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RPGWatch Forums » Games » Indie RPG » Triangle Wizard

Thumbs up Triangle Wizard

February 8th, 2009, 05:20
http://trianglewizard.webs.com/index.htm

Considering the nature of the game I mentioned recently in the freebie thread, I reckoned a thread was in order for impressions, advice, tales of woe, tales of victory, and so on. I think this will be big, should be big, and that I'm probably right.

So far I've managed to complete the basic tutorial, while not reading the manual or the player starting guide. That was…not the best plan.

I died before I even got a few feet from the stairs, helped in part by not knowing what my spells did, which I had, or pretty much anything. Managed to kill one thing, I think, before getting destroyed and I think drowned at the same time.

I'll be back though, as one VERY nifty feature to this has it to where your prior self becomes the undead, maybe not running into them every time, but at some point…you'll meet yourself…exactly as you were…though not necessarily hostile. So, technically, I could ultimately say link up with my prior 5 lives of reincarnation and assault the game. That's AWESOME. They even found a way to make Ascension several times cooler than any other Roguelike I've ever encountered…

Let's get lively here and there folks…see what people can get going on this update before the next one that is incoming quite soon and will likely make everything that much better.
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February 8th, 2009, 17:16
That looks like loads of fun … thanks!
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February 8th, 2009, 18:19
Neat, I just downloaded it. Don't know when I'll get a chance to try it though, but thanks.
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February 8th, 2009, 19:46
Thanks for the link--looks very interesting and is now on my list for when I overcome my King's Bounty addiction.
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February 8th, 2009, 22:33
Played a couple more games just now.

-First boss is kinda savage…generally tries to beat the crap outta you, while giving himself super speed, so as to ram you into water and drown you while beating you---won on account of summoned Magpies attacking him while casting Solar Flare…also probably due to inadvertently becoming one of the Undead so some resistances probably helped.

-That you can cast many spells through walls is SO handy….just watch your quantity and recharge rates. Should you summon heroes, and other stuff, do remember to jump or move OUT of the way when they decide to start blowing up walls and thus flinging meteorites around….

-When traps go crazy…they REALLY go crazy…
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February 10th, 2009, 01:59
I only got a little bit into it before having to go to bed. But I see myself losing a bit of sleep on this one.
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February 10th, 2009, 03:22
Cool, what class did you give a shot asraelck? Do the tutorial mode?
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February 10th, 2009, 05:12
Did some of the tutorial, then tried a Sorc. Death came quickly, but so did work. I just need to win the lottery, so I can build a private library and play games all day.
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February 10th, 2009, 15:50
Time to try all over again folks, yet better! And ahead of schedule!

Patch R 4.01 Notes:

-Persistant Casting spell delay now adds to normal spell delay instead of setting it.
-Power ups will no longer appear on the exit stairs.
-Enchantment spells can now be combined with the Prismatic Sphere spell.
-You can now use persistant casting on allies.
-You can now channel hostile enchantments on enemy creatures, making them permanent as with persistant casting.
-Destroyed enchantment visuals will no longer linger in the upper left corner of the dungeon level.
-Persistant Casting will no longer allow you to cast spell level 0 spells.
-Anarchy now has a better chance of hitting the enemy.
-Sacred Wrath, Cold Breath, Fire Breath and Acid Stream can now hit flying creatures starting from a certain spell level.
-You now read info on the spell in a powerup by mousing over and pressing F2.
-You can now read info on your current, lastly upgraded or any other spell via F3.
-You can now get additional information on a creature by mousing over and pressing F2 (also works on traps).
-Fixed a few spelling errors.
-ESC will now prompt before exiting the game.
-Necromancer now correctly starts with Turn Undead regeneration.
-Your level is now displayed besides the XP bar.
-A score is now being kept and will be displayed in the Tomb should your quest end (for the better or the worse).
-Added Sacrifical and Shrouded shrines.
-Wall spells cast by traps now have a random facing.
-Added two unique shops which appear at random levels. One is guarenteed to appear before dungeon level 12. They are not without risks however!
-Cloud of Ashes now correctly only makes allies invisible, and it can now also cause confusion.
-Spell Levels now have a limit over which they cannot increase for the player. These are modable from the 'global_settings.tri' file.
-Spells you don't regenerate will be cast as an empowered spell. This will increase the spell level of the casting. This allows you to bypass the limit set above up to a certain amount.
-Wall destroying creatures can no longer phase through the level boundaries.
-Creatures fighting in the menu screens can no longer cast Cloud of Ashes.
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February 12th, 2009, 03:48
I just had my first encounter with a prior character, my previous best one actually that I was just 2 games removed from. Luckily, and I mean luckily, he was friendly.

