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Author Topic: Zorbus (D&D inspired roguelike)  (Read 20154 times)

zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #150 on: July 24, 2021, 07:54:08 am »

Release 51   (24-Jul-2021)
  • Not so much new stuff in this release, but had to make a full release after some structural changes to data files.
  • Fixed a bug where alternate paths to target were not properly calculated at distance 2 (affected reach attacks among others).
  • Resting does not start if creatures that get gradually hostile are seen.
  • You can now drop items from your or your companion's inventory when exchanging items.
  • Creatures with lightsources waiting in ambush no longer lit wall tiles until the ambush is sprung.
  • Lots of small tweaks.
http://www.zorbus.net
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Micro102

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Re: Zorbus (D&D inspired roguelike)
« Reply #151 on: July 26, 2021, 11:32:43 pm »

Got an update for Zorbus and Malwarebytes detected a file in it as malware. It was titled "MachineLearning/Anomalous.100%"

What's this file?

EDIT: Ok so I found out that is just a title given by Malewarebytes meaning it doesn't match with anything they see as valid files by 100%. It targeted Zorbus.exe so I don't know what caused it to go from 0% to 100% with that last patch, but there you go mister developer.
« Last Edit: July 26, 2021, 11:37:30 pm by Micro102 »
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zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #152 on: July 27, 2021, 01:03:43 am »

It's been a problem with some of the malware/virus scanners. I don't know what's causing it.

You can use https://www.virustotal.com to scan the archive (http://www.zorbus.net/Zorbus.zip) online without downloading it.

A direct link (press the refresh icon to rescan):
https://www.virustotal.com/gui/url/d15c36a96484fc943ef0a19ecbf3d0099f7e9216a8a6298af03d8852ade7ef24/detection
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Micro102

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Re: Zorbus (D&D inspired roguelike)
« Reply #153 on: July 27, 2021, 01:14:35 am »

O I already fixed it, played a game as a wizard, and rage quit after being one-shot by an arrow. I trust you :)

(P.S.: please add after-death logs and/or step by step replays)
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zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #154 on: July 27, 2021, 01:26:56 am »

(P.S.: please add after-death logs and/or step by step replays)

You can see last log messages if you click "Open obituary" from the game over -screen.
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Micro102

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Re: Zorbus (D&D inspired roguelike)
« Reply #155 on: July 27, 2021, 04:10:32 pm »

O, so you can. I skimmed that last time but must have missed that.
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Nopenope

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Re: Zorbus (D&D inspired roguelike)
« Reply #156 on: August 21, 2021, 05:16:53 am »

Just did a god ascension with an aasimar. I didn't bother with a godfight and released the Chained God from the secret room in the Zorbus, this took care of a god for me. Game keeps being great and the best roguelike I've ever played, no changes here.

A bit of additional feedback:

-Dimensional anchors seem to persist when one goes from a level to the next. Is it intentional?
-Clones and golems seem to count for your party size vs. spirit check which leads to awkwardness if you want to maximize it - you have to max out spirit and recruits before activating that golem and clone switch. Instead of doing all that it'd be simpler if they just didn't count.
-Sometimes recruitable creatures wander off their room and start fighting with denizens, taking away precious XP and getting killed in the process. This can happen in the very first turns of level exploration as well. Bit annoying if you ask me
-It'd be neat if the game told you when there are no creatures vulnerable to holy burst in your line of sight since you can't really guess intuitively (golems and mimics are evil but jellies are not?)
-When you're standing in a poison cloud or acid cloud or web and you're surrounded by allies you can't move because it'd mean swapping places with your ally who would then stand in that cloud or web. I understand the "not throwing your buddies under the bus" rationale but it shouldn't apply to golems or temporary summons.
-Sometimes there are scrolls of activate golem without a golem to go with it. Since every golem chamber goes with its scroll it just means useless scrolls of activate golem laying around. Maybe exclude it in random item generation?
-Carillo really needs better shops, right now the gold system is near useless. Instead of random junk it should really sell 10k zorbit elixirs and belts of awesomeness and stuff
« Last Edit: August 22, 2021, 07:03:51 am by Nopenope »
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zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #157 on: September 05, 2021, 06:26:11 pm »



