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Development Info Tower of Doom dusts off 0.2.0

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,131
Location
Behind you.
Tags: Warp Rogue

<A href="http://todoom.sourceforge.net/">Tower of Doom</a> version <A href="http://prdownloads.sourceforge.net/todoom/todoom-0.2.0-win.zip?download">0.2.0</A> has been released. It's that Warhammer 40k rogue-like for those who don't remember all the previous postings about it. It's been a while since we've posted about it, so here's the massive changelog:
<br>
<br>
<ul><li>documentation updates:
<br>
- new sections "FACTIONS", "ADVANCEMENT"
<br>
<li> added a textfile which contains spoilers (spoilers.txt)
<br>
<li> the final level uses a special pre-defined map now.
<br>
<li> resistance messages were missing. fixed.
<br>
<li> Pink Horrors spawn Blue Horrors at death now.
<br>
<li> Hall of Fame entries contain the character's race now.
<br>
<li> some characters were too fast (bug in AI running routine). fixed.
<br>
<li> the engine supports companions/parties now.
<br>
<li> improved the pathfinder (better results, faster)
<br>
<li> major source code cleanup
<br>
<li> completely overhauled the monster list. The game should be more challenging now.
<br>
<li> transformed the manual and the compile guide into valid XHTML
<br>
<li> added four new factions: Nurgle, Khorne, Tzeentch, Slaanesh
<br>
<li> NPC drops (at death) messed up the screen(no "xxx dies." message. NPC already dead but still shown as alive on screen). Fixed.
<br>
<li> removed NPC
<br>
- Noam Rand, Insane Inmate
<br>
<li> added new NPC
<br>
- Martin Bitterfels
<br>
<li> implemented a more sophisticated faction system with faction relationships etc. The current factions are: Player, Chaos, Rogue Traders, Monodominants
<br>
<li> new command "use skill" (k)
<br>
<li> added new item attributes
<br>
- Master Crafted
<br>
- Chaotic
<br>
<li> added critical hit messages
<br>
<li> added new skills
<br>
- Strike to Injure
<br>
- Engineering
<br>
- Crack Shot
<br>
<li> added new item
<br>
- Knuckle Dusters
<br>
<li> added new careers
<br>
- Engineer (human/basic)
<br>
- Techadept (human/advanced)
<br>
- Techpriest (human/advanced)
<br>
- Protagonist (human/basic)
<br>
- Mercenary Captain (human/advanced)</ul>
<br>
<br>
So, now it's possible to <i>Strike to Injure</i> that <i>Blue Horror</i> that was spawned when you killed that <i>Pink Horror</i> with the <i>Master Crafted</i> gun you got from <i>Martin Bitterfels</i>.
<br>
 

chaedwards

Liturgist
Joined
Jun 10, 2004
Messages
352
Location
London
Saint_Proverbius said:
So, now it's possible to <i>Strike to Insure</i> that <i>Blue Horror</i> that was spawned when you killed that <i>Pink Horror</i> with the <i>Master Crafted</i> gun you got from <i>Martin Bitterfels</i>.

Presumably you can only Strike to Insure when playing the undocumented Insurance Salesman class. It makes the monster pay you an annual fee, but if it dies, you have to pay its grieving family megabucks in compensation.
 

ecliptic

Liturgist
Joined
Feb 11, 2003
Messages
915
Is this game any good?
 

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