He got a massive HP boost, all the undead advantages and disadvantages…apparently picked up either more spells or I forgot about several I accidently got him. And speed….dude somehow gained ridiculous jittery speed for a Human Ice Mage.

This time I was trying my hand at a Melee character of sorts, Dwarven Healer with a love for Health Regen, boosts, and physical melee damage. Didn't really have an attack spell to speak anything highly of save Spirit Puppets and Magic Missile.

With him joining up with me around the 10th floor, we mopped up champions and all else around in short order…it was ridiculous. Then we made it to a boss I'd never gotten to before, a Wizard with some Pet slow trap and a big pool of lava. Magic Missile, since I never upgraded it, couldn't even hurt him. I tried to melee him, but…I guess with being a boss wizard, despite not doing much real damage, his Knockback (or perhaps Wind spell…) sent me soaring over that giant pool of lava and crashing into a wall.

It looked kinda funny, running at him with a Haste with the little shadow run effect trailing behind me…then soaring backwards with the same effect in tow.

So I just set my former self to fight the good fight solo as he dumped a ton of stuff on the Wizard and I dodged, while slowed, the occasional Flame Arrow sent my way. He kinda screwed up by killing him in the lava moat he built for himself, but I was able to give a quick boost to my Speed and Res and get his gold without taking too much damage.

Got down to floor 15 and jumped by some stuff and champs I'd not seen before….wasn't astute enough with my massive stock of healing potions or spells to that end.

But, technically, Victor the Undead Human Ice Mage will still be roaming someplace since they surely weren't gonna be killing him anytime soon unless they had some strong Holy magic….and now there's a Dwarven Tank healer that'll gain some other crazy boosts from becoming some kinda Undead as well waiting on somebody else to come along.

Now I just wonder how in the world I'd hope to win if next time they were hostile…maybe I'll just play as a Sunmage for awhile until I can exorcise them if need be… :scared:
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February 15th, 2009, 00:46
Had a quick cool thing happen today.

I ran into a hostile version of one of my former characters…..totally unable to hurt them in their buffed up state with all spells except luckily having turn undead. However, this particular one not also gained Spellmantle, but the ability to phase through walls and a few other lethal spells. So it turned into a long fight, on level one of the dungeon no less, to try and time a turn undead inbetween it renewing spellmantle which blocks it.

Wit and fortune smiled upon me as I managed to wear it down to critical. It nearly killed me with some Empowered, non-regenerating spells it somehow picked up but I dodged…but I just couldn't get the timing right anymore to finish it off.

Then it happened.

In a desperate move to finish me off, it mass summoned empowered servants of lights. Next thing I see, there's about 5-7 Highmen and Valkyries on the screen…I figured that was it. Then it happened as I realized it----servants of light have a preference to fight the undead. And so they turned on and destroyed my former self…that self was unlike the Ice Mage that retained a sense of purpose for entering the dungeon…this one just become an undead menace.

Lacking any suitable master, this large(small) army that was well beyond my own max of 3 summons per limit voluntarily tagged along with me until they were eventually killed and I soon with them…but man did I not see that one coming!
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February 18th, 2009, 21:50
Latest patch is live folks, tis an awesome one. Site is having a bit of trouble right now…but still. Let's do this!

