Small bugfix update

I have fixed some important bugs in the latest release, so please re-download. Saves should be compatible with v2.2 so you can unzip in the same folder.

Download v2.2.1

Download v2.2.1 (Windows XP)
Changelog

Comments

  1. Yippee, my first win! πŸ˜€ Though I wan’t able to go through the guards in the castle :) Still some riddle there πŸ˜€ (btw there are two things in the old game i still don’t know why they are there. the rusty statue, and those blue combat practice statues, are there anything with them? If yes don’t tell me what :) )

    – the ‘a’ key is great. it is better like this.
    – the game is beautiful. I like the new light fungus :)
    – I think traps shouldn’t blink. It is easy to move into them now if you move fast, then you have to use the menu to say no.
    – shouldn’t counterattack be a combo with block? it could be a reason to use dagger longer in the game.
    – I think the old disease mechanic was really cool. i miss it. It was an interesting decision when to sleep, how much you can let to erode your hero. The new is great as well. But I think the old one also has a place.
    – i wanted to say this earlier, but what about to change the place of ‘rest’ and ‘map’ in the menu? Now I almost killed myself when I moved back through a stair, and wanted to sleep fast, but there was the activate thing and i moved back down, but I was lucky, i wasn’t killed. And sometimes i rest when i want to see the map, but i move too fast in the menu.
    – and wow energy was really scarce. i think this is good. I had to think a lot what to identify. and that yellow mage that identify items might be more useful now.

    i still have to play more to say more about the important changes in combat, and with the speed, and about traps, but i think i like them πŸ˜€

    Now lets win a second game in a row πŸ˜€

    1. OK, I died on level 1, next game πŸ˜€ I forgot that i can’t see traps when some monsters are around. This is a tricky thing now. If there is a fleeing monster somewhere, or an eye without mp, you don’t think about the situation as a combat, because there is no one to attack you, but traps are still invisible, so you are not safe. Lesson learned :)

      1. Yeah, the status window is pretty clear on which mode you’re in though, it even changes colours. But I agree, I personally don’t pay too much attention to it either.

    2. Congratulations! That was fast πŸ˜€

      About the rusty statues and combat dummies: nothing special about them. Just flavour/decoration.

      > the β€˜a’ key is great. it is better like this.
      > the game is beautiful. I like the new light fungus :)

      Great :)

      > I think traps shouldn’t blink. It is easy to move into them now if you move fast, then you have to use the menu to say no.

      Well you still need to see what’s underneath so I see no other solution.

      > shouldn’t counterattack be a combo with block?

      Actually yes. Hm will think about this.

      > I think the old disease mechanic was really cool. I miss it.

      Agreed. It definitely has a place. Some players seem to like it, others not. I’m a bit torn. I moved away from the old one because it was killing monsters by applying it once and then wait. I’m likely to experiment more with disease and poison.

      > what about to change the place of β€˜rest’ and β€˜map’ in the menu?

      I do the mistake to try to rest on stairs reflectively too. I’ll think about this as well.

      > wow energy was really scarce!

      Yes! I really like this. It makes use-id viable as well.

      > I still have to play more to say more about the important changes

      yes, please let me know :)

      Thank you very much for your feedback!

      1. Disease presents an interesting problem, because the old system was too OP for monsters, and an interesting problem for players, but the new system is a tad underpowered for monsters, and only sees very minor use, but it presents a much more interesting problem to the player.

        Perhaps you could meet in the middle, and also lower stats when you rest. I personally prefer the new system, as it presents a more interesting problem, and it’s more different from poison.

        Although… Now that I think about it, the old disease and poison mechanics almost always ended up being saved for those strong biological creatures, because on the weak ones you’d kill them before it activated with a coat, and not want to spend the resources with a spell.

        Now however, you really do end up using disease for the same purpose. If there’s a strong out of depth biological creature, then you can disease it, and effectively use rests to get enough health/mana to kill it. So, essentially, they’re both about as useful, except that you now actually need to make a decision as to when to use it, as now you have to rest for it to work, and sacrifice some resources.

