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Скачать игру Caverns of Xaskazien 2 v1.83.35 - торрент, игра на стадии разработки

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Игру добавил Kusko [2552|32] | 2026-04-20 (обновлено) | Текстовые, Roguelike (1690) | Просмотров: 51759

Caverns of Xaskazien 2 v1.83.35

• SGi навигация / Navigation:
• Разработчик / Developer: Инди-игра (14535) от Virtua Sinner (1)
• Жанр / Genre: Текстовые, Roguelike (1690)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 829.30 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 v1.83.35. 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.


v1.83.35
Quasar47 found a critical bug that could freeze/crash the game if you shattered Clay Urns on an early dungeon level. Turns out there were 3 separate spots in the game where it wasn't taking into consideration the new monsters that had been added in the last update. I think the one Quasar47 called my attention to was the only one with major repercussions (other than the inability to meet the new monsters under rare circumstances) but all 3 have been fixed! If you want to patch, grab the 1.73.93 to 1.83.35 patch (made more sense than a 1.83.32 to 1.83.35 patch given they'd be almost the same size).

Thanks!

Jeff

v1.83.32
Another three months, another update! Without a doubt, the single largest update in the history of the game, and one of the most consequential, I think. Enough so that I kind of want to preface the usual notes with a bit of a story to relay how we got here.

When you work on a game as long as I’ve worked on Caverns, you really have two ongoing “idea” lists for future development: Stuff you already know how to do and which wouldn’t be too hard to add to the game. And stuff you daydream about, but which involves stepping well out of your comfort zone, and so is perpetually shifted into the “some day” zone. Most updates consist entirely of the former. And this one began no different - an added Magic Item, a handful of Events, some bug fixes. But about two and a half months ago, I sat at the computer, and said, “Let’s just see if, in theory, we could do some of what I’ve been daydreaming about.” Turns out I could. And that opened the door to other things I’d been daydreaming about. Which opened the door to other things I’d been daydreaming about. And so on.

You’ll find in here a lot of new content - moreso than any previous update, actually. But that content was also developed using entirely new techniques, and because those are in place (and tested, and tested, and tested)… a huge chunk of that “some day” list now resides fully in the other column. I’ve got big plans for the future of the game, and many of those things are now demonstrably possible. I hope you enjoy what I’ve assembled here, and will join me for those future updates, too. But this one all started with…:

Major Improvements:

- New Game/Coding Concept: Alternate Monsters:

The game already contains Variant Monsters. For instance, when you meet a Goblin, it’s possible to meet a Goblin Assassin or a Goblin Monarch or a Goblin Knight. These would appear in game as a Goblin with a green swirling icon beneath, and their full details would be revealed if you queried them. This is all well and good and shall remain as is.

Over the course of the last several years I’ve also added hundreds of new full fledged monsters in their own right (monsters with their own unique graphics and animations, their own unique sound effects, their own Lairs, their own pre-made bosses and missile/spell variants, and capable of supporting new variants of their own). I love doing this, as adding new monsters is one of the best ways to keep players on their toes and the game varied and surprising. The problem, however, is that each monster belongs to one of the 9 overarching categories of monster (Animal, Wyrm, Undead, etc.) so adding one instantly tips the scales, however slightly, in the prevalence of that category of monster in the game. Which means certain character Classes/Skills/whatnot become ever so slightly more or less powerful. The only solution in the past has been to deliberately add a whopping 270 new monsters at a go (in batches of 30, as I just spent the last few years doing), with 1 monster per each of the 30 levels representing each of the 9 monster categories.

Since completing that last massive 270 monster addition, as I’ve wanted to add completely new monsters, I’ve instead been finding the existing monster that looks most like them, and adding the new monster as a variant. This technically worked. It became possible to meet a Ruby Golem (as a variant of Stone Golem) or a Smoke Demon (as a variant of Lesser Demon), etc. But in a lot of cases this bugged me, as, for instance, the Smoke Demon maybe should have had stats far afield of those of the Lesser Demon, not to mention the fact that the Smoke Demon was, de facto, far less common to meet, because it was merely a rare variant of another monster. Since it would visually appear as a Lesser Demon with a green swirl beneath it, many players, if they killed it quickly, may not have even recognized that there’d been anything unusual about it.

Enter Alternate Monsters. Alternate Monsters are a way for me to insert completely new monsters into the game, one at a time, without disrupting the existing ecosystem. For instance, if the game was supposed to place a Spellfilcher, there’s a 50% chance it will now place a Hall Guard, instead. (There’s more to it behind the scenes than just that, but you get the point). Since a Hall Guard is a Person, just like the Spellfilcher, the balance of monster categories is maintained. The Hall Guard had previously been added as a Gatekeeper variant, but, since it could only be placed when a Gatekeeper would have been placed, I was confined to keep its stats consistent with those of a level 5 monster instead of the level 3 monster I wanted it to be. (This plays out even more drastically with some former variants who may have been level 20 or something, who are now level 4). In short, I’m now free to create the Hall Guard monster as I always envisioned it, with its own 7 bosses and its own Lair, rather than being confined by the limitations that variance-hood imposes. And the dungeon will be richer for it.

