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Roguelike The Doors of Trithius - roguelike with the depth of an open world RPG - now available on Early Access

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,715
Location
SERPGIA
Looks like slightly uglier, more Daggerfally, first cousin of Stoneshard. With Devs that work on game 16× faster

Thread followed, dick hard. Will try it out
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,319
Starting out a new character. Last one prior to the current update was a knight specialized in flails.
 

cpmartins

Cipher
Joined
Jan 9, 2007
Messages
601
Location
Brasil
I had a really fun run with a Berserker. Almost reached the end but something bugged and I couldn't finish the quest that mage gave me on the first town. Life stealing is great.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,319
Regular Update
Posted
Wed, April 24
v0.5.6 - Towns: Part 1

This is a smaller update with some initial changes to towns and handful of other items.

Save files from v0.5.5 are compatible.

Aggression Indicator
All creatures now show a red exclamation when they become aggressive towards the player.
964333210a817f7d496a201dc2ff0f08ec1b0c73.gif

If a creature loses sight of the player and sees them again after, the icon will show again.

Civilian clothes
Added 30+ new clothing items for civilians and governors.
e61df9861d8e7e71d924c12d5ebfe6cfe1326928.png


  • Civilians in each of the three human factions dress with their own distinctive look.
  • The new clothing types can also be found at Clothing shops.
Job Board
Job Board visuals update based on the number of quests available.
c86b29c2492cd0d2afb00dd018ba91659ad74c8d.png


New Items
Added 15 new items covering jewelry and miscellaneous loot items which can be found in loot containers, as monster drops, and in shops throughout the world.
975cf0bbc028036e7d4c2b6b9050b31322881b53.png


Other Changes
  • Massively reduced the view distance of gremlins; Brute 7 -> 3, Experimenter 8 -> 5, Flinger 7 -> 4, Grunt 6 -> 3, Sergent 8 -> 4, Vile Gremlin 7 -> 5.
  • Added new creature: "Gremlin Butcher", along with their new dropped item "Bloody Cleaver".
  • Wild Turkey's are no longer aggressive by default. Instead, they have a small chance to become aggressive when a target is nearby, and will stop attacking if not being hit back.
  • Gold's item icon now changes based on how much gold you have.
  • Wild Turkey - increased chance to drop feather and raw meat.
Bug Fixes
  • Fixed harvested plants not refreshing, even when enough time had passed for them to reset.
  • Fixed bones & blood not being removed from the ground over time.
  • Fixed jump ability allowing you to jump beyond the max distance.
  • Fixed rare crash which happens when the game window height resets.
 

Baron Tahn

Scholar
Joined
Aug 1, 2018
Messages
668
So by 'old school' what do they mean by that? For those who have given it a try what old dungeon crawler is this like?
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,887
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Reminds me of ADOM more than anything, but with a different character system.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,715
Location
SERPGIA
This Stoneshard-like will be finished before actual Stoneshard. :) Also I prefer how LeadDev here embraces Daggerfall's World simulation while that's something Stoneshard has largely given up on and focused on arguing with critics online about being late. LeadDev here is good programmer, that's major boost to development speed

All in all, really glad I discovered this game
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,664
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
First proper trailer:



https://store.steampowered.com/news/app/1519490/view/4196869170450566007

v0.5.7 - Duranki Temple, A New Trailer, A Discount & Endless Replayability Fest

Hello everyone. I’m excited to get this update into your hands today and I’d love some feedback. Consider joining our Discord server to share your thoughts and chat with the rest of the community.

Gameplay Trailer
Additionally, I’m very happy to showcase the very first trailer for The Doors of Trithius. The game is now at a stage where I’m ready to show it off this way and I hope you think so too. Consider liking the video on Youtube, leaving a comment and, dare I say, sharing the trailer with your friends and favorite communities.

15% Discount & Endless Replayability Fest
The Doors of Trithius is part of this week’s Endless Replayability Fest on Steam. To celebrate all these things happening, I’ve discounted the game by 15%. Now’s a great time to snag a copy.
https://store.steampowered.com/app/1519490/The_Doors_of_Trithius?snr=1_2108_9__2107
Today’s Update - v0.5.7
Duranki Temple
Deep within the Duranki Temple lies the Oracle, an ancient machine of immense power and mystery.
484cd533104ed2f6a81a52061709f34fc9718dd7.gif


The temple represents the fourth dungeon specifically designed for the Machinists’ storyline and features challenging traps and an especially deadly new enemy type (caution advised near pit edges).
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Completing the quest will grant access to the first ability from the Zun school of magic.
ddd7492af53f336db5fea178884f208484ca9c87.png


You can find the quest at start at a random settlement in Greenhaven (near the starter area). Look for "The Oracle" quest on the local job board.

