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Author Topic: Zorbus (D&D inspired roguelike)  (Read 36156 times)

zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #90 on: November 27, 2020, 10:45:58 am »



A tournament with Amazon eGift Card prizes is active from Friday 27-Nov-2020 to Thursday 31-Dec-2020.

For the rules and leaderboard check http://tournament.zorbus.net.


Release 43   (27-Nov-2020)
  • A tournament version of the game is included (Zorbus_Tournament.exe). You can not save the game in this version. The "hostile creatures never flee" setting can not be used in this version.
  • When you are about to use a Flask of Poison or a Flask of Slime, the item description shows which item it will affect.
  • The wiggle effect of partially seen multi-tile creatures was bugged. Fixed. (thanks to lemon10 for reporting)
  • If a default character name is set in settings, it is now used for archetype characters as well.
  • As usual, small tweaks here and there.
http://www.zorbus.net
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zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #91 on: December 05, 2020, 02:58:41 pm »

Release 44   (05-Dec-2020)

A tournament with Amazon eGift Card prizes is still running until the end of December.
For the rules and leaderboard check http://tournament.zorbus.net.
  • Target mode renamed to examine mode.
  • New setting: Furniture animations. Teleporters, lightsources and crystal formations are animated. On by default, can be disabled from the settings.
  • In the autopilot-screen (P command) you can move the target cursor by 10 tiles with CTRL + arrows / numpad. Same works in the examine mode. (thanks to ZXC for the idea)
  • Recruitable creatures no longer pick up devices (potions, wands, etc.). You can still give them devices, but can not transfer devices from them to you, so you can no longer recruit creatures just to get their potions. Companions may also have equipment that can not be removed.
  • Changed weapon autoequip so that only thrown weapons are re-equipped (if you're still unarmed). Thrown weapons are also autopicked if no hostile creatures are seen. The notoriously buggy autoequip is hopefully finally fixed. (thanks Masterox and others before for reporting)
  • Keyboard help screen is color coded: movement, combat, resting, items. The screen is quite crowded and couldn't really fit any description for the colors.
  • Keybindings menu has presets for DCSS-style keybindings. Might need more tweaking.
  • If mouse is disabled but mouse tooltips are enabled in the settings, you can now see tooltips of items / talents in the panels of the main game view. This makes it possible to quickly see descriptions of items / talents without risking accidentally using them. (thanks to ZXC for the idea)
  • Mouse hovering over the current weapon set in the main game view shows the same extended info as the equipment screen.
  • Fixed the behaviour of creatures animated / summoned by a charmed creature so that when the charm is broken they stay friendly with the animator / summoner. (thanks to Adam Skinner for reporting)
  • Dismiss no longer affects multi-tile creatures. Some creatures are now immune to dismiss. (thanks to Adam Skinner for reporting)
  • Fixed a bug related to Arrow of Dismiss / Bullet of Dismiss.
  • Fixed a bug with the ability point-buy method in character creation. (thanks to Pieter Kirkham for reporting)
  • Fixed a bug where CTRL or ALT + NUMPAD 4 / 6 didn't adjust item amount in inventory. CTRL pressed adjusts the amount by 10, ALT pressed adjusts the amount by 50. (thanks to Adam Skinner for reporting)
  • Fixed several bugs related to multi-monitor setups. The game now remembers which monitor it was played on. (thanks to ZXC for help)
  • Removed the penalty to Search-skill check from having your lantern turned off when using autoexplore to detect secret doors. (thanks to ZXC for reporting)
  • Several typos fixed. (thanks to Tone and YARD, noticed them while watching / reading their let's play of the game)
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Iduno

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Re: Zorbus (D&D inspired roguelike)
« Reply #92 on: December 05, 2020, 10:03:03 pm »

I am curious to see what the winners played as. I'm guessing very few trolls, or other races that take a hit to mind and also skills/talents.

14 mind seems to be the base to get "enough" skills on any build I've tried, with 8-10 being enough for any other stat.
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Robsoie

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Re: Zorbus (D&D inspired roguelike)
« Reply #93 on: December 06, 2020, 05:37:19 am »

From what i see on the leaderboard of the tourney, the 2 current winners played centaur and saurial.
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zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #94 on: December 09, 2020, 10:08:06 pm »



After all this waiting, it's out! It's finally out! Yeah, probably the worst day ever to release a game update...

