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Скачать игру Caverns of Xaskazien 2 v1.73.93 - торрент, игра на стадии разработки

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Игру добавил Kusko [2547|32] | 2026-01-18 (обновлено) | Текстовые, Roguelike (1677) | Просмотров: 50014

Caverns of Xaskazien 2 v1.73.93

• SGi навигация / Navigation:
• Разработчик / Developer: Инди-игра (14535) от Virtua Sinner (1)
• Жанр / Genre: Текстовые, Roguelike (1677)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 827.90 Мб.
• Оценка игроков / Game Score: 10.0 из 10 (всего голосов: 1)

Caverns of Xaskazien 2 - популярный в узких кругах рогалик, разработка которого, вместе со своим предшественником, длится с 1995 года. Рогалик отличается неплохой графикой; системой освещения; профессиональным саундтреком; продвинутой системой звуков; удобным интерфейсом; высокой иммерсивностью мира (например, купцы и NPC как и вы могут наткнуться на монстров, со всеми последствиями для них); действительно умным ИИ; большим разнообразием монстров, оружия, брони, заклинаний; системой религий и многим другим. Исследуйте пещеры, убейте демона, спасите один маленький уголок вселенной.

Игра обновлена до v1.73.93. Список изменений внутри новости.

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Особенности игры:
• Насыщенная графическая игра, с большим количеством анимации и динамическим, цветным попиксельным освещением.
• Эксклюзивный оркестровый саундтрек, созданный для игры профессиональным кинорежиссером Дэйвом Коулманом.
• Полное звуковое окружение с почти 1000 уникальных звуковых эффектов, громкость которых зависит от расстояния источника от вашего персонажа.
• Интуитивно понятный интерфейс клавиатуры и мыши.
• Простой и понятный пользовательский интерфейс, который гарантирует, что вся информация, которая может понадобиться игроку по любой теме, находится всего лишь на расстоянии наведения мыши.
• 300 визуально различимых монстров, каждый из которых имеет более дюжины вариантов (включая названных боссов), и продвинутый ИИ, различающийся в зависимости от уровня интеллекта монстра. Механики Призыва и Очарования позволяют вам создать свою собственную чудовищную армию, которая будет сражаться за вас.
• Купцы и NPC, с которыми вам предстоит иметь дело, также как и вы могут столкнуться с монстрами.
• Более сотни уникальных мин-ловушек, большинство из которых могут быть установлены игроками, чтобы заманить в ловушку монстров.
• 125 единиц базового оружия и 75 единиц базовой брони, каждая из которых имеет тысячи возможных комбинаций зачарований и легендарных вариантов.
• Сотни уникальных магических предметов, мирских предметов, зелий, свитков, посохов, жезлов, палочек, еды и т.д.
• Более 200 уникальных заклинаний.
• Играйте за представителей обоих полов в любой комбинации из 38 классов и 14 рас, и настраивайте своего персонажа по своему усмотрению, улучшая как атрибуты, так и навыки.
• Новая религиозная система, в которой вы будете бороться за расположение десятков богов и богинь и сможете посвятить себя исключительно одной из 13 различных религий.
• Процедурно генерируемые подземелья, использующие несколько методов генерации для создания пещер, структурированных областей, лабиринтов и даже лесов, дополненные иногда предварительно сгенерированными подземельями под названием "Легендарные земли".
• Сотни уникальных особенностей окружающей среды, с которыми можно взаимодействовать и использовать в своих тактических интересах (или во вред).
• Как случайные, так и запланированные специальные события для разнообразия игрового процесса.
• Полное руководство пользователя в папке docs.


Another update, guys! This one had a shortened window to be worked on for me, in that I was in Europe when the last update released, was deathly ill upon return (Covid?), then came the holidays, then came flu... but I think I’ve still assembled a pretty kick ass update with a lot of new content and bug fixes.

Special thanks to Ctrekoz, Quasar47, freakman0252, KillianTriad, MinisterMishkin, and Balathazar for bug reports and/or contributed ideas to improve the game, many of which have been implemented here.

Barring catastrophe or outright war in Canada (sadly no longer a zero percent possibility), expect another update in the next 3 months or so.

Here’s the new stuff!

Major Improvements:

- 2 New Map Tiles: Mushroom Circle, Salt Circle.

- 24 New Water Confined Monsters: Grindylow, Frog Man, Lobstaur, Well Wyrm, Gator Man, Drowned Soul, Skeletal Boatman, Deep One, Giant Electric Eel, Merrow, Waterlogged Corpse, Giant Leech, Raelian Pirate, Green Hag, Tidecoil, Hydrodemon, River Troll, Shellycoat, Sea Giant, Giant Water Strider, Siren, Wereshark, Kelpie, Kraken.

- 12 New Spells: Chameleon, Monstrous Visage, Ether Wane (Cantrip) (monsters can cast, too), Pandemonium, Collapse Wall, Ice Shard (monsters can cast, too), Silver Haze (monsters can cast, too), Reinforce Structure, False Relic, Magma Burst (monsters can cast, too), Sleight of Mind (monsters can cast, too), Panic (ONLY monsters can cast).

- 10 New Events: Rapid Construction, Grave Storm, Bad Vibes, Good Vibes, Grace, Fall from Grace, Blood Dawn, Dwarven Festival, Chilling Howl, Dragon Fear.

