Is there any way to increase the font size (or get the game to run in fullscreen)? I am on linux, so there may be some stuff missing, but I haven't found an option to increase the font.
It defaults to full screen. If for some reason it's not in full screen, you can go in the options menu (the brown button with the wrench on the ride side of the view screen) and toggle it - it can run in either full screen or windowed mode. There's no way to alter font size. There was (maybe still is) a way to toggle between two different font choices, the older one admittedly being a little larger, but it's gothic in appearance and harder to read. I don't even know if I removed the ability to toggle that on.
oh, I've just noticed that it indeed is set to fullscreen, but the resolution of the "window" is set to something like 800x600 (hence the reason why I assumed it was in windowed mode..) Is there an option to somehow change the resolution?
No, it is hardcoded at 1024 X 768, though that should still fill the entire screen (or at least the 4X3 aspect ratio of the screen). If ever I want to address that I have to start over from scratch, and that'll be a job for Caverns III if that ever comes about
Howdy. Apologies if this is a silly question - is it possible to modify mouse sensitivity in this game? Also, is the an auto-explore function? Thank you.
No mouse sensitivity option. I could look into that and see if I can figure it out. Honestly never occurred to me!
And no auto-explore per se. You can click any square to move there. You can also use a few keyboard shortcuts (Ctl-g to move to the nearest treasure, Ctl-t to move to the temple, Ctl-s to move to stairs (unless I'm misremembering)). The problem with auto-explore in this game vs. other roguelikes, is that every 2 steps or so is going to reveal something you may want to interact with. It's not just a random space filled with monsters, it's filled with more than 500 different types of interactable squares. So auto-explore would either have to ignore those things, wasting the player's time in coming back to them (and time is not on your side in this game), or it would have to interrupt the auto-movement constantly anyway.
Hey there - love the game and thanks for continuing to support it! Just wanted to give you an FYI about a consistent bug I keep running into. Whenever the "Trollish Magic" event kicks off the game freezes up and I have to quit the game. I'm on the latest CoX2 version (1.57.01) running Windows 11 Home. I've been having this issue for at least a few versions.
And I found the problem. Forgot to lower the "tt" variable (for Trollish Totem) on each loop, so it gets stuck in an endless loop. Fixed! And thank you!
Hi, another bug report! A net trap I encountered on floor 16 had literally 0% chance to escape because the chance was calculated as my dexterity / 300. That can't possibly be right, who has 300+ (or even thousands of) dex on floor 16?
Hmmm... Should have a minimum 1%, I suppose. Dexterity/300 is correct - for instance, with 30 Dexterity, you would have a 30/300 or 1/10 chance each time you tried. To have 0% your Dexterity must have been lower than 3, at least at the current time. Was that the case? And/or did you have Tsunami Fever (halving your current Dexterity) or Clumsiness (temporarily halving your Dexterity) or both?
There was a problem in the reporting of the odds, however. Thanks for pointing this out. I've now fixed. You had the proper chance to escape, it was just reporting as 0%!
Definitely had more than 3 dex! Oh no, I abandoned the run because I thought it was doomed... didn't even try to escape. Thanks for the quick fix, though! <3
I'm loving your game and it's already one of my favorites, not only because of its authenticity but also because of the effort I see you putting into it.
Unfortunately, I'm having problems when trying to stream it using OBS. In full screen, nothing appears and in windowed mode, the bottom part is cut off, making it impossible to stream the game because the battle information is hidden.
Thank you again for this great game. It's been giving me many hours of fun.
Interesting - OBS is what I use to record. And I do usually record in Windowed mode, just because it's easier. You can resize your OBS recording window by grabbing any of the corners of the red recording area box in OBS, and pulling them toward the center of the screen. That'll shrink the window, then you just have to drag the window back into place. With any game, it takes some effort to get it sized just right. You'll also end up with mouse contrails anywhere you move the mouse outside the borders of the recording window, so I usually bring it all in Adobe Premiere and layer in a black box over whatever areas need masking. Hope that helps, and I'm glad you're enjoying the game!
I don't know what to tell you on that aside from that many unknownish roguelikes I download pop up a Windows demand-to-scan type message when I go to play them. I write that off as them being unknown to Windows, so extra caution. I've never heard of DefenseEvasion, though, so I don't know what to tell you.
Fascinating. And crappy. So far you three are the only ones reporting, but three's a big enough number to raise my eyebrows, and I'm guessing there will be others... I'm still at a loss as to why this would happen, though. I obviously play the game constantly on my end and it doesn't happen, so I can't reproduce the results. And the only things new since the last update are a new executable (generated directly from my Microsoft Visual Studio 2008), and a bunch of new .pngs (generated directly by my Adobe Photoshop CS4). I wonder if something changed in a Windows update to make this happen... Would one of you mind if I sent you directly the previous version of the game to see if it has the same issue for you? I'd love to try in two fashions: 1. Send the full previous game and see if it triggers, and 2. just hve you copy and paste the old executable into the current game's folder. Wondering if that might provide some insight into what specifically is triggering the issue.
Here's ChatGPT's thoughts on the topic. It also gave me a bunch of suggestions for steps I can take, so I'll be trying those out this weekend and reporting back what I can learn:
Possible Causes
Heuristic Detection:
Some antivirus programs use heuristics to flag behaviors that might resemble malware, such as:
Frequent updates or changes to the executable.
Accessing low-level system resources.
Packing or compressing the executable to reduce size.
New Build Misidentification:
If the recent build contains code that is new or altered in a way unfamiliar to antivirus databases, it might mistakenly flag it as a threat.
Generic Threat Name:
The designation "DefenseEvasion.A!ml" suggests Windows Defender or another antivirus has classified the program as a generic potential threat, often without specifics. It may just be that certain code patterns or file behaviors resemble malware.
Executable Compression or Obfuscation:
If you're using tools like UPX to compress your executable, antivirus software can incorrectly flag it as malicious because such tools are often used by malware creators to hide their code.
I don't think this will be all that helpful in determining what the issue was but after I removed the file from quarantine, it now runs without triggering the issue, which also means I can't replicate it to see if there's any additional information that might point to the problem.
It came back clean after running through tons of virus detectors. I don't really know what's up with that detection other than to say the file would be niche and unheard of and it's likely an overzealous detector. Feel free to upload the file yourself if you want to see the results. Thanks for letting me know about this, btw!
I tried running the game after extracting to desktop--black screen. Had to force restart my computer. I have a large (32 inch) monitor, so maybe that has something to do with it. Thanks.
Not sure what to tell you, as I've never seen that happen. If you figure anything out, let me know, and I'll keep an ear open for anyone else experiencing this! Thanks for the report!
No problem. I've only had this happen one other time--the Horizons mod for Eador. I also tried to play that one off my desktop at native rez of 2560X1440 and got the same black screen of death lockup. Played it in a window fine...
Interesting. Yeah, the game itself runs at 1024 X 768, and by default, in full screen mode. If you can get it running you can go to Windowed mode, but there's no way to do that from the outside. Let me know if you need it, and you can PM me an email address, I can modify a preference file on my end to run in Windowed mode and email that to you. Or you could try to temporarily lowering the resolution on your monitor and seeing if that helps... Though my display's running natively at 3840 X 2160 and the game still kicks into full screen mode without hesitation.
-The cave in shake option is not remembering the selected setting. It’s defaulting back to "on" after quitting and relaunching the game.
