2012-12-29 12:28:47

Kerkerkruip 7 release notes


In these final days of 2012, we are happy to announce the release of Kerkerkruip 7! It brings you new enemies, new and improved items, a better unlocking system, and bug fixes. Among the highlights are:

* All uninteresting or useless items have been redesigned (or, in a few cases, removed). Your enemies will no longer leave behind identical swords; flash grenades will no longer permanently blind you; and much more! Veteran players will want to examine every item anew to see whether it has changed.
* Several new cursed items have been added, including the singing sword and the fearful axe. And there are rumours that the demon lord's diadem isn't as harmless as it seems either.
* New items have been added, including the gauntlets of grip, the psychedelic cloak, and the epic periapt of prophecy.
* Level 1 and 2 monsters now have more health. This rebalances the early game, which had become a bit too easy over the last few releases.
* Three new enemies will appear: the undead mummified priest; the demonic mistress; and a new level 1 creature, the wisps of pain, which will empower you in a very peculiar way.
* Some fixes and improvements have been made to the unlocking system. Which monsters, rooms and items will appear no longer depends on the difficulty, but only on the number of victories you have won. (More complicated stuff gets unlocked as you win the game more often.) It is also possible to get access to all the goods immediately. From the title screen, go to the options menu and choose the unlock everything option -- this is recommended for Kerkerkruip veterans.

Have fun, and the Kerkerkruip team wishes you a great 2013!

2012-12-31 17:40:06

hmm, a simple question from me. Do you are planning to add full audio to the actual game? it can sounds really interesting like mix of text and audio output.

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2012-12-31 18:15:24

Do you mean voice acting for all the text that appears on the screen? That would be impossible -- it is far too much, and a lot of it is randomly generated. Or do you mean some other kind of audio?

2012-12-31 19:01:54

Nope, voiceacting can be really hard to do in that type of game but Well, especially full music score, sound effect and characters / monsters growls attacks etc. It can add many to the game's atmosphere.

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2012-12-31 19:37:40

the thing is seal, I'm not sure how good support in glulx  for sound etc is anyway, sinse after all it's an  advanced interactive fiction creation language, and generally if games don't have sound etc.

Myself, i'm quite happy with the game just being text and pleased to see an expantion of the format.

As I said in a previous topic, the thing I'd most like to see is something similar to kerkerkruip, but  with a more    wide ranging exploration and random encounter system rather than the strategic  destruction of monsters in a comparatively small dungeon. I'm however content to wait for that sort of project.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2013-01-01 14:50:22

Yep Dark, I also enjoying this game, since i am really Role play human:D
I wanted to suggest it only, if this can be possible, but thanks for answers regarding it.

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