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Releases: kreghek/Zilon_Roguelike

v2.4.18 - Monogame client

29 Sep 13:44
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Monogame implementation of the game.

[Stillborn] v2.4.17

20 May 17:27
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[Stillborn] v2.4.17 Pre-release
Pre-release

NOTE

This release was supposed to fix the problems of the previous release. But nothing came of it.

THEREFORE, IT IS STRONGLY DISCOURAGED TO USE IT!

It was decided to completely rewrite the client from Unity to Monogame. The prototype showed that fatal errors of the old client are easily debugged and fixed in the new solution.

However, during the work on this release, little internal work has been done. Therefore, the release will be committed for history and to aid future releases. (And for the edification of the smug daredevils).


What's news

🚀 Features

Monsters have different speed of moving (#906)

Now rat king, rat mutant and hellrock slowed down. This made to balance they high might.

New person templates (#907)

Was introduced new person templates:

  • Dragonchaser with start heavy armor and sword.
  • Undertaker with shovel or pickaxe.

Globe generation screen (#943)

A globe generation may be a long operation. So now it will perform in separate screen before main gameplay.

Since the player's person is part of the created world, his background and initial stats will also be displayed on the globe generation screen.

Select UI language from title screen (#1024)

New you can switch to any language available in the game. Currently english or russian can be selected. By default language of your OS selected.

🐛 Bug Fixes

Fix person template based generation (#903)

Sometimes persons was created without any equipments. It was error in template schemes.

Fix calculation of perk levels (#1040)

Total perk level was now valid.

🧰 Codebase improvements

Fix specs (#891)

  • buildin perks with hunger/thristy immunity
  • rebalance of survival stats

Auto CleanUp Code via ReSharper CLT on push (#901)

Now all code base cleaned up by ReSharper CLT. It performs every commit so you must sync your local git more ofter. Benefits is all code base formatted by single ruleset.

Remove not needed SpecFlow packages (#911)

Since SpecFlow 3.3.30 you don't need the SpecFlow NuGet package nor the SpecFlow.Tools.MsBuild.Generation, if you are using a Unit test provider NuGet package (like SpecFlow.NUnit)

Build the text game client (#941)

Now you can play/test the game via text client. To download see GHActions.

Building prevent changes which can break text client.

Improve Coverall.io gathering (#946)

Now we group tests on Unit or Functional during code coverage gathering. This gives greater accuracy when assessing coverage.

Use Unity Localization build-in mechanism (#1026)

Now we can localized content using Unity Localization.

Resolves #997

Mutation testing with Stryker mutator (#1042)

We started mutant hunt using Stryker mutator tool in code base. Kill the mutants!

Not-nullable references in Core (#1053)

Now Nullable feature of C# 8.0 was turn on for Core-project. Future is gone :)

Create dependabot.yml (#924)

Add world to hex convertion (#1082)

Added HexHelper.ConvertWorldToOffset() method to detect a hex of the map under the cursor.

v2.4.16 - Militia against Invaders

05 Nov 14:28
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What's news

🚀 Features

Resource gathering (#768)

Now random resources are created in each sector of the world. Some of them can be picked with bare hands. Others require tools to mine. For example, you can use a shovel to disassemble a pile of rubbish and find something valuable. And the ore is mined with a pickaxe. Now resources are not used, but one of the steps to crafting items from garbage.

Person constitution (#797)

Previously, player personas were always created with the same stamina pool. Now the system of character attributes has been introduced. One of the attributes is the constitution. The constitution can be above or below average. This means that the character will be able to take more or less hits from monsters, respectively. Roughly speaking, the toughest character will be able to withstand almost three times more blows than the most frail.

Another attribute is speed. It affects the speed of movement, but this will be in the change dedicated to the different duration of activities.

Now monsters can move at different speeds (#801)

Almost always, rats and other small monsters will catch up with the character and bite on the heels. Almost always, because sometimes a character is created who is the fastest. This is made possible thanks to the new action duration mechanic. Which, otherwise, is still in its infancy.

National Unity Event (#877)

With a big delay on the Day of National Unity (11/4/2020), a new event was introduced.

A number of new mechanics had to be added to support the event. First, at previously cleared levels, new units can now appear with some probability. The closer November 4, the higher the probability. Secondly, the squads consist of people who have not yet been encountered in the game, except for the main character. Thirdly, the units belong to different factions - troublemakers, invaders and the militia. Factions relate to each other differently. Invaders and troublemakers are considered allies. And the militias are so far the only characters in the game who are indifferent to the player (do not try to kill him).

