- Proc: the % chance of this power being triggered each turn. This use does not modify the recharge time so powers can be both passive (proc-based) and active (on-use). Can be modified by environmental factors, target availability, items and so on. Also thinking of allowing the random proc effect to be suppressed under certain circumstances.
- Effect: for damaging powers, the damage dealt. For non-damaging powers, the extent.
- Duration: the duration of the power for non-instant powers in turns, for instant-powers, the length of a HoT/DoT effect applied.
- Recharge: the time to recharge the on-use version of the power.
Monday, 17 October 2011
Magic in DAEMON Part 3
Tuesday, 11 October 2011
Magic in DAEMON Part 2
Monday, 10 October 2011
Magic in DAEMON Part 1
Saturday, 8 October 2011
Daemon
Saturday, 24 September 2011
Sunday, 18 September 2011
Welcome Kharne v3
Saturday, 17 September 2011
Friday, 9 September 2011
Magic Systems based upon the Goetia.
The interaction between the magician and the summoned spirits in Goetic magick is quite unique. Whereas in some traditions, spirits are prayed to or asked for guidance and wisdom, the spirits and demons of Goetia are bound and commanded by the magician to act as his servants. In such an interaction, it is highly important for the magician to be aware that he is calling upon these spirits to perform an action, rather than do it himself, because many of these beings are more powerful than him. Therefore, compelling the spirits to obey is a major concern. For protection, the magician employs elaborate circles and
rotes to confine the spirit. Once confined, the spirit must be forced to act in accordance with the will of the magician. Many different methods are employed to compel the spirits; lesser spirits can often be coerced, threatened or fooled into compliance, whereas more powerful spirits can be more difficult to control.Common methods of control include threats, particularly in the form of the vibration of divine names, which tells the demon or spirit that the magician speaks with the authority and power of the god whose name he intoning. Some magicians will try to persuade the spirit, sometimes resorting to begging and bootlicking. In many cases, the magician may try to bargain with the spirit, to which it will most likely happily agree, exchanging service for sacrifice of some kind.
The various Goetic demons and beings are often very specialized. Grimoires list long catalogues of spirits, their specific powers, and how they may be summoned by the use of different seals, incantations, sacrifices and incenses. Before conjuration, the magician must carefully consult these catalogues and select the single spirit best suited for the task.
The Goetic spirits are not well suited to conversation, as are the Enochian angels. The lesser spirits are often stupid and are not known for their honesty. Summoning of the demons for the purpose of gaining information is generally a waste of time, unless perhaps the being is specifically ordered to spy or seek out information for the magician.
Wednesday, 7 September 2011
Multiple Light Sources
Thursday, 25 August 2011
Tuesday, 19 July 2011
New Fonts?
Friday, 15 July 2011
Kharne Alpha 23 now available
- Moved to a new Versioning System.
- Status Conditions are now displayed at the bottom of the main display.
- The '@' symbol is coloured according to the current health of the Player Character.
- Added four more types of potions to cover Elemental Resistances, which add 40% to their respective resistances.
- Trying to drink a potion or reading a scroll whilst not being able to will now exit the inventory properly.
- Potions of Healing and Extra-Healing now cure poisons.
- Potions of Extra-Healing cure the Paralysis, Blinded, Confusion and Drained conditions.
- A message is generated whenever a level containing a Unique is entered.
- Wearing Heavy or Medium armour reduces stealth.
- Thieves now learn Stealth skills quicker.
- Warriors now learn Defense & Heavy Armour skills quicker.
- Stealth rolls are modified by the distance to Monsters.
Thursday, 14 July 2011
Status Effects
Wednesday, 13 July 2011
Monster Flags
- ALIGNMENT_EVIL
- BEHAVE_BERSERK
- BEHAVE_COWARDLY
- BEHAVE_FLEE
- BEHAVE_GREEDY
- BEHAVE_IGNORE
- BEHAVE_RANGED
- BREED_MULTIPLY
- DOOR_BASH
- DOOR_OPEN
- DROP_CASH
- DROP_CORPSE
- DROP_ITEMS_ARTEFACT
- DROP_ITEMS_COMMON
- DROP_ITEMS_EPIC
- DROP_ITEMS_SUPERB
- DROP_ITEMS_UNCOMMON
- GENDER_FEMALE
- GENDER_MALE
- GOT_ESCORT
- GOT_ESCORTS
- GOT_FRIEND
- GOT_FRIENDS
- IMMUNE_AIR
- IMMUNE_EARTH
- IMMUNE_FIRE
- IMMUNE_WATER
- INVISIBLE
- NEVER_MOVE
- POISONOUS
- REGENERATE
- RESIST_AIR
- RESIST_EARTH
- RESIST_FIRE
- RESIST_WATER
- TELEPORT
- TELEPORT_AWAY
- TELEPORT_BLINK
- TELEPORT_TO
- WALL_KILL
- WALL_PASS
- BEHAVE_BERSERK: This flag means the creature will do increased damage at low health.
- BEHAVE_COWARDLY: Creatures having this flag will run away when hurt, and use ranged combat where possible, although their priority is to keep moving away from the @.
- BEHAVE_FLEE: Creatures having this flag will flee when hurt badly.
- BEHAVE_GREEDY: Creatures featuring this will actively prefer to pick up equipment as opposed to engaging the @ where possible.
