Good news! HyperRogue 4.0 is released, with music under CC BY-SA 3.0.

http://roguetemple.com/z/hyper.php

Best - Z


On Sun, Sep 15, 2013 at 7:16 PM, Zeno Rogue <z...@attnam.com> wrote:

> Hi guys,
>
> Neon Corridor has agreed to compose music for HyperRogue, under the
> Creative Commons BY-NC-ND 3.0 licence. Is this OK for Debian?
>
> I have also (hopefully) improved some things, taking Adam's comments into
> account.
>
> Regarding the dead orbs: the description for Living Caves explains how
> items work, and dead orbs work like other items, so I think there is no
> need to mention that dead orbs can be used for digging in the Living Caves.
> For the Alchemist Lab, I have changed the description and the dead orb
> behavior, so that the same holds in this case too. So I think that the text
> about uselessness can remain as is. (As for the games which lie that
> something is useless while it is not, the gods in ADOM reward you greatly
> if you find a use for an item called "potion of uselessness"...)
>
> Regarding exploits: mentioned ways to get large scores are hopefully
> fixed, probably there are still some ways to get large scores, but Cocytus
> now works reasonably well and thus it should be OK, and for challenges or
> whatever, a special rule could be added that you cannot stay in one place
> too long.
>
> If you want to look for more exploits, the current prerelease is at
> http://roguetemple.com/z/hyperrogue-40b.zip (I am waiting for the
> complete soundtrack before publishing this officially on the website)
>
> The full changelog:
>
> * music support added
> * Cocytus works now (but is still available only via cheating or by
> getting an insane score)
> * Fixed the Crossroads description (there are no longer Crossroad Rangers
> and big holes in the ground)
> * if you collect a lot of items in a single land, this increases the
> spawning rate of wandering monsters in all lands, so you are no longer
> relatively safe by walking at the edge
> * the cheat mode has been extended (press F2 F4 to start cheating, then
> press shift+letter for various effects)
> * when used on a location containing both an item and a monster, context
> help now shows information about the monster
> * pressing F1 or right clicking while looking at the context help now
> displays the general help screen
> * improved the general help screen
> * improved the handling of non-qwerty keyboards (movement is done
> according to the QWERTY layout as previously, but other menus take the
> layout into account correctly)
> * Ivies have been greatly improved: they shrink if an active branch sees
> no good move (except at the root), they are now active as long as there is
> at least one segment in view, and they no longer go to the Alchemist Lab
> (as this caused bugs). Also, if you cut an active Ivy just after root or
> another branching point, it immediately regrows and spins (previously it
> regrew without spinning at the root, and caused bugs at other branching
> points)
> * Worms are now active as long as there is at least one segment in view,
> they now destroy walls and thumpers around them when they explode (so if
> you find a good place for killing worms, it is hard to use it more than
> once), and worms and tentacles can go to other lands now, except Motion and
> Alchemist (but worms produce spice on explosion only in the Desert)
> * Alchemist Lab: the description is more detailed now, killing lots of
> slimes no longer degenerates the Alchemist's Lab into pure treasure, slime
> beasts now destroy items around them when killed, and dead orbs no longer
> cause the slime to spill
> * Living Caves: Foreign monsters and objects affect the Living Caves now,
> and cave trolls now destroy items around them when killed
> * Graveyard: killing graveyard monsters slowly increases the initial
> monster rate in the graveyard (so grinding for Dead Orbs is harder), and
> necromancers can go outside the Graveyard now
>
> Best - Z (I am leaving for a trip in two days, so I might find it
> difficult to answer any queries)
>
>

Reply via email to