The Veins of the Earth

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supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: The Veins of the Earth

#136 Post by supermini »

Feedback:

-Backgrounds say what feats they give you but it's not apparent what the actual feat does. Maybe when selecting a background it should add the background feat to the top list so that it can be moused over?

-Remove the box asking for the player name when you enter the game - name was already given at char creation.

-Inventory screen seems to take a long time(6-7 seconds) to load

-Initial leveling up (feats and skill points) should all be done at character creation or the levelup screen should open when you enter the game.

-te4_log shows errors:
Display callback error: UID 1400: /mod/class/Actor.lua:2543: attempt to index global 'f_enemy' (a nil value)
repeated about 50 times.

-It's possible to start with cursed equipment. It's also possible to start with no armor.

-Fighter types should start with a melee weapon, not bows/slings. I'm not sure how you want to do this. I would like to be able to pick a weapon to start with at char creation.

-Fighters, paladins still don't start with shield proficiency, and you need to spend a feat to wear heavy armor. Is this intentional?
I'm pretty sure it's not standard in d20.

-Eating corpses or rations doesn't seem to affect the food clock at all when I'm starving, I can't seem to go above. Eating at hungry seemed to work. I also don't seem to be dying from starvation, which is a good thing, because the food clock is about 20 times faster than what's reasonable.

-If the food clock is staying (which I hope it isn't because I think it's an awful game mechanic but that's a discussion for another time), you need some sort of shortcut for eating that doesn't involve opening the inventory and manually clicking on the thing you want to eat.

-Levels seem to be almost empty, with enemies showing up once in a blue moon.

-When you level up and choose a class, the levelup screen closes, and you have to open it again to choose skill points and then that closes the screen again and you have to open it to choose feats etc. Closing the screen should only take you one view back, not close the screen completely.

-There is no indication there are multiple objects on the ground as opposed to just one until you step on it and read the message log. A small arrow in the corner of the tile should suffice as an indicator.

-While autoexploring sometimes enemies become visible, sometimes it stops and says it sees a hostile even though they are out of sight range. I also see enemies going into rage in the unexplored parts of the map.

-Autoexplore can lead you into a chasm. This is a very big deal, it makes autoexplore unusable.

-Falling down the shaft on dungeon level 1 and then climbing all the way back to it made the game forget it, so I was exploring a whole new level.

-Both player and enemy tiles seem to disappear randomly at times, when you have both on screen.

-Screen that lets you add stats (every 4 levels) cycles between str, dex, con and int, and skips over wis and cha. There's also a typo in the description for strength and constitution, most likely caused by apostrophes.

-lua error:
[LOG] You may not auto-explore with enemies in sight (basilisk to the southeast)!
Lua Error: /engine/Particles.lua:58: cannot open /data/gfx/particles/notice_enemy.lua: Bad file descriptor
At [C]:-1
At [C]:-1 error
At /engine/Particles.lua:58 loaded
At /engine/Particles.lua:35 init
At /engine/class.lua:39 new
At /mod/class/Game.lua:647 ae
At /mod/class/Game.lua:654
At /engine/KeyBind.lua:229
For further testing, not falling down shafts on autoexplore is really the most important issue, as I tend to fall down quite a few levels and then just get murdered by higher CR stuff over and over again.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: The Veins of the Earth

#137 Post by Zireael »

Autoexplore code is not mine but DG's but I will take a look and try to make it avoid chasms.
It's possible to start with cursed equipment. It's also possible to start with no armor.

-Fighter types should start with a melee weapon, not bows/slings. I'm not sure how you want to do this. I would like to be able to pick a weapon to start with at char creation.
I will definitely overhaul the way the starting equipment is granted. Choosing the weapons might not happen yet, but fighter types, apart from rangers, already ought to start with a melee weapon. As I said before, the function is bugged and I will redo it.
-Fighters, paladins still don't start with shield proficiency, and you need to spend a feat to wear heavy armor. Is this intentional?
I'm pretty sure it's not standard in d20.
Fighters should get shield proficiency already. As for barbarians and paladins, it's an oversight I will fix.
Barbarians don't get proficiency in heavy armor and neither do rangers, but fighters and paladins do.

