Update v1.7.0-beta
Rogue Customs » Devlog
This release is mostly Action-focused. And, mind you, there were going to be more Action-related changes (there are plans for Actions that target Tiles, or that targets everyone in the same room), but they've been pushed for a further release.
Why, you may ask? Because we now have SAVEGAMES! Only one, and the RNG state is saved so you can't exploit it, but we can save.
Changes:
Game Engine
- Refactored Hallway Generation logic. With this, a bug was fixed where sometimes Hallways were missing one of the connectors.
- FOV logic was changed from Bresenham Line to Raycast. With this, a bug was fixed where you could see more Hallway tiles from within a room than within the Hallway itself.
- Action fields for Entities have been renamed. Furthermore,
OnFloorStart
,OnTurnStart
,OnAttacked
,OnDeath
,OnStepped
,OnUse
andOnApply
have been turned from an array of Actions to a single Action. - Removed A LOT of warnings. Though granted, some are disabled Warnings because it was designed that way...
- Randomizer has been changed from .NET's default randomizer to a linear congruential generator (LCG). With this, a bug was fixed where Dice Notation rolls were not handled using the same randomizer as the rest of the game.
- Changed turn order logic. Now, everyone moves one Tile at the same time, with Characters with less Movement moving later. For example, all Characters with 2 Movement move once, and then all Characters with 2 or 1 Movement move once. The Player still moves first, however.
- Added
DamageTaken_{Id}
andMPBurned_ {Id}
Flags for the amount of HP or MP a Character loses, respectively. As the names imply, they are unique to their Ids. - Added a
TurnCount
Flag that contains the amount of turns that passed in a Floor. For example, it can be used to knock out the Player if they take too long. - Refactored the list of a Character's Stat Modifications to make them easier to extend (there were bugs everywhere).
- Characters now have Accuracy and Evasion stats. These stats can't be modified by leveling up but can be affected by Actions. For older Dungeons,
Accuracy
is set to 100% andEvasion
is set to 0% to preserve their behaviour. - As a result, all
Chance
parameters that existed for Actions are now renamed toAccuracy
, and got a new field,BypassesAccuracyCheck
that, if set totrue
, will ignoreSource
'sAccuracy
andTarget
'sEvasion
(effectively, it will work the way Actions had worked until now). - Actions now have a new field,
FinishesTurnWhenUsed
, which does what its name implies. For older Dungeons, it is set totrue
to preserve their behaviour. - NPCs now have their unique Actions,
OnSpawn
(which only happens when they are generated, AND does not break Invisibility), andOnInteracted
(which show up as possible Actions for the Player when targeting them, and they never triggerOnAttacked
). PrintText
has a new parameter,BypassesVisibilityCheck
. Iftrue
, the text will be printed even if the Player can't see who produced that text.- Fixed a bug where the Dungeon crashed if you tried to use an item from your Starting Inventory in the first floor.
- SAVING GAMES
- A new Function,
ToggleVisibility
. If used by a visible Character, they become invisible, and viceversa. - Altered Statuses get three new possible Actions.
BeforeAttack
(which triggers right before the Character'sOnAttack
actions),OnAttacked
, andOnRemove
(which triggers when an Altered Status is going to be removed, either naturally or by force). - Stepping on Traps can now trigger a Character's
OnAttacked
responses. - Actions that are used on the wrong type of Entity (for example, attempting to
Teleport
and Item instead of a Character) will no longer crash the Dungeon, and will instead simply fail. - The Player can now see their invisible Allied NPCs in the map.
- Visible Invisible NPCs are now displayed with reversed colors.
Dungeon Editor
- For easier refactorization, Action and Character Inventory and Stats sections have been turned into custom controls.
- You can now copy and paste actions between different entities.
- The Action edition window now includes a "Who is who" section to know who is
This
, who isSource
, and who isTarget
. - Added missing
Teleport
action. - Fixed bug where the Editor would crash if you tried saving a Locale and clicked on Yes when it afterwards asked you to save an unsaved Entry.
- When editing an Altered Status's Actions, it is possible to Apply or Clear an Altered Status with the same Id. WARNING: This carries the risk of an infinite loop, so use it wisely.
Console Client
- If the player takes or heals damage, gets MP burned or healed, or gets an Altered Status added or removed, the screen flashes.
- Interface has been adapted to support the ability to Save and Load games.
- Loading saves will not work if the Dungeon was created with an earlier version.
Dungeon JSONs from v1.7.0 are not compatible. Please run them through the Dungeon Editor to update them.
Files
Console Client Installer 11 MB
Nov 21, 2023
Server Installer 4.5 MB
Nov 21, 2023
Game Engine Libraries 158 kB
Nov 21, 2023
Portable Console Client 9.4 MB
Nov 21, 2023
Portable Server 2.9 MB
Nov 21, 2023
Portable Dungeon Editor 1.3 MB
Nov 21, 2023
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Rogue Customs
A "Rogue Maker". A Roguelike where players create their own dungeons for others to play.
Status | Released |
Author | SuperSnivy |
Genre | Role Playing |
Tags | Moddable, Roguelike, Roguelite |
Languages | English, Spanish; Castilian, Spanish; Latin America |
More posts
- Update v1.9.0-beta35 days ago
- Update v1.8.0-beta69 days ago
- Update v1.7.1-betaSep 01, 2024
- Update v1.6.1-betaOct 20, 2023
- Update v1.6.0-betaOct 14, 2023
- Update v1.5.0-betaSep 30, 2023
- Update v1.4.0-betaSep 21, 2023
- Update v1.3.1-betaJul 06, 2023
- Update v1.3.0-betaJul 05, 2023
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