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Cyclopean News

Version 0.9.901

EDIT: Okay I have re-uploaded it. I made a simple mistake and broke the whole game, but now it works :)

EDIT: Sorry, something was wrong with the build. I will review it and re-upload in the morning.


[h2]Features[/h2]
[h3]Custom Path Folder[/h3]
It sounds like some of the recent bugs in this game may have to do with permissions issues on Windows. To navigate this, I have included a "Custom Paths" file. It's right in the install folder "Cyclopean: The Great Abyss > Properties > Installed Files" and click "Browse" to open the install folder.

The Custom Paths folder contains an explanatory text on how to set up a custom path for your saved game files. It also includes an example file that you should be able to edit to work on your computer.

If you are experiencing strange behavior, like not being able to save your keybinding, you may try to change the install folder in this way, to see if that helps.

[h3]Camped Allies No Longer Cause Hostility[/h3]
If you have a cat in your party, and you approach zoogs, the zoogs will be hostile, even if you have an alliance with zoogs. However, as of this update, if you dismiss your cat to stay in your camp, the zoogs will no longer be hostile. This should work with any kind of ally and enemy conflict...

Version 0.9.89

[h2]Fixes[/h2]
[h3]Returning Enemies[/h3]
Enemies were returning to dungeons incorrectly. If you slay an enemy in a dungeon, there is a chance for it to return as one of the "Dwellers in Darkness" but they should not be returning in their original forms as they have been.

[h3]Losing Story Items[/h3]
It was unfortunately possible for players to lose story related items. Technically, even if this happens, there is still a way to win, but I have prevented this sort of thing from happening again in the future. Also, when yielding to enemies and having a sanity related blackout, it was more likely for your items to go missing than I had intended. This has been fixed.

[h2]Request[/h2]
It seems some players are experiencing a crash when giving and taking items from allies. Also, possibly, items given to allies can go missing.

Not it is possible for allies to go missing if you yield to an enemy, or have a sanity related blackout. However, I have not been able to reproduce any crash, or items going missing as of this time. It would be extremely helpful if anyone is witnessing these things and able to reproduce them reliably. I will continue to try for now...

Version 0.9.88

It's a surprise. No one will find it for a while most likely. Don't worry about it.

Hint: It has nothing to do with cats.

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.

Version 0.9.86

[h3]Fixes[/h3]
Shovel Unrecognized:
In the last build I accidentally disabled the shovel. Should be working again...

Inquiries Bug:
Two entries in the Inquiries menu were not saving to file, and so they would return to the default "off" state every time you loaded a game. They should be saving properly from now on.

[h3]Features[/h3]
Stranded:
It was possible to get stuck on an island. This should no longer be the case.