ToME: the Tales of Maj'Eyal

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PostPosted: Sat Sep 19, 2015 3:41 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Beta 10.5 is out, just in time for ARRP! Players made some requests in last Feedback Friday and they are coming true here!
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CHANGELOG:
* bug fix - enforce life being equal to max_life when initing a NPC
* bug fix - fix wizard not getting his spells
* bug fix - use elevated level for addons pick (e.g. in stores)
* bug fix - give wounds to the tutorial boss (kudos to guessingo on Bay12 forums)
* bug fix - restore use of provided fonts in the ASCII display
* bug fix - fix dungeon level display for areas with long names
* two small Lua fixes from DarkGod (one affecting only Linux/Mac)
* bug fix - restore the confirmation pop-up in level up dialog

* new class - magus
* new spells: stoneskin
* new items: tome of gainful exercise, tome of understanding, tome of bodily health etc.
* new lore: a guaranteed piece tells you about the worldmap & other areas
* new zones: flooded cavern, lava cavern
* add two new fonts, remove the ASCII without backgrounds option
* character creation screen: the "Next" button brings you to the tab you need to check if something is missing
* bring resists in line with d20 and log them
* show AC sources in character sheet
* more use for Knowledge and Heal skills
* tutorial improvements - make opponents less dangerous, less numerous, replace some water with shallow water
* no more L-shaped buildings in the city; the city is now walled and gated
* new debug option - monster character sheet

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PostPosted: Sat Nov 28, 2015 8:52 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Beta 11 is now out!

Download

CHANGELOG:
* bug fix - correct generator path for drow outpost
* bug fix - typos in drow lore entry
* bug fix - "not delved much further" triggering for zone changes and/or non-infinite zones
* bug fix - worldmap info lore piece spawning in all zones
* bug fix - lore pieces not having names
* bug fix - logic in health descriptions
* bug fix - NPC FOV code erroneously marking stuff as seen for player's map code
* bug fix - wolf, hyena, jackal, hell hound tiles not showing up

* new tiles: noble wall, building floor; worldmap floor, worldmap walls, elven floor, elven wall, drow child, warded wall, air portal, earth portal, fire portal, water portal, 2 worldmap entrance variations, altar; tattoo, wand, rod, beer, biscuit, wine, meat ration, throwing dagger, throwing axe, shortsword, sickle, water flask, drow wine, elven wine, blood, bed, table; chasm
* new zones: small tunnels, elven outpost, wizard tower, drow village
* new NPCs: elf sage, elf healer, elf hireling, elf guard, drow child
* new splash screen by Ozymandias79
* import T2 port's dungeon generator by Zizzo
* change starting zone to small tunnels, make it use the T2 generator
* use the T2 weighting code in other generators
* skew the generator in drow city areas towards generating more drow; neutral vermin, elementals, fiends roaming the city; the brothel should now have more courtesans
* skew the generators in Elemental Planes towards outsiders of the element and forbid opposing elementals
* classes shown in character creation in a tree form
* add lore entries to those monsters that were missing them
* implement being resurrected by your divine patron
* implement xp tick
* implement a proper starting equipment resolver
* implement "take 10" rule
* hotbar button menus no longer offer unusable talents; show talent status
* add a message when a monster enters your sight
* torches light up your map on screen
* add one-liners (aka emotes) to most monsters
* add a scrambling function to chat
* display skills used in chat

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PostPosted: Wed Dec 02, 2015 7:09 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
There's a fairly big bug in Beta 11, grab Game.lua from Git to fix it.

Also, I've managed to implement throwing potions at enemies, AuraoftheDawn will be happy to know it!

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PostPosted: Sat Dec 05, 2015 2:16 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1398
Location: A shallow water area south of Bree
Zireael wrote:
* import T2 port's dungeon generator by Zizzo
* change starting zone to small tunnels, make it use the T2 generator
* use the T2 weighting code in other generators

:shock: *blink* ...Okay, now I'm nervous. :oops: :wink: Bear in mind that it is kind of incomplete at the moment (notably missing secret doors and a lot of room types). Do let me know if you find any bugs. [Oh, and you may want to turn off 'debug_tunnels' at the top of T2DungeonLevel.lua, as that spews enormous amounts of debug logging into the log file (I'll get around to turning that off myself eventually, once I'm convinced it actually works...)]

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PostPosted: Sun Dec 06, 2015 4:48 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
So far, your generator is working better than the T-Engine generator (no 1-room levels so far and blocked off rooms).

The amount of room types could be larger, but even those are an improvement :)

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PostPosted: Sun Jan 03, 2016 5:34 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Happy New Year - beta 11.5 is here!

Grab it from GitHub or ModDB, as usual.

* bug fix - inability to use stairs (reported by Avagart)
* bug fix - heal/inflict potions now print a message to log
* bug fix - Shield Focus feat causing an error in AC code (reported by wobner @ GitP forums)
* bug fix - log feedback when inflicting wounds
* bug fix - wounds being applied thrice in a single round
* bug fix - combat attack printout shows all the situational stuff (it was being overwritten by the generic)
* bug fix - due to copy and paste error, actors in FOV weren't being stored for the player, which broke a lot of functions (such as a check for being able to hide, being threatened or triggering AoOs)
* bug fix - the message for a powerful item on level never showed up due to bad logic

* implement throwing potions at enemies
* implement touch AC and touch attacks
* implement spell focus feats
* enable delayedLogMessages
* add yellow highlight to items and red highlight to actors

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PostPosted: Wed Jan 20, 2016 8:45 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
You probably noticed I've pushed a module file for 11.5 to te4.

