In the pursuit of creating more diverse playstyles, I have introduced yet another mechanic meant for healer/priest-like characters. I envision these characters as truly good chacters that are trying to survive by healing, restoring themselves from ailments and generally trying to minimize the damage they cause (except against the undead!). They have a whole new […]
One aim of v2.5 is to enable more viable playstyles. One type of build I wanted to be made more interesting is the stealth/thief build. Short History In the earliest versions of TGGW (around Release #1-#4), stealth was one of the most powerful builds you could make, mostly because you could walk around the dungeon […]
I haven’t posted since May so I just wanted to give a short status update. I took a break from development during summer but I am back in development since about a month ago and am currently working on v2.5. There are quite a few new features coming and I will blog about them as […]
I do think a lot about how exploring in regular RPGs (let’s say the elder scrolls for example) sometimes feel more exciting than in roguelikes. One thing that comes to mind is that in roguelikes you immediately know what an item is as soon as you see it lying on the floor. I like how […]
All NPCs are Like Merchants I have done major changes to how NPCs work. In v2.3 I changed merchants: Essentially they got an amount of gold, an inventory that updates as they trade and a mood. I also added the possibility to pickpocket them. In v2.5, this will apply to all NPCs instead of just […]
I have fixed some bugs in v2.4.1 of which one I think is quite critical. Stone vaults and golden vaults are missing guards, which kind of ruins the whole point of having vaults. A few smaller bugs were also fixed, See the changelog for details. You can get the patch right here (fully compatible with […]
v2.4 unfortunately contains a critical crash-bug: selecting a launcher in the inventory while having a launcher equipped will in many circumstances crash the game. I have fixed this bug (and another less critical crash bug) in v2.4.1, so please re-download. You can unzip the archive over your v2.4 folder without losing saves or settings. The […]
You can download the new version here. The biggest changes are: Rest Preview Equipment spells Multi-coloured messages New area effects Adrenaline, cure slime, rune magic and memory map You can find all changes in the changelog. For those who played before I recommend the “what’s new in v2.4” tutorial. I want to give special thanks […]
I’ve put up a beta-version of v2.4 up at the downloads page (below the stable release). I’m looking for some feedback (but mainly critical bugs) before the official release. If you are interested and want a chance to influence development, please take a look and let me know how the game plays, preferably before the […]
v2.4 is almost done, I’m currently playtesting and polishing it a bit. In a couple of days I will put up a release candidate/development version with the purpose of receiving some feedback before the official release. In this post I reveal some minor features that will be in v2.4. Adrenaline There is now a small […]