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Ulfsire's Roguelike 0.6.7

Submitted by Ulfsire
This bundle is marked as approved. It works and satisfies the submission rules.
Hello Hive,

In this game, you complete randomly generated levels with a customized hero. There is no "free" life or mana regeneration - all resources are limited. Skills, Traits and Attributes are represented by structures that you build on a grid, which update your hero abilities in real time. Your hero can also worship a God, for various limitations / rewards.

1-4 Players


Inspired by: Dungeon Crawl Stone Soup

Discord: Join the Custom War Games & Chill Discord Server!

Features
Over 500 Faith / Class / Race starting combinations

Functional in both HD and SD graphics

On defeat, game restarts

Randomly generated levels, with meandering Walls

Enemies with random abilities (prefix / suffix)

Difficulty scaling for # of players

Skills derived from "skill structures" that you build with an Animus

Skill structures can unlock or add an effect to an Ability, all of which stack limitlessly

A piety system for various Gods

Tooltips for Abilities, Faith, Traits, Status, Items etc. that continually update witch scaling

All important information visible in Hero abilities (ex "Traits" will also show stats per level, attack interval and movement speed, etc)

Hero class name that changes with skill choice

Various text commands (-cam , -repick)

In multiplayer, allies revive if one player finishes the level

Anti-grinding design

A clickable Tutorial Wisp

How to Play
To complete a level, kill the Guardian

When a level is completed, the Hero gains a level and receives +1 lumber

Use lumber to improve attributes and gain more skills. This is done by building structures with your Animus, which represent skills and attributes.

Every 5 levels, an optional boss appears that grants +1 lumber if killed

Levels must be survived, not farmed - health and mana do not naturally regenerate

At level 30, defeat the King of Many Colors to "win"

Further levels will generate without end

Recommended Builds
Melee Elf------=Class: Fighter -----Elements: Water / Life -----God: Ninhurs
Note: with this build, never use Potions of Fire, as all Fire acts will displease Ninhurs.

Video







Changelog

0.6.7 - some tweaks
- caused enemy scaling to increase more drastically after the slaying of a Boss
- reduced the % of damage blocked from inherent enemy resists
- added Green Drake and Marid
- fixed some tooltips
- made Mudmen only grant STR if hero is alive
- added a 60s duration to all at-will summons


0.6.6
-made vitality / mysticism effects trigger AFTER stat loss of temporary STR / INT
-Mudmen now temporarily grants +1 STR on death
-added Blue + Red Drake
-robe of the stars should no longer target waygates


0.6.5
-FIXED Master Ring now actually restores mana
-REWORK All summons now path to the guardian, then the boss, then a random point - when one is slain, they should be given an order for the next point in this sequence
-REWORK Hero cast Spell now costs 25 mana, let's see how this plays out
-Added "Stone-Speech" to Imbue->Lordship - summons Mudmen (Earth)


0.6.4
-Fixed some tooltips
-RELIGION BUFF - to make the other faiths comparable to Oros in fun and power
-Hammash now grants healing from potions of fire and an extra fireball
-Ninhurs healing from health potions increased
-Tengri now grants +5 piety from any Imbue structure as well (except Blood + Earth), increased healing from Jigari death
-Dorok now gains piety from and grants charges to potions of might
-Ani healing on unclean enemy death increased, now grants charges to potions of wisdom
-potions of wisdom intellgience gain increased
-Mot now gains piety every level, bonus damage from Astral Blessing increased
-Eresh now grants a Deathbolt on Rod of Undeath use that heals for the damage dealt, and grants 2 charges every level
-Ragara now grants healing on use of Strike or Throw, Curse protection from Cursed Blood increased
-worshipping Self now gains piety every level, gives +1 all attributes every level and a piety/chance for +2 random attribute
-FIXED Hydra regen, was accidentally getting set at some horrific exponential number
-Runes now get +1 charge every level


0.6.3
LAST HOTFIX FOR NOW
-removed "minimum distance" start point that was causing waygate bug - will be reworked at some future point


