Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The Codex of Roguelikes

Major Seven

Educated
Patron
Joined
Mar 1, 2017
Messages
58
Three new patches for ToME. Don't let the name of 1.5.7 fool you, it's not the new DLC ;-)

Darkgod said:
Tales of Maj'Eyal 1.5.6 aka "Forbidden Sect" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.6 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.
If your launcher didn't self-update correctly, just redownload it from the homepage.

Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( http://te4.org/donate ) !



  • Added Discord Rich Presence support
  • Aether Beam cast by NPCs will be visible
  • Alchemist golem creation method is now global to the talents namespace (and thus can be modded)
  • Can send talent links in the chat from the talent's right click menu or in the levelup dialog by pressing ctrl+l
  • Chat names of devs and mods have the proper mention of the status
  • Check on character creation for magic/antimagic combo with a warning
  • Clarified online event option with three states, if you had changed the setting you need to reapply it
  • Class icons for all classes!
  • Disabled highscore on the main menu, nobody cared about that anyway
  • Dreaming Horrors now have a custom tooltip regarding their awaken/dreaming state
  • Exported necrotic aura and create minions data and functions to the global talents environment for easier modding
  • Fix Infestation pools blotting out the sun
  • Fixed Flames of Urh'Rok shader (and other similar ones) for ATI GPUs
  • Fixed Fortress and Glass walls for corner cases
  • Fixed randarts with very low ammo regen turns
  • Fixed talent unlearning and item removal to correctly remove buffs they set like they already removed sustains
  • Fixed the orb pedestals in the slime tunnels to be an actual requirement
  • Invulnerable npcs are denoted as such in tooltips
  • Made temporal fugue more resilient to reccursion (with regard to automated defence system of Embers of Rage)
  • Melee retaliation powers on randarts are rarer and higher level
  • Ogres and Shalore are not in Ziguranth patrols anymore
  • Recall buff is now classified as "other"
  • Remove pointless Pestilent Blight combat log entry
  • Removed restriction on shimmers based on weapon/armour types; you can now shimmer a dagger to a staff or a plate armour to a robe!
  • Replaced Rapid Shot with Aim for Bowman Thoughform to correctly match the weapon
  • Revise Rot and Plague talent targeting and tactical tables
  • Switched drem and dremling names to be more fitting
  • Tighthened security around file access functions
  • Addons: "In Combat" status is now computed by the game for all actors, always available as "actor.in_combat" and with callback "callbackOnCombat(state)" when status changes
  • Addons: ActorTemporaryEffect support #hisher#
  • Addons: Added "callbackOnTargeted"
  • Addons: Added game:shakeScreen()
  • Addons: Added loadIfNot to entities environment to only load said list if it has not yet been
  • Addons: Added setTextFont and setAnswerFont functions to chats definition files to switch the fonts used.
  • Addons: Chat:load hook exposes the chat file environment
  • Addons: Damage shield supports on_absorb callback
  • Addons: Fixed events generation in temporary zones
  • Addons: Fixed resolvers.charm/charmt to be last resolvers to avoid problems with reapplying ego
  • Addons: Items that can save life get notified if they do with "on_resurrect" field
  • Addons: Levels can decide if they'll dynamically match stairs with "auto_zone_stair"
  • Addons: New hooks "Chat:invoke", "CommandStaff:SentientOptions", "CommandStaff:SentientChat", "GameState:makeEventName" and "Winner"
  • Addons: New Quest:isSuccess method
  • Addons: New set of inventories parsing methods: findInAllWornInventories, findInAllWornInventoriesBy, findInAllWornInventoriesByObject, wornInventoryApplyAll
  • Addons: New table.pairsRemove function
  • Addons: NPCs can have a custom_tooltip method to add stuff to their tooltips, dynamically
  • Addons: Temporary zone shifts can use "temporary_zone_shift_save_pos" to back back exactly where the entrance was
  • Addons: Zone's generators using "zoneclass" can be a string instead of true to load a specific file

    Have fun in Eyal!


