Crypt Wizard: updated for 2023 !
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- EmoMage
- Girls only want boyfriends who have great skills.
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- Joined: Tue Aug 06, 2013 10:10 am
Re: Crypt Wizard: forums exclusive demo
is this game still a thing?
eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
Re: Crypt Wizard: forums exclusive demo
sure. have you played the 2017 version with the 5 scenarios, plus tried out a combination of random maps and settings?
- EmoMage
- Girls only want boyfriends who have great skills.
- Posts: 772
- Joined: Tue Aug 06, 2013 10:10 am
Re: Crypt Wizard: forums exclusive demo
no!! I have not!! i need to give it go. 

eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
- Keighn
- Stop posting already --;
- Posts: 5490
- Joined: Sat Jun 26, 2004 10:13 am
- Location: Hey.... pssttt Back in Orgeon
Re: Crypt Wizard: forums exclusive demo
Egg, is this compatible or rather available on tablets say fire tablet 10 hd via amazon app or... google play (which i need to get working)
ZUPS!!!!
Re: Crypt Wizard: forums exclusive demo
it could be one day but right now, pc only
- Keighn
- Stop posting already --;
- Posts: 5490
- Joined: Sat Jun 26, 2004 10:13 am
- Location: Hey.... pssttt Back in Orgeon
Re: Crypt Wizard: forums exclusive demo
No prob. It's on my laptops for now. Speaking of my tablet issues I finally found a very easy solution that worked:
He says type luxmounts blah blah blah.. but he has a link that's faster and easier:
He says type luxmounts blah blah blah.. but he has a link that's faster and easier:
So, I got google play on my tablet though, tbh, I have no idea what are good apps and what are crap. A lot of crap right of the bat so I'll see before the flight home. I'll probably just watch freeman's mind or a movie.★★Download★★
https://luxmounts.com/googleplay
ZUPS!!!!
Re: Crypt Wizard: updated for 2021 !
Bump for a big CRYPT WIZARD update!
... 4 years after the last and 10 years after I first started working on this rotten game
OP has the details. The main change is that the Wizard now has his own spells you can unlock and cast. Also a new tileset.
It's getting really close to final. Sadly there are now dramas with java and the gfx library which make me really regret using java and not a proper language like C++ (which is what euo is written in). I'm probably going to have to ditch the gfx lib, which means a LOT of work, but that's a future job. Right now Crypt Wizard is working, and I have the java installer linked to in the first post if you need it. (req java 8 32bit, newer versions won't work I don't think!)
On some levels this is a neat game. It has a LOT of polish, esp UI polish. But I don't know how long you can play it for: ie I don't think it's particularly deep. It's fine tho. Once I figure out the java dramas, and settle on the tileset (I think I have settled on it) I'll put this on itch.io and ask charge $5 for it.
In the mean time it's free, it's not euo and if you like RTS's then give this a go.
MAJOR CHANGES for 2021 / build 12

MAJOR CHANGES
* your wizard now has 3 spells you can unlock and cast: Heal, Sleep & Charm
-> Heal your friendlies
-> Sleep your enemies
-> Charm your enemies to make them your allies!
Unlock these spells them by building spell totems from life essence & stone totems
* all new tileset with help from 0x72 -> https://0x72.itch.io/
* added alchemist, at which you can make flesh golems
MINOR CHANGES
* new spell sounds
* added a 6th scenario, & rearranged/tweaked the others
* gfx cleanup, new mob tiles
* autoreloading tiles
* left ctrl + wheel to zoom
* added caveins as an option in random games
* pylons start with a 20sec sleep so they can't be used cheesily
* choose scenario screen now has clickable buttons
* added menu button to top right of hud
* added hero death sound
* added hero rez effects
* added hero & unit upgrade effects
* pavement/creep can only occur within limited walking distance of the parent pylon (ie can't spread thru walls)
* renamed/tiled sword to spear (it's bone)
* you can remove barracks improvements with deconstruct command (incase you place bow+pylactery, etc)
* meatshield renamed to bone armour, made at bonecrafter
* fixed explosions & poisoning not adding to wiz res time debuff
* wiz can see buried items and fancy rock thru walls up to radius 7 tiles
* added warnings/tooltips to delete room & resize room
* some units have visible weapon & armour upgrades
* tooltip on your units shows their upgrades
*new stockpiles must be adj to existing stockpiles (removed Dec 2022)
MAJOR CHANGES for 2017 / build 11
* added 5 playable scenarios that you should try out after completing the tute!
* removed requirement to reset barracks-spawner with spawnerskull - so now your army simply spawns all the time
* default AI of your army is to charge enemy portal blindly if they can find a path (now that they respawn for free) and the portal has been spotted
* scrapped turrets, but now pylons attack like turrets - PYLONS are now your defensive towers and your Farms
* wiz has auto ranged & melee attack!
* wiz respawning but delay in respawn time proportional to deaths
(this all adds up to more of a MOBA feel)
MINOR CHANGES
* disabled peon traits (they were all useless or annoying)
* disabled / removed coal
* scrapped iron / smelting
* armour is now bonecrafted
* sword is now bonecrafted
* disabled / cave ins
* buried items default shown but with ?
* scrapped infirmary
* went back to just euo style gfx for simplicity
* toned down the colours of your base (everything is kinda just purple now
unsure if like, but obviously it needs work)
... 4 years after the last and 10 years after I first started working on this rotten game