0.6.2
HOTFIX + balancing
-FIXED bug where the level 30 Guardian would be one of the minions defending the King
-lowered enemy damage universally
-gave all heroes +500 base health
-reduced the stat transfer of "Hive"
-made "Snow" and "Locumancer" less visually distracting


0.6.1
HOTFIX - a bug was introduced where the waygate couldn't be entered, this has been fixed :)

0.6.0
-FIXED a game-breaking bug involving attributes lowered past 0
-updated Order of Light and Death Lord structure tooltips to show scaling / better readability
-universally reduced gold drops and ability damage of stronger enemies
-added a damage-type resistance to most enemies (50%, then a flat reduction that scales with level, will be enumerated in Quests in the future)
-added Bronze Drake, Black Drake and Hydra enemies
-updated all strong (3x combos + artifacts) items to have active abilities, except Holy Icon
(example: Robe of the Stars lets you teleport yourself AND all nearby allies, Void Escutcheon summons a Shadow Horror etc)
-The Bazaar now spawns in the level
-The level start will now have a far minimum distance from the Guardian
-the Guardian can now be strong enemies (not bosses, but stuff like Wyverns, Sauroks etc)
-The Guardian will be defended by a group of enemies of a random type

TO COME: -more mechanical explanations (of Resistences, inherent enemy abilities,...) in the map, either in Quests or somewhere more visible
-more enemy abilities


0.5.9
-added hero glow
-evocations now heal on use
-toned down some enemy abilities


0.5.8 (scaling hotfix + more)
-Getting 3 of a common item will now combine it into a stronger item, with x3 effect
-Paw of Immortality (3x Claw of Life)
-Champion's Gauntlet (3x Gloves of Haste)
-Master Ring (3x Magus Ring)
-Necklace of the Stars (3x Astral Charm)
-Titan's Skin (3x Giant's Belt)
-Evocations now grant +2 charges to each held Rune when learned
-Reworked the scaling of abilities granted to Summons by your elements to scale independently of base Attack, all should now be consistent



0.5.6 + 0.5.7
-added Potion of Divinity / Potion of Mana, can drop from Guardians
-prevented friendly fire
-generally increased damage of "Spear" type abilities
-Eresh now charges Rods of Undeath
-"Diseased" now spawns a zombie with max life = to the dying unit's
-"Burning" now creates a flame that deals damage over time in an area
-2 new standard enemies, Leshak and Golem
-gave some enemies the ability to spawn Plague clouds
-added a new strong enemy, Couatl, teleports like the Bogie
-new enemy Class, Diabolist (summons temporary Imps, can have abilities if summoned from a Guardian)
-new element, Wind (has a melee Strike, a Throw + an Imbue)
-Zephyr(Wind), upgrades from AGI+1, permanently increases attack speed
-Stoneskin now also gives +2 Block
-Enraged (blood), Hardened (earth) and Sky (Wind) added to summon abilities
-Nemus Crown can now heal for 25 mana
-Dragon abilities removed, Burning Blade moved to Cleave->, Breath of Frost replaced with Frostsweep (requires Ice)
-NEW (and final?) GOD, --Tengri, the Northern sky-- rewards Ice, Wind, finishing levels with full mana, summons powerful spirits with atk/life = to the hero's



0.5.5 hotfix
-reworked Oros, less tentacles, removed stat gain, but gets the Void artifact every 12th level
-Holy Icon 10 -> 5 piety


0.5.4
-updated Warrior and Skirmisher skills to each grant a chance to Block and Evade, respectively
-made Gouge also scale on Blood
-added "Bazaar" shop for advanced potions / permanents
-Newts now resist arcane damage
-added god to worship: Oros, the Womb of Night (refreshes Potions of Corruption, adds tentacles)
-the god Hamash will now refresh your Potions of Fire


