
Assorted news
- The wiki starts growing! With the strategies and monsters pages building up from user experiences, go there and contribute with your knowledge 🙂
- iOS is the next target for release, I already submitted a version but it got rejected, we are pretty close!
- Steam comes afterwards, I am not going to take much more time preparing, I feel it’s almost ready.
Version 1.62 comes with lots of awesomeness! Desktop UI has been fully revamped and the two new classes (Ailorus Monk and Dumeril Sage) are now packed with all Fellowship Editions… so get them now if you haven’t 🙂
There is also a new title screen made by Denzi originally for the Dungeon Crawl Stone Soup project; I’m still talking with him to see if I can keep if there, else we will have to draw a new one.
It has been released to the following places:
- Standard Edition
- Google Play (Android)
- GameJolt (Desktop)
- itch.io (Desktop)
- IndieGameStand (Desktop)
- AnaniasGame.com (Web)
- Fellowship Edition
- Desura: (Desktop)
- First time release! In spite of the recent controversy hoping to reach more people.
- itch.io (Desktop)
- IndieGameStand (Desktop)
- Google Play (Android)
- Desura: (Desktop)





Gameplay
Two new classes with new skills are now available
- Flying Kick: Unarmed ranged hit, doesn’t need to run
- Unarmed attacks get stronger with power
- Immune to poison and spell maladies
Dumeril Sage
- Can use elemental spells several time
- Unleashes the full power of elemental spells
Other gameplay changes:
- Make all classes start with power 2
User Experience
- New title screen from Denzi
- Changes on layout and menus for desktop version
- Add input fields (much easier text input) for desktop version, using my phaserTextField lib.
- Color animation for paralyze skill and paralyzed status
- Add Decoration for buttons
- Enhance flow for searching users on desktop mode
- Remove antialiasing from logo text
- Add overlay to switch weapon button
- Remove welcome screen
- Change “Lv” for Power
- Add back navigation for new game screen
- Change icon for back
Server
- Log out sessions on server
- Allow multiple sockets per user
- Make usernames case insensitive.
Bugfixing
- Disable DOM textfield for Android version to prevent crashing
- Fix missing Yendorian monsters
- Fix cornering issues in Lagoon
- Fix “Shot” typo
- Remove long message from mobile
- Fix issues with PIN handling
Hey Slash – I’ve noticed a significant problem with the new UI from 1.62: When you try to do anything that requires confirmation (like use an item on your friendly, or targeting an enemy monster when there is more than one in the room), the confirmation buttons are hidden behind the map like so: http://postimg.org/image/z7ir0mjfd/ . I can still click and operate the Cancel button where it ought be, but I figured that this was not something you intended on.
(Playing on the web version)
This is a serious issue… thank you for reporting it!
Hey Slash – I’ve noticed a significant problem with the new UI from 1.62: When you try to do anything that requires confirmation (like use an item on your friendly, or targeting an enemy monster when there is more than one in the room), the confirmation buttons are hidden behind the map like so: http://postimg.org/image/z7ir0mjfd/ . I can still click and operate the Cancel button where it ought be, but I figured that this was not something you intended on.
(Playing on the web version)
Other gameplay changes:
Make all classes start with power 2
And this is why I’m not bothering to update the game from when I first downloaded it, you’re just making it worse and more impossible to play. *facepalms*
Android version.
I think this actually only affected the Paladin, which was starting with 3 (overpowered)
Thanks to a bit of… well, stuff, I’ve discovered that Power affects all classes and how much damage they deal, regardless of class or weapon. It could even be a magical wand, apparently.
To be brief, this change nerfs the Paladin by 1 power and buffs the Arcane by 1 power. But you have to have a significant amount of Power points before it really changes damage dealt that badly, so honestly this change is “fair”. It’s not a major game-changer, by any means.
Actually, this change nerfs the Paladin by two points because he starts with four power points in my copy of Ananias Roguelike. Like I said, you give me less reasons to update the game every time I ask for more. Maybe I should just quit before you turn it into an Android KitKat.
Actually there’s no way to compare… the reason why power was equalized is related to what sudzzuds says, it no longer represents proficiency with weapons alone, so everything was rebalanced according to that.
Really? And how do you expect a character to be proficient with weapons when they haven’t the strength to wield them, if I may ask? Logic gets you everywhere.
I’m sorry, I don’t understand your point.
My point being that the Paladin won’t be as proficient with weapons as the Arcane if the former is starting with two power points and the latter is starting with six.
Power affects both weapon and spell damage, having both classes start with the same power (2) makes it easier to balance the stats since we can have a common ground. The change in starting stats was coupled with changed on weapon damage stats…
all in all, I still don’t see why you think this is a game changer, specially given how there are many ways to increase power (and have it decreased, for example by death worms)
In my copy of the game, both the Paladin and the Arcane start with four power points, as do the Alchemist and the Hunter, so if you’re taking points from one to buff another…