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Releases: sethhoward/BrogueSE

Brogue SE v0.12.1

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@github-actions github-actions released this 23 Jul 00:36
d4d6411

0.12.1 — "Sharper Ears"

Teaches the dungeon to break your rest the moment you hear something coming,
sharpens last release's curses, and smooths the camera.

🔊 Sharper Ears

  • Rest with one ear open — Resting (Z) now snaps you awake the moment you hear a hostile creature's footsteps closing in, with a message, a ripple, and a pulse that scale to how loud and how near it is. You get one such wake per creature, so pressing on past a warning is an informed gamble.
  • No more resting yourself to death by earshot — Fighting you can hear off in the distance no longer jolts you awake turn after turn: the first sound interrupts, then it quiets until you move again.
  • Thicker walls, muffled sound — Noise now carries a little more distinctly through closed doors, so listening at one tells you more about what's on the other side.

🔮 Curses, Sharpened

  • No more penalty tax — A cursed runic now starts at a clean +0 instead of a negative, so from the very first swing it's purely about the trade-off, never a dead stat loss you're digging out of.
  • Cheaper to purify armor — Cleansing a cursed runic off your armor now takes one fewer enchant scroll, making the "keep it and purify" path a little more reachable.

🎮 Quality of Life

  • Quieter bottle captures — Filling the empty bottle no longer flashes the identify star — it's a deliberate act, and the capture message already names what you scooped up.

What's Changed

  • Brogue SE 0.12.1 "Sharper Ears" — desktop release by @sethhoward in #1

New Contributors

Full Changelog: v0.12.0...v0.12.1

Brogue SE v0.12.0

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@github-actions github-actions released this 18 Jul 17:58

0.12.0 — "C is for Curses"

Turns cursed gear from a dead end into a decision — a cursed runic now pairs a real,
always-on power with its bite — and adds a shrine that will identify your pack, if you
dare wake what guards it.

🔮 Cursed Runics, Reworked

  • A curse is a bargain, not a trap — A cursed runic now grants a genuine, always-on power alongside its drawback, welded to you until you deal with it. Every downside has a counter you can lean into, so keeping a cursed item can be the smart play.
  • Two ways to break the weld — Pour enchant scrolls in to the purify threshold and the drawback burns away while the power stays (weapons at +6, armor at +4); or read remove-curse to pry it off early, drawback and all.
  • Maddening, reckless, and clumsy blades — Delirium confounds what you strike but leaves you hallucinating; Recklessness trades the damage you take for the damage you deal; a Clumsy blade fumbles and stuns you — until you purify it into a true executioner's blade.
  • Anchor, Smoky, and Acrophobia armor — Anchor steels your defense but drags your step (purify to stand immovable); Smoky armor wraps you in concealing haze at the cost of your own sight (purify for a quiet stealth aura); Acrophobia makes you fearless of pits but dizzy at their edge.

🗿 Altars of Divination

  • Reveal your unknowns — A new shrine replaces the Altar of Insight, watched over by a looming statue, fully identifies any unidentified item you set on one of its altars — and the first one is always safe.
  • Press your luck — Each further item you reveal risks waking the statue's guardian, and the greedier you get the deadlier it is: take what you dare.

🎣 Cleaner Distractions

  • Thrown lures buy real time — A monster that goes to investigate a thrown item now lingers over it for a few turns before losing interest, opening a genuine window to slip past.

🗺️ Terrain

  • Mud and bog slow you down — Slogging through the mire now costs extra movement, for you and monsters alike. Fighting is unaffected — you can swing at full speed, you just can't maneuver — and anything flying or levitating floats over it. Lure fast enemies in, but mind that you're slowed there too. A fleeing bog monster loses its home-turf advantage in the mire.
  • Traps hint at their surroundings — Confusion traps now sometimes sit amid a soft patch of glowing fungus, joining fire-traps-in-grass and caustic-traps-in-bones.

👁️ Tells & Legibility

  • Poison, at a glance — Poisoned creatures — you included — now show a sickly green tint and a pulsing skull, so you can read the affliction across the room.
  • Passive-event star bursts — A color-coded star bursts over you the moment a passive item event lands, and its log line shares the color so you learn the cue: gold for something identified, red for a curse revealed on equip, green for a cursed runic purified, cyan for a spent staff or charm coming back to life.

🎮 Quality of Life

  • Fire no longer rattles you — Catching fire used to throw you into a brief panic; now that disorientation strikes only monsters. It still burns — but your wits, and your next move, stay yours.
  • Study a scroll even while hunted — Sitting down to a meal always lets you puzzle out an unidentified scroll now, even with something on your trail; the old "only when nothing's hunting you" restriction is gone.