Version 3.4.1

ROGUE-FP · build 17799734 · published

On SteamNotes only · this build shipped before we watched the app

FIXED IN THIS UPDATE:

  • Crash that would occur if you loaded a save where you had bat ears attached to your armor -Reported by Tempaura on gog
  • Couldn't use the E key when renaming your character in game -Reported by Tempaura on gog
  • Monsters weren't checking for sleeping/held monsters when pathing
  • Some monster bits were activated more than once when loading a save
  • Wand of trapping was only activating if aimed at a monster or at the ground right in front of you
  • Monsters when hasted were moving at about mach 10

CHANGED IN THIS UPDATE:

  • Tweaked parameters for monster navigation -they should position themselves a little bit better now when they're in groups

Mostly some bug fixes for everyone before I get down to working on 3.5.
As for what I'm thinking about when it comes to 3.5 and onward, there's definitely a point during a run now where things slow down and that's when you're around at least 5ish floors down, and you're in a big dark room, and you're running around, sort of sweeping the floor, and you're looking for the stairs or items or whatever. This is just a consequence of me wanting to keep the original Rogue's lighting mechanics but at the same time wanting larger and more complicated levels. If you miss the stairs or an hallway to another room you can find your self retreading the same ground for a while wondering where to go and that's the part I want to give some attention to. Not necessarily just making things easier to find, but adding more things to come across so you don't get that slump in tension.
The battles already give that tension to the player when you're low on health but I think the actual CRAWLING of the dungeon should as well at points since you usually spend more time doing that than fighting monsters.

If you find any bugs please let me know in the bug report thread. Thanks!