AGOW Changelog

From RogueBasin
Revision as of 00:39, 16 March 2013 by Wini (talk | contribs)
Jump to navigation Jump to search

This page contains the AGOW roguelike change and development log.

Version 0.13.3.16

  • Created melee weapons and filled out the Attack, Defense, Damage, Speed and Durability values:
    • Dagger,
    • Short sword,
    • Long sword,
    • Scimitar,
    • Sabre,
    • Broad sword,
    • Bastard sword (One-handed and Two-handed stlye),
    • Two-handed sword,
    • Flamberge,
    • Great sword,
    • Javelin,
    • Spear,
    • Polearm,
    • Hand axe,
    • War axe,
    • Battle axe,
    • Great axe,
    • Mace,
    • Flail,
    • Maul,
    • Claw,
    • Boxer,
    • Small shield,
    • Kite shield,
    • Large shield.
  • Created materials and filled out the bonus Protection, Attack, Defense and Damage values:
    • Copper,
    • Iron,
    • Steel,
    • Silver,
    • Gold,
    • Atrox (demonic material),
    • Mithril,
    • Eternium.
  • Had a little brainstorming with a friend about demons and melee fighting.

Version 0.13.3.151

  • Finalized effect types. Note, that "Cut" damage is also "Physical".
226.png

Version 0.13.3.15

  • Draw and uploaded some human art.

Version 0.13.3.132

  • Melee fighting, Bladed weapon and Weapon masteries working and receives XP from every successfull hit,
  • Characters receives same amount of XP,
  • Bastard sword now deals X-2 damage if used as a one-handed weapon.

Version 0.13.3.131

  • Nagas now have 6 arms with individual weapon slots, oneshots early characters. Can't wear chest armors, pants and boots,
  • Fire elementals have fire damage auras. Fire dame heals them and receives 1/2 phisical damage,
  • Trolls now unable to recover from fire damage,
  • Undeads are immune to bleeding and vulnarable to 'Light' damage,
  • Skeletons are vulnerable to 'Crush' damage and receive 1/2 from 'Cut' and 'Thrust' damage,
  • Sword type weapons randomizes their damage type on every attack ('Cut' or 'Thrust').

Version 0.13.3.13

  • Created base classes for the world, monsters, items and masteries,
  • Created basic effects like "damage aura", "bleeding", etc..,
  • Created few monsters for testing purposes (elementals, human, troll, zombie, skeleton and naga),
  • Created basic materials,
  • Created various game events and entry points for melee fighting,
  • Created zombie AI for testing.