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Erebus 0.6 is released!

The main new feature is a new gameplay mode, to play through a randomly generated dungeon. Currently this provides only a single dungeon, with no specific quest objective, and it's fairly simple (e.g., the only NPCs are traders), but it allows people to continually explore a new dungeon each time, rather than being stuck with the supplied quests. Long term I hope to improve this, so that players can play a series of randomly generated quests. I don't think random generation will beat quests that have been written by a human (in terms of complexity, variation of ideas, or storyline), but this gamemode will supplement the standard supplied quests.

Some of the other improvements include:
- Graphical improvements: an animated circle now indicates the currently targetted enemy; graphics for spells and arrows; tilemaps can now be supported, laid over the standard graphics (used to display a road in the village); fade in/out.
- A "turbo" option now makes the game go at 2x speed, which is useful when travelling a long way through the dungeon.
- You can now select which two stats to upgrade when levelling up.
* New weapons: Holy Water, Acid, as well as allowing bows to fire different kinds of arrows.
* Permadeath option.
* AI improvements: enemies now follow you round corner, and sometimes flee when near death.
* A few people had commented that the game UI looks odd or too large, due to being designed to run on anything from a small phone to full size monitor. This version introduces some tweaks for non-mobile platforms: some of the windows open as smaller windows, rather than being full screen.
* "make install" now supported on Linux; Windows installer file now available.
* Fix for Unicode accounts on Windows.

As well as various other fixes and improvements.

Posted by Mark 2013-03-29

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