1. Cyclopean
  2. News

Cyclopean News

Update 0.9.83

This update has a lot of small changes as well as some fundamental changes to the way the game functions, specifically the window size and mouse speed issues. You may notice you mouse moving very fast. If you do not like this, read further to see how to set it back to the way it was, but take not of the reasons for the change.

[h3]FIXES[/h3]
[h3]Mouse Speed[/h3]
What I have done in this update is to turn off the script that slows down the mouse. This script accessed your Windows settings and seems to have triggered some anti-virus software reactions. It would also permanently change your mouse speed settings if the game crashed.

The script is still there, so if you think the mouse is too fast, you can turn it back on.

To do so, go to "C:\Users\-your username-\AppData\Local\Cyclopean" and open "Options_2.cfg" to edit the settings. On the bottom, change:

ACTIVATE MOUSE SPEED,0

to

ACTIVATE MOUSE SPEED,1

Save the file and start your game. If you do this, it will slow the mouse when the game screen is set larger than 640 x 360. It may still cause the problems mentioned above. My plan is to come up with a better way to control the mouse speed without having to access Windows settings.

[h3]Menu Bug[/h3]
While rolling a new character, it was possible to open all the in-game menus like inventory, allies, and captives, which was just silly.

[h3]Torch Bug[/h3]
If you died with the torch burning, and started a new game, the game would think your torch was already burning and would not allow you to start it again. This should work fine now.

[h3]Darkness Bug[/h3]
Darkness gives you a stealth advantage in dungeons. However, the game was giving the same advantage in the overworld as long as your torch was not active. This was not intended, and has been corrected.

[h3]Corpse Bug[/h3]
Searching corpses would incorrectly display "Trader Gold: ###" with the amount from the most recent trade displayed. This made players think there was extra gold to be looted, but they were unable to do so, leading to confusion. The bug has been fixed, and it should just show "Corpse:" in the menu. Getting gold from fallen enemies happens automatically, but know that some enemies do not carry gold.

[h3]FEATURES[/h3]
[h3]Full Screen[/h3]
The game no longer starts in full screen by default. I may change it back, please let me know whether you prefer your game to start in full screen or in a window.

[h3]Window Size[/h3]
The game used to start in full screen mode, but if you turned that off, it would shrink to a tiny 640 x 360 window, making it hard to read. Now the game starts in window mode, and should automatically scale to *almost* your full screen resolution.

[h3]Torch Tutorial[/h3]
This is a very simple idea I want to introduce throughout the game. When you enter a dungeon, if you do not already have an active torch, the game's action log (on the bottom) will prompt players to access the supplies page in their inventory to light a torch. It's not really a step by step tutorial, but it should allow new players to become aware of how the game works and what sorts of things to look for in the menus.

[h3]Detailed Log Entries[/h3]
The game now provides a much more in-depth look at what is happening in combat. Did a Level 5 Gug just murder your Ghoul Ally? Well now you can see exactly what happened and maybe learn how to prepare for future encounters. I want to add details to all the kinds of interactions, like stealth, dialogue and doors...

[h3]Log Scrolling[/h3]
You can now scroll through the action log with either Page Up/Down, or by using the mouse scroll wheel, as well as clicking the up down arrows shown on the left side of the log. I will eventually add these commands to the key-binding menu, but I am going to wait until I am sure there are no other keys/buttons to add.

[h3]Enemy & Ally Stats[/h3]
The game now standardizes the way allies and enemies gain levels and stats, and also how much damage and defense they can do. It will display an enemy's stats right in the combat menu, so you can see what you are facing. On gaining a level, your allies will also gain stats in the same way as enemies do. Previously it worked a bit differently for allies than for enemies, so enemies ended up being very inconsistent, and could do too much damage (or too little).

Stats for enemies and allies have also been a bit suppressed so they don't scale quite as much. This should all add up to making the game a bit easier IF you are paying attention to stats, combat logs and such things.



































Version 0.9.81

[h3]Fixes[/h3]
Dungeons Resetting:
I believe I got to the bottom of why dungeons were re-setting. I was able to reproduce it when I saved the game IN a dungeon when using a new save slot. In this case, other dungeons that had been previously saved would not be transferred to the new folder. It works now.

If there are other scenarios in which this kind of issue occurs, I have not been able to find them yet. If you do experience this issue again, please let me know.

[h3]Features[/h3]
Secret Doors:
These will only happen if you are loading a dungeon for the first time.
Good luck finding them!

Version 0.9.80

[h3]Fixes[/h3]
Buttons not Pressing
Some of the buttons n the game seemed to be un-clickable. However this is due to menus appearing over the User Interface.
I added a dark background to menus panels, this should make more obvious what is active and what is in currently innactive.

[h3]Features[/h3]
Inquiries:
The whole INQUIRIES section has been revamped. Now whenever you first meet a creature, or enter a dungeon, that entry will appear in the inquiries section.

Also, new inquiries have been added for some creatures and items that were not available before.

Finally, while you can inquire from creatures you are not allied with, some of them will not answer every question.

I am hoping this helps new players get a better grasp of some of the game's lore, earlier in their play-through, while keeping some things hidden for higher levels.

Version 0.9.79

[h3]Fixes[/h3]
Unreachable Treasure Maps:
Some of the treasure maps had been rendered unusable due to changes in the overworld. I have gone through each map, and made sure that they are now all reachable ... however, the old ones generated in any previous builds may still be invalid.

If you start a new game, all treasure maps should be reachable.

Version 0.9.78

[h3]Features[/h3]
Enemy Stats:
Enamies will now show their stats in the combat panel. This will help you understand how dangerous (or not) they are. Health alone did not always convey the creatures strengths and potential weaknesses.

[h3]Fixes[/h3]
Tower of Koth:
In the Tower of Koth there was a treasure chest right next to a doorway. If you happened to go through that door, you would wind up inside the treasure chest, and you would not be able to leave...

Enemy Stat Scaling:
Enemies were very inconsistent, especially at higher levels because of the way they gained stats. I have altered this a lot, and it is consistent with the way your allies will gain stats when they gain a level.

Armor Modifier:
Players and enemies can absorb damage based on their strength (armor in case of the player) and their skill. This percentage of damage absorbed is shown in the action log. Now the amount absorbed has been capped at 95%. Some enemies were absorbing 138% of damage :)

Trader:
The trader will now deal with you even if you are an enemy of cats. I may include trader allegiance in a future update, but it was causing the game to get locked so I have removed it for now.