0.5.3
-increased the power of Artifacts, to make them more worth the risk
of saving gold and killing bosses
-all damage type resistances provided by Artifacts now scale based
on game level
-improved the power of common permanent items, such as Giant's Belt
-tried to fix a bug where if all players die and one player hasn't
picked and is AFK, the game can't restart (this could have bugged
something else, and needs testing)
-Choosing "Yourself" as your God now also grants a random Artifact
every 10th level
-slightly reduced the scaling of some monster abilities
-added Call Wolf back to summoner

PLANNED: summon abilities from Blood and Earth, Spell upgrades, a God of the Void


0.5.2
-Released on Hive
-increased damage of many single-target abilities
-made monsters' ability damage scale independently of their base Attack
-fixed Rod of Death for Eresh
-changed Magestrike to Hand-Magic, moved it to Throw
-added Ice Dart and Impale to Throw
-added Void Reach to Strike
-added more info to God and Class pick
-updated Hero info to indicate if Ranged or Melee
-added enemy class Cryomancer, lobs a Frostball that slows in an area

Credit: Bribe damage engine , Hero Glow model (link in thread)
Contents

Ulfsire'sRoguelike0.6.7 (Map)

Reviews
deepstrasz
OK, played this on 1.31.1, adapted the map for it thanks to Drake53 No item stack (potions for example?) Should remove the last - from Intelligence since it says nothing after it. Can this be played in 1 player? I have a hard time facing numerous...
  1. Otherknownoise

    Otherknownoise

    Joined:
    Feb 23, 2015
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    Designing character is great, but I always died at level 3 (single player). :(
    Summon units don't follow my hero and prefer to run straightly to traps.
    Creeps are harder than bosses, and there're so many of them.
     
  2. pick-a-chew

    pick-a-chew

    Joined:
    Jul 15, 2007
    Messages:
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    Hey again, just dropping by some more feedback! Actually completed the game this time as a holy dwarf knight.
    • This could just be a learning curve issue but it would be nice to be able to sell (or move) buildings, or at least the circles, because sometimes you put them in places that would benefit actual structures more instead (more touching structures). And when you realize you bummed up you're already quite late into the game! And also because building with other people can be a bit awkward.
    • Potion drinking before the final boss is a thing, and uh, the king of color died almost instantly. Suggestion: make potions not work in the rest area OR clear all items out of the rest area (item stockpiling can be a good or bad thing). Also: we had a guy with 20k gold which is where the potions came from :p
    • Some transparency on how summons scale would be nice, it wasn't very clear how the power of my Army of Light was being calculated which prevented me from building intelligently. Is it based on hero stats? Or the current level?
    Was a fun run though :)
     
  3. Ulfsire

    Ulfsire

    Joined:
    Sep 18, 2017
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    That's an awesome win! First step for addressing the money-saver / potion strat is to put that shop in the level :)
    I added some clarity for Order of Light / Death Lord summons - in general if the scaling isn't stated, it means it scales with level, but it says this nowhere - I will address that eventually.
    Added a bunch of active item abilities, encouraged by your feedback!

    0.6.0
    -FIXED a game-breaking bug involving attributes lowered past 0
    -updated Order of Light and Death Lord structure tooltips to show scaling / better readability
    -universally reduced gold drops and ability damage of stronger enemies
    -added a damage-type resistance to most enemies (50%, then a flat reduction that scales with level, will be enumerated in Quests in the future)
    -added Bronze Drake, Black Drake and Hydra enemies
    -updated all strong (3x combos + artifacts) items to have active abilities, except Holy Icon
    (example: Robe of the Stars lets you teleport yourself AND all nearby allies, Void Escutcheon summons a Shadow Horror etc)
    -The Bazaar now spawns in the level
    -The level start will now have a far minimum distance from the Guardian
    -the Guardian can now be strong enemies (not bosses, but stuff like Wyverns, Sauroks etc)
    -The Guardian will be defended by a group of enemies of a random type

    TO COME: -more mechanical explanations (of Resistances, inherent enemy abilities,...) in the map, either in Quests or somewhere more visible
    -more enemy abilities


