Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Aug 26, 2022

New DCSS (Dungeon Crawl Stone Soup) version 0.29.0 is out

 Stone Soup 0.29.0 (20220823)

Highlights

    New Meteoran species - powerful, but with heavy time pressure.

    Ranged weapons have been extensively redesigned and streamlined.

    Necromancy and Kikubaaqudgha have been overhauled and powered up.

    Many backgrounds have extra consumables to handle early tricky situations.

    The Abyss is deeper and more rewarding.


Branches, Environment


    The Abyss has been reworked.

        Piety and experience are once again awarded in the Abyss. When the abyssal rune generates, it's announced and appears on the map.  New decorative 'runelight' features now indicate the rune is close by.  The Abyss is now 7 levels deep, with the depths beyond A:5 continuously swarming the player with dangerous foes.  When entering the abyss by any means, the player is sent at least as deep as their previous deepest abyss depth.

    Dungeon shafts try not to send the player directly into monsters' sight.

    All descents of new stairs and hatches are now fast, not just one per floor.

    The Lair is now 5 levels long (was 6).

    Zombies and skeletons are removed from normal Dungeon spawns.

    Temple sizes now range from 6 to 21 altars, with a small chance of rare temples with 0, 1, or 22 temple-god altars.

    The Zot clock now only instantly kills the player if they're extremely badly drained. Otherwise, it applies very heavy draining and refreshes the clock.

    'Hell effect' events fire on entering floors, instead of on a timer.


Character

    New species: Meteoran, stars fallen to earth in human form. Features:

        Strong attributes and very strong skill aptitudes.

        Exploration healing, regaining HP and MP when viewing new territory.

        Passive mapping of the dungeon around them.

        Hunted by darkness: only 600 turns per floor until Zot catches them (instead of the usual 6,000).

    Many backgrounds start with new consumable items:

        All 'mage' backgrounds now start with a potion of magic.

        Gladiators add a single throwing weapon (javelin, large rock, or boomerang) to their starting kit.

        Monks start with a potion of ambrosia.

        Hunters gain a scroll of immolation.

        Brigands get an additional poisoned & curare dart.

        Chaos Knights start with a piece from Xom's chessboard.

        Artificers trade their chesspiece for five iceblast charges.

        Wanderers get an additional random potion or scroll.

        Abyssal Knights start with more piety and standing on the abyss exit.

        Transmuters start with a potion of lignification.

        Warpers start with two more dispersal boomerangs (a total of 7).

        Enchanters start with a second potion of invisibility.

    Ranged weapon skills and starts are streamlined (see also "Items" below):

        The Bows, Crossbows, and Slings skills are combined into a single Ranged Combat skill. Most species have aptitudes equal to their best previous ranged aptitude.

        Hunters always start with a shortbow, and no longer have a short sword. They have higher dexterity and lower strength and intelligence.

        Arcane Marksmen always start with a +1 sling.

    Necromancers start with the new spell Necrotize instead of Animate Skeleton and Pain.

    Some species were tweaked:

        Merfolk polearms aptitude is decreased to +3, and long blades aptitude increased to +2.

        Mummy necromancy enhancers now arrive at XL 3 and 13.

        Demonspawn demonic touch damage is doubled.

        Formicids' base dexterity is increased by 3.

        Formicids can again wield giant (spiked) clubs.

        Palentongas' base strength is increased by 2, and their roll attack noise is reduced by two-thirds.

        Spriggans can no longer wield triple crossbows.

        Some mutations were tweaked:

        Positive stat mutations now give +4 to the primary stat and -1 to the other two, instead of only giving +2 to the primary.

        The -Scroll and -Potion mutations are now regular 2-tier mutations in the bad mutation pool. The Ru sacrifice corresponds to the 2nd tier.

        Teleportitis and Berserkitis are reduced to 2-tier mutations

        Deep Dwarves are removed.


Gods


    Kikubaaqudgha is overhauled:

        Corpse Delivery is removed and replaced with Unearth Wretches, which summons paralysed, 1 HP, 0 Will monsters that die in a few turns. Necromantic fodder...

        Torment no longer requires a corpse sacrifice.

        The pain brand can be applied to ranged weapons.

    Lugonu's Bend Space is adjusted. It no longer does damage, and makes a better effort to blink monsters away from the destination.

