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User Rating: Rated by: |
Fair (2.9/5) 20 user(s) |
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LambdaRogue description |
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LambdaRogue is a rogue-like role playing game set in the future of a somehow "parallel world" to our own. LambdaRogue is a rogue-like role playing game set in the future of a somehow "parallel world" to our own.
People had to go underground to survive a war between human society and the once peaceful Drakh'Nar, another species on the planet. People founded the NeoTerr nation and tried to build up a prosperous civilization.
This worked, until suddenly strange creatures came down the Great River Styx. The river has now become a source of fear and terror. The player has to follow the river through NeoTerr and discover the reason. The atmosphere is rather strange, influenced by fantasy and cyberpunk.
What's New in This Release:
GENERAL: · removed LOTS of range check problems, fixed some memory leaks · massive code cleanup; removed many obsolete variables and functions · smaller save games: about 800 KB -· 1 MB (instead 8 -· 12 MB) · NPCs are only placed if they are defined in quests.txt · binary file is now named "lambdarogue" instead "fprl" (however, please still use the startup script "startlr" or "startlr.bat") "fprl" was the name when I created LambdaRogue in 2006; it stands for "FreePascal RogueLike" · I now use Lazarus as IDE for developing the program, so the source archive contains a file fprl.lpi (the project file for Lazarus). I still provide the makefile, if you don't use Lazarus
INTERFACE: · the old Bresenham-LOS has been replaced by recursive shadowcasting LOS -> nice side effect: now LambdaRogue has also FOV, and lanterns have a visible effect · all options can be configured ingame, so you don't need to edit lambdarogue.cfg manually (but you still can) · default keybindings (for keys not defined in lambdarogue.cfg) are now the same as in default lambdarogue.cfg · [space] can be used to continue after messages (is more standard then [Enter] ) · [ESC] is used to exit shops, inventory, songbook, statusscreen and helpscreen · when pressing [ESC] while on the map, the game's menu is brought up · monsters with long-range attacks can have individual bullets (not arrows everytime) · the first letter of entered text does not get capitalized automatically anymore · improved many messages (more useful and more clear now) · information on learned spells are more useful (similar to item info) · solved quests in questlog are marked with a :) smiley · when continuing a game, the existing save games are shown in a list
SDL MODE ONLY: · if SDL mode can't be initialized, a hint is shown that console mode could be used · Status Screen is shown without fading in · New artwork on title screen · pressing SPACE works to return to game when reading an item (books, scrolls etc.)
CONSOLE MODE ONLY: · rings are displayed as yellow = (instead as white [ ) · landscape is not shown in status bar anymore (was a bug)
* thanks to Dave Moore for explaing recursive shadowcasting LOS to me *
BUG FIXES: · The message that is shown when the player wants to pickup an item, but his inventory is full, had no "press ... to continue"-remark · Craius' quest was only offered when Nina's quest had been solved · Kandera talked of snake skin instead of slowworm skin · dark preachers couldn't cast fire spells as intended (bug in monsters.txt) · there was no reaction on sacrificing "Crystal of Mystic Wall" (Typo ...) · the "Old Flyer" showed a wrong text when studied in console mode · the "Lance of Resistance" did not protect from Poison as intended (but that item got removed anyway) · when buying an item, the message showed "... the item you wish to see" (instead "to buy") · there were still some very strange bugs in monster generation · Sometimes music playing and stopping procedures crashed with an access violation · "Force" spells had no effect when the player had reached a too high level · new monsters were sometime created on the player's position · crystals restricted to enchanters could be learned by other professions · several death reasons were not shown correctly on game over screen · when killed while digging, the game did not stop immediatly; instead the digging was finished (which caused the game over screen to appear several times) · barriers did not protect from melee attacks by monsters next to the player (barriers only protected from counterattacks after a player attack and from long-range attacks) · praying to be healed from drug addictions did not work
MISC · lambdarogue.cfg has changed slightly; the old key "Tunnel" is now called "Dig", and the former key "QuitGame" is now called "GameMenu" · additional help files with information on status values and skills, abilities and talents -· and ways to contact me (send me a postcard or a handwritten letter) · some additional hints in context help · longrange attack of monsters now have an own verb (this was possible since a year, but it seems I forgot about it :-) ) · addead an "emergency break" to prevent treasure-chest-placement endless loops · soundtrack is not level based, but randomly chosen from 6 pieces · music tracks don't stop and change when level is changed · Aura Spells fill the FOV · better format for professions / diplomas in character dump · slightly modified some longer plot texts
!! The following lists contain many spoilers !!
NEW FEATURES: · we have 20 dungeon levels (again) · wilderness replaced by static townlevel (i.e. a temple) (wilderness slowed down playing progress and was simply useless) · more variation in dungeon generation · the hidden level is now random generated (but there's one other static level you encounter later in the game) · known magical songs can be trained by studying crystals of the same type · new reward type for some quests: skill training · new enemies with new special attacks: · invisibility (duration: DLV random(3)) · mighty hit (leaves only 1 HP to player) · split (splits into several other creatures) · teleport (teleports several tiles away) · summon (summons one enemy) · besides new special attacks, enemies can have more than one special attack -> this leads to funny possibilities (e.g. a mad wizard who summons monsters which can split themselves into smaller monsters which may poison the player while the wizard is attacking with fire balls) · monster creation can depend of solved or open quests (e.g. a unique monster may be created only after the quest to kill the monster has been given to the player; this not only opens new plot possibilities, but also solves the problem that some quest relevant unique monster could be killed before the quest had been given) · removed some quests, changed some quests, added new quests · completly new rare and unique weapons · every dungeon level has a name that is shown when the level is entered (and also in character dump after death or winning) · now all runes produce an effect when being sacrificed at an altar
BALANCING: · reworked all weapons and monster stats · random items and treasure chests are only generated the first time a DLV is entered --> prevents level scumming · monster types that were killed very often don't drop items any more --> prevents item scumming by only killing easy monsters · additionally, less items are dropped by monsters · resisting curses needs humility >= 15 (before: 10) · when blessed, chants are always successful · Dwarvenfall does not shoot anymore · monster's hive in DLV 4 removed · more potions produce effects when dipped into wells · in golden difficulty, only 7% of available space is filled with enemies (instead of 10%) · new monster's spawn less often · less blood · all unique monsters and the secret level are accessable in all difficulty levels · difficulty level also affects spawning rate of new monsters (instead only the rate of monsters that are generated when a DLV is entered) · in golden difficulty, big, strong and mighty variants of monsters are always generated · traders are only in 1st, 5th and 15th dungeon level (especially the first level becomes some kind of Angband-style "Town level" where you mainly go to buy and sell items) · bullets and arrows of longrange attacks stop at the end of FOV 1 · reduced the baseprice for items sold buy you to 8% of the price for new items · increased prices for life insurance to 250 Cr and withdrawal treatment to 130 Cr · weapons and armour are more expensive · lanterns now cost 85 Cr and have a range of 3
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