Releases: jarcane/handhRL
0.3
It's here! Milestone 0.3 is now cleaned up enough I'm willing to call it a proper release.
The new features are pretty much identical to those of the beta release, save that now, they actually work!
New features:
- Weapons! All H&H weapons are now implemented.
- Armors! All H&H armors are not implemented
- Items! A whole raft of new items are now implemented, including:
- More healing items, including some reusable ones
- More grenades, from explosive frag grenades all the way up to the deadly microfusion grenade
- Buff items that permanently boost your stats
- New usable items like a motion tracker and TED-3, the summonable killer teddy bear
- New world objects: now the world contains 'placeables', which are interactive objects you can use with 'u'.
- XP and score tweaks
- Capped formulas for to-hit rolls and AC
- Logic and bug fixes galore (like Buffs breaking character stats, microfusion grenades that blow up the game instead of the monsters, and the debugging nightmare that was TED-3)
- TED-3 is now a summonable friendly monster, who cannot be attacked by the player, and will helpfully follow you about and help you kill stuff.
- Tweaked the item chances to give you slightly more actual items
Enjoy!
0.3b
I've now completed all the features required for the next Milestone release at 0.3. This is a considerable number of new features, largely surrounding the item generation system, which is now mostly complete.
However, I'm a bit occupied for the next few days and can't thoroughly test things just yet, so instead of simply releasing it as official, I'm putting up a 0.3b beta build. This is to be considered a TESTING build and may have all kinds of bugs.
New features:
- Weapons! All H&H weapons are now implemented.
- Armors! All H&H armors are not implemented
- Items! A whole raft of new items are now implemented, including:
- More healing items, including some reusable ones
- More grenades, from explosive frag grenades all the way up to the deadly microfusion grenade
- Buff items that permanently boost your stats
- New usable items like a motion tracker and TED-3, the summonable killer teddy bear
- New world objects: now the world contains 'placeables', which are interactive objects you can use with 'u'.
- XP and score tweaks
- Capped formulas for to-hit rolls and AC
0.2.2
0.2.1
New preview release, and it's a doozy! We've got some major architectural changes behind the scenes now that should make it easier to start adding in proper content to the game.
I've also released a Linux release package this time. This is not a true executable, but the included shell script will resolve the correct links for the libtcod libraries, so run handh.sh to start the game.
Changes:
- New bigger font! Unreadably tiny 8x8 font replaced with giant lovely 16x16.
- Formatting fixes to high score display
- Linux support not available! You'll need SDL.
- Windows icon. The H&H .exe file now has a pretty H&H logo!
- Player names! You can now name your player at the beginning.
- New monsters! The monster list has been expanded to 20, comprising the complete underground encounters list from H&H
- Monster stats are now calculated from hitdice as per the H&H monster creation rules. This may cause some discrepancies with finagled stats but makes more more even results and cleaner code
- More weapons! The complete random weapon tables are now fully implemented, complete with guns.
- Ranged combat! If you have a gun, you can now shoot with it! Hooray! Use s to shoot, and a to keep an eye on your ammo.
handhRL v.0.2
Presenting the new and improved handhRL, now officially version 0.2. This latest update brings more stuff than expected that wasn't included in the preview 0.1.x builds, so it's definitely worth a download.
Changes:
- Item bonuses: While we're still stuck with the same items, now they can be found with H&H-style bonuses (+/- 1-2, as per H&H rules)
- Monsters now remember you. Whereas before they operated on a 'reverse ostrich' behavior, where they would promptly forget you once out of player FOV, now they will remember you and pursue you so long as you're within a set distance.
- More features for text logs: You can now make a delayed text log display all at once with Space, and text logs can now have centered header lines
- XP rate lowered across the board. Internal testing found over-rapid level rate. Increased XP needed to level, and lowered monster awards.
- Tweaked green shade on XP bar to be more readable
- Fixed an error where the lightning spell would display its rolldice parameters instead of the damage in the message log.
- High scores are now available. On death, you're now instead given the option to see your score or return to the main menu. You can also see the scores from an entry on the main menu.
v.0.1.3
I've now completed all but the high score feature for milestone 0.2, so I've decided to push out a '0.1.3' version as a preview build, and to release into the wild some requested changes by playtesters.
- New UI modifications:
- - XP bar visible on panel
- - Player level visible on panel
- - 'Under X:' message for contextual object tooltips
- - Under player contextual tooltip
- A help screen is now available, bound to ? and h
- The speedy menu bug seems to be corrected. menu() now checks for a full down then up event before passing the chosen input, preventing auto-repeat from shutting it down before the player even has a chance to check it.
- Monsters now use proper pathfinding to reach the player (A* method from libtcod)
v.0.1.2
v.0.1.1
Decided I would go ahead and put out a sub-point release on this, because I think the resulting added gameplay value from finally having some more content to interact with is worth getting out there as soon as possible.
There are now an additional half dozen monsters to face in the dungeon, and as well, they increase in toughness considerably. See if you can survive to the end!
handhRL 0.1
The following represents the first releasable build for handhRL, the Hulks and Horrors roguelike.
Now implemented is a reasonable subset of the basic H&H mechanics with a few embellishments.
Coming releases will mostly focus on rounding out the number of monsters and items available.