    Uskayaw grants piety for damaging enemy summons.

    Ru's Sacrifice Experience now only takes one XL (was two).

    Various Ru sacrifices (including Experience) have their piety values tweaked.


Interface and Options

    Common menu navigation commands are mapped via CMD_MENU_... commands, and can be rebound by bindkey options (local tiles/console only)

    Keycodes for rebinding keys are now the same across all builds.

    Keybinds, macros, and keymaps now accept human-readable key names for many special keys (e.g. "F1", "NP." for numpad ., etc.)

    Numpad keys can now be bound separately in all builds.

    Improvements to specific menus:

        The Fire menu now allows selecting any item with a targeter. This includes items that don't show the targeter by default but do have a useful targeter, such as scrolls of fear.

        In menus for equipping and using items, a toggle allows switching between item type.

        In most menus that list items, or allow describing a menu entry, entries can be described without changing the menu mode by using the ' key, or by right clicking (tiles only).

        Item type hotkeys in the inventory now scroll, instead of select.

        The * menu for Firing is now used to select items to toss away.

    The branch overview menu now shows zot clock values when they are low.

    tile_sidebar_pixels option: allows resizing local tiles sidebar icons.


Items

    Ranged weapons are streamlined (see also "Character" above):

        Launchers no longer use ammunition.

        Launcher attack delay is increased by armour penalties.

        Fustibali are removed. Hunting slings are renamed to slings.

        Launchers have had their stats adjusted across the board. In particular, hand crossbows are made much rarer and more powerful.

        Launchers all use the Ranged Combat skill.

    Launcher, long blade, and short blade damage scale with Dex instead of Str.

    New concept: "alternate items". Some item types are grouped into 'sets', and only one type from each 'set' can generate in a game. Background starting items ignore this.

        New item: scroll of butterflies, which summons a large cloud of butterflies. Alternates with scrolls of fog.

        New wand: Light. Fires a damaging bolt of blinding light, blinding on hit. Alternates with acid and quicksilver.

        New wand: Quicksilver: Fires a quicksilver bolt, dispelling magical effects from targets it hits. Alternates with acid and light.

        New wand: Roots: Fires a 3x3 ball of roots, constricting enemies in the radius. Alternates with iceblast.

        Wands of paralysis now alternate with wands of charming.

    New item: scroll of poison. When read the scroll of poison fills every unoccupied space on the screen with poison clouds for 10-20 turns.

    New unrands:

        The +8 trishula "Condemnation" {holy, Anguish Fly rN+}. Inflicts 4-8 turns of Anguish on those hit, making them take damage when dealing it.

        The +3 mountain boots {steadfast, rC+}. Prevents the player from being involuntarily moved by physical means (trampling, shafts, harpoons, etc.).

        New unrand: the +5 lochaber axe, which cleaves through all foes in reaching range. Uses the higher of the player's Polearms and Axes skill.

    Items can have vault-redefined skins. Yuif now has hammers again (renamed maces). Sigmund and Reapers' scythes are now renamed halberds.

    +MP items remove MP when they are taken off.

    Stones always mulch when thrown.

    Unrandart tweaks:

        the Glaive of the Guard is reduced to +5.

        the arbalest "Damnation"'s explosions now do 2d14 damage (was 3d14).

        Gyre & Gimble are increased to +12.

        The Woodcutter's axe is now a battleaxe.

        the amulet of Vitality now gives two pips each of Regen and RegenMP, and is now evil.

    Scrolls of holy word are removed.


Monsters

    New uniques:

        Amaemon the Diabolical Poisoner, a poison-themed demonspawn unique appearing with a band of orange demons in mid-D, early Lair, and Orc:1.

        Lodul the Thundrous, an ironbound thunderhulk sent to patrol outside the Vaults. Appears in late D with a band of fellow ogres.

        Zenata, Seeker of Sheza. Summons dancing weapons and casts Resonance Strike, doing extra damage when constructs are adjacent to the target. Wields a valuable weapon. Appears searching Vaults:1-4, Elf, and Crypt.

        Parghit the Mighty, an "alt-timeline" version of Pargi with extremely high regeneration and enchanted golden dragon scales. Appears in late Depths and Zot.

        Josephina the Ice-Lich, an "alt-timeline" version of Josephine with Seracfall and a band of simulacra along side Ghostly Fireball. Appears in Depths, Zot, and Crypt.

