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Rogue Elements Demo›Events›Rogue Elements v1.010k - Noise and Behaviour Systems
In-game event

Rogue Elements v1.010k - Noise and Behaviour Systems

Rogue Elements Demo · published 44 days ago

All eventsPlayers around this dateRead on Steam

I wanted to make the dungeon a bit more reactive, so I added observable Idle behaviours, so the dungeon can be observed and reacted to, instead of only having monsters move randomly. Also, added a noise system, to make enemies react more directly to what the player does.

New Features:

- Noise System Certain actions now make noises that enemies can hear and then investigate. Enemies have different listening ranges and if they cannot find anything at the spot, will spot investigating. Pressing N shows noise sources and listening ranges to visualize how it works, but it is not recommended to keep that on constantly.

  • Player opens a door

  • Player walks on rock / intense rock 

  • Player enters deep water 

  • Player enters deep mud 

  • Player finishes an ice slide 

  • Player performs a melee attack 

  • Thrown items 

  • Player strikes a wall / waits

  • Player drops an item 

  • Player opens a chest 

  • Player equips a weapon 

  • Player unequips a weapon 

  • Player equips armor 

  • Player unequips armor 

  • Player mixes potions 

  • Player causes a mud bubble to pop 

  • Player shatters a summoning portal

- Idle Behaviour System

Enemies now have a random idle behaviour and two different "need behaviours", which makes the dungeon a bit more reactive with enemies moving around.

  • Wander randomly

  • Patrol within the current room

  • Patrol theh longest corridor

  • Travel to the staircase and guard nearby

  • Patrol foud distributed points on the level

  • Move between the exits of the current room

  • Travel alongside walls

  • Guard an environmental feature or puzzle entrance

  • Approach and converse with the nearest enemy

  • Sleep, remain stationary and periodically display the sleep indicator

  • Select and follow another enemy

  • Seek poison/fire/ice clouds, available at 100% resistance

Additionally, there are 3 intermission behaviours that enemy can sometimes do:

  • Archers travel to a triggered trap, reset it and conceal it

  • Enemies with food and water needs travel to water and drink

  • Enemies with food and water needs travel to a cropse and consume three pieces


- Inventory now also includes items below the player to use directly.

- Added a levitating ability, that skips trap activation and makes no walking noises
- Added Keen Sense ability for enemies, that doubles listening range.
- Added Scavengers, enemies stealing items from the ground and running to the stairs
- Added Scavenger Hunt event, 10 Scavengers and 20 items

Gameplay Changes:

- Being on trees now also ignores sight blocker from tall grass - Wand/Scroll of Seeing now also make traps a bit more visible by extending the ascii tile offset - Prism Pillars now also increases listening ranges, similar to sight ranges - Added a tutorial message for noise - Removed firewater clouds to avoid endless cloud propagation

Smaller Fixes:

- Corrected the arrow puzzle to be less confusing about when the treasure chest can be reached. - Fixed opened doors sometimes not being displayed correctly - Enemies that sleep can now not used ranged attacks anymore

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