Release 45   (10-Dec-2020)
  • Autoexplore now picks up items that you would normally autopick, first from the current area that you're in, then after nothing to explore is found on the dungeon level, any remaining items from the whole level.
  • As the autoexplore in the game works in bursts, area by area, it may look like it skips nearby items, but those items are then likely located on a different area number.
  • If you press CTRL + ENTER in the level loot list when the selector is on the top position, it will automatically pick all items from the explored areas on the level that would normally be autopicked. Pressing CTRL + ENTER on an item in the lists picks up all items of the same type (only works with ammunition, devices, keys, trapkits and coins).
  • Negative modifiers from equipment to Search-skill are not taken into account when autoexplore is used to detect secret doors. So you don't have to unequip your helmet even if it has a negative Search-modifier. This only applies to searching with autoexplore, not to normal searching during movement.
  • You'll get no experience points from animated or summoned creatures that are created after initial level creation. These can be identified from blue Health bars if the setting "Blue Health bars" is checked.
  • The inventory encumbrance bar now has slots for better encumbrance level visualization.
  • Items show the price that they can be sold for. Items that can be sold are in green in loot lists.
  • Buy / sell price adjustments now use modifier from the base, unadjusted Spirit-value.
  • You can no longer transfer books or scrolls to companions.
  • If you have an everlasting ammunition in your possession, same type of ammunition of equal or lower enchantment won't be autopicked. Branded and coated ammunition will always be autopicked. If the setting "Pick all ammunition" is disabled, then only ammunition for your currently equipped weapon will be automatically picked up.
  • Changed a bit how Elixir of Experience works: now you get the needed for next level minus needed for current level xp added to your current xp amount. Previously it just set xp to needed for next level amount.
  • Trapkits are now autopicked.
  • Current dungeon level is shown in the corner of the minimap.
  • Added color group descriptions to the keyboard help image.
  • Keybindings menu now has some help text. Binding conflicts (same binding used twice) are in red. Changed the DCSS preset a bit as it had some conflicts.
  • Obituary files now have more detailed dungeon level statistics (kills, xp total, xp from combat / skill use / exploration / other).
  • Talent descriptions now list their speed.
  • You can autopilot to containers which are mimics. Note that if some destination seems unreachable in autopilot mode, try moving the cursor around a bit.
  • Fixed a bug where some creatures (guardian ghosts etc.) would forget their hostility against the player.
  • Hopefully finally fixed a visual glitch where a map cloud effect like web or slime could stay on the map forever.
  • Fixed a bug where enchantment chance to succeed was negative with some items. If chance is 0%, enchantment is automatically aborted. (thanks to ZXC for reporting)
  • Fixed a bug where last log lines in obituary files would be wrong when "Log new messages on top" setting was no checked. (thanks to ZXC for reporting)
  • If your base Mind-ability increases, the talent counter will be recalculated properly. Previously it was reset when you got a talent-point.
  • Fixed a bug where taking the Lone Wolf talent didn't set the talent counter properly at the start of the game. (thanks to ZXC for reporting)
  • Fixed a bug where using hoopak and the Dualshot-talent at an enemy in reach attack range resulted in a reach attack instead of two ranged attacks. There's still the problem that you can not make a normal ranged attack at that range, it always makes a reach attack. Sometimes you might want to make a ranged attack in that situation with special ammunition. (thanks to Cookedpoo for reporting)
  • Fixed a bug where you could not reach attack using the mouse. (thanks to Cookedpoo for reporting)
  • Fixed descriptions of the Silver Spoon talent and the Wand of Fireball. (thanks to Tone for reporting)
  • Manual updated with some clarifications (experience, critical hits).
  • Several typos fixed.
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zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #95 on: December 18, 2020, 02:11:13 pm »