OP has the details. The main change is that the Wizard now has his own spells you can unlock and cast. Also a new tileset.
It's getting really close to final. Sadly there are now dramas with java and the gfx library which make me really regret using java and not a proper language like C++ (which is what euo is written in). I'm probably going to have to ditch the gfx lib, which means a LOT of work, but that's a future job. Right now Crypt Wizard is working, and I have the java installer linked to in the first post if you need it. (req java 8 32bit, newer versions won't work I don't think!)
On some levels this is a neat game. It has a LOT of polish, esp UI polish. But I don't know how long you can play it for: ie I don't think it's particularly deep. It's fine tho. Once I figure out the java dramas, and settle on the tileset (I think I have settled on it) I'll put this on itch.io and ask charge $5 for it.
In the mean time it's free, it's not euo and if you like RTS's then give this a go.




MAJOR CHANGES
* your wizard now has 3 spells you can unlock and cast: Heal, Sleep & Charm
-> Heal your friendlies
-> Sleep your enemies
-> Charm your enemies to make them your allies!
Unlock these spells them by building spell totems from life essence & stone totems
* all new tileset with help from 0x72 -> https://0x72.itch.io/
* added alchemist, at which you can make flesh golems
MINOR CHANGES
* new spell sounds
* added a 6th scenario, & rearranged/tweaked the others
* gfx cleanup, new mob tiles
* autoreloading tiles
* left ctrl + wheel to zoom
* added caveins as an option in random games
* pylons start with a 20sec sleep so they can't be used cheesily
* choose scenario screen now has clickable buttons
* added menu button to top right of hud
* added hero death sound
* added hero rez effects
* added hero & unit upgrade effects
* pavement/creep can only occur within limited walking distance of the parent pylon (ie can't spread thru walls)
* renamed/tiled sword to spear (it's bone)
* you can remove barracks improvements with deconstruct command (incase you place bow+pylactery, etc)
* meatshield renamed to bone armour, made at bonecrafter
* fixed explosions & poisoning not adding to wiz res time debuff
* wiz can see buried items and fancy rock thru walls up to radius 7 tiles
* added warnings/tooltips to delete room & resize room
* some units have visible weapon & armour upgrades
* tooltip on your units shows their upgrades
*
MAJOR CHANGES for 2017 / build 11
* added 5 playable scenarios that you should try out after completing the tute!
* removed requirement to reset barracks-spawner with spawnerskull - so now your army simply spawns all the time
* default AI of your army is to charge enemy portal blindly if they can find a path (now that they respawn for free) and the portal has been spotted
* scrapped turrets, but now pylons attack like turrets - PYLONS are now your defensive towers and your Farms
* wiz has auto ranged & melee attack!
* wiz respawning but delay in respawn time proportional to deaths
(this all adds up to more of a MOBA feel)
MINOR CHANGES
* disabled peon traits (they were all useless or annoying)
* disabled / removed coal
* scrapped iron / smelting
* armour is now bonecrafted
* sword is now bonecrafted
* disabled / cave ins
* buried items default shown but with ?
* scrapped infirmary
* went back to just euo style gfx for simplicity
* toned down the colours of your base (everything is kinda just purple now

