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

Discussion in 'Codex Workshop' started by non, Aug 6, 2011.

  1. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    :bro:
     
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  2. Elwro Arcane

    Elwro
    Joined:
    Dec 29, 2002
    Messages:
    11,320
    Location:
    Krakow, Poland
    Divinity: Original Sin Wasteland 2
    I don't see any poll after clicking on that link. How do I vote?

    edit: sorry, thought it was blog tags. OK, voted.
     
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  3. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    New version is out. It has a tile set now.

    http://infraarcana.wikispaces.com/Downloads

    New stuff:
    *Tile set
    *New font (16x24)
    *New time system (easier to predict how much the monsters will move between your turns)
    *New item: Flares - can be used to light up dark rooms
    *The skill system uses ranks again (instead of percentages)
    *Renamed the "Reloading" trait to "Weapon handling" and included chance for instant wield or swap
    *Merged the traits "Spot traps" and "Spot secret doors" into "Spot constructions"
    *New ability: "Spot items" - you find more items
    *Merged the traits "Evade melee" and "Evade traps" into "Dodge"
    *Removed the "Alchemy" trait and included potion identifying in "Arcana" instead
    *Removed the trait "Composure" and included shock resistance in "Fortitude" instead
    *Better formula for chances to study scrolls (smoother increase)
    *Fixed a bug that caused the 'get' command to crash the game after loading a save file
    *Decreased the HP of all monsters
     
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  4. Kimagure Majo Yousei Prestigious Gentleman Augur

    Kimagure Majo Yousei
    Joined:
    Dec 12, 2011
    Messages:
    257
    Location:
    Pretty witch swamp, fairyland.
    Awesome. I have been wanting to try this one for quite a while.
     
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  5. Excidium P. banal

    Self-Ejected
    Joined:
    Aug 14, 2009
    Messages:
    13,693
    Location:
    Third World
    The tileset looks p. cool.

    Also, rape:
    Code:
     Damian
       *Advanced to character level 4
       *Gained 432 experience points
       *Explored to the depth of dungeon level 5
       *Was 19% insane
       *Had a masochistic compulsion.
     
     Cause of death:
       *Killed by shriveling spell
     
     The last messages:
       You see here: stone floor. 
       You see here: a Metallic potion. 
       You see here: a Metallic potion. The Cultist Priest misses you. 
       You pick up a Metallic potion. The Cultist Priest misses you. 
       The priest makes strange gestures in the air. 
       You feel a terrible pain as your skin suddenly shrivel and blacken! 
     
     The final moment:
    ********************************************************************************
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                           #####              *
    *                                                           #...               *
    *                                                           #...P.             *
    *                                                           #.!....            *
    *                                                           #.......           *
    *                                                           #P......           *
    *                                                            .Po.....          *
    *                                                           #({o.....          *
    *                                                           #@P......          *
    *                                                           #/P......          *
    *                                                           #.!.{....          *
    *                                                           #.......           *
    *                                                           #########          *
    ********************************************************************************
    
    Right when I arrived at the level, BANG! blinded, diseased, slowed, terrified from claustrophobia (You don't see it there because an unidentified potion I drank out of desperation was a potion of cure phobias)...:lol:

    Did anyone finish it yet?
     
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  6. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    How near you were they when the level started? They're not supposed to spawn nearer than 6 cells (iirc). But I guess if you're surrounded it's a very tough situation anyway. :)

    There was one guy who got to dungeon level 100 (he started save scumming after a while) :D This was before the game even had an ending, it just made new levels and counted up the number (now it only makes 30 levels). Other than that, no one has told me they won it yet.
     
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  7. Excidium P. banal

    Self-Ejected
    Joined:
    Aug 14, 2009
    Messages:
    13,693
    Location:
    Third World
    They were all in a neat row on the north of the room, near that lonely priest. The slimes came after, or were summoned, I don't know, couldn't see shit. :lol:

    Maybe if I had a molotov...
     
