Stackable Items Bonbadil has sent in a patch that adds stackable item support. Old save files should be safe. The patch touched lots of areas in the code — if you notice a bug let me know.
2011/03/29
Art used in 7-Day Roguelike I’m proud to see one of my tilesets used in a 7-Day Roguelike Challenge game! The developers, Ido Yehieli and Corey Martin, really poured some life into this minimalist tileset! Congrats to those guys —
2011/03/28
Portraits I’m starting to test portrait integration into NPC talkers. Here’s an in-game mockup. Campaign Dialog I’ve been pondering how to handle dialog that depends on the current state of the story. The NPC files will have [dialog] blocks that
2011/03/27
Flare on Ubuntu If you’re interested in trying Flare on Ubuntu, this article from Ubuntu Vibes is a great place to start: How to Download and Install Action RPG ‘Flare’ on Linux.
2011/03/23
Config Settings Files This was way overdue, but now there are finally some main config files. Now the following items are configurable: fullscreen video resolution background music volume max frames per second keybindings
2011/03/22
Stat Renaming This is what happens when I get too much extra time — I start changing things randomly! I have renamed the following stats (across the game source code and data files). Magical is now Mental Health is now
2011/03/21
Playtesting levels 1-4 Tonight I playtested each “pure” build from levels 1-4. It’s a vulnerable area, especially in a non-class-based system where a player might make unusual attribute choices. Later levels aren’t so bad, especially once a character starts mixing
2011/03/20
Balance – Part 2 I’m testing several balance changes. Starting HP and MP is now 12 Each level of Physical now grants +8 HP and +4 HP regen Each level of Magical now grants +8 MP and +4 MP regen
2011/03/19
Balance Balance, the RPG task that never ends! But has to start somewhere. If you’ve played Flare enough times, you know that melee builds are far too weak right now. Over the last few days I’ve been trying to fix
2011/03/18
Various Fixes Fixed frames-per-second throttling, should now correctly run at a max ~30fps. As a result of the above, many animation speeds had to be changed. I’ll tweak more of this later. As a result of the above, the game