Release 52   (06-Sep-2021)
  • Fixed a bug where animated skeletons would needlessly pick up several armors and shields. (thanks to Faeren for reporting)
  • Level-wide anchor/wither-effects are removed when you go to another dungeon level / Carillo. (thanks to nopenope for reporting)
  • Golems and clones are no longer counted as real recruits when maximum number of recruits based on Spirit-ability is determined. (thanks to nopenope for suggesting)
  • Holy Burst talent is disabled in quickslots and talents list if there are no evil creatures seen. Same for the wand.
  • Some devices, mostly wands, are disabled in quickslots and inventory if they can't be used (for example, a wand might affect seen hostiles, but is disabled if none is seen).
  • Health bars under creatures are now framed with black, making them stand out more. (thanks to Namsan for suggesting)
  • New setting: White Health bars under friendly creatures. If enabled, Health bars under friendly creatures are white instead of green. Might help to distinguish friendly creatures from hostile creatures if you are suffering from red-green color blindness. (thanks to Namsan for suggesting)
  • Clicking left mouse button on a distant hostile creature no longer throws a throwable weapon unless it's of returning-type.
  • Clicking left mouse button on a distant hostile creature now respects the "Attack marked auto swaps to shooting set" setting, meaning that if the setting is enabled, and passive weapon set has a shooting weapon, then weapon set is swapped.
  • Fixed several characters in in-game books and help texts, that caused odd characters in some non-English Windows-versions. (thanks to Namsan for reporting)
  • http://building.zorbus.net has a roguelike development related "book" in PDF-format called "Building Zorbus one brick at a time".
Big thanks to Maximum Break (Gidon) and Another Dying (Jay) for making YouTube let's play videos of the game!
Another Dying: https://www.youtube.com/playlist?list=PLt8DIPRtpvB6Na5aBXH6ZIbMb0XDG6xdg
Maximum Break: https://www.youtube.com/playlist?list=PL7yHTTOjLsXkZn7t5Qsuc3wcGXT8vjHii


Thanks, Nopenope! This update hopefully fixes some of those things.
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zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #158 on: September 19, 2021, 01:02:45 pm »



Release 53   (19-Sep-2021)
  • New talent: Expert Trapper. Normally you can set traps to nearby tiles only, but with this talent you can set traps traps on tiles up to distance 3. Setting a trap never fails and takes only half the time it would normally take to set. Traps set by you are harder to avoid, and possible damage or duration is increased by 50%. You will also gain a +4 bonus to Disable-checks when disabling traps.
  • New talent: Expert Enchanter. Normally you can safely enchant an item with 3 enchantments, and every enchantment point above 3 decreases the enchantment chance by 15 percentage points. Plusses, extra elemental damage points, holy-/returning-/vampiric-properties, and on-hit effects count as enchantments. With this talent you can enchant items safely without any restrictions. Tieflings get this talent automatically.
  • New item: Scroll of Disjunction. This scroll separates enchantments from the main-hand weapon of the active weapon set into separate enchantment scrolls. Even if the weapon has several plusses, only one Scroll of Enchant Weapon is created. Sentient weapons are not affected.
  • New item: Elixir of Ability. Increases a random ability score. Only available in shops, restocked every now and then.
  • Non-unique armor, shields, and weapons in shops are a bit cheaper now.
  • Fixed a bug where companions would just drop a better item after you gave it to them through item exchange. Reminder: Companions won't change equipped items that are set by the player in companions' equipment lists. Ammunition is an exception.
  • Trap tweaks. Fixed a bug where no dialog was opened when you walked on a known floor trap that was on a tile with an opened door. You can now safely walk on floor traps set by you (the dialog is still opened). Reminder: in some situations you may want to intentionally spring a known trap, for example Animate, Confusion, Dismiss, Summon, or Anchoring traps. If you spring your own Animate or Summon trap, then the created creatures will be friendly towards you, and attack creatures that are hostile towards you. Animated creatures without a master will eventually turn hostile against everyone.
  • Fixed some grammar mistakes and typos.
http://www.zorbus.net
« Last Edit: September 19, 2021, 02:14:22 pm by zorbus_overdose »
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