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The Codex of Roguelikes

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
6,152
Location
Perched on a tree
I played it for a little while before the DLC/etc came out. It felt a bit like a cross between Disgaea and Shiren. Lovely graphics. but it felt kind of easy and like there was more breadth than depth. That said, I never finished it, so maybe it ramps up as it goes.
I had the same impression, only played a couple hours then returned it. Hard to get a good read on these games that flood you with tutorials and easy content for hours to avoid scaring away morons.

I played it a bit as well years ago.
Maybe that's me playing too much with difficulty settings but past an easy start, some dungeons are extremely hard and the dungeon design doesn't help.

Or maybe it was just my critical hit glass canon build.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
6,152
Location
Perched on a tree

Major Seven

Educated
Patron
Joined
Mar 1, 2017
Messages
61
In addition to buffalo bill, here are the release notes:

v23.0.0

# Gameplay
##############################
# Terrain objects
- Some terrain objects are now "inscribed" and can be studied by bumping them. This gives XP, can recall forgotten spells, and gives a "feeling" regarding carried items (e.g. if a potion is benign or malign). Item "feelings" no longer happen passively over time.
- Hazy Mirrors no longer recall forgotten spells, instead they identify all carried items. They are also much rarer than before.
- If the player has a cursed item, gongs have a high chance of giving the "bless" bonus (which also removes one curse).
- Magic traps ("strange shape") starts hidden again just like mechanical traps, however traps are no longer spawned in corridors.
- The type of monsters that can appear from tombs is now limited based on the current dungeon level (previously mid/late game monsters could spawn from tombs early in the game).

# Backgrounds (classes)
- Exorcists can no longer store spirit points above max level indefinitely, instead they gain fervor points for destroying manuscripts, altars, etc. Fervor can be used for casting spells, and is used automatically when there is not enough spirit points to cast from. The "Prolonged Life" trait also uses fervor instead of spirit.
- Due to the above change, the Flagellant trait "Fervor" has been renamed to "Enthusiasm".

# Traits
- Added trait "Sage" - This is an upgrade of the "Meditative" trait, spells are also cast at a higher skill level when "Focused", and the duration to regain the focused state is reduced.
- Added trait "Elusive" - A unique trait for Rogues, that makes creatures only remember you for half the normal duration.
- Rapid Recoverer regenerates 1 hit point every third turn instead of every second turn.
- The Marksman traits also increase minimum damage (but cannot increase maximum damage).

# Items
- When using the Medical Bag, a menu is now shown where you can select the treatment to perform. Also added an option to automatically choose treatment like before.
- Added an additional Medical Bag action called "quick patch-up", which restores some hit points.
- The Exorcist Holy Symbol can now raise spirit above max limit (instead of just restoring spirit).
- Added a "Heavy Coat" armor, with 2 armor points and -5% stealth/dodging (actually this existed a long time ago, but was a very different item).
- Removed some Rod types and added new ones. Also the Deafening Device is now a Rod instead.
- Merged "Potion of Fire Resistance" and "Insulation" into "Potion of Resistance", that also gives poison resistance and prevent paralysis. The "Resistance" spell has been removed.
- Added more potions.
- The Asbestos Suite now protects against some more attacks where it makes sense (e.g. mold spores).
- Various weapon rebalancing, especially to make medium/heavy weapons more relevant compared to daggers.

# Spells
- Increased duration of the See Invisible spell.
- The rats summoned by the Pestilence spell appear scattered throughout an area (instead of grouped around the caster), and the spell only last for a limited time.
- Added blindness as a spell available to some monsters (this also existed in the game a very long time ago).
- Removed the Resistance spell (this is now a potion instead, see above).

# Status effects
- Poison now stacks, i.e. the duration of the new poison effect is added to the old (normally the duration is set to the longest duration of the old or new effect).
- Poison can only damage creatures down to 50% hit points, but it also reduces melee damage by 25%, and melee and dodge skill by 10%.
- The damage from poison happens less frequently, but in larger bursts.
- While being entangled or stuck, it is now possible to melee attack adjacent monsters with the move direction keys (this is consistent with the nailed status, where it was already possible).

# Monsters
- Some creatures are now "flammable" (e.g. mold, worm masses). If ignited, these burn permanently and will also ignite any other adjacent flammable creatures.
- Mold do zero direct damage (only poison).
- Hallucinogenic Mold always start together with regular mold.
- Mold now appear in a more scattered pattern when they "breed".
- Leng Spider web bolas now also entangle for a few turns.
- Void Travelers intercepting player teleportation now also ends invisibility and cloaking.
- More monsters now take reduced damage from piercing attacks (e.g. Ooze, Mummies).
- Limited the number of different monster types that a single Shapeshifter can change into.
- Misc monster balancing (a lot of balancing of stats, group sizes, properties, etc)
- Added more monsters.

