Releases: kiedtl/roguelike
v3.1.1
Add:
- Fabedit development tool
- Additional special loot/lore encounters in Laboratory/Workshop
- LAB_prisoner_study (lore)
- WRK_garrisons (constructs stationed in corridors of Workshop)
- WRK_silus_armor (special Workshop-only item)
- WRK_storage_misfits (atmosphere and fluff)
- WRK_emberling_research2 (atmosphere)
- WRK_sparkling_research (atmosphere)
- WRK_prison (lore)
- Alarm systems in Workshop
Change:
- Armory prefabs in lower levels are now slightly more dangerous
- Lower player Potential stat (50% -> 40%)
- Make Shrine staircaise on Workshop smaller (and more likely to generate, thus
negating need to regenerate map multiple times) - Dangerous prefabs restricted to higher levels
- Paralysis gas now paralyzes player for half as long
- Traps are now shown on HUD
Fix:
- Misc font issues
- Misc mapgen issues when dealing with prefab areas and door placement
- Fix impassable props being placed in front of stairs
- Fix events being incorrectly applied
v3.1.0
This release essentially completes the major UI refactoring and features that
was begun in v3.0.0 (and should've been included in that release).
Add:
- Mouse support for examine screen
- Mouse support for inventory screen
- New font glyphs
- Dedicated wizard menu
Change:
- Crash-reporting currently disabled
- Tweak player HP somewhat
- Excision ring lasts for willpower turns (instead of 2*willpower)
- Lore related to various Laboratory prefabs
- Spires no longer leave walls when destroyed (can cause blockages and other
bugs due to how corpses are placed)
Fix:
- Zap menu only shows as many ring slots as exists
- Spires face enemy when engaged
- Night creatures (and other non-curious mobs) no longer investigate noises
- Rings no longer destroyed when cancelling certain equipment prompts
- Multitile mobs are properly placed in prefabs now
- Scores no longer reference nonexistent movement pattern mechanic
v3.0.0
Whew. This release has essentially turned Oathbreaker into an entirely new game.
Gone is the old attack-using-movement-patterns mechanic, and gone is the
move-and-wait-to-be-silent mechanic. (I may still add the latter back in,
depending on if I feel it would fit the game well.)
Still not reader for a broader audience, due to some unfinished UI work and
general lack of playtesting.
v2.1.2
v2.1.1
v2.1.0
Blog post talking about the new Night Creature
content
Given that I'm in a hurry and haven't had time to test many of the new additions
in this release, please expect a horde of outstanding bugs.
Removals:
- Runes, as well as optional areas of branches/levels.
- Will be added back once new branch rewards have been added.
- Most bosses (temporary).
Changes:
- Remove preceding "-" from level names
- The Quarters levels were renamed to the Laboratory, and the old Laboratory
was renamed to the Workshop. - Alchemists now awaken nearby constructs when they see you.
- You can no longer attack allies from the examine menu.
- Gases are no longer displayed with a background color.
- Enemy's FOV areas are now displayed with a background shading.
Additions:
- Appropriate encounters/prefabs for the new Laboratory/Workshop areas.
- Add new items
- Brigandine
- Shield
- Tower shield
- Cloak of agility
- Cloak of warring
- [Night creatures] New "lair" areas
- [Night creatures] New monsters:
- Slinking terror
- Spectral totem
- Grue
- Night reapers
- [Night creatures] Night Creature "reputation" mechanics
- [Night creatures] Add new items:
- Shadow hauberk
- Shadow brigandine
- Shadow shield
- Ethereal shield
- Fuming vest
- Spectral crown
- Cloak of spectres
- Spectral vest
- [Night creatures] Conjuration stat
- [Night creatures] Conjuration augments
Misc:
- More work on the Crypt (not yet accessible in-game).
v2.0.3
v2.0.2
v2.0.1
Quite a lot of changes and additions!
Additions:
- Particle engine!
- Square tileset!
- Map labels!
Changes/removals:
- UI: Add modal dialog for using movement patterns
- UI: Make multi-choice dialog a modal window
- UI: The window's background is now a lighter brown, rather than near-black.
- UI: Out-of-LOS tiles are now tinted blue.
- Remove platform terrain (not useful enough to justify its existence)
- Torpor spires were removed entirely (as the slowing effect is no longer
desirable for an enemy to have) - Skeletal axemasters were removed in favor of skeletal blademasters, as they
don't have a unique gimmick to justify their existence. - Ancient mages now have night vision.
Fixes:
- Evocables decreasing charges even if error in usage