- Keighn
- Stop posting already --;
- Posts: 5490
- Joined: Sat Jun 26, 2004 10:13 am
- Location: Hey.... pssttt Back in Orgeon
Re: Crypt Wizard: updated for 2021 !
Yeah, I'm upset that java has taken a beating and is being buried. Sucks ie also is dead. My older computers can still mess around offline esp with downloading js games from the net. I scored a bunch in 2019 but since then most are gone. I'll see if it works on my win10. It shouldn't be a problem since I got "old-school CRPG the game" to work (it is sort of like gold box. Bought it on drivethruRPG.
ZUPS!!!!
Re: Crypt Wizard: updated for 2021 !
NVM - have figured out missing sound. The zip needed a couple of dll's.
I'm currently thinking about how to package JRE with it, so you don't have to install java.
Re: Crypt Wizard: updated for 2022 !
build 13, now on itch.io!
https://eggmceye.itch.io/crypt-wizard/
Major:
* added a new random map option to have a clear path from your base to portal (so you get immediate invasions)
* added a new random map option to show where the portals are from the beginning
* made a new scenario called dota60 - just to see how Crypt Wizard plays as a MOBA style game
* can now make spawner skull from life essence and granite at alchemist
Minor:
* changed claimed dungeon floor colour from red to bile green
* can pan diagonally by holding down both left+up or W+A, etc
* improved panning such that you can't pan right off the playing field
* improved random map generation
* other random game default options changes: portals 1, portal def 3, waves till inc qty: 3
* added xml option for portal to start as discovered (so your guys attack it)
* pylons can only be deconstucted when they are at full HP
* wizard can no longer cast spells when game is paused
* default portal speed for a random game changed to slow (was normal which was pretty fast)
* no longer allow the deconstruction of your last pylon
* added a sound effect & a message when a portal is destroyed
* added 'have item' checklist element (with optional quantity)
* changed tute 'craft pedestal' to 'craft two pedestals' – and made it 'have item' checklist element type
* changed the tute 'get mana crystal' checklist element to 'have mana crystal' – so you can dig it out earlier and not break the tute
Fixes:
* fixed a weird bug with keyboard panning where your viewport would get stuck well off the play area
* starting a scenario (loading a map) always reset the game option booleons to false (such as 7 dwarf mode)
* building squares no longer need to be placed in seen squares(tiny chg to make xml building placement work)
* fixed random map options screen portal speed labels & portal speed being back to front!
* no longer allowing to build pylons on existing pylons
https://eggmceye.itch.io/crypt-wizard/
Major:
* added a new random map option to have a clear path from your base to portal (so you get immediate invasions)
* added a new random map option to show where the portals are from the beginning
* made a new scenario called dota60 - just to see how Crypt Wizard plays as a MOBA style game
* can now make spawner skull from life essence and granite at alchemist
Minor:
* changed claimed dungeon floor colour from red to bile green
* can pan diagonally by holding down both left+up or W+A, etc
* improved panning such that you can't pan right off the playing field
* improved random map generation
* other random game default options changes: portals 1, portal def 3, waves till inc qty: 3
* added xml option for portal to start as discovered (so your guys attack it)
* pylons can only be deconstucted when they are at full HP
* wizard can no longer cast spells when game is paused
* default portal speed for a random game changed to slow (was normal which was pretty fast)
* no longer allow the deconstruction of your last pylon
* added a sound effect & a message when a portal is destroyed
* added 'have item' checklist element (with optional quantity)
* changed tute 'craft pedestal' to 'craft two pedestals' – and made it 'have item' checklist element type
* changed the tute 'get mana crystal' checklist element to 'have mana crystal' – so you can dig it out earlier and not break the tute
Fixes:
* fixed a weird bug with keyboard panning where your viewport would get stuck well off the play area
* starting a scenario (loading a map) always reset the game option booleons to false (such as 7 dwarf mode)
* building squares no longer need to be placed in seen squares(tiny chg to make xml building placement work)
* fixed random map options screen portal speed labels & portal speed being back to front!
* no longer allowing to build pylons on existing pylons