Version 3.9.2
NEW IN THIS UPDATE:
- Doors can be destroyed by fire
FIXED IN THIS UPDATE
- Grass planted from thrown troll moss now lights up properly in lit rooms
- Weapons are properly unequipped when thrown
- Non-grouped items are no longer duplicated when thrown
- Returning weapons don't take an extra turn when they pop back into your inventory
Just a small update to fix that item duping bug.
If you come across any bugs or crashes, let me know in the bug report thread. Thanks!
Version 3.9.1
NEW IN THIS UPDATE:
- Log displays a warning if you attempt to equip more than 3 bits onto a set of armor
- Log displays a warning if you attempt to attack without a weapon equipped on lower difficulties
- Explosions cause screen shake if they're close enough
FIXED IN THIS UPDATE:
- Ring of Searching no longer spams the log
- Liches upon resurrecting have their particles display properly again
- Player now properly slides after performing an action on ice
- Compass now properly shows the positions of monsters that are above you
- If you have two scrolls of scare monster, using one no longer drops both on lower difficulties
- The aiming reticle no longer becomes bugged if you aim too far up or down
- Player starts with the proper amount of xp in the practice bonus dungeon
Version 3.9.1 is out with a nice bunch of bug fixes for you guys!
The main ones are the aiming bug and the scare monster dropping bug. The aiming one was because I changed how aiming was handled to implement a new kind of camera shake last update that can you see when the roof collapses from a trap.
The scare monster bug CAUSED me to rewrite how item dropping and grouping is handled. It used to be that the code for dropping things would tell the game to drop an entire stack of items no matter what but now it can actually handle dropping a single item in a stack. There won't be a menu option to drop just one of an item until a later update though.
As always, if you find any bugs or crashes please let me know in the bug report thread. Thanks!
Version 3.9
NEW IN THIS UPDATE:
- Monsters can level up from fighting other monsters
- Recruited monsters now heal near bonfires like the player
- Map can now be controlled with either toggle or hold modes set from the options menu
- Phylactery monster bits can now resurrect and recruit any dead monster as well as recruit living undead ones
- Monsters that are within your line of sight now appear above your compass
- Sprites for arrows when firing
- One new hint
FIXED IN THIS UPDATE:
- Venus fly trap damage is now also saved when the level is saved
- Dead monsters no longer phase through stairs tiles
- Xerocs no longer light up the aiming reticle when they are still disguised
- Invisible monsters no longer light up the aiming reticle when they are outside of your striking distance
- Fixed a crash that could occur if a monster was killed by a falling roof tile
- Log no longer says you defeated a monster when another monster did
- No longer possible to do negative damage to a monster if your strength was low enough and you rolled badly on your damage -minimum is now 0
- A bug introduced in 3.8 where monsters had a bit of extra hp (really sorry about that)
CHANGED IN THIS UPDATE:
- The minimap updates more frequently now
Version 3.9 is here!
While you might think the main feature this time is that recruited monsters can level up and heal, I actually consider it to be that visible monsters are now tracked on your compass. Since ROGUE-FP is still supposed to be played similarily to Rogue it means that very often monsters will spawn behind the player. This isn't an issue in a regular top down roguelike because there is no “behind” the player in those games and the player is easily made aware of all monsters in their line of sight. Here however it's pretty likely that if you're not keeping a close eye on your minimap (which IS a good thing to do) every monster that attacks you from behind will get a free shot in before you even know they're there. Now that problem should be mostly solved. If a kestral comes flying up behind you in a dark room or hallway then it may still get that free shot if you can't react fast enough but in all other cases you should be made well aware of what enemies are in your vicinity.
Unfortunately, life piled up on me this month and I didn't have nearly the time I was hoping I would have to put in new features. But some of it has been dealt with so hopefully I can get back to something like normal.
As always, if you find any bugs or crashes please let me know in the bug reports thread. Thanks!
Version 3.8.1
FIXED IN THIS UPDATE:
- Fixed monsters rolling to hit against the player's ac even if they were attacking another monster -reported by Sand on Steam
- Typo in the ice bonus dungeon description -reported by Sand on Steam
- Hopefully fixed an issue with false thumbstick inputs -reported by Sand on Steam
CONTROL BINDINGS HAVE BEEN DEFAULTED
Just a small update to get these fixes out. If you come across any bugs let me know in the bug report thread! Happy New Year!
Version 3.8
HO HO HO! It is I, Saint Jurax, Patron Saint of Rogues, back again this year with more updates for all the good dungeon delvers of the world!
