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Choose Your System:
Wow! That was a long time between releases. Grudging credit to Apple for breaking support for 117, forcing me to buy new hardware and do another release. Meanwhile, I fear this will now be 64-bit only Linux release. But hopefully this can now be forgiven.
The artpack for this version can be grabbed here. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Sunny Saturnalia to one and all! Hopefully I have the correct Linux version this time! Some good news, I found a 32-bit linux box so it should be a 32-bit linux build as well.
The artpack for this version can be grabbed here. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Nine months since the last release, so much for the weekly release schedule POWDER started with! You will notice that I have at least maintained the same size release, minor fixes and a new spell. I'm particularly happy with finally finding a compromise for god-induced flamestrikes - you get a warning now so they are less just an insta-death out of the blue. You may thank the Annual Roguelike Release Party (ARRP) for this release - it provided the impetus to get something out. If you like POWDER, but are frustrated at the slow rate of development, I strongly recommend checking the rest of the roguelike scene! iPhone release isn't out yet for the usual reasons. Every time I go to build for that platform I have a nightmare of provisioning profiles and certificats to wade through before I can actually get to the compiling bit :>
The artpack for this version can be grabbed here. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Just in time for the new, high res, iPhones, POWDER's tiles have caught up to the previous, low res, iPhones. The 12x12 Akoi Meexx tiles have been hand smoothed for a better landscape experience. My old file server died. Fortunately, I was already in the process of migrating to a new one, so it really couldn't have been better timing. Unfortunately, my attempt to restart the PSP toolchain failed. I'll have to give this another try later, but this release is way too delayed already. Note the iPhone version, as usual, won't show up right away. First, because even with immediate submission there is a delay for approval. Second, because one reason this release kept being delayed was a real frustrating bug where the keyboard wasn't showing up half the time. I think I fixed it, hence this release, but I want to do some more testing on my commute. When the iPhone version does hit the light of day, I hope players on that platform will appreciate that you can now email your character dumps. This provides a way to get a record of your win without resorting to pen and pencil.
The artpack for this version can be grabbed here. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Due to my temporary subversion server being behind my firewall, I had to change the Linux and Mac build machines. I think the Mac build is safe, but if you have issues with the Linux build please let me know. Because if you don't, I'll just retire the offsite machine. The 10x10 and 12x12 tiles are now enabled on the non-iPhone versions. I'm pretty happy with the 10x10 now, but the 12x12 still need lots of touch up. For those wondering why I did 10x10 first: I've found portrait mode is the way to play. iPhone users will also be happy that the native keyboard is used. Hardcore POWDER fans will lament that I didn't instead revert to the original GBA keyboard input method. Would be a good excuse for multitouch as you try to chord four virtual buttons plus an direction arrow :>
The artpack for this version can be grabbed here [588k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months. I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.
The artpack for this version can be grabbed here [587k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Thanks go to Jonathan Buchanan for porting POWDER to the Wii! Whee! This version is largely bug fixing. The most important bug to fix was with tile loading that made it difficult to use custom tiles. I hope I have these squashed, and the Ibson Grey tiles should now *actually* be present. In addition, Chris Lomaka has granted us some new tiles! Yay! Thanks to Snow Leopard deleting the old SDK on upgrade and me being compling blindly on a remote mac hidden in an underground bunker somewhere, this is likely a 10.5+ only release.
The artpack for this version can be grabbed here [445k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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A long delay can only mean one thing. A long delay. The feature I most look forward to is the highlights for unique monsters and artifacts. Hopefully this increases the coolness associated with encountering them.
The artpack for this version can be grabbed here [387k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Two useful UI improvements. Spell icons now grey out if you are unable to cast them. Inventory slots are recoloured depending on the known curse status of the items. This should reduce the note taking required to start playing an old character again. Most other changes are devoted to cleaning things up, to finally support the 4.3 gcc compiler and to fix up the broken source of 109. You may be interested in reading my book, Menoetius.
The artpack for this version can be grabbed here [314k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Two new exciting changes in this release. First we have a new spell: Animate Forest, for those who were wondering what the point of the Grow Forest spell was. Second we have the run mode which lets you auto-follow corridors, hopefully cutting your keystrokes substantially.
The artpack for this version can be grabbed here [312k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Thanks to Bill Blake there is a PS3 Linux port of POWDER! His announcement can be found here. Keeping with POWDER tradition, a long time between releases does not mean there was some huge secret code being worked on that took this long to get ready. It means I was busy with other stuff. That said, there are a good number of fixes in this version. Most important is likely the Safe Walk ability, derived from a patch by Andreas Bohm, which lets non-DS users the ability to avoid accidentally attacking kiwis when they go careening through the hallways. The intent is you can bind it to, say, [L], and then hold that when you want to move safely. If you want [L] to attack, you can change the global option. SDL users may use the ctrl key. Unless they are using vi-keys in which case I'm afraid they are out of luck for now. I can only hope those players believe that Safe Walk is for weaklings.