-I incurred damage that caused me to drop to low enough health that the blood pulse effect turned on. However, the last damage noise (the sound effect that played when I took that damage) continued to play over and over until I healed enough for the blood pulse effect to go away. I wish I had more specifics.
-I found an Amulet that did nothing. Just said "Amulet". It had a size, type, and value, but that’s it. I have a screenshot if you’d like to see it.
-I was wearing an enchanted scalemail breastplate which granted me +20 STR. I triggered a magic disenchanting trap that removed the +20 STR enchantment from my armor, but my character sheet still showed me having the +20 STR. Not sure if I still actually had the enchantment when I shouldn't, or if the character sheet never updated and was showing the wrong STR value. The amount of gold I could carry still matched my STR however, so I think I got to keep the enchantment.
-My level 22 character was allowed to walk into a "Cave Columns" square and was instantly killed. I should not have been allowed to enter the square. :(
QoL Requests:
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-I would love to be able to drop items from my inventory without needing to answer the (Y/N) prompt. This one is not a big deal because I created an AutoHotKey script to bypass the prompt for me, but this would be a nice option to have.
-I also created a command in that same script that allows me to go straight to choosing what items I want to pick up off the ground when I press “g”. This saves me from having to take two actions (activating the “pick up items?” prompt and then hitting “y”) every time I want to pick something up. It feels way less tedious. Again, I’ve already solved this for myself, but an option to bypass this prompt would be nice for others. In fact, an option to permanently disable any (Y/N) prompt would be nice (without having to change the option that disables all prompts because I like the combat ones).
-It would be nice if the merchants/smugglers didn’t move around so much. Sometimes I try to land on their square to interact with them and it takes me like four tries because they are moving every single turn. It’s a very small annoyance, but an annoyance nonetheless. If you still want them to wander around the map as much as they do now, maybe always have them stop moving when your character enters any of their surrounding squares? Then once the player moves more than 1 square away they can continue wandering? Idk just a thought.
-I know you mentioned that the "inventory full when trying to pick up an item" issue is a bugger to solve, but could you make it so that when trying to pick up an item you don't have space for, it takes you to your inventory screen and asks you which items you would like to drop to make room? I know this isn't easy to solve, just trying to come up with ways to make it a bit less frustrating.
The Cave In Shake Effect was saving in the saved game, not the preference file. Meaning if you quit the game and on your return started a new game it would no longer remember (though it would if you loaded an old game). This has been fixed! Thank you!
Alright, solved the mystery of the amulet. Previous to the last update, Rings/Amulets of Elemental Protection (etc.) and Rings/Amulets of Lycanthrope Protection (etc.) were 2 distinct enchantments (suffix 23 and 24 respectively). With the introduction of more sub-types of monsters in the last update (Spiders, Demons, etc.) and the creation of 6 new enchantments that protect you from those specific monster types, I didn't want the player constantly finding suffixed jewellery that was specific to these sub-types - so I consolidated all of them to suffix 23. Now if it finds suffix 23, it generates a new random number from 1 to 7. On a 1 it leaves it as suffix 23 (Elemental protection), but on a 2 through 7 it rewires the suffix to be 300 to 305. The problem was the variables hasprefix and hassuffix that it was temporarily storing the prefix/suffix in while it generates it was of type char which can't store a number as high as 300. Now hasprefix and hassuffix are of type int, allowing them to properly store the numbers. Bug fixed.
Fixed the problem where the Magic Draining Beam Trap could remove an enchantment from an armour piece and that enchantment wouldn't disappear if it provided a benefit to a Primary Attribute.
The Cave Columns bug is an ongoing issue. I tried to solve it in the last update and may have made it worse. You're allowed to enter them if you have the Spelunking perk or if you are under the effects of a Wallpass spell/effect. If the latter and the wallpass runs out while you're in a Cave Columns, you'll die on the next turn. It seems easy to fix in my head, but the code there is really tangled. I'll have to spend a lot of time revisiting to figure out how to fix it. I'll let you know if I think I've achieved success.
I like the idea of the merchants stopping if you move adjacent to them... I'll have to communicate it to the player in the manual because it could get a merchant killed if you're banking on the fact it may move out of a monster's way last second, but I think it's a good idea. I'll try to implement that. Also going to implement the auto-center on your character idea. Not sure I have time for any of the above today. We'll have to see!
Again, amazing game. I'm having so much fun - wish I would have found out about this game years ago. As someone who has started and stopped halfway through developing my own roguelikes like a dozen times, kudos!
Pretty sure this is a bug:
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-I had Lycanthropy, and game crashed immediately when I turned into a werewolf upon entering a new floor. I heard the howl, but the screen turned black and it dumped me to the desktop. It still recorded the death properly on the high scores list and listed the correct cause of death.
Not sure if these are bugs or not:
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-I had two of my first three runs ended by far out of depth monsters. The first one happened on dungeon level 8 when I encountered a level 26 enemy. It was not a champion or some crazy summons for failing a check. It was just roaming around and pounded me into the ground lol
-Encountered a level 22 Nightmare and level 24 burrowing worm (among others) on dungeon level 4. It was a Legendary Land, so perhaps this is just how Legendary Lands are. But if it's typical to run into monsters that are 20 levels OOD in Legendary Lands, I'll never EVER go into any Legendary Land again lol
-Had a blunderbuss (can't remember the name - some sort of exotic missile weapon) and it showed Dex and Health requirements (both of which I met), but every time I tried to equip it, it said my Int was too low, but did not show any Int requirement. I read the item description like 10 times, nowhere did it mention an Int requirement. I spent a couple levels raising my Int up to 20 and it still said my Int was too low. Maybe all exotic weapons have an Int requirement that's unspoken?
Requests:
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-I would love an option to have the map always stay centered on my character. I constantly click to move and then immediately hit "u" to center. Click, u, click, u, click, u, click u. I probably hit u 400 to 600 times each map lol. Would love if the map just stayed centered. I do know about scrolling with arrow keys and right-clicking to center the map on where you click but I find both to be very cumbersome.
-To help alleviate above problem, I went into the rebind keys menu to change "Center Screen" from u to right mouse click. Unfortunately you can't rebind anything to right mouse click. Would love to be able to do that.
-I typically play most of the time with the character screen up, and often hold onto skill points for various reasons. But every time I need to see how many skill points I have I need to switch to one of the skill menus. And often when I do, I realize I had more skill points than I thought. There's room to display the current amount of skill points you have on the character screen right below where it shows how many attribute points you have. I think it would be nice to list them there.
Suggestions:
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-When an item drops and you don't have room in your inventory to pick it up, it's a tedious process of clicking again and answering prompts to view the item that just dropped, and if you want to pick it up, then exit that screen, move to your inventory, drop an item there, go back to interacting with the space, accept the prompt to pick up items, and then select the ones you want to keep (and this gets worse with multiple items). This is just a suggestion on how you might be able to improve it (although you may have already considered this and decided against it): Allow players to pick up items they don't have inventory slots for, but give them "Encumbered" status that prevents them from moving. Once they go into their inventory and drop all items they don't have room for, they can move again. I think this would *greatly* streamline the process.
-I already paid for the game when I downloaded it, but often when it comes to these types of projects, I like to give more to the dev every so often. I went back to the itch.io page and there is no donate button. I guess I could re-purchase the game (if itch.io will let me)? A donate button would be nice!
The Lycanthropy thing sounds like a bug. I've never seen it happen, but I'll investigate. The most recent update did add 1 new Lycanthrope - the Were-Dragon. I'm betting the bug has something to do with that, but I'll have to check.