To expedite the process of converting dozens and dozens of previous variants to new monsters, as well as rapidly adding dozens of completely original monsters, I’m not, per se, creating new graphics for them. The Hall Guard, for instance, uses the Gatekeeper graphic, but flips it horizontally and reshades it in a much darker blue. It does this via code, rather than a new graphic tile, and it does it at time of loading the graphic, which means there won’t be any slowdown with the flipping/reshading, and the file size of the game download doesn’t much increase. And yet, this method should keep it visually distinct from the Gatekeeper (far more so than the old version of normal Gatekeeper graphic with a green swirl beneath it). I’ve actually added a couple dozen code functions which allow me to manipulate the graphics in various ways to ensure every alternate monster is immediately and clearly distinguishable from its prototype graphic. Beyond recolouring, we can scale, we can warp, we can overlay with textures, we can mess with opacity in gradient, colours in gradient, brightness in gradient, and so much more. I basically recreated a mini-version of Photoshop in game to ensure that old graphics are new for new monsters.

Likewise, for the moment, alternate monsters do not use new sound effects, but borrow from some other monster in the game (though not necessarily the same monster from which they borrow their graphic). But again, code has been added to alter the sounds, to keep them distinct from their original versions, repitching, slowing/accelerating, reversing. The soundscape is surprisingly varied because of these changes.

I may or may not, on some date in an indeterminate future, decide to create new graphics/sfx for existing or new alternate monsters. The game is modular enough that coding those changes would take only a couple of minutes (though the creation of those graphics/sfx would take hours). We’ll see.

To sum up, though - Alternate Monsters are really just new monsters, but ones I can add as I wish, rather than batch dropping. And this update adds 99 of them!

- The following 63 monsters have been removed as Monster Variants and added back in as Alternate Monsters: Mezu Oni, P’oh, Shan Sao, Trematode, Hall Guard, Vacristi, Mithril Golem, Caecilia Worm, Flame Spider, Brick Golem, Hornan High Priestess, Giant Python, Great Alroot Snake, Giant Cobra, Giant Viper, Servant of the Tan Shadows, Fanged Shroom, Tentacular Fungus, Death Head Fungus, Chaos Patriarch, Corruption Queen, Scaly Demon, Death Stealer Demon, Vampiric She-Demon, Vulture Demon, Flame Crowned Demon, Bearded Demon, Smoke Demon, Kilgaar Demon, Gourajh Demon, Flaming Night Demon, Horned Demon, Tauskhar Demon, Guardian Demon, Stone Demon, Sewage Demon, Ape Demon, Bar-Lgura Demon, Earth Demon, Fallen Miscreant, Misfortune Spirit, Brain Worms, Caustic Mold, Spirit of Darkness, Tortured Soul, Ruby Golem, Crystal Golem, Rock Elemental, Ice Elemental, Giant Black Widow, Necromental, Arsonist, Dark Hound (formerly Murkerian Dark Hound), Wereweasel, Dark Mistress, Werecrow, Rock Python, Pit Viper, Cobra (formerly King Cobra), Enormous Lizard, Subterranean Lizard, Killer Bee, Bloated Corpse.

The following 36 monsters have been newly introduced as Alternate Monsters: Chaos Dragon, Dragon of Air, Dragon of Earth, Dragon of Water, Dragon of Fire, Dragon of Darkness, Emerald Dragon, Sapphire Dragon, Grey Dragon, Frost Breathing Dragon, Mist Dragon, Forest Dragon, Mountain Dragon, Sprite, Unholy Acolyte, Black Annis, Wicked Pyromancer, Blue Spirit, Gingerbread Golem, Urisk, Taslin, Personal Bodyguard, Astral Searcher, Thunder Beast, Stench Kow, Mist Elemental, Pixie, Dark Brownie, Tunnel Reaver, Gazadian Citizen, Knurr, Hag, Apprentice, Illusionist, Goblin Rat, Mind Devourer.

Audio Changes

- Monster noises are no longer static. Those that emanate from neither NPCs nor Person type monsters, will now have their growls/squawks/roars randomly pitch shifted at time of playing, between -5% and +5%. This will keep the soundscape varied, whether you’re surrounded by multiple enemies of the same type, or only facing one.

- For NPCs and Person type monsters, when they’re first brought into play, they have a random pitch modulation applied, and that remains consistent for that particular character. This is because human speech often sounds weird when the pitch keeps randomly modulating. It’s not a perfect catch-all fix, but it should keep everything as varied as possible, while still not sounding odd. If I detect any monsters later that should be treated this way but aren’t, I’ll wire them into this style of pitch shifting, too.

- All monsters who previously relied on existing sound effects (most Water Confined, Lava Confined, Mud Confined, and Acid Confined monsters) now have their sound effects procedurally altered to begin with (in addition to the random pitch modulation), so should now sound distinct from their host sound.

Visual Effects

The work I did on procedural graphic manipulation for alternate monsters opened the door to applying those techniques elsewhere.

- All 100+ ongoing effects on the player (varying degrees of Poison, Diseases, Buffs, Debuffs, spell effects) now have unique ongoing visual effects and animations applied in and around the player’s square so long as the effect is active. (This is in addition to the usual pulsing graphics that appear at left or bottom of screen). Not gonna lie, it was tricky coming up with that many different effects, which could plausibly represent what they purport to represent, at 32X32(ish) scale, and that wouldn’t interfere with one another even if all 100+ were somehow ongoing at once, but I’m pretty proud of how they all turned out. I reserve the right to modify some later, if I come up with a better idea or whatnot. (There is actually one debuff not handled this way, and that’s Sated. It’s such a common status, and it’s not really detrimental in any ongoing way, and I couldn’t think of an unobtrusive but still visually fetching way to represent it… I may add it later, but right now I’m leaning toward “No”).

- Similarly, all 20+ effects that can be ongoing on a monster now utilize the same vfx for them. This is in addition to the small icons that reside on their tile while they’re affected.

