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Cyclopean News

Version 0.9.931

[h3]Missing Maps[/h3][p]I had to radically alter the way in which treasure maps were generated. There are a limited number of possible map locations, so once it generated all the possible maps, no new treasure maps would appear. So, for instance, every time you left a dungeon, there were any number of treasure maps generated by the overworld creatures/NPCs. If you went back into the dungeon, and did not get those maps, they would be gone and the game would not generate them again. Very bad design![/p][p]In this latest build, it only generates a map once you open a treasure chest, or interact with a creature. This way, it will make sure you will have access to every possible map in the game (though you may choose not to take it, I guess). [/p][p]Since one quest now depends on using a treasure map, it was possible for that quest to be unwinnable. However, this would only happen if you started the game yesterday after the update, and played enough to exhaust all the maps. [/p][p][/p][h3]Dungeon Messages[/h3][p]The little messages scrawled on the walls of dungeons now provide a small XP boost the first time you encounter them. [/p][p] [/p][h3]Subterranean Sea[/h3][p]The Great Abyss is the name for the whole underworld, but also for the subterranean sea which fills much of it. Now that sea provides the appropriate ambient sounds when you are near the shore or in the boat.[/p][p][/p][h3]Bug Fixes[/h3]
  • [p]Plate gauntlets provide better protection than chain gauntlets now.[/p]
  • [p]Some descriptions were shortened to fit in the appropriate area.[/p]
  • [p]Gold from buried treasure should no longer include decimal points.[/p]
  • [p]Using Anti-Venom (Atterlothe) will now update your maximum life correctly.[/p]
  • [p]Big error if you start a new game, then cancel and load a saved game, has been fixed.[/p]

Update 0.9.930

[p]Several big changes have been made in this Very Big Update (henceforth called the VBU). [/p][p][/p][h2]New Game Required![/h2][p]Unfortunately, to access the new features of the VBU, you will have to start a new game. If you want to continue with your existing game, you can go to "Cyclopean > Properties > Betas" and activate "old_version_09928" so you can finish your current game. You may have to restart Steam in order to see this version in the betas tab.[/p][p][/p][h2]Bug Fixes[/h2][p]The VBU fixes a number of outstanding bugs. [/p][h3]Visual Bugs[/h3][p]There were a few minor visual bugs, like the boat overlapping things in a bizarre way and walls that failed to stop the player from passing through them. There was also a strange effect that messed up the look of the screen during combat (not the wits event, which is intentional).
[/p][h3]Missing Corpses[/h3][p]Some creatures in the overworld were not aligned to the grid properly, so you could not access the corpse after defeating them. Also, if you loaded a saved game in the overworld, corpses would appear, but were no longer accessible. Now you should be able to access corpses, even after loading a saved game. Note once you enter a dungeon, and emerge, the monsters in the overworld are randomized and corpses are removed.
[/p][h3]Missing Books[/h3][p]Two books would not load properly in the Crag of the Ghouls. They should appear correctly now. [/p][p][/p][h3]Attacking Allies[/h3][p]A strange bug allowed hostile creatures to attack your allies outside of an actual encounter. [/p][p][/p][h3]Traps and Secret Doors[/h3][p]If there was an active trap right behind a secret door, it became impossible to actually detect the secret door.[/p][p] [/p][h2]New Features[/h2][p]The VBU has a number of new features will will dramatically effect the gameplay in Cyclopean. I will try to summarize them here without giving away spoilers. I don't know exactly how all these changes will interact with each other, and with player's expectations, so I imagine I will be tweaking things in the next few days. [/p][p][/p][h3]Creature Features (like Venom)[/h3][p]More special creature effects have been added. I want these to be a surprise, but to give an example, Ghasts are now venomous (as they are described in the text) so you will want to find some anti-venom (named atterlothe in the game ... an archaic name I feel Lovecraft would have approved of) when you intend to go into the Vaults of Zin.

