to choose from at character creation, which get free upgrades at certain levels for spells belonging to their respective domains - Dispelling magic traps grants spirit points - When carrying Manuscripts, the player eventually gets a "feeling" for which spell domain it belongs to (similarly to Potions) - Added more spells - The spell "Animate Weapons" has been changed to "Spectral Weapons" - instead of animating weapons on the floor, it summons a living copy of melee weapon in your inventory (which will simply disappear after a while, without dropping any weapons on the floor) - The spell "Enfeeble" now only causes Weakening (instead of a bunch of different things) - The "Searching" spell lasts multiple turns, but detects in a smaller area (and never across the whole map) - Spells cast from manuscripts are always cast at least at "expert" level - Casting spells while adjacent to an altar allows casting at one skill level higher (stacks with casting from manuscripts) - The Staff of the Pharaohs gives a passive ability to convert mummies, instead of granting a spell to summon mummies - The Spirit Dagger now does extra damage based on the attacker's current spirit, and drains spirit from the attacker on succesful attacks (instead of giving spirit to the attacker) - Added a new "Strange Device" - Added trait "Ruthless", which is an upgrade of "Vicious" with even more backstab damage - Removed some player traits - Added more monsters, and removed some redundant monsters - Deep Ones can throw a net which entangles the victim (instead of throwing a spear) - Deep Ones usually spawn in much smaller numbers than before - Deep Ones are not delayed when moving through liquids - Spiders become aware of the player when the player gets stuck in a spider web - Spiders can use pathfinding to move to their target - When Ghosts attack, it says they are "reaching" for the player instead of "clawing" - the old "reach" effect which they did in addition to their normal attack has been removed - Strange Colors only cause confusion while the player is adjacent to them - Death Fiends now do a more sensible amount of damage (and the part of their description which said their attack "means almost certain death" has been removed) - Ravens only have 50% chance to cause blindness on a melee hit (instead of 100% chance) - Locusts no longer "breed" - Some monsters are now rarer than others (previously all monsters which could spawn on a certain level had equal chance of spawning) - Many monster descriptions have been completely rewritten (thanks Renan Nunes!) - The time system is more predictable and simple - creatures can only have 50%/100%/200%/300% speed (never something like 110%), and all types of actions take the same time to perform for a creature (no +10% melee attack speed for example) - Traps are always triggered when bumped, and always removed when disarmed - Updated trap placement - magic traps cannot be placed in blocking positions (since only Occultists can disarm them), traps tend to be more spread out in a room instead of clustered together, traps can be placed in corridors, and generally fewer traps are placed on the map overall - Added more trap types - When a creature opens a door, the door cannot be closed until this creature's next turn starts (i.e. you cannot shut a door in the face of a monster who just opened it) - Improved check for if phobia of open places should trigger (for example it no longer triggers while standing in smoke) - Completely removed the concept of dice rolls from the game, weapon damage is now specified as a range (e.g. 1-4) instead of dice rolls and sides (e.g. 1d4) - Removed the phobias for open/confined places (they were too annoying from a gameplay perspective) - Messages are now printed when monsters fight each other ############################## # User interface ############################## - The interface has a new layout, and there is a scrolling viewport centered on the player - The tiles are 24x24 pixels, instead of 16x24 - The font size is no longer locked to the tile size (for example a smaller font can be used) - The window can be resized - Added option for input mode - default keys (numpad/arrows) or vi-mode (h j k l y u b n) - Improved the game key bindings - Dropping items is now done from a separate inventory screen, accessed by pressing "d" (which is a more conventional method than the old way of pressing shift+enter) - Removed PgUp/PgDn/Home/End as alternative keys for diagonal movement - ">" and "<" can also be used in inventory screens to jump between pages (in addition to page up/page down) - All menus can now be scrolled with vi keys ("j"/"k"), and the currently marked menu entry can be selected with "l" (these three keys never occur as letter indexes in menus) - "Auto moving" is used by holding shift and pressing direction keys, instead of repeatedly pressing "e" + direction (auto moving is not supported when using the arrow keys, where shift is used to move diagonally upwards instead) - Added a minimap, accessed with "m" - Holding shift while moving markers (e.g. "look" or "aim") jumps five steps - Equippable items (armor, weapons, head-wear) can now be equipped by selecting them directly in the backpack, automatically swapping out any existing item in the target equipment slot (which of course takes more turns to perform) - The "throw item" command ("t") always opens a menu to select throwing item, where the last thrown item is shown at the top with the "t" key assigned - in the throwing menu, this key is never assigned to any other item than the "last thrown item" (so you can for example safely spam throwing knives by repeatedly pressing the "t" key, without worrying about suddenly throwing another item) - Removed the (ugly) hit chance tables from the monster description pages - only player melee hit chance is shown now, which is part of the description text instead - The generated part of monster descriptions is printed in a separate paragraph, to make it easier to distinguish from the static handwritten part - Reworked the tile for Deep Ones - The player is asked for confirmation before stepping into fire or traps, or before moving into deep liquid while holding a lit explosive (which will extinguish it) - The player is asked for confirmation when picking traits on gaining new character levels (but not when creating a new character) - Added an option to always warn when a new monster is seen (and no other monster was already seen) - While aiming firearms or thrown weapons, the game no longer prints info about map features, items, etc in the aiming location (only info about any monster seen there) - Many types of messages are no longer added to the message history, such as messages printed when moving around the marker ("[f] to fire") or when asking for a direction ("Which direction? [space, esc] to cancel") - this keeps the message history more clean and focused on game events - Many properties now have longer and more descriptive names on the map screen (e.g. "Fear Res." instead of rFear", or "LIFE SAPPED(4)" instead of "HP(4)") - Added an option for if ambient sounds should be preloaded at game startup (otherwise each sound is loaded the first time it's played) - Added option to skip the intro level popup message - Added more sound effects ############################## # Misc ############################## - Save files are no longer erased when loading a saved game (only when dying, winning the game, or when actively quitting), this allows players to resume from a previous save file if the game has crashed - The game is auto-saved on each descent to a new dungeon level, so in the case of a crash, only the progress on the current dungeon level is lost - Switched license to GNU Affero General Public License v3.0 or later, and added a reference to this license at the top of each Infra Arcana source code file, and a reference from the main menu - User data (such as save file and highscore list) is no longer stored in the game directory, instead the user data location is based on SDL_GetPrefPath() and the current version/checksum of the game (e.g. "~/.local/share/infra_arcana/873f2d0e/") - the Infra Arcana game directory is now treated as read-only. - Added in-game hints for some basic concepts such as treating infections or unloading firearms ============================================================ = v19.2 (November 6, 2017) ============================================================ ############################## # Gameplay ############################## - All items which gave XP on identification now instead gives XP when that item is found for the first time (except "Strange Devices") - the reason for this is to reduce the pressure to identify consumables as soon as possible, and also to have a more "natural" continuous stream of XP, rather than occasional bursts - When carrying a Potion, the player eventually gets a "feeling" for if the Potion is benign or malign - Increased minimum distance from player when spawning monsters (when entering a new map, or spawning over time) - Hounds can no longer bash doors - Reduced group sizes of Hounds - Hound bites cause physical damage instead of elemental - Leech type monsters apply indefinite properties (which can be cured) instead of directly affecting stats - Slightly fewer monsters are spawned on the map - Monsters can no longer cast "See Invisible" - Some monsters now have more specialized spell selections (too many monsters could cast too many different spells) - Monsters spawned from summoning spells only remains temporarily - Summoning spells no longer have a risk to spawn hostile creatures - Monsters cannot summon other monsters near the player from a distance (summoned monsters always appear as near the summoner as possible) - The "Transmute" spell costs much less spirit to cast - The spells "Summon Creature" and "Summon Mummy Servant" costs one less spirit to cast - Animated weapons are stronger, but are permanently destroyed when "killed" - When cast intrinsically (i.e. not from Manuscripts), some spells can be cast without making noise (this is specified in the spell descriptions) - The Horn of Banishment now also works on Khephren's summoned Locusts, and on monsters spawned from traps - Monsters spawned from traps now wait a bit before acting - Using Rods causes less shock than before - Removed the "Demolition Expert" trait - Removed the "Observant" trait (the effects are Rogue background bonuses instead) - The "Vigilant" trait grants awareness of all monsters within three steps - even if they are invisible, around the corner, or behind a door, etc (instead of only preventing backstabs) - The "Silent" trait also prevents alerting monsters when wading through liquid - With the "Rapid Recoverer" trait, Hit Point regeneration is 1 HP every 2nd turn (previously it only regenerated 1 HP every 5th turn) - The "Survivalist" trait no longer has "Tough" as prerequisite - The "Self-aware" trait has "Cool-headed" as prerequisite instead of "Observant" - Melee traits no longer improves chance to evade melee attacks - Room templates (loaded from file) are now considered unique, each type may only appear once per game - Fountains with bad effects always dry up on the first quaff - Added map feature "Alchemist's workbench", similar to bookshelf but may contain potions - Some monsters such as Molds or common Rats have negative dodging ability (i.e. they are extra easy to hit) - Leng Spiders have a ranged attack - Polyp monsters can be knocked back (e.g. by kicking) - Invisible monsters causes shock (with a fixed amount), provided that the monster cannot be seen, and the player is aware of the monster ("!" sign on the map), and their map cell is seen - The Spirit Dagger does 300% extra backstab damage (just like normal daggers) - While the player is using the Medical Bag, infections cannot turn into disease, and the infection turn count is frozen - Updated the score formula to include turn count (lower turn counts give higher scores), also a winning game now guarantees higher score than a non-winning game - Removed the Rod of Purge Invisible - The Shockwave Device is a Rod instead - The Horn of Deafening is a Strange Device instead - Nicer tombs are guaranteed to contain better items (and common tomes MAY contain better items) - Pitchforks gives +15% chance to evade melee attacks - Sledgehammers no longer knocks the victim back - Monsters become unaware after the player teleports, if they cannot see the player at the new position - Ghoul characters can use their claws for destroying corpses (and cannot get sprains from this) - The Ghoul traits "Foul" and "Toxic" also gives +1 claw damage - Ghouls do not have access to any ranged weapon traits - Removed armor bonus for Ghoul characters - Ghoul characters never gets sprains from breaking down doors, destroying corpses, etc - Removed the "flickering" effect of the Electric Lantern - Shock is completely restored when taking a sanity hit - The Incinerator is always aimed at the floor of the selected cell (no need for players to select a floor cell adjacent to the monster they are attacking) ############################## # Interface ############################## - Monsters are drawn with magenta background when they have temporary negative