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Infra Arcana - An H.P. Lovecraft/Horror based Roguelike

Arthandas

Prophet
Joined
Apr 21, 2015
Messages
1,382
New version released

Changelog:
Code:
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# Gameplay
##############################
# Backgrounds (classes)
- The Flagellant "moribund" status (low health bonuses) is now applied for a certain duration when taking damage that reduces health to 6 hit points or below (previously it was always active while hit points were below the limit, and ended immediately when restored above the limit). The reason for this change is to allow the player to utilize the effect for a bit even if hit points are immediately restored above the limit (e.g. when using the Shed Impurity spell, see below).
- Flagellants also start with a potion of vitality.
- For Flagellant characters, the number of turns spent is adjusted to a lower value (55% of the original value) when calculating score (Flagellants tend to spend a lot more turns, especially since they must wait every time they walk, so this is a compensation for a more comparable score).

# Traits
- The Galvanization trait only applies regeneration if hit points are lost from casting the spell (mostly/only applicable to the Shed Impurity spell, see below).
- Added unique Flagellant trait "Memento Mori", which raises the threshold of the moribund status to 8 hit points, and increases the duration of the effect by 50%.
- Renamed the "Death Sense" Flagellant trait to "Fervor".
- Treasure Hunter increases items spawned on each floor by 1, instead of 1-2. See also general change to number of items spawned below.
- Improved the Survivalist trait: "You cannot become diseased, only half your wounds count, rounded down (i.e. number of wounds are halved when calculating combat, hit point and regeneration penalties, slower walking speed happens at 6 wounds instead of 3, and you die from 10 wounds instead of 5)".
- Healer is no longer a prerequisite for Survivalist.

# Map generation
- Added a new special level
- When the monsters on the "end level" (no spoilers) becomes aware of the player, a message is printed (to reduce the need for meta knowledge).
- On the Egypt level, when the player is within a certain distance of Khephren, all monsters on the map become aware of the player. A message is printed when this happens.

# Terrain objects
- Hazy Mirrors are now colored gray on the minimap when they have been activated.
- Hazy Mirrors are now also detected by the magic searching effect (the Clairvoyant ability).

# Spells
- Added spell "Shed Impurity" - a unique spell for the Flagellant background, that they start with. The spell lowers hit points to the limit where the Flagellant receives bonuses for having low hit points, and if enough hit points are lost, then some status effects such as poisoning are cured.
- Added a new spell that heals other creatures, available only to monsters.
- The Transmutation spell is now "tenebrous" (temporarily forgotten when cast).
- Reduced the duration of the blindness effect that Light spell causes at higher levels, and increased the spell cost from 2-4 spirit to 3-5.
- Changed Control Object max distance from 2/4/6 to 3/4/5 (for basic/exptert/master).

# Items
- Reworked the Incinerator, it is now called the "Morphic Blaster", and is a Mi-Go weapon that works more like the Electric Gun.
- Potion of Descent can now be used on all levels until "the end" (no spoilers), previously it only worked until a few levels before the end of the game.
- Reduced the weight of spike guns.
- Added a new artifact.

# Monsters
- A few monsters wait for a turn when they see the player and are aware of the player. This only happens once, until the monster loses awareness again. It is intended to avoid some unfair instant deaths by allowing the player a chance to act first (for example Cultists and White Spiders have this behavior).
- White Spider attacks have 20% chance to paralyze instead of 50%.
- Reduced hit points of Ghosts (mainly to allow Flagellant players a better chance to counter them with the Thorns spell)
- Pickman spawn from level 10 instead of 6, and is somewhat rarer.
- Pickman starts with 2-3 Ghouls instead of 4-5.
- Byakhee spawn from level 8 instead of 6, and can only spawn in groups from level 10.
- Mummies can now speak a phrase when they become aware, to alert other monsters.
- When Major Clapham-Lee "calls forth his Tomb-Legions", the summoned monsters now wait a turn instead of acting immediately.
- Tentacle Clusters can spawn randomly on the map (not just from spell side effects etc), although somewhat rarely
- Many updates to the "hound" monsters (Fire Hound, Energy Hound): added more types, added sound effects, changed a lot of their stats.
- Monsters that "breed" (i.e. mold) will not spawn new monsters if the group size is above a certain limit.
- Added more monsters

# Misc balancing
- Reduced XP gained from seeing "terrifying" monsters from 10 to 8, and reduced XP for "mind shattering" monsters from 20 to 15 (rationale: there are more monsters now).
- On average, one less item is spawned on each floor in the mid game (10-19), this is intended to avoid players winning with a huge amount of items in the inventory, without making the early game harder or making exploration less rewarding in the late game. See also Treasure Hunter change above.

# Other changes
- In the game over summary screen, all items are shown with their identified names in the inventory section.
- In the item knowledge section of the character screen ("C" or "@"), the real names of all identifiable items in the game are shown, so it is now possible to know exactly which effects an unidentified benign potion may possibly have, for example.
- Removed the item knowledge section of the game over summary screen.
- Added hint popups with info about status effects, shock level, kicking braziers, and kicking statues.
- The "stagger" messages are now more specific, and describe why the player is staggering ("My wounds cause me to stagger.", or "I stagger under the weight of my carried load.").
- A warning is printed when going over 100% carry weight.
- "Shock" is referred to as "mental shock" when picking background and traits, since it could be confused with some type of shock damage (and this is probably often the first time a new player encounters this term in the game).
- Added info about kick hit chance in the monster descriptions.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,008
has anyone had any success with the flagellant class? the lowered move speed is really killer, and using the crimson path spell seems to just make you prepared to be one-shotted wherever the spell ends.
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
Taking thick-skinned and galvanization early helps a lot with survival.
 

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