ToME: the Tales of Maj'Eyal

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PostPosted: Fri Dec 20, 2013 3:49 am 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
I've posted an update, by far the biggest since the initial launch!

Code:
- 0.0.4
Major
- new artifacts - plasma cannon, sleepless eye, neuropistol
- new Zones - Orangutan slums, the Pit
- new species - Delvers (locked)
- improved object tooltips
Minor
- tooltip now docks on botton right of screen
- tooltip displays on inventory screen
- got rid of logo
- fixed artifact creation in debug menu
- removed references to example modules
- improved actor tooltip
- nerfed special response vest
- fixed multiple object display bug
- fixed talent req display
- artifacts display name is in their color
- fixed error when using knowTalent in combat interface
- new human talent - iron will
- light sensitive now scales, not a flat value
- new Delver talents
- Gorillas available from the start
- species names now correctly in italics


I hope to get another update out before the end of the year, but I'm not sure if I'll have time.


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PostPosted: Sat Dec 21, 2013 11:17 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
I just noticed a bug that prevented the player from progressing beyond the first dungeon so I uploaded a quick fix.

Code:
- 0.0.5
Major
- new implant system - implants are treated like normal inventory objects but need a medical machine to access
- can now create different inventory types that can be accessed separately
- medical machine for changing implants and healing in hangar
- new unique - eagle eyes
Minor
- Gorillas can't wear most armor
- objects can now affect your appearance - will eventually effect npc reactions
- new eye slot for cybernetic eyes - sleepless eyes are wearable now
- added subtypes to machines
- the manufactory now correctly has stairs to the hangar
- combat interface now works as intended
- "uniques" are now unique again


It will probably be a while before the next update. I'm planning on rebalancing the first dungeon and adding two more.


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PostPosted: Mon Aug 04, 2014 3:40 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Anyone know why applying egos to npcs resulted in them having 100s of hp? I ran into the same problem in Veins... any ideas?

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PostPosted: Wed Sep 17, 2014 10:27 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
Have you solved it yet?

I believe it's because the ego also applies the default values from init in Actors.lua

I added something like this to each ego to ensure that ego actors aren't godlike.

Code:
   
level_range = {0, 0},
rarity = 3,
max_life = 0,
stats = { str = 0, dex = 0, int = 0, con = 0},
energy = {},
melee = {},
defense = 0,
size = 0,
life_rating = 0,


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PostPosted: Thu Sep 18, 2014 7:39 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Answer: not yet - RL intruded.

Thanks so much, BDota, this will allow me to re-do the templates and classes properly instead of the clunky resolver.

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PostPosted: Thu Sep 18, 2014 12:30 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
Sure thing :)

I had also used a resolver until I figured out how to make the egoed npcs non-godlike and how to use ego filters.


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PostPosted: Fri Nov 03, 2017 1:12 am 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
After four years, I've decided to return to this project. I probably will never finish it, but it is a fun project for me to work on in my free time.

The new repository is here:
https://github.com/MMBN-Engine/Startide


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PostPosted: Fri Nov 03, 2017 9:47 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
Yayz!

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PostPosted: Sat Nov 04, 2017 8:46 pm 
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Wayist

Joined: Sat Nov 04, 2017 5:32 am
Posts: 20
BDota wrote:
After four years, I've decided to return to this project. I probably will never finish it, but it is a fun project for me to work on in my free time.

The new repository is here:
https://github.com/MMBN-Engine/Startide


w00t!!! g0 d00d g0!!! :D

Just so you know, I tried playing Startide the other day. The old version is pretty much unplayable anymore with te4, what with the shoot skill being broken and whatnot..

But I LOVE the concept d00d..

+1 would try it again once you think it's somewhat playable..

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PostPosted: Sat Nov 04, 2017 9:48 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
I think I've fixed all of the issues related to upgrading to the new engine in the development build on GitHub. Right now there is only one dungeon implemented. After clearing the dungeon, you get access to a ship, and can travel to Mars, but there's nothing to do once you get there.

My focus right now is on fixing the interface and other bugs I come across. The development build is at least theoretically playable providing I haven't missed other game breaking bugs, although it might not be much fun yet.


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PostPosted: Thu Nov 09, 2017 4:55 am 
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Wayist

Joined: Sat Nov 04, 2017 5:32 am
Posts: 20
I finally took the time to try the current build of your Startide, BDota.

I played a Gorilla with the Smash and advanced Smash (?) skills and the handgun proficiency skill. At first I tried to shoot the li'l bots with the first handgun available to the players, but after missing 6 out of 5 shots, I decided to ditch the handgun, grab the nearest crowbar, and go on a 'Gorilla smash!!!' rampage on anything and everything moving! What fun!!! :lol:

Suffice it to say, I died on the third floor.. ran out of healing kits by then.. oh well..

With that in mind, are there any method of natural healing that can help me regain my health? I tried simply resting and/or moving around, but it seems that health doesn't heal 'naturally' like in ToME. Unless there's a game mechanic I haven't found out that can heal me beside healing kits/stamina packs?

Thanks.