        Grunn the Punished, an "alt-timeline" undead version of Grum, with a pack of doom hounds. Appears in Depths, Crypt, and Zot.

        Vv the Exile, an fire/ice spellcaster with Creeping Frost, Eruption, and Pyroclastic Surge. Appears in Depths, Crypt, and Zot.

    Monster move energy is no longer randomized.

    Monsters gain a 1/3 chance to gain a free attack on a player moving away from them. Wu Jian martial attacks & rampaging give immunity, and monsters that don't move fast enough to follow you can't attack.

    New monster: starflower, a stationary plant with harpoon shot and reaching distortion melee. Found guarding valuable places in the abyss.

    Gnoll shamans are renamed gnoll bouda, and have a new spell set.

    Animated Armour now flies.

    Monster wand power is reduced.


Spells

    Necromancy reworked:

        New Spell: Necrotize (L1 Necromancy). Necrotize deals damage identically to the old Pain spell, but additionally gives the monster a short-lived status that causes it to animate as a skeleton on death (if it has a skeleton).

        Animate Dead reworked: for a duration after being cast, the dead have a power-dependent chance of rising as allied zombies. The zombies are permanent until the player leaves the level or re-casts Animate Dead.

        Simulacrum is now a smite-targeted spell that gives an irresistable status. Monsters that die with this status spawn a power-dependent number of simulacra.

        Corpse Rot is now Level 4 Necromancy/Poison/Air. For a duration after being cast, dead monsters have a chance of producing deadly miasma.

        Death Channel cannot be re-cast while active.

    Sandblast no longer uses stones as ammo. Instead, it takes half again as long to cast as a normal spell. Its range and accuracy are increased.

    Airstrike's damage bonus from empty space around the target is doubled.

    Irradiate now causes dangerous contamination in 3-4 casts (was 4-5).

    Flame Wave and Sticky Flame now do roughly 25% more damage.

    Ozocubu's Refrigeration and Freezing Ramparts now check AC, but do more damage. Refrigeration also now does reduced damage to creatures adjacent to others, but no longer applies -Potion to the caster.

    Hex miscasts now only slow the player, instead of also cancelling effects.

    Removed: Animate Skeleton, Pain, Excruciating Wounds.


Tiles

    Some mutations now have associated art.

    Many more status effects (e.g. Dazed, rF-) now have associated icons.

    Monsters with Reflect (e.g. from a shield) now display an icon.

    All species now have new statue form tiles.

    Many new alternate tiles for Djinni and Nagas.

    The Lernaean Hydra now has unique tiles when skeletonized.

    Borgnjor's Mausoleum and Tukima's Studio have new environmental art.

    Runed door tiles have been reworked for greater visibility.



Jul 8, 2022

Indoor fun times with D&D

Bring your inner child out to play

In 2022, Gen X and Boomers will be all over playful pastimes like indoor board games, battles with miniature trolls, goblins and barbarians and toys keep the big kids young at heart.

Why not going back to play Dungeons & Dragons?


Compared to old times, now all the D&D resources are available on the net, more often than not totally free as pdf files

And if you don't like D&D then try Dungeon World

or other time period like Apocalypse World for Mad Max themed role-play


Apr 29, 2022

AIdungeon is your DM

Is text role playing adventure your thing?

try play.aidungeon.io/

select an adventure, and play along

there are 3 different modes

- do: where you select an action like "hide", "shoot", "run"

- say: where you actually verbally express a thought

- story: where you add to the AI narrative

and the result (if you're lucky) is a nice little adventure






Jan 8, 2019

Really Random Game Generator Idea

Really Random Game Generator Idea

-The Campaign's Skeleton-
Regions of Season: Roll 1d4. 
1: All of the seasons take place in the same region the characters are from
2: All the seasons take place in a region that is randomly selected
3: All the seasons take place in separate regions that are randomly selected.
4: All the missions take place in separate regions. 

-Mission 1: Takes place in Roguelandia and comprises of the following objective.
--Sting; Grade 5 sting operation.
-Mission 2: Takes place in Scorchedlandia and comprises of the following objective
– Grade 2 Rescue 
– Grade 2 Infiltrate
– Grade 5 Test
– Grade 4 Crucial Skill Check
-Mission 3: Also takes place in Icelandia and comprises of the following objectives
– Grade 4 Crucial Skill Check
– Grade 4 Repair
– Grade 4 Infiltrate
– Grade 2 Confirm

Mar 28, 2010

Doom music (still) rocks

Back in 1993 appeared as a shareware what would become later a legend in the gaming industry as THE "first person shooter" - (even if there was a predecessor "Wolfenstein 3D") - Doom was the one that change the games genre forever...


