- 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
Tuesday, 11 October 2011
Monday, 10 October 2011
Saturday, 8 October 2011
Saturday, 24 September 2011
Sunday, 18 September 2011
Friday, 9 September 2011
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
Thursday, 25 August 2011
Tuesday, 19 July 2011
Friday, 15 July 2011
- 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
Wednesday, 13 July 2011
- 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
Monday, 11 July 2011
Sunday, 10 July 2011
Saturday, 9 July 2011
Friday, 8 July 2011
Thursday, 7 July 2011
Wednesday, 6 July 2011
Tuesday, 5 July 2011
Monday, 4 July 2011
- 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
Saturday, 2 July 2011
Friday, 1 July 2011
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)
Thursday, 30 June 2011
Wednesday, 29 June 2011
- 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.
Monday, 27 June 2011
Sunday, 26 June 2011
Saturday, 25 June 2011
Friday, 24 June 2011
Thursday, 23 June 2011
Thursday, 17 March 2011
Wednesday, 16 March 2011
Tuesday, 15 March 2011
Sunday, 6 March 2011
Tuesday, 25 January 2011
I'm abandoning any further development on Kharne.
This is for a number of reasons, which can be summarised below:
- I suffer from on-going depression, and I find it very difficult to work on coding in my free time. This has been ongoing for some time.
- I have no interest in using Delphi to do any coding that I do partake in from now on (anything I do do will probably be either in C++ or in C#).
- The idea and what I've implemented so far is much much too ambitious for it to be completed.
What happens now?
As far as Kharne goes, as its now open source, and therefore anyone is welcome to take the project on, if they so wish. Additionally to the code, I hereby release all game data into the project domain. By game-data I mean monster-speech text and so on.
If you wish to take it and use it, feel free and good luck. I will always be available for advice.
That bears repeating: Kharne is open source. Its yours. Run with it, if you wish.
As far as my own coding in general, I'll be resurrecting my C#/Libtcod project, Stygia, with a view to producing a smaller but complete roguelike in a matter of a few months.
But for that, I'll probably create a new blog, and eventually close this one.
So what I have learned from this?
The main lesson is to limit your objectives to ones you know are easily achievable. In hindsight, its obvious, but at the time, it is easy to get carried away on the code.
It is also important achieve and maintain sufficient momentum. And Feedback and involvement with the community are important in getting a roguelike out the door.
I've failed, in the end, in that respect. But it wasn't a waste of time. I've gained knowledge, I've met people, and I've learned some belated lessons.
And in that respect, it was a success.