Release 46   (18-Dec-2020)
  • After character death, a new statistics table and maps of visited dungeon levels are shown. The maps show unexplored areas in blue. The statistics table shows "actions/s" which is a sum of keypresses and mouseclicks per second. You can switch between the tables with up/down or mousewheel. In the "game over"-dialog there's also a new button for opening the character obituary file (opens in system default text editor).
  • New setting: Never blink. If on, creatures other than you or your companions never blink (teleport away). Off by default. Character obituary will not be sent to the leaderboard if this setting is on or turned on during a game.
  • Autoexplore now picks up items that you have thrown. (thanks to Boomaye for reporting)
  • Autoexplore now picks up items from nearby areas if the tile they're on is explored and near enough to current location.
  • Autoexplore should now find a path to secret doors that are blocked by immobile creatures such as fungi or plants.
  • If one of your companions has a higher Search-skill than you then it is used with autoexplore to detect secret doors. You can give equipment to companions to boost their Search.
  • When you examine a creature the description now says if there is no XP awarded from killing it.
  • You can press W in the autopilot screen to cycle between wells, thrones and switches.
  • You get XP from killing a creature after its charm effect has ended (if the creature awarded XP in the first place). (thanks to Cookedpoo for reporting)
  • Fixed a bug where the max distance for a ranged weapon was calculated wrong. (thanks to Cookedpoo and Boomaye for reporting)
  • Fixed a bug where autopickup didn't pick up items with no weight when you were encumbered. (thanks to ZXC for reporting)
  • You can only have one clone (or simulacrum) at a time, a second clone will go berserk and attack you. Some update broke this, the clone would not turn hostile. (thanks to Dynast for reporting) Added warning about several clones to elixir and talent descriptions.
  • Fixed a bug where some unlikely creatures (golems, statues, etc.) were stealthy in darkness. (noticed from Tone's stream)
  • Creatures that follow you to another dungeon level are now ready to act faster after arriving. (thanks to Boomaye for mentioning) Their distance to you determines in what order they arrive on the new level. Companions still follow you from anywhere on the level, but that might change in the future.
  • Companions now react faster to creatures who slowly turn hostile against you. (thanks to Cookedpoo for reporting)
  • Shop restocking is now tied to several values, not just game rounds spent away from the shop level. (noticed from Tone's stream)
  • Skill tooltips in character sheet show the related key ability. Same for Zorbupedia skill descriptions. (noticed from Tone's stream)
  • In the level loot list, the "0" filter now also shows weapons with at least 3 enchantments.
  • Holy-damage now affects only evil-aligned creatures.
  • Fixed a bug where 1.5 x negative Body-modifier was added to damage with two-handed and versatile weapons (negative modifier should be added as is).
  • The visited dungeon levels table in the obituary files now show actions (keypresses / mouseclicks) per second per dungeon level.
  • Added some clarifications to skill descriptions.
  • Added examples of weapon combinations / sets to the manual. Also basic explanation of how the action queue in the game works.
  • There's now support for smaller patches that only replace the executable files. These patches are much smaller to download (below 5 megabytes). Autoupdate informs if a patch is available. Save files should be combatible but I wouldn't risk it so it's best to update only after you don't have any unfinished games.
http://www.zorbus.net
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zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #96 on: May 21, 2021, 06:17:06 am »