properties (such as paralyzation) - When viewing monster descriptions, temporary negative properties are listed - Added information on high scores and memorial files in the manual - Each section of the manual is shown on a separate screen, accessed from a menu - The "auto move" feature stops at junctions etc (instead of after a fixed amount of steps) - When selecting "New Journey" from the main menu, and a saved game exists, the game asks if you really want to start a new game - Added option for disabling ambient sound effects - Added option to ask for confirmation before drinking malign potions - When playing in text mode, the old ascii art graveyard is shown in the postmortem menu screen again ############################## # Bug fixes ############################## - Fixed a crash bug for the Incinerator weapon (the game could crash when the projectile reached its max range) - Energy Vortexes were not resistant to electricity - In the game summary, insanity symptoms were written in the wrong format (e.g. "Phobia of spiders", instead of "Had a phobia of spiders") - Monsters no longer spawn over time on special levels (e.g. the "Egypt" level) ============================================================ = v19.1 (August 20, 2017) ============================================================ ############################## # Gameplay ############################## - Spells have basic/expert/master tiers instead of a skill percentage - higher tiers can be achieved by picking traits for various spell domains (e.g. "Lesser Invocation" to cast all attack spells at expert level) - Reworked the spell skill bonuses for all spells - Lowered the spirit cost for many spells - The Occultist receives halved shock for casting spells (not just from using strange items) - Spellcasting is now generally more powerful than before, and scales to be more useful by mid/late game - Darkbolt and Azathoth's Wrath do random damage within a range, instead of a fixed number - Being Blessed/Cursed affects the shock cost of casting spells, instead of the spirit cost - The spell "Healing" is now also available for the player - The potion "See Invisible" is now a spell instead - Added spell "Transmutation" (convert items) - Added spell "Subdue Weapons" - learned simultaneously as "Animate Weapons" (very cheap spell which drops all visible Animated Weapons) - Added spell "Spell Shield" - grants spell resistance until a spell is blocked (same effect as the spirit traits) - Removed Potion of Clairvoyance - The Potion of Invisibility effect ends when attacking or casting spells, and has much shorter duration - Removed the "Sacrifice Life"/"Spirit" spells - The spell "Summon Creature" picks more sensible monsters when cast by the player (e.g. a Wolf will not appear when cast at Master level) - Improved AI of player allied monsters - they are now much more active in pursuing enemies - Added trait "Stout Spirit" (before "Strong"/"Mighty Spirit") - Added trait "Absorption" for Occultists - blocking a spell restores 1d6 Spirit - Added trait "Resistant" - halved damage from fire and electricity - Mind Eaters (now called Mind Leeches) can no longer paralyze the player - The "snake emerge" and "wall crumbling" events are much rarer - "Snake pit" rooms now contains much fewer monsters (instead of filling the whole room) - Oozes have much shorter awareness duration and tend to spawn in smaller groups - Keziah Mason starts together with Brown Jenkin, instead of spending a turn to summon it when she sees the player - Monsters now attempt to detect the player by vision on standard turns, instead of on their own turns (to prevent very fast monsters from detecting the player too easily) - Ravens, Bats, and Vampire Bats no longer actively moves towards the player, but will attack if adjacent - Byakhees are slower - Ghoul characters have +10% speed and +1 natural Armor Point - "Infravision" has been changed to the ability to see in darkness instead (this means Ghoul characters can fully see in dark rooms) - Adjusted Potion of Poison duration so that it's guaranteed to be non-lethal for any non-diseased player character with full hit points - Poison damage is slower, but poisoning generally lasts longer - XP gained from Monoliths increased from 15% to 20% - Rod of Cloud Minds (which the Rogue starts with) now only requires 90 turns to recharge (or 45 with the Electrically Inclined trait) - Unidentified Rods do not display their recharge countdown - attempting to use an unidentified Rod before it's recharged wastes a turn (with the same message as if the effect is unknown), but does not reset the countdown - Removed the damage bonuses from the Marksman traits (it made ranged combat very overpowered) - Removed Armor Points bonus from Tough/Rugged traits - Added trait "Thick Skinned", which gives +1 Armor Point - Each melee trait gives +5% chance to evade melee attacks - The War Veteran starts with a Flak Jacket instead of a Leather Jacket - The base chances for bashing doors open and pushing lids are higher - Throwing knives do 2d3 damage (avg 4.0) instead of 1d6 (avg 3.5), and have +10% hit chance - Rocks no longer have a hit chance bonus, and do less damage - Increased backstab bonus for Daggers and for the Vicious trait - The Imperceptible trait is only available for Rogues - The Mi-go Electric Gun runs on Hit Points instead of Spirit, and does less damage - The "auto move" command ("e") now also stops before hanging vines - Greatly reduced the ability penalties for wearing Iron Suit, and slightly reduced the penalties for the other armors - Putting on, taking off, or dropping armor now takes multiple turns - Properties applied from monster attacks (such as paralyzation or blindness) have a certain percent chance to get applied - many attacks still have 100% chance to apply their effect, but some now have a lower chance (such as paralyzation from White Spider bites) - Paralyzation can be re-applied while already active - Paralyzed actors always have 100% speed, so that very fast monsters (such as Bats) does not immediately start moving again - Much higher chances that monsters become "wary" first, instead of immediately detecting the player - When monsters detect the player due to sounds, they pause for one turn (just like they already did when detecting by vision) - Burning no longer completely prevents reading manuscripts or casting spells - instead there is a 50% chance to fail (wasting the manuscript or spirit upon failure) - Removed the regeneration aspect from the Orb of Life - The Horn of Banishment now also works on Major Clapham Lee's summoned "Tomb Legions" - Gas masks now also protects against gas explosion traps - Insanity increments are higher than before, and randomized - Shock from carrying disturbing items reduced to 0.05% shock per turn (from 0.1%) - The Rogue background receives -25% passive shock (instead of -50%) - Reduced the penalty for each wound to -5% melee hit chance (instead of -10%), -5% dodging (instead of -10%), and no penalty to ranged attacks (instead of -5%) - The Survivalist trait completely removes the penalties to hit chance and dodging from wounds - Being Frenzied allows waiting in place (with "5" or ".") - Added some new mid/late game monsters - Weakening now causes halved melee damage, instead of minimum melee damage - Removed the Wolves from the intro level - The Rejuvenator Device causes heavy shock when used - Good properties no longer interrupt player actions when they are applied (e.g. using medical equipment is not interrupted by regaining spell resistance) ############################## # Interface ############################## - Weapon names show average damage instead of dice rolls - melee weapons also show their "plus" damage bonus (not including any damage bonus from traits), e.g. "Machete 9.0 {+2} +0%" - the exact dice rolls can be seen in the detailed item description when viewing the item in the inventory - Brighter interface color scheme (some menus could be difficult to read before) - The descriptions for armors and gas masks includes their exact ability penalty values - Multiple monsters had a red "E" as symbol when playing in text mode, they now use different colors from each other - "Ornate Tombs" are now colored cyan instead (they were hard to distinguish from normal tombs) - When viewing monster descriptions ("v"), the monster's hit chances and properties are no longer displayed (only the player's chance to hit the monster) - Fixed Fire Hound projectile animation in tiles mode (a small "blast" tile instead of a bunch of forward slashes) - When walking through water or mud, more descriptive messages are printed ("I wade slowly through the knee high water") instead of "splash" or "glop" - this is to emphasize that they cost an extra turn to move through - When not wearing armor, the armor icon is drawn slightly darker than before - Ravens are brighter (they could be hard to see) - The high score list now also shows player background - A game summary text file is always stored after the game (there is no menu option for this) - You now also go to the postmortem menu after winning the game, and a game summary file is written - When browsing high scores, selecting an entry shows the game summary for that entry - The game no longer pre-loads the ambient sound effects (they are now only loaded on demand) - vastly reducing the program load time (should be nearly instant on most systems) and initial memory usage - Seeing fire on the map now interrupts actions such as waiting or using medical equipment ############################## # Bug fixes ############################## - On some machines, the random number generator would have a fixed seed (apparently, the C++ std::random_device can silently fall back on this method if it cannot find a source of randomness...), resulting in deterministic map generation, etc - the RNG is now seeded with the current time instead - Fixed a bug which prevented accessing the manual ("Tome of Wisdom") from the esc-menu during a game - Fixed a bug which removed the Sentry Drone monster from the game - preventing both usage of the Sentry Drone device, and hostile Sentry Drones from spawning on the map - When Mi-go commanders dropped their armor on death, this was treated as if the player tried to unequip the armor - The "wall collapse" event could crash the game in some situations - The descriptions of "fast" monsters said that they appear to move "slowly" - Fixed some typos ============================================================ = v19.0 (July 20, 2017) ============================================================ ############################## # Gameplay ############################## - You no longer gain XP from killing monsters - instead XP is raised by activities related to exploration and discovery, such as identifying items, drinking from some types of fountains, reading inscriptions on "monoliths", or seeing a new type of monster for the first time - Fewer monsters are spawned on the map overall, and many monster types now tend to spawn in smaller groups, but are individually stronger - they also generally follow and remember you for a shorter time than before - Monsters may become "suspicious" (typically with a message about them looking "wary" or "disturbed"), which gives them an increased chance of detecting you - they may still detect you immediately, but the chance for this is slightly lower than before - Added metal doors - can only be opened with levers - Added bookshelves - can contain Manuscripts - Added barred gates - doors that can be seen and shot through - Added gratings - walls that can seen and shot through - Added "pylons" - can be activated with a lever for various effects (most commonly burning the area around them) - Added hanging vines - can be walked through, but blocks line of sight - Added rusty chains - makes a noise when someone walks through them - Items are more likely to spawn behind hidden/stuck/metal doors, and in areas away from the path to the stairs - Added a bunch of unique artifacts, and removed the old (relatively bland) randomized amulets - If you are Observant, you now get "level feelings" when there are unique monsters or artifacts (when entering a new level, or when monsters appear on the map), such as "I feel like I should examine this place thoroughly" - Standing in lit cells (e.g. lit by the Electric Lantern) now temporarily reduces your shock - Some rooms are generated from handmade templates (loaded from a text file) - The game now models creature speeds in a new (probably more common and intuitive) way - creature speeds are expressed as percentages, e.g. 50%, 100%, or 300%, and different actions can have different speeds - Many bonuses such as "occasionally performing a certain action instantly", now simply gives a speed bonus instead (to a specific action, or to all actions) - Dodging also applies to ranged attacks - The spells Slow, Paralyze, and Terrify Enemies have been merged into "Enfeeble Enemies" - The spells Detect Monsters, Detect Traps, and Detect Items have been merged into "Searching" (which also detects doors) - Burning features only hurt creatures on the same cell (not adjacent to it) - "Cloud Minds" is a Rod instead of a spell (the Rogue starts with this item, intead of the