DarkGod said:
Tales of Maj'Eyal 1.5.7 aka "Forbidden Bugs" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.7 ! See http://te4.org/

This is an urgent update to 1.5.6, sorry about the bugs my minions, for once I'll go whip myself ;)

Your launcher should automatically update your game so no need to redownload it all.
If your launcher didn't self-update correctly, just redownload it from the homepage.

Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

  • Fixed error on changing level after a version upgrade. Stupid me sorry :/
  • Fixed a bug with The Mouth spawns and some others
  • Fixed time played in discord rich presence to correctly indicate hours instead of days
Have fun in Eyal!


DarkGod said:
Tales of Maj'Eyal 1.5.8 aka "Forbidden Patch" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.8 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.
If your launcher didn't self-update correctly, just redownload it from the homepage.

Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( http://te4.org/donate ) !


  • The flame of the candles in the blighted ruins now flicker
  • Fixed Actor:cloneActor to support both add_mos and add_displays, in essence this fixes display bugs with talents that clone NPCs
  • Disable Dreamscape on Dreaming Horrors to avoid weird bugs, until they can be fixed. But buff the horror to compensate
  • Disable all connectivity will not disable steam anymore
  • Fixed Plague tree, this includes the black screen level generation bug
Have fun in Eyal!

https://te4.org/news
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
913
The NetHack DevTeam is happy to announce the release of NetHack 3.6.1.
3.6.1 is a general patch release. It includes a large number of fixes to the 3.6.0 version, all of which have been incrementally published on the public Git repository for the game.

The DevTeam has decided that 3.6.1 will be the final "official" 3.6.x version, barring some sort of major issue that requires a new release.

After this release, 3.6 will continue to be maintained in our Git repositories, however the team will focus on a new major release. Another 3.6.x release and packaged set of binaries, is not anticipated.

Here's a synopsis of some of the changes we've made in the past two years (approximately) since the release of 3.6.0 in December 2015:

1. Personnel changes
We've added some additional members to the team since the 3.6.0 release:
Alex Smith and Patric Mueller joined the team in July 2016.

Alex created the AceHack and NetHack 4 variants and is an expert on the inner workings of the game and the ways in which they can be exploited.

Patric is probably best known as the creator of the UnNetHack variant. He also created NetHack-De (a German translation of NetHack) and has considerable involvement in the Junethack tournament.

2. Gameplay changes
There are fewer gameplay changes in 3.6.1 than in 3.6.0, but still over 500 items. Here are a few, though not necessarily the most important, examples:
General New Features

  • Naming Sting or Orcrist now breaks illiterate conduct
  • Poison breath leaves a trail of poison gas
  • Allow knife and stiletto as possible tin opening tools
  • New status line conditions Stone Strngl Deaf Lev Fly Ride
  • Swallowers can't re-engulf hero immediately after spitting him/her out
  • Allow taming monkeys and apes with bananas
  • Ray bounceback chance depends on the wall type
  • Undead #turning takes less time at higher experience level
  • Peacefuls may react when you attack other peacefuls
  • Prevent diagonal jumping through open doorways
  • Give feedback just before timed levitation runs out
  • Blinded hero or monster who eats a nurse corpse will have blindness cured
  • Wielding *bane have additional effects
  • "Elbereth" must now be the only engraved text on a square to function
  • "Elbereth" now erodes based on attacks by the player, not monsters scared
NetHack Community Patches (or Variations) Included

