DELTREE'S PROFILE
Search
Filter
Demo version 0.3 Available!
Haha. Derp. I see why. I only accounted for the ESC key menu. I added the hotkey commands much later, and didn't include them in the test. Another one for the list!
Demo version 0.3 Available!
The stun is a random effect, so it doesn't always trigger, but you're right - you can't do anything with menus while stunned. I guess the moral is, don't get set on fire!
There is a little glitch with any spell with the "FORCE" property right now - it can be used to put out squares on fire, but it tends to get all recursion crazy to do it. It's something I fixed with water but forgot about for Force - it'll be fixed when (if) I update again. It's harmless, if annoying!
Good call on the save menu. Completely forgot that it's got special dimensions set. I'll fix that too!
There is a little glitch with any spell with the "FORCE" property right now - it can be used to put out squares on fire, but it tends to get all recursion crazy to do it. It's something I fixed with water but forgot about for Force - it'll be fixed when (if) I update again. It's harmless, if annoying!
Good call on the save menu. Completely forgot that it's got special dimensions set. I'll fix that too!
Anyone found a workaround for VX/Ace games running poorly in fullscreen in Windows 8? My shiny new laptop feels somewhat squandered
Demo version 0.3 Available!
author=Ro9ge
I actually did spawn on top of an enemy once.
Hopefully I fixed it. I'd really like to know if it happens again! One of the possible spawns wasn't checking for the player properly, so the chances were astronomically low but I'm glad someone ran in to it this early in the process.
Dying is part of the learning process! Soon you will grow to love it.
The Drop
Yeah, that'll be fixed in the next update. RM does this adorable thing where if text is too long for the allocated rectangle, it squeezes everything to make it fit, and with a weird font like 04b it makes things unreadable. I guess I never got to a 3-digit kill count in my test save. Imagine that!
The Drop
That was the original idea; item status effects always apply 100% of the time (though the duration can vary) and there is always the whole Property metagame going on as well. I'll try making "rare" items like weapons have better throwing damage as a compromise, and I'll see how that goes.
The Drop
The Drop
Yes; for now, you have to pick up something to be able to throw it. Partly a technical snag, partly a logical thing (you have to have it in your hands before you can throw it!), partly a balance choice since thrown items can be very powerful and always inflict status effects so it's worth taking an extra turn/action to do that.
The Drop
Was it eaten off the floor, or out of your inventory? If it was off the floor, it should be fixed in version 0.2. If you've got the new version and you still get the bug, let me know for sure!
(Edit) Also, you can't go below 1 HP by eating something harmful, so go nuts!
(Edit) Also, you can't go below 1 HP by eating something harmful, so go nuts!
The Drop
author=Ro9ge
War & Peace
You can corner feared enemies and wail away on them, but it's more about the idea of having sneak attacks. I'll probably up the damage multiplier and turn down enemy awareness to make it a more viable playstyle. There will also be at least one custom-character trait to increase backstab damage. I'm trying to avoid an outright "thief" class, but I don't want to deny people who like that sort of playstyle either.
Yes, the spell farming is an oversight. That's what the demo is for! Plus, you gain spell experience 4 times as fast in this demo, so there is still a plan for fair progression for the long-term.
You're not the first person who's been concerned with item effects! That's why I'm adding a difficulty option to show item effect in the inventory screen. It will be always-enabled in future iterations of the demo to cut down on option menus, but it will be an option to increase the difficulty counter (which in turn will increase score) in the full game. I'm adding a screenshot of it in action after I finish my reply! There will also be an item encyclopedia and a bestiary, and I'll probably have it shared between your characters.
I'll probably include a "scan" spell for the Mental element. Or maybe a slightly different one for another element, too.
We'll see if Qualstio makes an appearance. I haven't finalized the playable character selection yet. For now, just chalk up inconsistencies as prolonged exposure to the Drop "enforcing" the elemental laws more rigidly than elsewhere in the world.
I meant for the floor elements to appear as an infinite floor item! I really did! I didn't get around to adding it in time for the demo, though, but rest assured it's on my to-do list.
I actually had code to make PgUp/PgDn skip pages on the spell list, but for whatever reason I commented it out and never got back to it. Something was likely broken with it, and since those menus were basically the first things I added in, I probably pushed it aside and then forgot about it. Thanks for the reminder!
The skill has an 80% chance, but it picks a random slot, so if you already know that property, you effectively end up with nothing. Otherwise, it would be way too easy to learn every property in a trivial amount of time. I should probably word the skill description better.
The firefiend's "Fire" portion of his special attack will be no more in the next update. He can still set things on the ground on fire, though.
Good to know about the inventory screen; I'll get on that. I recalculate the free spots for the other actions but not for Favor, I guess. As for the Dusk Stalker, he can spawn as early as floor 2, so I wanted it to be somewhat fair. There will be plenty of time for real threats in the future.
I'll see what I can do with the highlight thing. I haven't really touched the window scheme graphics yet.
I'm glad you are enjoying yourself! It was my goal to make a kinder, gentler roguelike with less of a focus on dumb luck and more about submerging your character in with the items/surroundings/spells you can use at that moment in time. Hopefully as I expand the number of floor themes and classes of monsters, there will be more opportunities for YASD hilarity, too.