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  8. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    11.1 uploaded

    http://infraarcana.wikispaces.com/Downloads

    *Added a Flare Gun
    *There was some problems with the map in the postmortem screen
    *The 16x24 font is unfinished for ascii mode, removed that option from the config file
     
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  9. Awor Szurkrarz Arcane In My Safe Space

    Awor Szurkrarz
    Joined:
    Dec 11, 2009
    Messages:
    21,905
    Codex 2012
    Aww^^. What a lovely tileset :love: . I love the colours and the graphics :love: .
     
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  10. Awor Szurkrarz Arcane In My Safe Space

    Awor Szurkrarz
    Joined:
    Dec 11, 2009
    Messages:
    21,905
    Codex 2012
    Code:
     Marcus
       *Advanced to character level 3
       *Gained 236 experience points
       *Explored to the depth of dungeon level 2
       *Was 16% insane
       *Had a masochistic compulsion.
     
     Cause of death:
       *Chopped with an axe by an undead creature
     
     The last messages:
       You miss. The Reanimated Corpse misses you completely! 
       You miss completely! 
       The Reanimated Corpse chops you with a rusty axe!!! 
       You fumble. The Reanimated Corpse misses you completely! 
       You miss completely! 
       The Reanimated Corpse chops you with a rusty axe! 
     
     The final moment:
    ********************************************************************************
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                              ###                                             *
    *                              #&                                              *
    *                              #.#                                             *
    *                              #Z#                                             *
    *                              #Z#                                             *
    *                              #@#                                             *
    *                              #/#                                             *
    *                               .#                                             *
    *                              ###                                             *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    *                                                                              *
    ********************************************************************************
    Awesome stuff :love: . Practically the only roguelike when I really enjoy the whole dungeon crawling thing. The insanity thingie is also awesome :love: .
     
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  11. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    Great to see such comments. :salute::salute::salute::salute::salute:

    There will be a v11.2 on Sunday or Monday. Discovered some seriously nasty bugs. :x
     
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  12. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    Itz here.

    v11.2
    http://infraarcana.wikispaces.com/Downloads

    Updates:
    *The 16x24 font is fully available in ASCII mode
    *Fixed a bug that prevented monsters from stepping on corpses
    *Fixed a bug that allowed saving anywhere
    *Removed spirit points (sanity is now the only "resource" needed to cast spells)
    *The ghosts touch attack now causes slowness instead of draining spirit points
    *Ghosts can no longer use their touch attack while unaware of the player
    *Worm masses can no longer spawn worms from their corpses
    *Lowered the effects of Dodging, Fortitude and Toughness
    *Chances for scrolls and potions spawning is a bit higher
    *Slightly reduced the damage from spear traps
     
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  13. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    Version 12.0 released

    Download:
    http://infraarcana.wikispaces.com/Downloads

    What's new:
    *New map generator
    *A character screen (@) with info about skills and mental conditions
    *Reworked skill system - merging, balancing, grouping
    *New skill: Mobility (occasionally get free turn when moving)
    *Some monsters can use the sneaking and backstabbing skills
    *Monsters can sometimes spawn on an earlier depth than normal
    *3 new monsters
    *A couple more spells that monsters can cast
    *New weapon: Spike Gun
    *Merged wear and wield command
    *It is now possible to use ranged weapons while Terrified (with a hit penalty). It also gives a dodge bonus now
    *Reworked magic system. Spells can now be identified/memorized when cast from a manuscript (removed studying)
    *New status effects: Blessed/Cursed (bonus/penalty to all rolls)
    *Darkness gives shock instead of the room (so lighting up a dark area with a flare removes the shock)
    *HP bonus per level is fixed instead of random
    *Armor durability % is no longer shown in the interface (only the protection value)
    *Replaced graves in the dungeon with tombs
    *Hunting horrors (deepest monsters) are somewhat weaker
    *Fixed a bug that prevented hit chance bonus vs unaware monsters
    *Removed and merged some redundant scrolls and potions
    *Quaffing a potion of stealth also causes all monsters to forget you
    *Fixed a bug that allowed explosion graphics to be rendered in unseen cells
    *The number of dungeon levels has been reduced from 30 to 25
     
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  14. Roderick Savant

    Roderick
    Joined:
    Apr 27, 2011
    Messages:
    415
    nice sounding changes. gonna try it.
    I'm really liking this game, this and DoomRL are getting me more into roguelikes
     
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  15. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    Having lot's of fun with it myself. It's much better balanced now, especially the skills.
     
