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Releases: kiedtl/roguelike

v3.1.1

17 May 23:59
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v3.1.1 Pre-release
Pre-release

Add:

  • Fabedit development tool
  • Additional special loot/lore encounters in Laboratory/Workshop
    • LAB_prisoner_study (lore)
    • WRK_garrisons (constructs stationed in corridors of Workshop)
    • WRK_silus_armor (special Workshop-only item)
    • WRK_storage_misfits (atmosphere and fluff)
    • WRK_emberling_research2 (atmosphere)
    • WRK_sparkling_research (atmosphere)
    • WRK_prison (lore)
  • Alarm systems in Workshop

Change:

  • Armory prefabs in lower levels are now slightly more dangerous
  • Lower player Potential stat (50% -> 40%)
  • Make Shrine staircaise on Workshop smaller (and more likely to generate, thus
    negating need to regenerate map multiple times)
  • Dangerous prefabs restricted to higher levels
  • Paralysis gas now paralyzes player for half as long
  • Traps are now shown on HUD

Fix:

  • Misc font issues
  • Misc mapgen issues when dealing with prefab areas and door placement
  • Fix impassable props being placed in front of stairs
  • Fix events being incorrectly applied

v3.1.0

10 May 16:58
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v3.1.0 Pre-release
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This release essentially completes the major UI refactoring and features that
was begun in v3.0.0 (and should've been included in that release).

Add:

  • Mouse support for examine screen
  • Mouse support for inventory screen
  • New font glyphs
  • Dedicated wizard menu

Change:

  • Crash-reporting currently disabled
  • Tweak player HP somewhat
  • Excision ring lasts for willpower turns (instead of 2*willpower)
  • Lore related to various Laboratory prefabs
  • Spires no longer leave walls when destroyed (can cause blockages and other
    bugs due to how corpses are placed)

Fix:

  • Zap menu only shows as many ring slots as exists
  • Spires face enemy when engaged
  • Night creatures (and other non-curious mobs) no longer investigate noises
  • Rings no longer destroyed when cancelling certain equipment prompts
  • Multitile mobs are properly placed in prefabs now
  • Scores no longer reference nonexistent movement pattern mechanic

v3.0.0

01 Nov 15:24
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Whew. This release has essentially turned Oathbreaker into an entirely new game.
Gone is the old attack-using-movement-patterns mechanic, and gone is the
move-and-wait-to-be-silent mechanic. (I may still add the latter back in,
depending on if I feel it would fit the game well.)

Still not reader for a broader audience, due to some unfinished UI work and
general lack of playtesting.

v2.1.2

12 Mar 03:14
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v2.1.2 Pre-release
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Some quick fixes ported from the 7drl.

v2.1.1

04 Mar 13:56
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v2.1.1 Pre-release
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Additions:

  • New morgue file format
  • Morgue files are now written in JSON as well
  • Gameover screen
  • Escape menu

v2.1.0

10 Feb 15:56
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v2.1.0 Pre-release
Pre-release

Blog post talking about the new Night Creature
content

Given that I'm in a hurry and haven't had time to test many of the new additions
in this release, please expect a horde of outstanding bugs.

Removals:

  • Runes, as well as optional areas of branches/levels.
    • Will be added back once new branch rewards have been added.
  • Most bosses (temporary).

Changes:

  • Remove preceding "-" from level names
  • The Quarters levels were renamed to the Laboratory, and the old Laboratory
    was renamed to the Workshop.
  • Alchemists now awaken nearby constructs when they see you.
  • You can no longer attack allies from the examine menu.
  • Gases are no longer displayed with a background color.
  • Enemy's FOV areas are now displayed with a background shading.

Additions:

  • Appropriate encounters/prefabs for the new Laboratory/Workshop areas.
  • Add new items
    • Brigandine
    • Shield
    • Tower shield
    • Cloak of agility
    • Cloak of warring
  • [Night creatures] New "lair" areas
  • [Night creatures] New monsters:
    • Slinking terror
    • Spectral totem
    • Grue
    • Night reapers
  • [Night creatures] Night Creature "reputation" mechanics
  • [Night creatures] Add new items:
    • Shadow hauberk
    • Shadow brigandine
    • Shadow shield
    • Ethereal shield
    • Fuming vest
    • Spectral crown
    • Cloak of spectres
    • Spectral vest
  • [Night creatures] Conjuration stat
  • [Night creatures] Conjuration augments

Misc:

  • More work on the Crypt (not yet accessible in-game).

v2.0.3

13 Jan 23:03
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v2.0.3 Pre-release
Pre-release
  • Remove auto-attack mechanics
  • Add shadow weapons
  • Balance fixes
  • Revamp info pane for weapons

v2.0.2

30 Dec 23:14
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v2.0.2 Pre-release
Pre-release
  • Add Shrine floors
  • Add potion of distraction
  • Add the [redacted]

v2.0.1

02 Dec 22:59
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v2.0.1 Pre-release
Pre-release

Quite a lot of changes and additions!

Additions:

  • Particle engine!
  • Square tileset!
  • Map labels!

Changes/removals:

  • UI: Add modal dialog for using movement patterns
  • UI: Make multi-choice dialog a modal window
  • UI: The window's background is now a lighter brown, rather than near-black.
  • UI: Out-of-LOS tiles are now tinted blue.
  • Remove platform terrain (not useful enough to justify its existence)
  • Torpor spires were removed entirely (as the slowing effect is no longer
    desirable for an enemy to have)
  • Skeletal axemasters were removed in favor of skeletal blademasters, as they
    don't have a unique gimmick to justify their existence.
  • Ancient mages now have night vision.

Fixes:

  • Evocables decreasing charges even if error in usage

v2.0.0

29 Oct 19:59
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This is the second beta release of Oathbreaker.

Still not ready for a wider audience beyond r/roguelikedev's Sharing Saturday,
as a lot of UI work needs to be done.