- 2 New Booby Traps: Choking Dust Trap, Panic Trap.

- 7 New Mundane Items: Choking Dust Trap Kit, Potion Belt, Baldric, Adventurer’s Journal, Stout, Salt, Herb Pouch.

- 31 New Magic Items: Red Dust, Fruit of Wisdom, Ogre Fig, Gold Lotus Blossom, Crystal Skull, Sleep Whispering Head, Barrier Jewel, Whispering Skull, Jewel of Life, Agate Ward, Aether-Tuned Alexandrite, Amethyst Charm, Black Opal Eye, Blood Orb, Chrysoprase of Living Mimicry, Demantoid of Razor Grace, Soul Globe, Hematite Curio, Engraved Lolite, Love Rune, Safeguard of Mandarin Garnet, Warded Olivine Bracelet, Onyx Lure, Red Tourmaline Aegis, Tanzanite Charm, Tiger Eye Charm, Babbling Pint, Heartstone, Umbran Ranger’s Blanket, Gnomish Seeking Stone, Vorduvian Hand Wheel.

- 9 New Armour Enchantments: Thaumic/Arcanic/Eldric, Initiate’s/Invoker’s/Ascendant’s, of the Adept/of the Thaumaturge/of the Magi.

- 6 New Weapon Enchantments: of Portents/of Omens/of Prophecy, of Fervour/of Frenzy/of Rage.

- 6 New Jewellery Enchantments: Attuned/Harmonic/Resonant, Adder/Viper/Cobra.

*NOTE: With the following monster variants in particular, and also some earlier ones, some may be, in the future, removed as variants and reinstated as full monsters in their own right, as I’ve thought of a straightforward method by which I can do so, without disrupting the weighting of each monster type in the game, and without having to insert monster groups of size 30 every time.

- 119 New Monster Variants: War Bear, Forest Worm, Forest Efreet, Forest Imp, Two Headed Stone Giant, Demon Dog, Blood Wraith, Brain Worms, Mutant Fish, Death’s Head, Gore Hound, Lich King, Sauran Officer, Sauran Sub-Chief, Sauran Chief, Lizard King, Spell Bat, Steel Skeleton, Tomb Fiend, Vampire Bat, Black Wolf, Escaped Inmate, Phantom of Death, Doom Beetle, Dracon Soldier, Dracon Captain, Dracon King, Fate Spinner, Smoke Demon, Thundering Worm, Unholy Terror, War Hawk, Trematode, Blood Witch, Dune Werewolf, Pirate Captain, Pirate First Mate, Grand Master of Dath, High Mage of Everlan, Kelma’s Chosen, Earth Demon, Messenger of Death, Dracolisk, Thicket Basilisk, Undead Swamp Dragon, Dark Wizard, Queen Bee, Giant Python, Undead Wolf, Guild Murderer, Servant of the Tan Shadows, Desert Troll Scout, Desert Troll Warrior, Wereape, Fallen Miscreant, Chaos Patriarch, Bandit King, Moonlight Wyvern, Power Hungry Mage, Slavering Manticore, Bad Shade, Corruption Queen, Bearded Demon, Weretiger, Regenerating Ghoul, Shadow Grue, Hall Guard, Stern Gatekeeper, Half-Troll Rabble Rouser, Hornan High Priestess, Back Stabbing Sneak, Queen Ant, Half-Orc Murderer, Tempestuous Crystethian, Fortress Necromancer, Flame Crowned Demon, Tauskhar Demon, Crag Rogue, Mithril Golem, Ape Demon, Subterranean Lizard, Horned Demon, Gruff Leprechaun, Cruel Illusionist, Werejackal, Gloating Wizard, Law Fearing Bandit, Death Head Fungus, Tentacular Fungi, Fanged Shroom, Werelion, Flaming Night Demon, Gourajh Demon, Kilgaar Demon, Vulture Demon, Ratling Warrior, Vampiric Demon, Death Stealer Demon, Wereserpent, Werelizard, Werecrow, Werefly, Wereweasel, Hammerfist Golem, Enormous Lizard, Caecilia Worm, Flame Spider, Bar-Lgura Demon, Violent Thief, Vacristi, Half-Fiend Outcast, Scaly Demon, Moody Dark Elf, Troubled Dark Elf, Great Worm, Brick Golem, Mezu Oni, P’oh, Shan Sao.

- New Player Effect: Panicked. This is somewhat like what happens to monsters when they flee. Unlike with monsters, it will never happen naturally - you can’t fail morale checks like they can. It only gets instituted as a result of certain Events, certain enemy Spells, certain Boobytraps, etc. When you first become so, the game chooses a random, reachable square. You’ll automove toward that destination every turn until you reach it, whereupon a new reachable square will be chosen, continuing until the effect expires. When choosing squares, it will prioritize safe squares, though occasionally it may put you in harm’s way if it can’t find another option. You’ll fight monsters normally if you enter their square, though while panicking you’ll seldom get a chance to perform any intentional actions, including Spell casting, Miracle casting, or activating any Items or Perks. Occasionally the game may show mercy and grant you a single turn where you calm enough to do such a thing, but unless the effect has expired, you’ll resume mindlessly sprinting immediately afterward.

Minor Improvements:

- Updated the game manual extensively.

- Monsters triggering Friendly Smoke Traps, Friendly Poison Gas Traps, Friendly Acidic Vapour Traps, Friendly Sleeping Gas Traps and Friendly Paralyzing Gas Traps will now play the gas noise in addition to the booby trap noise.

