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Cyclopean News

Version 1.0.34

[h3]Roguelike Mode (Slight Update)[/h3][p]Roguelike mode will no longer delete your file if the game shuts down due to a power outage or crash. You should be able to resume the game even if these things happen.[/p][h3]
Menu Shortcuts[/h3][p]Q (turn left) and E (turn right) will now allow players to automatically flip through the "Prior" and "Next" buttons in the inventory and other menus. [/p][p][/p][h3]Quickload Update[/h3][p]You should now be able to quickload your most recent save immediately after dying. No need to navigate through the main menu...[/p][p][/p][h3]ESC Update[/h3][p]The "ESC" key will now just turn off the map and user manual, instead of taking you all the way to the start menu. [/p][p][/p][h3]Nodens Issue[/h3][p]There was a problem with Nodens that was causing some dungeons to get messed up. This has been resolved, but it may not be what you want or expect![/p][p][/p][p][/p]

Version 1.0.33

[h3]Roguelike Mode[/h3][p]The last update was not asking whether players wanted to use roguelike mode after they selected "restore default settings" from the options menu. Now it should be working as intended.

The Demo version of the game does not provide access to roguelike mode, so it will exhibit the aforementioned behavior. But in the case of the demo it is not a bug. Thanks![/p][p][/p]

Version 1.0.32

[h3]File Types[/h3][p]I have changed pretty much every texture in the game to "DDS" format, as this is the recommended format for the game engine I am using. Somehow I end up using PNG as it is requires a couple less steps to export. But I wanted to tidy things up, so I ended up doing it this week. It should not make any difference to the gameplay. I've tested all the dungeons and have not found any missing texture errors, but let me know if you encounter any. [/p][p][/p][h3]Version 1.0.2[/h3][p]The game was not loading saved games from version 1.0.2, but it should be doing that correctly now. If you have an older save file than version 0.9.93, you can use the"Cyclopean > Properties > Betas" and select one of the older versions to complete your playthrough, or just start a new game.

Demo[/p][p]I am updating the demo today too. I want to make sure it is using the most up to date version, so people do not encounter some of the older bugs when trying it.[/p]

Version 1.0.31

[h3]"Armor"[/h3][p]In the original game, the only thing in the armor inventory was actual armor. So I left off the word "Armor" for some types, to save room. [/p][p]As you can see, in the list of items, the name may be truncated, but when you click it will show the full name at the bottom.

[/p][p]I hope that helps new players to understand what's going on better. [/p][p][/p][h3]Corpse/Treasure Conflict[/h3][p]If you fight an enemy in the overworld, and its corpse ends up on a treasure location, you would not be able to dig for the treasure. Now you should be able to dig and find treasure, even when a corpse is on that spot. Interestingly, for some reason you can only access the treasure once under these conditions, until you move off that spot and back again. Then you can search between the treasure and the corpse(s) as with fallen enemies. I am not sure why it limits your opening of the chest to one time, until after you move, it is a mystery, and I will continue to try to fix it. [/p][p][/p][h3]Exploits Closed[/h3][p]There was a strange bug that allowed you to use bandages after you died, as well as other things like equipping weapons and stuff. These exploits have been closed. Sorry!


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Version 1.0.3

[h3]More Feedback[/h3][p]Since the full release the feedback has been non-stop. I am trying to keep up with all your great ideas, but I can't do everything all at once, so please bear with me.[/p][p][/p][h3]Spiderwebs and Torches[/h3][p]Torches can now be used on the surface, in addition to dungeons. This provides a little extra light, but the main reason is to allow players to burn through spiderwebs. Now, instead of getting stuck and taking damage, if you have an active torch, you can burn away webs by using up a little bit extra torch charge. This new feature will use up more torches, even if you don't walk in to webs, but I think they are pretty easy to come by, so I don't see any really drawback here. It also seems more consistent overall.
[/p][p][/p][h3]Torch Animation[/h3][p]In addition to using the torch in the overworld, I added a simple, animated torch icon for fun. The tent also has a little animated fire. I may start adding some other animated features in the game, but don't expect anything too dramatic. It's going to remain mostly the same.[/p][p][/p][h3]The Compass[/h3][p]The Compass has been made more important in the game. You will now need a compass if you want to see your character's latitude and longitude, and this means you will need it in order to use treasure maps and charts. Also, some creatures will give hints about the compass, so new players will be more aware of its existence. [/p][p][/p][h3]Mouse Issues (ongoing)[/h3][p]Some players have complained of "floatyness" with the mouse. I agree it was a little off, but what I heard is that with a high DPI gaming mouse, the problem is really more serious. So this is my first attempt to fix it. I think it's a bit more responsive, but let me know what you think.[/p][p][/p][h3]Default Settings[/h3][p]The "Restore Default Settings" checkmark was not working as advertised. Now it should actually restore all your settings to the default values. [/p][p][/p][h3]Tent Troubles[/h3][p]One player complained (very fairly) that the Tent was a bit of a scam, and i agree. I have not actually changed the way tents work, but the game will warn you and let you know that you are limited to one tent at a time. I am still thinking about tweaking the way tents work, perhaps giving them a limited number of uses, like maybe around 10, so the are still really helpful, but you would have to buy more as the game progresses.

I know some people will hate this idea, but I also don't like the idea of a player sitting on a pile of gold without anything to spend it on. Maybe a balance can be struck this way. Let me know what you think.[/p][p][/p][h3]Trade Issues[/h3][p]When you enter trade with a creature, previously it would exit the encounter, so if you wanted to do something else, like align or inquire, you would have to start a new encounter with that same creature. This was all fine and good, until I added the wits mechanic. So I have adjusted it in that leaving the trade window will no longer leave the encounter, and you will not have to lose those extra wits in the process. [/p][p][/p][h3]Bug Fixes[/h3]
  • [p]Dead cats no longer restore wits[/p]
  • [p]Some important variable were failing to reset on starting a new game[/p]
  • [p]Some encounter calculations were showing the wrong symbol ">" or "
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