The level 26 enemy on Level 8 CAN happen, but it would be rare. Events could cause monsters to appear out of depth, but certain rare map tiles can too. For instance a Sewer Grate can spawn Goblinoids of any level at any level, and a Toothy Cave can do the same for Giant-types. These types of squares have a low chance each turn of spawning a new monster of the appropriate type, and when they do, a small chance of then sealing forever. If they don't seal forever on their own, you can try to seal them if you can find the square. But probably not a bug, just a situation that can arise.
The Nightmare and Giant Worm would be native to Ilastra. Not all Legendary Lands have such scary inhabitants, but some do. The entry text does give a warning: "While the dungeon's inhabitants are, for the most part, of low strength, the wizard who lives there has summoned a few particularly nasty pets." Most Legendary Lands have great rewards balanced by pretty steep risks, but since they are pre-designed, you can at least learn which ones you deem worth it after you've visited them.
The Blunderbuss issue sounds like a bug too. I'm looking at the code right now, and it SHOULD have said, "DEX required: X INT required: X" (Where the INT requirement BTW would be 70% of the DEX requirement). Based on the code, not sure how it output Max Health required... Obviously a bug I'm overlooking somewhere... I'll have to keep an eye open.
You're not the first person to mention the desire to have the map stay centered after an auto-move. It wouldn't be hard to implement, (I think), so I'll look into it for the next update.
I'm not sure the Skill Point reposition would work. Even if there's open space, other stuff goes there sometimes, under the right circumstance. But I'll check and see if I'm wrong.
It would be really hard within the current system to rework the inventory. There's a lot going on under the hood... (for instance, and offhand, if your equipped Weapon is Inventory item 96, it means you don't have a Weapon equipped - no inventory can ever expand beyond 95 slots)... I'll keep it in mind, but it won't be a priority right now.
I very much appreciate your desire to contribute more to the project! I'll look into a donation button. Not sure how that works. The truth is, after 29 years of working on the game, it's only in recent months that I opened up the possibility of people donating even when they download.
Thank you for the bug reports! I'll dig into the lycanthropy one literally this instant!
The lycanthropy bug should now be fixed (on my end). It was actually caused by a minor improvement I forgot to mention elsewhere - if you turn into a werebeast now, instead of showing your graphic as a dead version of your race and class, it should replace it with a live version of the appropriate werebeast. (It was looking for those graphics in the wrong folder).
The bug did NOT, as I had initially thought, have anything to do with the new Were-dragon, but while investigating that code, I discovered a bug there too! The were-dragon couldn't ACTUALLY cause Lycanthropy. This too has been fixed on my end. I'll try to get a bug fix update with these (and maybe a few other improvements) before another 3 months goes by! (Maybe this week, time permitting).
Awesome, thanks so much for taking the time to read my feedback and for the information. I definitely won't be forgetting the name Ilastra any time soon!
BTW, when looking into keeping the map centered after an auto move, I noticed it actually does do this if you only move one square at a time. If you click one square right or up or whatever, it will move your character one space and update the map so it's centered again. So you've already got the functionality in there, just might need to have it do that always instead of just when moving one space :)
Oh one last thing about the OOD depth monsters. I just started a new game, spawned in as a Centaur Assassin on level one, and literally two squares from my starting spawn there is a LEVEL 24 monster named Vetala with genius Int, 184 Att, and 97 HP. She chased me down, killed me in two hits and I died with a score of zero lol
I'm sure these OOD monsters are rare, but daaaaaaamn I'm getting unlucky...
Did you notice any unusual terrain nearby? That early it would have had to have spawned from what would probably be a Dead Side Gate on, like, turn 1. If it was there literally from the getgo, like on your first turn, unless there was an Event that brought it in (Undead Uprising, maybe?) I can't think of any way it would be there.
Hi! Just started playing this game and it's amazing! I've been playing roguelikes for 30 years and this is becoming one of my favorites after just a few hours. I could name 30 different aspects I love right off the top of my head. I've got some things written down from my first few playthroughs (bugs, questions, etc)......where's the best place to leave feedback? Not sure what the character limit is here.
Hey, thanks for posting that! I really enjoyed watching it :) I'll answer a few of the questions you posed and share some observations in the comments on the video itself!
Just bought the game, so still learning my way around the interface. I play with mouse and keyboard. A few questions:
Does it have a combat log anywhere so you can re-read earlier messages?
Is it possible to add an option to exit the map again using TAB? I tend to want to tab in and out, and now I have to go to another button like C to go back to the main view.
When I clicked BACK in character creation, it did not go back until I clicked OK first. Intentional or bug?
Scrolling the map with arrow keys is inconvenient when my right hand is on the mouse. How do other players using the mouse scroll it?
No combat log. I could add Tab to just toggle back to the last tab you were on. I'll make a note and try to get to it. The Back button issue you describe sounds like a bug. I'll have to look into it. You can right click any square to center the screen on the square you clicked, which is how you can scroll with mouse. If you hold the button down it will continue to scroll, with the speed essentially controlled by how far from the center of the screen you've got the mouse pointed.
Wanted to join in on the praise for the game, it's one of the only RL's that takes me away from DCSS (I hate to say but most have boring loot and bad enemy count/variety, at least compared to the randarts and creatures there) and I actually love the graphics. Love the great variety that's in game too and it feels like you're always in danger. Shout out for the events in general too, gave me my favourite RL death so far. Do wonder if my computer doesn't like it for some reason though( I wouldn't think any roguelike should be too hard on any modern computer but this game does have high power usage according to my task manager)
Thanks so much for the words of encouragement! It's a passion project, so always gratifying to know it's reaching an audience that enjoys it. As for the "computer doesn't like it" that's undeniably my fault - I'm not a coder by trade, so everything I know about coding is learned by trial and error in my spare time, so nothing is optimized the way a professional might do. I do have some plans to address some of this in the nearish future (probably not the next update, but the one after that). I'm curious to know what the Event was that lead your favourite RL death!
There seems to be a file termination error on the 1.30.18 complete .zip archive, I've tried re-downloading three times and it gives the same error (it finishes the extraction eventually but can't find some files on startup and fails to launch).
I suspect there's nothing missing because it's been downloaded dozens of time and no one's said anything - must be some weird error in the general transfer to you. If you send me your email at stopthesaturnians@gmail.com I can WeTransfer you copy I'm playing - hasn't been updated much, I don't think. Just let me know here if you've done so, because I never check that email and might forget otherwise!
This has honestly been one of the best roguelikes I have ever played, I have no idea how I haven't heard from it until now. I love how all the monster, items and skill have a purpose and even low level spells are incredibly useful in late game
I just had my first victory as a randomly rolled mouserling soldier and it was pretty damn fun.
I just have a couple bugs to report: 1. When you click on the reorganize button and you have a large inventory (like 28~30 slots by having expert travelling and a sack) if you are scrolled down on the inventory it will unequip items from the top of the list and not equip them back. 2. Not sure if this is a bug but I have lost a character that got greasy and slipped on to a stalactite tile, getting impaled.
Congratulations on this fantastic game, I will for sure keep my eye on it for future updates!
Ah - BOTH of those are bugs! I thought I'd fixed the sliding into Stalagmite deal a while back, but evidently not... I'll have to look into them. Thanks for the bug report and glad you're enjoying the game!
I've been searching for the slide from grease into stalagmites bug. I cannot find any loophole that would allow sliding from grease to put you into stalagmites in the first place... I'll keep looking, but I'll be up front and say I'm not sure how to fix this one right now.