        1. It could be a solution if the player had no old disease wand. Monsters could use it against the player, and there was a trap. Maybe a potion. And one of the diseases needs a new name. Pox? πŸ˜€

          1. Yes, of course it is not impossible to bring the effect back, and as a PC-only effect.

            However, there’s another thing I don’t like with the old effect, and that is that it is based on passed turns. I don’t really think that fits in TGGW. An effect should kind of either be there or not.

        2. Yes, I really like how it is used on monsters now. It is subtle and strategical if you remember to use it. When I have a wand of disease I usually try to disease strong monsters right away just in case the fight won’t go well.

  2. Hi, thank You very much for the new version of the TGGW. Today I encountered my first win in that version. IMHO the game is now more oriented to exploration and this is great. But hoards of dogs in early level are sometimes hard to beat. I have the following suggestions (ideas) for new version :) :
    – maybe slimes could dissolve knocked out monsters, it will be interesting to steer slimes to dissolve monsters in early levels without penalty for killing “innocent” victim,
    – maybe drinking potions will generate empty bottle sometimes, to use it with fountain, I encounter very few of empty bottles,
    – the invisibility potion is rather useless for me often, because I have often high noise rate; so maybe this solution will be interesting: if I drink the potion and I use stay command (“space” key), monsters which are able to hear me, move randomly; they move into my position only if they hear me during my movement; of course if they have infra-vision, they see me all the time,
    – the more thematic levels will be cool e.g. catacombs with litch and undeads, stone age area with forgotten tribe, hell area with devils and demons, …
    – maybe it will be possible to introduce new map view mode, in which we can see all dropped items – sometimes I “HAVE” to leave something because of the new item – and later, when I delve deeper, I need to go back and remember where I left that particular, important item.

    Once again thank You very much for the wonderful game, it’s very interesting and give me a lot of joy. Because I am fan of the boardgames, I wish You convert it into real board game and I will buy and play onto my table, and have the same exciting experience, because mechanics You designed and implemented is really great. Best wishes from Poland. Martin.

    1. Hey and congratulations on the win!!

      > hoards of dogs in early level are sometimes hard to beat

      You can usually either hear them from behind the door, or quickly realize that you enter a room with many dogs and retreat and come back later. I think it is quite balanced as is.

      > maybe slimes could dissolve knocked out monsters

      This is an interesting idea!

      > the invisibility potion is rather useless for me often

      Actually I think it is extremely powerful even if you have high noise (although of course it is meant to have the most synergy with low noise). Monsters that cannot see invisible (infravision is not enough) can ONLY melee you while you are invisible. They cannot use any targeted magic or ranged attacks against you then (they can still use area effects however).

      > more thematic levels will be cool

      Indeed, I have ideas for that in future versions :)

      > maybe it will be possible to introduce new map view mode, in which we can see all dropped items

      I’m not sure if you are already aware or if you mean something else, but things you drop will not be retrievable at all as aliens come and pick them as soon as you rest.

      However, a richer map mode with more information is something I wish to have, but am not really sure on how it will work (for example: what you remember is not necessarily the same as what is actually there).

      > Once again thank You very much for the wonderful game, it’s very interesting and give me a lot of joy.

      That makes me happy :) Thank you very much for your feedback and for your kind words, it keeps me encouraged to continue working on it :) A board game with TGGW-mechanics is an interesting idea!

    2. Invisibility is *very* powerful with any amount of noise – you won’t get hit by ranged attacks and spells, so it will often save your life. :)

      1. Bts and reddish_kangaroo, thank You very much for clarification according to invisibility potion, I didn’t notice so far that ranged attacks and spells are useless when I am invisible.

        1. do you know that monsters has a vision range? if they can’t see you they can’t attack you with magic and ranged. I just realized this some weeks ago too πŸ˜€

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