  • Malcolm Ryan's improved tin opener
  • Ray Chason's keyboard may stop responding after locking or unlocking a door when using altkeyhandler=nhraykey.dll
  • Ray Chason's fix: window interfaces that support transparency may give away unseen parts of the map
  • Ray Chason's xprname should honor iflags.menu_tab_sep
  • Ray Chason's punctuation for "That foo is really a mimic."
  • Ray Chason's proper background tiles for lava and water
  • Ray Chason's MS-DOS port restored to functionality with credit to Reddit user b_helyer for the fix to sys/share/pcmain.c
  • Ray Chason's MSDOS port support for some VESA modes
  • Ray Chason's Qt4 windowport
  • Darshan Shaligram's pet ranged attack
  • Jason Dorje Short's key rebinding
  • Maxime Bacoux's new DUMPLOG: compile-time option to enable logging of end-of-game information into a text file
For a complete, very granular, but not necessarily clear list of the changes incorporated in this release, please take a look at the file doc/fixes36.1 in the source distribution. This file has a full list of all changes to the game.
The text in this file is populated automatically for the development team's own use and is provided "as is", so please do not ask us to further explain the entries in that file. Some entries may also be "spoilers", particularly in the "new features" sections, so read at your own risk.

3. Deprecations announced post NetHack 3.6.1
3.6.1 is essentially a maintenance release and as such doesn't change much in terms of what is or is not supported. However there will be some significant changes to support in the next major release.
The following ports will be dropped from the next major release unless someone comes forward to maintain them:

  • Amiga
  • Atari
  • Macintosh Classic
  • BeOS
  • OS/2
  • 16-bit MS-DOS
  • Floppy disk support for all platforms
Starting with the next major release, we will be dropping support for most K&R and pre-ANSI C features, including:
  • The Bitfield macro
  • K&R function definitions
Starting with the next major release, we will start using ANSI C features; which ones have yet to be determined.
If you are actively running NetHack on a system that cannot handle full ANSI C, please let us know some details and we _might_ be able to accommodate you.

Save File Portability
Save files should be portable between version 3.6.0 and 3.6.1.
We did, however, identify a bug early in the 3.6.0 release that may affect some score files. For full instructions on how to deal with this bug, please go to: fixrecord.html Yes, this is in the 3.6.0 tree as it is a 3.6.0 bug.

As with all releases of the game, we appreciate your feedback. Please submit any bugs using the problem report form.

Also, please check the known bugs list before you log a problem - somebody else may have already found it, after all.

Happy NetHacking!

For the DevTeam...

Mike Stephenson

http://nethack.org/v361/release.html
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,947
Location
Small but great planet of Potatohole
How does Rogue Survivor compare to CDDA?
Less autism and wacky tobacky, focus on cities and more developed npc/faction systems.
"Less autism" and "wacky tobacky" translates into "less complex" and "smaller in scope" or "a lot less content". Also, I'd say, more abstract, less simulationist.
All the above doesn't necessarily mean "worse".
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,677
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
http://www.unrealworld.fi/350-changelog.txt

Version: 3.50 (stable)

** Saved characters from version 3.40-> are compatible with this version. **
** If you are new to version 3.50 scroll down and read changelogs since the first beta version. **

- added: treat bleeding wounds of your pets and companions

It is now possible to try to stop bleeding of the wounds of your pets and companions.
The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet
or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them.
The actual wound to treat is then auto selected based on its severity.

The actual game mechanics of applying physician skills to your pets and companions are the same as treating
your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and
so on.

- added: crash security to overcome creature and item losses when travelling with companions and watercrafts

There's now extra data save added upon each map load to provide crash security and to minimize certain creature
and item loss potential. Previously it was quite often the case that the pets and companions you were travelling
with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you
were transporting with a watercraft - including the watercraft. This sort of losses should be history now.
Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and
be available upon returning to post-crash UnReal World.
Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination
and this addition should not in the least to be taken as an encouragement for safer force quitting.