Death Screen
On death, you will now be greeted by the King of the Underworld, who has claimed your card!

This wonderfully terrifying illustration was created by Maxwell Arch, the talented artist behind all the character cards in-game.


ccff82096f3f358f55c3c11dfe4ba3276ffbdeaa.png

MORE ABOUT THIS GAME
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,715
Location
SERPGIA
Stoneshard's younger brother is growing. Maybe one day Doors of Trithius will stand taller then Big Bro Stoneshard. And this is single Dev. Knows to code, thou...
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,319
v0.5.8 - Skill Trees
This update revamps 9 existing skills, restructuring abilities and passives into a skill tree format, adding new icon art, and rebalancing abilities.

Also included is a new character background, "Commoner," along with the ability to customize your appearance.

Save files from version 0.5.7 are compatible, though it is highly recommend to started to a new game.

The Commoner
The Commoner is a new character background designed to offer a heightened challenge. Starting with no skills or positive traits, this character receives negative buffs with each new skill unlocked.
b415fb38731b64d06bbe654df4f0dfc390d6b1b9.png


Roll Appearance
During character creation, you can now preview and roll to change your appearance (rolling affects both loot and appearance).
dd087e2c4c61da7ac4f2f4cc651fdcc38685c43f.png


Skill Trees
Most non-combat skills have been restructured into skill trees, with new icon art, additional abilities and passives, and balance changes.

Click here to view the below image in full resolution.

5432d5d389c05791697c4c5bc429b1f587a07183.png

  • Converted to Skill Trees: Dreadheart, Warrapt, Enchanting, Chivalry, Quartermastery, Survival, Medicine, Botany, Cooking.
  • Rebalanced, added, and removed abilities across these skills.
  • Added hundreds of new icons for passives and abilities.
  • Medicine and Quartermastery recipes are now unlocked by learning techniques, similar to cooking and alchemy, making all recipes consistent.
While the above listed skills are closer to completion, more abilities and balance changes are still forthcoming. Future updates will similarly treat Reading, Travel, Athletics, and all Weapon skills.

Due to the extensive nature of these changes, some specifics are highlighted below, but we encourage players to explore the game to discover the full extent of these updates.

Quartermastery Satchels
The Quartermastery skill now includes satchels, a new equipment type that reduces the weight of specific items. For example, the Materials satchel reduces the weight of raw materials:
47968248267451ca6dde7bf5e2795c99b1cb9e35.png


Once crafted, satchels can be equipped on your character.
d03bd0e1c63fe457bfae843fddfc91582f83854f.png


Note that inventory slots for satchels can only be unlocked through the Quartermastery skill tree and are otherwise invisible.

Friendly Hedgehog
"Animal Companion" is a unique summon ability in the Survival tree. When toggled, a friendly Hedgehog will accompany you on your journeys, periodically bringing gifts from the forest.
4091dae439283802aee9703e1c4ddad249d50d86.png


The Hedgehog is resilient and will roll into a defensive ball when low on health.
1dfa3a99ce7ea62a5cbf97e83710db0827c46d7e.png


Heal Summoned Creatures
Creatures you summon now have their health displayed and can be healed with medicine.

Using medicine on a summon requires you to be within 1 tile.
7ebe5f70574f1af8a17af2f6f5be3f5493fa5ec5.png


Keyboard Shortcuts
  • New shortcut key: [Z] for "Basic Attack." Use this to perform a basic attack on nearby targets without using the mouse. If there is more than one valid target, target selection mode is activated.
  • New shortcut key: [X] for "Basic Attack (Nearest)." Use this to perform a basic attack on the closest nearby target. If more than one target is tied for nearest, target selection mode is activated.
Client Icon
The game now features a new client icon:
9b5c559882c2264c0a6e8962592bdaec0498e391.png


Sound
Sound has been an ongoing issue for some users (I blame our sound libraries).

1) Sound File Format
To improve robustness across Windows, Mac, and Linux, all sound files have been upgraded to .WAV format. This increases the game size but should enhance performance and reliability.

2) Music Player
You can now select music player. If music is not playing properly or causing stability issues, try switching to the other music player.
1a2c48ec415cf41c79f4bd5f8d033356c980e1fb.png


What's Next?
If you've read to the end, thanks for following along! Skill Trees will continue to be developed in future updates.