# Map generation
- The ruins in the late game caves can contain chests, tombs, or altars.
- Crypt rooms (tomb rooms) and ritual rooms (rooms with altars) can also spawn in the late game caves.
- Made some improvements to where terrain objects can spawn in rooms, for example previously some terrain like chests or cabinets could never spawn in the corner of a room.
- Some rooms can now spread terrain outside of themselves (e.g. spider rooms can create webs in nearby areas outside of the room).
- Misc improvements to corridor generation (limited max corridor length, corridors occasionally connect to other corridors, and corridors are randomly made wider in the late game for a more cavernous look).
- Changed some room templates that were annoying to explore, or created dead-end corridors that looked like they led to a secret door.

# Special maps
- Added intro message popups for some special levels.
- Made several of the special levels tougher.

# Other gameplay changes
- In the late game cave levels, sound travels 50% further.
- Monsters spawning over time happens a certain duration after entering a new level, instead of at fixed global intervals - this prevents manipulating the counter for example by waiting at the stairs.
- Completely removed "acid" as a damage type and concept from the game. Bloated Corpse and Corpse Mound spit now do zero damage and apply infection instead, Strange Colors do pure damage.
- Reworked and unified how dodging penalties are calculated for melee and ranged attacks. This should not have much effect on how the game plays, but hit chances may be affected in some cases (for example being stuck now also gives a dodging penalty against ranged attacks, and confusion no longer gives a dodging penalty at all).

##############################
# User interface
##############################
# Design
- Added a flashing animation when bashing stuff (doors, corpses, ...).
- Messages fade out instead of immediately being cleared.
- Removed many cases where the game "paused" (i.e. "[space]" is shown), for example revealing hidden doors no longer pause the game.
- The screen fades to red when the player dies.
- Braziers have a subtle flicker effect, similar to the player when using the Electric Lantern.
- When viewing monster descriptions, current health percentage is shown. Added an option to disable health bars.

# Convenience / quality of life features
- Tab now also disarms adjacent traps (melee attacking is prioritized).
- Added a legend for the minimap screen that explains what the different colors represent.
- More types of things are now marked on the minimap (e.g. Tombs, Braziers, ...).
- Numpad 0 can also be used for opening and closing the minimap.
- In the "apply" menu, "a" is always reserved for the Electric Lantern and 'b' for the Medical Bag (and 's' for the Holy Symbol if Exorcist). On the first screen of the "apply" menu, these items will always appear on top and their keys will never be used for any other item.
- Added "b" as a shortcut command for using the Medical Bag directly from the normal game mode.
- In most of the menus and screens, the mousewheel can be used for scrolling up and down.
- Double clicking anywhere toggles fullscreen. Also added an option to enable/disable this feature.
- A bunch of screens now also support pgup/pgdown/home/end for scrolling.

# Other user interface changes
- Added a brightness setting.
- The game now hides the mouse cursor.

##############################
# Fixes
##############################
- Fixed a bug that caused Expert Marksman go give a double upgrade, and Master Marksman to give no upgrade at all (this bug has existed since v20.0).
- The Talisman of Resurrection first restored all hit points and then healed all wounds, which could leave the player with lower than full health - fixed by reversing the order.
- Exorcists picking a stack of Manuscripts destroyed the whole stack, but only gave bonuses for one Manuscript.
- For Exorcist spell traits, available spirit info is no longer printed in the character info screen, only when picking a trait (also the character info screen could show wrong numbers).
- Being stuck in mud had a limited time duration - it now has indefinite duration (the player/creature has to actively pull themselves free).
- "Throwing a Stick of Dynamite" is no longer added to the message history.
- Fixed a timing issue when the player controls teleportation (e.g. when casting teleport, game time would pass between casting the spell and getting to control the teleport location). Now the control happens instantly.
- And more bug fixes...

##############################
# Modability, game data
##############################
- Available font images are no longer hard coded in the game, instead the gfx/fonts/ directory is searched for any .png file that starts with <width>x<height> (e.g. "7x13_uushi.png"). So new .png fonts can be added just by dropping them in the fonts directory.
- The required dungeon level for monster group sizes in monsters.xml can now also be specified relative to the minimum dungeon level of the monster (with format "+N" levels). For example if a monster has min_dungeon_level "4", then a group_size entry with required_dungeon_level="+2" will cause the monster to start spawning with that group size on dungeon level 6.