- Updated text output of Evaporation spell to mention Snow, as well, since it affects those squares now, too.

- Querying the Gallop perk will now spell out the detailed gameplay mechanics of Haste, to maximize clarity and to keep it in line with queries of the spell. The initial granting of the Perk retains its trimmed down explanation for spacing reasons.

- The Striking miracle, and corresponding Feint and Bull Rush perks, have been nerfed such that the effect is no longer stackable. You can have a single turn of Striking in play at a time now, rather than stockpiling multiple turns, ensuring it needs to be cast again after a single round of combat, and curbing the abusiveness of having multiple guaranteed hits backed up at such low cost.

- Reworded queries of Striking Miracle/Prayer/Effect to make it clear that it will wear off after a single combat round, even if you’re choosing not to fight because of Combat State or Selective Combat.

- Also incorporated into queries of Striking Prayer/Effect, that if you’re dual wielding, both swings will hit, as this detail had been previously omitted there.

- If you’re able to foresee Events and the turns they will occur on, any Events that are internally wired to occur on turn -1 (a coding mechanism to ensure they don’t go off till they need to) will now forecast as occuring “when specially triggered” instead of “on turn -1” (which made no sense).

- Dodge skill, which was massively altered in the last update, has been minorly altered again. Instead of providing +25/+20/+15/+5 Defense, depending on the weight of the heaviest armour you’re wearing, it will now provide +20/+15/+10/+5. This was done to blunt the overwhelming power of early Dodge skill (especially for Half-Elves, who start with it at the Advanced level), as well as just because I appreciate the linearity of the spread more this way.

- Wands/Staves/Rods can now sometimes come with prefix adjectives that alter their maximum number of Charges. Splintered Wands/Staves/Rods have a maximum of 3 Charges, Cracked have maximum 4, and Bent have maximum 5. Exemplary Wands/Staves/Rods have a maximum of 7 charges, Magnificent have maximum 8 and Wondrous have maximum 9. Everything that could previously restore Wands/Staves/Rods to 6 charges will now restore to whatever the item’s new maximum is. Costs for any Wands/Staves/Rods with such a prefix will be lowered or raised, accordingly.

- Queries of any Wands/Staves/Rods will now not just display the Charges remaining, but the maximum charges, (so “Charges: X/Y”).

- Querying Wands/Staves/Rods will now also display a “Charges bar” - a purple bar indicator that visibly represents how many charges remain in the Wand/Staff/Rod.

- Bone Scroll Case has been buffed to now additionally provide extra inventory slots equal to the number of Prayers or Scrolls in your Inventory (to a maximum of 5). Its cost has been raised from 5 gold pieces to 20 gold pieces, and it has been made twice as common as before (since it’s now actually useful).

- Both when finding and listing Spell Books, the Spell Book’s title will now denote if it’s a Cantrip.

- Using a Shaman’s Mask to raise your Defense will now display the Shaman’s Mask graphic instead of the Mage Armour spell graphic.

- Barrels may now also contain Salt.

- As part of an ongoing process to make code more efficient, updated four different sections of code dealing with spells to improve rendering speed (very slightly).

- Did the same for the block of code that outputs scrolling text above monsters.

- When querying a monster that is Flying, when you’re not Flying, a small “+10” and a wing icon will appear beside each of their Attack and Defense ratings, to remind you of their bonus there. This approach was chosen rather than changing the colour of their Attack/Defense to green (which usually indicates an increase) because neither their Attack nor Defense are technically higher, they’re just treated as higher if they engage in combat vs. you.

- Swamp Dragons will now play the appropriate sound effect when they use their breath weapon on other monsters.

- Acid Spitters and Bombardier Beetles will now play the appropriate sound effect when they spit acid at other monsters.

- Faerie Dragons causing Confusion to other monsters will now play the appropriate sound effect.

- Added some new high score titles.

- Reordered the timing of when Rifting/Inter-dimensional/Inter-Planar Rings/Amulets take effect to ensure that Skills like Geography, Perks like Sense of Surroundings and anything else that can reveal aspects of the map still have a chance to reveal the created Vortices.

- The monster variant, Half-Fiend Archer, has been renamed to Half-Fiend Sniper for lore purposes.

- If a permanently Charmed or Summoned Giant Fly creates a Giant Maggot, that Giant Maggot will also now be permanently Charmed.

- If a monster is capable of spawning a new monster of its type on death (like a Canis Demon), the resulting monster will spawn as Summoned if the dying monster was permanently Charmed or Summoned.

- If a permanently Charmed or Summoned monster summons another monster, the resulting monster will be spawned as Summoned. (This applies to monsters like Hobgoblin Overlords or Talltiowardan Centaurs, for instance).

- Entering the square of any Summoned monster will now give you the option to Unsummon it at a cost in Spell Points equal to the monster’s level. If you accept and have sufficient Spell Points, the monster will simply be removed from the map.

- Sludge will now act as a lightsource and give off a green glow, because it just felt too blase, visually, for me.

- Burial Urns can no longer release non-Undead Spirits, to keep them thematic.

- Querying a Disintegration Sphere will now calculate and output in red your odds of success in using it.

- The Stats Tab will also now keep track of how many maps you’ve entered since starting the game (and thus how many days your Character has been in the Caverns) as the final stat in the list.