Wait, I MIGHT have just fixed it. Truth is, I've been dicking around with the code, and I just changed something that might have been the cause, but I'm not entirely sure I didn't add that something previously while dicking around with the code. So... MAYBE fixed?
It took me about 20 serious attempts but now I can finally claim the word: Victorious!!! For some reason Xaskazien did not have max health but its fate was sealed anyway.
You did an awesome job with the dungeon (cavern?) generation, the kind that could only be achieved with years of fine-tuning. One small blemish would be the rare occurrence when you start a floor on a monster's tile, triggering a combat round. That just feels wrong so hopefully that's a bug and not intended!
QoL/idea: Toggleable "As long as it remains in your inventory" items. That can be highly desirable (Enchanted Arrows) and would blend well with certain effects and traps.
Already starting a new quest, the game is definitely a keeper!
Congratulations! (Out of curiosity, what race/class/religion combo won it for you?)
Xaskazien could have been missing health from passing through dangerous terrain, falling in a pit, etc.
Immediate combats on descending should be quite rare, but aren't a bug. It would be easy to put in a catch to ensure it doesn't happen, but I don't really see a reason to do that... I like the possibility, at least.
Enchanted Arrows do exist! (As do Armour Piercing Arrows). They're not toggleable - if they're in your inventory and you're using a bow, they automatically take effect.
Best of luck with your next go around! I'm about to dive into another playtest, myself
I played as a Viean Centaur Archer. The challenge was just right for this kind of game. In other words, it was devilishly hard! Fortunately, Vie played a decisive role against Xaskazien's damaging spells. Also, I was lucky to find a very good bow and... enchanted arrows. What I meant earlier is, those special inventory items should be toggleable. Seriously, can you really afford to waste such a great effect to finish off a low HP monster? So I dropped them when overkill, which takes me back to the rather slow inventory management. I also had two different Halo items but didn't know which one would activate first...
I really like how there exist some defensive tactics, items or skills against everything: hidden pits and traps, enemies blocking corridors, cursed scrolls or bad potions... pretty much everything except taking a hit from an unexpected monster and possibly being killed right after you descend! Unlike the other thousand causes of death the game can throw at you, this won't be the direct consequence of a move or action you CHOOSE to take. It's all about taking calculated risks, so IMO that goes against the perceived spirit of the game. That sure will bring unnecessary frustation, and doesn't seem to add anything interesting gameplay wise...
My next hero is already dead, strangled by Severed Hands while running away. Here comes his avenger!
After hours of deadly exploration, I must say this is one mighty impressive game! Plenty of old school yet refreshing ideas and interesting gameplay mechanics, like the combat resolution on the same tile... And so much content it dwarfs most other titles of the genre. Plus excellent graphics, sound effects and an awesomely fitting soundtrack... really impressive! Anyway, some quick QoL suggestions and one question that come to mind:
Since new items are automatically taken and the inventory tends to alway be full, there should be a faster way to swap items and/or access the "Retrieve" window. Perhaps also even a way to use items (potions/books) without actually taking them. IMO the game's only real issue so far, as sometimes it can become quite tedious...
An option to keep the view screen centered on the character after moving with the mouse would be nice too.
And ideally, the button that opens the map should also take you back to the last opened tab. Btw, in my current map I found a small bug (the kind that doesn't try to eat the hero for a change): The boat is not visible without a line of sight, however it's still possible to querying it!
Finally, the question: What exactly is "Yorick's Dimension Hopping Trunk"? There is no mention of it in the manual...
Thank you for the comments and thanks for the bug report! That boat query bug I've already addressed behind the scenes recently. We're still about 2 months out from the next release, but it's already going to be ungodly huge in size, including a lot of major QOL improvements.
You're not the first person to mention the desire to use items from the ground... I'll have to think about it. It's doable within the framework of the existing code, but it might be tricky to implement... I'll have to give it thought. Re-centering on the character after a mouse move, on the other hand, shouldn't be hard at all... after I've finished today's workload, I'll look into it.
There are 2 magical trunks that can appear in the game: Melgrim's Teleporting Trunk and Yorick's Dimension Hopping Trunk. Melgrim's has a 10% chance of appearing on any level, though Yorick's only has a 1% (and can be purposefully conjured via a Vestonian miracle, too). With Melgrim's, anything you drop in the trunk will still be in it if the trunk shows up again later in your game - so it's a way to set aside things you don't have space to carry but which MIGHT come in handy if you're lucky later. With Yorick's, anything you drop in the trunk will still be there when the trunk appears, even in separate games. So if you find something awesome that's not of use to your current character, you can drop it in there in the hopes that some future character will find and benefit from it. (Yorick's also includes whatever items I've dropped in it before uploading here, so if you want a pure game that only contains your own stuff, you can reset it via the high score screen by clicking "Reset").
You might want to explain Yorick's Trunk in the manual. I've never found any, but I actually did reset the highscores to hide my laughable first attempts, and I was not sure what to do when it asked about it, hence my question. Unfortunately(?) the story will never tell what you've dropped in there, but it's nice to be able to reset it separately from the scores.
Very glad you're already working on the next update! Currently my randomly chosen Paladin keeps taking improvised junks he is not allowed to use, which exacerbates the inventory issue. Well, it's ok as he contracted too many diseases and will not survive much longer!
Anyway, thank you for the explanation, I really appreciate it!
Extremely fun game, but I had a weird glitch occur that killed my run. Basically time froze for everyone but me. I was basically invulnerable to all forms of hazard damage, but could not interact with anything in the dungeon, but could use spells/items. I think what caused it is that I opened one of those book shelves that are located on the wall, while simultaneously standing on a recharging station. I ignored the recharge station because I had nothing to recharge and dropped the spell book on the ground and tried to move away from both and it's right around then that the dungeon just froze up.
Huh. That's a weird glitch! Thanks for letting me know. I'll take a look at Recharge Stations and see if I can find anything... Not sure what would have caused this though!
If you're using an older version of the game, there was a glitch where you could open the Recharge screen from a Recharge Station and then walk away, leaving it open, and that could cause all kinds of problems. Fixed that in the last version (or perhaps the one before) though.
I should be using the newest version, at least I think so. I only started playing recently, I do think that is what caused it, but I think the item on the ground may have lent a hand in the glitch occurring. Well either way, it might have just been a fluke or something, I don't know.
God this game is so great and addictive, one of the very best traditional roguelikes out there. I've been looking for a real varied while challenging experience for so long, I'm so happy it exists and is still actively developed.
It is currently trending on the Roguelikes Discord. People are getting really passionate (and expert 😛) about it and opened a channel to share their experiences on the game.
Would love to see you there, VirtuaSinner, and read your inputs and thoughts!
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Is there any way to increase the font size (or get the game to run in fullscreen)? I am on linux, so there may be some stuff missing, but I haven't found an option to increase the font.
It defaults to full screen. If for some reason it's not in full screen, you can go in the options menu (the brown button with the wrench on the ride side of the view screen) and toggle it - it can run in either full screen or windowed mode. There's no way to alter font size. There was (maybe still is) a way to toggle between two different font choices, the older one admittedly being a little larger, but it's gothic in appearance and harder to read. I don't even know if I removed the ability to toggle that on.
oh, I've just noticed that it indeed is set to fullscreen, but the resolution of the "window" is set to something like 800x600 (hence the reason why I assumed it was in windowed mode..) Is there an option to somehow change the resolution?