Patch R 4.02 Notes:

-Added Gelatinous cube.
-You can now unsummon creatures or release them from control by pressing DEL over said creature.
-Liches can now correctly no longer use the sacrificial shrine.
-Reaper and Grim Reapers now move more slowly.
-Flood now has an area of effect which increases with proficiency level.
-Fixed a small bug involving the F2 when used on creatures with death spells.
-Added three new unique levels which have a certain chance of appearing in a range of dungeon levels.
-Creatures in the Maevalin's Outlet Shoppe are now called Customers.
-Dark Elf now gains bonus resistance per level in all resistances (except physical and poison) instead of a greater chance to receive resistance powerups.
-Raise Wall now has an area of effect and has a chance to produce spiked walls. This chance increases with increased spell level.
-Added two new unique creatures. (incl. Gnome with the Wand of Death).
-Fixed melee enemies freezing after jumping over them in a straight line.
-Benificial Enchantments can only affect their intended targets. This also fixes a problem with persistant enchantments being transferred to nearby creatures.
-Added keymapping support.
-Pressing INS will now provide a list of basic information of every spell.
-There should no longer be any powerups lying on any stairs.
-Dweomer Casters can nog longer gain spell levels above the limit.
-New game menu now shows information about races and classes.
-Fixed a small bug involving geyser and jumping.
-Doors should no longer be generated atop any kind of stairs.
-Spell powerups which boost spells of current proficiency level zero now have a cost.
-There shouldn't be any more powerups underneath doors.
-Increased Pestilence's damage.
-Increased Fire Wall's damage.
-You now need to press ALT to descend stairs.
-You can also use ESC to quit messages.
-Added additional information to spell information screen such as damage, next level statistics, etc.
-Added a new shrine.
-Animate Dead and Recall Spirits can now be combined with Prismatic Sphere and Watcher.
-Autopickup is now off by default.
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February 20th, 2009, 02:28
i read this game is inspired by diablo ..is the loot as intricate as d2?
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February 20th, 2009, 15:58
It has more of a Diablo "style" There's no actual loot in terms of items, armor, etc….everything is about finding or buying different magics and upgrades, powerups to raise your resistances, health, regen, melee dmg and type, and shrines which can do all sorts of crazy things. Give the tutorial and the game a few rounds and you'll see what I mean, watch the trailer on the site, etc. I was a big fan of D2 back in the day and I see much potential in this.
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February 26th, 2009, 15:57
Well, this just got substantially more user friendly AND a ton of content!

Patch R 5.01 Notes:

-Baby Wyvern now only has 6 health (was 12) and deals less damage.
-Druid now correctly starts with the Entangle spell instead of the Slow spell.
-Suicide now requires a double confirmation.
-ALT+F4 or SHIFT+F4 now instantly close Triangle Wizard. This only works ingame!
-Doubled the radius in which friendly creatures will follow the protagonist when he/she uses the stairs.
-Burning now cures frozen and vice versa.
-Meleeing a frozen creature now has a chance removing this status effect. This violent shattering will cause some physical damage to said creature.
-Dealing physical damage of any source can also cause above shattering.
-Dealing non-physical damage has a chance to remove frozen without shattering.
-Gave the 'spell_settings.tri' file a complete make-over, making it easier to understand.
-Gaining levels in Watcher will now also increase the firing speed of the Watcher.
-Added the Charged Bolts spell.
-Azar the Burning can now also cast Charged Bolts.
-Misshapen now cast Charged Bolts instead of Chain Lightning.
-Added Eye of the Damned spell.
-You can now also use shift to pickup items and descend stairs.
-Added 52 new creatures, mainly to the later levels.
-Added several new traps.
-Added 7 new unique creatures.
-Fire Halo now gives fire resistance which increases with spell levels.
-Typical incantations of Fire Halo increased to 10 (was 7).
-Added two new unique levels.
-If a spell is empowered, spell information also shows stats for empowerment.
-You can now adjust hotkeys and letters assigned to spells via the INS screen.
-Dweomer Casters can no longer gain spell regeneration via powerups.
-Jump information is now included in creature information.
-Wizard melee damage decreased.
-Fixed a bug involving leveling up and Dark Gift.
-Champion monsters can now also have spells that are cast upon dying.
-Spellmantle can now be made persistant.
-Spellmantle is now a circle three spell.
-Pressing F2 over empty territory will now pauze the game and allow you to examine specific creatures.
-Traps can now also be hidden. They will only reveal themselves (and start firing) when a creature it considers hostile comes near.
-You can no longer use creature information on invisible creatures. Nor mouse over them.
-You can change letters associated with spells and modify hotkeys via the INS spell list.
-Increased Wind Ward's chance at succesful repulsion.
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February 28th, 2009, 04:09
Crap! i haven't gotten around to updating the last couple of times. This guy is seriously getting it done. Kinda embarrassing that I haven't worked on any of my projects in months, yet this guy posts three patches in a couple of weeks.
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February 28th, 2009, 20:56
Originally Posted by azraelck View Post
Crap! i haven't gotten around to updating the last couple of times. This guy is seriously getting it done. Kinda embarrassing that I haven't worked on any of my projects in months, yet this guy posts three patches in a couple of weeks.
Yeah, if you scroll back through the past couple updates and look at them as a mass of stuff wrought, it is simply amazing what has happened thus far. He's already got a few things going for the next patch too, just a question of how much else comes of it to where it is another "minor" patch like the 4.02 one or another full on revision version.
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March 8th, 2009, 18:31
Time to lose more time Azraelck! Another big "Minor" update….so many big time features in this one.