spell) - Spells have "skill level" percentages, which determines the strength of the spell (and can also add additional spell effects) - the skill levels are primarily increased by casting from Manuscripts - All backgrounds can learn spells, but the Occultist gains proficiency much faster (and as before, starts with a few spells and has access to unique spell casting traits) - Different monsters have different spell skill levels - spells cast by more powerful monsters will typically hurt more, last longer, summon nastier monsters, etc - Monster spells have individual cooldown counters (instead of random chances to be cast) - so a monster cannot for example spam Darkbolt several turns in a row - The Warlock trait gives a chance to cast damage dealing spell multiple times (instead of the old "Charged" mechanic) - Added trait "Electrically Inclined" - gives bonus to using Rods, Devices, Electric Lanterns, and electricity weapons - Added trait "Silent" - all melee attacks are silent, opening and closing doors does not alert monsters - Added trait "Magically Gifted" - +20% skill with all spells - The traits "Tough" and "Rugged" also grants 1 armor point each - The War Veteran background also starts with the "Healer" trait - The Occultist starts with fixed (non-random) items and spells - When quaffing Potion of Insight, you can manually choose which item to identify - Potion of Insight always gives some XP, in addition to identifying an item (to avoid making them worthless if all items are identified) - All Manuscripts are guaranteed to be identified when read (previously this only applied to potions) - You search for secret doors and traps a bit further away, and your chance of finding them is affected by distance - for adjacent cells there is now a higher chance of detection than before (to avoid requiring hundreds of turns to detect an obvious hidden door) - Traps are always immediately revealed when triggered by the player - Some melee weapons can be used for breaching doors or destroying corpses more effectively with [w] (check the item descriptions) - Chests can no longer be trapped (it was awkward to deal with, and didn't really bring anything to the game) - chests are now interacted with merely by bumping them (if they are not locked), kicking them, or using an Opening spell - Rogues remain aware of monsters much longer than the other Backgrounds, and the other Backgrounds remain aware for a shorter duration than before - Removed the random "I have a bad feeling about this..." shock events - The Iron Suit and Asbestos Suit no longer gives penalties to aiming or spotting hidden monsters and objects - Removed all negative effects from critically failing melee attacks (such as "I am exhausted"), except for a small chance of the weapon breaking - which can only happen while cursed - Added more monsters - Zombie-type monsters occasionally drop "Zombie Dust" when they are destroyed - can be thrown at living, non-undead monsters to paralyze them - Added property "Deaf", deafening traps, and a deafening spell (for monsters) - When attacking invisible monsters who are immune to the attack, a message is printed to indicate this (previously it was only printed for seen monsters) - Added Spiked Maces - a weapon with a weight between medium and heavy, and with a chance to stun the victim - The Mi-go Electric Gun no longer uses ammo, and costs Spirit Points to fire ############################## # Interface ############################## - The throwing slot has been removed - instead you change which item to use for throwing by pressing [T] (which can be a wielded item or an item in the backpack) - pressing [t] throws the currently selected item (this also has gameplay effects, since you don't have to spend turns to equip different items to throw them) - While holding lit explosives, the explosive is shown in the status lines instead of the selected throwing item (with yellow text) - All active properties are printed with descriptions on the [@] character decsription page, and when [v]iewing monsters - When picking a trait, instead of showing all available and blocked traits in the same list, the trait selection screen now has two modes (toggled with [TAB]) - the first mode shows available traits, and the second shows traits for which the prerequisites are not yet fulfilled - Reduced "more" prompt message spam from traps (less interruption) - Addded option to enable/disable fading rendering brightness with distance from player - Added an option to ask for confirmation before lighting explosives - Added a low HP warning - Removed the "q" command - Ghoul characters now feed on corpses when "waiting" on them instead - The map shown on the postmortem info screen is drawn with tiles (if that mode is enabled), and in color - Added "New journey" option to postmortem menu, to immediately start a new game - When [v]iewing the map, the game also prints messages for cells with detected unseen monsters ("There is a creature here") - When [v]iewing detailed monster descriptions, the game prints hit chances for melee, ranged, and throwing attacks for the player and the monster - with the calculations of the total hit chances shown - Weapons now merely display their own hit chance modifier (e.g. +5% or -10%), instead of your skill plus the weapon modifier (the old way was misleading, since more factors are involved when calculating actual hit chances during attacks) - Removed the "Combat skills" section of the character description page - Messages are printed when stepping on corpses - Sound effects are played when browsing menus - When entering player name, the previously used name is filled in as a default name - The player symbol is colored yellow when carrying a lit Electric Lantern ############################## # Bug fixes ############################## - Fixed a bug where dropping the Staff of the Pharaohs would cause the spell to be permanently lost, even if the staff was picked up again - Fixed a bug that prevented hit chance bonus against unaware targets for ranged attacks ============================================================ = v18.2 (July 2, 2016) ============================================================ ############################## # Gameplay ############################## - All backgrounds (classes) now have ranged attack bonus vs unaware targets (not just Rogues) - Ghoul characters are no longer shocked by Ghoul statues - You no longer drop your items when you die - Removed the "R" command to rearrange rounds between pistol magazines - this is now instead done when you wait (with "5", "s", or ".") - Spider webs are now destroyed when the creature held is teleported away or knocked back - Fire Hound bites now also causes Burning (like their ranged attacks) - Slightly reduced the number of Medical Bag supplies - Critically failing a melee attack can no longer result in dropping the weapon ############################## # Interface ############################## - When picking traits, the game now shows all traits and their prerequisites (no information is hidden) - When aiming explosives, the explosion size is marked on the map - Added option for confirming "-More-" prompts with any key (off by default) - Messages are no longer written in all capitals while Frenzied - New menu color scheme - Removed some redundant messages to reduce clutter ("I pause for a while...", "I stop waiting.") - Added a section in the manual about inventory handling ############################## # Bug fixes ############################## - Fixed a bug that caused monsters with Fear Resistance to end all player phobias when they spawned (this was mistakenly reported to the insanity system as a "player gaining permanent rFear" event) - Fixed some buggy item drop code (which may have caused crashes) - Fixed some minor bugs in the map generator (the map generator can also do a few new things now, although it's probably subtle) - Fixed some errors in Manuscript names (underscores had snuck into a few names for some reason) - Fixed a bug that (in some rare specific cases) allowed monsters to move into the position already occupied by another monster - Fixed a bug were teleporting or being knocked back while held by a spider web, caused the web to be able to hold any creature that walked into it, regardless of monster type (e.g. ethereal monsters or spiders could then also be held) ============================================================ = v18.1 (Mars 17, 2016) ============================================================ ############################## # Gameplay ############################## - Worms Masses may now only split once (i.e. the split worms may not also split themselves), they do not split if they are killed with enough damage, they are not allowed to attack immediately after being split, and the confusion effect from Mind Worm bites has a much shorter duration. However, Worms now move at normal speed (instead of slow). - Gas Mask and Asbestos Suit now protects against blindness from Ravens, Spitting Cobras, and Dust Vortexes - Vortex monsters no longer "explode" when they die - Oozes can no longer regenerate HP while burning - There is now much smaller chance of gaining multiple phobias, and you can never become both sadistic and masochistic at the same time - Picking the Fearless trait immediately ends all active phobias - When bashing or eating multiple corpses in the same cell, Zombie-type monsters are now prioritized (since you want to destroy them as soon as possible before they rise) - You can now also kick in your own cell ("w", then "5" or ".") - to destroy corpses you're standing on - You are no longer "telepathically"aware of where all allied monsters are - if they are out of sight or invisible, you can lose awareness of them - You can now only accidentally drop your melee weapon during combat if you are Cursed ############################## # Interface ############################## - Spells in the casting menu now appear in the order that you learned the spells (instead of alphabetically) - On turns that you can walk for free due to Dextrous, the "T" is now colored green instead of the number (to be less distracting) - Removed the "icon mode" which used a heart, brain, stopwatch etc as symbols in the user interface - The message "I stop waiting" is no longer printed when fainting or paralyzed ############################## # Bug fixes ############################## - Fixed some bugs in the monster movement AI (it wasn't anything critical, but it made them act a bit weird in a few specific situations) - Fixed a faulty message when pressing "t" with no item selected for throwing (the message adviced to press "w" to wield a throwing weapon, but the actual key should be "i") - Property messages such as "...is paralyzed" is no longer allowed for dead monsters ============================================================ = v18.0 (January 28, 2016) ============================================================ ############################## # Gameplay ############################## - Added more monsters - Added invisibility property - Ghost-type monsters and Polyps are invisible. - New Potions: Invisibility and See Invisible (can see all invisible and sneaking monsters, prevents blindness) - Bumping an unseen monster (sneaking or invisible) that you are unaware of no longer performs a melee attack, instead it prints a message such as "There is someone here!", and makes you aware of the monster (you see it as a "!" on the map) - New background: Ghoul - New property: Infravision (the Ghoul background starts with this, and many monsters has it), which allows you to see infra-visible creatures in the dark - Made several changes to how traps work - most importantly, when they activate there is usually a delay of a couple of turns from when they activate until the effect occurs - this means that you can (sometimes) avoid the effect by moving away from the trap - Added command [R] for organizing Colt magazines (the game will reload your wielded or readied Colt, or move single rounds between magazines, whichever is better) - Added command [N] to make noise (for luring monsters) - Monsters fighting each other now generates sounds ("I hear fighting.") - Unequipping any item spends a turn - Critical misses for melee attacks (1% chance normally) now cause various bad things to happen, such as becoming exhausted, or dropping the weapon - Disarming traps gives a small amount of XP - Potions of Fortitude no longer cures all insanity symptoms (phobias, etc), instead they only heal one random symptom - There is now a delay when quaffing Potion of Descent until the effect happens - Changed Potion of Antidote to Potion of Curing, which acts like a light version of Potion of Healing - All Potions are now guaranteed to identify when you drink them - Added new item class "Rods" - these are similar to Devices, except they never break or malfunction, and instead have a cooldown time before they can be used again - The Wound system (which was removed in v17) is now back again - when you take heavy damage in one hit you receive a Wound - each wound reduces your fighting abilities, maximum HP, and HP regeneration rate - wounds can be healed with the Medical Bag - Chests are never made of iron until at least dungeon level 