ToME: the Tales of Maj'Eyal

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PostPosted: Fri Dec 05, 2014 3:16 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
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Location: Angolwen
Vote I have!

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PostPosted: Thu Dec 18, 2014 12:42 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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darkgod wrote:
Vote I have!


Thanks a lot, DG!

Some questions I have.

Would it be possible to display tips on level generation, in addition to loading game?
Would it be possible to get an error popup instead of infinite generation if something goes wrong?

Is it possible to stop the log truncating sometimes?

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PostPosted: Sat Dec 20, 2014 7:39 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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One more question: how does Classic UI avoid the map going under UI and at the same time, has shaders work correctly?

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PostPosted: Mon Dec 22, 2014 6:39 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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Here's beta 6.5 "More to see in the universe". Grab it from GitHub or Bitbucket or wait for ModDB.

* bug fix - fix the isThreatened() function
* bug fix - add "or 0" to item price appraisal
* bug fix - drow and elves now receive racial proficiencies properly
* bug fix - restore targeting display
* bug fix - stores for wandering shopkeepers now work as intended (no more insta-restocking)
* bug fix - no longer capitalizing target names in log
* bug fix - restore feat descriptions in feat select dialog

* new tiles: drow noble female, drow noble male
* new spells: expeditious retreat, dimension door, magic mapping, detect monsters, detect objects, know alignment
* new terrain: shallow water
* new zone: drow city, drow noble compound, tavern, brothel
* new NPC: drow sage; drow noble female/male, drow commoner, drow guard, drow courtesan
* implement class titles
* implement stats training
* implement trap sense for rogues
* display seen NPCs in a list on-screen
* implement racial dolls
* add towns to worldmap
* saves are now timestamped and time played is tracked
* good player characters of traditionally evil races have a special intro text
* randomize notes drop
* implement a level spots tracker debug functionality
* testing encounter-based generator

The main reason it's not labeled as stable is that I can't fix a few lingering issues (level being displayed under the UI, for example) and that some content (metamagic feats, archery feats, dragons, swarms) is still missing.

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PostPosted: Mon Dec 29, 2014 10:02 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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I've spent the last two days poking incessantly around room generation code.

The result is that room name is finally printed to screen - something which has been envisioned for over a year and what I'd attempted to make work for the last month or so.

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PostPosted: Thu Jan 29, 2015 3:50 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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That month was terribly busy at uni - I did not have time to code. Next beta should come sometime in February, before next semester starts.

Some things I managed to do:
* fix some spelling mistakes in log
* AI no longer walks into chasms/lava/water
* low Int characters get separate answers in dialogues
* the drow noble house is now named after the actual House that lives in it
* consumables now stack
* in inventory, un-wearable items are highlighted in red; unusable ones in blue

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PostPosted: Thu Feb 19, 2015 2:01 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Postponing the next beta until ToME beta 1.3 arrives. That doesn't mean development has stopped :)

Image

That's right, metamagic feats are finally implemented, except for Enlarge Spell.

I still need to implement Enlarge and Quicken Spell, and apply the heightened spell point cost/use up higher level spell slots properly.

Regarding the 'configure' thing reported a few times, the hotbar's code is taken from ToME. I assume the 'configure' hint refers to auto-using talents. Which will probably come along in the future, but I'm not sure how quickly. For now, I will try to fish out the tooltip and remove the reference.

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PostPosted: Tue Mar 03, 2015 6:58 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Josh (aka Castler) has made a PR with some UI fixes, I've merged it and used the chance to update the changelog.

Here's the list of stuff done since beta 6.5:
* bug fix - FBO lua error on save load
* bug fix - Lua error & nil exp for creatures with CR in-between table values
* bug fix - character creation screen now does check if a character save already exists
* bug fix - flavored amulets spelling
* bug fix - incorporate the engine fixes for ActorSeenDisplay, making the switch work
* bug fix - shooting not using the weapon's designated crit damage
* bug fix - flyers showing for critters outside lite range
* bug fix - assassin name typo
* bug fix - charges being displayed off or not displayed at all for multiple lines of spells in a spellbook
* bug fix - training stat tracker values are now properly zeroed when increasing stat
* bug fix - no more Lua errors on right clicking talents

* new spells - divine favor, entropic shield, doom, shield of faith
* new NPC: human/dwarf/drow healer
* sorcerers and shamans now use a spell points system instead of Vancian spellcasting
* implement room descriptions
* hirelings now use party member code from ToME
* implement metamagic feats - Extend, Empower and Maximize Spell
* implement Precise Shot and Far Shot feats
* implement spell points & psionic power
* consumables now stack
* unwearable items are highlighted in red; unusable ones in blue
* drow noble house is now named after the House that inhabits it
* can now throw thrown weapons
* low Int characters get separate answers now
* log message is shown when player gains EXP
* UI improvements and bugfixes for feat select screen
* AI no longer walks into chasms/lava/water
* game options screen displayed before the first level is generated
* implement talent configuration from ToME
* backport room generator improvements from ToME git
* backport ego improvements from ToME git

(The last two will go after ToME 1.3 arrives and I update to it)

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PostPosted: Sat Mar 07, 2015 2:32 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
The wikidot site now lists features inspired by existing games (click the word :P). The skills section has also been updated to match the bleeding edge builds.

***

Here's how we solved the ego list in item creation problem.

Ego helper functions

The dialog itself

We based the two files on Zizzo's work in ToME 2 port, but we also took advantage of the Zone:applyEgo function the 1.3 beta introduces.

