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) > >