NEW IN THIS UPDATE:
- Orcs can be recruited by giving them a ration by looking at one and pressing the Search Key -NOT a slime mold
- Undead monsters can be recruited by using the new phylactery monster bit on them
- Doors are placed around the map -they can be opened and closed by pressing space while looking at them
- Projectiles that miss monsters go through them and may hit the monsters behind them
- Manual pages describing doors and recruiting orcs
FIXED IN THIS UPDATE:
- The level reduction from wraiths now works properly -reported by Sand on Steam
- Bats once again take damage from being on fire -reported by Sand on Steam
- Hallways are now less likely to double up beside each other
- Arrows that have been fired and picked up are now grouped properly -reported by Sand on Steam
- You can press the E key in the item namer without the inventory disappearing -reported by Sand on Steam
- Secret doors in classic mode no longer betray themselves when ascii graphics are selected -required rewriting how secret doors work, seems to be bug free
- A couple typos -reported by Digganob on Steam
CHANGED IN THIS UPDATE:
- Potion of intoxication produces fire when thrown
- Flytrap will not latch on to you from a ranged attack but will from a melee attack
- Scroll of enchant weapon autoname changed to “weapon glows”
- Walls within rooms now place themselves differently -algorithm was changed to account for doors
- All potions now have a +5 to hit and healing potions have a +10 to hit -this is for throwing healing potions at a recruited monster
- Small adjustment to wall shader
- The game can now switch from keyboard mode to controller mode based on thumbstick input
- The rattle bones monster bit now pitch shifts its sound effect like the monster does
KNOWN BUGS:
- Sometimes monsters wait after opening a door for an extra turn -a peculiar bug where they bump into it twice in one frame and so attempt to open it an extra time
This update add 2 features that have been on my list for a long time. First, monsters can be recruited to help you and the will follow you around the dungeon and attack any monster that's attacking you. This can be pretty helpful for fighting leprechauns, nymphs, and ice monsters in particular, not to mention every other type of monster. An orc can be recruited by pressing the search key while looking at one and then giving him a ration and undead monsters can be recruited by looking at them and activating a monster bit from a phylactery.
Doors have also been a long time coming. Right now they block line of sight and stop gasses/fire from passing through them. You can also listen at them by looking at one and pressing the search key. This will give you a hint about whether there are any monsters within about 6 tiles of the other side of the door. So on the later levels this will help the more cautious players decide if they want to wait and heal first before going into a room. This won't help you as much if the room on the other side is large though so make sure to factor that in your calculations! Lastly, the doors of the dungeon will randomly open and close which I think adds a very slight anthropomorphic quality to them.
Neither of these two features are at their full potential yet so look forward to an update in January that fleshes them out more. Monsters should be able to level up, heal at bonfires like the player, be told to wait, and handle navigation better. Doors should be able to only resist fire for a limited number of turns and give more detailed information to the player when listened at, as well as be spawned locked with a key somewhere on the map.
Once again this update has a bunch of fixes thanks mostly to Sand, who is also the first person to beat the game!
If you want to give a present to your fellow dungeon dungeon delvers, report a bug so it can get fixed! Have a very merry Christmas and a happy New Year!
Version 3.7.3
FIXED IN THIS UPDATE:
- The scroll of scare monster now spawns properly again -reported by Sand on Steam
- Winning in either mode no longer submits the score on both leaderboards -reported by Sand on Steam
- Setting the fps in the options menu with a controller now saves and sets it properly -reported by Martha Pepper on Steam
- The achievement for winning on the medium difficulty now works properly -reported by Sand on Steam
- Bloody bits that come off of ice monsters and trolls in classic mode no longer freeze the floor and plant grass respectively -reported by Sand on Steam
- The medusa now won't confuse the player immediately after spawning as a wandering monster in classic mode -reported by Sand on Steam
- Dying from hypothermia from an ice monster will no longer sometimes be labeled as quitting -reported by Sand on Steam
- Searched walls and doors no longer rehide themselves when loading a save -reported by Sand on Steam
- Stairs blocks in classic mode reveal themselves properly if they've been found after loading a save -reported by Sand on Steam
CHANGED IN THIS UPDATE:
- Player attack range adjusted to be 10% longer
- The shade of secret doors has been adjusted to be slightly less obvious
Another boatload of fixes thanks to Sand. If things move at a good pace there may be one more bug fix update before a feature update near Christmas.
That's all for now. If you come across any bugs or crashes let me know in the bug fix thread and I'll get to them! Thanks!
