All Versions
31
Latest Version
Avg Release Cycle
56 days
Latest Release
-

Changelog History
Page 3

  • v0.4.101.0 Changes

    • the game is now officially fun to play
    • introduce unique boss monsters and unique artifact items
    • โž• add animals that heal the player
    • let AI gang up, attempt stealth and react to player aggressiveness
    • spawn actors fast and close to the enemy
    • spawn actors less and less often on a given level, but with growing depth
    • prefer weapons with effects, if recharged
    • ๐Ÿ‘‰ make the bracing melee bonus additive, not multiplicative
    • let explosions buffet actors around
    • ๐Ÿ‘‰ make braced actors immune to translocation effects
    • ๐Ÿšš use mouse for movement, actor selection, aiming
    • don't run straight with selected actors, but go-to cross-hair with them
    • 0๏ธโƒฃ speed up default frame rate, slow down projectiles visually
    • ๐Ÿ’ป rework item manipulation UI
    • you can pick up many items at once and it costs only one turn
    • ๐Ÿ‘ allow actors to apply and project from the shared stash
    • reverse messages shown in player diary
    • display actor organs and stats
    • split highscore tables wrt game modes
    • ๐Ÿšš move score calculation formula to content
    • 0๏ธโƒฃ don't keep the default/example config file commented out; was misleading
    • I was naughty again and changed v0.5.0.0 of LambdaHack content API slightly one last time
  • v0.4.100.0 Changes

    • unexpectedly thaw and freeze again v0.5.0.0 of LambdaHack content API
    • unexpectedly implement timeouts and temporary effects easily without FRP
    • ๐Ÿ‘‰ make a couple of skill levels meaningful and tweak skills of some actors
    • ๐Ÿ‘‰ make AI prefer exploration of easier levels
    • permit overfull HP and Calm
    • let non-projectile actors block view
    • ๐Ÿ‘‰ make colorful characters bold (if it resizes your fonts, turn off via colorIsBold = False in config file or --noColorIsBold on commandline)
    • start the game with a screensaver safari mode
    • โž• add i386 Linux and Windows compilation targets to Makefile
  • v0.4.99.0 Changes

    • balance the example game content a bit (campaign still unbalanced)
    • ๐Ÿ“š various code and documentation tweaks and fixes
    • โž• add cabal flag expose_internal that reveals internal library operations
    • ๐Ÿ”€ merge FactionKind into ModeKind and rework completely the semantics
    • compatibility tweaks for Nixpkgs
    • ๐Ÿ’ป define AI tactics, expose them to UI and add one more: follow-the-leader
    • ๐Ÿ’ป share leader target between the UI and AI client of each faction
    • specify monster spawn rate per-cave
    • extend content validation and make it more user friendly
    • freeze v0.5.0.0 of LambdaHack content API
  • v0.2.14 Changes

    • tons of new (unbalanced) content, content fields, effects and descriptions
    • โž• add a simple cabal test in addition to make-test and travis-test
    • generate items and actors according to their rarities at various depths
    • redo weapon choice, combat bonuses and introduce armor
    • ๐Ÿšง introduce skill levels for abilities (boolean for now, WIP)
    • โœ‚ remove regeneration, re-add through periodically activating items
    • ensure passable areas of randomly filled caves are well connected
    • ๐Ÿ‘‰ make secondary factions leaderless
    • auto-tweak digital line epsilon to let projectiles evade obstacles
    • โž• add shrapnel (explosions) and organs (body parts)
    • express actor kinds as item kinds (their trunk)
    • โž• add dynamic lights through items, actors, projectiles
    • ๐Ÿ›  fix and improve item kind and item stats identification
    • ๐Ÿ‘‰ make aspects additive from all equipment and organ items
    • split item effects into aspects, effects and item features
    • rework AI and structure it according to the Ability type
    • define Num instance for Dice to make writing it in content easier
    • โœ‚ remove the shared screen multiplayer mode and all support code, for now
    • ๐Ÿ“‡ rename all modules and nearly all other code entities
    • check and consume HP when calling friends and Calm when summoning
    • determine sight radius from items and cap it at current Calm/5
    • introduce Calm; use to hear nearby enemies and limit item abuse before death
    • let AI actors manage items and share them with party members
    • ๐Ÿ’ป completely revamp item manipulation UI
    • โž• add a command to cede control to AI
    • separate actor inventory, 10-item actor equipment and shared party stash
    • ๐Ÿšš vi movement keys (hjklyubn) are now disabled by default
    • ๐Ÿ†• new movement keyset: laptop movement keys (uk8o79jl)
  • v0.2.12 Changes

    • ๐Ÿ‘Œ improve and simplify dungeon generation
    • simplify running and permit multi-actor runs
    • let items explode and generate shrapnel projectiles
    • โž• add game difficulty setting (initial HP scaling right now)
    • ๐Ÿ‘ allow recording, playing back and looping commands
    • implement pathfinding via per-actor BFS over the whole level
    • ๐Ÿ’ป extend setting targets for actors in UI tremendously
    • implement autoexplore, go-to-target, etc., as macros
    • let AI use pathfinding, switch leaders, pick levels to swarm to
    • ๐Ÿ‘ฎ force level/leader changes on spawners (even when played by humans)
    • ๐Ÿ’ป extend and redesign UI bottom status lines
    • ๐Ÿ’… get rid of CPS style monads, aborts and WriterT
    • โšก๏ธ benchmark and optimize the code, in particular using Data.Vector
    • split off and use the external library assert-failure
    • simplify config files and limit the number of external dependencies
  • v0.2.10 Changes

    • screensaver game modes (AI vs AI)
    • ๐Ÿ‘Œ improved AI (can now climbs stairs, etc.)
    • multiple, multi-floor staircases
    • multiple savefiles
    • ๐Ÿ”ง configurable framerate and combat animations
  • v0.2.8 Changes

    • cooperative and competitive multiplayer (shared-screen only in this version)
    • overhauled searching
    • โšก๏ธ rewritten engine code to have a single server that sends restricted game state updates to many fat clients, while a thin frontend layer multiplexes visuals from a subset of the clients
  • v0.2.6 Changes

    • the Main Menu
    • ๐Ÿ‘Œ improved and configurable mode of squad combat
  • v0.2.6.5 Changes

    • ๐Ÿ“š this is a minor release, primarily intended to fix the broken haddock documentation on Hackage
    • ๐Ÿ”„ changes since 0.2.6 are mostly unrelated to gameplay:
      • strictly typed config files split into UI and rules
      • a switch from Text to String throughout the codebase
      • use of the external library miniutter for English sentence generation
  • v0.2.1 Changes

    • missiles flying for three turns (by an old kosmikus' idea)
    • visual feedback for targeting
    • ๐Ÿšš animations of combat and individual monster moves