Release video:
https://youtu.be/jEyJ-p9Hbug


Release 47   (21-May-2021)
  • You can no longer return to the previous dungeon level. The reason for this was to remove tedious gameplay, where you returned to previous levels to find remaining secrets, and cheesy gameplay, where you returned to previous level to rest safely.
  • Support for game controllers. I've only tested it with Microsoft Xbox Wireless Controller, hopefully others will work too. Controller needs to be enabled from the settings, and you can configure / test various things from there. The last page of the tutorial shows the controls, and the same page can also be seen if you enter the game menu with the controller.
  • Replaced old raycasting-based field of view -routine with an algorithm by Adam Milazzo (http://www.adammil.net/blog/v125_Roguelike_Vision_Algorithms.html). If you are creating a game yourself, check it out. It's absolutely brilliant!
  • Removed the Map-command (V). Autopilot-command (P) can now be used for map. It can now be opened even when hostile creatures are seen.
  • Removed the map note- and journal note -commands.
  • Creature AI changes:
    • Some creatures can now track you by scent. Races have different odour intensities, shown in character creation.
    • When you blink away, creatures might spread around to nearby areas to search for you.
    • When searching for you, some creatures may lit a lightsource (if they have one), even if they have darkvision.
    • Creatures can now set up traps when they're fleeing from you.
    • Some creatures may enter a berserk-state if wounded enough. A wardrummer drumming may also trigger this state. In the berserk-state creatures get combat bonuses and never flee.
    • Lots of other small AI tweaks.
  • Challenge ratings for creatures.
    • When you see a creature type for the first time, its name is shown on top of it for a few game rounds.
    • The color of the name indicates its challenge rating, ranging from "harmless" (yellow) to "deadly" (red).
    • Examine-mode and fire-mode show the ratings of all seen creatures. Also shown in creature description in the right side panel.
    • A creature's rating is updated when its or your stats change.
    • Just remember that while there are quite a lot of calculations behind the rating, it still is just a rough estimate.
  • New effect: Tracking. Available as ammunition, flasks and as a talent.
    • Tracking forms a mental link between the attacker and the target. The attacker knows exactly where the target is for the duration of the effect (the target is marked on the navi- and autopilot maps). The target also glows as if wielding a lightsource, making hiding in darkness impossible. Only one creature can be tracked at a time. The latest hit creature always becomes the target. The tracking link to a creature breaks if the attacker enters another dungeon level or Carillo.
    • There's also a talent ("Teleport to Tracked") and potion ("Potion of Stalking", needs a better name?) which teleports the tracker near the tracked creature.
    • Monsters can use tracking too. One might shoot you with a tracking arrow and know your exact location for the duration of the effect. And of course it will also inform its friends of your current whereabouts.
    • This effect might not be as usable or fun for the player as I envisioned it to be, but at least the monsters seem to like it a lot.
  • Character sheet has some changes. Some new stats on the 1st page, 2nd page redesigned, now showing the weapon sets with stats. Equipment and talent lists now have tooltips.
  • Weapon and talent speeds are hidden from the player. Action Cost and APR (actions per round) are used instead.
  • Weapons now have APR (actions per round) and DPR (damage per round) calculations.
    • This was a UI nightmare since you can use some items one-handed, two-handed or dualwielded which changes the stats.
    • Attack and defense values include all current ability-, skill- and other modifiers. Separate values are calculated for melee / throw / shoot attacks and melee / ranged defense. Ranged defense is only used with shields.
    • Inventory item statistics for one-handed and versatile weapons are calculated with an (imaginary) off-hand shield in use. The actual statistics can differ when weapons are dualwielded or when a versatile one- handed weapon is used two-handed. Second character sheet page shows the actual in-use values.
  • When you now blink, your companions are also teleported near you. Tweaked the algorithm behind blinking as well.
  • The Health-bar and UI frame flash in green when you're poisoned.
  • Autoattack target is now marked with two red triangles.
  • Autoattack automatically swaps to the other weapon set if it has a melee weapon and the active weapon set does not, and there's a hostile creature next to you. This can be disabled from the settings.
  • Attack marked -command (R) automatically swaps to the other weapon set if it has a shooting weapon and the active weapon set does not, and the nearest hostile creature is at least minimum distance away. Minimum distance can be adjusted from the settings.
  • Throwable weapons are no longer thrown with the Attack marked -command (R) unless the weapon has the returning-property, so you no longer accidentally throw your weapon. You can make throw attacks with the Fire ranged -command (F). Why didn't I do it like this from the start?
  • If you for some reason end up being unarmed, a warning text is displayed on the top of you character tile.
  • Removed the extra 1.5 x speed duration for returning thrown items.
  • Off-hand thrown attacks get 1/4 of positive Body-modifier added, full if the modifier is negative.
  • Fixed various problems with the Multishot-talent:
    • You no longer shoot at creatures that are blocked by other creatures.
    • You shoot at creatures next to you if you have the Close Combat Ranged talent.
    • In gameplay, the talent is enabled when your current Ranged-skill is high enough for at least 2 targets, and there are at least 2 hostile targets that can be shot at (the lines of fire to them must to be clear).
  • When a large creature hits a smaller opponent, it's now possible that the opponent is pushed backwards by the strength of the blow.