No, it is hardcoded at 1024 X 768, though that should still fill the entire screen (or at least the 4X3 aspect ratio of the screen). If ever I want to address that I have to start over from scratch, and that'll be a job for Caverns III if that ever comes about
Howdy. Apologies if this is a silly question - is it possible to modify mouse sensitivity in this game? Also, is the an auto-explore function? Thank you.
No mouse sensitivity option. I could look into that and see if I can figure it out. Honestly never occurred to me!
And no auto-explore per se. You can click any square to move there. You can also use a few keyboard shortcuts (Ctl-g to move to the nearest treasure, Ctl-t to move to the temple, Ctl-s to move to stairs (unless I'm misremembering)). The problem with auto-explore in this game vs. other roguelikes, is that every 2 steps or so is going to reveal something you may want to interact with. It's not just a random space filled with monsters, it's filled with more than 500 different types of interactable squares. So auto-explore would either have to ignore those things, wasting the player's time in coming back to them (and time is not on your side in this game), or it would have to interrupt the auto-movement constantly anyway.
Hey there - love the game and thanks for continuing to support it! Just wanted to give you an FYI about a consistent bug I keep running into. Whenever the "Trollish Magic" event kicks off the game freezes up and I have to quit the game. I'm on the latest CoX2 version (1.57.01) running Windows 11 Home. I've been having this issue for at least a few versions.
Thanks again!
I'll look into it! Thank you!
And I found the problem. Forgot to lower the "tt" variable (for Trollish Totem) on each loop, so it gets stuck in an endless loop. Fixed! And thank you!
void enacttrollishmagic(int loop){
int tt = randomNumber(1,3);
while (tt > 0){
int safety = 0;
for (;;){
int x = randomNumber(1,38);
int y = randomNumber(1,38);
if (space[x][y] == MAP_EMPTY){
space[x][y] = MAP_TROLLTOTEM;
if (variant[x][y] == 10)
variant[x][y] = randomNumber(1,9);
break;
}
safety ++;
if (safety > 1000)
break;
}
}
events[loop][0] = events[loop][1] = events[loop][2] = 0;
}
You rock thanks so much! Just sent a donation to support your work on CoX2
Oh, thanks, man! Really appreciate it!
Hmmm... Should have a minimum 1%, I suppose. Dexterity/300 is correct - for instance, with 30 Dexterity, you would have a 30/300 or 1/10 chance each time you tried. To have 0% your Dexterity must have been lower than 3, at least at the current time. Was that the case? And/or did you have Tsunami Fever (halving your current Dexterity) or Clumsiness (temporarily halving your Dexterity) or both?
There was a problem in the reporting of the odds, however. Thanks for pointing this out. I've now fixed. You had the proper chance to escape, it was just reporting as 0%!
Definitely had more than 3 dex! Oh no, I abandoned the run because I thought it was doomed... didn't even try to escape. Thanks for the quick fix, though! <3
Hi Jef!
I'm loving your game and it's already one of my favorites, not only because of its authenticity but also because of the effort I see you putting into it.
Unfortunately, I'm having problems when trying to stream it using OBS. In full screen, nothing appears and in windowed mode, the bottom part is cut off, making it impossible to stream the game because the battle information is hidden.
Thank you again for this great game. It's been giving me many hours of fun.
Interesting - OBS is what I use to record. And I do usually record in Windowed mode, just because it's easier. You can resize your OBS recording window by grabbing any of the corners of the red recording area box in OBS, and pulling them toward the center of the screen. That'll shrink the window, then you just have to drag the window back into place. With any game, it takes some effort to get it sized just right. You'll also end up with mouse contrails anywhere you move the mouse outside the borders of the recording window, so I usually bring it all in Adobe Premiere and layer in a black box over whatever areas need masking. Hope that helps, and I'm glad you're enjoying the game!
Oh, I think I also use Window Capture as opposed to Game Capture.
i downloaded today, and while browsing the character creation menu, the game crashed and my computer said it found a virus in the game.
Behavior:Win32/DefenseEvasion.A!ml
what's going on?
I don't know what to tell you on that aside from that many unknownish roguelikes I download pop up a Windows demand-to-scan type message when I go to play them. I write that off as them being unknown to Windows, so extra caution. I've never heard of DefenseEvasion, though, so I don't know what to tell you.
I'm having the same problem: it seems that Windows Defender auto-deletes the .exe after a short while, making the game impossible to be played.
It doesn't happen with the previous versions of the game so the update must have added something that triggers antiviruses by mistake?
A solution is to exclude the game folder from Windows Defender but I'm wondering why this specific update would require that and not the others...
Just noting that I'm getting this same defense evasion issue as well. This was my first time trying the game so I downloaded the latest version.
Fascinating. And crappy. So far you three are the only ones reporting, but three's a big enough number to raise my eyebrows, and I'm guessing there will be others... I'm still at a loss as to why this would happen, though. I obviously play the game constantly on my end and it doesn't happen, so I can't reproduce the results. And the only things new since the last update are a new executable (generated directly from my Microsoft Visual Studio 2008), and a bunch of new .pngs (generated directly by my Adobe Photoshop CS4). I wonder if something changed in a Windows update to make this happen... Would one of you mind if I sent you directly the previous version of the game to see if it has the same issue for you? I'd love to try in two fashions: 1. Send the full previous game and see if it triggers, and 2. just hve you copy and paste the old executable into the current game's folder. Wondering if that might provide some insight into what specifically is triggering the issue.
Here's ChatGPT's thoughts on the topic. It also gave me a bunch of suggestions for steps I can take, so I'll be trying those out this weekend and reporting back what I can learn:
Possible Causes
I don't think this will be all that helpful in determining what the issue was but after I removed the file from quarantine, it now runs without triggering the issue, which also means I can't replicate it to see if there's any additional information that might point to the problem.
So, I uploaded the executable to this site: https://www.virustotal.com/gui/home/upload
It came back clean after running through tons of virus detectors. I don't really know what's up with that detection other than to say the file would be niche and unheard of and it's likely an overzealous detector. Feel free to upload the file yourself if you want to see the results. Thanks for letting me know about this, btw!
Legendary work chief! :)
I tried running the game after extracting to desktop--black screen. Had to force restart my computer. I have a large (32 inch) monitor, so maybe that has something to do with it. Thanks.
Not sure what to tell you, as I've never seen that happen. If you figure anything out, let me know, and I'll keep an ear open for anyone else experiencing this! Thanks for the report!
No problem. I've only had this happen one other time--the Horizons mod for Eador. I also tried to play that one off my desktop at native rez of 2560X1440 and got the same black screen of death lockup. Played it in a window fine...
Interesting. Yeah, the game itself runs at 1024 X 768, and by default, in full screen mode. If you can get it running you can go to Windowed mode, but there's no way to do that from the outside. Let me know if you need it, and you can PM me an email address, I can modify a preference file on my end to run in Windowed mode and email that to you. Or you could try to temporarily lowering the resolution on your monitor and seeing if that helps... Though my display's running natively at 3840 X 2160 and the game still kicks into full screen mode without hesitation.
Hi again! Some additional observations:
Bugs:
-------------------------------
-The cave in shake option is not remembering the selected setting. It’s defaulting back to "on" after quitting and relaunching the game.
-I incurred damage that caused me to drop to low enough health that the blood pulse effect turned on. However, the last damage noise (the sound effect that played when I took that damage) continued to play over and over until I healed enough for the blood pulse effect to go away. I wish I had more specifics.