***
I have also changed some of my setup - I am now using GitHub's Atom instead of Sublime Text 3, which has eliminated the indention weirdness and allows me to track all git changes out of the box. It's more difficult to work with multiple folders, though, but I'm hopeful that the quick update rate will have it solved in no time.

For project management, I've found a simple offline note-taking program such as CintaNotes works perfectly - allowing me to group related ideas and to stop doubling them :)

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PostPosted: Sat Mar 07, 2015 4:17 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10125
Location: Angolwen
Congrats on the progress!

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PostPosted: Sat Mar 21, 2015 10:49 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Beta 7 is out!

Enjoy a load of bugfixes and content additions!
Metamagic feats, archery feats, (more) usable skills, spell points system, wounds and vitality system and more!

Grab it from GitHub or Bitbucket. Alternately wait for ModDB.

CHANGELOG:

* bug fix - FBO lua error on save load
* bug fix - Lua error & nil exp for creatures with CR in-between table values
* bug fix - character creation screen now does check if a character save already exists
* bug fix - flavored amulets spelling
* bug fix - incorporate the engine fixes for ActorSeenDisplay, making the switch work
* bug fix - shooting not using the weapon's designated crit damage
* bug fix - flyers showing for critters outside lite range
* bug fix - assassin name typo
* bug fix - charges being displayed off or not displayed at all for multiple lines of spells in a spellbook
* bug fix - training stat tracker values are now properly zeroed when increasing stat
* bug fix - no more Lua errors on right clicking talents
* bug fix - no longer having to drop the fireball on yourself
* bug fix - visited zones not being saved leading to Lua errors when changing level
* bug fix - spell failure not canceling spells properly
* bug fix - cheat resurrect no longer throws errors if you happened to die while encumbered
* bug fix - Summon Monster I works as intended
* bug fix - used up arrows and/or thrown weapons are now properly removed
* bug fix - summons' tooltips no longer throws an error [Castler]
* bug fix - mage armor spell no longer warns you when you use it on yourself [Castler]
* bug fix - map no longer going under UI on left-hand side [kudos to Castler for pointing out the fix]
* bug fix - level up achievements now achievable

* update to T-Engine 1.3.0
* make use of engine updates, including room generator & ego functions
* enable sound capabilities
* new spells - divine favor, entropic shield, doom, shield of faith, deathwatch, summon monster II,
* new feats - Master Craftsman
* new NPC: human/dwarf/drow healer, drow tavernkeeper
* sorcerers and shamans now use a spell points system instead of Vancian spellcasting
* implement room descriptions
* hirelings now use party member code from ToME
* implement vitality/wounds system
* implement metamagic feats - Extend, Empower and Maximize Spell
* implement Precise Shot and Far Shot feats
* implement Jump, Intimidate, Heal skills
* implement spell points & psionic power
* consumables now stack
* humanoid NPCs now carry food & light sources
* some animals are now neutral and vermin now constitute their own faction
* unwearable items are highlighted in red; unusable ones in blue
* drow noble house is now named after the House that inhabits it
* can now throw thrown weapons
* low Int characters get separate answers now
* log message is shown when player gains EXP
* UI improvements and bugfixes for feat select screen [Castler]
* stair tooltips show where they lead to if you've been there at least once
* AI no longer walks into chasms/lava/water
* game options screen displayed before the first level is generated
* implement talent configuration from ToME
* item creation debug screen now allows hand-picking egos to be generated
* fixes and improvements to magic item generation

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PostPosted: Tue Mar 24, 2015 1:12 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10125
Location: Angolwen
Moar yay!

Bug, when I'm dragging a wand to my hotkeys, it starts an infinite error loop :)
Also, when viewing the inventory the log constantly outputs tons of stuff, reducing performances

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PostPosted: Tue Mar 24, 2015 5:47 pm 
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Uruivellas

Joined: Tue May 15, 2012 11:44 pm
Posts: 797
A drow healer spawned on top of the stairs. Is he supposed to spawn there? I can't seem to find a way to move him off.

Also, picking any of the healing options produces an error: /engine/LogDisplay.lua:123 : bad argument

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PostPosted: Sat Mar 28, 2015 5:45 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
supermini wrote:
A drow healer spawned on top of the stairs. Is he supposed to spawn there? I can't seem to find a way to move him off.

Also, picking any of the healing options produces an error: /engine/LogDisplay.lua:123 : bad argument


I've fixed both these things today, so you can get the bleeding edge version off github if you want the fixes NOW.

Be warned, it also has loads of debug logging since I'm working on the AI atm.

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PostPosted: Fri Apr 03, 2015 2:35 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
To compensate for the AI swap and for quality of life, the player now gets a shoulder slot, from which he can then switch weapons with a single keypress. Keypresses have also been added for a list of wieldable or a list of usable items or a list of those that can be taken off.

The loot system has been overhauled and more closely tied to the d20 Wealth-By-Level tables.
Monster table is this one d20 SRD Treasure Values per Encounter
For NPCs, I'm using this PF NPC-Gear (I like the weapons/protection/magic etc split but it isn't coded yet)
For everything else, such as floor loot and bosses, I'm using this PF Character-Wealth-by-Level

Currently, everything uses the boss table because I haven't yet coded the filters for NPCs :P

I have also adjusted the CR of the giant ant queen, bringing it closer to the Pathfinder version, as it was a pretty frequent early game killer. It's worth remembering that this is a single player game, after all.

I think some more CR adjustments are in order, especially for low CR monsters with Damage Reduction (blink dog, grick).

What do you think? Adjusting d20 to work with a single character is probably the biggest challenge here!

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