- The old Faerie Revels, Beebardon Day, Dragon Greed, Dwarven Cave Tribe, Dwindling Resources, Extinction, Eye For Treasure, Adjusted Budget, Famine, Fay Induction, Fool’s Gold, Freedom Day, Gale Force Wind, Giant Stalking, Girded for Battle, Goblin Banditry, Gold Fever, Height Disadvantage, Heist of the Century, High Judge Speaks, Lost that Loving Feeling, Magnetic Force, Mundania, No Obstacles, Plague, Size Doesn’t Matter, Slain, Tidings of War, Tremors, Taxation, Fuming, Wyrm Hunt, Wasp Nest, Up From the Depths, Kobold Ambush, Keeping it Real, Insomnia and Assassination event graphics have been improved and replaced (because I was unsatisified with them).

- The Open Dimensional Portal spell (and all Rods/Scrolls/Magic Items that can cast it) have been nerfed, because it was proven to be the single most abusable spell in the game. Previously it had a 50% chance of creating a Vortex in your square. It retains this probability, but crucially, it will only function on 33% of maps. On 67% of maps, the spell will always fail, and the player casting the spell will never be told if the spell failed because of the 50% chance or because it’s 100% impossible on this map. All of these new rules are spelled out explicitly in the query of the Spell or any Object that can cast it.

- Dryads, Tree Men, Merfolk and Minotaurs will now present as Not Recommended for the worship of Feighmorias because of their abilities to Charm or Summon various monsters (and because Feighmorias gets angry if monsters are killed by Charmed or Summoned monsters).

- The rationale for why it’s not recommended to worship Feighmorias as a Half-Troll has been further explained in the query, because there was actually greater reason than just what had been previously presented.

- Monsters that specifically drain a percentage of Faith when they hit will no longer do so if your Faith is less than 1, to avoid the sound effects and hooplah when the game will only output that they drained 0 Faith, anyway.

- Text output from successful use of a Pearl of Power has been standardized to read “Pearl of Power!” followed by the effects on the next line, rather than a single line of text explaining the result, to keep things consistent.

- Drinking a Potion of Clairvoyance will now accompany the output text with an image of the Potion instead of an image of a map.

- Tweaked monster Hallucination status to make it feel a little more unique. Now when monsters are hallucinating, to simulate them chasing down and fighting enemies that aren’t really there, each turn there’s a 20% that they’ll either become Confused for 1 to 6 turns or Paralyzed for 1 to 6 turns, provided one of those two statuses isn’t already in effect.

- Warp Worms has been nerfed because it was just too demoralizing a Disease. Instead of gaining no Skill Points on level up while you have Warp Worms, you instead simply can’t spend Skill Points while you have the Disease. This brings it more in line with other Diseases that cause a temporary problem, but don’t necessarily lower your odds of winning, longterm.

- Added slight clarification to query of Crude Air Bladder.

- Monsters that are invisible until encountered (but not those that are disguised until encountered) will now become permanently visible if they engage in combat with another monster.

- Expanded references to “Spell Pts” to instead read “Spell Points” in any query of a Demonic Assistants Spell Book or a Demonic Congress Spell Book, because we had screen real estate to be clearer.

- Sampled Fountains will now visibly still and stop playing the fountain sound effect as a mnemonic aid to the player that the fountain serves no more purpose, and to keep it in line with other map tiles that visibly/audibly change once they serve no more purpose.

- There are two new mnemonic aids that can appear in the Inventory (and which are fully explained in the manual). These two different symbols appear next to either active containers (items which, if you dropped (or possibly unequipped) them, would immediately cost you inventory slots), or next to actively contained items (items which, if dropped, will NOT free you up an Inventory slot).

- Standardized (as best I could) the queries of Incense, Devil Salt, Botrom’s Salve, Tinder Box, Flask of Burning Oil, Ice Crystal Powder, Dragon Teeth, Smoke Bombs, Cement Dust, Hammer and Nails, Dragon Tears, Smoke Climber’s Salve, Incense of Meditation, Murkerian Pipeweed, Lamp Oil, Pixie Dust, Oil of Fiery Burning, Water Filled Bucket, Gnomish Tickets, Kindling, Sentinel Seeds, Dragon Blood, Blood Token, Infinite Spell Book, Recuperative Elixir, Chimes of Hunger, Pilgrim’s Token and Othitlo’s Stair Wish to be explicit about the fact that use will lower Uses Remaining by 1 and what the consequences will be for the item when the Uses Remaining reach 0.

- Removed needless hyphenated word break from query of Sacramental Wine.

- Updated query of the End it Quick perk, as well as the text that accompanies the granting or improvement of the End it Quick perk, to indicate that killing a monster via this Perk will not anger Lastaviark.

- Added Animal Skin Rugs to the list of squares you can’t auto-walk through, in case one of them is covering a pit.

- Garlic Wreath is no longer identified as an Herb but instead as Wearable Gear. This was done partially because it doesn’t function at all like other Herbs, and partially because it wouldn’t realistically fit in the newly created Herb Pouch.

- Updated query of Secret Detection skill to more accurately reflect what it can detect, and to differentiate the manner in which it detects adjacent Secrets vs. how it detects Pit Traps. Did the same for the text outputs from having a Trainer train you in Secret Detection and for reading a Tome that teaches you about Secret Detection.