Also on the horizon are the new Polearm weapons and associated skill trees: Spears, Halberds, Tridents.

A poll on Discord determined which stance to use (the middle option won):
5c2430fed08916b3d5ae35017a719936c9fdc850.png


If you'd like to participate in community polls, feel free to join our Discord!
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,319
v0.5.10 - Desert Crypts

This update introduces the new Desert Crypt dungeon, along with balance changes and bug fixes.
Save files from version 0.5.9 are NOT compatible.


Desert Crypts
The Aridax, a fiercely independent desert faction, have long forgotten the ways of their ancestors. But now, their ancient tombs stir with a sinister energy. Something has awakened deep below.

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These crypts are scattered across the desert and feature some of the highest-level enemies in the game. Be prepared for a challenge as you encounter 13 new enemy types, 20+ new items, new sounds, music, traps, and more.

57148aff50c8732a329b3f84b1cbb6d413a88824.png


Dungeon Difficulty
Dungeon difficulty is now represented by skull icons.

The scale ranges from 1 to 5 skulls, with 5+ (black) and 5++ (red) for the most brutal challenges.

5112d69d5624118745952c3f2b50b7d3da632d24.png


XP Rebalance
We've reworked the skill XP curve and investment system to improve balance and progression, ensuring both specialized (tall) and generalist (wide) builds remain competitive, while fixing the issue where heavily invested skills would level faster at higher levels.

30f9f6b3cbc8e1330656dca109351049b73331b3.png



What's Changing:

  • XP Curve Adjustments: Increased the XP required per level after level 15 to smooth progression.
  • Dynamic Skill Caps: Skill caps are now tied to character level, with an additional +3 per skill point invested.
Special thanks to user myrix for their suggestions and help with balancing.


Equipment Animations
Torches are now animated, marking the introduction of animated equipment items.
781a3740e7107ed1dc802bd26558e85f95b719c6.gif


Activated Items
We've updated the game engine to support items with activated effects and cooldowns, giving items the full range of functionality as abilities. Kicking this off is the Squirrel's Hand:
cf0969651d7d3ffeb9d541aad998508f69a2aef9.png


This necklace triggers when you're low on health, summoning a scurry of friendly helpers to turn the tide in battle.

Expect more items with powerful and interactive effects in future updates.

Other Changes
  • Wound icons now stack if there are 5 or more of the same wounds.
  • Added unique effect to Sun Amulet item (starting item for the Commoner).
  • Blood pools now increase in size (up to 5 times) as more blood is added to a tile.
  • Summon Brambles (Nature Magic ability): Bramble bushes can no longer stack multiple times per tile.
  • Increased accuracy of Vile Gremlins (from 0.85 → 1.10).
  • Gremlin Shamans now deal hex damage for their primary attack.
  • Gremlin Shamans hex tiles now apply a status effect that increases damage taken instead of dealing direct hex damage.
  • Gremlin Trapmaster will place a maximum of 5 traps while out of sight of the player, preventing floors from being overrun with traps.
  • Elderberry wine now grants mental warding.
  • Fear status effect (Fayde's Fear) adjusted: -20 attack speed → -10%, -20% dodge chance → -10%, and now reduces vision by 1.

Bug Fixes
  • Major fix for dungeon generation, resolving a longstanding issue where rooms would sometimes fail to connect to the rest of the dungeon.
  • Fixed arrow hit animations displaying in the wrong direction.
  • Fixed Commoner Ascended icon not showing after beating the game with the commoner.
  • Fixed Surge of Replenishment and Renew abilities granting momentum stacks.
  • Fixed incorrect percent values shown on attack speed and movement speed tooltips.
  • Fixed a crash caused by saving the game during a temporary animation.
  • Fixed misaligned HUD status effect icons.
  • Large monsters can no longer be hit multiple times with AOE abilities.
  • Fixed piercing skewer animation showing in the wrong direction.
  • Fixed a quest dialog bug in the Gremlin War Plans quest, making player unable to accept the quest.
  • Fixed Leafborn shops having far less currency than intended.
  • Notification log now supports line wrapping, preventing text from being cut off.
  • Fixed unable to join Aridax settlement battles.
  • Fixed overworld tile faction info UI glitch, not showing faction influence.
 

Jacov

Educated
Joined
Sep 3, 2023
Messages
169
Finally played the game this week. I'm surprised, it's a neat little roguelike with a lot of potential.