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  16. DakaSha Self-Ejected

    Self-Ejected
    Joined:
    Dec 4, 2010
    Messages:
    4,574
    wtf how did i miss this. guess ill try it out
     
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  17. Arpad Educated

    Arpad
    Joined:
    Jan 27, 2012
    Messages:
    248
    Sounding good - a good reason to try again after last time. I think last time I tried it was possible to go infinite dungeon levels?
     
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  18. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    The game has been winnable since November 19, 2011. Before that day, there was infinite levels :)
     
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  19. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    v12.1

    http://infraarcana.wikispaces.com/Downloads

    *Linux version
    *The game should use a lot less CPU power
    *Smoother rendering in certain cases (e.g. no flickering when blinded)
    *Blue colors are brighter for better visibility
     
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  20. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
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  21. Crooked Bee (no longer) a wide-wandering bee Patron

    Crooked Bee
    Joined:
    Jan 27, 2010
    Messages:
    15,028
    Location:
    In quarantine
    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    Just a minor quibble: is there any way to *deselect* the ability you'd like to improve at character creation? I accidentally chose Backstabbing and can't find a way to cancel the selection. Not a big deal, just an interface thing.
     
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  22. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    No there's no way to do that yet
     
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  23. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    http://infraarcana.wikispaces.com/Downloads

    Release 13.1 (September 20, 2012)
    *The Incinerator is a medium weight weapon
    *The Toughness ability also gives a hit point bonus
    *Lowered starting hit points from 16 to 14
    *Fixed: There was a situation that put the game in an infinite loop (not responding)
    *Fixed: The player color updates immediately after healing (instead of the turn after)


    Release 13.0 (September 15, 2012)
    *The narrative is in first person perspective
    *Added new 16x24 font (typewriter)
    *Nicer looking main menu
    *Removed the "Arcana" skill, and added a different system for casting chance
    *Items have weights, and there is a carry limit
    *Improved hit chances of heavy weapons to compensate for their weight
    *Thrown items makes sounds when hitting hard surfaces
    *Increased number of different items that can be carried
    *Special rooms does not cause shock, this is instead tied to the map features
    *Fortitude reduces shock by a fixed percent (instead of randomly blocking it completely)
    *The turn number is displayed in the interface
    *The player character is colored magenta when shock gets high
    *The player character is colored dark red when HP gets low
    *Reduced number of skill ranks in general, each lvl grants one skill pick
    *Improved Healing (rank 2 heals disease, rank 3 regenerates hp over time)
    *Better rules for if player with phobia is considered to be in open or cramped spaces
    *Merged potion of reflexes and potion of aiming into one, and renamed it "Potion of the Cobra"
    *Teleport traps displays a popup instead of log text (it was difficult to react)
    *Open doors in ASCII mode uses ´ symbol (to differentiate from missile weapons)
    *Damage per turn from burning is reduced
    *Fixed: Explosions crashed the game in certain situations
    *Fixed: Status effect countdown did not occur on some turns
    *Fixed: "High ceiling rooms" could spawn monsters outside the room
    *Fixed: Armor durability and clip ammo count were not stored in save files
     
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  24. non Infra Arcana Developer

    non
    Joined:
    Oct 28, 2008
    Messages:
    286
    HUGE UPDATE!! :D

    http://infraarcana.wikispaces.com/Downloads

    Release 14.0 (April 23, 2013)