- The phrase “auto-hit” will now scroll appropriately for all monsters that auto-hit you, instead of only select ones. (For instance, all monsters that auto-hit you only on a first encounter were omitted, previously).

- The Vorduvian Merchants Event, when it occurs, in addition to doing what it did before, will now ensure there is at least 1 Merchant and 1 Smuggler on the map, otherwise it was basically a null event.

- Reworded the queries of both Laurel Wreath and the Pure perk, as well as the text output when you gain or improve the Pure perk, to be explicit that you will “resist” temporary negative effects, as opposed to the idea that those effects will be “ignored”. This was done to ensure players aren’t confused when they’re suddenly resisting effects that they aren’t expecting to resist.

- Dead Willow Treemen are now considered to be of sub-type Plant, as they should have been all along.

Bug Fixes:

- Fixed bug causing Friendly Box of Wasps Traps to only affect monsters if the monster triggered it while in earshot of the player.

- Fixed minor error giving Ice Crystal Powder the sub-type Crystal instead of the sub-type Crystal/Powder.

- Fixed bug not awarding the player experience if they killed a monster as a result of the Call Insects perk.

- Fixed slight discrepancy where Man-at-arms monsters were sometimes presented as “Man-at-Arms” (with a capital ‘A’ on the “arms” bit) for certain variants.

- Fixed error preventing Befriend Troll perk from working, unless it was Level 3.

- Fixed bugs when querying Mid or High Power spells that could tell you the incorrect casting cost of the spell.

- Fixed bugs not allowing you to automatically identify Repulsion scrolls either in the text telling you you’d found one, or in the inventory list, even though you should always be able to do so, since it’s a Cantrip scroll.

- Fixed error when querying Stone Circles listing your chance to avoid negative consequences as 25 times higher than it should have been.

- Fixed text overwrite in query of Rotting Revenant.

- Fixed bug preventing Bread from extending a Clout effect.

- Fixed error during the prompt to enter a Spiderfolk lair labelling it an “(Insectoid/Person) Lair” when it is, in fact, an “(Aberration/Insectoid) Lair”.

- Fixed bug causing Ice Robe to degrade in Condition any time the game even considered how much Heat damage you could theoretically take from a source.

- Fixed bug messing up the listed name of any type of armour “of Martyrdom”.

- Fixed bugs still causing monsters to require and spend 25 Spell Points to cast Sparks, even though its cost was lowered to 20 some time ago.

- Fixed bugs still causing monsters to require and spend 20 Spell Points to cast Frost Breath, even though its cost was lowered to 15 some time ago.

- Fixed bugs still causing monsters to require and spend 25 Spell Points to cast Mind Games, even though its cost was raised to 30 some time ago.

- Fixed bug causing Unicorn Horn to have the wrong effect when used.

- Fixed bug preventing Surly Bandits from growing in Attack strength if you hit them with your second equipped weapon.

- Fixed bug not allowing Creeper Fiends to be queried, even if they’re detected.

- Fixed bug allowing you to sometimes see Atomies, Umbrathralls, Nyxanti and Creeper Fiends via a Detect Evil spell, even though they’re neither Undead nor Diabolic.

- Fixed text overwrite in query of Dracon Brute.

- Fixed bug using the phrase “Resurrection!” instead of “Sceptre of Resurrection!” and outputting the miracle graphic, not the item graphic, when you use a Sceptre of Resurrection.

- Fixed bug cancelling Height Disadvantage Event if there are no Giant-Types on the map when it’s brought into play, even though it’s supposed to automatically supply one Giant-Type if there are none.

- Fixed bug when drinking Goblin Cider that could output its text results twice.

- Fixed bug not preventing you from drinking from a Magic Mead Pitcher if you had Black Gut.

- Fixed bug outputting wrong graphic with text results from drinking Mandrake Liquor.

- Fixed errors not preventing you from drinking more Cider, Ale, Rum, Blackbeard Ale or Mead if you’re already too drunk to do so.

- Fixed errors preventing the game from notifying you why you were unable to drink liquor if you try but are suffering from Black Gut.

- Fixed errors with Speedy/Hasty Rings/Amulets, giving them only a 10% chance to take effect, when they should have a 20%/30% chance, respectively.

- Fixed typos in initial text output asking if you want to open a Barrel.

- Fixed bugs in the Curdled Brews event, Obvious Forgeries event and Rotworms event, that searched one more inventory item slot than the size of your inventory with unpredictable and potentially very problematic outcomes.

- Fixed more bugs in the Obvious Forgeries and Curdled Brews events that always turned the first item in your Inventory to a problematic item (a Trinket in the case of Obvious Forgeries (which would then be automatically destroyed) or a Potion in the case of Curdled Brews (which would then immediately become Befouled)).

- Fixed omitted text in query of Distraction spell by adding “Cantrips don’t require Spell Use skill or count toward Known Spells.”

- Fixed bug making it impossible for monsters to resist Portents of Death spell via their Magic Resistance.

- Fixed typo in text output of unsuccessfully using Audience Participation because your square is occupied.

- Fixed bug outputting the Mind Games graphic when querying the Shatter Mind spell.

- Fixed bug when casting Brain Burn, outputting the Mind Games graphic instead, provided the spell did sufficient damage to kill the enemy.

- Fixed bug causing Cleave Soul to only cost 7 Spell Points (instead of 70) if a monster casts it against another monster.