  • You can bump into furniture that has a noted-indicator ("!") on them to "wake" up the creature (mimics, statue, etc.)
  • Autoexplore tries to struggle free from a restraining map effect (slime / web).
  • You can now try to escape a map cloud effect into the direction where your companion is standing. With (CTRL) + direction you can try the same with a hostile creature.
  • The inventory screen is no longer opened when you bump empty containers.
  • Empty barrels and barrels with only corpses or bones are automatically opened and marked as looted. Same with cauldrons.
  • Changes to quickslots:
    • The "F1" slot is automatically reserved for the lantern even if you have it turned off when clearing the quickslots.
    • Trapkits can be quickslotted for easier use, but they will never be automatically quickslotted.
    • A quickslot is dimmed if there's no sense of using it at that moment. Disabled if you can not use it at that moment.
    • (CTRL) + (D) clears set quickslots in the quickslot manager, but preserves player set quickslots.
    • You can toggle allow/disallow quickslotting of a device/talent with (DEL) in the quickslot manager.
    • You can lock a slot to certain item, which keeps it reserved even if you use the last of its type.
    • Related new setting "Hide corpses and bones". Hide corpses and bones from the "items on ground" side panel. This has the benefit that the "items on ground" side panel won''t be displayed when there are just corpses and bones on the ground, so the quickslots stay visible.
    • Remember, you can set up quickslots from the quickslot manager (F12), but also by pressing a quickslot-key that isn't yet binded to anything. For example, if the "5" slot is free, press it, and directly choose what to bind to it.
  • Some renovations in Carillo (the shop hub level):
    • Limited the amount of visits to Carillo per dungeon dungeon level. There's a chance that the teleporter is destroyed after you have visited Carillo 3 times.
    • The Tomb Raiders Guild has opened a shop in Carillo. Their prices are double to standard unless you have a guild membership card. No, you can't actually join the guild, but have to obtain a card somehow else.
    • The bouncer and the shopkeepers will tell you if they've added new items to their inventories. You can press (F10) when checking the shop inventory to filter only items that are new since  your last visit.
    • Speech bubble from a friendly creature in Carillo no longer stops autopilot.
    • When browsing a shop inventory, the item description states how many of those items you already have in your inventory (devices only).
  • Hiding (in darkness) near plants and fungi now give bonus to Stealth-checks. Each neighboring plant/fungus gives a +1 to Stealth. This is not shown anywhere, but is used in calculations. Mentioned in the skill description.
  • The amount that "Health Surge" talent will heal is listed after its name in parentheses (in quickslots panel and talent list).
  • Two new switch rooms: anchoring and withering.
  • You can no longer use teleporters when you're anchored or when there's a level-wide anchor effect active.
  • Sound effects revisited, again. Even after removing and replacing many, there are now over 4000 sounds effects. Main menu now has music. It can be volume controlled from the settings, disabled if you set the volume to 0.
  • There's now a name for the currency used in the game, instead of just "coin". It's now called "zorbit", of course.
  • New settings:
    • Closing doors by bumping at the wall tile right of them is now an option that you can disable from the settings (on by default).
    • Option to require (CTRL) + direction to be pressed to interact with furniture, instead of just bumping at them. Does not affect bumping at doors to open them. You might want to turn this setting on if you constantly keep accidentally bumping at map objects.
    • Option to pick up trapkits, on by default. Trapkits have no weight, but you may feel that they clutter the inventory, especially if you don't use them.
  • Keybindings-menu can now be filtered with a keyword.
  • Clairvoyance-talent didn't work when you used it from the talents-menu with a hotkey (happened in Tone's stream last year).
  • Animal bones and corpses removed. I had an idea for them to rise as animal skeletons and zombies when animated, but don't have proper tiles for those.
  • Life saving items (Amulet of Life Saving, Plot Armor, etc.) always save life even when you don't have any Stamina left. They also save you from death even if you're withered.
  • Potion of Antidote cures poison, but now also gives immunity against poison for a duration.
  • Potion of Extra Healing / Potion of Superior Healing give immunity against disease for a duration.
  • New potion: Potion of Life. "This powerful potion restores 100 Health-points, cures disease and poison, and removes withering effect targeted against the drinker (map-wide withering effect is unaffected). The potion also grants regeneration and immunity to disease, poison and withering for the duration."
  • Trapkits can now be set even if you see hostile creatures, as long as they don't see you. Trapkits can be quickslotted for easier use. Some new trapkits added.
  • Summoning items (horn, figurines, etc.) have a longer duration.
  • Small changes to the playable races. Odour listed in race descriptions (hostile creatures can track by scent).
  • Talent progression changed. You now need Mind-ability of at least 18 to gain 1 talent per experience level.
  • Lone Wolf -talent gives +1 to all abilities (was +2).
  • New ASCII-mode setting: "ASCII wall / floor color adjustment". Random adjustment to wall / floor base color.
  • Huge amount of tweaks here and there.
  • Game balance has probably changed a lot, so the leaderboard has been reset.
  • There's an external tool, "Zorbus Dungeon Generator", available at http://dungeon.zorbus.net. It's a random dungeon generator to create tabletop RPG -style maps. You can run it in step-mode to see how the algorithm creates the map.
http://www.zorbus.net
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Jiharo