-I found an Amulet that did nothing. Just said "Amulet". It had a size, type, and value, but that’s it. I have a screenshot if you’d like to see it.
-I was wearing an enchanted scalemail breastplate which granted me +20 STR. I triggered a magic disenchanting trap that removed the +20 STR enchantment from my armor, but my character sheet still showed me having the +20 STR. Not sure if I still actually had the enchantment when I shouldn't, or if the character sheet never updated and was showing the wrong STR value. The amount of gold I could carry still matched my STR however, so I think I got to keep the enchantment.
-My level 22 character was allowed to walk into a "Cave Columns" square and was instantly killed. I should not have been allowed to enter the square. :(
QoL Requests:
-------------------------------
-I would love to be able to drop items from my inventory without needing to answer the (Y/N) prompt. This one is not a big deal because I created an AutoHotKey script to bypass the prompt for me, but this would be a nice option to have.
-I also created a command in that same script that allows me to go straight to choosing what items I want to pick up off the ground when I press “g”. This saves me from having to take two actions (activating the “pick up items?” prompt and then hitting “y”) every time I want to pick something up. It feels way less tedious. Again, I’ve already solved this for myself, but an option to bypass this prompt would be nice for others. In fact, an option to permanently disable any (Y/N) prompt would be nice (without having to change the option that disables all prompts because I like the combat ones).
-It would be nice if the merchants/smugglers didn’t move around so much. Sometimes I try to land on their square to interact with them and it takes me like four tries because they are moving every single turn. It’s a very small annoyance, but an annoyance nonetheless. If you still want them to wander around the map as much as they do now, maybe always have them stop moving when your character enters any of their surrounding squares? Then once the player moves more than 1 square away they can continue wandering? Idk just a thought.
-I know you mentioned that the "inventory full when trying to pick up an item" issue is a bugger to solve, but could you make it so that when trying to pick up an item you don't have space for, it takes you to your inventory screen and asks you which items you would like to drop to make room? I know this isn't easy to solve, just trying to come up with ways to make it a bit less frustrating.
Thanks for reading!
Thank you so much for the reports! Looking into the bugs immediately!
The Cave In Shake Effect was saving in the saved game, not the preference file. Meaning if you quit the game and on your return started a new game it would no longer remember (though it would if you loaded an old game). This has been fixed! Thank you!
Alright, solved the mystery of the amulet. Previous to the last update, Rings/Amulets of Elemental Protection (etc.) and Rings/Amulets of Lycanthrope Protection (etc.) were 2 distinct enchantments (suffix 23 and 24 respectively). With the introduction of more sub-types of monsters in the last update (Spiders, Demons, etc.) and the creation of 6 new enchantments that protect you from those specific monster types, I didn't want the player constantly finding suffixed jewellery that was specific to these sub-types - so I consolidated all of them to suffix 23. Now if it finds suffix 23, it generates a new random number from 1 to 7. On a 1 it leaves it as suffix 23 (Elemental protection), but on a 2 through 7 it rewires the suffix to be 300 to 305. The problem was the variables hasprefix and hassuffix that it was temporarily storing the prefix/suffix in while it generates it was of type char which can't store a number as high as 300. Now hasprefix and hassuffix are of type int, allowing them to properly store the numbers. Bug fixed.
Thanks for the details - as a hobbyist/amateur programmer, I always find these interesting!
Fixed the problem where the Magic Draining Beam Trap could remove an enchantment from an armour piece and that enchantment wouldn't disappear if it provided a benefit to a Primary Attribute.
The Cave Columns bug is an ongoing issue. I tried to solve it in the last update and may have made it worse. You're allowed to enter them if you have the Spelunking perk or if you are under the effects of a Wallpass spell/effect. If the latter and the wallpass runs out while you're in a Cave Columns, you'll die on the next turn. It seems easy to fix in my head, but the code there is really tangled. I'll have to spend a lot of time revisiting to figure out how to fix it. I'll let you know if I think I've achieved success.
I like the idea of the merchants stopping if you move adjacent to them... I'll have to communicate it to the player in the manual because it could get a merchant killed if you're banking on the fact it may move out of a monster's way last second, but I think it's a good idea. I'll try to implement that. Also going to implement the auto-center on your character idea. Not sure I have time for any of the above today. We'll have to see!
Thanks so much for looking into all of these!
And the patch is live!
Again, amazing game. I'm having so much fun - wish I would have found out about this game years ago. As someone who has started and stopped halfway through developing my own roguelikes like a dozen times, kudos!
Pretty sure this is a bug:
----------------------------
-I had Lycanthropy, and game crashed immediately when I turned into a werewolf upon entering a new floor. I heard the howl, but the screen turned black and it dumped me to the desktop. It still recorded the death properly on the high scores list and listed the correct cause of death.
Not sure if these are bugs or not:
----------------------------
-I had two of my first three runs ended by far out of depth monsters. The first one happened on dungeon level 8 when I encountered a level 26 enemy. It was not a champion or some crazy summons for failing a check. It was just roaming around and pounded me into the ground lol
-Encountered a level 22 Nightmare and level 24 burrowing worm (among others) on dungeon level 4. It was a Legendary Land, so perhaps this is just how Legendary Lands are. But if it's typical to run into monsters that are 20 levels OOD in Legendary Lands, I'll never EVER go into any Legendary Land again lol
-Had a blunderbuss (can't remember the name - some sort of exotic missile weapon) and it showed Dex and Health requirements (both of which I met), but every time I tried to equip it, it said my Int was too low, but did not show any Int requirement. I read the item description like 10 times, nowhere did it mention an Int requirement. I spent a couple levels raising my Int up to 20 and it still said my Int was too low. Maybe all exotic weapons have an Int requirement that's unspoken?
Requests:
----------------------------
-I would love an option to have the map always stay centered on my character. I constantly click to move and then immediately hit "u" to center. Click, u, click, u, click, u, click u. I probably hit u 400 to 600 times each map lol. Would love if the map just stayed centered. I do know about scrolling with arrow keys and right-clicking to center the map on where you click but I find both to be very cumbersome.
-To help alleviate above problem, I went into the rebind keys menu to change "Center Screen" from u to right mouse click. Unfortunately you can't rebind anything to right mouse click. Would love to be able to do that.
-I typically play most of the time with the character screen up, and often hold onto skill points for various reasons. But every time I need to see how many skill points I have I need to switch to one of the skill menus. And often when I do, I realize I had more skill points than I thought. There's room to display the current amount of skill points you have on the character screen right below where it shows how many attribute points you have. I think it would be nice to list them there.
Suggestions:
----------------------------
-When an item drops and you don't have room in your inventory to pick it up, it's a tedious process of clicking again and answering prompts to view the item that just dropped, and if you want to pick it up, then exit that screen, move to your inventory, drop an item there, go back to interacting with the space, accept the prompt to pick up items, and then select the ones you want to keep (and this gets worse with multiple items). This is just a suggestion on how you might be able to improve it (although you may have already considered this and decided against it): Allow players to pick up items they don't have inventory slots for, but give them "Encumbered" status that prevents them from moving. Once they go into their inventory and drop all items they don't have room for, they can move again. I think this would *greatly* streamline the process.
-I already paid for the game when I downloaded it, but often when it comes to these types of projects, I like to give more to the dev every so often. I went back to the itch.io page and there is no donate button. I guess I could re-purchase the game (if itch.io will let me)? A donate button would be nice!
That's it for now - off to some more YASDs!
I'm so glad you're enjoying it!