- balanced & fixed: weight of some clothes

Some were found too heavy, and a few were found too light.
The corrections go as follows (with old weight in parenthesis):

* Woollen tunic - now weighs 4.6 lbs (was 5)

* Nettle cloak - now weighs 2.6 lbs (was 6)
* Woollen cloak - now weighs 5.3 lbs (was 6.5)
* Fur cloak - now weighs 11.5 lbs (was 14)

* Woollen overcoat - now weighs 6.3 lbs (was 5.5)
* Fur overcoat - now weighs 13.5 lbs (was 15)

* Leather leggings - now weighs 6.3 lbs (was 2.9)
* Fur leggings - now weighs 7.4 lbs (was 3.5)

- fixed [rare condition]: all too frequent map maintenance with some old characters

- fixed [rare condition]: sages offering the old style teaching of new ritual for some migrated characters

- fixed: triggered traps sometimes appearing as readied and erect

- fixed [rare condition]: too fast melting of ice in the spring

- fixed: animals tied in place with a rope remaining tied even if the rope was destroyed (eg. by a fire)

- fixed [rare condition]: spiritworld related entries cluttering the data stack and causing misleading hoarding warnings

- fixed: animal pens in the villages appearing too close to the western border

The problem was that your dog might end up located in the village animal pen when entering the village from the west.

- fixed: BUTCHER_CONFIRMATION setup option not checking whether the carcass actually could be skinned

Now the confirmation, if enabled, is asked when applicable only if the carcass actually can be skinned.

- fixed: wounded adventurer quest sometimes generating too lightly wounded adventurers

This made the intended quest giver adventurers not speak about their hardships at all even though
the villagers would hint about it.

- fixed: milk from rams and bulls

Emphasis mine.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,947
Location
Small but great planet of Potatohole
http://www.unrealworld.fi/350-changelog.txt

Version: 3.50 (stable)

** Saved characters from version 3.40-> are compatible with this version. **
** If you are new to version 3.50 scroll down and read changelogs since the first beta version. **

- added: treat bleeding wounds of your pets and companions

It is now possible to try to stop bleeding of the wounds of your pets and companions.
The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet
or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them.
The actual wound to treat is then auto selected based on its severity.

The actual game mechanics of applying physician skills to your pets and companions are the same as treating
your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and
so on.

- added: crash security to overcome creature and item losses when travelling with companions and watercrafts

There's now extra data save added upon each map load to provide crash security and to minimize certain creature
and item loss potential. Previously it was quite often the case that the pets and companions you were travelling
with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you
were transporting with a watercraft - including the watercraft. This sort of losses should be history now.
Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and
be available upon returning to post-crash UnReal World.
Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination
and this addition should not in the least to be taken as an encouragement for safer force quitting.

- balanced & fixed: weight of some clothes

Some were found too heavy, and a few were found too light.
The corrections go as follows (with old weight in parenthesis):

* Woollen tunic - now weighs 4.6 lbs (was 5)

* Nettle cloak - now weighs 2.6 lbs (was 6)
* Woollen cloak - now weighs 5.3 lbs (was 6.5)
* Fur cloak - now weighs 11.5 lbs (was 14)

* Woollen overcoat - now weighs 6.3 lbs (was 5.5)
* Fur overcoat - now weighs 13.5 lbs (was 15)

* Leather leggings - now weighs 6.3 lbs (was 2.9)
* Fur leggings - now weighs 7.4 lbs (was 3.5)

- fixed [rare condition]: all too frequent map maintenance with some old characters

- fixed [rare condition]: sages offering the old style teaching of new ritual for some migrated characters

- fixed: triggered traps sometimes appearing as readied and erect

- fixed [rare condition]: too fast melting of ice in the spring

- fixed: animals tied in place with a rope remaining tied even if the rope was destroyed (eg. by a fire)

- fixed [rare condition]: spiritworld related entries cluttering the data stack and causing misleading hoarding warnings

- fixed: animal pens in the villages appearing too close to the western border

The problem was that your dog might end up located in the village animal pen when entering the village from the west.

- fixed: BUTCHER_CONFIRMATION setup option not checking whether the carcass actually could be skinned

Now the confirmation, if enabled, is asked when applicable only if the carcass actually can be skinned.