More than the high end graphics, more than the exploding barrels, there was an amazing music that added to the gaming experience a total immersion in the "Doom" nightmarish world...

Here's a list of website were you can listen to remix of this legendary tunes :
Doomworld -- Music
Paul's Stuff - DOOM Music
The Doom Remix Project - the Dark Side of Phobos  (mp3 download)

NB : You can even listen to them directly from their webpage, using this "mp3 player bookmarklet" from delicious.com called playtagger.
Check this website for instruction on how to implement it.

May 12, 2009

Duke Nukem Forever

So now it's pretty official there will be no Duke Nukem Forever ... apparently the financial crisis has finished him ?!

Here on this link below you will find avanced 3d characters (including a topless podgirl (NSFW))

ZBrushCentral - Duke Nukem Forever Characters

I bet you will read this quotes with the Duke's voice

  • Damn, those alien bastards are gonna pay for shooting up my ride!
  • Hmm, don't have time to play with myself.

And some music from Duke Nukem 3D, Playstation (1997) found on Mark Knight's website.

As a final hommage to the Duke ... I'm playing Grabbag as we speak !

May 1, 2009

The Hunt For Gollum Movie Website - COMING SUNDAY 3rd MAY


If you're a Lord of the Ring fan - you will be delighted to know that there will be a 40 mn movie free to download on the website below available this sunday.
This movie is completely made and produced by hardcore Fans (around 150 contributors) - by the look of the 2 trailers, this will be good ! And I can't wait ... 

Apr 15, 2009

We're not worthy

I was getting all excited about ArtRage2 and found some tutorials ... to do absolutely crazy things with textures. And then I realized there's so much to learn and sooooooo little time ; but I know that when I grow up I want to be Nick Harris ;)

[ Pixelbrush ] - Interview with Nicholas Mark Harris

"We're not worthy!" (repeated, while bowing, to guests whom the two deem themselves unworthy to interview)

Jan 26, 2009

RPG scenario generator (2)

Following my post (myMix: RPG scenario generator (1)) about creating a spreadsheet for RPG scenario - this is the script here to download OpenOffice spreadsheet (compatible with Google docs)



Jan 20, 2009

Battleon (part 4) and ... conclusion


Well, it seems I won't get any further with my Battleon (see part 1, 2, and 3) adventures, because ... of the message on the left > current limit of all 7000 spots for free online players are currently in use < I know by experience that the number of players is nearly 8000 everyday.

So ... fair enough !

You can beat dragons, wizards, etc ... but you can't compete with that.

AdventureQuest Game over

Jan 15, 2009

RPG scenario generator (1)




















Now for something completely different, spreadsheets ... ;)

A few weeks ago, I had some nostalgia over the good old time of role playing game (rpg) like AD&D and created 2 maps - and a quick scenario.

But I wanted to develop something funnier, a sort of "rpg scenario generator" the idea was simple - using a generic sentence such as "In terrain_type the group will have to scenario_quest fighting against evil_boss and his army of evil_monster ; etc ..."
I would use a random number for each field (terrain_type, scenario_quest, etc ...) and voila ! pressing recalculate would generate a new scenario ... no more lack of Dungeon Master's inspiration.

First I thought using java, perl or python that would read a xml file - then deduce the number of xml file entry, from this number - select a random number and then print the selection - that would do the job ... xml would be great as I would be able to add new lines, and no need to modify the source.

But then (because of my lack of knowledge of perl, java, python ...) and since a spreadsheet such as openoffice Calc, Excel, or google doc would be as good to do the job.
I started a basic sheet using max(), vlookup() and randinbetween(). And it works !!!

Also in the process I found a very nice google doc feature that doesn't exist elsewhere and that is the "filter()" function (see the picture above - for a comparison with the more "standard" vlookup() function).

As you can see on the pictures, it's just a proof of concept - the yellow cell contains the random number (from 1 to max()) of the item's column - the blue cell contains the result - that will be used to build the "one sentence" rpg scenario.