Basically, it's shaping out to be like something akin to Mount & Blade or Battle Brothers but with dungeons and you are a solo adventurer. It's not fully cooked right now, being in Early Access with important features missing (no magic yet and I haven't been able to do any crime), but the system foundation that is already in place and developer's logs/roadmap captured my attention.
The idea is that towns that you encounter during your adventures and use for questing/trading/living belong to different factions that wage war against each other. Towns can change hands, be completely burned down, become more poor or more rich.
I was neglecting a gremlin fortress near a town that I used as a main base (deemed my ongoing quests more important than clearing it), and what do you know? My town's prosperity level started dropping and an important trader decided to pack up his belongings and move out, closing his shop.

It's still has a long way to go, but in the three or so years this game was in early access it already feels like what they have to show is more than whatever the Stoneshard devs are up to. I was pleasantly surprised to see that different «factions» of dungeon enemies have their own fighting strategies: beasts are mostly straightforward or are employing «hit and run» tactics, gremlins are cunning, throwing stuff at you, using traps, resisting you kiting them around the corners and instead ambushing you, null golems surround you like a pack of wolves not allowing you to jump away and slowly draining your stamina. Nulls in particular have some unique dungeon quirks where the last levels of their fortresses are full of some node based security systems that I didn't have a chance to fully understand yet because my build was not good against machines (bleed build, and they are immune to that).
Not to dog on Stoneshard, but enemies there always feel the same to me.

Anyway, for anyone who's interested in a dungeon crawling experience in a system-driven open world (like Daggerfall but turn-based), I would recommend keeping an eye out for this game's progress. It's a gem in the rough.
 
Last edited:

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,319
v0.5.11 - Athletics

The new Athletics skill tree is here!

Save files from version 0.5.10 are compatible.

Athletics
The Athletics skill has been reworked into a skill tree format with new abilities, icons, and improvements.
15377414f845afe590b52f152fbb0742507d9279.png


New abilities emphasize positioning and movement efficiency. For example, "Room to Maneuver" grants a dodge bonus when at least three adjacent tiles are empty.
17b90e931c4115d7104c7f10ca8ed2ad08a7d60f.png


Or take "Wall Jump," a faster and more efficient jump that requires you to be next to a wall.
762ed405bab4f326cbeacd8a4f0983f1c1932cec.png


At the top of the skill tree, you'll unlock the penultimate ability, "Shadow Mirage," allows you to leave behind a shadow copy of yourself when dashing, jumping, or lunging—enemies will waste their attacks on this decoy.
d834c2d4652b9f7825b343582d3faf92b57eb06c.png


Summary of Changes:
  • Added 11 new abilities.
  • Removed: "Evasive Maneuvers", "Feline Reflex", "Endurance Training", "Fleetfoot".
  • Reworked: "Evasive Fury", "Sprint", "Tumbling", "Jump", "Aeralist", "Trap Reaction".
  • Added upgrade path to Sprint.
This is part of the ongoing effort to convert all skills to a skill tree structure. With Athletics updated, only Travel, Reading, Alchemy, and Weapon skills remain to be reworked (plus new skills on the horizon).

Need to reset your skill tree?

If you need to reset your athletics skill tree from v0.5.10, enable debug mode in options, open console commands using F8, and enter the command "skillreset athletics" to refund your focus points (its recommended to turn off debug mode after).

Dodge and Accuracy
Dodge and Accuracy mechanics have been updated. We’ve transitioned from a percentage-based accuracy system to an accuracy rating system, introducing a more dynamic curve.

To help explain everything, tooltips have been updated, showing example values and your hit chance against your last target:
5fa2f20161aab2aef1b1eb009ef31c2b0afaa0ce.png


Early-game balance remains similar, where a single point of accuracy converts to roughly 1% hit chance. However, stacking accuracy and dodge now introduces diminishing returns, allowing for late-game bonuses without breaking the game.
5e5fdb8dafd83408c6f449d6749c4f730c377ef4.png


Special thank you to myrix for help crunching the numbers and refining the system. Couldn’t have done it without you!

