ToME: the Tales of Maj'Eyal

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PostPosted: Tue Sep 23, 2014 3:11 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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Defensive roll variant is now in! Piecemeal armor and body parts will take a bit more time...

Also, due to player demand, bleeding out now allows you to attack. Note you still can't move, though.

And oh yeah, Castler fixed the ice "fall-lock" once and for all.

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PostPosted: Wed Sep 24, 2014 9:31 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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Bad news for those players who wished for barter functionality - implementing it proved much trickier than I expected. Mostly due to strange engine behavior making it supremely difficult to access item prices in ShowStore dialog.

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PostPosted: Sun Oct 05, 2014 3:10 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Beta 6.2 "Maybe Easier" is here!

As the codename suggests, changes are mostly focused on increasing survivability at lower levels. Some monster CRs were bumped so that they will no longer appear on dlvl 1-3 and you can switch to easy mode, too.

In related news, I set up a wikidot page and now that I'm starting university year, I will focus on updating documentation more and less on adding content to the game.

Grab the standalone version from GitHub or Bitbucket or wait for ModDB.

Or you can grab the module file from te4.org :)

Image

Something that took me 3 days, but means great things moving forward!

CHANGELOG:
* bug fix - spell image list no longer overlaps text spell list [Castler]
* bug fix - no longer able to bypass confirmation of Quit Permanently dialog [Castler]
* bug fix - fix some misspellings [Castler]
* bug fix - Lua error on cancelling mount skill [Castler]
* bug fix - Xavias godpulse causing Lua error [Castler]
* bug fix - fix corpse and bag weights
* bug fix - restore stat descriptions in char creation
* bug fix - DR check not working properly
* bug fix - no longer able to use ranged weapons in melee
* bug fix - pseudo-ID and auto-ID now work for worn/equipped items too [Castler]
* bug fix - saving throws logged properly [Castler]
* bug fix - skills logged properly on a 1 or a 20 [Castler]
* bug fix - proper skill points calculation [Castler]
* bug fix - definite fix for "fall-lock" on ice [Castler]
* bug fix - give subtypes to neutral NPCs
* bug fix - no more 'hit for 0 darkness damage' messages spam
* bug fix - no more being 2-hitted by some monsters with higher speeds
* bug fix - lock out of inventory after shopping bug
* bug fix - attacking or using a feat now breaks stealth
* bug fix - fixed some ASCII letters/colors

* difficulty level selection (easy mode forbids criticals by monsters on player)
* gameplay variant options (defensive roll)
* new magic properties: light/moderate/heavy fortification
* increased CR for some monsters: satyr is now CR 5 (was 3); razor boar is now CR 8 (was 5)
* you can now attack while dying
* weapons grant parry bonuses, Incursion-style
* object flavors, ToME 2/Angband style
* switch to silver-based economy
* color-code skills in character sheet Incursion-style
* color-code max skill ranks in skill dialog, UI improvements
* feat select dialog is now categorized
* backport ActorTalentDialog from ToME 1.2.4 [Castler]

Known problems:
* Summon Monster spell monster selection doesn't really do anything - the spell summons a wolf, regardless
* some players reported problems with keybinding screen - I would like an error report or part of the log



I need feedback on new prices!

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PostPosted: Sat Oct 18, 2014 2:47 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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Found a bit of free time on my birthday, so bleeding edge builds now have item flavor lua errors fixed and death messages have been added in!

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PostPosted: Sat Oct 18, 2014 2:58 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
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Location: Angolwen
Happy birthday ! :)

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PostPosted: Wed Oct 29, 2014 7:57 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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Next beta slated to arrive in December - my studies are a mess in the literal sense.

In the meantime, take a peek at the changelog.

Most important changes:
* T-Engine 1.2.4 compatibility
* AI improvements
* monk abilities & Stunning Fist
* increased XP rewards for low CR monsters
* ported over all Incursion templates except class templates (since we're doing NPC classes in a much more flexible way) and undead templates
* a whole heap of bugfixes

P.S. Removed ToME references from some screens.

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PostPosted: Sun Nov 02, 2014 6:16 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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How difficult would it be to make tiles isometric? I just stumbled upon an isometric version of the tileset I'm using...

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PostPosted: Sun Nov 02, 2014 7:54 pm 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 387
Location: Something like a Springscape (hopefully)
Once upon a time I asked DG the same question (cause I'm a sucker for isometric...) and he said that the engine can be tweaked relatively easy.
The problem with isometric view though are the controls, cause everything will be skewed by 45 degrees (i.e. hitting the "down" arrow will move you south-east or south-west instead of south) and the minimap, which is orthogonal (can be tweak also I imagine). There are probably solutions to the above, but wanted to share my thoughts on the matter.

Also, keep up the great work :)!

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PostPosted: Sun Nov 09, 2014 4:20 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Uh, I know I said at the end of October that the next beta will probably arrive in December...

Turns out I lied (or rather, my university obligations let up a bit and I realized the changelog was getting unwieldy).

So here's beta 6.4 "Still chasing Incursion".

Loads of content additions, AI fixes, UI improvements and loads of bugfixes.