- The player graphic and all monster graphics will be visibly shrunk while inside any form of Pit or Chasm (15% for shallow pits, 45% for deep pits, 30% for all others).

- The player graphic and all monster graphics will be visibly darkened inside most Pits (15% for shallow pits, 45% for deep pits, 30% for all others). They won’t be darkened inside Lava Pits, Flame Pits or Acid Pits, since these supply light, or in Chasms, as these are more open spaces.

- Tile components that spawn in Chasms (Objects, Papers, Gold, Silver, Platinum, Gems, or Boobytraps) will be scaled down to 70% of normal size to keep them to scale with the player and monsters in Chasms.

- While the Acid Rain event is in play, you’ll now both see and hear green rain falling throughout the dungeon.

- While a Flooding or Volcanic Overflow event is in play, its point of origin will now be graphically represented as a vertical flow of water/magma (and labeled in a query). Note that this is cosmetic only - eliminating the point of origin will not stop either flood from continuing (though, as before, eliminating all Spreading Water or Spreading Lava squares will).

- The Swarming Bats event now keeps small bat graphics swooping through the player’s tile at random curved vectors and on random schedule.

- The Ikiryo event now has a cool ghostly figure appearing, drifting and fading at regular intervals across the player’s tile.

- The Impending Lightning Strike event now has random lightning bolts flickering at various points on screen while it lasts.

- All monsters affected by an Augmenter will now give off a constant visual effect to indicate it. The effect is unique to each of the 7 types of Augmenters.

Graphical Variation

- Every floor and wall graphic set now has 4 new variations, graphically, to keep things visually interesting. These graphical variants are all achieved procedurally, to keep the size of the download roughly as is. I intend eventually to designate the use of specific variations in given Lairs and Legendary Lands, to maximize thematic feel, but for now, those spaces still randomize.

Standard Content Additions:

- 3 New Events: Grim Feast, Too Much of a Good Thing, All Eyes On You.

- 1 New Spell: Bravery.

- 15 New Magic Items: Monkey’s Paw, Iron Fist, Powdered Courage, Spirit Board, Unerring Throwing Stones, Jotunn Ceremonial Hammer, Talisman of Holy Perception, Biting Skull, Finger of Saint Adenna, Alliance Band, Cloak of Disguise, Trap Stick, Dryad Queen’s Armlet, Message of Warning, Water Crystal.

- 4 New Monster Variants: War Mastodon, King Cobra (now a variant of Cobra), Beguiling Hag, Decrepit Illusionist.

- Cruel Illusionist has been changed from a Mage variant to an Illusionist variant, and has had its abilities changed.

Minor Improvements:

Balance Reworks:

- Many spells (particularly spells that summon monsters or conjure objects) have had new limitations put on them, to prevent very boring abuse by excessively powerful spell casters. In all cases, these limitations apply only to the outcomes of these effects if cast by Spell, Scroll or Wand/Staff/Rod. Perks that mimic such effects, or Magic Items that already have their own restrictions in place, are not affected. I’ve tried to keep the limitations high enough that most players will never encounter them, but low enough to, as mentioned, prevent abuse and self-imposed boredom through recasting the same spell dozens of times in a row. These changes affect:

- Summon Knight, Summon Vermin, Summon Creature, Summon Monstrosity, Summon Minor Fiend, Summon Fiend, Summon Major Fiend, Conjure Elemental, Summon Great Wyrm, Summon Dragon, Summon Townie, Gate Champion, Summon Hero, Air Summons, Sea Summons, Grave Whisper, Call Spirit and Soul Wake. There is now a random, hidden maximum number of monsters that these spells can collectively summon to any map (between 6 and 12). The number is randomly renewed with each new map entered. Hitting the max won’t further cast the spell or even take your turn - you’ll just be notified - unless you used an unidentified Scroll, whereupon the Scroll will be destroyed.

- Generate Gold now has a random hidden amount of gold pieces (between 600 and 1200) that may be conjured per map.

- Detect Treasure and Detect Magic Items may each only detect a random hidden amount (between 12 and 20) per map, though both spells have been buffed to now find 1 to 3 items, instead of 0 to 3. This max is not collective as it is with the summoning spells listed above - each of them has a separate 12 to 20 that they may detect. Any Perks (like Nose for Gold) that have similar effects are unaffected by the limit and still find only 0 to 3.

- Create Armament, Conjure Potion, Create Mundane Item, Conjure Spell Book and Conjure Food may now each only conjure a random hidden amount (between 6 and 12) per map. As with the detection spells, each of these has a separate counter, not collective.

- The Conjure Elemental spell has been revised to function in a manner akin to the Summon Dragon spell. Instead of just summoning any random Elemental, it now has a 70% chance of summoning a mid-power Elemental, but a 15% chance of summoning a low power one and a 15% chance of summoning a high power one. This was done because of the addition of many new ultra-powerful Elementals that would have left the spell dangerously overpowered, otherwise.

- The Conjure Elemental spell has had its Intelligence requirement and Spell Point cost raised from 50 to 65, to compensate for the increased power of potential summoned monsters.

- Grave Whisper has had its Intelligence requirement and Spell Point cost dropped from 50 to 35, as, in terms of level, it can now summon a much more even spread of monsters.

- Transmute to Gems has been changed from a Mid Power to a High Power spell and had its Intelligence requirement and Spell Point cost raised from 50 to 75, as it was overpowered.

- The Fivriaskan miracle, Crystallize, has had its Faith Point cost raised from 50 to 75 to keep it in line with the Transmute to Gems spell.