Now, when the player meets a non-monster character of equal strength, a real bloody duel begins. To add a little tactical dimension to this, the wait now takes significantly less movement and any hit.

🐛 Bug Fixes

Remember FoW between transitions (#855)

🧰 Codebase improvements

Add coverall.io reporing (#862)

Port to unity2020 (#869)

v0.2.3-alpha.15 Disease Control

06 Apr 13:53
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New features:

  • Dungeon levels store states after transitions.
  • New food.
  • Diseases reduce some person stats.
  • Person backstory. Now person have some random traits.

Changes:

  • Optimize fog of war.

v0.2.3-alpha.14 GameDev CityFest March 2020

13 Mar 15:29
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release #14

New features:

  • Fog of war.
  • HP regen.
  • Chest of two types.
  • Action selection.
  • Enter player name in the Scopes modal.
  • Reason of death.
  • Camp tools.
  • Some new equipments.

Changes:

  • Rebalance monster drop.
  • Global map temporary disabled.

v0.2.3-alpha.13 Cellular Automaton

20 Jan 16:47
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  • First attempt to use cellular automaton to generate caves.
  • Fix bugs.

v0.2.3.12 False Equipments

04 Nov 08:03
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Без имени-1

Под впечатлением событий 1612 года в игру введены лже-предметы. С некоторой вероятностью из монстров будут выпадать предметы, выдающие себя не за то, чем они являются на самом деле.

v0.2.3.11 Evil Hour Event

28 Oct 14:42
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image

Теперь со всех существующих монстров с небольшой вероятностью будет выпадать Злая Тыква. Этот предмет можно использовать, как шлем с низкими характеристиками. Или съесть. Осторожно! Поедание Злых Тыкв болезненно сказывается на персонаже!

В канун Хеллоуина шанс выпадения постепенно увеличивается. В назначенный час будет пиковый дроп.

v2.3 GameDev.Ru Meetup Irkutsk 2019 Release

29 Aug 10:49
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Это релиз, который поедет на презентацию проекта на презентацию игры в Иркутск на Gamedev.ru Meetaup в Иркутске.

Изменения

  1. Увеличено время жизни персонажа без еды и воды. Теперь персонаж без воды сможет (кое-как) прожить около 3-х дней. А без еды - почти неделю игрового времени. Теперь необходимость употреблять провиант не такая навязчивая. Это привело к тому, что старая защита от чрезмерного использования медикаментов перестала работать и поэтому...

  2. Введена интоксикация персонажа. Новая характеристика. В отличии от хитпоинтов, сытости и достаточности воды, рост этой характеристики сулит проблемы. Интоксикация сейчас накапливается после употребления медикаментов. При определённых значениях на персонажа накладываются штрафные эффекты, т.к. от чрезмерного употребления медикаментов ему становится хуже. Одновременное употребление двух и более порций медикаментов приведёт к убийственно сильной интоксикации. И персонаж начнёт умирать. Зато теперь медикаменты не увеличивают голод и жажду и лечат значительно сильнее.

  3. Улучшено взаимодействие с инвентарём. Теперь для экипировки предметов можно использовать двойной клик. Тогда предмет встанет в первый доступный слот. Шлем - на голову, броня - на туловище. Оружие - в правую руку. Дополнительная экипировка (кольца, генераторы силовых полей и т.д.) в первый слот. Двойной клик по провианту - это поедание провианта. Аналогично с медикаментами. Так же экипировка, поедание и применение предметов возможна через drag-n-drop.

  4. Доска лидеров. Пока в черновом варианте. После завершения игры результаты сохраняются и выводятся в таблице. В топе - наибольший результат. Так же выводится некоторая сводная информация: среднее количество очков за все игры, среднее время жизни персонажа и т.д.

  5. Из городов теперь можно выйти в любой момент. В панели наверху справа добавлена новая кнопка быстрого выхода из города, отображаемая только в городах. Быстрый выход будет доступен, пока не завершится этап разработки более-менее полноценных городов.

  6. Вязанная шапочка выделена, как отдельный предмет. Раньше этот спрайт использовался для отрисовки закрытого кожаного шлема. Теперь это три отдельных предмета: вязанная шапочка, кожаный шлем, закрытый кожаный шлем.

v2.3 GameDev Weekend 2019 HOTFIX

19 Aug 03:40
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Исправление отрисовки монстров на лестнице.