EDIT: Whoops, overlooked heavy armor prof for paladins and completely neglected to give shield prof when I coded it in. Fix'd!
-Initial leveling up (feats and skill points) should all be done at character creation or the levelup screen should open when you enter the game.
There's a lot of stuff that shows up at entering the game (welcome screen, any selections, possibly help screen, and a level-up screen) so I'd need to order them somehow to avoid stacking screens.
-Remove the box asking for the player name when you enter the game - name was already given at char creation.
Already on my to-do list.
-If the food clock is staying (which I hope it isn't because I think it's an awful game mechanic but that's a discussion for another time), you need some sort of shortcut for eating that doesn't involve opening the inventory and manually clicking on the thing you want to eat.
I am going to re-do the food clock, making it more similar to Incursion, and a shortcut will happen as soon as I figure out how to do it.
-When you level up and choose a class, the levelup screen closes, and you have to open it again to choose skill points and then that closes the screen again and you have to open it to choose feats etc. Closing the screen should only take you one view back, not close the screen completely.
The best way to do it would be to make the level-up screen tabbed.
-Screen that lets you add stats (every 4 levels) cycles between str, dex, con and int, and skips over wis and cha. There's also a typo in the description for strength and constitution, most likely caused by apostrophes.
I'm going to overhaul that screen completely when I'm done with more urgent stuff (auto-explore, starting equipment, actor generator).
-There is no indication there are multiple objects on the ground as opposed to just one until you step on it and read the message log. A small arrow in the corner of the tile should suffice as an indicator.
Good idea, will have to check how ToME does it.
-Both player and enemy tiles seem to disappear randomly at times, when you have both on screen.
Might be connected to those f_enemy errors in log or not - I will check what's wrong in the tactical code asap.

EDIT: Seems like it only happens when you have both tactical borders and healthbars on. I will add another setting, borders only, to see if it fixes it.
-While autoexploring sometimes enemies become visible, sometimes it stops and says it sees a hostile even though they are out of sight range. I also see enemies going into rage in the unexplored parts of the map.
I think it's an engine problem, I'm getting similar things both in Veins and in ToME itself. Maybe 1.2.0 will fix it?

As for notice enemy, I have no idea what this is, probably something that got left over from ToME itself when DG ported over the autoexplore code.

***
-Falling down the shaft on dungeon level 1 and then climbing all the way back to it made the game forget it, so I was exploring a whole new level.
Not a bug, the world is non-persistent just like Angband. I'd like to find a way to make it semi-persistent (so going up plops you down in a already created level, but picking different up-stairs generates a new one) but haven't found a way to do it yet. So far the only options seem to be persistent and non-persistent.

EDIT: If you're curious as to how Incursion's food clock works, it's like this:
Bloated -> Satiated -> Content -> Peckish -> Hungry -> Starving -> Weak -> Fainting -> Starved
You die at the last, 9th step, and you start at Content, obviously. From Hungry downwards, you get negative effects.
Can't figure out what the counter from one step to the other is (I *think* it's the same for every step), so I'll have to wing some numbers. Obviously, 50 is too little - how many turns do you think it should take?
I might rename Starving to something else (any ideas?) so that it doesn't get confused with Starved and I'll redo the color key, too.
I'm thinking Bloated/Satiated will be dark green, Content will be light green, Peckish and Hungry yellow, and the others increasingly red.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: The Veins of the Earth

#138 Post by Marson »

Zireael wrote:
-While autoexploring sometimes enemies become visible, sometimes it stops and says it sees a hostile even though they are out of sight range. I also see enemies going into rage in the unexplored parts of the map.
I think it's an engine problem, I'm getting similar things both in Veins and in ToME itself. Maybe 1.2.0 will fix it?
It is part of the ToME engine, and 1.2.0 doesn't fix it. At least, you can spot enemies that are outside light range but inside sight range.

