Tower of Darkness
Tower of Darkness is a roguelike game that takes place in the same world as Pirates of the Western Sea, and at the same time, too! Experience and magic are far more plentiful in TOD, since it's only a 10 level dungeon.

Although it is an incomplete game, Tower of Darkness is still pretty entertaining. If you're up to playing it, I'm open to suggestions and bug reports!

The game is freeware, but not freely distributable until it's done. I don't want a bunch of half-finished games out there on various FTP sites, so please only get TOD from this site & don't upload it anywhere just yet.

The goal of Tower of Darkness isn't very clearly laid out in the game yet, so I'm just going to tell it to you... get down to the 10th level, find an evil altar, get the object on it, and return to the surface.

Your score is based on coins if you die, but speed (in game days) if you win.

Good luck, and find lots of bugs!

Downloads
Testing Version #10: tower.zip, 13,942k.


Changes in Version #10 (May 25)
Major change in skill cost (see message board).
Added a new player (human) icon.
Fixed the storm spell graphics.
Added mouse-wheel scroll support on spell menu.
Fixed final altar sometimes not working right.
Made level 10 more demon-infested.


Changes in Version #9 (May 14)
Graphics updates mostly... better looking walls, plus two new character icons & air elemental icon. The automap is twice as big, too.

Changes in Version #8 (May 9)
Several months of work on POWS... who knows what's changed? Stuff I remember includes:
Monks armor-piercing toned down a little, but stunning & paralyzing effects occassionally occur.
Two-handed weapons do more damage now (they use d8 for the calculations instead of d6).
Bard music effects toned down... sleep & charm songs affect the closest enemy only.

Changes in Version #7 (Feb 7)
Changes
There are some NPCs wandering alone in the dungeon who will join you (only with newly-created games, unfortunately).
Added another way to spend money on level 4 (this one stays around permanently).
Added two weapon caches, one silver & one iron.

Fixed
Fixed "green square" monsters.
Fixed lockup at beginning of combat.
Fixed bug with fleeing monsters doing stuff right after they flee with their remaining MV (probably was the fleeing crash).


Changes in Version #6 (Feb 3)
Changes
One of the starting three NPCs will be a priest.
Added new & improved custom icon handling (put 'em in \custom directory and you can enter the name directly).
Levels 1-6 are now smaller (around 20 rooms instead of 30, and concentrated more in the center of the map).
Items are placed less in the open and more in coffins, bones, chests, beds, etc.
Three more NPCs added (elf mage/swordsman, dwarf arbalester, human priest of Janev).
Increased cost of some Bard weapon skills.

Fixed
Fixed potential crash on bolt & jet spells (right after target selected).
Attempted fix of stray pixels appearing in icons.
Removed Unused from spell target selection.
Level display is shown.


Changes in Version #5 (Feb 1)
Levels 1-6 have different dungeon generation (more rooms, less weird).
Since the levels are bigger, the experience is toned down a little.
You can now hold down the mouse button when allocating experience.
Doors can be automatically opened by moving into them with the cursor keys.
Items on lower levels have higher plusses.
Made more non-body armor good items show up.
Made the upper levels a touch more difficult.
Made the cavern levels smaller.

Bards
Charm now can wear off during combat (why didn't it before? who knows...)
Charmed opponents must be taken down to be victorious.
The charm song is less powerful (stronger range penalties, plus charm now can wear off)
...same range penalties for the sleep song.
Increased benefits of the magic/countermagic songs (x2 and x3, respectively)

Monks
Normal weapon skills have been +1 damage per 50 skill level, Jidesekan is now +1 for every 15 (3x as much)
Jidesekan gives +1 MV for every 100 skill level (indirectly helps dodging)
Jidesekan also improves dodging directly (in the combat code), about 5% better for every 50 points
---old way: monk with Jidesekan 200 and MV 6, no armor, dodges 30% of normal blows
---new way: same monk now has MV 8 and now dodges 60% of normal blows
The special jidesekan strikes (cobra strike, etc.) do more damage (about twice as much)
Jidesekan also has an armor-bypassing effect (completely unrealistic!), ignoring 1 point of Armor for every 25 skill level
Increased Jidesekan penalty for carrying around heavy stuff.