- The Philosopher’s Stone has been changed from a Mid Power to a High Power Magic Item and had its value raised from 50 to 75 Gold Pieces, as it basically has the Transmute to Gems effect.

- Restoration has been changed from a Mid Power to a High Power spell and had its Intelligence requirement and Spell Point cost raised from 50 to 75, as it was overpowered, trivializing Diseases.

- The Viean Miracle, Remove Disease, has had its Faith cost raised from 50 to 75, to keep it in line with the new cost of Restoration.

- Striking (and the perk, Bull Rush) have finally been successfully nerfed, as they were massively overpowered. Now, the effect does nothing the turn it comes into play, but thereafter, it guarantees an automatic hit for one combat round as it did before. Just like before, the effect will be removed after a single round of combat, which means if you cast it while engaged in combat, it will be automatically removed, having accomplished nothing. You now, essentially, need to cast it when you can be certain you won’t be in combat this turn, and it can, by course of this new restriction, also now be used a maximum of every other turn, and will be much less useful against Fast monsters.

- Being Critically Venomous, Grievously Venomous, Venomous and/or Mildly Venomous will now each give you the designated chance of having their effect, even if more than one of these is in play at once. (Prior to this, if you were, for example, Critically Venomous and simultaneously Mildly Venomous, only the critical aspect would have had a chance of being acted on). If a monster is already poisoned to a higher level, a lesser level of poison that would be applied in this way will still not alter their level of poison.

- Spirits released by shattering Clay Urns will now be level appropriate. All queries/text outputs from interactions with Clay Urns have been adjusted to reflect this.

Graphics and Visual Effects:

- Reworked all code dealing with the display of enchanted weapons/armour and jewellery such that the recolouring will look much smoother than before (instead of chunky), the recolouration will be both more pronounced and more in line with what I had intended (the colours were off before due to a miscalculation on my part), and the degree of recolouring will be influenced by the strength of the enchantment.

- The recolouration of any such items and any coloured glow behind them will now gently pulse in brightness.

-There will also now be a rim light around every such item, and that rim light will also pulse, making the items appear much more magical than before.

- The code for recolouration of all such items was also optimized to increase render speed.

- Reworked lighting routines to make them 5 to 10 X faster than before. With too many lights on screen, we’ve been getting slow down. This should help a lot.

- Reworked the routines of flickering lights (torches, certain monsters, etc.) to clamp them into a respectable time frame. Before, their flicker was dependent on the speed of your computer, and far too fast, more often than not. Now the flicker should be a uniform speed, and slower than it was (and thus, more realistic).

- Slowed the actual animation of Wall Mounted Torches and Standing Torches because they were unrestrained by any mechanism and could flicker far too fast on most computers.

- Redid 2 frames of animation for Wall Mounted Torches to make them a little more believable.

- Introduced a new timing mechanism which greatly improves the smoothness of animations on rhythmic map tiles. (Pendulum Blades, for instance, used to swing at erratic speeds and occasionally repeat frames… now they’re smooth as sillk!)

- Tweaked the speeds of the swinging of Pendulum Blades to ensure a clear delineation at a glance between Slow, standard and Fast.

- Slowed the animation of Pools slightly, because they seemed too rapid.

- Added 11 new spell book graphics so that the image of any spellbook will be reflective of the type of spell contained. This was done just to add variety, because I was sick of looking at the same spell book graphic over and over.

- When a Biting Insects event is in play, the game will no longer show the “flies” graphics in every square but a new, revamped version of the animation with brighter white/gray insects. This was done to ensure the animation could remain visible against dark tiles, while still keeping it visually distinct from an Insect Swarm square.

- Made light bulb on Unpredictable Machine blink slower because it was looking a little frantic.

- Tweaked animation of Ethereal Void to make it look a little smoother.

- Updated the Stone Markings graphic to make them more visible because, more often than not, I’d walk on by without seeing them. I may work on them again later to improve them further.

- Redid Platemail Armour graphic to make it more symmetrical.

Audio Improvements:

- Increased the volume of the Warlock sound effects, as they were too quiet.

- Eliminated some hiss in the Naga sound effect.

- Eliminated some hiss in the Damsel Thank You sound effect.

- Eliminated some hiss in both the Ooze and Ooze Death sound effects.

- Eliminated hiss at end of Dimetrodon sound effect.

- Edited findarmour.wav and findscroll.wav to eliminate hiss at end of those sound effects.

General Improvements:

- Worshippers of Pantos will now see a “temple icon” next to their Religion in the Character Tab, if they’ve not yet prayed on the current map. This is meant as a reminder to do so before leaving the map, or risk angering Pantos. The icon is queryable by mouse (though not yet by keyboard).

- Auto-walk will no longer prevent you from entering squares that are in a zone that could, based on proximity, become some form of dangerous gas or insect swarm if the square in question CAN’T become such a gas square due to its not being Empty Space. If the day ever comes (God willing) that gas can spread into squares that aren’t Empty Space, I’ll have to revisit this change.

- Giant Ant Lions, Hungry Floors, Shadow Spores, Giant Crab Spiders, Death Cloakers, Buried Dead, Brevalian Vampires, Moonlight Wyverns and Backstabbing Sneaks will now all give you a sound effect and message pop up the first time you encounter them, so you can more easily make sense of what’s happening when they catch you unawares.

- In both Snow and Hot Coals, the game will no longer provide text output as to damage results if that damage is 0 (though it will still scroll the “0” to remind you of the resistance you must have in play).

- Wall Leapers now have a 42% chance to cause 60 turns of Panic on a hit, for lore purposes. Their Defense has been lowered by 8 to balance the new ability.

