Dungeon Robber 1.3: bugfixes, named pets, teleportation magic
September 3rd, 2013 by paul
There's a new version of the Dungeon Robber game!
Good news first:
I tried to make an old school game, but I just couldn't do it, guys. Level drain is now REVERSIBLE. If a vampire or succubus drains a level, you can go home and (for a hefty fee) get your levels back.
The Wizard College now has a teleporter that sends you to a random room in the dungeon. If you're willing to risk appearing on a random level from 1 to 10, you might be able to skip some early dungeon levels.
You can name your pets and henchmen. Furthermore, their names are on the screen below their portraits. Click on the name to change it.
And now the bad news:
Heroes have less HP: fighters and clerics get 1.5 HP per level (or 2/level with high Con).
No more 1-HP dragons: while all monsters still have 1d6 HP, a monster's minimum HP is equal to half their monster level. Thus, a level 8 Hill Giant has 4, 5,or 6 HP.
Now a long list of assorted bugfixes and minor changes:
I tried to fix the persistent issue with disappearing savegames. I try to save games using two different methods (Flash and HTML5); if these savegames ever differ, a popup asks you which one you'd like to use. Let me know if savegames continue to disappear.
Got rid of the 404 error that happened when you tried to load a savegame.
In Advanced mode, you can choose your high stat.
Clarified who can use items: dungeon robbers, thieves, and clerics with high Wis can use cleric scrolls. Dungeon robbers, thieves, and wizards with high Int can use wizard scrolls. Item descriptions and vendor trash acts accordingly.
Added a Quit key in town that saves and takes you to the loading screen.
Fixed a major memory leak by trimming the text log after 250 lines. You won't be able to scroll back and see your entire adventure, but the gme shouldn't lag so much after long play sessions.
Slightly altered fishing likelihood and added some messages in bottles.
Ready/Equip appears correctly next to items.
When you are teleported 100 miles from the dungeon, you spend your food to walk home as indicated in the text.
Animate Dead scroll references the graveyard.
Food and cure wounds spells don't heal your skeleton.
Your skeleton always starts with 4 HP - you don't need to reroll your skeleton over and over.
Super strength caused by mystical red mist dissipates when you go to town.
The lime-green color for treasure text has been muted.
If you don't have a container, coins fall out of your pocket half as often as before.
If you retire as prince, the smithy is unlocked, if it isn't already.
Charming a wounded monster retains their HP damage.
You now get XP for killing a creature with a spell. But don't worry about the XP too much, since you only get token XP for slaying monsters; it's all about treasure.
It's now possible to use an item at a dead end.
When you go home, you automatically turn your coins into GP.
Put in a tooltip explanation for heavy burden.
Assorted text fixes and clarifications.
As usual, I still have a list of buxfixes and features I haven't got to yet. Let me know if you find that I've added new bugs; if any of my buxfixes didn't work; or if you find any new issues.
PLAY THE GAME!