3 - Added more traits - The Melee Fighter skills now also gives extra damage (in addition to better hit chances), Master Marksman (the final Marksman skill) gives extra ranged damage - The Mobile trait now only makes every third step a free action (instead of every second step) - Walking in liquids stops Burning - You can no longer read scrolls in darkness - Items which in the previous version raised your shock when carried/equiped (such as Jewelry or the Mi-go armor) now raise your insanity instead (as long as you keep the item). - Removed cold damage, and all items/monsters related to it - Removed Potion of Frenzy - Added Frenzy as an insanity symptom - Braziers light up cells around them, and can be kicked over to do fire damage in a small area (similar to a small molotov explosion) - The Spirit traits now also gives spell resistance - a harmful spell cast on you will be blocked, then it takes a certain number of turns to regain spell resistance - Any melee weapon can now be thrown - New spell: Animate Weapons - causes melee weapons to rise into the air and protect you (after a while they will drop to the ground and become normal weapons again) - Added more Insanity symptoms ############################## # Interface ############################## - Migrated to SDL2 (fullscreen mode may work better for you now, if you had problems with this before) - In window mode, the window is created centered on the screen - In some menus, options can now be selected directly with letter keys - Page Up / Page Down can now be used in menus to jump to the top/bottom (if menu fits on screen), or to the previous/next screen (if menu takes up multiple screens) - The [a] command is no longer a shortcut for Medical Bag and Electric Lantern, instead it opens a filtered inventory view only showing items which can be Applied (read, quaffed, activated, ignited, etc) - Changed Inventory key to [i] instead of [w] - [w] is now used for kicking/bashing instead of [q] (*Wham*) - Intrinsic properties that lasts indefinitely are now spelled with upper case (e.g. you can be "DISEASED" or "Diseased"), to clarify that waiting will not end the effect - Added an option for using symbols such as a heart for Hit Points, and a brain for Insanity in the interface (the old text based way is the default option) - Reworked background and trait picking screens - Removed the [D] command for jamming doors - instead using the "Close" command [c] on an already closed door will now attempt to jam it - Removed uppercase [X] command, and instead made lowercase [x] bring up the spell selection menu (instead of re-casting previous spell) - Added another typewriter font - There is now a log of "historic events" (such as identifying a potion, or killing a unique monster) viewable from the character info screen or from the game info screen after the game is over - If you are Dexterous, the turncount is marked green on turns where you will get a free step - The monster description pages shows more information (e.g. how many turns they will remember you, how frightening they are, and also their current properties such as terrified, burning, flying, etc) - Added more sound effects (events and ambient sounds) - While aiming aiming, the marker shows if the path goes through any seen blocking cells ############################## # Bug fixes ############################## - Fixed a bug that could crash the game, especially during map generation (thanks "stevebob"!) - Fixed a bug that caused the player's dodge chance to be calculated the wrong way when Ghosts attempted to "touch" you - If you ignited an explosive (Dynamite, Molotov, Flare, Smoke grenade) while already holding another, the first one would just be erased - now the game prevents you from igniting a new explosive instead - Fixed a bug that prevented Flare Guns from burning the target - Fixed a bug where bumping a hidden door would print a different message than bumping a wall (and thus indicating the presence of the door) ============================================================ = v17.0 (February 18, 2015) ============================================================ ############################## # Gameplay ############################## - Monsters can now be allied to the player - Added spell/manuscript "Summon Creature" - The "Pestilence" spell now summons allied critters, and can be learned by both the player and monsters - Renamed "Sentry Device" to "Blaster Device", and added a new "Sentry Drone Device" which will hover around you when activated and attack your enemies - Added (rare) magic Amulets and Rings - Added spell (and manuscript) of "Light" (illuminates the area around the caster for a number of turns) - Added forest rooms - Removed the old way of making cave like rooms, and added a new improved cave room - Some of the old rooms are now occasionally cave shaped (e.g. flooded rooms and spider rooms) - Added in-game descriptions for all items and spells - Some items now causes ability penalties while used (e.g. the Iron Suite makes it more difficult to dodge) - all penalties are mentioned in the item descriptions - A vast majority of the common fountains are now "refreshing" (restores HP, SPI and shock), many of the beneficial properties (RFire, RFear, etc) granted from fountains lasts twice as long. Golden fountains are much rarer than before and gives three effects (always beneficial). - Some map features can catch fire, which can spread to adjacent cells over time - Smoke causes blinding and choking - Added Gas mask (the war veteran starts with one) - Added Smoke grenades (the war veteran starts with some) - Removed wounds - instead passive HP regeneration is now much slower, the Medical Bag can be used for restoring HP at a quick rate. - Your inventory is no longer limited by the number of items (only by weight) - Items can now exist on revealed traps (in previous versions, revealing a trap would "push" away any item to an adjacent cell, which was very annoying if you intended to pick up the item) - traps covered by an item are drawn with a background color corresponding to the trap type. - You now start with a fixed number of items (instead of a random range), and your starting items depend more on the chosen background (e.g. the Rogue always starts with a +1 Dagger). - Added trait "Summoner" - Reduced cost for summoning spells, and lower risk that called creatures are hostile - Added trait "Vicious" - +50% backstab damage - Added trait "Bane of the Undead" - +2 melee/ranged attack damage against undead monsters, attacks against ethereal undead monsters (e.g. Ghosts) never pass through them (although you can still miss in the ordinary way) - Added trait "Unbreakable" - This is a continuation of "Tough"/"Rugged" (HP bonus, carry weight bonus, etc) - The Electric Lantern now lasts a specific number of turns (displayed in the item name) instead of having a random chance per turn to break (but it can still randomly malfunction). - Kicking a statue can cause it to topple over, damaging any monster behind it - Doors no longer have a "broken" state - instead, breaking them simply converts them to "rubble" - Brown Jenkin now does more melee damage, has very high sneak skills, and knows the teleport spell - Added a bunch of new monsters - The Mi-go Electric gun is now a "real" weapon that the Mi-go can drop, and can be used by the player - the Tesla Cannon has been removed (redundant). The "yellow cultists" now use the Mi-go Electric gun. - Added Mi-go Biological Armor - this can be used by the player - Monsters now drop all their items when they die (in previous versions, each item had 50% chance to be destroyed) - Reworked how you interact with lootable features (chests etc). This is now a lot quicker - there is no need to search repeatedly with [a] (that command has been removed) - you use [d] to disarm/search for chest traps and check if the chest is locked, and you are either able to spot the trap or not (based on Observant/Perceptive traits) - searching repeatedly makes no difference. Attempting to disarm a known chest trap only either succeeds or triggers the trap, there is never any need to disarm repeatedly. - When picking up Electric Lanterns or Medical Bags, those items are now combined with existing Lanterns/Medical Bags instead of adding a separate item in the inventory - Removed insanity as a factor in score (it is now purely based on XP and dungeon level reached) - Graves are no longer placed in the forest intro level for winning characters - Firearms and thrown weapons have limited effective ranges, beyond which their damage is halved. When selecting target, the marker is colored orange beyond the effective range. - Added phobia for darkness ############################## # Interface ############################## - Added a quick move command [e], to automatically move in some direction until interrupted - Removed the Inventory menu [i] and the Use menu [e] - instead you now view and handle your inventory from a single menu, accessed with [w]. - Removed the examine command [a] - Added a shortcut key [a] to quickly activate the two most common items - Medical bag and Electric Lantern. When you press [a] the game asks if you want to use [a] Medical Bag or [e] Electric Lantern (perhaps in the future, shortcuts like these could be customized by the player). - You no longer choose Medical Bag actions through a popup menu, instead it first sanitizes an infection if you have one, otherwise it restores HP. - The "--More--" prompts now only accepts space or esc to proceed, this prompt is also added to more messages, for example triggering or avoiding traps - making it much easier to notice - Changed the general color theme of the game's interface - When viewing map cells with [v], information is printed for everything in that cell (not just the "top" thing) - e.g.: "I see here: A dart trap. A murky potion" - Monster corpses are now included when viewing map cells with [v] - Monster corpses are now referred to in more interesting ways, e.g. "A lifeless gruesome corpse" instead of "A body of a Reanimated Corpse" - Monster corpses are now rendered in the same color as the living monster, making them easier to distinguish - Adjacent dark cells are now rendered darker than normal cells to make it easier to notice darkness - Walls now draw the front wall tile instead of the top tile if the cell below is unexplored - Fountains are now either blue (common) or yellow (golden), then turns to gray when they are dried up - Added more sound effects - Number of turns left on the Electric Lantern is printed in the map screen interface (e.g. "L:498") - the number is printed with yellow color when the Lantern is lit - Removed the status line at the bottom of the map that said "It is dark here" / "The darkness is lit up" (etc) - Lit cells are no longer colored completely yellow - instead they are just colored slightly brighter (with more weight on yellow) - The game no longer prints hit chance percent when aiming at ethereal monsters (this number was misleading) - The graves in the intro level forest now also display the background of the characters - Throwing explosives in tiles mode now draws the items tile instead of its ASCII character - The game no longer draws/delays at each intermediate cell when creatures are knocked back (or pulled by a Vortex), only when the creature reach the "destination" cell - this feels more intuitive and responsive. ############################## # Bug fixes ############################## - Fixed a bug that prevented backstabs from giving hit chance bonus in many cases - Fixed a crash that occurred if enter was pressed while equipping a slot with no available items - Fixed a crash that occurred if shift + enter (drop item) was pressed while a slot with no item was selected - Fixed a bug that caused properties to "stick" on an item if it was dropped while wearing it (if the item was picked up again, the properties were enabled on the player even when the item was just carried in the backpack) - Thrown objects may now pass through ethereal monsters (in the previous version, this rule mistakenly only applied to firearms and melee attacks) - The Electric Lantern on/off state is now stored when saving the game - Flying monsters can no longer be killed by kicking them into chasms - The audio player now attempts to find a free channel, instead of just picking the next channel (this could stop other sounds, which frequently happened with long tracks like the ambient background noises) ============================================================ = v16.0 (April 17, 2014) ============================================================ ############################## # Gameplay ############################## - You now pick traits when gaining character levels (as it was in v14) instead of only at the start. Many new traits have been added. You pick a trait each level, but the XP rate is roughly halved compared to older versions, and your character is limited to 10 levels. - You now select a background when starting a game, the choices are "Occultist" (magic), "Rogue" (stealth), and "War Veteran" (fighter/firearms) - Your background determines which traits and items you start with, there are also special background-specific abilities, and some traits have