- If you successfully cast Sleight of Mind, the resulting text output will be split up to include an extra line, so as not to create an impossibly long, squashed sentence on a single row.

- Ensured text accompaniment (unless your Text Prompts are set to Expert) with use of a Holy Relic, because unless your Scroll Divine Attitude Changes setting was high enough, the only other response you’d get from usage was a sound effect.

- Charmed or Summoned Messengers of Corruption will no longer drain your Faith.

- When being prompted to enter any Lair, the text will now note the sub-types of any monsters therein. (So rather than just saying a Homunculus (Diabolic) Lair, for instance, it will now notify you it’s a Homunculus (Diabolic) (Golem) Lair).

- Arches of Escape now grant you the option to enter or not. This was done because one of these spawned in a hallway could otherwise block off an entire section of the map for you. To “simulate” this new choice, monsters entering such a square now have only a 50% chance of being teleported.

- Blue Mold is now considered to be of sub-type Plant since all other fungi are.

- Dracoliches are now considered to be of sub-type Dragon.

- Reworded queries of the Nausea miracle and prayer to avoid confusion.

- Changed use of the phrase “left click” to instead use “activate” in query of Book Burner perk, since you can use the keyboard to burn books as easily as the mouse.

- Changed use of the phrase “left clicking” to instead use “activate” when querying any option a Wandering Cleric has on offer, since you can use the keyboard there, as well.

- Added explicit statement to query of Curator’s Skull that it will disappear after you use it, for maximum clarity.

- Clarified in query of Fury event that the effects of the event are actually caused by the Clout effect it puts into play.

- Standardized text output of usage of Palantir of Hard Reality or Death Comes to All perk to include “Palantir of Hard Reality!” or “Death Comes to All!” as the top line of text output.

- Standardized several instances of text output within various curses to include the name of the curse as the top line, followed by the text. (Most were already functioning this way).

- Portents of Death can no longer gain you items you would have gained for killing a monster, since more often than not you’re killing them somewhere on the other side of the map. This also helps to slightly nerf an already massively overpowered spell.

Bug Fixes:

- Fixed MANY errors with certain monster variants that are now converted to be Alternate Monsters. (Hard to know how to annotate these since the variant we’re fixing no longer exists, but the error will NOT be brought forward to the Alternate version...)

- Fixed error with Ice Robe not reporting the damage you can expect to take from a heat source as 0 when querying that heat source.

- Fixed oversight not noting in query of Draugr that it’s immune to both Stench and Smoke inhalation.

- Fixed spacing error in queries of any kind of Giant Tarantula variant.

- Fixed error sometimes reporting the wrong value of Gems you can expect to find when querying a Dragon Hoard.

- Fixed bug labelling an unidentified Scroll of Detect Treasure as a Low Power Scroll at the instant you first find it, when it is, in fact, a Mid Power Scroll.

- Fixed oversight not noting that a Half-Troll monster is considered of sub-type (Troll) when you query it.

- Fixed error when querying an Event on the same turn the Event occured that would give the wrong tense (saying “When this Event occurs” instead of “When this Event occurred”, for instance).

- Fixed bug that could rarely cause incorrect rounding with fractional numbers.

- Fixed typos in queries of Passion Fruit, Mango, Dragon Fruit, Fig, Pear, Cherries, Plum, Parsnip, Coconut, Cabbage and Leeks. (These were all the same typo - the omission of “%” after one of the numbers explaining the minimum percentage of something that could be restored).

- Fixed outdated info provided in the text output of a Twister Trap.

- Fixed bug not visually graying out Altars of Desire after use when viewing them on the map screen.

- Fixed bugs not causing Carrion Dragons and Subterranean Lizards to seek out corpses (though they would still consume them if they happened upon them).

- Fixed spacing error and text overwrite error in query of Dragon Fear event.

- Fixed error causing Chilling Howl Event to potentially occur turn after turn, leaving you forever panicked.

- Fixed multiple bugs considering 1 more monster than the number of monsters currently in play when it should have been considering exactly the number of monsters currently in play. The effects of this would have been varied (possibly causing no problem most of the time), but have now been fixed, in any event.

- Fixed bug in reading of a Cursed Scroll of Paralysis that would always tell you you’d been paralyzed for 60 turns, even if that duration had been reduced by some means.

- Fixed typo when querying the sex of a Female Half Ogre character during Character Creation.

- Fixed bug that could severely mess up what monster is supposed to get summoned by a Book of Summoning.

- Fixed bug using outdated graphic for Stone Golem, (but retained and recoloured the old graphic for Alternate monsters).

- Fixed small bug not giving Peri animation rhythmic movement (which they should have as they flap their wings and fly).

- Fixed error in text output when a Great Worm would go to devour you but stop because of Black Gut, calling it a Caecilia Worm, instead.

- Fixed bug when you approached the entrance to an Ooze Lair claiming it was a Slime Lair, instead. Also renamed Ooze Lair from Slime Pit to Oozing Pit to avoid confusion.

- Fixed bug in Giant Stag Beetle Lair not properly placing the Sludge that is supposed to be abundant there.

- Fixed oversight where enemy Necromancers and other monsters that can raise the dead were not raising those dead as Summoned, even if the monster raising them was Charmed or Summoned.

- Fixed error not assigning a strength rating to Sarcophagi in Gjenganger Lairs.

- Fixed occasional error miscalculating the Level of the newer Water Confined Monsters (those released in the last update).

- Fixed error that could sometimes cause a Bloodlasher to damage itself with its own acidic blood when it was fighting other monsters.

