1. Cyclopean
  2. News

Cyclopean News

Cyclopean: The Great Abyss - Official Soundtrack

[p]After much demand, the soundtrack is finally here![/p][p][/p][p]Okay, it was just one guy who asked for it, but that's more than all my previous games so I consider it a positive step. [/p][p]
[dynamiclink][/dynamiclink][/p][p][/p]

We Made the Top 100 in Indie of the Year!

[p]Cyclopean: The Great Abyss actually has a real shot at getting the "Indie of the Year" award over on IndieDB. It has made it into the top 100, so there is another 8 days of voting to be done. [/p][p]
[/p][p]CLICK HERE TO VOTE! --> https://www.indiedb.com/games/cyclopean[/p][p][/p][p]IndieDB is a really great site, that actually allows organic activity to drive their algorithms. My games, after writing an article or posting some news, have often gone to the number one slot on the home-page, something almost unheard of on other, more controlled sites. So as far as Indie websites go, it seems to embody the Indie spirit more than most. [/p][p]However, Cyclopean is up against some stiff competition, even in just the RPG genre. Games like Clair Obscure: Expedition 33, DELTARUNE and Monsters of Mican among others. So if this is going to happen, it will require a concerted effort, so don't hesitate to share this with your friends. [/p][p]I'm very busy working on Cyclopean II: The Dreamlands, so any extra visibility could really help me to spend more time on that project. [/p][p][/p]

Indie of the Year!

[p]Cyclopean: The Great Abyss has a shot at getting the "Indie of the Year" award over on IndieDB. [/p][p]
[/p][p]https://www.indiedb.com/games/cyclopean[/p][p][/p][p]I would greatly appreciate anyone who enjoyed the game to go vote for it. If the game gets into the top 100 (one of my previous games did make it this far) it can get a lot of visibility. As a solo developer, every little bit helps, so I hope you would consider it :) [/p][p][/p]

Game Updated to Version 1.1.2i

[h3]Big Bad Bugs![/h3][p]A small number of new, but significant bugs have been identified and fixed. [/p][p][/p][h3]Save/Load Data Error[/h3][p]The biggest bug of recent times has been this data loss issue. I posted some details about it in the "Known Bugs" thread earlier today, if you need to know some details about it. But to keep a long story short, you should no longer have to worry about it.

The good news is that I was able to reproduce it successfully once I had a closer look at the code, and it was very obvious in terms of how to resolve it. So I am happy to see that one checked off the list.[/p][p][/p][h3]Marshal Allies Issue[/h3][p]Marshalling allies is supposed to direct enemy attacks towards the ally, and away from the player-character. This was compromised by a previous update, and it became kind of random whether the enemy would attack the ally or the character. It should be working as designed again...[/p][p][/p][h3]Nets Update[/h3][p]It seems i nerfed the nets a little too much in the previous build. Nets were given a certain, randomized limit to how many times they could be used without breaking. However, even if you had too many captives, it was still decreasing the lifespan of your net. Now nets will only get degraded after successful captures and on rare critical failures. [/p][p][/p][h3]Ships Ahoy![/h3][p]One bug was reported but I could not figure it out yet. It seems when sailing in the ship a player's character had a nervous breakdown, and made it back to shore without their ship! This effectively soft-locks the game, so I want to figure out how that happened. Normally, a nervous breakdown (the result of losing all your wits) will have the player reach the last port they sailed from, with the ship. I tested it a lot, but was unable to recreate the error.[/p][p][/p][p] [/p][p][/p]

Game Updated to Version 1.1.2h

[h3]Lots of Bugs![/h3][p]Several new bugs have been identified and fixed. [/p][p][/p][h3]Torch Issue[/h3][p]The torch should be removing itself from your inventory when it is used up. For some reason some spent torches would stay in the inventory, causing weird issues. I am not 100% sure I have fixed it, but I found a very likely cause and removed that. Let me know if you encounter this again.[/p][p][/p][h3]Quicksave and Quickload Are Back![/h3][p]So there was a slight delay after loading/quickloading a game, and it was possible to attempt to save the game while it was still loading. I suspect this may have been at the root of the data loss issue one player faced. I was not, however, able to reproduce the problem.