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Re: Zorbus (D&D inspired roguelike)
« Reply #97 on: May 30, 2021, 05:22:11 am »

Wow, that's fun.

One thing I couldn't figure about - is Search the only skill affected by poor lighting? It intuitively feels like melee and ranged attacks would miss more in the darkness but I guess lighting is more about ranges of sight?
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All your goblin bone bolts, suddenly rising up in vengeance...
I wonder ... is it smart amunition or dumb amunition?

zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #98 on: May 30, 2021, 09:42:03 am »

One thing I couldn't figure about - is Search the only skill affected by poor lighting? It intuitively feels like melee and ranged attacks would miss more in the darkness but I guess lighting is more about ranges of sight?
Search and Stealth, in that way that you can only hide in full darkness. I thought about about lighting affecting combat skills, but decided against it, but that may change...

Release 48   (29-May-2021)
  • Added navimap and map preview to the level loot screen. It now shows a path to the item. (thanks to Cadex Emu for the idea)
  • New companion behavior: Regroup. When in this behavior, companions try to stay close to you, melee attack only nearby creatures, use ranged attacks or talents against distant creatures, and blink away only if surrounded. In the default follow-behavior, companions move around more, and when fleeing try to move to a nearby area or blink away.
  • Related new setting: "Companion auto regroup-behavior", on by default. Companions will automatically enter regroup-behavior from follow-behavior when they need to flee, trying to move towards you. Does not affect animated, summoned or charmed companions.
  • Related new setting: "Companion auto follow-behavior", on by default. Companions will automatically enter follow-behavior from regroup-behavior when in full Health, in at least half Stamina, and no hostile creatures have been seen for some time. This affects only companions that have automatically entered the regroup-behavior (see the setting above).
  • Companion list is now shown also on top of the "items on ground" list in the right sidepanel (thanks to Cadex Emu for the idea). Valuable (sellable) items are now on top of the list.
  • Added a new command: "(Toggle) mundane ground items in sidepanel" with default binding (CTRL) + (BACKSPACE). Toggles showing mundane (non-sellable) ground items in the sidepanel. If mundane items are not shown in the panel, they're listed in the log, ensuring that quickslots stay visible.
  • Continuous resting won't start if you're poisoned.
  • Summoning traps set by the player should now be more useful as the summoned creature now attacks also other creatures that hate the player instead of just the trap springer.
  • Disabling your own traps is now always successful (and you get the trapkit back).
  • Creature wiggle is now asynchronous by default, controlled by "Wiggle synchronous" in the settings. (thanks to Lagi for the idea)
  • Hopefully at least reduced the low health / poisoned flashing frame flickering that happened when you used mouse / controller.
  • Hopefully fixed a controller error. (thanks to Renan for reporting)
  • Fixed controller sensitivity when entering side panel.
  • Added a note to (F)ire-mode's help-text: "A friendly creature needs to be manually targeted". So if you want to make a shoot or reach attack against a friendly creature, you need to manually target it. Cycling targets does not select friendly creatures.
  • Replaced Homepage-button with a Zorbupedia-button in the main menu.
  • Zorbupedia talent list is sorted to boost/combat/spell/utility-talents.
  • Added better explanation for (CTRL) + (TAB) to the help text in the inventory-list. The command changes the inventory list type: When looting stuff from the ground or from a container, use it to switch to your equipment & backpack, and vice versa. When exchanging items to a companion, use it to get to your or your companion's equipment & backpack (depending on which side is active). Also remember: (F11) to switch companion in inventory-lists. (CTRL) + (E) to enter exchange-mode from your equipment & backpack -list. You can enter exchange-mode with a controller by pressing right thumbstick in personal inventory.
  • Several typos and errors in item/creature descriptions fixed. (thanks to Cadex Emu for reporting)
http://www.zorbus.net

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( Tchey )

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Re: Zorbus (D&D inspired roguelike)
« Reply #99 on: June 03, 2021, 01:20:15 pm »

Hi,

That’s a really nice roguelike, easy to get into and with enough depth to try more.