background prerequisites. - You now gain half a monsters worth of experience when spotting it, and the other half when killing it (killing a monster without spotting it gives the full worth) - You can now "become aware" of a monster by hearing or seeing it - this "awareness" will last for a few turns and cause the monster to be marked on the map with an exclamation mark ("!") while it is not in your view. This represents the player character listening more closely for footsteps and other small clues, and estimating where the monster could go. This feature is intended to help avoid situations like walking around a corner to get instantly killed by a shotgun blast - now you should have more opportunity to make better decisions about such things. - Objects on the map are no longer interacted with through popup menus (which were considered slow and boring). Instead you use the standard keyboard commands listed in the manual - such as [d] for disarming traps, or [q] for bashing something. The examine command [a] is now merely used for searching an object (for traps). Bumping an object will attempt to use it in the normal way (opening a chest, drinking from a fountain, descending the stairs, reading the inscriptions on the graves in the forest level, etc). - Bashing now works in a more general way. You can attempt to find secret doors by bashing on any wall. You can destroy corpses by bashing them. Bashing/kicking now always consumes a turn, whether you hit something or not ("I kick the air!"). When attempting to kick in a cell with an unseen monster (due to blindness or monster hiding), it will behave in the same way as normal melee attacks ("I kick it") - this fixes a bug where an attempt to kick an unseen monster had no effect - Reworked Strange Devices. Now instead of keeping them enabled for random occasional effects, you activate them for an instant effect. They can be activated multiple times, although their condition may degrade, and they can malfunction or break. The effects of some of the Devices have been reworked as well. The result of these changes is that the Devices should now be more effective and fun to use. Also, they are more common now, and you can even find them on the first dungeon level. - Your insanity no longer rises immediately when shock is at 100% or more, instead you now first have three turns with warning messages - during these turns you have a chance to reduce shock below 100% (e.g. by turning on a light in a dark room, drinking a Potion of Fortitude, descending the stairs, or stepping away from a ghoulish statue) - Added sound effects for melee attacks, spellcasting, dying, and opening tombs - also added more ambient sounds - The game now prompts for confirmation when attempting to cast an intrinsic spell which could potentially deplete your Spirit - Greatly reduced duration of Weakening - Greatly reduced duration of Disease when received from fountains, tombs, and spells (disease will only last a very long time when received from infections) - You are now immune to Infection while Diseased (being Infected and Diseased at the same time was redundant and annoying) - Added "Manuscript of Darkbolt", this is similar to "Azathoths Wrath", but targets only one monster and costs less spirit to cast intrinsically - selecting the background "Occultist" guarantees starting with this spell - Added spell "Mi-Go hypnosis", available for all monsters (but not the player) - all Mi-Go (Fungi from Yuggoth) know this spell - when this is cast, there is a chance that you will faint for a few turns - Added a spell available only for monsters, which causes the player to burn for a few turns - Changed "Manuscript of Clairvoyance" to a Potion, and instead of continuously revealing monsters and dungeon layout around you, it now instantly reveals the layout of the whole level (including items, but not monsters) - Added "Manuscript of Detect Monsters", which marks all unseen monsters on the map with an exclamation mark for a number of turns (no shock taken from these detected monsters) - Added "Manuscript of Elemental Resistance", which gives you temporary resistance to fire, cold, and electricity - Manuscript of Pestilence no longer spawns dozens of monsters - it is now a more reasonable number - Quaffing Potions of Health/Spirit when already at max HP/SPI no longer raises your max values, instead they can now temporarily raise your current HP/SPI above the max values - Reduced the number of vertical map cells - Added two common monsters (Flying Polyps, Chthonians), and one unique monster - Added Golden Fountains, which are guaranteed to have a positive effect - Hearing sounds no longer aborts multi-turn actions (such as healing) - Reduced the propagation range of sounds (especially loud sounds like pistol fire) - Added natural fear and confusion resistance for various monsters (e.g. Ooze-types, Spirit-types) - Knockback no longer cause confusion - Added a message that tells you when a monster spots you and becomes aware of you - More sensible rules for where stairs can spawn, and where player descends on the next level - Reduced number of turns waited when pressing [s] from 10 to 5 - Removed the message "was that supposed to do something?" when reading scrolls with no apparent effect - The trait "Observant" no longer makes you find clues about hidden doors (was represented by a yellow wall) - instead this trait simply raises your chance of finding doors, and allows you to spot them from two cells away (another trait "Perceptive" raises the distance to three cells) - Mummies now generally spawn alone instead of in groups - Removed "Mythos knowledge", and removed the spell you gained at a certain level of MTH - You can now disarm traps by pressing [d] and choosing a direction (works both for traps on the ground and on chests) - When the electric lantern is flickering, it now merely reduces the lit area to 3x3 cells, it can still also malfunction and fail to give any light, or break completely - When encumbered there is now an interval between 100-125% where you are able to move at half speed - at 125% and above you are completely immobile - Added messages when your Spirit is being drained (e.g. by Ghosts) - The postmortem information no longer lists number of kills for each type of monster, instead it only lists unique monsters killed, and the total number of monsters - Masochistic Obsession no longer restores shock when player is damaged, it now merely removes the shock normally taken when damaged (and raises minimum shock to 35%) ############################## # Interface ############################## - The game now supports Vi-keys - You can no longer select things in menus by pressing letter keys - To make it easier to notice when shocking events happen, exclamation marks ("!") are now drawn on the player character if enough shock is received during a turn (up to three marks can be drawn) - There is now two lines for displaying messages - significantly reducing the number of "--More--" prompts. - Some important messages are now colored orange, and some of these messages always trigger a "--More--" prompt (for example spotting traps and monsters), making them easier to notice and react to - Item symbols are now drawn in the inventory screen and the wielding info at the bottom of the screen - Changed the appearance of the main menu and character creation screens - Removed the option to scale the font to 2x size - Added a 16x24 DOS font - Added option for how tiles mode should render walls - full square or pseudo-3D - The game now handles delays in a nicer way. Previously, a delay would freeze the whole program. So for example while a projectile was travelling, the game could appear frozen (especially noticeable if setting a long delay). Now user input is read during delays so the game is not freezing - you can move the screen, alt-tab back and forth, minimize etc. - The screen is now redrawn when toggling fullscreen (previously the screen would be black until you entered a command) - Popup windows with multiple choices (e.g. the medical bag menu) can be closed with space or escape - The options menu is now accessible from within an ongoing game - Pressing [x] re-casts previous spell, and pressing [X] (uppercase) opens the list of all memorized spells - Added an in-game menu opened with [Esc], where you can select Options, Manual, Quit, or Cancel - Removed commands [>] (descend stairs) and [S] (save and quit) - instead you now bump the stairs, which opens a menu asking if you want to Descend, Save and quit, or Cancel - Changed command for viewing descriptions to [v] instead of [l] (lowercase L) - Changed command for bashing/kicking to [q] instead of [b] - Changed command for unloading/picking up ammo to [G] instead of [u] - Changed the message log command to [m] instead of [L] - When reloading, the amount of ammo loaded in the weapon is now printed in the log - Some special ranged weapons now only show "*" (asterisk) as damage info (e.g. the Incinerator, which previously displayed "1d3" as damage - this only represented the "impact damage" of the shell, and did not include the explosion - the asterisk used now should give a clearer indication that the weapon will do damage in a special way) ############################## # Bug fixes ############################## - Fixed many bugs related to saving/loading (e.g. crashing, losing memorized spells) - Fixed many bugs related to properties (especially concerning properties which were supposed to be permanent, but would time out - e.g. confusion resistance gained from picking the trait "Self-aware") - Corrected various spelling mistakes - Fixed a bug that prevented Ooze-type monsters from passing through closed doors (they should be able to do this) - Fixed a bug that prevented using Page Up/Page Down/Home/End for diagonal movement ============================================================ = v15.0 (November 26, 2013) ============================================================ - Added sound effects (for weapons, monsters, etc) and atmospheric ambient background sounds. Audio can be enabled/disabled in the options menu. - The track "Madness" by Musica Cthulhiana (from the album "Fragment") is used as intro music in the main menu - Reworked the status effects system, and changed/added many effects. Internally, status effects are now called "Properties". They can describe both a creature's temporary conditions (confused, burning, diseased...) and permanent attributes (natural fire resistance, light sensitivity...). It is now also possible for items to apply properties on the wearer. Properties may prevent damage (e.g. fire resistance will prevent all fire damage). - Removed the physical/mental status resistances (measured in percent). The reason is that they felt too dependant on luck - you could for example get confused many times even with high resistance. Now there are instead binary resistances (you are either completely immune, or completely susceptible), such as resistance to fear, confusion, sleep, etc. The "shock resistance" percentage is still kept however, since this simply reduces shock by a certain percent (no luck involved). - Changed the spell casting system to use a mana-like resource called "Spirit", instead of the previous chance-based system. The reason for this is similar to the reason for removing physical/mental status resistances (mentioned above) - it was too unpredictable and luck dependant. Now it should be easier to make tactical decisions about spell casting. - Being Confused now prevents spell casting - All creatures have a certain amount of Spirit. If a creature's Spirit is depleted, it dies (monsters may sometimes attempt to cast a spell that could kill it, if it "feels desperate"). - Removed "Potion of the Cobra" (gave perfect aiming and dodging) - Added "Potion of Frenzy" - Gives the property "Frenzied": Perfect melee aiming, cannot cast spells or read, resistance to confusion/sleep/fear/weakening, attempting to walk in any direction will cause you to step towards nearest visible monster, becomes weakened when effect ends. - Added "Potion of Spirit" - Restores spirit - Added "Potion of Fire Resistance" - Added "Potion of Insulation" - Electricity resistance - Added "Potion of Antidote" - Cures poisoning - Removed "Manuscript of Identify" - Renamed "Potion of Knowledge" to "Potion of Insight" - It now identifies a random carried item, as well as increasing Mythos knowledge like in previous versions - Changed "Manuscript of Descent" to a potion - Added "Manuscript of Sacrifice Life Force" - Convert remaining Hit Points to Spirit points - Added "Manuscript of Sacrifice Spirit" - Convert remaining Spirit points to Hit Points - The spell that you gain after reaching a certain level of Mythos knowledge ("Thaumaturgic Alteration"), now chooses effect automatically (instead of player selecting the effect from a menu), this can include a random manuscript-spell, or a special effect if the circumstances allow it. - Renamed the spell "Azathoths Blast" to "Azathoths Wrath" - Added armor "Asbestos Suit" - Wearing this gives you resistance to fire/acid/electricity. It has 1 armor point (physical damage protection and durability of the armor) - Added armor "Heavy Coat" - Wearing this gives you resistance to cold. It