Version 3.7.2
FIXED IN THIS UPDATE:
-In the ROGUE difficulty, attempting to put on armor while you're already wearing it will not use up a turn -in standard mode it will remind you that you can't, in classic mode it will not since the original didn't either -reported by Sand on Steam
-You don't die so quickly from hunger after you start fainting -reported by Sand on Steam
-Monsters no longer can attack the player as soon as the level spawns -reported by Sand on Steam
-Wandering monsters are now properly revealed when they spawn if they have drunk a potion of monster detection -reported by Sand on Steam
-Classic mode ROGUE difficulty global leaderboard now loads correctly
CHANGED IN THIS UPDATE:
-Changed resolution scale info text in the options
-Bonfire sprites have been changed back to normal
-The flytrap no longer extends its reach when hit -eventually it will again but only when hit with a melee weapon
-The achievements for killing certain monsters can now also be obtained in classic mode since they are just as strong in that mode as in standard
A bunch of bugfixes thanks to Sand on Steam. Even more were reported so if things go well version 3.7.3 with more fixes will be out sometime around this weekend.
Anyway that's all for now. If you find any more bugs be sure to let me know in the bug report thread! Thanks!
Gog specific addendum!
Getting this update to run on gog was a bit of a hassle so that's why it's late. On Steam that version has the games engine upgraded but on here its the same as before. This is because gog's steam sdk wrapper seems to be almost completely incompatible with later versions of godotsteam and any steam sdk past version 160.
If you look at the actual version number for windows you'll see that its version 3.7.2-12 because it took about 11 attempts to narrow down the problem and slowly go back version by version until I ended up right back where I started. Just goes to show that if it ain't broke, don't fix it. For the next update I'll probably downgrade the engine for the Steam version as well since I don't want any more hidden incompatibilities to show up.
3.0.4 linux (2024-10-09)
CHANGED IN THIS UPDATE:
- Tweaked the appearance of gasses and fire -should fade out more smoothly and blend together better
- Fire does slightly more damage to the player
FIXED IN THIS UPDATE:
- Crash that could occur if a room got completely removed by a pit
- Crash that could occur if you polymorphed a monster over a pit
- The fire effect not always showing up properly on monsters when they are on fire
- Monsters weren't visibly taking damage when on fire
Some more fixes for you guys.
Progress has also started on 3.1. Grass can burn and torches can fall off of the walls. They just need to be placed intelligently before they can be put into an update. Though I have a pretty long list of things I want to add in 3.1 so It may be a little while.
Please let me know if you find any bugs or crashes! Thanks!
3.0.4 (2024-10-09)
CHANGED IN THIS UPDATE:
- Tweaked the appearance of gasses and fire -should fade out more smoothly and blend together better
- Fire does slightly more damage to the player
FIXED IN THIS UPDATE:
- Crash that could occur if a room got completely removed by a pit
- Crash that could occur if you polymorphed a monster over a pit
- The fire effect not always showing up properly on monsters when they are on fire
- Monsters weren't visibly taking damage when on fire
Some more fixes for you guys.
Progress has also started on 3.1. Grass can burn and torches can fall off of the walls. They just need to be placed intelligently before they can be put into an update. Though I have a pretty long list of things I want to add in 3.1 so It may be a little while.
Please let me know if you find any bugs or crashes! Thanks!
3.0.3 linux (2024-10-08)
FIXED IN THIS UPDATE
- Fixed some bugged options menu navigation
- Mice and flies appear correctly
- Arrows now drop properly instead of vanishing as often as they did
- VI keys setting could overwrite your new key binds if you made them
REMOVED IN THIS UPDATE:
- VI keys -don't really need them any more if you can set them yourself, though they may come back as a preset in the keybind menu
Just some more fixes for you guys. Trying to get things as stable as possible. Let me know if you come across any bugs or crashes.
Thanks!
3.0.3 (2024-10-08)
FIXED IN THIS UPDATE
- Fixed some bugged options menu navigation
- Mice and flies appear correctly
- Arrows now drop properly instead of vanishing as often as they did
- VI keys setting could overwrite your new key binds if you made them
REMOVED IN THIS UPDATE:
- VI keys -don't really need them any more if you can set them yourself, though they may come back as a preset in the keybind menu
Just some more fixes for you guys. Trying to get things as stable as possible. Let me know if you come across any bugs or crashes.
Thanks!
3.0.2 linux (2024-10-06)
FIXED IN THIS UPDATE:
- On start up the game was not properly reading your new input map if you had changed the controls
Quick fix for you guys. Sorry about the oversight.
3.0.2 (2024-10-06)
FIXED IN THIS UPDATE:
- On start up the game was not properly reading your new input map if you had changed the controls
Quick fix for you guys. Sorry about the oversight.