The Lycanthropy thing sounds like a bug. I've never seen it happen, but I'll investigate. The most recent update did add 1 new Lycanthrope - the Were-Dragon. I'm betting the bug has something to do with that, but I'll have to check.
The level 26 enemy on Level 8 CAN happen, but it would be rare. Events could cause monsters to appear out of depth, but certain rare map tiles can too. For instance a Sewer Grate can spawn Goblinoids of any level at any level, and a Toothy Cave can do the same for Giant-types. These types of squares have a low chance each turn of spawning a new monster of the appropriate type, and when they do, a small chance of then sealing forever. If they don't seal forever on their own, you can try to seal them if you can find the square. But probably not a bug, just a situation that can arise.
The Nightmare and Giant Worm would be native to Ilastra. Not all Legendary Lands have such scary inhabitants, but some do. The entry text does give a warning: "While the dungeon's inhabitants are, for the most part, of low strength, the wizard who lives there has summoned a few particularly nasty pets." Most Legendary Lands have great rewards balanced by pretty steep risks, but since they are pre-designed, you can at least learn which ones you deem worth it after you've visited them.
The Blunderbuss issue sounds like a bug too. I'm looking at the code right now, and it SHOULD have said, "DEX required: X INT required: X" (Where the INT requirement BTW would be 70% of the DEX requirement). Based on the code, not sure how it output Max Health required... Obviously a bug I'm overlooking somewhere... I'll have to keep an eye open.
You're not the first person to mention the desire to have the map stay centered after an auto-move. It wouldn't be hard to implement, (I think), so I'll look into it for the next update.
I'm not sure the Skill Point reposition would work. Even if there's open space, other stuff goes there sometimes, under the right circumstance. But I'll check and see if I'm wrong.
It would be really hard within the current system to rework the inventory. There's a lot going on under the hood... (for instance, and offhand, if your equipped Weapon is Inventory item 96, it means you don't have a Weapon equipped - no inventory can ever expand beyond 95 slots)... I'll keep it in mind, but it won't be a priority right now.
I very much appreciate your desire to contribute more to the project! I'll look into a donation button. Not sure how that works. The truth is, after 29 years of working on the game, it's only in recent months that I opened up the possibility of people donating even when they download.
Thank you for the bug reports! I'll dig into the lycanthropy one literally this instant!
The lycanthropy bug should now be fixed (on my end). It was actually caused by a minor improvement I forgot to mention elsewhere - if you turn into a werebeast now, instead of showing your graphic as a dead version of your race and class, it should replace it with a live version of the appropriate werebeast. (It was looking for those graphics in the wrong folder).
The bug did NOT, as I had initially thought, have anything to do with the new Were-dragon, but while investigating that code, I discovered a bug there too! The were-dragon couldn't ACTUALLY cause Lycanthropy. This too has been fixed on my end. I'll try to get a bug fix update with these (and maybe a few other improvements) before another 3 months goes by! (Maybe this week, time permitting).
Awesome, thanks so much for taking the time to read my feedback and for the information. I definitely won't be forgetting the name Ilastra any time soon!
BTW, when looking into keeping the map centered after an auto move, I noticed it actually does do this if you only move one square at a time. If you click one square right or up or whatever, it will move your character one space and update the map so it's centered again. So you've already got the functionality in there, just might need to have it do that always instead of just when moving one space :)
Thanks again
Oh one last thing about the OOD depth monsters. I just started a new game, spawned in as a Centaur Assassin on level one, and literally two squares from my starting spawn there is a LEVEL 24 monster named Vetala with genius Int, 184 Att, and 97 HP. She chased me down, killed me in two hits and I died with a score of zero lol
I'm sure these OOD monsters are rare, but daaaaaaamn I'm getting unlucky...
Did you notice any unusual terrain nearby? That early it would have had to have spawned from what would probably be a Dead Side Gate on, like, turn 1. If it was there literally from the getgo, like on your first turn, unless there was an Event that brought it in (Undead Uprising, maybe?) I can't think of any way it would be there.
Hi! Just started playing this game and it's amazing! I've been playing roguelikes for 30 years and this is becoming one of my favorites after just a few hours. I could name 30 different aspects I love right off the top of my head. I've got some things written down from my first few playthroughs (bugs, questions, etc)......where's the best place to leave feedback? Not sure what the character limit is here.
Right here is fine. Not sure if there is a character limit, but if you need more you can always leave more replies.
I'll likely try to make a better video when I get the chance, but for now:
Will likely upload this later in early March.Hey, thanks for posting that! I really enjoyed watching it :) I'll answer a few of the questions you posed and share some observations in the comments on the video itself!
Better video when I had a chance to make it:
Hopefully your game will get a bit more attention come March.
Nice! Thanks for posting these :)
Currently only unlisted, I'll actually be scheduling them in March.
Just giving you a chance to see them before then.
Continuation to death for you:
Nice! Just gave it a watch and left some comments on the video!
Just bought the game, so still learning my way around the interface. I play with mouse and keyboard. A few questions:
No combat log. I could add Tab to just toggle back to the last tab you were on. I'll make a note and try to get to it. The Back button issue you describe sounds like a bug. I'll have to look into it. You can right click any square to center the screen on the square you clicked, which is how you can scroll with mouse. If you hold the button down it will continue to scroll, with the speed essentially controlled by how far from the center of the screen you've got the mouse pointed.
Wanted to join in on the praise for the game, it's one of the only RL's that takes me away from DCSS (I hate to say but most have boring loot and bad enemy count/variety, at least compared to the randarts and creatures there) and I actually love the graphics. Love the great variety that's in game too and it feels like you're always in danger. Shout out for the events in general too, gave me my favourite RL death so far. Do wonder if my computer doesn't like it for some reason though( I wouldn't think any roguelike should be too hard on any modern computer but this game does have high power usage according to my task manager)
Thanks so much for the words of encouragement! It's a passion project, so always gratifying to know it's reaching an audience that enjoys it. As for the "computer doesn't like it" that's undeniably my fault - I'm not a coder by trade, so everything I know about coding is learned by trial and error in my spare time, so nothing is optimized the way a professional might do. I do have some plans to address some of this in the nearish future (probably not the next update, but the one after that). I'm curious to know what the Event was that lead your favourite RL death!
I got crushed by a 92 damage rolling boulder trap. My BRAWN was not sufficient to survive. I failed the roll to dodge. My tears flow in rivers.
:)
Hello.
There seems to be a file termination error on the 1.30.18 complete .zip archive, I've tried re-downloading three times and it gives the same error (it finishes the extraction eventually but can't find some files on startup and fails to launch).
I suspect there's nothing missing because it's been downloaded dozens of time and no one's said anything - must be some weird error in the general transfer to you. If you send me your email at stopthesaturnians@gmail.com I can WeTransfer you copy I'm playing - hasn't been updated much, I don't think. Just let me know here if you've done so, because I never check that email and might forget otherwise!
Apparently it was an issue with the specific PC I was downloading on, it works fine on another, so all good now, thanks for the transfer offer anyway!
This has honestly been one of the best roguelikes I have ever played, I have no idea how I haven't heard from it until now. I love how all the monster, items and skill have a purpose and even low level spells are incredibly useful in late game
I just had my first victory as a randomly rolled mouserling soldier and it was pretty damn fun.
I just have a couple bugs to report: 1. When you click on the reorganize button and you have a large inventory (like 28~30 slots by having expert travelling and a sack) if you are scrolled down on the inventory it will unequip items from the top of the list and not equip them back. 2. Not sure if this is a bug but I have lost a character that got greasy and slipped on to a stalactite tile, getting impaled.