Save/Load Stability
Fixed several issues related to save files.
  • Added a new option, "Save Log," to enable detailed logging of save and load events.
  • Zone files are no longer copied if no changes have occurred to that zone, improving performance.
  • Added a 10-second timeout on auto-saves. If the auto-save fails for any reason, the save is skipped.
  • Fixed the initial save directory being titled "player" instead of the player's name.
  • Improved file handling to prevent corrupt files if an issue occurs during the save process.
  • Added small millisecond delays between save file updates to improve compatibility with AntiVirus software and other processes.
  • Improved error handling during save/load events. The error screen now provides more detailed information if something goes wrong.
Other Changes
  • Added key bindings for zoom in and zoom out ("-" and "="). These can also be modified in options.
  • Ability "Achilles Bane" - increased cooldown by 2 turns.
  • Added new dash/jump animations to the following abilities: "Sliding Strike", "Duelist Advance", "Vicious Lunge", "Mighty Lunge", and "Gutting Reave".
  • Updated open and close sound for doors.
  • When a stun is applied due to a Knockback ability, "Wall Stun" text now appears above the player or monster's head.
Bug Fixes
  • Fixed game crash that could occur during dungeon load due to attempting to place an entity before the map exists. (Exception: Cannot invoke "dot.tilemap.TileMap.isInBounds(int, int)" because "activeMap" is null).
  • Fixed Dreadheart abilities "Savage Bleed" and "Savage Efficiency" missing upgrades.
  • Fixed lore book "Voice of Khualexx" incorrect reading requirement; fixed "A New Magic" missing XP reward.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,319
Ironically it doesn't have an Ironman mode implemented yet.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,319
v0.5.12 - Blooming Dread
Blooming Dread introduces a new dungeon event: the creeping menace of the Nyris Vine, along with a quest to uncover its secrets.

Save files from version 0.5.11 are compatible.

Nyris Vine
A mysterious vine of otherworldly origin has begun appearing throughout the wilderness and within dungeons.

While most commonly found in forests, this strange vine can also spawn in other biomes, such as deserts and mountains, as well as inside dungeons like castles, temples, and ancient crypts.

ed0c2807e1502d4958547caee177be483fc889db.png


(Warning: spoilers and mechanics explanations below.)

A Growing Threat
The plant begins as a single seed and slowly grows, spreading its vines and spawning Virelings to defend itself. Initially weak and easy to manage, the Nyris Vine becomes exponentially more dangerous if allowed to grow unchecked. Destroying seeds clears nearby vines and weakens the plant's overall strength.

fcc567a3744c21c12d79c4b9e8c76e3fc2069fe9.png


Mutation
Entities stepping on the vines risk being strangled and mutated by the plant. Attacking the vines frees them from entanglement, but their mutation remains (how to remove mutation we'll leave to you to discover!).

ca1b5eade1e82bf54c85fdc191a3729cbf65d333.png


Nyris Maw
If the central seed fully matures and is destroyed, it summons the
Nyris Maw
, a powerful elite enemy. The Maw's strength scales with the size of the vine network, making it the highest level monster in the game when fully empowered.

d16aaf8b2b1b3327208e6fee4a3148aa14f0aece.png


Key Mechanics
  • The Nyris Vine begins as a single seed, gradually spreading over time.
  • Destroying seeds weakens the plant and clears nearby vines.
  • Virelings spawn to protect the plant and assist in spreading its growth.
  • Entities stepping on vines may become overgrown and mutated, turning hostile and gaining enhanced abilities.
  • Flowers bloom near the vines and can be harvested for new crafting ingredients.
  • The Nyris Maw spawns when the central seed matures and is destroyed, presenting a high-risk, high-reward encounter.
  • New items and crafting recipes tied to this event provide valuable rewards.
New Quest: Blooming Dread
Accompanying the Nyris Vine is a new quest, available to all adventurers. A local town in Greenhaven is seeking assistance to investigate the growing threat.

The quest is added to a random town in Greenhaven. If you're continuing from a previous save, it will be added automatically upon loading your game.

Insanity
Insanity is a new mechanic that causes illusions to appear. The higher your insanity, the more likely you are to see things that aren't really there.

5b70eec469406e5b0380c9c95c53fc1642232231.png


This effect can currently be gained through the Nyris Plant but will be integrated into more areas of the game in future updates.

Expect the insanity mechanic to evolve over time, with new types of illusions and surprises being added as development continues.

Other Changes
  • Items in your inventory that apply an effect even while not equipped, such as Decay Orbs, now will display a wound icon to clearly show an effect is being applied, and have had their tooltips updated to clearly state their "Carried Effect".
  • Flying creatures (Hawks, Bees, Dune Flyers) will no longer set off traps.
Bug Fixes
  • Fixed displayed energy cost on toggle ability tooltips not taking into account energy reductions.
  • Fixed "Sparks" enchantment giving 100x too much stun chance (500% instead of 5%, 700% instead of 7%).
  • Fixed weapon swap speed stat displayed as a flat number instead of a percent.
  • Fixed "Mindmeld" enchantment giving 10x too much weapon swap speed.
 

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