- fixed: wounded adventurer quest sometimes generating too lightly wounded adventurers

This made the intended quest giver adventurers not speak about their hardships at all even though
the villagers would hint about it.

- fixed: milk from rams and bulls

Emphasis mine.
I assume. I hope that it means it's no longer in game, aka - was fixed. Still funny bug if it was there in first place.
 

Tito Anic

Arcane
Shitposter
Joined
Dec 27, 2015
Messages
1,679
Location
Magalan
Tome 1.6 is in works now, link to beta:

https://drive.google.com/open?id=1ObLzIi0BlDnYgStNY48xrD4JJEs-laFc

There is LOTS of new things going on:

As we all know 1.6 is in the works. So far the current release date is unknown, or in 1 DGTU (as per usual with DarkGod) but there have been a lot of changes and even an alpha (wow!).
(All tl;dr's are links to the commits themselves, with the exception of weapon mastery which is a youtube link).

Weapon Mastery Changes:
tl;dr is this video
First off (and I don't have a gitlabs link for this one) is the weapon mastery changes. In 1.6, weapon mastery no longer grants physical power. The description now reads:
Code:
Increases weapon damage by x%...
The %weapon damage it grants has been adjusted to be nicer, but the loss of phys power hurts a lot of things, namely status application and char sheet damage. You may be wondering, how is this good for the game's health? First off, randbosses on insane no longer ALWAYS have more phys power than you have phys save which means phys save can become an actual defensive stat rather than a being borderline useless. Second off, it brings a lot of weapon user's damage way down from insane regions (600+ char sheet damage Naloren berserker anyone?) to more... manageable regions. This is probably the most controversial change.

Inscription Changes:
tl;dr runes don't suck, movement loses its free action after it expires.
1.6 adds a lot of great new runes and removes some of the shittier inscriptions (rip sun infusion). The removed inscriptions are Sun, Telepathy, Frozen Spear, Heat Beam, Vision, Phase Door, Controlled Phase Door, Lightning. Phase Door and Controlled Phase Door have been merged, Lightning has been renamed and now works like boneshield pretty much, with a threshold. Just read the gitlabs link if you want the biggest gist of it, there are a huge number of additions/changes. Oh, also heroism no longer grants stats. Overall, its small nerfs for inscriptions and huge buffs for runes in terms of usability (suck it antimagic fantatics). I personally love these changes. The new runes are amazing and I find myself varying greatly on the 1.6 alpha between different setups rather than just sticking with the pretty much set in stone setups of the current version. My favorite part of 1.6 by far (outside of cults, but that's 1.5.6).

Prodigy Changes:
tl;dr buffs to more underused prodigies, reworked elemental surge/endless woes and a new prodigy!
These changes are nice too, some nice buffs to things like meteoric crash (burn now does more damage overall) and Eye of Tiger now can proc for physical, mental and spell separately. The new prodigy is interesting (0.3 to all learned talent cats), but I think it still gets beat out by most other prodigies except on Possessor (and prodigies barely matter on Pozz anyways). Pretty much, any prodigy that you would normally take on a caster has been improved. Also, flex has been moved to the dex side of things, nerfed and bugfixed. Sad about that one. Fast as Lightning has also been removed, but if you can cite what that prodigy does from memory and tell me if it actually works, I'll be impressed.

Charm Changes:
tl;dr Charms are broken as shit, and I love them.
Charm egos got a huge update and a lot of the effects got a once over. Additionally, on cast egos have been updated too and are far more likely to appear on charms. Also tentacle totem doesn't hurt you when it dies anymore and is pretty solid now, great for casters who need a beefy friend. My second favorite part about 1.6, new charms and their effects all feel so much more useful.