- BEHAVE_IGNORE: These creatures will not attack unless attacked first.
- BEHAVE_RANGED: These creatures will attempt to stay at range and attack from a distance where possible.
Tuesday, 12 July 2011
Source-diving
Monday, 11 July 2011
More on Edit Files
Sunday, 10 July 2011
Refactoring again
Saturday, 9 July 2011
Moving to Edit Files
Friday, 8 July 2011
In the next version....
- Implement First level spells - have an array of ints to represent turns left for each spell effect
- Change item generation so monsters drop more items and less are generated on the floor.
- Corpses - some creatures drop corpses that can or cannot be chopped for food. Mainly humanoid or goblinoid or animal, or giant, but some are poisonous.
- Reading a scroll or normal fighting or digging and opening doors produces noise - awakens any monsters within sight. Even ones out of visibility range e.g. "Something stirs in the darkness" a
- Stealth bonus to stealth skill is reduced by wearing heavy or medium armour. Also thieves get class bonus
- Add bonus to character stealth roll based upon distance to monster.
- Monsters attacking makes noise
- Monster morale? Some monsters flee if overpowered. Make an alert message to say this.
- Thieves learn sneak much much quicker than other classes
- Update item descriptions to make more grammatical sense. .
- Add Elemental invasion gates. That occasionally pump out more creatures every one hundred turns or so so eventually the levels get filled up. Keep a count of the number of creatures killed - if none then allow the gate to be destroyed. Add count to dungeon object to keep track of this.
- For monster pathing, if monster is weaker then set path to go through, and then swap them with message for pushing past - set other monster squares for pathfinding algorithim to small values equal to uncontested terrain.
- When there is a unique present on the level, add a level feeling message like "a voice in the distance yells 'who disturbs the domain of blah the bleh'" - randomise the message slightly.
Thursday, 7 July 2011
Wednesday, 6 July 2011
Kharne 0.06a now available
- Potions can now be drunk when confused or blind.
- Some monsters can now pickup selected items from the dungeon floor.
- Monster Breath Attacks are now represented graphically by a 'beam'.
- Dungeon features (e.g. growths, piles of bones etc) are no longer passable by default and must be 'T'unnelled through to pass.
- Added tooltips for Background Dungeon features.
- Whenever the Player Character enters or leaves a Background Dungeon feature, an appropriate message is displayed in the Message Log.
- Stair descriptions are now more thematically appropriate.
- Changed the glyph for an open door from \ to '.
- Magical items have been increased in power.
- Fixed an issue with certain dungeon features not appearing whilst in steath or enraged.
- Trying to drink a potion or read a scroll whilst unable to do so will no longer consume the potion or scroll.
- Potions of See Invisible and Combat Mastery now have correct expiration messages.
- Scrolls of Enchant Weapon will no longer enchant Shields.
- Fixed an issue with not displaying the unidentified name of Potions of Might.
- Potions of Might now triple the character's bonus damage, not their strength.
- Potions can now be identified properly by using Scrolls of Identify.
- When IDing a Scroll by using it, the Scroll Type will now be displayed in the Message Log.
- Cursed items are now significantly worse in effect.
- Monster Tooltips now indicate if the Monster is unaware of the Player Character.
- Monster appearance messages now check for Player Character Stealth properly.
Tuesday, 5 July 2011
Monday, 4 July 2011
Upcoming Bug Fixes
- Some potions aren't identified after use when they should be.
- New occurrences of some potions that have been previously identified are thereafter wrongly generated as unidentified.
- The text to indicate that a Potion of Combat Mastery's effects have ended is wrong.
- Rage potions are not named properly.
- Enchant Weapon scrolls shouldn't enchant a wielded shield.
- Some scrolls aren't being identified after use properly.
- When raging, and trying to consume potions, even though you get the "you can't do that right now", the potion is still consumed.
Sunday, 3 July 2011
"Overconfidence will be your weakness...."
Saturday, 2 July 2011
Jade....meh?
Friday, 1 July 2011
A little aside on crafting
A Bronze Great Sword [+4, +4] of Goblin Slayingit increases your damage against goblins (+5)it increases your chance to hit (+4)it increases the damage you deal (+4)
Text Truncation Bug?
Thursday, 30 June 2011
DB vs Edit Files
Wednesday, 29 June 2011
Kharne 0.06 now available
- Potions have been implemented.
- Added a stealth mode (entered and exited by pressing 's').
- Added NPCs to the Town level.
- Added a house for the character to the town level.
- Eating no longer restores any lost health points.
- Projectile Animation is now much smoother.
- Increased the number of monsters generated per level.
- Resting is no longer possible when starved.
- Additional Identify scrolls are now generated on each dungeon level.
- Right-clicking on a Creature will bring up Monster Memory for that creature.
- Elemental Intrusion Creatures have had their hitpoints reduced again.
- Reduced the rate at which certain skills are learned.
- Groups of Monsters can now have a slightly tougher leader monster accompanying them.
- The cursor now changes colour depending on LOS.
- Unique monsters now have their glyphs marked with a double-underline.
- OOD monsters now have their glyphs marked with an underline.
- Fixed an issue with certain vaults having impassable walls in error.
- Removed the extraneous buttons from the Inventory view.