    New content and features
    * Changed API from SDL to SFML - The game should run much smoother on most systems
    * New inventory system which is easier to use, and requires much fewer keyboard commands to learn
    * Inventory items are color coded and sorted according to item type and name
    * New skill system - Instead of ranks there are separate abilities, each with their own name. Some abilities have prerequisites
    * In-game options menu
    * Some features in the game can be examined (by pressing [a]), to be interacted with in various ways - this includes tombs, cocoons, chests and cabinets
    * Added a new trait called “Mythos knowledge” (MTH) - this determines your insight about the mystical and hidden forces - increases damage dealt to all bizarre, alien, mystical and shocking creatures - raises spell casting chance - at a certain level of MTH, you gain a powerful spell
    * Monsters can trigger traps, and you can kick monsters into traps
    * New spell casting system
    * Changed the way monsters cause shock. Previously you would take a big hit on the first turn that you see the monster, then smaller hits for each turn. Now the shock taken starts at 0 instead, and increases slowly. This gives more opportunity to retreat, or to take down the monsters swiftly before taking too much shock.
    * The player character and monsters have a life bar (only visible while wounded)
    * The searching skill (now called “Observant”) no longer increases your chance of finding a secret door, instead if gives a chance to mark walls (you find a clue about a secret passage)
    * Added “Strange devices” - a new item type which causes various positive effects to occur while active, but may malfunction or break
    * Added “Electric Lantern” - lights up darkness while activate, but may flicker, malfunction or break
    * Added “Potion of Sorcery” - sets casting chance for all learned spells to 100%
    * Added “Potion of Knowledge” - increases Mythos knowledge
    * Added “Manuscript of Azathoth’s Blast” - damages and paralyzes all visible creatures
    * Added “Manuscript of Identify” - identifies a random unknown item in your inventory
    * Added “Manuscript of Opening” - opens all doors, chests etc around you
    * Changed “Potion of Clairvoyance” to a manuscript, and gave it a new effect
    * Merged all manuscripts that casts negative status effects into “Manuscript of Enfeeble Enemies”
    * Added an alarm trap
    * Added a monster summoning trap
    * Added status effect “Weak” - melee attacks does minimum damage, decreased carry weight limit, cannot bash doors, lower physical status resistance, and other effects
    * Improved postmortem/memorial information - Removed the decorative graveyard from the intro level, instead there are gravestones scattered along the path to the church. These graves represent the top highscore entries, and have inscriptions that can be read using the [l]ook command. Added date and time to the highscore entries and graves. Postmortem info is always kept (in text files with character name and timestamp)
    * Iron spikes can also be used as (bad) thrown weapons
    * Flares light up a circular area of darkness (the flare’s field of view), instead of lighting up the whole room
    * Carrying a lit flare lights up darkness around you, and you can walk around and fight while holding it
    * Burning monsters lights up a small area of darkness around them
    * Most non-human monsters can now see in darkness
    * If becoming paralyzed while holding a lit Dynamite, Molotov cocktail or Flare, it will be dropped (if it’s a Molotov, it will explode when it hits the ground)
    * Ranged weapons spawned on the floor have random amounts of ammo loaded, instead of always full
    * Hitting a monster with a medium or heavy melee weapon now makes noise (alerting other monsters)
    * Reloading while blind or terrified risks fumbling and wasting the turn
    * If healing is aborted, you are partially healed (if a minimum number of turns have passed)
    * Added phrases for many monsters (“I hear the flapping of great wings”, “I hear a gurgling noise”, etc)
    * If you wield a machete and step into a spider web, you will instantly cut down the web
    * A monster shot with a flare will take damage each turn, and may eventually catch fire (instead of exploding in flames on death)
    * Rewritten shotgun code - Now, if the shot hits a human sized creature and the shot is lethal, it may also hit a second creature standing directly behind the first
    * After a certain dungeon level, dart and spear traps can be poisoned
    * Attacking unarmed causes a punch-attack