has 1 armor point - Bloated Corpse spit attack now does acid damage - Added a few cold based monsters that does cold damage - Hit points now automatically regenerates over time, although you can receive wounds that need many turns of active healing (similar to how HP were healed in previous versions, but more elaborate - see below). Each wound reduces your fighting abilities (especially melee) and your HP regeneration rate. If you have more than four wounds, you die. - Added item "Medical Bag". This has a number of different uses, the main purpose is to heal wounds. - The [h]eal command has been removed, instead you use the Medical Bag. - When attacking ethereal monsters (e.g. Ghosts-type monsters), the attack will often fail to hit ("My attack passes right through the Ghost!"). In case of ranged attacks, the projectile will often pass through the monster and continue on its path, even if aiming succeeded. - Shadow-type monsters are now light sensitive - they are harmed each turn a light shines on them (e.g. from a lantern, flare, or burning creature). - Reworked leveling system: You now pick all your character's traits and skills at the start of the game instead of when gaining levels. Gaining a level now increases your hit points, and for some levels also attack skills, dodging, spirit points and mythos knowledge. - Merged/changed/added some traits and skills - The formulas determining XP needed per level, and XP given per monster are completely remade. - A monster's chance of spotting you is now affected by distance. - Added fountains that you can drink from for various effects - Some dungeon features can now spawn more freely on the map, as well as in themed rooms. Some room themes are also made less obvious now, and their label has been removed from the bottom of the screen. The reason for this is that in the previous version some themed rooms got very repetitive (e.g. too many levels had identical human quarters with a chest, cabinet, and some Cultists). - Added a simple animated effect for summoned monsters and for creatures hit by spells - You no longer automatically reload your weapon when attempting to fire an empty gun (though there is a setting in the options menu to enable this again). The reason is that it was too easy to reload by accident. - Fixed a typo that said "Press 'v'" when you tried to throw a missile with empty missile slot. Changed it to say "Press 'w'", which is the actual command to equip items. - Fixed a bug that prevented you from using melee attacks on a turn that you had a free move from the "Dextrous" bonus, and walked in liquid - Fixed a bug where carrying multiple electric lanterns prevented you from using any other than the top one ============================================================ = v14.1 (June 16, 2013) ============================================================ ############################## # Miscellaneous ############################## - Using SDL for rendering/input again (it seems more compatible with a wider range of systems) - Dark areas now have less permissive field of view for spotting walls, previously it was easy to explore the walls in dark areas, whereas now you need to be adjacent to it - for a more atmospheric and oppressive feeling - "Slimy" walls are now "Moss-grown" walls instead - Added 15 more quotes to the main menu ############################## # New content and features ############################## - Hit chance with ranged weapons is now affected by the size, speed and proximity of the target creature - While aiming, you are informed what you are looking at, and hit chances are shown when aiming at monsters - Monsters now avoid shooting each other (though there is still a small chance that it happens) ############################## # Balancing ############################## - You no longer pick an ability when creating a new character - The monster spawn rate on explored levels (spawning due to passage of time) is now lower - The "Self-aware" bonus now has "Observant" as an additional prerequisite - You now gain the mythos spell at 15% MTH instead of 10% - Raised max character level from 21 to 30 - Greatly reduced duration of confusion caused by knockback - Oozes now regenerate HP each standard turn instead of on their own turn (since these monsters are very slow, their regeneration occurred in bursts, which seemed erratic and unpredictable) - Clear Oozes are somewhat easier to spot ############################## # Usability ############################## - Floor cells lit by an Electric lantern, flare, burning creature, etc are now marked with yellow color - The menu for picking a new ability also shows previously picked abilities - The postmortem info shows gained abilities - Renamed the manual to a .txt file, and removed all special formatting symbols from it - it should now be conveniently readable externally - Changed texts in some screens (e.g. "Enter character name" -> "What is your name?") - Changed equipment screen command (wear, wield) from 'v' to 'w' (more traditional/intuitive key) - Added a small delay per turn when waiting/healing/fainted/paralyzed - Changed the "Kick/bash in what direction?" message to simply "Which direction?", and vice versa for other actions - Options for setting keyboard repeat delay and interval ############################## # Graphics ############################## - Made layout changes to the main menu - Made some changes to the wall tiles - Changed the general color theme in the game - the "blood red" style has been changed to a teal style (inspired by how certain old black and white movies were tinted, e.g. Nosferatu) - Added option to scale the font to 2x size (so you can for example use the small DOS-like font scaled up to a nice readable size) - if tiles mode is enabled, the scaled font must match the tile size - Fullscreen can be toggled in the options menu, or by pressing alt-enter (fullscreen mode is highly experimental, it may or may not work for you) ############################## # Bug fixes ############################## - Corrected a spelling error in an ability description - Corrected a misplaced word in a monster description ============================================================ = v14.0 (April 23, 2013) ============================================================ ############################## # New content and features ############################## - Changed API from SDL to SFML - The game should run much smoother on most systems - New inventory system which is easier to use, and requires much fewer keyboard commands to learn - Inventory items are color coded and sorted according to item type and name - New skill system - Instead of ranks there are separate abilities, each with their own name. Some abilities have prerequisites - In-game options menu - Some features in the game can be examined (by pressing [a]), to be interacted with in various ways - this includes tombs, cocoons, chests and cabinets - Added a new trait called "Mythos knowledge" (MTH) - this determines your insight about the mystical and hidden forces - increases damage dealt to all bizarre, alien, mystical and shocking creatures - raises spell casting chance - at a certain level of MTH, you gain a powerful spell - Monsters can trigger traps, and you can kick monsters into traps - New spell casting system - Changed the way monsters cause shock. Previously you would take a big hit on the first turn that you see the monster, then smaller hits for each turn. Now the shock taken starts at 0 instead, and increases slowly. This gives more opportunity to retreat, or to take down the monsters swiftly before taking too much shock. - The player character and monsters have a life bar (only visible while wounded) - The searching skill (now called "Observant") no longer increases your chance of finding a secret door, instead if gives a chance to mark walls (you find a clue about a secret passage) - Added more monsters - Added "Strange devices" - a new item type which causes various positive effects to occur while active, but may malfunction or break - Added "Electric Lantern" - lights up darkness while activate, but may flicker, malfunction or break - Added "Potion of Sorcery" - sets casting chance for all learned spells to 100% - Added "Potion of Knowledge" - increases Mythos knowledge - Added "Manuscript of Azathoth's Blast" - damages and paralyzes all visible creatures - Added "Manuscript of Identify" - identifies a random unknown item in your inventory - Added "Manuscript of Opening" - opens all doors, chests etc around you - Changed "Potion of Clairvoyance" to a manuscript, and gave it a new effect - Merged all manuscripts that casts negative status effects into "Manuscript of Enfeeble Enemies" - Added an alarm trap - Added a monster summoning trap - Added status effect "Weak" - melee attacks does minimum damage, decreased carry weight limit, cannot bash doors, lower physical status resistance, and other effects - Improved postmortem/memorial information - Removed the decorative graveyard from the intro level, instead there are gravestones scattered along the path to the church. These graves represent the top highscore entries, and have inscriptions that can be read using the [l]ook command. Added date and time to the highscore entries and graves. Postmortem info is always kept (in text files with character name and timestamp) - Iron spikes can also be used as (bad) thrown weapons - Flares light up a circular area of darkness (the flare's field of view), instead of lighting up the whole room - Carrying a lit flare lights up darkness around you, and you can walk around and fight while holding it - Burning monsters lights up a small area of darkness around them - Most non-human monsters can now see in darkness - If becoming paralyzed while holding a lit Dynamite, Molotov cocktail or Flare, it will be dropped (if it's a Molotov, it will explode when it hits the ground) - Ranged weapons spawned on the floor have random amounts of ammo loaded, instead of always full - Hitting a monster with a medium or heavy melee weapon now makes noise (alerting other monsters) - Reloading while blind or terrified risks fumbling and wasting the turn - If healing is aborted, you are partially healed (if a minimum number of turns have passed) - Added phrases for many monsters ("I hear the flapping of great wings", "I hear a gurgling noise", etc) - If you wield a machete and step into a spider web, you will instantly cut down the web - A monster shot with a flare will take damage each turn, and may eventually catch fire (instead of exploding in flames on death) - Rewritten shotgun code - Now, if the shot hits a human sized creature and the shot is lethal, it may also hit a second creature standing directly behind the first - After a certain dungeon level, dart and spear traps can be poisoned - Attacking unarmed causes a punch-attack ############################## # Graphics ############################## - Nicer looking main menu, with a new logo (thanks to Agata Skrzypczyk) - The Windows version has an icon (thanks to Agata Skrzypczyk) - Added "clean" 16x24 font for tiles and ASCII mode, and made it default - The typewriter font is fully available for ASCII mode - Shadows have a new tile, and there are new tiles for new features, items and monsters (thanks to Christopher Barrett, aka Oryx) - Added a new cave wall tile and general trap tile (thanks to Christopher Barrett, aka Oryx) - Added new magical trap tile (thanks to Agata Skrzypczyk) - The popup boxes have new border graphics (thanks to Christopher Barrett, aka Oryx), and the box and text layout is much nicer looking - Unaware monsters have blue backgrounds instead of a blue underscore - Added a secondary wall tile occasionally used as alternative (purely aesthetical) - Added an atmospheric fade effect to the field of view - further cells are rendered darker (monsters are always drawn at full brightness though) ############################## # Balancing ############################## - Made changes to the AI to make it act less irrational and more aggressive, in particular it won't run back and forth between melee attacks or pass attack opportunities as much as in the previous version - Made non-player aware monsters skip every second turn (they don't move at full speed if nothing exciting is happening), this makes stealth tactics more powerful, and it looks cool when they discover you and start moving fast - Becoming aware of the player by looking counts as an action for monsters (to give the monsters some reaction time instead of attacking instantly), though you may still be gunned down instantly if you alert the monsters beforehand (e.g. by making noise) - Melee-attacking a creature who is unaware, fainted, paralyzed, or stuck has a very high hit chance bonus - melee-attacking a creature who is blind, confused, slowed or burning has a moderate hit chance bonus - While paralyzed, additional paralyzing effects are prevented (creatures with such an attack could very easily paralyze you permanently) - Knockback causes confusion - Sadistic/Masochistic obsessions makes shock unable to go below a certain percent (instead of increasing the shock rate) - Taking damage causes a small amount of shock (if not masochistic) - The Incinerator (Napalm