# Change Log Dose Response is roguelike game where you play an addict. Avoid the dangers threatening your mind and body while desperately looking for the next fix. ## [Unreleased] [Unreleased]: https://github.com/tryjumping/dose-response/compare/v1.0.0...HEAD ## [1.0.0] - 2018-12-19 - Made the initial safe area smaller - Stopped showing commandline options that are not compiled in - Recorded a few teaser/trailer attempts (check out the `videos/` folder) - Replaced the "Dead" message in the sidebar with "Lost" - Added support for message boxes with timeouts - they're not used anywhere in the game, but they're in the trailers - Add a "call to action" alternative to the endgame window - not useful in the game, but will used in the trailer - Fix broken screen fade in on losing the game - after the fadeout, the screen went bright immediately instead of fading in - Add an optional "recording" Cargo feature - We use this to record the trailer - It changes a bunch of timings and gameplay configs - It allows saving each game frame to a file - It shows the "call to action" window - It hides the keyboard hints in the early game [1.0.0]: https://github.com/tryjumping/dose-response/compare/v0.11.1...v1.0.0 ## [0.11.1] - 2018-12-14 - Updated all in-game links to use the new https://tryjumping.com website - Added icon to the Windows executables - Migrated code repository to https://github.com/tryjumping/dose-response - Added counter showing progress on increasing the Will stat - Companion NPCs are now always visible -- even when behind a fog of war or unexplored tile - Save files now store the game version and log a warning if it doesn't match - The game now shows the main menu on start - Previously, the player was dumped straight into the game [0.11.1]: https://github.com/tryjumping/dose-response/compare/v0.10.0...v0.11.1 ## [0.10.0] - 2018-11-30 - Fixed crash when restarting the game in the browser - Fixed a visual glitch when scrolling the map - Victory NPCs leave an explanation when they leave because the player got high - Companion NPCs now move as fast as the player and can't be easily left behind - Added an About page to the in-game help - Added version, homepage and git commit to the the game log (dose-response.log) - Added version to the main menu - Fixed the display size in the glium backend [0.10.0]: https://github.com/tryjumping/dose-response/compare/v0.9.0...v0.10.0 ## [0.9.0] - 2018-11-03 - Fixed the dose ordering in the sidebar - Updated the help messages - Player and monsters now alternate their turns - this is only really visible if the player has more than 1 Action Point - previously, the player would use up all their APs and then monsters would do the same - now, the player uses 1 AP, then the monsters use 1 and so on - Added Victory NPCs - This is the proper endgame sequence - Once the player can resist all doses, a new NPC will spawn - Upon reaching it, the game ends - Show a path to the Victory NPC when they appear - The camera briefly scrolls to Victory NPC when they appear - Removed the "sobriety counter" placeholder endgame sequence - Ported the code to Rust 2018 edition [0.9.0]: https://github.com/tryjumping/dose-response/compare/v0.8.4...v0.9.0 ## [0.8.4] - 2018-06-8 - Defaulted to the SDL backend everywhere - Fixed the OSX build - Added logging to the dose-response.log file [0.8.4]: https://github.com/tryjumping/dose-response/compare/v0.8.3...v0.8.4 ## [0.8.3] - 2018-05-15 - Added OpenGL implementation for the SDL backend - Lots of internal code changes [0.8.3]: https://github.com/tryjumping/dose-response/compare/v0.8.2...v0.8.3 ## [0.8.2] - 2018-05-05 - Minor build script fixes [0.8.2]: https://github.com/tryjumping/dose-response/compare/v0.8.1...v0.8.2 ## [0.8.1] - 2018-05-05 - Minor build script fixes [0.8.1]: https://github.com/tryjumping/dose-response/compare/v0.8.0...v0.8.1 ## [0.8.0] - 2018-05-05 - The monsters now have names visible in the game - Described how to use items in the help pages - Fixed glyph position in the opengl backend - Fixed the spacing between paragraphs in the help pages - Increased the font size - Fixed mouse position issues on fullscreen - Increased the AoE radius of the Diagonal and Cardinal doses - Added a What's Dose Response help page - Added smooth scrolling when centering the screen - The player can now move even when an animation is playing - Switched the web version to use WebGL [0.8.0]: https://github.com/tryjumping/dose-response/compare/v0.7.0...v0.8.0 ## [0.7.0] - 2018-03-10 - Added mouse support to the web version - Items can be used with mouse now - All menus have mouse support - You can close windows by right-clicking anywhere on the screen - Made the colours a bit nicer - Disabled Fullscreen under Windows because it crashes the game - Removed fog-of-war at the endgame screen - Included Readme and License files with the game [0.7.0]: https://github.com/tryjumping/dose-response/compare/v0.6.0...v0.7.0 ## [0.6.0] - 2018-02-16 - Added saving and loading - Fixed fullscreen (including on multi-monitor setups) - Fixed food appearing on the player's initial position - Fixed doses' irresistible areas covering the player's position - There's now at least one clear safe-to-use dose nearby - Basic mouse support in the main menu - Increased the rate at which the player develops tolerance [0.6.0]: https://github.com/tryjumping/dose-response/compare/v0.5.2...v0.6.0 ## [0.5.2] - 2018-01-29 - Added Help screen (press `?