- Updated 6 instances in queries of various Undead that claimed they were “Immune to Stench and Smoke Inhalation” when they were, in fact, Immune to Inhalant Gases.

- Fixed text overwrite in query of Silver Haze Scroll.

- Fixed text overwrite in query of Adder/Viper/Cobra Amulet/Ring.

- Fixed erroneous info when querying Magic Mapping Quill claiming it would reveal all squares within 2 of the chosen square when it, in fact, reveals all squares within 3.

- Fixed typo in query of Wand of Wall Collapsing calling it a “Staff” rather than a “Wand”.

- Fixed bug when examining Stone Markings that would output nothing if you failed to understand them.

- Fixed text overwrite in query of Smoke Bombs.

- Fixed bug with the output text when, in combat, you were supposed to contract Warp Worms but couldn’t, because you already had them. Bizarrely, the game wouldn’t output the text informing you of this, if you were Insane.

- Did the same for Blood Warts.

- Fixed oversight not allowing Dracoliches to be summoned by a Summon Great Wyrm spell.

- Fixed Attack values of 5 different monsters which all seemed to be roughly 100 points lower than they should have been. The temporary (possibly permanent?) fix was to simply add 100 to the Attack values. I may or may not need to dig in later and see if I can figure out more accurately what these numbers should have been.

- Fixed bug in Yeti Lairs assigning a “trapvar” (internal variable) to every square, with diverse consequences.

- Fixed small spacing error in query of Whispering Skull.

- Fixed weird symbol appearing in the output text of a Rapid Construction event (apparently the font can’t handle the “-” image).

- Fixed text overwrite in query of any Weapon of Fervour/Frenzy/Rage.

- Fixed bugs with the queries of 3 different Thief variants, not outputting the line that explains their individual special powers.

- Fixed bug I incorrectly thought I had fixed in the last update, allowing the Stairs or Temple to be converted to Rubble if you happen to occupy such a space when a Cave-In somehow occurs.

- Fixed bugs outputting “You’ve released a Buried Dead” or “You’ve disturbed a Buried Dead” when you did so (instead of the gramattically correct “You’ve released Buried Dead” or “You’ve disturbed Buried Dead”).

- Fixed error not displaying Buried Dead graphic to accompany the above text when it happened.

- Fixed bug causing a monster’s Defense to be set to 30 instead of lowered by 30 if the Gnoll Bodyguard assigned to protect it dies.

- Fixed bugs causing Female Dwarves, Half Orcs and Dog Men characters to start with incorrect Max Health.

- Fixed a few minor precision errors with a few calculations.

- Fixed an error affecting (preventing?) the conversion of Chests being turned into Underwater Treasure if they’re suddenly engulfed in a Flood Trap.

- Fixed bugs making Barricaded doors more common than they should be.

- Fixed bug making it unlikely (possibly impossible?) that monsters could trample Luminescent Mushrooms.

- Fixed multiple bugs confusing the outcomes of trying to leap across any form of pit under select circumstances.

- Fixed bug making it possible for Dismissal miracle to teleport the enemy to the same square it started from.

- Fixed 4 errors that sometimes wouldn’t change the underlying terrain if you successfully dug something up from your space.

- Fixed error not playing alarm bells and simply outputting “You jolt awake!” rather than “Your Jury Rigged Alarm jolts you awake!” when you’re awakened by a Jury Rigged Alarm.

- Fixed bug preventing Raelian Traitors from creating Pit Traps.

- Fixed bugs causing Kobold Trappers to lay any kind of Boobytrap, rather than just Kobold traps.

- Fixed bugs preventing Vinescourge from auto-clearing Bramble.

- Fixed bug outputting wrong graphic if a Rift Lord Warlock, Chaos Mage or Dimensional Shambler teleports you.

- Fixed bugs when you killed a monster with a Flask of Acid causing the game to think you’d used a spell (which could have knock on effects for Divine Attitudes, for instance).

- Fixed error if you worshipped Pantos that could occasionally have him start the game mad at you.

- Fixed error not properly placing Rubble in a Behemoth Lair.

- Fixed error not properly placing Ice Walls in a Frost Giant Lair.

- Fixed error sometimes messing up the improvement of Monster Attitudes toward you.

- Fixed bugs ouputting wrong damage ranges if, while the monster was Weakened, you queried a Tempestuous Crystethian or any monster affected by a Hobgoblin Sergeant or Pit Fiend Overlord.

- Fixed bug when using a Cursed Hellgate Scroll that could apply the resistances of the monster summoned to a different monster, instead. Fixed the same for monsters summoned by a Summon Fiend or Summon Major Fiend spell.

- Fixed multiple bugs causing certain magic weapons or armour to be coloured an unintended colour.

- Fixed bug that could mess up the generation of certain Potions (turning them into some nonsense item).

- Fixed errors in Ulsian Pirate lairs, messing up the placement of Magic Items and Magic Jewellery.

- Fixed many, many errors that were using already in-play variable names inside of loops, with unknown (possibly harmless, possibly very, very damaging) consequences.

- Fixed bug not giving Fire Elementals the 50% weakness to Cold they’re supposed to have.

- Fixed errors sometimes telling you you’d summoned something other than what you’d summoned when you cast Summon Vermin, Summon Creature or Summon Monstrosity.

- Fixed bug that could scramble whether or not you’ve prayed on the current level when loading a saved game.

- Fixed error preventing Woolen Scarf from protecting you from the effects of Snow.

- Fixed bug causing the space that a Summoned Blue Mold occupied to continue generating Paralyzing Gas, even if you unsummon the Blue Mold.