    0.6.1
    HOTFIX - a bug was introduced where the waygate couldn't be entered, this has been fixed :)

    0.6.2
    HOTFIX + balancing
    -FIXED bug where the level 30 Guardian would be one of the minions defending the King
    -lowered enemy damage universally
    -gave all heroes +500 base health
    -reduced the stat transfer of "Hive"
    -made "Snow" and "Locumancer" less visually distracting


    0.6.3
    LAST HOTFIX FOR NOW
    -removed "minimum distance" start point that was causing waygate bug - will be reworked at some future point
     
    Last edited: Aug 4, 2020
  4. Ulfsire

    Ulfsire

    Joined:
    Sep 18, 2017
    Messages:
    75
    Resources:
    3
    Maps:
    3
    Resources:
    3
    0.6.4
    -Fixed some tooltips
    -RELIGION BUFF - to make the other faiths comparable to Oros in fun and power
    -Hammash now grants healing from potions of fire and an extra fireball
    -Ninhurs healing from health potions increased
    -Tengri now grants +5 piety from any Imbue structure as well (except Blood + Earth), increased healing from Jigari death
    -Dorok now gains piety from and grants charges to potions of might
    -Ani healing on unclean enemy death increased, now grants charges to potions of wisdom
    -potions of wisdom intellgience gain increased
    -Mot now gains piety every level, bonus damage from Astral Blessing increased
    -Eresh now grants a Deathbolt on Rod of Undeath use that heals for the damage dealt, and grants 2 charges every level
    -Ragara now grants healing on use of Strike or Throw, Curse protection from Cursed Blood increased
    -worshipping Self now gains piety every level, gives +1 all attributes every level and a piety/chance for +2 random attribute
    -FIXED Hydra regen, was accidentally getting set at some horrific exponential number
    -Runes now get +1 charge every level
    -split Imbue into "Enchantments" and "Lordship" in preparation for more elemental army traits


    0.6.5
    -FIXED Master Ring now actually restores mana
    -REWORK All summons now path to the guardian, then the boss, then a random point - when one is slain, they should be given an order for the next point in this sequence
    -REWORK Hero cast Spell now costs 25 mana, let's see how this plays out
    -Added "Stone-Speech" to Imbue->Lordship - summons Mudmen (Earth)


    0.6.6
    -made vitality / mysticism effects trigger AFTER stat loss of temporary STR / INT
    -Mudmen now temporarily grants +1 STR on death
    -added Blue + Red Drake
    -robe of the stars should no longer target waygates
     
    Last edited: Aug 9, 2020
  5. Skopetski

    Skopetski

    Joined:
    Dec 16, 2003
    Messages:
    67
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    Me and my friend had a real good time playing this for hours the other day! Keep developing this map and it will become a real masterpiece.

    I also vote to rid of the coins, atleast those that drop from enemies and are not already spawned.
     
    Last edited: Aug 11, 2020
  6. disruptive_

    disruptive_

    Joined:
    Mar 19, 2017
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    248
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    A good compromise could be that the coins are automatically picked up just by passing. This would require some triggers though.
     
  7. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    15,424
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    OK, played this on 1.31.1, adapted the map for it thanks to Drake53

    1. No item stack (potions for example?)
    2. Should remove the last - from Intelligence since it says nothing after it.
    3. Can this be played in 1 player? I have a hard time facing numerous enemies even in level 1. At least in the first game I was massacred by some strong creeps.
    4. Maybe because of the patch version difference some descriptions look like ulfsire.png (no hotkey) ulfsire2.png
    5. Since the enemy belongs to the same player, if there's too many units they will stutter and queue orders.
    6. Shouldn't your hero fully regenerate after completing a level?
    7. A spider came through the waygate to the safe zone.
    8. Ice trap ice FX should be only removed with potions?
    9. Boy, those Shadow Horrors... Lucky I used a Fire Potion and some Arcane Focus on the creeps I had no idea they were even guardians :D
    10. Level 3 dragons totally massacred me.
    It's a lovely Strategy RPG but the difficulty seems random at times.

    Approved.



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