Waiting for T-Engine 1.4.0 to make use of the many improvements and fixes.

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PostPosted: Fri Feb 05, 2016 8:06 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
1.4.0 is out, I've used the occasion for more bugfixes (especially when it comes to item generation).

I've also ported hprperfmance's improvements to flying text.

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PostPosted: Wed Mar 02, 2016 6:39 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
I have added some logging to skill points to verify it works as intended. It does.

To prevent player confusion, I made two important changes.

Image
Level up screen reminds you to use the class points first

Image
Backgrounds no longer affect your skill points - all they do is give you a free +2/+2 skill bonus feat

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PostPosted: Mon Mar 07, 2016 9:13 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Beta 12 is out!

Grab it from GitHub or ModDB, as usual.

(If running standalone, you might have to tick 'check incompatible' box. I do not know why it's so)

CHANGELOG:

* bug fix - potions/wands/scrolls without effects now never happen
* bug fix - add dummy entry to lower odds of mwk+ items
* bug fix - fix an engine bug preventing force_ego from working
* bug fix - rare Lua error when debug creating an item which is blocked by level_range
* bug fix - use_simple entry from ego not being merged with the parent item
* bug fix - typos in handle animal and stealth skills
* bug fix - ensure every randomly generated vial has poison
* bug fix - character sheet BAB display forgot to describe some modifiers
* bug fix - summoned critters not having wounds and their tiles not showing
* bug fix - typo caused some consumables' and npc tiles to not show
* bug fix - scrolls no longer leaking info about their effects
* bug fix - trying to pseudo-ID already ID'ed items (e.g. starting items)
* bug fix - cross class skills max rank not getting updated
* bug fix - overzealous filters in debug create item
* bug fix - mails having leather paperdoll look
* bug fix - some items not having subtypes
* bug fix - torches are properly removed from inventory when running out of fuel
* bug fix - resurrection diamond costing 10x too much exp
* bug fix - monster info counts egoed monsters together with non-egoed; no longer leaks info

* update to T-Engine 1.4.0
* new tiles: rags, crown, circlet; various gemstones; elven cat, locathah, grimlock, aasimar, tiefling, duergar, deep gnome, azer; piranha bird, bugbear, trog, merfolk, skum; light wooden/light steel/heavy wooden shields; cord/padded/leather armor;
* new item: rags, crown, circlet; gemstones
* new magic properties: graceful (half ACP), featherlight (1/4 weight)
* more potion and scroll types
* potions now stack
* a proper NPC egos implementation
* use shaders for some egos
* barbarians and fighters now get Spot as a class skill, just like Incursion
* backgrounds reworked: now they give you a bonus feat only
* trainer option improvements: class, skills, feats offered and dialogs respecting the limitations
* implement detect magic
* identify spell now takes an hour to work
* implement school-ID'ing if your Intuition is high enough
* implement item hardness and durability
* mithril armors now have all the associated effects per SRD
* implement generating specific egoed items
* all characters now start with a random potion and a potion of cure light wounds
* item tooltips now display average damage and % chance to crit for weapons
* item tooltips notify you of newly picked up items
* increase flying text size based on sensible flying text addon
* popup feedback for skill and class tabs of level up screen
* shortened names displayed in the equipdoll, ToME 4 style
* ability to tag items to prevent selling/dropping them
* shops now pay 66% price for unided items

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PostPosted: Sat Aug 06, 2016 9:34 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
As you probably noticed, VotE was put on hiatus as I found a job and needed something less intensive to occupy my free time.

Right now the job let up a bit and I'm trying to bring VotE up to speed with all the updates to ToME that happened in the meantime :D

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PostPosted: Wed Aug 24, 2016 8:30 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Finally, the third element of any good roguelike is working. I mean TRAPS!

(The files were there from the beginning, but they were full of goofs from the time I thought code was magic lol)

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PostPosted: Mon Aug 29, 2016 8:00 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Veins of the Earth is a d20-based module for T-Engine.

The new beta is out!

Grab it from GitHub or ModDB.

The downloads are standalone, so you don't need a copy of T-Engine (ToME 4) itself.


CHANGELOG:

* bug fix - item getting equipped in weird slots
* bug fix - display gameplay tab when starting game; add confirmation for settings
* bug fix - errors when cause fear spell works on an enemy
* bug fix - no more keeping old zone name displayed for 1 turn after changing
* bug fix - no more superfluous saving throws in log with many spells
* bug fix - Lua error when increasing stats on level up
* bug fix - intro message was supposed to be colored but a typo rendered it all white
* bug fix - warning message pops up in log every time you spot a monster, not just the very first one
* bug fix - traps no longer throwing up errors

* update to T-Engine 1.4.8
* the game now counts level generation attempts and aborts after too many (default is 50)
* quests: main quest, tutorial
* achievement for completing either quest
* the game now has a win condition
* new zones: Vatic Wastes, thieves guild
* new tiles: ring, signet ring, house insignia, greaves, cave floor, cave wall
* new items: signet ring, house insignia, gloves, greaves; waterskin
* new item slots: bracers, legs; bracers are now won in the bracers slots
* Iron Will etc. now scale with character level; restore Toughness as a separate feat; fold Dodge into Mobility
* implement climbing, opening locks on chests and doors
* a generic interact with environment button (e.g. get apples from a tree)
* NPCs in noble compound now have a correct faction
* adjust many rarities
* kids' spawn is now delayed

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PostPosted: Mon Jan 30, 2017 12:29 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Long time no post because I decided to move to LOVE2D. The T-Engine based version, however, will still remain available.

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