Version 0.9.87
[h3]Fixes[/h3]
Dredging Hook Unrecognized:
In the last build I also accidentally disabled the dredging hook. Should be working again...
[h3]Features[/h3]
Scan Lines:
You can now deactivate the CRT style scan line effect in the game. To do so, go to "C:\Users\-Your Username-\AppData\Local\Cyclopean" and open "Options_3.cfg"
Change the last line:
HIDE SCAN LINES,0
to...
HIDE SCAN LINES,1
And you should no longer see those very attractive lines anymore.

Nightgaunt Allies:
Nightgaunt allies will now do the same kind of attacks as they do when they are enemies, namely, they will grab your opponent and drag them away into the darkness. The nightgaunt will not be dismissed as an ally, but they will go back to your camp. So you would need to back to the camp to re-recruit them.
Key Levels:
Tougher dungeons will now require more rare keys. The Crag of the Ghouls is the only dungeon not effected by this change. Other dungeons will start requiring silver, gold and even onyx keys at lower (or higher) levels. I am thinking of adding more kinds of keys, so each dungeon might still evolve in this way.
Hit Details:
Just like calculating damage, your swing is also broken down in this latest update. It will show your "roll" and the number you need to beat in order to hit an enemy. Currently, this number only depends on the one attacking, using their strength or skill (whichever is lowest), their weapon's quality, and any skill bonus supplied by allies to lower the target amount.
Currently, I do not give enemies or players any kind of dodging bonus. Although that would improve realism, I think it would end up just making combat take longer needlessly. Instead, your skill and strength just help reduce the amount of damage from a hit.
I guess it could balance out if I removed the skill bonus from damage, and added it to a dodge system. I will leave it as is, unless someone gives me a really compelling reason to change it.
Just to clarify, I came up with these systems before I thought about actually showing them to the player. Now that it's out in the open, I feel the need to justify my decisions. If you have any strong opinions about how this stuff should work, I am open to listening, but will probably be reluctant to make major changes without really good reasons.
Dredging Hook Unrecognized:
In the last build I also accidentally disabled the dredging hook. Should be working again...
[h3]Features[/h3]
Scan Lines:
You can now deactivate the CRT style scan line effect in the game. To do so, go to "C:\Users\-Your Username-\AppData\Local\Cyclopean" and open "Options_3.cfg"
Change the last line:
HIDE SCAN LINES,0
to...
HIDE SCAN LINES,1
And you should no longer see those very attractive lines anymore.

Nightgaunt Allies:
Nightgaunt allies will now do the same kind of attacks as they do when they are enemies, namely, they will grab your opponent and drag them away into the darkness. The nightgaunt will not be dismissed as an ally, but they will go back to your camp. So you would need to back to the camp to re-recruit them.
Key Levels:
Tougher dungeons will now require more rare keys. The Crag of the Ghouls is the only dungeon not effected by this change. Other dungeons will start requiring silver, gold and even onyx keys at lower (or higher) levels. I am thinking of adding more kinds of keys, so each dungeon might still evolve in this way.
Hit Details:
Just like calculating damage, your swing is also broken down in this latest update. It will show your "roll" and the number you need to beat in order to hit an enemy. Currently, this number only depends on the one attacking, using their strength or skill (whichever is lowest), their weapon's quality, and any skill bonus supplied by allies to lower the target amount.
Currently, I do not give enemies or players any kind of dodging bonus. Although that would improve realism, I think it would end up just making combat take longer needlessly. Instead, your skill and strength just help reduce the amount of damage from a hit.
I guess it could balance out if I removed the skill bonus from damage, and added it to a dodge system. I will leave it as is, unless someone gives me a really compelling reason to change it.
Just to clarify, I came up with these systems before I thought about actually showing them to the player. Now that it's out in the open, I feel the need to justify my decisions. If you have any strong opinions about how this stuff should work, I am open to listening, but will probably be reluctant to make major changes without really good reasons.