Fixed
Fixed flash/thunderbolt graphics.
Fixed dark troll icon.
Removed Unused from mass friendly spells.
Removed Unused from party reorder display.
Removed ctrl-L load.
Unused skill bonuses are removed (it was backwards as of version #2).



Changes in Version #4 (Feb 26)
Changes
Bard characters start with a lute, rogues with lockpicks (you, not NPCs).

Fixed
Hopefully fixed mysterious crash bug (could update screen with backwards coordinates... yuck).


Changes in Version #3 (Jan 25)
Changes
Now compiled with DirectX 7.0a (you should still be able to use whatever version you want).
There are now enemy adventurers in the dungeon. The deeper they are, the tougher.
Changed many of the item probabilities for less junky stuff.

Fixed
Sometimes the upper left square in combat was wrongly visible.
Removed the left-over display of the machine coordinates.
Fixed many messages for female characters.


Changes in Version #2 (Jan 24)
Changes
Fleeing from combat takes you to the up stairs.
Hobgoblins min level 3, lizard men min level 4.
Added a way to spend your money on levels 3 & 5.
Characters now get about 5 times as much experience.
Some good weapons & armor are now put on each level.
Added POWS advertisement.
Added some different tavern NPCs to join you.

Fixed
Entering new save names isn't garbled anymore.
Items no longer generated with bonuses to Artillery, Disguise, Navigation, Persuasion, or Seamanship.
Starting character icons are correct.
Removed mysterious Prayer & Magic skill 400 thingie.
Tavern mages start with a spellbook (they'll start with more than one once I can guarantee they aren't identical).

Unable to repeat, but attempted to fix anyway
Monsters running away causing the game to crash (it won't be because their position is being erased out of bounds).
Starting the game stuck in a wall.



Known Issues (Updated Feb 3 and Way Out of Date)
Highest Priority
New NPCs should show up in the tavern.
Put in magic arches/fountains/altars, etc.
Random monsters for additional experience after a level is cleared.
More stuff to spend money on.

Important
The temporary bard music needs to be replaced.
There is no way to use custom sounds yet.
Make stealing, alchemy, and scribing work.
Make the right-click menus work on every screen.
Remove map-delete cheating.
Automatically save after combat & entering new levels.
Escaping the dungeon should be harder.
The final combat is way too hard.
You should be able to drop items and pick them back up again.
The create water overlay graphics are garbled.
Remove fear on a summoned animal didn't work.
Make the goal very clear very early on.
Documentation (especially for priests).
Priests can begin with a weapon they're not allowed to use.
Some balance for elves being good with Magic.
Tried to sell an item in the store and gave message about "items may only be sold in a store".
More cool monk stuff (stunning/paralyzing?).
Monsters walk over bookcases.
Long corridors are tedious (perhaps a better way to walk down them?).
Atmospheric text.
Monsters with missile weapons can shoot them without provoking attacks.
Monsters with missile weapons would rather shoot you when scared than run away.
Item list getting shifted funny in stores (mouse & screen disagree).
Enemy spells that resolve after combat prompt you for target.
Perhaps some effect of non-priest's deities.
Found a "+1 orb".
Found a non-monster (green square) on level 1.
Casting spells in town causes weird graphics things to happen.
While transferring coins to a full character, they disappeared.
Speed shoes don't seem to have an immediate effect.
Scroll of hammer of Vorn doesn't work.
Can target bolt spells in town.
Balance the different elementals.
Check all summoning spells for balance vs. difficulty.
Was able to target a monster's great fog cloud (demons).
Some way to resurrect people (besides waiting until your priest is good enough).

Low Priority
There are very few correct item pictures.
The party's sounds are not right and there are no female voices.
Some portions of some of the wall sets are transparent.
Incorporate the character's size in hit location calculations.
Document elf magic ability.
'l'ooking at stairs is awkward.
Number of coins display in store can be wiped out with mouse.
Opened a chest and it turned into watery green tile.
ESC key stopped working for a while.
Elementals don't have proper art yet.
Program ID is still 'POWS'.
Dead zombies are orc-colored.
Rainbow spell shows up in quick combat.
Death bolt color might be wrong.


Tower of Darkness is copyright 2000 by Tom Proudfoot