Fixed a bug where occasionally the larger font would show up as solid colored blocks.
Character creation is now more in-depth. Rather than just obtaining special abilities as you improve your stats, you must now purchase them separate from your stats. The number of skill points you get has been beefed up to accommodate this.
You start the game with five skill points already, so you can start customizing your character.
Better navigation! Roguelike navigation is now supported (IE, you can use either the WADX cluster or the number pad to move). S still moves you down, so WASD is still supported, and so are the arrow keys. Rejoice! You can finally move on the diagonals with the keyboard! The space bar and the keypad 5 pass your turn.
OMG, shadows! This is based on code written for me by Ryan Clark (though I ended up going in a completely different direction from a render standpoint and also did some optimizations). Everyone who's seen it says it makes everything "pop" better without ruining the retro feel of the game, so it's in.
And finally...
The Cube is gone (it was a TERRIBLE dungeon), replaced by...
The Infinite. A dungeon that gets randomly regenerated every time you go into it. You cannot save in The Infinite and you can't go back the way you came once you go in, so it's either fight your way to the exit stairs or die. On the other hand, There are lots of monsters (AKA chunks of XP) in the infinite and also lots of treasure chests. If you can make it out, you can end up several levels higher, with lots of enchanted booty to both use and sell. If you can make it out, that is...
Of course, The Infinite is completely optional.
Needless to say, this is a pretty darn big update, and I don't want to push it out to the many people who have bought the game until I'm sure it's ready. So, any help you guys can give will be appreciated.
You start with 12 strength. I went ahead and edited it down in my save (strength is the very first line in savegame.txt if anyone else wants to do this). If you don't use all your points at level up, you lose what remains. You can click level up at any time to fully restore health and mana.
If you click "Continue" without a saved game, you start a new game but with 0 skill points and no splash screen ("Inaria's a crazy place. Go to Collapsing Cave.").
Huh...you shouldn't lose your points if you don't spend them. And you should only get the free heal if you actually upgrade yourself. I'll check it out.
If you exit the game with skill points remaining, your skill points will drop to 0 when you return (I leveled up to 3 then 4, earning 7 skill points. I never clicked to level up, but eventually saved and exited. When I returned, I had 0 skill points.).
EDIT: While shopping, tooltips that show how much the shop will pay for your items are not displayed (Mana Potion 2 coins). You are payed if you sell something, and the sell price is displayed outside the shop.
With the bow equipped, if you right click on a passable wall, you will fire an arrow. If you right click on a standard wall, you will not fire an arrow.
I leveled up and received a notification that I had earned 5 skill points. I did not spend them and then leveled up again. Once again I received a notification that I had earned another 5 skill points. When I clicked the level up options I only had 5 to spend when I thought I would have 10.
I want to know if strength with 12 points is only for easy testing... Second in the shop, in the second town, there's a bow in the vendor's merchandise, not in the buy menu, it's quite unrealistic that way I think. And I think that mountains and trees shoud be re coloured or maybe add shadows like the walls and floors. It looks very good this new way. Also, I think that earning 1 gold coin per monster killed in the fisrt dungeon at least isn't good, to me at least it'd be better that per monster killed you could get a random value between 1-4 or 1-3 (if balance is not damaged).
Losing your skill points if you don't save is fixed.
Outlaw, in the first dungeon I'm getting average of 2 gold per monster, which was intentional. Right now, merchants will only sell you things you have the ability to actually use, which is why bows don't show up until you have 5 dexterity. I should probably just make all things available but put in the tooltips that you can't use this because you don't have yada requirement.
My first venture into the Infinite put me in a room with no way out (I attempted to move into every possible spot). I haven't been gifted another broken one (I now have Peer to check them).
..."Outlaw, in the first dungeon I'm getting average of 2 gold per monster, which was intentional. Right now, merchants will only sell you things you have the ability to actually use, which is why bows don't show up until you have 5 dexterity. I should probably just make all things available but put in the tooltips that you can't use this because you don't have yada requirement."...
Ok Viridian, maybe it was a random thing...I think it's better that the merchants can show you all the stuff, because it would be coherent with everyting else, for example, the abilities one can upgrade to, all of them are shown, not just the ones one can obtain. Also I think that level respawning gives the player the possibility to upgrade the character very easily, just slaughtering, going out, recharge hp and mana, going in again, I think each dungeon should stay clear until another fresh game start.
Merchants now show everything but the tooltips tell you what you can use and what you can't.
There's a reason I've been resistant to "clearing out" dungeons. There was this game called Dungeon Siege. It had non-respawning enemies. What that means is that the amount of XP in the game is limited - which means your skill points are limited. Spend them "wrong" and you're stuck with a character configured in a way you don't like.
On the other hand, now that The Infinite is in, I could make other dungeons "clear-out-able" but still have that dungeon for players who really want to beef up their characters.
I agree in that the Infinite Dungeon shall be the one with respawn and the rest of the dungeons shall not. I told you that, because I think that part of the difficulty is thinking well before spending points, and to me part of the fun lies in there, anyway I'm glad you took it into consideration!
I think poison that some creatures spit at me is too lethal. Especially when I am spit by several monsters at the same time. It also seems that poison stacks, does it?
At least add some cheap cure poison potions (cheaper than health potions) to merchant, so I have a counter for this.
If I leave one skill point unspent, I can click Level Up and then Finished to replenish my mana and health.
Love the update! Have no idea why I start with 12 Str, but I love making a character!
Wishlist 1: I want to name him.
The FOV seems a bit to narrow close to the character... I realize it is non-trivial, but I would like to see a feature where your avatar "remembers" walls he has recently seen, that way they don't all disappear when he moves up to one.
Wishlist 2: Wall memory
Love the point buy! Now I have to actually play for a bit and choose my abilities! Awesome! I have so much else to try!