I’ve put up a beta-version of v2.4 up at the downloads page (below the stable release). I’m looking for some feedback (but mainly critical bugs) before the official release. If you are interested and want a chance to influence development, please take a look and let me know how the game plays, preferably before the […]
v2.4 is almost done, I’m currently playtesting and polishing it a bit. In a couple of days I will put up a release candidate/development version with the purpose of receiving some feedback before the official release. In this post I reveal some minor features that will be in v2.4. Adrenaline There is now a small […]
In this post I will describe two smaller and quite unrelated features. More Transparency I am trying to make most things in TGGW as transparent as possibly, i.e., you should not have to look up things or have to ask about how important things work. For this reason I have introduced some additional info on […]
A new feature that I’m excited about is a new way of obtaining spells: from equipment! From v2.4 equipment may contain spells (just like wands) and lets you cast spells while wearing the equipment. Mechanics The spells from equipment work exactly like those from wands. They have a range, an Mp-cost, a target type and […]
There are two types of area of effect (AoE) in TGGW: some monster abilities (like the yellow fungus “spores”) and the player can deal make area effects with some rods (like rod of firestorm). It is currently not very well communicated exactly how an AoE is applied; for rods there is no graphics, and for […]
The game manual is really a pain to keep updated during to the amounts of change the game is seeing, and keeping the manual up-to-date would require a lot of time that could be spent on development. Instead, the reference document have become the source of important information that I keep up to date. When […]
One of the most important strategic decisions that the player has to make is deciding when to rest. There are quite a lot of things that happen when you rest. Around midgame you typically have to go through a mental checklist before you decide to rest. You look over your remaining food, if you have […]
I am very happy to annonuce that v2.3 is now out! It has one of the longest changelogs so far even though the changes are less fundamental than those in v2.2 were. The main changes are: Interesting merchants, Predictable armour and resistance, Poison rework, Attacks of Opportunity and more interesting Monster Behaviour. You can learn […]
I now consider v2.3 to be done. However, due to a quite extensive changelog and an increasingly complex game I’d like to get some feedback and possibly catch some undiscovered bugs before I officially release it. For earlier versions I used to contact some of you to ask if you could play it a bit […]
v2.3 introduces a new set of interesting behaviours among monsters to make them feel more alive and interesting. Talking Monsters You will find that some of the intelligent monsters will occasionally speak to you (and they will not generally say nice things…). While this is mostly for pure flavour/immersion, they will sometimes reveal information that […]