- Fixed bugs causing Frost Breath, Frost Blast, Freeze, Magic Bolt, Magic Blast, Magic Bomb and Steam Blast to do no actual damage if a monster casts them against another monster.

- Fixed bug not immediately halving a monster’s Spell Points if it gains Redstain Fugue as a result of a Swamp Dragon’s Breath.

- Fixed spacing error in query of Talltiowardan Witch.

- Fixed errors causing the special abilities of Blink Mages and Psychotic Mages not to be listed when they’re queried.

- Fixed error outputting the title “Call Spirit” instead of “Grave Whisper” when you cast Grave Whisper.

- Fixed bug when generating Giant Serpent variants that could generate up to 34 different variants when, at the time, there were only 4 Giant Serpent variants in the game.

- Fixed bug causing Chaos Mages to play their teleportation sound at full volume, regardless of distance from your character, when teleporting other monsters to new maps.

- Fixed bug that would, in the high score screen, record no cause for why you lost the game, if you did so by turning into a Wereleech.

- Fixed error sometimes not taking into account the effects of a Sand Scoured Monolith if applying those effects to anything but a Doppelganger.

- Fixed bug preventing Champions of Death from being brought into play.

- Fixed various bugs in implementing the abilities of Dragon Cult Officers and Mad Red Forest Giants when those types of monsters fight other monsters.

- Fixed holdover from ancient code that essentially gave Giant Slugs an ability to halve all combat damage they took from opposing monsters on any second swing during a round of combat, regardless of the type of damage that was caused.

- Fixed bugs where Night Giants, Kallikantzari, Darkness Heralds, Flame Horrors, Bug Men, Wild Corpses, Pukwudgies and Tortured Souls were only applying their special combat abilities 50% of the time in combat vs. other monsters.

- Fixed bug only granting Redstain Fungus a 10% chance to cause Redstain Fugue to other monsters in combat, rather than the 20% chance it should have.

- Fixed error where acid splash damage from a monster hitting a Bloodlasher couldn’t result in the lowering of the attacking monster’s Defense.

- Fixed bug preventing Crystal Golems from being brought into play.

- Fixed bug allowing you to continue to try picking the locks of a Manacled Prisoner even after you’ve jammed the lock.

- Fixed bug not initializing “greasysequence” to -1 at start of any new game, or when loading a saved game, meaning in very rare instances you may have gotten a “glow” around a fictitious Greasy icon at start of or upon load of a game.

- Fixed bug when hit by a Centifly, where the game would tell you “The Centifly has Poisoned you!” when, in fact, it had only Mildly Poisoned you.

- Fixed bug scrolling “Monster Teleported” twice if you kill a monster with a Whirlwind spell and its corpse is then whisked away.

- Fixed oversight when setting a Basilisk Snare Trap Kit. The Basilisk Snare bases its odds of harming you off your Intelligence, but it used to have a cap at 290 Intelligence (if your INT was higher than 290, it treated it as 290). Some time in the distant past I got rid of that restriction, but I forgot to get rid of it when you’re setting the trap, meaning even if you had 300+ Intelligence, there was still a 1 in 30 chance the trap could kill you if you accidentally triggered it. It’s been fixed to match the standard Booby Trap now, with no cap on your Intelligence.

- Fixed bug still allowing you to voluntarily enter a Vortex in your square, even if you’re asleep (or trying to autowait through a bad effect).

- Fixed bugs allowing you to resurrect after you’ve Surrendered.

- Fixed bugs allowing Death’s Hourglass to keep you “alive” even if you’ve transformed into a werebeast.

- Fixed bugs messing up the text outputs when you query the Gate Champion spell or Summon Hero spell.

- Fixed text overwrite error in query of Mind Over Muscle event.

- Fixed bug in query of Werebear not explicitly calling it a Lycanthrope unless the Death From Above event was in play.

- Fixed bug outputting “Disemboweled by Yara-ma-ya-who” instead of “Disemboweled by a Yara-ma-ya-who” in the highscore screen if you were instakilled by one.

- Fixed bug messing up the death message (possibly leaving no death message at all?) if you were instakilled by certain rare variant monsters. Now there’s a generic “Ended by a ” message that gets used as a catchall for any monsters that may have been overlooked.

- Fixed super rare error that denied any Lizard Man Mutant the auto-hit for max damage it should get when first encountering you, on its second swing only, in the extremely unlikely event that the Lizard Man Mutant somehow gained a second swing.

- Fixed error sometimes disallowing a second swing from a Quickling when it’s in combat vs. another monster.

- Fixed bugs sometimes messing up the second attacks of Grand Astral Dragons and Two Headed Dragons when they’re fighting other monsters.

- Fixed bugs not taking into account the Dancing or Faltering debuffs when checking to see how long you should autowait if you try to use the keyboard to autowait until the next debuff is ended. (This also meant you couldn’t use the keyboard at all to autowait if one or both of those were your only debuffs).

- Fixed bug with Spirit Bag that could give you back an incorrect amount of Spell Points if you killed a Spirit with an actual spell.

- Fixed bug with Fury event causing its effect to last only two turns when it’s supposed to last until you leave the map.

- Fixed pluralisation error in query of Toll Bridges occurring on Dungeon Level 1 (labeling the cost to safely cross as “1 gold pieces”).