launcher) now use clips (3 rounds) instead of single shots ############################## # Usability ############################## - Added titles to most popups - Character info screen (accessed with [@]) gives more info - combat stats, resistances, item knowledge - Reading/drinking an unknown manuscript/potion and failing to identify it adds {tried} to the name - The name of your currently wielded weapon and missile weapon is shown in the interface - Melee damage is no longer shown in the interface for ranged weapons, and vice versa - When [l]ooking at a weapon on the ground, damage, hit chance and loaded ammo is displayed - Phobia effects no longer occur while healing (it could cause huge number of queries for canceling healing) - Messages about status effects ending no longer queries for canceling healing - Unload command also works for picking up ammo (convenient when you want to get all the ammo dropped from a monster, but not the gun) - Merged bash and kick to one command, [b] - Esc and space also works as "no" for all y/n prompts - Esc works as alternative quit command (same as [Q]) - Attacking a monster in melee with a ranged weapon causes a warning prompt (can be turned off in the options menu) - Armor disappears when dropping to 0 protection value - Disease temporarily lowers your maximum HP, instead of making you rapidly lose HP down to a certain limit (with the old method it was always possible to heal yourself, even though it was useless) - Removed some useless attack messages ("I fumble", "It was a great hit!!!") ############################## # Miscellaneous ############################## - Removed kill count info from the look screen, and added it to the postmortem info instead, as well as showing the total number of kills - Removed support for multiple save files - Switched colors of gas traps and teleport traps, gas traps are now magenta and teleport traps are cyan ############################## # Bug fixes ############################## - Nuclear batteries occasionally spawned with the wrong weight (reported by Surrealistik) - Turn number is now stored in the save file ============================================================ = v13.1 (September 20, 2012) ============================================================ - The Incinerator is a medium weight weapon - The Toughness ability also gives a hit point bonus - Lowered starting hit points from 16 to 14 - Fixed: There was a situation that put the game in an infinite loop (not responding) - Fixed: The player color updates immediately after healing (instead of the turn after) ============================================================ = v13.0 (September 15, 2012) ============================================================ - The narrative is in first person perspective - Added new 16x24 font (typewriter) - Nicer looking main menu - Removed the "Arcana" skill, and added a different system for casting chance - Items have weights, and there is a carry limit - Improved hit chances of heavy weapons to compensate for their weight - Thrown items makes sounds when hitting hard surfaces - Increased number of different items that can be carried - Special rooms does not cause shock, this is instead tied to the map features - Fortitude reduces shock by a fixed percent (instead of randomly blocking it completely) - The turn number is displayed in the interface - The player character is colored magenta when shock gets high - The player character is colored dark red when HP gets low - Reduced number of skill ranks in general, each lvl grants one skill pick - Improved Healing (rank 2 heals disease, rank 3 regenerates hp over time) - Better rules for if player with phobia is considered to be in open or cramped spaces - Merged potion of reflexes and potion of aiming into one, and renamed it "Potion of the Cobra" - Teleport traps displays a popup instead of log text (it was difficult to react) - Open doors in ASCII mode uses different symbol (to differentiate from missile weapons) - Damage per turn from burning is reduced - Fixed: Explosions crashed the game in certain situations - Fixed: Status effect countdown did not occur on some turns - Fixed: "High ceiling rooms" could spawn monsters outside the room - Fixed: Armor durability and clip ammo count were not stored in save files ============================================================ = v12.2 (June 10, 2012) ============================================================ - Game crashed when loading a game while "blessed" or "cursed" ============================================================ = v12.1 (June 9, 2012) ============================================================ - 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 ============================================================ = v12.0 (May 27, 2012) ============================================================ - 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 ============================================================ = v11.2 (December 19, 2011) ============================================================ - 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 ============================================================ = v11.1 (December 14, 2011) ============================================================ - Added a Flare Gun - There was some problems with the map in the postmortem screen - The 16x24 font is unfinished for ascii mode, removed that option from the config file ============================================================ = v11.0 (December 13, 2011) ============================================================ - 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 ============================================================ = v10.2 (November 20, 2011) ============================================================ - The game crashed when dying from drinking a potion of scorching (changed it so you can't die from it) ============================================================ = v10.1 (November 19, 2011) ============================================================ - Casting spells from manuscripts drained spirit points ============================================================ = v10.0 (November 19, 2011) ============================================================ - The game is winnable - New armor system: > Armors provide different amount of protection from different damage types (physical, fire, electricity, etc) > Armors can be damaged, which makes it less effective > Armors are named "Name [D%, AP]", where D=Durability, AP=Damage reduction (vs physical) > Armor stats are shown in the character info lines - New armor type: Asbestos suit (very good against certain damage types, bad against physical) - New magic system: > Scrolls (now called manuscripts) can be studied to be identified or memorized (to cast them at any time) > Chance to identify or memorize depends on the language ability > Casting spells from memory drains Spirit Points, it can also cause miscasts with negative effects > The 'R'-key is used for studying texts, 'x' for casting from memory, and 'X' for casting from manuscripts - The melee abilities are merged into one again, and vice versa for firearms (the split didn't add anything to the game) - New abilities: > Spirit - increases max Spirit Points > Arcana - gives better chances to cast spells from memory without failure > Technique (melee) - Chance to get free turn (light weapons), full damage (heavy), or random bonus (medium) > Reloading - Chance to get a free turn when reloading firearms - 7 new monsters - 6 new potions - "Treasure rooms" with armor and ammo, or scrolls and potions, that are usually secret. - First aid can not be started if a monster is seen, and is automatically aborted if one appears - Special rooms occur less often - Less pop-up descriptions when entering special rooms (I found them extremely repetitive once you know them) - Mi-Go electric guns cause paralysis - Added missing messages for wielding and wearing things - Attacking an unaware monster in melee makes it aware even if you miss - The Incinerator's dmg description is "?" (less misleading than showing the projectile impact damage) - Removed some stuff from the character info lines to make room for new things - Pools no longer slows you down (it didn't work very well) ============================================================ = v9.2 (October 16, 2011) ============================================================ ############################## # New features ############################## - A new font image added (11x19), edit config.txt to use it ############################## # Fixes & changes ############################## - You can no longer wait ('s') while you see an enemy - Missiles always landed at the end of their path (even if it hit a monster along the way) - Fixed some grammatical errors - Added a missing message (related to jamming doors) ============================================================ = v9.1 (October 13, 2011) ============================================================ ############################## # Fixes & changes ############################## - Fixed a faulty message when throwing potions on monsters ("it had no apparent effect..." even when the effect was obvious. Only the message was wrong though, not the actual identification) - You lost iron spikes if you tried to jam an open door ============================================================ = v9.0 (October 12, 2011) ============================================================ ############################## # New features ############################## - Linux version - Modified and expanded skill system: > Some skills have been split (e.g. Firearms->Shotguns, Pistols, Automatics) > You assign points instead of ranks > The skills are ordered in groups (e.g. Stealth = Sneaking and Backstabbing) > Putting points in one skill gives half the amount to all other skills in the same group - New skills: > Lore(Alchemy) - Used for identifying potions. > Lore(Language) - Used for identifying scrolls. - 2 new unique monsters - 4 new common monsters - Some more monster spells - Doors can be jammed with iron spikes (j) - Kick attack (k) - Some attacks causes knock-back - You can throw potions - New symbol for walls (full square) - Option for wall symbol (full square or '#') - Option to skip intro-level - Option for if 'Close', 'Bash', etc should always ask for direction - Melee attack for fire hounds - Command to "un-wield" missile weapons (M) ############################## # Fixes & changes ############################## - The command to show the message log is now 'L' (used to be 'M') - Cultists can drop scrolls and potions - Potions and scrolls can spawn stacked - Fixed a problem with save files messing up identified potions - Messages in pop-up boxes are duplicated to the message history screen - HP is raised more when gaining new levels, and starts a bit higher - Disease lowers you to 3/4 HP instead of 1/2 HP - Not all room entrances have doors - Much lower masochism bonus (you could grind xp endlessly) - Claustrophobia can not happen next to chasms - The stairs could be hidden by certain things created by the special rooms - More convenient configuration file (easier to choose font image) - New AI for Fungi from Yuggoth (to avoid an exploit) - The map is regenerated if too small - Prevented chasms from making unreachable "islands" - Fixed some code that may have made the game less stable ============================================================ = v8.1 (September 24, 2011) ============================================================ ############################## # New features ############################## - 2 new unique monsters - The tab key performs a melee attack vs an adjacent monster ############################## # Fixes & changes ############################## - The FoV is more permissive with walls (especially corridors and corners) - Default aim position is at last monster attacked - If there is only one adjacent door, the 'close' command does not ask for direction ============================================================ = v8.0 (September 20, 2011) ============================================================ ############################## # New features ############################## - Potions (14 types) - 6 new scrolls (some old scroll effects are now potions instead) - Special rooms with descriptions and various effects - Some rooms give temporary shock (restored when leaving) - New trap: Spider web - Flying creatures actually fly (can fly over chasms, acid, etc) - New terrain types: > Water (slower walk speed, dodge penalty) > Blood (slower walk speed, doge penalty, causes shock) > Acid (does damage) > Mud (much slower walk speed, heavy dodge penalty) > Chasm (only flying creatures can pass) > And a few more... - New symbol for gravestones - New symbol for impassable rubble ############################## # Fixes & changes ############################## - "SAN" (sanity) changed to "INS" (insanity) in the interface. Counts up from 0%. The values are called "insanity" and "shock" (or stress) - Insanity increases when shock reaches 100% (instead of randomly happening when shock is high) - The backstabbing skill gives highest dmg +50/100/150% extra dmg (was +50/100/150% added to rolled dmg) - The XP