The artpack for this version can be grabbed here [311k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Congratulations go to Ilyak who has successfully ported POWDER to Windows CE. His changes haven't been brought into the main baseline yet and require some munging of libSDL, but hopefully the baselines can be synchronized soon. The addition of this new port, whose SDK bested my last attempt to install, has led me to step back from my attempted policy of building every platform myself. The GP2X build I attempted never worked, and lacking the hardware, it is very time consuming to try and fingle it into working. Thus, both GP2X and WinCE will not be directly maintained by me. GP2X is already integrated in the source code so it is "relatively" straightforward to build, hopefully something similar can be done for WinCE. I'll try and point to the last-known-build of these versions, but as they'll be maintained by external volunteers, they can't stay in sync. Adminstrivia out of the way, on to the goodies! Exciting new tools include the first large special weapon - the Earth Hammer. More zaniness has been added to the great tridude den in the sky. Sick and stoning characters will get some onscreen visualization of their plight, and users of stickyflame will enjoy a more accurate depiction of the suffering of their foes.
New artpack in this version, grab it here [311k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. The WinCE and GP2X versions both use SDL but are hosted by parties other than myself. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Two versions ago, David Parker ported POWDER to the GP2X. The GP2X is a type of hardware I've always meant to support - they actively encourage homebrew style development. Thus, I am very happy that David's changes have been rolled into the main development branch so we should have a GP2X build now. For those aching for stylus support - the source is there too. I have compiled this version blind, so apologies in advance if there are problems. With your feedback we can get it worked out. Note: The GP2X version sadly does not work due to some toolchain problems that have to be tracked down. For now you can use the old precompiled 104 version found on David Parker's site or recompile from the source.
New artpack in this version, grab it here [305k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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My time in Japan prevented me from making a release (I had turned off two of the machines I need to build on), but it didn't prevent me from working on POWDER. There are lots of various changes including new items and skills. There is also a new 32x32 tileset that you can find in the artpack thanks to Ibson the Grey.
New artpack in this version, grab it here [302k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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The long sought after fire arrows are finally present, self-poly into an iron golem has been further nerfed, and many bugs fixed. Most notable of the bug fixes is one to correct the gender assignment of dungeon citizens.
New artpack in this version, grab it here [187k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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This release is a bit late coming out due to my participation in the fourth annual seven day roguelike competition. My submission was Fatherhood. Spent some time improving environmental interactions, adding some relatively useless spells that people more clever than I will find ways to abuse, and performing the usual grammar fixes. An exciting change which hopefully you won't notice is that the SDL based builds are no longer tied to a fixed 8x8 tile size. This was no small change as I had happily spread hard-coded constants everywhere, confident that the Gameboy Advance hardware wasn't going to change on me. It never did, but POWDER escaped that world and now lives places where 8x8 feels a bit cramped. One intriguing tileset would be to build a 10x10 based set that would then run at a native res of 320x240. See the ArtPack for details. Note I said I hope you don't notice this. No doubt, I have screwed up somewhere and some menu or stylus input won't work properly - I look forward to having my error pointed out.
New artpack in this version, grab it here [187k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Much thanks go to Marvin Sanchez who has ported POWDER to the PSP so you don't need to run the GBA version inside an emulator any more. This initial release is still Alpha - I don't have a PSP to check directly with, so any problems are thanks to my meddling, not Marvin. A large assortment of polish issues and minor bug fixes. The biggest change will be for GBA users that now have a way to enter their name that doesn't require a few days of research to understand.
New artpack in this version, grab it here [185k]. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Worries that I would stop at version 100 may now be safely set aside. Like the five-minute-mile before it, the 100 barrier has now been broken! My favourite feature of this release? The nerfing of Soul Suckers. Please note that while I do try and keep on eye on various POWDER discussions that pop up on the internet, I can't read every forum everywhere. So, if you find a bug or something that doesn't seem to be right, please email me directly.
New artpack in this version, grab it here [184k]. The Windows and Mac versions are shipped with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading. |
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Wow! Five years and 100 releases! For those expecting massive changes on the 100th release, I am sorry to disappoint you. Massive changes implies massive instability, so I have acted cautiously in preparation for this milestone.
New artpack in this version, grab it here [148k]. The Windows and Mac versions are shipped with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. |
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Most of my effort has focussed on UI related issues with this release. My vision for the Action Bar is now realized. You can populate it with your own choice of actions or spells. Akoi Meexx has been working extremely hard at a total-conversion tileset for POWDER which I'm proud to now make the default tileset! I've moved my primary playing platform to the DS. I'm extremely happy with the current stylus interface. I have not had to use the buttons at all. This is fortunate as in the winter one can use the stylus with gloves, but I've had issues trying to use the buttons.
New artpack in this version, grab it here [147k]. The Windows and Mac versions are shipped with the SDL. You may replace this version with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. |
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Many minor fixes in this version as I continue the quest for polish. I am also proud that I have my first attempt at a Mac version: OSX only, of course, but I think I made a Universal Binary. Mac users will recoil in horror at it being a tar.gz - I know there exists this magical .dmg that will settle your hearts, so please elucidate!