- Fixed bugs allowing Cave-Ins under rare circumstances (such as via the Earthquake event) to turn your current square to Rubble even if you’re standing on the Temple or the Stairs (which need to remain indestructible).

- Fixed bug outputting blank graphic with text output of the outcome of a Furtive Footsteps event.

- Fixed bug that could sometimes freeze the game if a monster tried to erase a spell from your spell book but you didn’t have any.

- Fixed typo in query of Wand of Jumping referencing it as a “Staff”.

- Fixed bug scrolling “Unknown” in red instead of “Distraction” in purple when a monster casts Distraction.

- Fixed errors in Ancient Sanamas Legendary Land that could cause the Trainers there to train nonsense, non-existent skills and the Taskmasters there to be able to train you a crazy number of times.

- MAY or may not have fixed errors that would keep the effects of Spell Block events (events like Infernal Strike or Lost That Loving Feeling, for instance) in play, even after you left the level they were supposed to affect.

- Fixed typo that could occur when using Audience Participation to summon a low level Person.

- Fixed error omitting a line of text from the output when you read a Dodge Skill Tome.

- HOPEFULLY fixed error where Portents of Death wasn’t synergizing with of Bone/of Skull/of the Ossuary enchantments on Rings/Amulets, and therefore was disallowing you from collecting any prizes you were owed from such Rings/Amulets when you killed monsters via the spell.

- Fixed missing word in query of Shatterstone Tablet.

- Fixed bug outputting that you had found a map instead of that you had consumed a Potion of Clairvoyance if you drink such a potion and can’t make sense of the image because of absent Cartography skill. (Also updated the text output in such a circumstance to make it more appropriately flavourful).

- Fixed multiple cases where drinking a Befouled Potion of specific types could crash the game.

- Fixed bug causing Indulgence to grant you modified Faith gain instead of unmodified Faith gain, as promised.

- Fixed error not playing the sound effect for catching a disease if a monster causes Warp Worms to you in combat.

- Fixed massive error that was leaving underpowered (in various ways) many of the last 294 monsters added to the game. (All of those Wyrms should have had their max damage ratings increased by 1, 2 or 3, all of those Persons should have had their minimum damage ratings increased by 1 and their max damage ratings increased by 0 to 2, all of those Goblinoids should have had their Attack ratings raised by 15%, all of those Insectoids should have had their Defense ratings raised by 15%, and all of those Animals should have had their minimum damage ratings raised by 1, 2 or 3). Undead, Diabolics, Giant Types and Aberrations were functioning correctly.

- Fixed bug outputting incorrect numbers if you eat Ambrosia and it gains you Faith.

- Fixed bugs preventing Stone Circles, Golden Astrolabes, Blackened Astrolabes, the Revelation event and Stone Oracles from properly revealing most upcoming Events.

- Fixed error outputting incorrect odds of success when you query a Bourgati Shrine.

- Fixed text overwrite in query of Vitality spell.

- Fixed bug disallowing monsters that cause Cellar Sight from causing it to you if you already have Dameron’s Doubt. This same bug allowed them to redundantly announce that they had caused Cellar Sight to you even if you already had it.

- Fixed bug still sometimes not applying any boost to a Bakemono’s initial stats.

- Fixed bugs with Emerald Scorpion and Ruby Golem causing them to drop the wrong Trinkets if killed.

- Fixed bug that could occasionally output gibberish at the bottom of the text output explaining why you couldn’t learn a certain Skill.

- Fixed bugs putting on the health bars of both Hungry Books and Mimics before they’ve been identified as such, and thus identifying them as monsters prematurely.

- Fixed text overwrite in query of Death’s Head.

- Fixed error setting up both Death Dog Lairs and Wall Leaper Lairs with the wrong furnishings.

- Fixed error not correctly identifying Lavender as an Herb.

- Fixed bug scrolling “Healing” twice when you kill a Nuibus.

- Fixed bug causing strange symbols to appear instead of apostrophes or other punctuation in the initial text output of a Nailithian Intervention event.

- Fixed error recording in the high score screen that you’d been “killed by a Orcre” instead of “killed by an Orcre” if that’s how you died.

- Fixed error miscalculating your chance of doing bonus Strength damage (and your range of bonus Strength damage) in the output you receive from querying a monster, if you were Weakened or suffering from Fragilitas.

- Fixed error calculating the average divine relationship by dividing by 40, instead of 39, as it should have, resulting in an incorrect answer. This number was generally only calculated for Agnostics, but means they were almost always being slightly shortchanged when calculating Faith gains, for instance.

- Fixed typo that existed in query of Delirium Event if the event had already transpired.

- Fixed oversights allowing Steam Burst Traps, Net Traps and Sorceror’s Puzzles to be placed as Booby Traps on Trap Doors over Stairs, which could result in the Stairs being overwritten with a new terrain type, possibly imprisoning the player on the current level. (These will now instead be converted to Spike Bottomed Slide Traps).

- Fixed oversights allowing Booby Traps in Chasms or Mud to be Net Traps, Sorceror’s Puzzles or Paralyzing Gas Traps, all of which could overwrite the underlying terrain in ways that make no sense. These will now be converted to Paralysis Traps, instead.

- Fixed bug not scrolling all information it should when you eat Honeycomb.

- Fixed text overwrite in Event screen for Subterranean Tornado.

- Fixed text overwrites in query of Subterranean Tornado event.

