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Frozen Depths 1.03 released
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glo...@gmail.com  
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 More options 27 Jun, 17:23
Newsgroups: rec.games.roguelike.announce, rec.games.roguelike.development, rec.games.roguelike.misc
Follow-up To: rec.games.roguelike.development, rec.games.roguelike.misc
From: Glo...@gmail.com
Date: Fri, 27 Jun 2008 16:23:33 +0000 (UTC)
Local: Fri 27 Jun 2008 17:23
Subject: Frozen Depths 1.03 released
Hello yet again fellow roguelikers!

The frost covers the land again as a new version of Frozen Depths is
finished, and again it took almost a year to release a new version.
11½ months to be quite exact. The list of changes isn't as long as
last time even though it took as long to develop, partly because of a
nasty wrist injury I managed to get earlier this year. You can find
the list of changes here:
http://koti.mbnet.fi/frozend/VersionInfo.txt

As always, it's extremely recommended to read the whole list if you're
going to play it more seriously, but I'll describe the highlights for
the lazy people here too. First, there's a Macintosh version now, as
you may have guessed from the earlier thread I started. Thanks to Dana
Larose for compiling it! It's untested on Power PC, but it might work
on that too. If a PPC user tries it, I'd be glad if you confirmed me
if it works or not. Also, Mac users have to configure their terminal
to support at least 16 colors, though I can't help you with that as
I'm not a Mac user. Next, I acknowledged that the dungeon was a bit
dull earlier and added two new very distinct generators that appear
after the first 10 floors, a cavern generator and a "corridor heavy",
almost maze like, but not as annoying, generator.
The balance made a leap forward again, for example in the end game the
bosses aren't pushovers now, the number of monsters is lower on deeper
floors and there are new passive skills that help you survive deeper
down. There's a new sage-like service provider, the deep smith, and a
new item type, material, that is used with the smith. You can exchange
material, craft material into items and repair items for gold, and you
can decide the amount you pay the smith when crafting and repairing,
and that determines the quality of his work. Also the new version
should be even more newbie friendly (not a synonym of too easy), I
want the game to be a good "introduction" to roguelikes for players
that aren't ready for the complexity of the major games. And finally
the game is of course more polished than last time, more bug free and
full of other smaller changes.

Like all developers, I'd be very happy if you reported all bugs you
find, sent all suggestions you have and especially made all comments
that you have in your mind. Now I'll just wish you good luck on your
new adventures in the cold corridors and icy caverns! Head here to
download the game:
http://koti.mbnet.fi/frozend/


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Mario Donick  
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 More options 27 Jun, 18:34
Newsgroups: rec.games.roguelike.development, rec.games.roguelike.misc
From: Mario Donick <mario.don...@gmail.com>
Date: Fri, 27 Jun 2008 19:34:16 +0200
Local: Fri 27 Jun 2008 18:34
Subject: Re: Frozen Depths 1.03 released
Glo...@gmail.com schrieb:

> Hello yet again fellow roguelikers!

> The frost covers the land again as a new version of Frozen Depths is
> finished, and again it took almost a year to release a new version.

Great to hear that Frozen Depths is still in development! I'll download
and try the new version right now.

Mario Donick


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tyreciu...@yahoo.com  
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 More options 27 Jun, 21:57
Newsgroups: rec.games.roguelike.development, rec.games.roguelike.misc
From: tyreciu...@yahoo.com
Date: Fri, 27 Jun 2008 13:57:07 -0700 (PDT)
Local: Fri 27 Jun 2008 21:57
Subject: Re: Frozen Depths 1.03 released
On Jun 27, 6:23 pm, Glo...@gmail.com wrote:

> Like all developers, I'd be very happy if you reported all bugs you
> find, sent all suggestions you have and especially made all comments
> that you have in your mind. Now I'll just wish you good luck on your
> new adventures in the cold corridors and icy caverns! Head here to
> download the game:http://koti.mbnet.fi/frozend/

This is really great! I had quite a bit of fun with the previous
version, although I ultimately gave up because I couldn't figure out
how to successfully play an archer. Now that arrows are cheaper and
don't run out as fast, that seems to be solved. I've only had one
attempt so far, and died at DL 16 because of diving into a pool. I
think I'll have to avoid those from now on.

One oddity is that the pools seem to give a status effect of
frostbite. One might expect that they'd either give hypothermia. Or
maybe just 'wet' which would cause heat to be drained at a much higher
rate for a bit. Maybe slush should give that effect as well and there
could be a trap which drenches the player in water...

A quick interface nit: targetting and firing still use the same button
which will destroy my 's' key pretty soon because I have to hit it
twice for every attack. It would be nice to potentially separate the
two and have extra keys for changing target or target nearest. For
instance, 's' could shoot the already targetted creature or move to
the targetting interface. 't' could move to the targetting interface
to change a target at will. 'e' might target the nearest enemy/
iceblock in one keystroke.

Anyhow, I am really glad that the archer class is newly viable. I'll
have to play again and be a bit more cautious next time... :)

-D


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glo...@gmail.com  
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 More options 28 Jun, 13:43
Newsgroups: rec.games.roguelike.development, rec.games.roguelike.misc
From: Glo...@gmail.com
Date: Sat, 28 Jun 2008 05:43:43 -0700 (PDT)
Local: Sat 28 Jun 2008 13:43
Subject: Re: Frozen Depths 1.03 released
On 27 kesä, 23:57, tyreciu...@yahoo.com wrote:

> This is really great! I had quite a bit of fun with the previous
> version, although I ultimately gave up because I couldn't figure out
> how to successfully play an archer. Now that arrows are cheaper and
> don't run out as fast, that seems to be solved. I've only had one
> attempt so far, and died at DL 16 because of diving into a pool. I
> think I'll have to avoid those from now on.

I'll give a small hint for archers, I think they should use throwing
weapons as a secondary way of dealing damage to save arrows, and
there's one very useful skill that gives you practically limitless
amounts of throwing weapons. Also, you don't necessarily have to avoid
the pools, just be careful and figure out how to use them safely.

> One oddity is that the pools seem to give a status effect of
> frostbite. One might expect that they'd either give hypothermia. Or
> maybe just 'wet' which would cause heat to be drained at a much higher
> rate for a bit. Maybe slush should give that effect as well and there
> could be a trap which drenches the player in water...

Actually while creating the pools I thought that hypothermia would fit
well here, but I couldn't think of what it would do (honestly I didn't
spend that much time thinking of that though), and because there was
frostbite already in the game and it's a bit similar condition, I just
slammed that in the pool. But I like the idea of 'wet' condition,
there are some places where it would fit well. I'll add it to the
ideas list.

> A quick interface nit: targetting and firing still use the same button
> which will destroy my 's' key pretty soon because I have to hit it
> twice for every attack. It would be nice to potentially separate the
> two and have extra keys for changing target or target nearest. For
> instance, 's' could shoot the already targetted creature or move to
> the targetting interface. 't' could move to the targetting interface
> to change a target at will. 'e' might target the nearest enemy/
> iceblock in one keystroke.

Your poor 's' key, when I'm playing an archer I just press the key
down, wait till it kills all the monsters and lift the finger. But
yeah, that could make the archer's life even easier. I'll add this to
the list of ideas too.

> Anyhow, I am really glad that the archer class is newly viable. I'll
> have to play again and be a bit more cautious next time... :)

Good that those changes didn't go to waste then. The archer is still
harder than the melee characters, but perhaps now it's even possible
to get to the end game where I've heard that archers are in fact
easier than melee characters. Good luck anyhow. :)

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