Functions : Function list - Google Docs Help Center

Jan 14, 2009

Battleon (part 3)


Erh ... I'm still playing - sort of ... Actually the game isn't that bad, and there is a bit of strategy during the fight (I have to confess that until level 15 I was pretty much pressing the big "Attack" button without thinking).

But the higher the level, and the longest the fight became, so it was time to investigate and ... moving the mouse over the opponent I just found the jackpot - there was the characteristics of the monster to fight - with various ratios for all elements (the Element Modifier section) and then it was easy to find the monster weakness - see for example on the left picture - this monster is particularly affected by Wind based attack - and would suffer 140% of such attack ; on the other hand he wouldn't be wise to attack him with Earth related weapon because this monster will only receive half the damage.

And there's a lot more on the Battleon forum AQ Help and Support

Jan 2, 2009

Battleon (part 2)



Yep, still playing ... created 2 characters, one is 14th level fighter the other one is 12th rogue - but really it doesn't make any difference.

It's funny how the monster design can vary from awesome to really crappy. Same stand for the background -

There are some funny stuff coming from time to time, I had to fight a seal on a beach who was throwing a beach ball on my head as a ranged attack -

Also had to fight the Duke of Hazard (a lizard with some paint impersonating a car from the well-known serie) see picture below :


Then later I had to fight a "sunray" ; (yeah ... very inventive a piece of sunshine attacking you and you don't have any sun cream nearby) - it was funny because Artix (a Paladin that will assist you on your first combats) when he slashed that monster was actually healing him - the combat was impossible to finish ... I don't know if that was a bug or a feature - but I had to flee !

Unfortunately for me ... I'm starting to understand the term "Grinding" more than ever - I guess my quests won't past level 15 - we'll see...

Dec 25, 2008

Playing the DM again (part 3)

So to recap, what you need for a good ol'fun D&D party using "freakin' brilliant map" :
  1. Some ideas for a scenario - you can find plot, quest, characters or complete dungeons generator on this website ~> www.colugo.org
  2. The Battle for Wesnoth Map editor - that can be found here ~> www.wesnoth.org/wiki/Download
  3. A bitmap editor to tweak the image just a bit ;I recommend The Gimp (of course)
  4. A group of friends

Have fun !!

Playing the DM again (part 2)


More fun with Wesnoth Map editor, and within the dragon's lair now

Same principles as previous post drawing a map - then using Gimp adding some monster and numbers -

Here's the Map's legend :

1. some goblins with some information on the lieutenant - he was captured a while ago and has upset the dragon and no-one know where the lieutenant is now
2. a goblin with a short sword and one with a bow
they have a few potion and some gold's coin
3. the Dragon is now sleeping and unless the group is attacking - he won't move.
He's quite powerful and being agressive with him would be a bad idea.
4. a few goblins with scimitar
5. a few orcs with axes - but no treasure
6. a few mid-level goblin guarding the throne
7. a mighty troll is guarding the stone bridge to exit the cave
8. the throne were a high-level goblin is standing - he has a magic sword and a few potion
he can tell that the lieutenant when he was there has upset the dragon that casts a spell on him changing his looks ... and give some hints that there was a Yeti wandering around after that day.
9. some spiders and a few skeletons
A. entrance to a secret level -- feel free to continue this cave ; so the fun can continue --

Now, the funny twist in this story is that the lieutenant was actually transformed into a yeti - by the dragon's "polymorph" spell.

I always like when the player are acting with diplomacy and aren't killing all monsters in the area for the sake of experience and collecting treasure - in fact, if they frag all monsters they will never find the lieutenant ...

Playing the DM again

First of all, Happy Xmas nice reader and today I will share with you some fun you can have with the map editor of Wesnoth - Yes, it's brilliant -

If you ever played "Dungeon and Dragons" as a GM (Game Master) or DM (Dungeon Master as they called it back then) you know how painful it is to draw good looking maps ... But here on the left is one hell of a campaign map done in less than 15 mn ... now you just have to add number and put legends to the map -

in (1) a lonely wizard that might join the group
in (2) a tavern where the group will get valuable informations and tips and might even trade some equipment
in (3) a bunch of mercenaries up to no good
in (4) a local warlord with a quest - one of his lieutenant has disappeared while exploring a cave in the south ....

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