Golden Krone Hotel
A vampire roguelike with a focus on dynamic lighting and stealth. Kill vampires with sunlight or become one yourself and sneak up on pesky humans.
Play
Version History
- Stats rebalanced: defense bonus now comes from STR instead of DEX. Spell hunger is a bigger deal, but INT mitigates it. Overall, DEX should be less overpowered.
- Added a very simple class system. Choose one of four "disguises": Vagabond, Officer, Assassin, or Scholar. The last three are kind of like self imposed challenge modes where your stats are heavily skewed toward either STR, DEX, or INT.
- Fixed bug where humans didn't cast FIRESTORM in the dark, which made them weaker than intended
- Solomonari now cast GLOW uponing seeing you. Combined with the FIRESTORM change, these guys can be really deadly
- Fixed bug where Princess tries to heal an ally, but heals herself
- All torches are now lit whenever you enter the Library, even if you extinguish all of them and return. Likewise, all torches in the Mausoleum become extinguished
- Fixed bug where it was possible to die from starvation without ever getting a warning
- Separated opening gameplay information into an optional "tips" section
- Added magic descriptions back to the help
- Improvements to the map. Tons of balance tweaks.
- The map now shows lighting (including sunlight), windows, and unlit torches.
- Audio cue added when near starvation.
- Wait key (.) now works on numpad.
- Green Man has moved up a floor to prevent early deaths to sunlit Green Men
- Lapis Golem has been moved down a floor (swapped with Green Man) and weakened.
- Tweaks: slightly less XP required to level, hunger issues reduced a bit, balaurs slowed somewhat, and a few early monsters are easier.
- Each dungeon branch now has its own boss; you must beat all 4 to reach Fane. Lots of balance tweaks with the primary goal of making human mode as good as vampire mode.
- There are now 4 mandatory bosses, one in each branch: a werewolf, a trickster faery, a vampire necromancer, and a human princess.
- The effect of dexterity has been condensed. There is less marginal utility in a dex upgrade (it was previously way too powerful) and the speed difference between the fastest and slowest creatures has been reduced signficantly.
- Enemy humans are a lot tougher.
- Removed the blood golem and added 4 new enemies: Ice Golem, Sunstone Golem, Field Viper, and Sand Viper
- Added a "poisoned" status, which prevents most forms of HP recovery. Vipers and Rat Assassins cause poisoning and several potions have been added that deal with this concept.
- Added a "delusion" status. You can become afflicted through a certain potion or through one other route...
- Added a potion that reveals a floor layout.
- The order of potions was previously deterministic, but they are now shuffled at the start of a game.
- Fixed a bug with the light icon not displaying correctly.
- The Varcolac now acts like a normal human during the day (instead of always fighting you)
- "Dungeon branches" added; harder difficulty; and new monsters, spells, and potions.
- 4 branches added: Library, Mausoleum, Pharmacopoeia, and Greenhouse.
- Vampires and humans now seek out dark and light areas respectively. This makes them significantly more challenging.
- 5 new enemy types and a "boss"
- Bat - surprisingly dangerous early game enemy.
- Brawler - tough, but slow vampire that can throw you back on tile.
- Hunter - a human who carries a lantern to negate your attempts at hiding in the shadows.
- Blood Golem - continuously bleeds everywhere.
- Balaur - 3 headed dragon that can only see in darkness.
- Varcolac- ???
- 3 new spells
- Glow - gives you a fleeting magical light.
- Detect - lets you temporarily detect the presence of nearby creatures.
- Fortify - buffs your stats temporarily.
- 2 new potions that create unnatural darkness/sunlight.
- Music now plays on all floors.... too much?
- Critical strikes and more variability added to attacks.
- Nobles will drink blood off the floor or take blood from Runners.
- Added various floor types, wall decorations, and destructibles (e.g. statue).
- Items are now drawn on the map!
- Grimoires stay on floor if you decline learning their spell.
- The game should now be fully playable on keyboard (excluding examining tiles/potions). Quaffing and stat upgrades can be done with keys.
- Enemies can now walk on stairs and will follow you up them.
- Support for 3 window sizes: 1210x710 (and higher), 980x530, and 800x360
- Green Man strength capped. Different icon when they get stronger.
- Potions are no longer shuffled (it was an intentional but stupid design)
- Potion descriptions can be viewed in potion menu
- Balance tweaks: hunger is more serious, fewer equipment drops, more spell books, Fane is stronger
- Rare bug fixed where tutorial wouldn't connect to rest of level
- Various key binding fixes and small tweaks
-
Fixed bug that initiated end game accidentally
-
Fixed bug where death took an extra turn to process
-
Time slowed down 2X, making it easier to utilize sunlight.
-
Click-tile-to-describe: Describes the tile and anything on it.
-
Changed stained glass sprite from solid blue to clown vomit. I think people were assuming it was a regular window, but it behaves differently.
-
Changed "tutorial" area from 3x40 area to single 1x10 hallway. Hopefully, more info conveyed in less time with fewer people thinking the game is non-randomized.
-
Minor spelling mistakes fixed.
Special thanks to: Charles Scheffer, Nicole Reid, Joshua Martin, Elliot Bonneville, and Z!
Music by Kevin MacLeod (incompetech.com): Amazing Plan, Night of Chaos, Echoes of Time, Unseen Horrors, Controlled Chaos, Spider Eyes, Relent, and Final Count.