- Fixed bug telling you you’d resisted the effects of “the Sleeping Gas” when you actually resisted the effects of a Thorn Sleep Curse.

- HOPEFULLY fixed bug causing Thorn Sleep Curse event not to play the event screen with the graphic and initial text explaining what’s happening when it triggers.

- Fixed bug not listing Thorn Sleep Curse event in the Events list, even after its triggered, until the duration of the event has run its course.

- Fixed bug making it rarely possible for you to break your own Salt Circle as you soon as you make it.

- Fixed bug outputting wrong graphic with text when telling you you’re too nauseous to cast spells.

- Fixed text overwrite in query of Love Rune.

- Fixed two different bugs making it more likely than it should be that monsters who are wandering will stray into Miasma.

- Fixed bug when enacting the Flame Rift event that could create some fire squares with an undefined size. The resulting fire would look and act in all ways like fire, but it wouldn’t cause any heat damage.

- Fixed bug causing any Huge Flame to only do 2 to 20 Heat damage to the player, rather than 3 to 30 like they should.

- Fixed several bugs that could mess up the text output of an Open Dimensional Portal spell under different circumstances, leaving the player confused as to why they couldn’t cast it at that time, or tipping them off to the fact that no Portal is possible on this level.

- Fixed outdated info in query of Staff of Treasure Detection, calling it a Wand.

- Fixed text overwrites in queries of any Pukwudgie variant.

- Fixed text overwrite in query of Alux.

- Fixed minor bug loading the graphic for Hsingsing Toxin twice, marginally increasing load times. - Fixed bug displaying Dragon Tears instead of Philosopher’s Stone when Philsopher’s Stone’s graphic should be shown.

- Fixed text overwrite in query of False Relic Scroll.

- Fixed bug causing Lava Imp to play no sound effect while alive.

- Fixed separate bugs often causing all Mud, Lava or Acid based monsters to play neither their standard sound effect nor the sound effect they play on death.

- Fixed bug preventing Carnivorous Gold Fish from dropping gold if you kill it with a miracle.

- Fixed typo in lair title of Wild Dog lair.

- Fixed occasional problem where the player could resist having an item destroyed and, thereafter, the full text explaining what happened wouldn’t be displayed.

- Fixed bug not allowing Phantom Treasure (and possibly Gift Horses?) to work properly when trying to use them to pay a Trainer.

- Fixed longstanding error allowing some spells/miracles/perks to affect multiple monsters in your square in the rare event that there is more than one in your square. (Such spells, unless they explicitly state they affect multiple monsters, will now only affect the first enemy monster they find in your square).

- Fixed bugs when transmuting Small/Mid-Size/Large Animal Pelts to Gems or Gold, incorrectly calculating their value.

- Fixed oversight not granting Insatiable Rock Eaters 1 to 3 Health points each time they burrow (as per their special ability).

- Fixed error outputting wrong (or no) graphic with the text output surrounding a Haunted Armour explosion.

- Fixed typo in the output text when you find a Medallion of Twilight’s Grace.

- Fixed typo in text prompt to enter an Apparition Lair.

- Fixed typo in text output of application of Hsing-hsing Toxin.

- Fixed multiple errors messing up everything to do with displaying the buff icons for you becoming in any way venomous.

- Fixed bugs when the player set Fireball Traps or Jetting Frost Traps, and accidentally triggered them, that could allow the player to successfully dodge the effects but somehow simultaneously fail to dodge the effects and take the hit full force (some real Schrodinger’s Cat shit).

- Fixed error allowing illusionary monsters to mine through Fractured Walls. Now, instead, they’ll still make the sound of mining, but they won’t be able to affect the wall, providing a potential clue that they’re not real.

- Fixed error sometimes not telling you the type of werebeast you’d turned into if you lost the game by turning into a werebeast.

- Fixed multiple errors when you catch Lycanthropy of a random type, confining that possible type to less than the maximum types available. (There are currently 18 different werebeasts that can give you Lycanthopy. Mostly it was randomizing the type between 1 and 5, occasionally 1 and 8, and in one case, setting it automatically to type 1. Now it will randomize between types 1 and 18, which will provide some cosmetic differences).

- Fixed error waking a monter up as soon as you cast Silver Haze against it, even if the reason it’s asleep is that you just cast Silver Haze against it.

- Fixed error not displaying second sentence in text output from Stone Markings when they supply you a Trap Warning.

- Fixed text overwrite in text output for Inflation event.

- Fixed bug allowing Illusionary monsters to reveal Sorceror’s Traps if they step in them, and to destroy those traps if they escape them. (Now they won’t be affected by them at all).

- Fixed error with Wall of Bones where the Spirit that could be summoned by breaking the wall wouldn’t necessarily be level appropriate.

- Fixed error causing hallucinated Shadow Behemoths to still darken the world.

- Fixed error that could sometimes mess up the stats of monsters who were confined to cages. This could also have resulted in merchants confined to cages selling inappropriate wares.

- Fixed a few instances where monster deaths would reward you with, say, Gems, but they would prompt you if you wanted them or not, instead of just giving them to you as they should.

- Fixed several instances where you could find items or whatnot under legitimate but unusual circumstances, where the game would, behind the scenes, alter a variable (as it needed to) but not turn that variable back afterwards (as it should), resulting in potential strangeness down the line.

- Fixed miscalculation of odds of distance strike if the player is using Dancing/Whirling/Twirling weapons.

- Fixed outdated info in query of Whirling/Twirling weapons.

- Fixed bug that could sometimes cause personal lighting to flicker when you had a Flame Sword spell active, even if you had a more dominant lighting effect (like Light) going.