The Windows version is shipped with the SDL .dll. You may replace this .dll with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. |
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It always seems like the versions with the most code changes have the least end-user changes. Anyways, this version will hopefully see Possess finally be stable regardless of the ways in which you choose to abuse it. I strengthened the stress test considerably and found plenty more one in a million bugs that have been squashed. My last run of ten million moves passed without a problem. A big change is the starting equipment. It is now uncursed and uninteresting. And worn. You no longer enter the dungeon naked - do not fear, you can remove the equipment immediately to restore the old-school feel. Windows and Linux users will notice their screen expand slightly. This makes the SDL version match the DS resolution - useful with my planned changes to the Action Bar. Windows users will also see their file size bloat farther as I am now shipping SDL.dll in hopes of providing a smoother install. (Linux users are blessed with SDL usually already being installed) The Linux Version is now built under Debian Stable so hopefully those who suffered with library problems are now safe to use the binary. Thanks to Joe Drew for providing a build machine! Oh yeah, the source is also now available. I look forward to receving patches to port to other platforms.
The Windows version is shipped with the SDL .dll. You may replace this .dll with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org. |
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Mostly a bug fix release as I continue testing. Last run through the stress
test ran 2.5 million moves without any problems before I terminated it for this
release. Clearly I need to increase the complexity of the stress test.
Happy New Year!
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New artpack in this version, grab it here [88k]. |
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While some maintainers may make a special Christmas Release that has
neat features that provide joy and happiness to their players, the 094
Christmas Release had no interesting new features and a serious game
crashing bug.
In penance, I have been running the stress test for a day now to hopefully avoid a similar embarassing release. Now for the good news: ><0|V| has his chosen quest level created. This was no small feat as it also required numerous new tiles to support it. Note the presence of a new artpack with this release. As a bone to those of us that rarely get as deep as level 20, the weapon damage has been adjusted slightly. This is most noticeable with maces and clubs which will now be comparable to shortswords and longswords. Hopefully edged weapons won't be such a no-brainer any more.
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New artpack in this version, grab it here [85k]. |
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WARNING: In this release, scrolls of enchant weapon and remove
curse will crash the game. So will random uncursing from gods. You
are discouraged from playing this version.
The user-visible changes should be small in this release. An overhaul of the messaging system will hopefully avoid the sprintf-corruption on the GBA version. Unfortunately, it likely also includes fresh typos.
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I have always said that any game for the DS should be playable
entirely with the stylus. POWDER, coming from a GBA background,
failed to take advantage of the stylus so was not really a DS native
game.
POWDER now supports the stylus. Playing some Zelda Phantom Hourglass proved to me that there is hope for a stylus only roguelike. I've taken advantage of the slightly larger screen on the DS to insert a row of action buttons at the bottom. I have also updated all the input methods to make sure they support the stylus. I've done quite a bit of playtesting on the DS with the stylus only, so I hope I have shaved off most of the rough corners and there is a clean game experience. Still to do is some documentation on the stylus controls, customizeable action buttons, etc. But I'm very happy with what is here. Windows and Linux users will find their screen expanded slightly as well. They can now use the mouse left mouse button as a stylus to play keyboard free if they are so inclined. Note: I have upgraded to Subversion from CVS. Unfortunately, the ancient FC1 Linux machine I use for my Linux builds doesn't have subversion installed. Nor is it able to yum install subversion or build from source. So, I build the Linux build with a modern Linux distro. This means if you are using an ancient distro you may get library link errors. Please let me know if this affects you and I may try and get the modern machine to link against the old runtimes.
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New artpack in this version, grab it here [75k]. |
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Another quick release as I try to keep the momentum going to the elusive
version 100.
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Will wonders never cease? Another weekly update! More work on the
familiars to make them powerful companions. Also played with a lot of
spell costs/books to make things more useful.
He who cannot be spelled properly has had a significant upgrade, so be wary in the end game.
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Is this a return to weekly updates? Stranger things have happened.
This time I think I have actually fixed Reclaim Soul rather than
merely asserting it has been fixed. Long-planned skills of Charge and
Leap Attack are finally present. A brand new brainstorm - Summon
Familiar - is present. This is an attempt to build a Pax branch that
doesn't involve a lucky wand of create monsters on dungeon level 1.
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It seems I suffered from a bit of memory loss while implementing the
Amnesia effect, allowing it to be released in a rather half finished
state. In 089 Soul Suckers will have their proper attack working.
And also not look like floor tiles.
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New artpack in this version, grab it here [75k]. |
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Three big things in this releases in addition to the normal polish.
First, I attacked the tile management with a large hammer. I hope this squashed the many tile bugs and didn't break anything. Second, I was motivated by the 7DRL "Seven Weeks" which you can find at http://kadwiell.nrkn.com/sevenweeks/. Not only is it a refreshing new take on the roguelike genre, but it includes a very well done tutorial. Contrast with POWDER where, after how many years, I still have to stand over someones shoulder to yell out the proper actions to play the game? Thus, in the start menu, you will now see a Tutorial option. Even experienced users are encouraged to give it a whirl - you may learn something. Third, I added a new spell in the necromancy chain along with a new monster. Props go to Vanilla Angband for the inspiration.
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New artpack in this version, grab it here [78k]. |
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A very small update this time. My main goal is to clean up the
horrible crashes I introduced to the SDL builds with the previous
release. Thank you for putting up with it, here is to hoping this
release is more stable.
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Warning: The keyboard handling for SDL started as an ugly hack trying to
present to POWDER the button layout of the GBA. I've largely removed
that hack in exchange for a system that uses peeking of keys rather
than trying to track keyboard states. This should be easier to manage
and less error prone. However, be warned that there may be cases
where hitting the wrong key causes POWDER to hang. If you encounter
such a thing, please let me know! Similarly, you will note the repeat
rate for keypresses is now unified. I'd appreciate any comments if
this is a better or worse situation.
Exciting: This version introduces the ability to replace POWDER's tile set on platforms other than the GBA by merely adding the correct file to the correct directory. Look for the Art Pack which has directions on how to do this.
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New artpack in this version, grab it here [78k]. |
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Buried in the following slew of SDL updates is a minor comment about
the AI. The AI changes, of course, took the most time. Creatures now
pay some attention to the effect their attacks have on you. If you
resist, there is a good chance they will figure this out and stop
using the attack that you can resist.
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A relatively minor release addressing a few bug fixes and polishing
features. However, the new level in honour of Quizar is a big change.
My play tests suggest that Quizar's level is rather challenging if you
want to acquire all the goods that can be found.
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This is primarily a maintaince release. 082 on the GBA had the
embarassing behaviour of, after sufficient play, starting to drop all
the verbs and nouns from auto-generated sentences.
I guess I should be happy, however, that the actual play hasn't been adversely affected by adding a real random number generator. 083 has been delayed as I waited to finish my 082 game - I even managed to transform into a Lich thanks to an early Staff of Death!
Leech the file here [365k]. Leech the DS version here [701k]. Leech the Windows SDL version here [625k]. You may need to download SDL. Leech the Linux SDL version here [360k]. You may need to download SDL. |
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Leech the file here [363k]. Leech the DS version here [699k]. Leech the Windows SDL version here [624k]. You may need to download SDL. Leech the Linux SDL version here [358k]. You may need to download SDL. |
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I am very happy with this release for two reasons.
First, this release has full DS support. The annoying issues of the borders of the screen have been fixed. Save game support should be present. I have mapped X & Y buttons to Start and Select as those buttons are a bit out of the way in the DS. As an added bonus, there are character dump files generated and the second screen is used as a message history! Admittedly, this is not as good as I'd expect a roguelike designed ground up for the DS to be. However, as a port, I feel it is now possible that DS owners may prefer it over running the GBA version. Second, this release should fix the late game crash bugs! Yes, bugs, because I found quite a few of them. I ran extensive stress tests by creating a late game character, randomly creating a map, and running it for a hundred moves with the standard mob AI controlling the avatar. I then simulated a few hundred THOUSAND games this way. As you'll see from the bug descriptions, some of the found errors were very esoteric. Third, I also managed to sneak in some features (which, no doubt, have introduced new bugs :>) I am very happy with the addition of the Dark Ritual spell that I feel fits well with the goal of the Necromancer: spells that are situation dependent and require controlling your environment to gain full effect.
Leech the file here [360k]. Leech the DS version here [691k]. Leech the Windows SDL version here [622k]. You may need to download SDL. Leech the Linux SDL version here [357k]. You may need to download SDL. |
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Those of you obsessively tracking the about.html page will not be
surprised about the new platform supported with 080...
Leech the file here [357k]. Leech the DS version here [657k]. Leech the Windows SDL version here [621k]. You may need to download SDL. Leech the Linux SDL version here [354k]. You may need to download SDL. |
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Cleaned up a few issues that have been troubling me with the last
release. I did an attempt to track down the late game bug and found
one potential problem, but I can't see it being the actual cause. We
can always hope, however.
Leech the file here [357k]. Leech the Windows SDL version here [620k]. You may need to download SDL. Leech the Linux SDL version here [353k]. You may need to download SDL. |
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Woohoo! A fast release cycle for a change! Usual incremental
improvements, a large portion concentrated on expanding the
encyclopedia. I think I should aim to have the encyclopedia complete
to my level of standards by 100. This is a daunting task as I still
have all the magic items to document...
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Interesting notes... I actually found a use for smoke potions if you
find yourself without acid resistance.
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Oops! The previous release didn't let people who saved their game to
record high scores. That wasn't intended. This version fixes that
problem, but Necromancers may choose not to upgrade when they see the
nerfs in store for them.
In other news, my last successful wizard discovered that corrosive explosion is very powerful now that you can drop as many things as you want in a single turn. You may want to acquire a source of acid resistance before trying this, however.
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With all the spells that Necromancers keep getting, you would think
that I was more fond of the class than I actually am.
In any case, I remain frustrated that I still get late game crashes which I have not yet tracked down. I'm planning on rewriting my mob load/save routines in the hopes that it fixes it. Truly the wrong way to approach the problem, but the current state of affairs isn't acceptable.
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This release is a simple bugfix release. Makes you wonder why it took
so long for me to get it out, doesn't it? Well, I'm not much of one
for excuses, I just let my tardiness stand for itself.
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BUG ALERT: Apparently I am an illiterate hack who can't program
his way out of an infinite loop. On level up, an off by one error
means you won't get the god you thougt you chose. Further, I am
unhappy with the way the wait-for-button-release freezes menus. I
thus recommend waiting for 074.
Many UI changes to this release, few actual gameplay changes. The most significant is reworking how the [Start] menu works in the GBA. [A] will now select a command rather than binding a command. To bind [A] or [B], use [Select].
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I think this version marks the introduction of my 255th tile. This means
there is a very good chance that with my next tile I get to rewrite my
tile management system. Again.
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Another long time period between releases. I think I have a good
reason for this long delay, but I shan't bore you with pointless
justifications.
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At long last, a new POWDER release!
This version is most notable for a new tileset. Old school roguelike purists will be glad to see that there is now an Ascii version of POWDER.
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Necromancers will be happy with the new spell, Rolling Boulder. At
least those that know their Art will be. The rest can use the spell
with a more obvious purpose - Preserve.
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More incremental fixes to this version. Presumeably the eternal cycle
of polishing will have to end at some point. Just noticed another
grammar mistake that slipped through this release, however...
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Been a long time between releases. However, that was due to a
vacation on my part rather than extensive coding. Changes are thus
limitted.
Of special interest is the fix to the loading of saved games on the GBA hardware. I'm looking forward to this.
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Wow! A weekly update! Bet none of you expected that!
Mostly obvious cleanup work from 065. Two new spells, though. The combat revamp is continuing with two new blunt special attacks.
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As expected, the lighting changes caused a few minor quirks.
This release addresses those. It also goes starts a major combat revamp. Hopefully playing a warrior has more interesting choices now. I have more special skills to add in addition to Parry and Bleeding Wounds, but I need to maintain some form of release schedule :>
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A rather big change to the underlying light code that likely won't be
noticed. To allow you to see around you in dark corridors, I gave the
player a 1 radius light all the time. This, however, meant that
creatures could always see you in dark rooms as you were always lit.
You no longer carry this one radius lamp. However, you can still see in the gloom of the dungeon for one radius (so long as you are not blinded), so things look like they did before.
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More clean up of the highscore functions. I also finally addressed
the long standing problem that it was too easy to save scum in POWDER.
It is just as easy now, but the Load Game screen changes to Save Scum
to let you know that you are doing it.
Thanks to Janne Joensuu and Lauri Vallo who reported most of the exploits and bugs that have been fixed this version.
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Mostly minor fixes. I spent a few hours playing the Windows version
in the debugger to ensure I hadn't added too many crashes in that
version.
You won't be surprised most of the changes are with the recent score system. Your old highscores should still work in the new version. Note that on the GBA, this requires you keep your old save game (I didn't figure out how to do this with my burner, so can't confirm)
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Woohoo! I finally have a highscore list! I even have some small
hopes that this will be persistant between builds of POWDER. Ie,
you'll be able to use the same score list in 062.
The other big change is that the Scary Black Screen has been removed.
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Bunch of random tweaks to adjust the playstyle. Combat changes slowed
down fights, so a lot of time dependent stuff is affected.
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The combat system has been overhauled. Hopefully it is better. In
all likeliehood, you won't notice any difference :<
A big difference is that the AC has been readjusted. In the past, AC of all slots would be pooled into one huge AC pool. Now the Ultima Online system is used, where upon AC for each item only applies to that armour slot. The defensive value you see is the estimated weighted average value of your AC. Bigger is still better. The other big difference is that both you and monsters will be missing more, especially in the beginning game. I'm suspecting this may make the game a lot easier.
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At this rate, I should change my release schedule from Weakly to
Monthly. My fear would be that if I did that, I might not even meet
that mark :>
The nifty new spell, Bind Soul, was eminently abuseable so has been toned down slightly this version. The big change with this version should be in pet control. The new Command command allows you to finally get your pets to attack first.
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As expected, this release is late.
Very minor changes this release. Mostly just polish. There is a nifty new spell for Necromancers to abuse.
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Wow! A release that actually meets the Weakly Schedule! Do not fear,
I doubt I'll keep it up :>
I no longer have to go against everything I believe in. Not Telling sent me a nice request to disable autoprompt by default, and so it is disabled!
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I have now gone against everything I believe in. I have added prompts
to POWDER. When you step over items or staircases, you get prompted
if you want to pick up or climb. This will allow you to remap the
climb and pickup keys and keep them remapped. Note that [B] cancels
thet menu. If this works out, I'll be likely setting the default [A]
and [B] to something like zap and fire.
If this turns out to be a real bad idea, please: a) let me know, and b) turn it off using the Options menu.
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Long delay for this release! Don't worry, it wasn't because I was
working on huge features that took a long time to stabilize. It's
because I had very little time to work on POWDER in August.
Lots of minor polish in this version. Creatures finally have gender, for example. The big major change is the new magic spells centered around that most fickle of things: Acid. Some investigation will show there are two extra acid spells I have stencilled in but not yet implemented.
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Quite a few minor bug fixes in this version as I continue to polish
the current system. I have made one large change in creature
behaviour, which should change the play of the game considerably. I
hope for the better.
Leech the file here [281k]. Leech the Windows SDL version here [546k]. You may need to download SDL. Leech the Linux SDL version here [267k]. You may need to download SDL. New artpack in this version, grab it here [14k]. |
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As you may have expected, after the introduction of noise in 051, we
now see further clean up of the noise code. No doubt we will then see
silence on the noise issue for a long time :>
I did a reordering of the dungeon with this release. Thanks in part to the new Qix rooms, things have been moved around a bit. Most importantly, the Cretan Minotaur is now on level 16 rather than level 26. This puts him in a nice half way point. Note, however, this likely means you are outmatched :>
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Important bug fixes in this version. The most severe are all in the
SDL version, which continues to have null pointer issues. I
specifically played the Windows version for two hours in the debugger
and picked up no few problems :< What I get for having 95% of my
testing done on a machine which happily dereferences null. It's like
developing under Irix all over again!
Lots of non-bug fixes. The biggest change is sound. You will occasionally "see" out of sight creatures, but with a H in the top right corner. I've looked into multi-lingual issues, and started a slow reorg to make POWDER multi-lingual. Because I am not willing to sacrifice the diversity of the English text, this is non-trivial. We'll see if anything is done by release 100 :>
Leech the file here [276k]. Leech the Windows SDL version here [540k]. You may need to download SDL. Leech the Linux SDL version here [264k]. You may need to download SDL. New artpack in this version, grab it here [14k]. |
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Intentionally kept new features low this release. As this is the
mystical 050, and is thus half way to the even more mystical 100, I
wanted to make sure it is as stable as possible.
No doubt at the last second I introduced some crippling bug :>
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There are one or two changes in this version :>
Contrary to earlier claims, I did spend a bit of time cleaning up the SDL ports. If I'm going to go through the pain of compiling them, I might as well make them more presentable. This release sees not only the addition of more in game help and lots of spells and skills, but also the skill tree system I've been thinking about for a bit. The new spell book system should make it more fun to play a mage, but the new skill slot system may undo that goodness. Only playtesting will see. As an added bonus, I've also added a new Big Boss. You can find him at the bottom of the Mazes, which are now 4 levels shorter.
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Not much new features this release. Thanks to work by Andrea Menga,
we have a nice new tileset. This is the Nethackish tileset, and has
been designed to take advantage of a dark cyan background like the
normal Nethack tiles do. Comments on the effectiveness of this set
would be appreciated.
On a technical level, I have managed to port POWDER to Windows. This is a bit better than playing in the emulator as it can use the full keyboard for keybindings. You don't have to juggle the macro keys to get anything done.
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Another delay between releases, and another small release. Hopefully
I'll now be back on my weakly schedule.
Leech the file here [240k]. |
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Very small changes this version. It's been a while since my last
update, however, and it looks like it will be a while till my next
one.
Leech the file here [240k]. |
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You will be little surprised at a fair bit of artifact related clean
up this release.
Leech the file here [238k]. New artpack in this version, grab it here [14k]. |
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Woohoo! Artifact items in this release!
Any type of item may be artifact, so you may very well get a potion of blindness which has an extra shock attack :>
Leech the file here [234k]. New artpack in this version, grab it here [13k]. |
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I believe I have fixed that level crash from 042.
Leech the file here [229k]. New artpack in this version, grab it here [13k]. |
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WARNING: There is a game crashing bug with this version.
Rarely, when descending ladders, the game will freeze being unable to
place a ladder on the next level. (This is also the source of the
"you find the hole is blocked" messages) This is pretty rare though,
so you'll probably run into a bug I don't know about before you run
into it :> 041 is free of this problem (as will 043).
Lots of tweaks in this release. Hunger may be a bit more annoying now, or maybe not. A fair bit of infrastructure changes - finally have stackability, which was designed in since day #1!
Leech the file here [227k]. |
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The rebalancing of the gods in 040 seems to have gone relatively well.
This version leaves them pretty much as is, and starts to clean up
other aspects of POWDER. Necromancers will be elated at getting yet
another spell in the Death school!
Leech the file here [223k]. New artpack in this version, grab it here [13k]. |
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As suggested in the last version, the gods were pretty crazy!
Hopefully they will be a bit less crazy this time, but I hold no
guarantees. My guess is that this is another easy release. (Well,
provided you are entirely spoiled like me :>)
Leech the file here [220k]. |
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A rather significant change this version. I have added the first pass
at both gods and classes. The two are intimately linked in POWDER.
One goal of POWDER is to require no up front character creation process, as that occurs before you know what you want to do. You thus select at the start of every level what your next level will be. The catch is that each level has a patron deity. You can only learn a level if you are well enough liked by the patron deity of that level. Note that the gods of POWDER are not inherently jealous. You can receive benefits from more than one god at a time! However, their requirements may conflict... The god code desperately needs balancing. You will probably enjoy a +20 weapon from Klaskov until Pax flamestrike you from no where and kills you instantly. Praying now merely tells the current god states for debugging purposes.
Leech the file here [188k]. |
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More room improvements in this version. Most notably, every level
(other than big room, of course) gets a special room.
Also, thanks to Zak's hard work, the Adam Bolt tileset has been mostly integrated to POWDER. It is an option off the Options menu. The Classic tileset should still be patchable by using the splice program.
Leech the file here [179k]. |
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One cool improvement in this version is some user generated content!
Zak has created three cool new rooms for your amusement. I've also
started working on a system to let you patch in replacement graphics
so anyone who wants to try and improve POWDERs base graphics can see
the result quickly. No guarantees on when that'll be done - I ran
into a few palette complexities I didn't expect.
Leech the file here [153k]. |
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The more observant may have noticed a profusion of plate mail in the
last version. While I am careful to do a full build prior to a new
release, I didn't realise the make clobber script wasn't deleting my
room definitions. Thus, the room definitions had old ITEM_ values,
and the one for ITEM_BOULDER happened to now match ITEM_PLATEMAIL,
resulting in the ensuing hilarity. This particular problem has been
dealt with.
Leech the file here [152k]. |
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Ouch! Cockatrice's were HARD in the last version! Mind you, I still
managed to kill myself by being deadly poisoned by a Green Dragon
which I had intentionally unpetrified.
The little bit about white potions not being drinkable is a left over from my not having cleaned up the potion code. It still was using ITEM_* tests rather than first classifying as MAGICTYPE_POTION. I've fixed the code so this particular embarassement shouldn't happen again.
Leech the file here [150k]. |
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Boulders, whose pushability was introduced in 033, have now been more
robustly implemented. To go with the boulder theme, there are two new
spells: Petrify and Stone to Flesh. They can be found under the
Utility class.
Leech the file here [147k]. |
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Leech the file here [142k]. |
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Several fixes to this version. Most important new feature is the
taming code. This makes the three useless spells now useful!
I also finally added hunger. It is different than most roguelikes though, tempered by my feelings of how it should behave. It will still be tweaked a lot in the future.
Leech the file here [140k]. |
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Ouch! Previous release didn't allow loading to work. Needless to
say, there won't be an ascension by me - I don't have the time to play
1:43 in one sitting...
Leech the file here [138k]. |
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Maintaining my weakly schedule, here is 030. Amulets of unchanging
are still horribly unbalancing (and deadly - poor test newbie got a
cursed amulet of unchanging and then ran into a Lux! Ouch!)
Leech the file here [136k]. |
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This pass is an attempt to make the game a tad less munchkinish. It
had got a bit easy to ascend, IMHO. Experimentation also showed 50
levels fit (barely) in the save game, so I'm trying for a 30 level
adventure. Baezl'bub is now much deeper.
Leech the file here [136k]. |
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Entertaining set of messages this build:
@ moves beside brown slugNeedless to say, my escape code wasn't foolproof. This version sees rather substantial changes. To think I was worried it would be a minor release! The good news is I have some rather essential architectural improvements which allow the marshalling of Mob pointers. This basically means polymorphing and pets are now possible. This is currently demonstrated with corpses & resurrect.
Why is the file size smaller? There are even more graphics than before! Woe is me! Leech the file here [135k]. |
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As my warnings on the last release hinted, there were a couple serious
problems. I hadn't fixed the level problem after all. And, I had
managed to just screw up creature generation farther. The new
approach will hopefully result in a much easier game.
That all being said, I almost ascended the last version - I had got back to level 6 with Baezl'bub's heart in hand, when a moment of inattention with an ice demon cost me my life.
Leech the file here [137k]. |
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This is the release where I take advantage of all my hard work long
ago. All player actions have been abstracted as actionCast,
actionZap, etc. This has kept the UI entirely separated from the
actual implementation. Thus, when I finally have got around to doing
some more AI, it is quite trivial to chain together the proper actions
I want.
Leech the file here [137k]. |
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One quarter of the way there!
Leech the file here [134k]. |
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Good news: I did manage to lick the late game slowness in my last
release.
Bad news: I never managed to ascend in the last release. I did manage to pickup Baezl'bub's black heart, but never managed to bring it anywhere. Hopefully the new Slow Poison will nerf Green Dragons enough that an ascension will be trivial. New news: Misc bugfixes in this release again. Along with some more serious stuff. First pass at pre-defined rooms, each plain roguelike level gets one special room from a predefined list. The rooms are defined in plain text .map files with the appropriate legend part of the file. The other big change is my first step towards more advanced AI. Thanks to the avatar-neutral mob representation, it was pretty easy to allow certain types to wear & wield whatever they may find. Before you ask, no, their icon doesn't change. There is no way I'm making overlay icons for all the different mobs :>
Leech the file here [132k]. |
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Yay! I'm pretty sure I got the late-game slow down this time. I had
suspicions it was my hasIntrinsic(), but I didn't test with both large
numbers of mobs & large number of items in the avatar's inventory.
Things should run zippity all the way to Baaz'lbub now.
This is a bit more important now that merely getting to him and killing him is not sufficient :> He's also poison resist, so green dragons should be less likely to knock him off for you.
Leech the file here [130k]. |
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YAMT (Yet another magic type): Boots. I suspect the fur-lined boots
will be the most popular for cold resist.
I've also worked a fair bit on efficiency issues. I had noted that the late game, when levels started to get full, started to slow down. I'm still ascending at 100 moves per minute, so clearly not TOO slow :> To forestall anything tragic, I've cleaned up some of the most inefficient routines. Unfortunately, I suspect I may have introduced bugs in the process. I've also addressed a game balance problem I've found - mid level monsters are too rare, so dragons show up too early, IMO. We'll see if the new monsters address this concern, or if you end up wishing the dragons were back.
Leech the file here [126k]. |
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This version sees all the pits, water, and lava, introduced in the
previous version properly integrated. No more falling into pits
because you saw a mace there - you won't see the mace unless you climb
into the pit!
Also, thanks to skimming RGRD, I've dropped in the spell Sunfire. This ridiculously overpowered spell is controlled by a long time out - it leaves you breathless. You also might want to investigate fire resistance or make sure you have a wand of ice before casting it.
Leech the file here [124k]. |
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Some important bugfixes in this release. Some are minor issues that
have annoyed me for a while. Others are fresh and new problems.
Leech the file here [120k]. |
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Fast update this time. I had forgotten to actually compile in the
graphics for the new monsters, so one got attacked by a bunch of
merciless black squares :> This is one of the reasons that it takes
me so long to build a release - quality assurance - and to think I
still fail so mightily.
Leech the file here [120k]. |
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A few miscellenous balance changes. A few bug fixes. And a massive
toning down of the power of the fireball spell. Apologies to those
who got used to it :>
You should be VERY careful of the Green Dragons in this version.
Leech the file here [118k]. |
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We've got to 100% spell implementation. At this point I'll
just have to add more unimplemented spells. As a warning, the current
attack spells are likely unbalanced. The good news is that it is
likely in your favour.
Leech the file here [118k]. |
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This is a very minor patch to correct the most deadly of the mistakes
in the last release.
Leech the file here [114k]. |
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I think my last changes made the beginning game a tad difficult. At
least, I wasted a lot of newbies before I managed to ascend. This
version promises to have a different difficult level. I don't know if
it will be harder or easier :>
One thing that is easier is you are now guaranteed a piece of armour and a weapon.
Leech the file here [114k]. |
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I actually implemented the pseudo-code I posted on
rec.games.roguelike.development, and thus we now have many of the
creatures in POWDER acting more aggressively.
Leech the file here [111k]. |
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Magic is *slowly* becoming more useful. At least now cure poison and
slow poison are implemented :>
Leech the file here [110k]. |
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As predicted, there was a delay to this release. I got the performance
fixes I wanted. I've also finally got the win screens, though be
warned they are not well tested as I haven't go that deep yet :>
I've also done the first pass at magic. Most spells don't do anything, but I am convinced the architecture is now there. All that is left is the hard part - filling in the details.
Leech the file here [109k]. |
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Oops! Turns out that if you reloaded a game, the dragons would lose
thier immunity to their own weapon. This isn't that bad. The bad
part is that if they kill themselves with their breath attack, the
game crashes.
My binary size actually went down this release for the first time! I must add more content...
Leech the file here [104k]. |
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Some UI alterations in this release. Didn't get the Options menu I
was thinking of (turn off key repeat, swap A & B for VBA users), but
did manage to tweak the keyrepeat down for non-arrow keys. Spent some
time on graphics - unfortunatley that means I'm hitting my tile limit
faster. If you start getting black tiles you have the fancy weapons
to thank for it.
In other news, dragons have breath weapons! Yay! The bad news is that the ray drawing shows that my current update cycle doesn't show the avatar moving until after the dragon's move is complete. *sigh*
Leech the file here [105k]. |
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This release has ironed out lots of little annoyances. Mind you, the
new code for Baezl'bub has definitely added quite a few known bugs :>
Leech the file here [102k]. |
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I've been playing around with the save code this version. Lots of
fun. I finally got to demonstrate the efficacy of saving the map seed
rather than the entire map.
Leech the file here [101k]. |
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Another week, another release. This week saw my computer overheating,
and me spending more time sailing than coding on POWDER. I managed to
do a few adminstrivia stuff. And add save/loading.
Leech the file here [99k]. |
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Lots of fun stuff this release! After much work, I got bouncing-ray
code in place, so thus could add a whole slew of wands. You will also
find something to place around your neck. Just be careful it is not
the last thing you place around your neck!
Leech the file here [92k]. |
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Well, it seems I was foolish to brag about no known unknown bugs. I
barely started to play it when I discovered a few issues, one of which
was rather serious...
Leech the file here [86k]. |
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Minor changes since the last release...
Leech the file here [86k]. |
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Numerous changes since the last drop:
Leech the file here [85k]. |
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The last release was a bit deadly. The blindness potions never wore
off, and didn't behave well dipping. This release better implements
blindness. It also adds lots of mini tiles so you should be better
dressed.
Leech the file here [84k]. |
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This is the first release of the POWDER rom. It still has the HAMlib
intro screen as I'm too lazy to upgrade to the 1.72 I bought :>
Besides, many have commented the intro screen is the best thing about
it.
The release numbers will increment until we get to 100, at which point POWDER will be complete. Yeah right :> This version is playable, but has my first iteration of tile management (I hit the VRAM maximum :<) so YMMV. There is no limit to the stuff I need to still do, but I have to draw the line somewhere for an initial release. In the meantime, be REALLY careful drinking potions. Leech the file here [82k]. |