` to open it) - Added Main menu (press `Esc` to open it) - Added variable-width text rendering (used in the menus and help) [0.5.2]: https://github.com/tryjumping/dose-response/compare/v0.5.1...v0.5.2 ## [0.5.1] - 2018-01-11 - Added hints to the end game screen - Fixed the Vi keys [0.5.1]: https://github.com/tryjumping/dose-response/compare/v0.5.0...v0.5.1 ## [0.5.0] - 2017-12-30 - Toggle fullscreen when pressing Alt+Enter - NPCs give bonuses when bumped into while sober - The player can only have 1 bonus active at a time - The bonus goes away if the player gets High again - WebAssembly support! - The game can now be played (in a modern up-to-date browser) at: - https://tryjumping.com/dose-response-roguelike/play/ - Different ways of losing the game now fade in different colours [0.5.0]: https://github.com/tryjumping/dose-response/compare/v0.4.3...v0.5.0 ## [0.4.3] - 2017-04-28 - Make sure the player is not immediately surrounded by monsters - Ditto for being in the range of an irresistible dose - Introduce monsters gradually. At first, only the `S` and `v` will appear and only once the player veers from the starting area will they encounter the rest. - Add useless NPCs (they can't be interacted within, but they're friendly and just wander around) - Make the `h` monsters follow a pack-like behaviour: if one sees a player, it tells other `h`s nearby - Show keys for starting a new game and quitting in the endgame screen - Doses' effect only contributes to the intoxicated state (i.e. whether or how *sober* or *exhausted* you are makes no effect while using) - When winning the game, show the endgame screen - The endgame screens shows why the player lost t - The Windows version no longer shows the command line console [0.4.3]: https://github.com/tryjumping/dose-response/compare/v0.4.2...v0.4.3 ## [0.4.2] - 2017-03-18 - The shattering doses actually show up in the inventory - Weaker doses can be picked up earlier than on maximum Will - The keys for movements are shown every new game (and disappear when you get close to them so as not to interfere) [0.4.2]: https://github.com/tryjumping/dose-response/compare/v0.4.1...v0.4.2 ## [0.4.1] - 2017-02-26 - Made the shattering doses destroy the environment [0.4.1]: https://github.com/tryjumping/dose-response/compare/v0.4.0...v0.4.1 ## [0.4.0] - 2017-02-25 - The game world is now effectively infinite - Added "vi keys": you can use h/j/k/l to move left/up/down/right and y/n/u/m to move north-west/south-west/north-east/south-east - Idle monsters now pick a destination to walk to instead of just randomly moving to a surrounding tile - After losing, a summary with the total number of turns, longest High streak and number of doses in your inventory is shown - Two new dose types are added. Their strength is between the existing two types, but they shoot cardinal or diagonal rays that destroy walls [0.4.0]: https://github.com/tryjumping/dose-response/compare/v0.3.0...v0.4.0 ## [0.3.0] - 2016-12-14 - The game can be won now (see Spoilers for more details) - You can pick doses up and carry them your inventory when your will is at its maximum (5 in this release) - Press keys 1, 2 or 3 to use food/dose/strong dose from your inventory - Doses appear more frequently on the map - More detailed display of the state of the mind: a textual representation (withdrawn/sober/high) as well as a progress bar showing how fare along a given state you are - When the dose's effects disappear, you go directly to "withdrawn", skipping the "sober" state. You can work your way up to sobe by eating food - Different background colour for the sidebar so it doesn't blend into the unexplored area - Fix screen scrolling - the screen now scrolls when the field of view would touch the edge of the screen ### Spoilers To win the game, you must defeat enough a monsters to increase your Will to the maximum value (5). You need to defeat 7 as to increase the Will by one point. Once you're there, you need to last for 100 turns without getting high, losing will or (of course) dying.