##############################
# Other
##############################
- Added an option to build and link SDL statically into the game binary (the source code is included in the Git repo), with this method there is no need to install SDL dependencies to play the game (or when building the game). By the default the installed system version of SDL is found and used on Linux, and the prebuilt SDL version is used on Windows. Building and linking SDL statically is enabled via the CMake option "IA_BUILD_STATIC_SDL" (use -DIA_BUILD_STATIC_SDL=ON when running cmake to configure this mode). "Official" releases of the game are built with a statically linked SDL, so there is no need to install SDL dependencies to play these versions.
- The released version of the game is now built on Debian Bullseye with gcc 10.2.1 - glibc 2.31 or newer is required to play the game on Linux.
- The user config/options is now handled as an ini file (instead of just lines in a text file written and read in a specific order).
- A user_data.ini file is placed inside the game directory, where it is possible to specify the directory where user data (highscores, options, etc) shall be stored. If left blank, the default locations will be used.
- On startup, the game tests if several locations are writable (the user_data.ini location, calling SDL_GetPrefPath, and inside the game directory itself), to find a place where it is possible to write user data.
source
 

Arthandas

Arcane
Joined
Apr 21, 2015
Messages
1,702
Have any of you played Shadow of the Wyrm? It looks interesting, but since it's inspired by ADOM, I'm afraid it requires similar amounts of metagaming knowledge (which I hate).
 

uzimahmood

Novice
Joined
Jan 24, 2024
Messages
18
Have any of you played Shadow of the Wyrm? It looks interesting, but since it's inspired by ADOM, I'm afraid it requires similar amounts of metagaming knowledge (which I hate).

It appears to be significantly easier than ADOM. I saw some guy on YouTube speedrun it in 30 minutes.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
6,436
Pathfinder: Wrath
TLG is newer fork, less than 1 year so it diverged less greatly than BN. Not sure how good it is yet as I just found out about it.
The changelog goes into detail on what they changed.

Significantly nerfing food spawn is interesting as "makeshift gear and go raid some houses at night has been mainstay of DDA gameplay for a long time. And general nerfs to foraging as well. This might means we are forced to farm as scavenging is no longer viable? Or maybe hunting depending on wild games spawn.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,390
TLG is newer fork, less than 1 year so it diverged less greatly than BN. Not sure how good it is yet as I just found out about it.
The changelog goes into detail on what they changed.
Was not impressed after reading through it. Mostly seems to be removing random items he didn't like and stuff to fit his new lore. The only functional addition that seemed good was changes to ranged weapon function. BN still probably the way to go I think. CDDA isn't a game about keeping your stomach full, and trying to make it one is bound to result in lots of tedium.
 

Angelo85

Arcane
Patron
Joined
Apr 4, 2010
Messages
1,711
Location
Deutschland
Ananias Roguelike got a new update and has been renamed into Kramora's Shadow in the process



The Announcement
Kramora's Shadow - We are back!
Kramora has risen from the underworld, its shadow now covers the world
Ananias Roguelike is now "Kramora's Shadow", we are celebrating this name change with a BIG update, the first in almost two years and much, much bigger in scale (note that prior to that one, it had been 6 years!).

b5b2e3c7398093777b0afabd494cd7d1ab0d5b6a.jpg


The first thing you'll notice when you load the game is the new outstanding title art, made by Colombian artist Juan José Cano. It depicts the evil serpent Kramora, hovering on the world as a constant menace, and our adventurer approaching the entrance of the ruins of Ananias temple, the last resort to save the realm.


However, the biggest change is the introduction of the High Definition UI; while keeping the crisp pixel art appearance for the main map view, we introduced higher resolution for the UI elements so that everything looks now less cramped; this also included adding floating tooltips, so you can now examine the enemies and items on each room.




8b27f6a67718144e23c8c0971fcdf045132362f4.png
The old UI vs the new UI: Believe me, you'll feel the change when you play it.


Another addition is a new set of attributes used to describe the characters; these attributes influence the base stats, and will see more development and we introduce new subsystems in the future, such as piety and prayers. All these stats can now be seen at a glance in the game's HUD, alongside with the skills (which also have tooltips now so you can see what they are)


Following are some additional changes:


* Avoid long gaps between music tracks that were causing long periods of uncomfortable silence.

* Change step sound. We were planning to have more audio tweaks but we fell short on time.

* Extend max inventory slots to 72, overall inventory has been expanded now, so you will be able to carry more things

* Some classes have been renamed, in anticipation of bigger narrative changes (Hunter to Sentinel, Arcane Master to Libratus, Monster Slayer to Inquisitor, Ailorus Monk to Seraphist, Barbarian to Thane, Dumeril Sage to Oracle)

* Display confirm and cancel target buttons hovering on the target.


I wanted this version to be ready for the Turn-Based Thursday Fest 2025, so some of the things I wanted to put in didn't make it. This included a Tutorial level to onboard players into the game more easily, and further improvements on the inventory UX with drag and drop and tooltips.


This new version (2.6.0) signals our return to developing a polishing the game; the plan is to keep the spirit of the game, but make it more enjoyable by improving the user experience, balancing the gameplay, and introducing some narrative elements. After all, it's been some years of experience that I want to put at the service of our beloved game.


As with all big changes, things may be a little bit broken, so I welcome any comments here or at our discord! :)


Also note that we are rolling out the name change slowly as with all Steam processes, so you'll still see the Ananias name around for a little bit.


Happy adventuring!


Gameplay
 

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