Zireael, I avoid Alt Maze cracks and some other things in my Autoexplore mod. It might save you some time.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: The Veins of the Earth

#139 Post by supermini »

Some feedback for the latest version (veins-0.18.1_0 from 3rd June) :

-Monks can start wearing armor (which they are not proficient with)

-level 1 can spawn a CR6 creature. Maybe I was just unlucky?

-a 'restart with the same character' option on death would be nice. After all it takes a few minutes to set everything up (feats skills
stats etc.).

-lua error: engine/particles.lua:61 cannot open data/gfx/particles/notice_enemy.lua :bad file descriptor
At [C]:-1
At [C]:-1 error
At /engine/Particles.lua:61 loaded
At /engine/Particles.lua:36 init
At /engine/class.lua:39 new
At /mod/class/Game.lua:647 ae
At /mod/class/Game.lua:654
At /engine/KeyBind.lua:229

-level up screen has a tendency of popping up mid-combat. I'd suggest making some sort of indication that you should level up rather than popup the screen

-autoexplore walks into ice floor

-npc traders can block your way and prevent you from exploring. Not sure how to switch position with them, if it's even possible.

-there is no way a hieracosphinx is a CR 5 thing, it two-shots a level 5 character
also, razor boar: 120+ hp, 27 str, +8 to attack, and an average of 10-15 damage when I have 60 max hp, that's maybe cr 5 in the
sense that a party of level 5 characters could take him on, but it's just me here. I couldn't even harm it.

-Here I am on level 9 of the dungeon, level 5 character, having maxed intuition every level and I have no idea what any of my equipment does. I also have found one scroll and one potion but a ton of weapons I'm never going to use. Without a reasonable amount of consumables you are completely left to the mercy of the random number generator when you face a monster. Without ways to identify (either by scrolls of identify or a consumable of some sort) you can't make strategic decisions about your gear.

That's all I had time for at the moment.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: The Veins of the Earth

#140 Post by Zireael »

Scrolls of identify and wands of identify already exist.

As for some monsters with dubious CR, I will adjust it.

For now, I've fixed the autoexplore (it will still walk into ice if there's items on it since items take precedence), but otherwise it avoids ice and chasms fine, and commented out the particles.

Also worked on adjusting the actor generator. I've had the game get locked on level gen, though, so I'd love it if it got tested, maybe a better solution might be found.

Test file: http://te4.org/sites/default/files/game ... .18.2.team

Note that this is for 1.2.1.

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: The Veins of the Earth

#141 Post by Zireael »

Yet another beta is out, this time NOT on Monday :)

Great kudos to Supermini, who has been an excellent tester, providing invaluable feedback.

Grab it from GitHub or Bitbucket or wait for ModDB.

Also available from te4.org or in the in-game browser that T-Engine now offers.

CHANGELOG:

* bug fix - character screen on 1366x768 and similar resolutions
* bug fix - not being able to close the load premade screen
* bug fix - party info not being saved leading to weird bugs [DarkGod]
* bug fix - no lua errors on clicking spell names in spellbook
* bug fix - no more silent lua errors due to an oversight in encumbrance logic
* bug fix - check if item exists before trying to ID it (kudos to lucianogml for reporting)
* bug fix - naming box in character creation now picks female names correctly
* bug fix - perks not being cleared correctly
* bug fix - skill points going into negatives if half-points are present
* bug fix - add shield proficiency to the classes that were missing it
* bug fix - no longer able to progress past char creation screen without a name

* update to T-Engine 1.2.1
* auto-explore [DarkGod]
* spell rework [framework by DarkGod]
* rework hunger clock
* silenced the pseudo-ID Intuition checks
* changed the font and background of lore notes
* add tooltips to attributes and feat/spell perks in character creation
* add 'are you sure?' pop-ups to feat, skill and class dialogs
* add healthbars display
* make the death dialog a tombstone
* make tooltips more informative
* axed the duplicate naming box

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: The Veins of the Earth

#142 Post by Sradac »

Right now, VotE is unplayable for me. Literally.

When I go to create a character, I cannot give the character a name. Left clicking in the Name box and typing does nothing. Right clicking the name box for a random name does nothing.

Its been a few months since I last played so I don't know when this started but right now I can never create a character.

