0.15.0 - The only thing that kills you is dying


One thing I’m pretty adamant about is that dying is the only way out of a run in Moloch. I enjoy this because it is merely a technicality - yes, dying is the only way to be able to start a new run, but it is certainly not the only thing that ends one. For example, you can break your legs while not having any movement spells. This would mean you need to kill yourself or to press the button to Die Instantly.

This is funny as shit.

Except it wasn’t fully true before this update, there was another way to end a run: Closing the game. Closing the game isn’t an explicit death, so it counts as a way of getting out of a run without closing the game. Not anymore.

From this update onwards, the game saves its state as a savefile each time you enter a floor, and the game will display a “continue run” button if you leave during an ongoing run. This means you can’t quit out of a run.

Sadly, it also means you can savescum. I have some ideas on how to circumvent this, like making your health be forcibly saved when you close the game (so even if you savescum, you’ll still be bleeding, or have your legs broken, or whatever it was). No circumvent is implemented yet, though - I think that if savescumming is genuinely how you get the most out of a game, you should be allowed to do it, but I’m open to hearing what everyone thinks.

Among other updates, I have improved the wands’ JSON data, meaning that you can now use /givewand in the console to get a wand with an inventory. Check this article if you don’t know how to access the console.

I’ve also given explosions and some spells a camera shake effect. You can disable or change the intensity of this effect to zero if you think it’s too strong.

Recently, I’ve begun work on internationalization.

Files

moloch-win.zip 34 MB
Version 0.15.0 Jan 10, 2023
moloch-osx.zip 48 MB
Version 0.15.0 Jan 10, 2023
moloch-linux.zip 51 MB
Version 0.15.0 Jan 10, 2023

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