3.0.1 linux (2024-10-04)
NEW IN THIS UPDATE
- rebindable keys/buttons menu -accessable from main menu and pause menu
CHANGED IN THIS UPDATE:
- For October bonfires are now Jackolanterns
- Changed the confirm button on controller to Xbox A, was Nintendo A/Xbox B
- Changed the wand zap button on controller to Xbox B, was right bumper
- Changed default attack button on controller to right bumper, was Xbox A -this is so the player has to take their thumb off of the thumbstick less often
- Improved thumbstick feel
- Tweaked menu look to be a little more bold
Fixed in this update
- Tutorial text box buttons have focus when they appear
- Retry button has focus on the death screen
- Potion of Raise Level now gives the correct amount of xp for both modes
- Fixed potential crash involving certain wands
Just a small update to get the fixes out and the key rebinder. You'll find it on the main menu and the pause menu.
Please let me know in the forums if you find any bugs or crashes and if you're liking the game please consider writing a review. It really helps!
Happy Halloween!
3.0.1 (2024-10-04)
NEW IN THIS UPDATE
- rebindable keys/buttons menu -accessable from main menu and pause menu
CHANGED IN THIS UPDATE:
- For October bonfires are now Jackolanterns
- Changed the confirm button on controller to Xbox A, was Nintendo A/Xbox B
- Changed the wand zap button on controller to Xbox B, was right bumper
- Changed default attack button on controller to right bumper, was Xbox A -this is so the player has to take their thumb off of the thumbstick less often
- Improved thumbstick feel
- Tweaked menu look to be a little more bold
Fixed in this update
- Tutorial text box buttons have focus when they appear
- Retry button has focus on the death screen
- Potion of Raise Level now gives the correct amount of xp for both modes
- Fixed potential crash involving certain wands
Just a small update to get the fixes out and the key rebinder. You'll find it on the main menu and the pause menu.
Please let me know in the forums if you find any bugs or crashes and if you're liking the game please consider writing a review. It really helps!
Happy Halloween!
3.0 final 2 (2024-09-25)
Initial Release
NEW IN THIS VERSION:
- Monster pathfinding is now multithreaded
- Smoothed out map zooming
- Overhauled floor generation
- Pits will appear on the level, jumping into one will take you to the next level down but deal a lot of damage
- Flying monsters will path over pits, eg kestrals, bats, griffins
- 2 new trap types
- Hunger meter for standard mode and difficulties below ROGUE
- Wall/floor shaders can be turned off -menu option
- Status effects now show descriptions if you mouse hover over them
- Mouse sensitivity slider in the options under preferences
- Particle effect for polymorphing monsters
CHANGED IN THIS VERSION:
- Changed map zoom in/out keys to =/- instead of up and down. Mouse wheel still works.
- Changed how the players speed is calculated when moving diagonally
- Changed how the players and monsters reaches are calculated when facing diagonally
- Monsters now get a chance to wake up when the player enters their view rather then when the player enters the room they are in
- Moved status effect icons out of the stat bar to make room for the hunger meter
- Darkened the floor tiles of the first few floors.
- Darkened slime mold sprites
- Darkened all item sprites on the map
- Moved some settings around
- Changed the year on the grave (completely forgot about that)
- The fairy is now a flying monster, which means it moves at double speed but still attacks at the normal rate like the kestral
- Flying monsters will not set off traps anymore
- Gas spores can now be polymorphed
- Magic Missiles are buffed to the correct amount of damage: 1d4 + 1
- In classic mode monsters now have to fail a saving throw vs magic to be hit by a magic missile otherwise they take no damage
- Lowered the default values for MSAA and Inosotropic filtering
- Lowered shader cache size to 128MB which is more appropriate
- Improved bat and phantom movement in classic mode
- If you search and find a trap, the name of the trap is now displayed
- Rewrote the controls in the manual to be more concise
FIXED IN THIS VERSION:
- Crash caused by pressing the Esc key right after clicking the Dig Dungeon button
- Bug where deaths between levels 10 and 15 were not counted on steam's stats
- Bug where if a fairy was killed by an arrow trap it would still try to polymorph one of your items
- Scroll of confusion not letting you confuse a monster
- Rare crash that could occur in classic mode if a hall generated in an odd way
- Divide by zero crash involving the venus fly trap -it can hold you forever and so the timer for the status effect is set to 0
- Crash that could be caused by throwing a weapon with the “returning" enchantment
UNDER THE HOOD:
- Changed tiles from nodes to objects -Should improve load times