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Cyclopean News

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.

Version 0.9.77

[h3]Updated Features[/h3]
Action Log Prompts:
I will be adding more of these as the game progresses. For today, I added a prompt to search fallen enemies after you win a fight. For new players this should highlight the fact that their foes may carry gold or items to loot.



Nightgaunts are Special Now
Nightgaunts have always held a special place for me. They play a huge roll in the Dreamquest, and I wanted them to be special in this game. My initial thought was to just make them the most powerful enemy. But that did not feel right. A gug is bigger and stronger, and I wanted moon beasts to be really powerful too. I did not see nightgaunts as being physically stronger than these creatures, but I was at a loss with how to make them stand out.

So with the inclusion of sanity mechanics, I have chosen to make nightgaunts not physically stronger than the others, but psychically stronger. Instead of inflicting physical damage to your health like other creatures, they will now tickle you and damage your wits. Then they will carry you off and deposit you somewhere, just like they do in the story. Also, be very careful when fighting nightgaunts with your precious allies! They may just grab them and fly away into the darkness.

[h3]Fixes[/h3]
Fleeing in Overworld:
A problem occurred when fleeing in the overworld. If you had the boat, it was possible to flee to another land mass and be unable to access the boat again. This was not intentional. Now you should flee back to wherever you landed the ship, or wherever you last visited your camp, whichever was most recent.

Level Up Exploit:
A player reported being able to cancel out of the level up menu, while retaining the points they already applied. This allowed almost limitless stat increases, which was obviously not the intention. Sorry folks, the gravy train is over!

Nodens:
Anyone who encountered Nodens may have been surprised by his hostility. This was a mistake. He should now behave as a neutral NPC unless players have either brought his enemies into their party, or betrayed an alliance with the nightgaunts.