Also, the current Windows version runs fine via WINE on Linux PC.
If you could do a native Linux version it would be neat.

I don’t know much about technical stuff, but i can still try to run on my system (Linux Manjaro) and report whatever i can report.

from https://zorbus.itch.io/zorbus

Quote
Hi,

couldn't reproduce the 64 tile problem on Windows. Does it happen immediately after starting a game, or after a while? Have you tried if the 32 / 48 tiles have similar problem? I wonder if this is a Wine thing.

I'm looking into native Linux / Mac builds. Do you know if it's possible to share just executables on Linux, or does it always need to be compiled on the target PC? Do executables on different Linux distributions differ?

Joonas
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zorbus_overdose

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Re: Zorbus (D&D inspired roguelike)
« Reply #100 on: June 05, 2021, 01:28:17 am »

I don’t know much about technical stuff, but i can still try to run on my system (Linux Manjaro) and report whatever i can report.
Thanks, I'll keep this in mind.

Release 49   (05-Jun-2021)
  • Added some post-processing to the field of view -algorithm for better corner wall exploration.
  • Made some optimizations to autoexplore.
  • Fixed a bug where some throwable weapons without reach (hand axe, dagger, etc.) still could be thrown with the (R)-command when distance was 2, even if not of returning-type.
  • Distances to items in blocked areas are listed in red in level loot list. Blocked areas also drawn in red in the minimap of that screen.
  • Autotargeting for ranged attacks and talents (the red and yellow corners around creatures) tries first to target a non-summoned creature.
  • New setting: "Autoammo uses anchoring & withering", on by default. If this setting is enabled, autoammo uses anchoring and withering ammunition automatically. Anchoring is used against creatures that can blink away with a talent (usually spellcasters). Withering is used only against unique creatures.
  • Companions now use anchoring and withering ammunition automatically. So you can now give anchoring ammo to companions who will then shoot them at those annoying blinking spellcasters.
  • Companions won't go to blocked areas to pick up items.
  • Creatures summoned from traps set by the player won't get angry at player's companions.
  • Traps won't be created on containers that are automatically opened / peeked (empty barrels and cauldrons, or barrels and cauldrons with only bones or corpses in them).
http://www.zorbus.net
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Nopenope

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Re: Zorbus (D&D inspired roguelike)
« Reply #101 on: June 09, 2021, 03:20:41 pm »

Just found about this game, huge fan. It's basically what DCSS should have turned into, if it had taken the path of flavor instead of the path to a soulless streamlined esport.
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Hamsmagoo

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Re: Zorbus (D&D inspired roguelike)
« Reply #102 on: June 10, 2021, 07:48:46 pm »

Zorbus!
Seeing this thread just reminded me about this game and that I've been meaning to re-install it. I think it's one of the better of the more recent roguelikes because it's surprisingly innovative without abandoning the formula.
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Mkok

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Re: Zorbus (D&D inspired roguelike)
« Reply #103 on: June 11, 2021, 12:05:54 pm »

I must say, with the inability of going to the safety of previous level, and nerf to lone wolf the game got a lot harder. Currently I am having trouble surviving the second level  :D

P.S. finally made it into floor 3. Turns out turning off your lantern and sneaking around is super important now, I like this  :D But it is a bit too RNG now, on one of the runs I entered 2nd floor in a room with single door, and right behind the door were 2 dangerous enemies, and while I could just so-so kill them, the sound attracted some goblins that finished me off. I dont think there was much I could have done in that run, except maybe purchasing some potions on floor 1 with all my gold and use them all in that fight and hope they would be enough... Before I would have retreated to floor 1 and entered 2nd floor using different stairs.
« Last Edit: June 13, 2021, 03:54:38 am by Mkok »
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Nopenope

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Re: Zorbus (D&D inspired roguelike)
« Reply #104 on: June 13, 2021, 12:46:53 pm »

Been steamrolling the levels 6 to 10 with my Spirit-boosted leader and his 7 fully geared companions, toggled the lever to the Zorbus portal and got slaughtered in 5 turns by an ancient dragon and an archlich. Couldn't blink my way out of this one. "Don't get cocky kid, death is around the corner" has never felt more real.
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