I did create a check that prevents the game from saving if it is in the process of loading, or loading if it is in the process of saving, so hopefully this will prevent any future data issues with your saved games. I've only seen one report of this, so it's entirely possible that it was a fluke based on very specific factors outside of the game's control. But it is always a good idea to make sure you back-up your saved games if your progress is important to you. [/p][p][/p][h3]Skill to Hit[/h3][p]The Game manual says that Skill is used when determining a hit in combat, but the game was using Strenth and/or Skill (whichever was lowest) and it was a bit confusing. I have made the game match what was written in the manual. Enemies and allies also use skill, so the player is now operating in a way that is consistent with the rest of the game's creatures.[/p][p][/p][h3]Map Floor[/h3][p]In dungeons the map floor shows whatever level the player is currently on. However, i added a small parenthesis in which it will now also show what floor is currently being shown in the map, like this:

Vaults of Zin[/p][p]Floor: 0(-1)

In this case your character is in the Vaults of Zin, on the first floor, while you are looking a the map of floor -1 (one story down). Note: floors consist of multiple layers, so you may have to go up or down a few steps in order to see this number change when viewing the map.[/p][h3]
Snap to Grid[/h3][p]The game has a feature that ensures the character is always aligned to an invisible grid, to make sure everything works like collisions and such. For some reason the player could still occasionally go off-grid, resulting in a strange message like: Wall 0.3212 (or something like that).

Usually, moving around would re-align the player. I believe in certain encounters with enemies, the player could also somehow fall off-grid, and they would not be able to loot the enemy's corpse after an encounter. Somehow I had not imagined the player falling off-grid during encounters, but I've seen it happen. Anyway, I made sure the snap to grid function is called after encounters, so I am hopeful this will no longer occur. [/p][p][/p][h3]Nets[/h3][p]Nets will now break more often then before. Previously, only a critical failure could break a net when trying to capture an enemy. Now there will be an increased likelihood of your net breaking every time you use it. [/p][p][/p][p][/p][h3]Spelling Errors[/h3][p]A few spelling and formatting errors were addressed. [/p][p][/p][h3]2 Ghasts![/h3][p]A gug ally will ask for one ghast captive to eat before he will join your party. However, due to the code I wrote, the gug would take any and all ghast captives you had, with no regard for your own needs. Now gugs will only take one ghast.[/p][p][/p][h3]Map Reading Issue[/h3][p]Reading a treasure map or chart will "activate" that treasure so you can dig it up. However, this variable would get reset if you loaded a game or entered a dungeon, so you would have to read the map again. Now the game should remember which maps you have read.

This same problem was also allowing multiple maps with the same coordinates. Thought this is still technically possible, it should limit it and prevent multiple maps from having the same coordinates at the same time. The game allows maps to recycle coordinates, but only after the previous map has been used, with a delay that should make these recycled maps appear later in the game.[/p][p][/p][h3]Moving Equipped Items[/h3][p]You can move items in your inventory, but equipped items will not move unless you first unequip them. However, some of the armor/clothes items were not following this rule and could be moved while equipped. This would cause all sorts of issues, such as showing the "*" in the wrong slot in your inventory, indicating that an empty slot was equipped. [/p][p][/p][h3]Koth Pendant[/h3][p]There is an item that allows you to interact with gugs without taking a sanity hit. However, while it worked for gugs that were in your party, it did not work with non-party gugs that you interacted with, so they would still damage your wits, even if you were wearing the pendant. This should work properly now. Good luck finding the pendant![/p][p][/p][h3]Boots [/h3][p]Chain boots were showing the same protection as plate boots. This is now resolved, and plate boots should offer slightly more protection than chain boots.[/p][p][/p][h3]Rename Save File[/h3][p]The rename save file should no longer limit the name to the length of the previous name. Saved games have a limit of 32 characters, and this limit should remain consistent, regardless of how you name it. [/p][p][/p][p][/p]