    Graphics
    * Nicer looking main menu, with a new logo (thanks to Agata Skrzypczyk)
    * The Windows version has an icon (thanks to Agata Skrzypczyk)
    * Added “clean” 16x24 font for tiles and ASCII mode, and made it default
    * The typewriter font is fully available for ASCII mode
    * Shadows have a new tile, and there are new tiles for new features, items and monsters (thanks to Christopher Barrett, aka Oryx)
    * Added a new cave wall tile and general trap tile (thanks to Christopher Barrett, aka Oryx)
    * Added new magical trap tile (thanks to Agata Skrzypczyk)
    * The popup boxes have new border graphics (thanks to Christopher Barrett, aka Oryx), and the box and text layout is much nicer looking
    * Unaware monsters have blue backgrounds instead of a blue underscore
    * Added a secondary wall tile occasionally used as alternative (purely aesthetical)
    * Added an atmospheric fade effect to the field of view - further cells are rendered darker (monsters are always drawn at full brightness though)

    Balancing
    * Made changes to the AI to make it act less irrational and more aggressive, in particular it won’t run back and forth between melee attacks or pass attack opportunities as much as in the previous version
    * Made non-player aware monsters skip every second turn (they don’t move at full speed if nothing exciting is happening), this makes stealth tactics more powerful, and it looks cool when they discover you and start moving fast
    * Becoming aware of the player by looking counts as an action for monsters (to give the monsters some reaction time instead of attacking instantly), though you may still be gunned down instantly if you alert the monsters beforehand (e.g. by making noise)
    * Melee-attacking a creature who is unaware, fainted, paralyzed, or stuck has a very high hit chance bonus - melee-attacking a creature who is blind, confused, slowed or burning has a moderate hit chance bonus
    * While paralyzed, additional paralyzing effects are prevented (creatures with such an attack could very easily paralyze you permanently)
    * Knockback causes confusion
    * Sadistic/Masochistic obsessions makes shock unable to go below a certain percent (instead of increasing the shock rate)
    * Taking damage causes a small amount of shock (if not masochistic)
    * The Incinerator (Napalm launcher) now use clips (3 rounds) instead of single shots

    Usability
    * Added titles to most popups
    * Character info screen (accessed with [@]) gives more info - combat stats, resistances, item knowledge
    * Reading/drinking an unknown manuscript/potion and failing to identify it adds {tried} to the name
    * The name of your currently wielded weapon and missile weapon is shown in the interface
    * Melee damage is no longer shown in the interface for ranged weapons, and vice versa
    * When [l]ooking at a weapon on the ground, damage, hit chance and loaded ammo is displayed
    * Phobia effects no longer occur while healing (it could cause huge number of queries for canceling healing)
    * Messages about status effects ending no longer queries for canceling healing
    * Unload command also works for picking up ammo (convenient when you want to get all the ammo dropped from a monster, but not the gun)
    * Merged bash and kick to one command,
    * Esc and space also works as “no” for all y/n prompts
    * Esc works as alternative quit command (same as [Q])
    * Attacking a monster in melee with a ranged weapon causes a warning prompt (can be turned off in the options menu)
    * Armor disappears when dropping to 0 protection value
    * Disease temporarily lowers your maximum HP, instead of making you rapidly lose HP down to a certain limit (with the old method it was always possible to heal yourself, even though it was useless)
    * Removed some useless attack messages (“I fumble”, “It was a great hit!!!”)

    Miscellaneous
    * Removed kill count info from the look screen, and added it to the postmortem info instead, as well as showing the total number of kills
    * Removed support for multiple save files
    * Switched colors of gas traps and teleport traps, gas traps are now magenta and teleport traps are cyan

    Bug fixes
    * Nuclear batteries occasionally spawned with the wrong weight (reported by Surrealistik)
    * Turn number is now stored in the save file
     
    • Brofist Brofist x 8
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  25. Haba Harbinger of Decline Patron

    Haba
    Joined:
    Dec 24, 2008
    Messages:
    1,868,718
    Location:
    Land of Rape & Honey ❤️
    Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
    I guess I know what I will be doing at work tomorrow... :smug:
     
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