- Fixed error accompanying the text output telling you how much damage you’d taken from a Subterranean Tornado event with the wrong graphic.

- Fixed oversight not outputting your odds of breaking through Crumbling Floor as 0% if you query such a square while Flying.

- Fixed bug only allowing monsters of the first 6 monster groups (of the 18 that now exist in game) to be hallucinated, meaning there were 360 monsters that were impossible to hallucinate.

- Fixed errors causing you to either hallucinate incongruous monsters in the last 270 Lairs added to the game, or possibly cause the game to freeze if you hallucinated in any of those Lairs.

In conjunction with its predecessor, Caverns of Xaskazien 2 has been in development since 1995. It is a completely playable game, but will continue to receive free updates for the foreseeable future.

Game Features:
- A rich, graphical game, with loads of animation and dynamic, coloured per pixel lighting.
- An exclusive orchestral soundtrack created for the game by professional film scorer, Dave Coleman.
- A full sound environment with close to 1000 unique sound effects, volume keyed to the source’s distance from your character.
- An intuitive keyboard and mouse interface.
- An easy to understand UI that ensures all information any player could want on any topic is only a mouse hover away.
- 300 visually distinct monsters, each with a dozen+ variants (including named boss types), and robust AI that differs by monster intelligence level. Summoning and Charm methods allow you to raise your own monstrous army to fight for you, too.
- Merchants and NPCs to deal with, as well, each of which can run afoul of the monsters, just like you.
- More than a hundred unique booby traps for the unwary, most of which may be set by players to ensnare monsters, too.
- 125 base weapons and 75 base armour pieces, each with thousands of possible enchantment combinations and legendary variants.
- Hundreds of unique magic items, mundane items, potions, scrolls, staves, wands, rods, food items, etc.
- More than 200 unique spells.
- Play as either sex in any combination of 38 Classes and 13 Races, and customize your character as you see fit through the upgrading of both Attributes and Skills.
- A new Religion system in which you vie for the affections of dozens of gods and goddesses, and where you can devote yourself exclusively to one of 13 different religions.
- Procedurally generated dungeons utilizing multiple methods of generation to create caves, structured areas, labyrinths and even forests, supplemented by occasional pre-generated dungeons called Legendary Lands.
- Hundreds of unique environmental features to interact with and use to your tactical advantage (or detriment).
- Both random and scheduled special Events to mix up gameplay.
- A comprehensive user's manual in the docs folder.
- All for the low, low price of free


Если вы являетесь правообладателем данного материала и вы против размещения информации о данном материале, либо ссылок на него - ознакомьтесь с нашей информацией для правообладателей и присылайте нам письмо. Если Вы против размещения данного материала - администрация с радостью пойдет Вам на встречу!

Caverns of Xaskazien 2 v1.73.93
Caverns of Xaskazien 2 - популярный в узких кругах рогалик, разработка которого, вместе со своим предшественником, длится с 1995 года. Рогалик отличается неплохой графикой; системой освещения; профессиональным саундтреком; продвинутой системой звуков; удобным интерфейсом; высокой иммерсивностью мира (например, купцы и NPC как и вы могут наткнуться на монстров, со всеми последствиями для них); действительно умным ИИ; большим разнообразием монстров, оружия, брони, заклинаний; системой религий и многим другим. Исследуйте пещеры, убейте демона, спасите один маленький уголок вселенной.

Игра обновлена до v1.73.93. Список изменений внутри новости.

https://small-games.info/s/l/c/caverns_of_xaskazien_2_1.jpg

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Комментарии игроков (7 шт.)

От: Oswaldthemad [1|5] | Дата 2026-01-21 19:42:43

Репутация
1
Хороший рогаль. Проще всего играть за призывника монстров. Как только найдётся свиток призыва мощного существа игра становится гораздо легче.
От: Torent [60|7] | Дата 2024-07-12 23:45:02

Репутация
60
Ни хрена себе пачноут какой. Самое наверное масштабное обновление у автора, за все прошедшие годы. Просто тонну всего насыпал. Вот это надо глянуть.
От: TASCOLD [14|22] | Дата 2024-01-22 11:12:04

Репутация
14
Все видео - сидит какой-то крыс и надрачивает себе. Слишком сильно пережали видос? Врятли он от разработчика с таким качеством вышел...
От: Ejeck [1|0] | Дата 2023-10-31 19:17:53

Репутация
1
Стиль меню съедает глаза, даже запускать не хочется...
От: Torent [60|7] | Дата 2023-04-12 02:00:02

Репутация
60
Крутой рогалик на самом деле.Играл в него последний раз где то в том году.Дико сложный и рандом даже для рогалика слишком суровый часто.Достаточн оразнообразный,врагов разных хватает,ловушек и предметов так же.Хорошая вещь,но для того что бы более менее получать удовольствие,придётся основательно вникать в игру,а это утомляет в таких случаях.Из минусов,для меня лично-неадекватно большой объём для такой игры(хз чего автор туда такоего напихал) и тайлы не очень подходящие.Тут вроде как предпологается фентези средневековье,однако попадаются объекты явно не подпаджающие под стиль,например всякие игровые автоматы и чё то ещё было.
От: Zolliger [7|13] | Дата 2023-04-11 21:39:12

Репутация
7
Инглиш.!
От: gay_developer [14|9] | Дата 2021-08-14 00:13:56

Репутация
14
Хм.