Defiler Changes:
tl;dr Vim is slightly less terrible, bone category is good now outside of bone shield (which has a threshold now) and virulent disease is now a passive.
I don't really care/know about defilers much so I won't talk/speculate balancewise about these changes. Just read 'em and see what you think. Look nice, maybe I'll give Correaver another shot and see if they actually play like Corruptor and Reaver and not Correaver.

Early Game Randboss Changes:
tl;dr randbosses hurt less when you're unlucky
Another really nice change, mostly aimed at insane gameplay. Rare+ that spawn with certain talents now get "blocked" (no more impossible to kill bulwark snakes/psionic shield snakes who take 0 damage). Additionally, the game difficulty now scales in slowly, instead of being in full effect right from level 2. The best part of these changes is that midge swarms, hummerhorns and other high gspeed enemies (think like 200%ish) now get a damage reduction debuff when they spawn as a rare+, hopefully preventing you from being oneshotted in Old Forest.

AI Changes:
tl;dr The tactical AI is smarter than probably 90% of the tome community
These changes make Elandar a force to be reckoned with. Rare+ enemies and bosses now kite, use their talents at better times and do a lot better job of fighting the player. Super annoying but a good change. If you're poison immune, the AI won't try to use a poison on you, if you're under effects of a big heal, they'll try to hit you with a heal reduction, etc. Pretty much, they're always on the lookout for what hits you hardest at the moment.

And that's all the commits I've scrounged up from Shibari! Any thoughts? Feel scared about 1.6?

Download link here! (Its not a virus)
Enable dev mode to speed up load times.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,677
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://www.ancientdomainsofmystery.com/2018/05/adom-320-released-as-steam-beta.html
Sunday, May 6, 2018
ADOM 3.2.0 released as a Steam beta!

Hi everyone!

We are proud to finally announce the release of ADOM 3.2.0 as a Steam beta version (follow this link to read how to activate a Steam beta).



The central new feature of ADOM 3.2.0 is a high personalization and customization level of the PC sprite. Hair color, armor, weapon type, etc. now will show. There are still tons of detail we have to add but the amount of variety already now has been mind-staggering.

So enjoy the first release of this feature, let us know what you think and we will work on improving it. The brief changelog can be found in the usual place.

Axes high!
Thomas Biskup & Team ADOM
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,310
Location
Terra da Garoa
A lot of fun. Along Dark Souls it's my favorite game of the past 10 years.

Don't be afraid to die a lot and experiment a lot, you'll slowly unlock new classes & races and will understand more about the game. Don't spoil yourself with guides.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,677
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/333300/announcements/detail/1655515849182794327

ADOM 3.2.2 released to Steam (the GDPR release)
24 May - TheCreator
Hi everyone!

After we skipped the announcement for ADOM 3.2.1 (because it contained only cosmetical bug fixes) we just released ADOM 3.2.2 as the latest public version.

ADOM 3.2.x thus leaves the beta status and we hereby declare it stable.

ADOM 3.2.2 again doesn't offer any major content updates - but we had to adjust it to the new General Data Protection Regulation (GDPR) which takes full effect on the 25th of May. See https://en.wikipedia.org/wiki/General_Data_Protection_Regulation for the dirty details.

It took us lots of effort to take everything into account and your data won't be any safer despite all the work because we always cared for your data and didn't abuse it in any evil way. But now there's a lot more documentation and legal text.

The most important game-related change is that - if you registered for our global highscore server at http://www.rogueleague.org (which we highly recommend and which soon will be getting a boost) - you will once more have to read and accept the terms of use.

You also can choose to decline them but the you no longer will be allowed to upload your highscores to the global highscore.

The release cycle for this release has been filled with extremely boring and brain-numbing work because GDPR - despite its good intentions - is a nightmare of cluttered, chaotic and not very well-thought out bureacratic heap of regulation. But so be it. We now are compliant and finally can move forward creating real value.

Unless the next stupid EU regulation destroys productivity.

As you can see I am a bit pissed off about this monstrosity.

