P0.1.9 done
Here's the full update notes. Let me know what bugs you find.
I'm moving my attention to towns and quests throughout 0.2
Prototype v0.1.9 (21st December 2017)
⦁ Monsters give a bit more thought to what combat maneuver to use. Favours loading a weapon; advancing when out of range or at long range; attacking over not attacking; shooting after aiming; attacking after feinting; defending when in shock; aiming if penalties meet a threshold. Disfavours general defending; defending if target cannot attack anyway.
⦁ Monsters give more thought to what weapon to use. Disfavours punches, reloading when an enemy is close; making ranged attacks in melee range.
⦁ Made a town's tavern a discrete menu, gives several options for resting (depending on town's wealth). In the future other tavern-related stuff can go here (playing games, getting rumours, buying food, etc)
⦁ Luck can improve chances of critical hit; add a "lucky save" option to hazards;
⦁ Dungeon rooms show room number. I originally didn't want to do this, I thought it would be too artificial, but it gives a good sense of how far through a dungeon you are and if you have returned to a room you've already been in.
⦁ Dungeon rooms briefly describe "challenges/events" already investigated.
⦁ Allowed player to backtrack through dungeon rooms.
⦁ Added a few more dungeon challenge/events to fill out placeholders.
⦁ Added rockclimbing task, climbing kit tool, climbing event in mountains.
⦁ Enchanted weapons and armor should start making an appearance now (typically in later regions with a higher item value)
⦁ Added a harvest challenge that lets you acquire an item unique to that region.
⦁ Adjusted strength-to-damage calculation, and improved damage spread.
⦁ Senses (used to be called "Perception") now based on Health instead of Mind; long-range skills (bow, crossbow, pistol, musket) based on Senses instead of Agility; melee skills now based on Speed instead of Agility. (Thrown weapon skills remain based on Agility)
⦁ Graded levels of tiredness/fatigue.
⦁ Bugfix: exiting a dungeon didn't clear the internal list of room exits.
⦁ Bugfix: Updated wearable treasures to use new body locations.
⦁ Bugfix: Correct body locations for full hauberk.
⦁ Bugfix: I hadn't distinguished keywords for defense statistics and defense actions.
Files
Get Crystal Orb Adventures
Crystal Orb Adventures
Prototype procedurally generated text adventure game without the typing.
Status | Prototype |
Author | Marasmusine |
Genre | Role Playing |
Tags | Black and White, Dungeon Crawler, Fantasy, Procedural Generation, Text based, Turn-based |
Languages | English |
Accessibility | Color-blind friendly, High-contrast |
More posts
- Crystal Orb 0.2.5.1Nov 25, 2023
- Can I update The Game Before 2023 Ends?Nov 17, 2023
- Crystal Orb v0.2.3Jun 02, 2019
- Crystal Orb v0.2.2May 29, 2019
- Crystal Orb v0.2.1May 26, 2019
- Crystal Orb 0.2Dec 24, 2018
- It's been a year?!Dec 04, 2018
- More 0.1.9 in progressDec 08, 2017
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