LR is a roguelike RPG. The most recent version is 1.5.
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-- 1.4 -- INTERFACE: - the message system has been rewritten, so we have finally a log containing the last 20 messages - the message area on the bottom of the screen now uses this message log - in shops and inventory, symbols indicate if weapon, armour, clothes and hats are better or worse than your current equipped item - the "You are dead forever"-message after dying is removed - revamped status screen - wells are identified as "enchanted wells", to emphasize their magical meaning - a new key "Quick Consume" (C by default; Closing Doors is now D) allows to eat or drink without opening the full inventory - message "you hit ... hard" replaced by "The ... suffers critical damage" - chants from your songbook can be chanted by pressing one of the function keys F1 to F12 CONSOLE-MODE ONLY: - the descriptions of the current tile are shown in dark gray, to make clear that these descriptions are no "normal" messages - status modifications are shown above the message area - the "press any key to continue" message beneath longer texts is shown in dark gray, to emphasize the text itself SDL-MODE ONLY: - switching between big and small tiles in-game is possible without restart - mouse movement mode removed completely. - the UI has been cleaned up: - the visible dungeon area covers the whole window, without empty spaces at the borders - status area and message area are transparent now, allowing more dungeon to be visible - HP, PP and STR are shown using graphical bars - status modifications are shown using small icons beneath the new bars - magical chants are shown in a quickbar for easy access - there's an in-game help page which describes the SDL interface - all dialog screens have a paper-like background graphics; input boxes have a background in a similar brown - the character portraits in status screen have been re-edited - blood in small tile mode improved - the minimap shows known staircases and the positions of traders and NPCs - changed the paralization visual effect BUG FIXES: - the maximum HP of big, strong and mighty monsters was not adjusted correctly; only the current HP. This led to wrong monster health bars in graphics mode. - the health bar was not shown when a monster stood northwest of the player - the game over screen was sometimes shown more than one time - monsters could perform long-range attacks against the player, even if the player was invisible - the "Waterproof Doublet" did not protect from water magic, because once again I forgot to mention this in items.txt - hospitals and restaurant in DLV 15 had no proper names - the decoration icon in resource workshop did not show up - when an itemset was brought to an NPC, ALL items (instead of just 1) were removed from inventory - it was possible to be caught in a part of the sewers with no exits - spades and pickaxes did not count as metal- or wood-containing items in factories - resting lasted one turn less than entered by the player - if the player and an enemy were killed at the same time and the player gained a level by this kill, the game continued after the game over screen (because of the refreshed HP). However, this lead to a crash when the player died the next time. - sometime the lonely librarian dropped the "Sanctum" instead the "library index" (resp. now the "diary page") - picklocks did not work - after attacking a monster, the turn-counter did not increase if the monster got not killed by the attack - the "Slayer" was misnamed in items.txt - sometimes there was a range-check error when a bones-monster was created NEW FEATURES: - the main quest is more coherent and woven with a new side quest to an epic story - side quests replaced by new side quests - lots of new texts and improved existing texts - new dungeon features: - gas cylinders; explode when destroyed manually or hit by fire - old machine parts; can be harvested for getting metal - machine oil; can be set on flames - snow, ice, frozen trees - magical chants need to refresh a certain number of turns before they can used again - suffering damage increases a "divine rage" value -- when it has reached 100%, a special divine attack will be issued (different for each god) - mushrooms (which exist since LR 1.3) can be harvested - wooden garbage (which also exists since LR 1.3) can be put in resource storage - every chant has a certain refresh rate -- meaning if you chant a spell with a refresh rate of 3, you have to wait 3 turns until you can chant it again - bigger and more structured temple level - sound effects (in addition to the music) - monster's special attacks and spells reduce their PP value, thus they have now limited special/spell capabilities - a new "equipment summary" screen where all equipment-values are listed in a table MISC: - removed the compass-item "ring of guidance" - replaced the "library index" by a "diary page" - the provided mpg123.exe for music playback on Windows has been updated to a newer version -- this removes all these "junk at the beginning" messages at the start of played music - quests can include longer intro texts and intro books - quests can require a certain profession - deactivated the profession "constructor" - removed the items "colorful magazine" and "old flyer" - music is now stored in "music" folder; "sound" contains sound effects - price calculations are processed in a new function - a story file can be shown after a monster has been killed the first time - renamed "burgle"-skill to "steal" BALANCING: - rebalanced level requirements and prices of all weapons and most armour - rebalanced all monsters - the chance for hitting an enemy hard (doing critical damage) is increased ... - ... but to hit an enemy hard at all you need to perform well with your current weapon (i.e. your weapon-skill has to be the same or higher than the WP of your current weapon) - critical damage is total TP without any negative modificators - the magical effect of weapons with magical effect does only occur if you perform well with your current weapon - monster attacks do not fail that often - quickstart characters start with weaker weapons and armour - quickstart games always start in silver (normal) difficulty and with 0 EXP / lvl 1 - wooden barrels have only an integrity of 10; gas cylinders of 20; plus a random value - the firerate of monsters with long-range attacks is slightly decreased - decreased the total number of monsters per level and their spawning rate - long arrows are available in the shop in dlv 1 - hit or miss in long-range battle is calculated the old way (just depends on the view skill again) - Junoblood is rare (instead unique) - thiefs always avoid trapdoors - positive reactions on prayers depend on humility skill - sacrified money is worth much more prayers than before - the songbook can only contain 12 songs - new characters start with at least 10 PP - chant efficiency of chants with a training level > 1 is now: base + (chantlvl * chantlvl) - chant costs is now: base + 2*chantlvl - preachers cast fire spells (instead only shooting fire from far away) - dark preachers cast ice spells - reduced the amount of monster's created (bronze: 2%, silver: 3%, gold: 6%) - "Frozen Depths" is not rare anymore (but is still not that easy to be obtained ...) - levelups need more experience - HP/PP get increased more than before during levelups - player level restricted to 25
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