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PostPosted: Thu Nov 09, 2017 8:17 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
Thanks for the feedback! Combat right now is very poorly balanced, so hearing from someone who has played really helps out.

mckwack wrote:
I played a Gorilla with the Smash and advanced Smash (?) skills and the handgun proficiency skill. At first I tried to shoot the li'l bots with the first handgun available to the players, but after missing 6 out of 5 shots, I decided to ditch the handgun, grab the nearest crowbar, and go on a 'Gorilla smash!!!' rampage on anything and everything moving! What fun!!! :lol:

This was always my intended play style for gorillas :D I'll make it more clear in the next build that they are poor at shooting.

mckwack wrote:
With that in mind, are there any method of natural healing that can help me regain my health? I tried simply resting and/or moving around, but it seems that health doesn't heal 'naturally' like in ToME. Unless there's a game mechanic I haven't found out that can heal me beside healing kits/stamina packs?

Right now, the only other sources of healing are either available after clearing the first dungeon, or by cheating via the debug menu ctrl+l. This was an intentional design decision, I want healing to be rare, with survivability largely coming from damage prevention or mitigation, but I'm willing to ditch this design principle if I can't get it balanced right. For humans and chimps, damage can be reduced by wearing armor. Gorillas can't wear armor, which I tried to balance by giving them the Damage Resist I feat.

I guess the best way to survive as a gorilla in the current build is to take Damage Resist II and III as starting feats. I'll look into seeing what else I can do to make them more playable once I finish up current work on a random species generator :D


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PostPosted: Fri Nov 10, 2017 9:58 am 
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Wayist

Joined: Sat Nov 04, 2017 5:32 am
Posts: 20
BDota wrote:
Thanks for the feedback! Combat right now is very poorly balanced, so hearing from someone who has played really helps out.

No worries mate. I'm not much of a beta tester, though I do hope my feedback could help you somehow.. ;)

BDota wrote:
mckwack wrote:
I played a Gorilla with the Smash and advanced Smash (?) skills and the handgun proficiency skill. At first I tried to shoot the li'l bots with the first handgun available to the players, but after missing 6 out of 5 shots, I decided to ditch the handgun, grab the nearest crowbar, and go on a 'Gorilla smash!!!' rampage on anything and everything moving! What fun!!! :lol:

This was always my intended play style for gorillas :D I'll make it more clear in the next build that they are poor at shooting.

Ah, figures.. well, I'll try playing either Human or Chimps next time then, see how good (or bad) they're at shooting.

BDota wrote:
mckwack wrote:
With that in mind, are there any method of natural healing that can help me regain my health? I tried simply resting and/or moving around, but it seems that health doesn't heal 'naturally' like in ToME. Unless there's a game mechanic I haven't found out that can heal me beside healing kits/stamina packs?

Right now, the only other sources of healing are either available after clearing the first dungeon, or by cheating via the debug menu ctrl+l. This was an intentional design decision, I want healing to be rare, with survivability largely coming from damage prevention or mitigation, but I'm willing to ditch this design principle if I can't get it balanced right. For humans and chimps, damage can be reduced by wearing armor. Gorillas can't wear armor, which I tried to balance by giving them the Damage Resist I feat.

I guess the best way to survive as a gorilla in the current build is to take Damage Resist II and III as starting feats. I'll look into seeing what else I can do to make them more playable once I finish up current work on a random species generator :D

I really don't mind if that's how the game should be played. I was just curious whether it was intended to be like that or I just got screwed by RNG. The final decision is yours, though, I don't mind either way.

Forgive me if I'm wrong, but I believe I did try to take Damage Resist I as one of the starting feat, but instead received a 'Prerequisite not met' error.. :? I'll try playing Gorilla again when I have the time and take a screenshot of it.

Cheers.

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Growing up, is completely optional.. ;)


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PostPosted: Fri Nov 10, 2017 6:24 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
mckwack wrote:
Forgive me if I'm wrong, but I believe I did try to take Damage Resist I as one of the starting feat, but instead received a 'Prerequisite not met' error.. :? I'll try playing Gorilla again when I have the time and take a screenshot of it.


No, you're right. Normally you need to take one of the other damage resistance talents (fire, cold, etc.) as a prereq for Damage Resistance. I indented to give Damage Resistance to Gorillas as a starting feat to get around that, but I didn't actually ever implement that. I'll fix it when I have time to update next.


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PostPosted: Fri Nov 10, 2017 9:50 pm 
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Wayist

Joined: Sat Nov 04, 2017 5:32 am
Posts: 20
BDota wrote:
mckwack wrote:
Forgive me if I'm wrong, but I believe I did try to take Damage Resist I as one of the starting feat, but instead received a 'Prerequisite not met' error.. :? I'll try playing Gorilla again when I have the time and take a screenshot of it.


No, you're right. Normally you need to take one of the other damage resistance talents (fire, cold, etc.) as a prereq for Damage Resistance. I indented to give Damage Resistance to Gorillas as a starting feat to get around that, but I didn't actually ever implement that. I'll fix it when I have time to update next.


Oh.. that's okay then, don't worry. Take your time, no need to rush. ;)

In the mean time, I'll try to find some time to play either Human and/or Chimps and report my findings here, if any.

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Growing up, is completely optional.. ;)


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