Patch R 5.02 Notes:

-Maximum creatures allowed in dungeon is now 75 instead of 50.
-You can now turn shaded walls on via the gloval_settings.tri file. It is now on by default.
-Press ALT (or SHIFT) + U to create a character dump. A dump is automatically generated upon death. Press ALT (or SHIFT) + C to delete the character dump file.
-Game will no longer crash when going to the Tomb screen while there in noone in your tomb.
-Thaumaturgic shrine will no longer stack power ups.
-Persistant invisibility will not briefly reveal you anymore during the recast phase.
-Persistant spells can no longer be nullified when two creatures overlap.
-Persistancy now keeps original spell level.
-Dweomer Casters receive much less score from having spells (since they gain them for free). This avoids having Dweomer Caster characters with a huge score in low levels.
-Dweomer Casters can now pick up regeneration powerups for Magic Missile and Dweomer Thief again.
-Dweomer Casters can no longer buy regeneration powerups in stores.
-Spiked walls are more random in appearance.
-Nymph Dweomer Casters can no longer regenerate spells on the first level.
-Added several new classes (thx Sealer ).
-Spell selection via letters will no longer require you to scroll past the same spell multiple times after rearranging letters.
-Using letter selection will no longer let you select spells which you don't have.
-Projectiles can no longer penetrate walls when those walls are being visited by a creature that can walk through walls.
-Added the Gnome as a playable race.
-Cerebremancers now also start with Anarchy.
-Creature information now also shows active effects.
-Fixed a minor bug involving shattering.
-Added Dragon Emulator class (thx. Planeswalker!)
-Fixed a major bug involving friendly buff spells cast upon dying.
-Toxic water can now contaminate or dillute nearby water or toxic water over time.
-Made the tail of the Cyclone Blast larger.
-Electrical damage does 25% more damage to creatures near water.
-Electrical damage does 50% more damage to creatures submerged in water. (i.e. non swimming creatures).
-Fire damage does 50% less damage to creatures in water.
-Being in water will douse fire. (i.e. remove the burning effect).
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March 8th, 2009, 18:41
Bah! I already need 87 hours in a day! whats a few more?

Starbucks Doubleshot, here I come!
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March 10th, 2009, 14:37
Patch R 5.03 Notes:

-Fixed some bugs involving persistancy and channeling being unable to be turned off.
-Fixed a bug with persistancy and Liquid Form spell.
-F2 examine screen now shows gibberish names while the player is confused.
-Dweomer Thief will now no longer reset proficiency levels on spells you don't know.
-Dweomer Thief can now correctly be resisted by magic resistance.

Just a small one fixing a few things that gut muddled last patch, but still. If anything, I find it amazing that this is the first time there's had to be a patch like this after all these releases.
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