Other creatures have new unique effects, I will leave the rest for you to discover for yourself. I plan to add more, maybe not for every single creature, but at least two or three more.[/p][p][/p][h3]Expanded Ally Interactions[/h3][p]Having allies was always an important part of the game, and since the beginning, each type of ally would give the player certain bonuses to things like stats. [/p][p]Now this system has been greatly expanded upon. Each kind of ally will have an additional, stacking effect, depending on the other allies in your party. For instance, having cats and ghouls together will give you a limited night-vision in dungeons, which lets you take advantage of the darkness bonus, while still being able to see (though not as well as with a torch). [/p][p]These relationships are described in more detail in the inquiries panel, so make sure you ask your allies about the other creatures in the underworld. Note: not every creature is aware of these effects, so you will usually only learn of an effect from one of the two parties involved.[/p][p][/p][h3]Camp Fights[/h3][p]Also, some allies who are hostile to others will no longer join your party if their enemies are present. Also, if you do have alliances with two or more hostile groups (which is still possible) they won't like if you leave them together at camp, and will begin fighting. [/p][p]You can keep hostile allies in your party as long as you keep them separated, i.e. cats in the tent, and zoogs in your party, so you can switch them out as needed. Good luck![/p][p][/p][h3]New Items[/h3][p]A lot of new items have been added, most notably clothing and armor pieces. Helmets, gloves, boots and more can be equipped, which will improve your protection or sneak stats. Also, the aforementioned "atterlothe" which is a type of anti-venom, will be available.[/p][p][/p][h3]Artifacts[/h3][p]To dig deeper into the ally features, there are now unique artifacts that provide even further bonuses, but they are rare and there is no guarantee of finding them. The idea is that you may find an item that will provide a bonus from a particular ally type. If you find that item, it may encourage you to seek out that creature as an ally, to get access to the bonus. [/p][p][/p][h3]Doors[/h3][p]Once you interact with a door, it will "remember" your interaction. So, if you try to bash a door, and fail, it will tell you the minimum strength required to break it. The next time you meet that door, you don't have to try to bash it again, it will remind you what the minimum strength was when you interact with it again. This is the same for the skill+mind requirement for lock-picking as well as key type. [/p][p][/p][h3]Item Descriptions[/h3][p]Clicking on an item in your inventory will now describe very briefly what that thing does. Armor and weapons still shows the strength or skill requirement as before. [/p][p][/p][h3]More Corpse Features[/h3][p]Creature corpses will now display the type of creature whose corpse it is you are searching through. [/p][p] [/p][h3]Creature Fights[/h3][p]The creature conflict feature has been expanded further. You will now hear them fighting when you are close, but the sound effects will fade out with distance. [/p][p][/p][h3]Other Stuff[/h3][p]Other things are included in the VBU, but you will find them as you play. One of the possible "main quests" has been given an additional requirement, a new trader was added, and many things were tweaked in the process of making this update. I hope the game feels more interactive and emergent. Have fun! [/p][p][/p]

Version 0.9.928

[h3]NPC Paths[/h3]
Some of the game's creatures will be traveling around the map now. They will be interacting with the other creatures as before, but occasionally they will also be going on trips to and from the trader and other locations. I want to add a few more of these in the next update, including perhaps some that will travel by boat. That will get a bit complex though, so we will see what happens.



[h3]Search Problem[/h3]
It was possible to disable the search command if you held it down when entering or exiting a dungeon. I was able to address this and it looks like it is no longer possible to disable the search command.

[h3]Crash Fixed (Maybe)[/h3]
The game was occasionally crashing when entering and exiting dungeons. I have tested the latest build quite a bit, but I cannot reproduce the crash. The unfortunate part is that I never figured out what was happening in the last version, so it's hard to say for sure whether it is fixed or not.

If you do encounter this crash again, please post a comment here letting me know. If it's possible to reproduce, that is super helpful in trying to fix it. I was able to reproduce it in the previous Steam version (0.9.927) but it seemed totally random. So far I have not encountered it in this version (0.9.928) so hopefully it's gone!

Version 0.9.927

This new update again includes many small changes and some big ones.

[h3]Monster Interactions[/h3]
Monsters will now interact and battle each other, not just the player. They will also gather gold and sometimes items from their fallen foes.

[h3]Item Scaling[/h3]
Found weapons and armor will now be more likely to scale to the player's current stat level. It may be a little bit above the current stats, or below. There will still be a small chance to find much higher powered items, but most will be scaled to the player.

[h3]Saving in Dungeons[/h3]
There was enough push-back on the previous change that I have rolled it back. You can now, once again, save the game in dungeons.

[h3]Smaller Changes[/h3]
  • Dungeon messages - some tiles will have special messages
  • Night Gaunts will carry you away to the Vale of Pnath when you are on the surface


[h3]Bug Fixes[/h3]
  • The ladder down to the Vale of Pnath had a weird bug
  • Moving the game window worked, but the movement was strange. It should work better now.

Version 0.9.926

This updates includes many small changes and some big ones. Read carefully!

[h3]No Saving in Dungeons[/h3]
You are no longer able to save the game in dungeons. Otherwise saving works the same as before. After having this ability, this may seem like it is a big inconvenience. However, I recommend sitting with it for a while before judging. My hope is that it will increase the tension and suspense in dungeons and make them feel more dangerous. I think this will improve the game. I may be wrong, but Early Access is for testing things like this out.

[h3]Treasure Maps[/h3]
In my recent play-throughs I found treasure maps to be kind of boring. I was not really motivated to use them, having enough gold, weapons and armor, and I ended up selling them. As a result I decided to spice them up a bit. There are two major changes to how treasure maps work now.

First, they no longer require mind to read, but rather rely on the player's level. Higher level maps will only be readable by higher level players. Now treasure maps can be used by any kind of player, independent of character stats.

The second, and maybe more important change, is that successful treasure hunts will grant considerable experience points. In the higher levels, gaining xp seemed to be one of the biggest bottlenecks to having fun. So once you are at higher levels, treasure maps will provide a solid way to grind your xp. I hope this makes the maps more useful to players.

[h3]Smaller Changes[/h3]
  • Javelins will now automatically close the inventory menu once enemy is killed
  • Reading the Cat Scrolls will heal sanity instead of depleting it
  • Clicking the save button now closes the main menu - going right back to the gameplay


[h3]Bug Fixes[/h3]
  • Failing to load a game caused all sorts of issues, including not allowing a new game to be started!
  • Fixes to some inquiry responses
  • Missing correct ceiling tiles in Vaults of Zin
  • Bones and monsters were competing for visibility when on the same tile