info in the interface is of the format LVL: [level] NXT: [xp remaining for next lvl] - Disease last much longer (but there are two types of potions that removes disease) - Sadism does not decrease shock for killing LVL 1 creatures (rats, spiders...) - A bug caused monsters to cast spells even while unaware - Smoke was not erased when switching level - Unseen cells are darker than in previous versions, and very slightly coloured blue - The line under unaware monsters is blue instead of white - When reading a scroll of summoning, the scroll identity is always revealed - Fixed a typo when reading scrolls ============================================================ = v7.1 (August 29, 2011) ============================================================ ############################## # Fixes ############################## - Every melee attack was presented like a back-stab (only the message was bugged though) - Fixed a horrible horrible bug that prevented the player from dodging melee attacks - CPU usage % should be much lower - The inventory can store more items - Windowed mode is now the default ============================================================ = v7.0 (August 25, 2011) ============================================================ ############################## # New features ############################## - Save function - Sneaking (unaware creatures are marked with an underscore) - Backstabbing ("You stab the Cultist covertly with a dagger") - Entry for sneaking and backstabbing in the manual - Three new level-up bonuses to choose from - Slot for prepared weapon (for fast switching) - More insanity effects (including permanent effects) - The back-story is written in the game - Some text (e.g. insanity events) is shown in a pop-up box instead of the message log (they were too easy to miss) ############################## # Fixes ############################## - Lower monster spawn rate - Removed hunger (the sanity system made it redundant) - Animals listen for sound - +1 or 2 HP when levelling up (randomly) - More HP restored when levelling up - Using the 'fire' command while aiming at yourself cancels the aiming mode - Scroll of corruption can not take you to 0 HP - Removed the "It was a scroll of" message when reading unknown scrolls - Much higher shock from reading and identifying scrolls - Toughness increases HP instead of decreasing damage taken - You can no longer use the throwing attack while "Terrified" ============================================================ = v6.0 (August 5, 2011) ============================================================ ############################## # New features ############################## - Insanity - High Score - New explosive weapon: Molotov Cocktail - New thrown weapon: Rocks - Explosions destroy walls and doors (destroyed walls may leave rocks) - Pressing the wait command gives status "Still" for one turn. This gives slightly better hit chance with firearms and thrown weapons. - A wait command can also be made with the period (.) key (as well as the '5'-key) - Menus can be navigated using the movement keys and enter (as well as typing a letter) - Alternative commands for diagonal movement (PgUp/Home/End/PgDwn -- or -- arrow keys + shift/ctrl) - New status effect: Fainted - One new monster - The tombstone screen has a command to quit the game ############################## # Fixes ############################## - The game restarts smoother (doesn't restart the renderer when going to main menu) - Zombies leave no corpse the second time they are killed - The pre-set player name is empty instead of "Player" - While paralysed, the character info did not show damage taken until the player could move (now it updates for each hit) - Cancellation commands in some places where they were missing - Rewrote level up-bonus description text ============================================================ = v5.0 (July 24, 2011) ============================================================ ############################## # New features ############################## - Monster spell casting - New monsters - Throwing weapons - Postmortem information - A command to print the postmortem info to a memorial file - Player can name the character - New status effects: Diseased, Slowed - Some rats and clawing zombies are diseased (attack causes disease). Ghouls always cause disease - Some Cultist Acolytes can cast a few spells (very rare). Some Mi-Go (Fungi) can cast spells (somewhat rare) ############################## # Fixes ############################## - Fixed a bug that caused unique monsters to sometimes spawn more than once - The minimum value for any skill roll was 5%, causing hidden things to be found much too easily even without "Alertness". This value is now 1% - Monsters give less xp (to compensate for spawning) - The "Melee" and "Firearms" skills now only gives better chance to hit - Safeguard against accidental quitting ============================================================ = v4.0 (July 12, 2011) ============================================================ ############################## # New features ############################## - One unique monster ############################## # Fixes ############################## - Much better map (no dead end corridors) - Changed healing back so you spend a number of turns to apply first aid (instead of healing at stairs) - +2HP at level up instead of +1 - Better dodge chance from Agility - Monsters spawn faster, prepare to get overrun if you dwell on the level :-) - All monsters of the "Reanimated" variety spawn a level earlier. - Raised the damage of the Tommy Gun (when cultists fired it, it often barely hurt you) - Cultists fire their weapons more often - All monsters have slightly higher hit chance - Fixed a bug that caused enemies to spawn inside your field of view - Fixed a minor problem with the field of view (too many wall cells were revealed in some circumstances) - Cultist anger phrases were too infrequent in the previous version - Reading scrolls now causes your turn to end ============================================================ = v3.0 (July 9, 2011) ============================================================ ############################## # New features ############################## - More monsters - Pump-action shotgun - Monsters spawn while you are on the level - Hit points are restored only when climbing the stairs (except for rare methods such as scrolls and potions) - Melee weapons are classed as light, medium and heavy. When attacking there is a chance for a bonus depending on class. With light you get a free turn, heavy do maximum damage. Medium weapons get no bonus - Varying damage (pluses) on spawned melee weapons - When looking at melee weapons on the floor, their +damage is seen (if they have it) - Firearms have effective range limits (half damage beyond it), the line drawn while aiming is green inside the limit and yellow beyond it - When holding lit dynamite, the messages tells how many turns are left on the fuse - Explosions leave smoke - More pre-defined rooms ############################## # Fixes ############################## - Much balancing of weapons and monsters - Changed the names of some weapons - Fixed a bug with machine gun weapons (killing a monster caused the following bullets to hit the floor where he stood. Now machine guns are more effective against rows of monsters) - Shotgun shells spawned on the floor can be more than one shell - Fixed a graphical bug with gas traps - Fixed a graphical bug with smoke - Teleport traps are added to the "remembered" map when you are moved - Reduced spam from Cultist anger phrases - Death occurs on 0hp instead of -1 - Confusion is less random - Some small improvements to the interface ============================================================ = v2.0 (June 23, 2011) ============================================================ ############################## # New features ############################## - Traps - A command to trigger known traps on purpose - Secret doors - command to wait for 10 turns (useful to search for hidden things) - New level up bonuses to choose from - New status effects - New terrain type: smoke - Armor (a bit crude so far) - Different First Aid (not item based) - Starvation is not lethal (but still very dangerous) - Expanded the command list screen to a brief manual ############################## # Fixes ############################## - Much better looking explosions and projectile hits - The in-game quit command returns to the main menu instead of shutting down the game - Monsters roam the map more - Message if an item drops where you stand - Removed bouncing of thrown items (it felt too unpredictable) - Fixed some grammatical errors ============================================================ Old changelogs from before the game was named Infra Arcana ============================================================ Feb 7, 2011 - There are incantation scrolls with mysterious titles that you can read. Their effect and true identity are unknown until you try them (and only if their effect is visible and obvious to the player character). Once you learn the true identity of a scroll, all scrolls of that type are always known. There are a decent number of types in the game already. - Items are found in the dungeon (not only dropped from killed monsters). - New skill: Dodge & Evade. - New items: More melee weapons. Healing items. - Dynamite explodes in your hands if you hold it too long. - Corpses blow up from explosions (can be used to prevent zombies from rising). - New enemy: Wolf. - Firearms on the ground have white symbol if they have ammo loaded, otherwise gray. - Projectile symbol depends on direction fired (used to be '/' for all directions). - Identical log messages show number of repeats, instead of repeating the message itself. Before: You are hit. You are hit. You are hit. Now: "You are hit.(x3)" - The log prompts for "[MORE]" if next message doesn't fit. - Added several log messages related to throwing, dynamite fuse, death screams from explosions and other things. "You light a dynamite stick. You throw a lit dynamite stick. (E)You hear an explosion. (E)You hear agonized screaming(x4)" - Picking up items, lighting dynamite fuse and throwing now costs turns. - New inventory interface. It takes fewer key-presses to use now. Dec 1, 2010 - Big rearrangement of the interface. - In-game command list. - Monsters sometimes drop stuff when they die. - One item per tile. Items dropped on other items "roll" to the nearest free cell. This creates a nice "explosion"-effect when monsters die. - Message when you stand on an item. - Command for unloading ammo from a gun on the ground ('u'). - Pressing the fire command when no ammo loaded attempts a reload instead. (Especially handy with Shotguns.) - The interface always shows info for the wielded weapon both as a firearm and as a melee weapon. - Staircases cannot be hidden by corpses. Nov 23, 2010 - Smarter AI > Some monsters will search for you if they saw you. > Some will listen for sounds. > Some will communicate about where to search. - Corpses/Gore (depending on force of attack) - Zombie-corpses can rise again. - Napalm Launcher explosion also sets creatures on fire. - Blindness affects messages - "It bites you!", "You hear gunfire." et c - Blindness affects skill rolls. - Added some nice things to the forest-level > Crypt that you climb out of. > Graveyard. > You reach the dungeon/underworld through the cellar of a ruined church. - Predefined rooms that appear randomly. - Fixed a graphical glitch with Tommy Gun and Tesla Cannon. - Various balancing/behaviour fixing. - Fixed some problems with keyboard input and the game directory Oct 5, 2010 - New weapons - Tesla Canon, Tommy Gun - New enemies - Fanatic, Zealot - Player visual memory - Things outside your field of view are seen as your character remembers them. - Merged Firearm-slot and Melee-slot - Instead of two separate slots, you have "Wielding". Firearms can also be used in melee to buttstroke enemies. Sep 19, 2010 - Gargoyle - I'm happy with the behaviour of this one. It's much faster than you when moving, but when it swoops down to claw at you it must pause for a short while. The gargoyle can also fling bones. - Napalm launcher - Hehehe - Monsters are placed in groups at world generation - Now you can be chased by a horde of zombies. - Characters have size data. Ranged attacks have rules for what character sizes can be hit - resulting in more intuitive behaviour such as: > A rat can't block your shot when you aim at a human-sized target. > Projectiles can miss their target and hit someone behind it instead. > You can aim the Napalm Launcher at the ground. Aug 25, 2010 - Dynamite You can light the fuse, and you can wait with the lit dynamite in hands if you want. When you throw it, it can bounce off walls. When the fuse runs out the dynamite explodes for massive area damage. - Reloading The shotgun has a capacity of two shells, and you load one shell at a time. Cultits reload their shotgun when they need to. - Phantasm When it goes ethereal you can't attack it, and vice versa. It can slice you with its sickle. It can also use the sickle to project evil spirits at you, though it prefers melee.