Please continue enjoying ADOM and sorry once more for not having new content to offer - we spent so many hours on this abomination that there was no room for content.

The next release will be much better in that respect - promise!

The update will be running automatically and if you still are running on the beta program, here you can find the instructions on how to turn off beta: https://www.ancientdomainsofmystery.com/p/adom-beta-steam.html

Kind regards
Thomas & Team ADOM

edit.
TheCreator [developer] 2 hours ago
P.S.: I forgot the most important point - due to the complexity of GDPR players of 15 years or younger no longer will be able to use http://www.rogueleague.org legally because we would need parental consent for that. As we have no way to easily verify parental consent you'll have to wait until you are 16 to share your highscores with the world.

Sorry for that, it's not our invention.
 

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,234
Playing again Infra Arcana. I forgot how awesome this game is. The latest versions have transformed it into a completely new game. Luv it.

Discovered the grotto with the rats in the walls. Even the time-slow watch wasn't able to save me. Never experienced that level until now.

non are there plans for future versions?
 

PrettyDeadman

Guest
I was googling Infra Arcana, and found this game.

Escape from Aeon:

https://ghostknot-games.itch.io/efa

  • A lo-fi science fiction survival horror roguelike: turn-based, permadeath, overwhelming odds, and a slim chance of survival
  • 25 procedurally generated levels across 5 zones
  • Tactical combat with 100-action-point system
  • Unlock more than 40 enemies in the beastiary
  • Find modules to upgrade your radar and skinsuit
  • Environmental interaction: blast through walls to make a shortcut. Detonate a fission reactor. If all else fails, breach the ship's hull.
  • Learn about the bizarre presence aboard the Aeon and experiment altering your genetic makeup ... for better or worse.
  • Unravel a rich post-Earth narrative as you progress
  • Inspired by The Thing, Alien, Infra Arcana & Heart of Darkness




bFb1KG.png

S9gZl2.png

Xitu9a.png

It has a demo on the itchio page.
 
Last edited by a moderator:

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
Nov 30, 2016
Messages
9,081
Location
An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
A lot of pain too.
Don't turn on last addon for a while, and play it last, it is difficult.
Other are nice, especially EoR.

The only add-on I currently own is the first one, Ashes of Urth'Rok? I don't see a way to disable it in the game.. Not sure what it adds because if I click campaign only the original one is available... think I should turn it off through Steam (uninstall the dlc) and play vanilla?
 

PrettyDeadman

Guest
Escape from Aeon seems really neat. 100-action-point basically means a mix between traditional roguelike and fallout like combat system. Like you can do several turns which cost 100 action points, then you enemies can do turns which cost whatever action points they have.
So a turn may include multiple actions like walking away, firing, using items and stuff. It works surprisingly well in rogue-like and feels natural.
Also the game has very good UI and presentation, kinda like Cogmind. Not popamole, just a very smart and neat UI for a roguelike.
It is a bit simplistic at this moment though...
Not a lot of items, weapons, rooms and stuff. But a very solid foundation.
 
Last edited by a moderator:

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,154
Playing again Infra Arcana. I forgot how awesome this game is. The latest versions have transformed it into a completely new game. Luv it.

Discovered the grotto with the rats in the walls. Even the time-slow watch wasn't able to save me. Never experienced that level until now.

non are there plans for future versions?
I'm playing this too, got surprised by the atmosphere, very cool!
 

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,154
I am new at roguelikes, which one you guys can recommend as been the some of the best choices? I bought Caves of qud today after some research and I am liking it very much.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,857
Depends on what you're into, but the top of my list would be Nethack, DoomRL, and Cataclysm DDA. Each, for wildly different reasons.

Some other ones that are cool but quite flawed in various ways are IVAN, Elona, and Incursion. And ADOM, hough I honestly just hate it at this point. So much bullshit in that game.
ToME and Crawl are probably the most popular right now, but they all feel kind of generic to me at this point.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom