Under the Shrine of Death - Major Update 9/30/2024


 This is a major update, old Save Games will not work.

Change-log:

Doors: Now there are doors inside the dungeons. You can open and close them with A button and need 1 AP.

Thief: The Ranger became a Thief and now have a Hide move that will make you invisible as long you do not attack or move.

Potions and Item Menus: Now when you press C you will get to the Items inventory. There you can find up to 12 Items but not Potions. By pressing C again you will get to the Potions inventory were there is space for 24 Potions. Pressing C again will return you to the Items and vice versa.

Sneak Attack: Thieves and Mages when invisible can perform a Melee Attack for Double Damage.

Red Dragon: The Black Pudding was replaced by a Red Dragon.

Breath: Some Monsters have Breath of Fire and will cast fire if they are away from the Player. They also get half damage from fire.

Paralysis: Some Monsters now have a Paralysis effect that will make you to have 1ap for 1d4 rounds.

Paralysis Potion: This is a potion that will remove the Paralysis effect on you or thrown to a Monster to Paralyze it. (This is the reason you have 1ap when you are Paralysed, so you can drink this potion and save yourself. Monsters are just Paralyzed.)

Gaze: Basilisk now have a Gaze power, if you end your turn looking at him you become Paralyzed. (In the rules of BFRPG you become Petrified, but this was too brutal to add it to an already brutal game.)

Flaming Web: Mages can shoot a Magic Missile on a Web to set it on fire and do fire damage to the captured Monsters.

Notes: Some more notes that will explain what is happening.

Clerics don’t use Traps: Well… Clerics refuse to use the Traps.

MP and attribute Bonus: Clerics and Mages will get extra total MP based on their base attribute Bonus. E.g a Cleric with Wisdom 13+1 will have at level 1 2 total MP and not 1 if he had 10 Wisdom and so on.

Hold Person: a new Spell for Clerics and Mages this will Paralyze the Target. (For this reason now the Mage does not have the Slow Spell.)

Hold Monster: a more powerful spell for the Mages that will affect all the Monsters.

Charge Near and Charge Far: Charge now have different cost depending on the distance. For two tile distance it costs 1AP and for 3 2AP. But now you get -2AC for the round when you perform a Charge so choose wisely.

Dungeon Music: Now there is an option in the Main Menu to hear the Music of the game. The selected Music will be played on the first Dungeon Level. (I want to write two more tracks, but I do not want to hold the update for this reason.

More Potions per Dungeon Level: Changed the frequency of the Potions per Dungeon Level, this Change will give to the players more freedom in using and throwing Potions but it changed how the Enemies and the Treasures are arranged in the Seeds.

Throwing Potions with Dexterity Check: Throwing Potions will now make a Dexterity check. This change was made to bypass the big AC of the Monsters and make it easier to Paralyze them.

Re-roll Attributes: You can now re-roll the attributes.

Confirm the Class: You can re-choose the Class if you accidentally choose one.

Confirm Exit: Now you have to confirm that you actually want to exit the game.

Those are the visible Changes.

------------------------------------------------

Added a more robust check for an existing Save Game.

I rewrote the Spell code as it was buggy and was very memory hungry.

I changed the way floors and ceilings are drawn. Now the game draws the Floors and Ceilings only once and scrolls the background to draw the one needed.

Fixed several of my misunderstandings of the system.

Changed the way the enemies move and now they will not line up.

Enemies that will see you but then loose you will start wandering around. A monster when wandering will move half it’s speed. This way you will not get for example a sudden Minotaur attack. And it is easier to sneak attack with the Thief.

I lowered the Music and got the SFX higher. I tried to lower the music a little bit more, but when I did the Music tracks lost their Power and the mixing of the instruments was not good. So this is the lowest I can get the Music. I tested the Music on an old CRT.

----------------------------------------------------

This is what I remember right now. I am sure there is more.

---------------------------------------------------

Need for testers is in high demand right now. I am playing the game almost every day but it is a huge game to be tested only by me. I haven’t found any bugs right now but as I said it’s a big game. So consider this release as something as a Gold (Beta) because there is a high possibility that there are no bugs, but if you encounter something strange please inform me. By the way I will keep testing (playing).

I am sure too that I have and several Language (syntactic) mistakes. English is not my primary language and I tend to repeat several mistakes. So please inform me on that too.

-----------------------------------------------------

The Future of this Game.

I will probably write two more songs for this Game so all the levels have their own song and get someone to check my English (I actually have one but he keeps postponing it and I don’t want to delay this update any longer for this reason.)

---------------------------------------------------

So that’s it, please pass the word around, the more people will play this game the better is going to be.

Thanks.

Files

Under_the_Shrine_of_Death_9_30_24.bin 1.3 MB
75 days ago
Under_the_Shrine_of_Death_with_romBundler_9_30_24.zip 2.1 MB
75 days ago

Get Under the Shrine of Death

Leave a comment

Log in with itch.io to leave a comment.