- Fixed text overwrite in query of Death Moth.

- Fixed text overwrite in initial text output of Pillar of Fire event.

- Fixed error that caused Salt Circles to inconsistently block certain Diabolic monsters.

- Fixed pluralization bug when querying Monstrous Visage icon in the buffs at the bottom of screen, that could tell you it would remain in effect for X more “turn”, even if X wasn’t 1.

- Fixed text overwrite in queries of any armour of Offering/of Sacrifice/of Martyrdom.

- Fixed errors with Chaneques and Talltiowardan Centaurs (and possibly a few other monsters that can summon), messing up their displayed names if they lose the ability to summon.

- Fixed multiple errors allowing most monsters that can teleport to do so even on free turns provided the player by Haste.

- Fixed multiple errors allowing Events that cause effects on a semi-regular basis to take effect even on free turns provided the player by haste.

- Fixed errors allowing Earthquake Beetles and Apocalypse Wyrms to cause Tremors at four times the intended rate while the player is hasted.

- Fixed separate error causing Earthquake Beetles and Apocalypse Wyrms to cause Tremors at twice the intended rate when you’re not hasted.

- Fixed error allowing Messengers of Corruption to drain your Faith at four times the intended rate, if you’re hasted.

- Fixed separate error allowing Messengers of Corruption to drain your Faith at twice the intended rate when you’re not hasted.

- Fixed errors with Earthquake Beetles, Apocalypse Wyrms and Messengers of Corruption, where they were still causing their special effects, even if they were dead.

- Fixed errors where Summoned or Charmed monsters could have difficulty finding enemy monsters if you were wearing any Veiling/Shrouding/Dissimulating jewellery.

- Fixed rare error that could freeze the game when you found a Note.

- Fixed oversight, not counting an Eerie Custodian as a Spirit.

- Fixed error often preventing a Revelation event from telling you when the Linger Warning would come.

- Fixed error causing Cup of Tsen-Tsun Vie to heal 1 to 20 Health instead of 5 to 20 Health, as it should.

- Fixed error allowing Sleeping monsters to cast spells.

- Fixed errors allowing you to attack Sleeping monsters, Betray Charmed monsters and Unsummon Summoned monsters while you’re either Asleep or Electrified.

- Fixed bug attaching wrong graphic to text output if you use an Ebon Lexicon and it then crumbles to dust.

- Fixed bug textually displaying wrong reason for spell erasure if an Ebon Lexicon erases one of your Spells.

- Fixed errors not displaying names of Trollish Sergeants, Trollish Sub-Leaders or Trollish Chiefs.

- Fixed errors not immediately burning you or any monster caught in a Fire as soon as the Fire forms as the result of an Explosive Trap.

- Fixed errors in queries of River Troll, Sea Giant, Siren, Wereshark and Kraken, claiming they couldn’t be seen or heard outside your square when, in fact, they can be seen up to 1 square distant.

- Fixed error in query of Hydrodemon claiming it couldn’t be seen or heard outside your square when there are no sighting restrictions on it, at all.

- Fixed errors allowing Kelpie and Shellycoat to be seen more than 1 square distant when this shouldn’t be possible.

- Fixed errors in queries of Kelpie and Shellycoat, claiming they couldn’t be seen or heard outside your square when they should have, in fact, been visible up to 1 square distant.

- Fixed errors loading non-existent sounds for Magma Golems.

- Fixed bug causing Smoke Imps to lay Foliage (a trait that should belong to Forest Imps) and Forest Imps to do nothing special.

- Fixed bug rarely causing Damsels rescued from Sacrificial Stones to give weird, massive amounts of EXP for being rescued.

- Fixed bug allowing the player to climb out of a Chasm, straight into Stalagmites, killing themself.

- Fixed errors with Adder/Viper/Cobra Rings/Amulets that caused them to take effect when you got hit in combat rather than when you hit in combat.

- Fixed text overwrite in query of Bakemono Marauder.

- Fixed text overwrite in query of Ratling Warrior.

- Fixed bug causing Grogorian Priests to make no “hit” noise when they hit someone in combat.

- Fixed text overwrite in query of Dragon Fear event.

- Fixed bug providing no text output explaining what spell, if any, had been stolen, when a monster casts Sleight of Mind against you.

- Fixed text overwrite in query of Dragon Blood.

- Fixed errors in map generation that could rarely get the game in an infinite loop when trying to place Elevators or Treacherous Mineshafts.

- Fixed 104 separate, rare instances where monsters who supply benefits to other monsters could supply those benefits even if the supplying monster was merely a hallucination.

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 v1.83.35
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 v1.83.35. Список изменений внутри новости.

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

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Дополнительные файлы для игры

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Комментарии игроков (10 шт.)

От: Honk [36|0] | Дата 2026-04-20 23:56:03

Репутация
36

Snaider сказал:

Это просто исследование подземелий или там открытый мир ?


Исследование подземелий.
От: Snaider [23|1] | Дата 2026-04-20 21:40:19

Репутация
23
Это просто исследование подземелий или там открытый мир ?
От: Cryzis [4|0] | Дата 2026-04-19 10:00:56

Репутация
4

Torent сказал:

Самое наверное масштабное обновление у автора, за все прошедшие годы


Вот это самое масштабное обновление, жаль только, что перевода нет
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 [61|7] | Дата 2024-07-12 23:45:02

Репутация
61
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 [61|7] | Дата 2023-04-12 02:00:02

Репутация
61
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 [17|9] | Дата 2021-08-14 00:13:56

Репутация
17
Хм.