Mar 302012
 

This version I continue the trend of filling the dungeon with content rather than lengthening it explicitly.  There are also plenty of UI improvements, bug fixes, and adjustments.

Change Log:

  • Reduced the low health penalty for sustaining wounds
  • Reduced shield block chance by 20%
  • Fixed trap pickup bug
  • Increased the fire area of effect radius of certain skills from 0 to 1
  • You can now sprint, once per camp, by pressing R
  • You no longer gain the benefits of a camp when you collapse from exhaustion
  • Rooms now have their own floor tile
  • Changed some of the art
  • Added locked doors
  • Added enemies that carry keys
  • Fixed a bug involving cartographer abilities
  • Added new class: Excavator
  • Added new proficiency: Vitality
  • Added even more traps:
    •     Stun
    •     Noise
    •     Diminish
    •     Weaken
  • Added new gods:
    •     Mollith, goddess of joy
    •     Wroth, god of agony
    •     Dorom, god of death
  • Added a new help section on the gods
  • You can now reach the help section from the main menu
  • Slightly increased the minimum trap count
  • Fixed a sneaky bug with ability damage
  • Added placeholder creepy background track
  • Improved the look of the ui
  • Changed the formatting when looking at an item’s stats
  • Removed the ugly ++- tail on items
  • Items now have a color indicating bonuses (i.e. STA+10 or Tempered)
  • Increased the initial game volume (some people may not have even realized there was sound)
  • Increased the chance that a rare creature drops his equipment upon death
  • Fixed an input bug
  • Slightly reduced the negative impact of the recharge trait
  • Added a control missing from the controls page
  • Fixed the screenshot function

Download

Mar 252012
 

Change Log:

  • Your minimum visible range is now 0 instead of 1
  • Slightly increased the quantity of traps
  • Added new traps
    • Fire Trap
    • Blind Trap
    • Steam Trap
    • Poison Trap
    • Fatigue Trap
  • Added mouse/keyboard support to menus, alchemy, options
  • Changed how the chat log looks
    • Now each enemy turn occupies its own “paragraph” so you can clearly differentiate between attacks
    • I think its better than it was, but I’m still not totally happy with it
  • Many additions to user interface, redid help section
  • Increased font size in certain parts, screen width
  • Added minimap
  • Added new class: Cartographer
  • You no longer waste an ability when you cast on an empty tile
  • Somewhat reduced chance of additional effects during combat (i.e. limb damage)
  • Reduced the chance that ink sacs blind their target
  • Fixed message ordering in certain cases

Download

 

Mar 172012
 

Change Log:
* Adjusted the opening dialogue
* Added a creature knowledge feature (Press K in game)
* Your characters now gain knowledge by defeating enemies
* This knowledge is passed on to future protagonists when you die
* This has a slight effect on damage calculation currently
* Players with the cold/hot feet trait no longer suffer a movement penalty from walking onto water
* Fixed a bug where certain info was not displayed
* Added 6th level
* 10 new enemies (including a new boss)
* 10 new armors
* 18 new weapons
* Altered some text
* It is now possible for creatures to be immune to poison
* Fire is now consumed when it affects a creature
* The power curve is a little intense on level 6.  I’ve been experimenting with a few resolutions.
* Currently I have settled on having the player take 1/2 damage, which seems to work out ok.
* This does not affect the minimums though, so it mainly prevents massive hits.
* You still can get violently beat down when surrounded, so that’s good.
* An alternative is to add extra equipment, such as rings, to give the player an advantage
* Another alternative is to add a method of powering up equipment
* Dungeon level on the character dump now displays properly (i.e. 1 instead of 0)
* Changed the dungeon color schemes
* Fixed a bug involving wormholes
* Fixed a crash that rarely occurred when an enemy cloned itself
* Fixed a display problem involving the ground log

Note: I haven’t beaten the current version.  The closest I got was crashing the game on level 5.  Given the crash fix, I wanted to push out the update so no one else suffered that fate.  The level 6 boss is kind of a beast, but you should be fine ;)

Mar 142012
 

Change Log:

* The notable kills list now indicates enemy class
* Increased the damage dealt by abilities
* Added some missing controls in the help menu
* You can now press G to take a screenshot, which is saved as “epilogue_#.png” where # is 0,1,2…
* Added the 5th floor!
* 10 new enemies
* 10 new armors
* 17 new weapons
* Fire now instantly spreads across flammable materials
* Adjusted the quantity of consumables
* Added the Hermit ability class
* Fixed a minor ui bug
* Added a new god: Paciscraux (Trade your eternal soul for an extra life)
* Altered difficulty level
* Now your skills start at 0 (where enemies start)
* Increased starting max health
* Combat is much faster/more meaningful
* Amplified some item effects as partial compensation

kraflab.com/epilogue_v03.zip

Mar 112012
 

Change Log:

  • added text info for 4th level creatures
  • fixed splitting enemies’ item copies
  • added/adjusted start screen
  • fixed a case where equipment stats did not update
  • modified swamp gas quantity
  • added 2 proficiencies
  • added ability descriptions
  • fixed a case where enemies would ignore you rather than attacking
  • added options menu
  • added volume and fullscreen options
  • added 2 sound effects (abilities and level up)
  • you can now attack enemies by simply walking into them (you can toggle this in the options menu)
  • fixed poison, which would heal you instead of hurting you
  • fixed a trap placement bug

I started working on the 5th level, which should be in the next update.

Mar 092012
 

Current game features:

  • 4 combat proficiencies
  • 4 ability classes
  • 4 dungeon levels
  • different tiers of enemies: captains, kings, rare monsters, boss creatures
  • many character traits chosen at creation
  • dungeon generation by both cellular automata and other methods
  • level specific enemies/loot : every level has a completely new set of enemies and loot
  • alchemy system
  • 2 gods and a favor-rewards system
  • ranged, magic, and melee combat
  • graphical tiles with mouse/keyboard controls
  • you can see every item you equip on your character, there are no placeholders
  • fatigue system – you will collapse from exhaustion if you do not sleep
  • bleeding system – even if you survive a fight, if you fail to rest your wounds you can die from bleeding out
  • resting system – you can heal while waiting, but only to 50% health