Congratulations on this fantastic game, I will for sure keep my eye on it for future updates!
Ah - BOTH of those are bugs! I thought I'd fixed the sliding into Stalagmite deal a while back, but evidently not... I'll have to look into them. Thanks for the bug report and glad you're enjoying the game!
I've been searching for the slide from grease into stalagmites bug. I cannot find any loophole that would allow sliding from grease to put you into stalagmites in the first place... I'll keep looking, but I'll be up front and say I'm not sure how to fix this one right now.
Wait, I MIGHT have just fixed it. Truth is, I've been dicking around with the code, and I just changed something that might have been the cause, but I'm not entirely sure I didn't add that something previously while dicking around with the code. So... MAYBE fixed?
It took me about 20 serious attempts but now I can finally claim the word: Victorious!!! For some reason Xaskazien did not have max health but its fate was sealed anyway.
You did an awesome job with the dungeon (cavern?) generation, the kind that could only be achieved with years of fine-tuning. One small blemish would be the rare occurrence when you start a floor on a monster's tile, triggering a combat round. That just feels wrong so hopefully that's a bug and not intended!
QoL/idea: Toggleable "As long as it remains in your inventory" items. That can be highly desirable (Enchanted Arrows) and would blend well with certain effects and traps.
Already starting a new quest, the game is definitely a keeper!
Congratulations! (Out of curiosity, what race/class/religion combo won it for you?)
Xaskazien could have been missing health from passing through dangerous terrain, falling in a pit, etc.
Immediate combats on descending should be quite rare, but aren't a bug. It would be easy to put in a catch to ensure it doesn't happen, but I don't really see a reason to do that... I like the possibility, at least.
Enchanted Arrows do exist! (As do Armour Piercing Arrows). They're not toggleable - if they're in your inventory and you're using a bow, they automatically take effect.
Best of luck with your next go around! I'm about to dive into another playtest, myself
I played as a Viean Centaur Archer. The challenge was just right for this kind of game. In other words, it was devilishly hard! Fortunately, Vie played a decisive role against Xaskazien's damaging spells. Also, I was lucky to find a very good bow and... enchanted arrows. What I meant earlier is, those special inventory items should be toggleable. Seriously, can you really afford to waste such a great effect to finish off a low HP monster? So I dropped them when overkill, which takes me back to the rather slow inventory management. I also had two different Halo items but didn't know which one would activate first...
I really like how there exist some defensive tactics, items or skills against everything: hidden pits and traps, enemies blocking corridors, cursed scrolls or bad potions... pretty much everything except taking a hit from an unexpected monster and possibly being killed right after you descend! Unlike the other thousand causes of death the game can throw at you, this won't be the direct consequence of a move or action you CHOOSE to take. It's all about taking calculated risks, so IMO that goes against the perceived spirit of the game. That sure will bring unnecessary frustation, and doesn't seem to add anything interesting gameplay wise...
My next hero is already dead, strangled by Severed Hands while running away. Here comes his avenger!
After hours of deadly exploration, I must say this is one mighty impressive game! Plenty of old school yet refreshing ideas and interesting gameplay mechanics, like the combat resolution on the same tile... And so much content it dwarfs most other titles of the genre. Plus excellent graphics, sound effects and an awesomely fitting soundtrack... really impressive! Anyway, some quick QoL suggestions and one question that come to mind:
Since new items are automatically taken and the inventory tends to alway be full, there should be a faster way to swap items and/or access the "Retrieve" window. Perhaps also even a way to use items (potions/books) without actually taking them. IMO the game's only real issue so far, as sometimes it can become quite tedious...
An option to keep the view screen centered on the character after moving with the mouse would be nice too.
And ideally, the button that opens the map should also take you back to the last opened tab. Btw, in my current map I found a small bug (the kind that doesn't try to eat the hero for a change): The boat is not visible without a line of sight, however it's still possible to querying it!
Finally, the question: What exactly is "Yorick's Dimension Hopping Trunk"? There is no mention of it in the manual...
Keep up the great work!
Thank you for the comments and thanks for the bug report! That boat query bug I've already addressed behind the scenes recently. We're still about 2 months out from the next release, but it's already going to be ungodly huge in size, including a lot of major QOL improvements.
You're not the first person to mention the desire to use items from the ground... I'll have to think about it. It's doable within the framework of the existing code, but it might be tricky to implement... I'll have to give it thought. Re-centering on the character after a mouse move, on the other hand, shouldn't be hard at all... after I've finished today's workload, I'll look into it.
There are 2 magical trunks that can appear in the game: Melgrim's Teleporting Trunk and Yorick's Dimension Hopping Trunk. Melgrim's has a 10% chance of appearing on any level, though Yorick's only has a 1% (and can be purposefully conjured via a Vestonian miracle, too). With Melgrim's, anything you drop in the trunk will still be in it if the trunk shows up again later in your game - so it's a way to set aside things you don't have space to carry but which MIGHT come in handy if you're lucky later. With Yorick's, anything you drop in the trunk will still be there when the trunk appears, even in separate games. So if you find something awesome that's not of use to your current character, you can drop it in there in the hopes that some future character will find and benefit from it. (Yorick's also includes whatever items I've dropped in it before uploading here, so if you want a pure game that only contains your own stuff, you can reset it via the high score screen by clicking "Reset").
You might want to explain Yorick's Trunk in the manual. I've never found any, but I actually did reset the highscores to hide my laughable first attempts, and I was not sure what to do when it asked about it, hence my question. Unfortunately(?) the story will never tell what you've dropped in there, but it's nice to be able to reset it separately from the scores.
Very glad you're already working on the next update! Currently my randomly chosen Paladin keeps taking improvised junks he is not allowed to use, which exacerbates the inventory issue. Well, it's ok as he contracted too many diseases and will not survive much longer!
Anyway, thank you for the explanation, I really appreciate it!
Extremely fun game, but I had a weird glitch occur that killed my run. Basically time froze for everyone but me. I was basically invulnerable to all forms of hazard damage, but could not interact with anything in the dungeon, but could use spells/items. I think what caused it is that I opened one of those book shelves that are located on the wall, while simultaneously standing on a recharging station. I ignored the recharge station because I had nothing to recharge and dropped the spell book on the ground and tried to move away from both and it's right around then that the dungeon just froze up.
Huh. That's a weird glitch! Thanks for letting me know. I'll take a look at Recharge Stations and see if I can find anything... Not sure what would have caused this though!
If you're using an older version of the game, there was a glitch where you could open the Recharge screen from a Recharge Station and then walk away, leaving it open, and that could cause all kinds of problems. Fixed that in the last version (or perhaps the one before) though.
I should be using the newest version, at least I think so. I only started playing recently, I do think that is what caused it, but I think the item on the ground may have lent a hand in the glitch occurring. Well either way, it might have just been a fluke or something, I don't know.
God this game is so great and addictive, one of the very best traditional roguelikes out there. I've been looking for a real varied while challenging experience for so long, I'm so happy it exists and is still actively developed.
It is currently trending on the Roguelikes Discord. People are getting really passionate (and expert 😛) about it and opened a channel to share their experiences on the game.
Would love to see you there, VirtuaSinner, and read your inputs and thoughts!
Join here if you have time 😊 https://discord.gg/Hq8wPcs
Thank you so much for sharing this! I'll check it out as soon as I'm done work today!