Grab the standalone version from GitHub or Bitbucket or wait for ModDB.

CHANGELOG:
* bug fix - ID counters don't tick down anymore when resting
* bug fix - hunger is properly reduced when resting
* bug fix - typo in zone definitions re: marble wall
* bug fix - starting mundane items being unidentified
* bug fix - give poison vials their proper unided name
* bug fix - no longer logging off-screen combat or damage
* bug fix - nix all references to default ToME from options
* bug fix - item level feelings now working as intended
* bug fix - combat log now hints at damage reduction if present
* bug fix - anger on hit properly
* bug fix - templated critters can no longer exceed a zone's max CR cap
* bug fix - some templates were missing HD bonuses
* bug fix - fix otyugh, satyr, aranea, chaos beast, janni, arrowhawk, achaierai, barghest, vargouille; orc, kobold, goblin, human, drow, hobgoblin; shocker lizard, basilisk, bulette, giant owl, purple worm XP rewards
* bug fix - give the inevitables their feats
* bug fix - change spider eater, dragonne, goblin tile
* bug fix - UI issues upon loading premade chars (except minimap dot wrong color)
* bug fix - bring save formulas in line with expected d20 values
* bug fix - Bard has Will as a good save now, as intended

* update to T-Engine 1.2.4
* new terrain - torch, faerie lantern, pillar, rock pillar
* new tiles - doppelganger, tiger, cobra, constrictor, xorn, troll
* new spells - detect evil/good/chaos/law
* new templates - shaman, curate, half-fey; outlaw, brigand; veteran, elite, master, paragon, legendary; feral, dire; flame, earthen, gaseous, aqueous; three-eyed, pseudonatural from Incursion
* new monsters - jackal, mastiff from Incursion; hyena, short-faced hyena from PF
* new feat - Stunning Fist
* angels, fey and unicorn no longer hostile to good or neutral characters
* implemented bonus spells for high stats
* implemented Appraise & Listen skills
* implemented monk class features
* increased starting food amount
* increased XP rewards for low CR monsters in line with Pathfinder rewards
* death messages
* use ToME log functions
* add path string, emotes support
* adapt ToME panic code as an AI
* use an UIset based on Classic ToME
* appraise, craft and decipher script skills added
* add more flavors from Incursion (cloaks, bracers, boots, rings, amulets)
* add object tracker to debug menu
* add code for ID'ing item schools, Incursion-style
* add lesser vaults code
* add entry chamber and hells entry chamber from Incursion
* implement fasting for rangers, Incursion-style

Known problems:
* Summon Monster spell monster selection doesn't really do anything - the spell summons a wolf, regardless
* some players reported problems with keybinding screen - I would like an error report or part of the log

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PostPosted: Fri Nov 14, 2014 8:01 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
I've added level titles today.
That means the only things left on GitHub issues page are thrown weapons (darts, javelins) and assorted optional stuff. Optional stuff being optional, I might just close them just to have all the issues listed cleanly on Bitbucket.

Thrown weapons aren't thrown yet because I can't figure out if I should plonk them via the existing shoot icon or make a separate throw icon and talent.

In other news, got Mount & Blade yesterday for free from GOG.

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PostPosted: Mon Nov 24, 2014 7:57 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
I've updated the wikidot page with the equipment list and some info on the silver standard.

[url="http://veins-of-the-earth.wikidot.com/equipment"]Equipment[/url]

In the meantime, I'm working on a drow city - with buildings, factions and new NPCs, all procedurally generated.

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PostPosted: Wed Nov 26, 2014 7:22 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
I am wondering how to replace
Code:
if game.level.map.attrs(x, y, "no_teleport") then tstr:add({"color", "VIOLET"}, "Cannot teleport to this place", {"color", "LAST"}, true) end


with

Code:
if game.level.map.attrs(x, y, "no_teleport") then tstr:add({"color", "VIOLET"}, "no_teleport", {"color", "LAST"}, true) end


without writing an if for every conceivable game.level.map.attrs(x, y, "whatever")

Help? This would go a long way towards displaying room descriptions similar to ones in Incursion, but I need to be sure first that the game.level.map.attrs work as intended.

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PostPosted: Wed Nov 26, 2014 10:07 pm 
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Thalore

Joined: Mon Mar 25, 2013 10:09 pm
Posts: 153
Try something like this.

Code:
for i,v in pairs({'no_teleport', 'unlit', 'dead_magic', 'another_attr'}) do
  if game.level.map.attrs(x, y, v) then tstr:add({"color", "VIOLET"}, v, {"color", "LAST"}, true) end
end

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PostPosted: Mon Dec 01, 2014 8:33 pm 
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Wyrmic

Joined: Tue Feb 15, 2011 12:01 am
Posts: 282
Zireael, you're doing terrifically.

Gonna hunker down and have a nice long play on this when I face my next major batch of spare time. Incursion was my favourite roguelike, so I feel ashamed for not supporting this more.


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PostPosted: Fri Dec 05, 2014 9:15 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Mod of the Year awards @ ModDB are upon us!

Can you VotE?

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