Also, cant figure out how to un-allocate points beyond clicking reset. I left click a stat, point goes in. Right click a stat, nothing happens.

EDIT: I should note, this is with the standalone version. not sure if getting it via ToME would make a difference.

EDIT2: Just downloaded via ToME in game browser. Same problem. Cant give a name to my character.

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: The Veins of the Earth

#143 Post by Zireael »

The only way to un-allocate points is to click reset.

As for the textbox, weird. I am not able to type either, but at least the right click works. And the textbox is basically copied out of ToME's birther, so... I have no idea what's going on if it doesn't work.

The only thing I can do is comment out the textbox in char creation and go back to the older setup where the naming occurs after the char creation (and where, miraculously, it all works)

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: The Veins of the Earth

#144 Post by Zireael »

Sradac, are you sure you have chosen the race for your character BEFORE right clicking? It requires the race to be picked, you know, in order to select the name.

Castler
Thalore
Posts: 153
Joined: Mon Mar 25, 2013 10:09 pm

Re: The Veins of the Earth

#145 Post by Castler »

Zireael wrote:As for the textbox, weird. I am not able to type either, but at least the right click works. And the textbox is basically copied out of ToME's birther, so... I have no idea what's going on if it doesn't work.
I had a similar problem with Qi Daozei. My understanding is that T-Engine dialogs require the following code to enable text input. I don't know why.

Code: Select all

function _M:on_register()
    game:onTickEnd(function() self.key:unicodeInput(true) end)
end
You'll also need to update Game.tick so that the game processes ticks even when no level is loaded; otherwise, functions registered via onTickEnd are never executed.

Code: Select all

function _M:tick()
    if self.level then
        self:targetOnTick()
        engine.GameTurnBased.tick(self)
    else
        engine.Game.tick(self)
    end
    -- When paused (waiting for player input) we return true: this means we wont be called again until an event wakes us
    if self.paused and not savefile_pipe.saving then return true end
end
Qi Daozei (QDZ) - an Oriental-themed fantasy game for T-Engine. ToME Tips - auto-generated spoilers for ToME.

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: The Veins of the Earth

#146 Post by Zireael »

Thanks a bunch, Castler, that fixed it!

After integrating Marson's UI, the tooltip is off by 2 tiles - that is, I need to mouse over a tile 2 tiles above my char to get her tooltip. Any ideas what's going on?

Castler
Thalore
Posts: 153
Joined: Mon Mar 25, 2013 10:09 pm

Re: The Veins of the Earth

#147 Post by Castler »

Zireael wrote:Thanks a bunch, Castler, that fixed it!

After integrating Marson's UI, the tooltip is off by 2 tiles - that is, I need to mouse over a tile 2 tiles above my char to get her tooltip. Any ideas what's going on?
You're welcome.

It looks like you've already fixed the problem with the tiles being off? I'm guessing it was related to the shaders you were working on adding; I've noticed the tiles being a bit off in Lake Nur, when heavy shaders are involved.
Qi Daozei (QDZ) - an Oriental-themed fantasy game for T-Engine. ToME Tips - auto-generated spoilers for ToME.

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: The Veins of the Earth

#148 Post by Zireael »

Yeah, I did, had to remove the full_fbo code to fix it. Time to find another way to make the red shader on low health...

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: The Veins of the Earth

#149 Post by Zireael »

Image

Supermini, that's another one of your wishes getting fulfilled!

***
Technical details follow.

At first I thought the culprit was the tile size, so as an experiment I made a copy of the Gatecrashers with the tiles shrunk to 32. It worked, so I started analyzing any other differences between Veins and Gatecrashers and the only one I could find was the way the map viewport was set up.

For some reason, full_fbo requires the map viewport line to start

Code: Select all

Map:setViewPort(0, 0, self.w, self.h,
(the tile size and whether we use tiles or ascii doesn't matter). If we fail to do so, the tiles will be distorted and the code will fail to get the right tile for any mouse-related stuff (tooltip, targeting, right-clicking).

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: The Veins of the Earth

#150 Post by Marson »

Nice! Glad you found it.

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