The Veins of the Earth

If you have a module that you'd like comments on or would like to know how to create your very own module, post here

Moderator: Moderator

Message
Author
lukep
Sher'Tul Godslayer
Posts: 1709
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: The Veins of the Earth

#31 Post by lukep »

I recently ran a Barbarian up to clvl 6 (dungeon level 10 or so), and I was absolutely unstoppable. I had AC of >40, and over 100 HP by the time I quit. I had stacked a +5 full plate, +5 heavy shield, +5 ring, +2 ring, +3 amulet, and two feats to reach that, and I would go several floors in a row without taking damage.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: The Veins of the Earth

#32 Post by Zireael »

lukep wrote:I recently ran a Barbarian up to clvl 6 (dungeon level 10 or so), and I was absolutely unstoppable. I had AC of >40, and over 100 HP by the time I quit. I had stacked a +5 full plate, +5 heavy shield, +5 ring, +2 ring, +3 amulet, and two feats to reach that, and I would go several floors in a row without taking damage.
Rings shouldn't stack, but an AC of ~35 isn't that improbable (armor + shield + amulet + ring).

Keep in mind that this is a beta - the monsters which are implemented are weak and the magic items drop rate hasn't been adjusted yet.

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

Re: The Veins of the Earth

#33 Post by Zireael »

Version 0.0.9 (beta 2.25) is out.

You can grab it from here: https://github.com/Zireael07/The-Veins- ... .0.0.9.zip. It should be soon available from ModDB, too.



CHANGELOG

new monsters: drow, goblin, human
adjusted monster spawn rate
no XP for monsters with CR < character level - 4
resting takes longer
saving throws take the better of two stats (Dex-Int for Ref; Con-Str for Fort; Wis-Cha for Will)
changed map generator back due to performance issues
new prestige classes: assasin, shadowdancer
barbarian speed bonus implemented
terrain effects implemented
added tips to stat generator screen
implemented Swim skill
armor spell failure chance implemented
cannot cast spells if key stat is equal or lower than 9

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

Re: The Veins of the Earth

#34 Post by Zireael »

Version 0.0.9a is out.
You can grab it from here: https://github.com/Zireael07/The-Veins- ... 0.0.9a.zip. It should be available from ModDB soon, too.

CHANGELOG:
* bugfixes
* money
* more room types
* code cleanup
* improved skill select screen
* expanded item tooltips
* magic item properties
* humanoid templates coded in

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

Re: The Veins of the Earth

#35 Post by Zireael »

The long-awaited beta 2.5 (aka. 0.0.10) is out.

You can grab it from https://github.com/Zireael07/The-Veins- ... 0.0.10.zip. As usual, ModDB authorization takes some time.



CHANGELOG
* new magic items: boots of elvenkind, cloak of elvenkind, bracers of armor
* new monsters: giant eagle, shocker lizard, monitor lizard; wolf, raven, rat; monstrous centipede, monstrous scorpion, giant ant, fire beetle, stag beetle
* improved food descriptions
* rogue & wizard & ranger start with ammo now; ranger starts with offhand weapon
* removed highscores since they don't work
* working auto-ID on pickup
* offhand attack and iterative attacks

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

Re: The Veins of the Earth

#36 Post by Zireael »

Another version is out.

You can grab it from https://github.com/Zireael07/The-Veins- ... 0.0.11.zip. As usual, ModDB authorization takes some time.



CHANGELOG:
* new class: bard
* level-up screen now contains tips
* healing now prints out a message in the log
* character sheet shows feats only
* tooltips added to inventory screen

***
Help needed, especially with debugging and most of the features listed in the issues page.

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

Re: The Veins of the Earth

#37 Post by Zireael »

... aaand another one!

Grab it from here: https://github.com/Zireael07/The-Veins- ... 0.0.12.zip. ModDB downloads, as always, to come later.

CHANGELOG:
* fix for money bug
* code cleanup; undead moved to templates
* increased the number of items and monsters spawned
* new item: cord armor
* expanded saves listing in character screen
* working ECL
* [standalone version only] brand-new start-up screen and menu

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

Re: The Veins of the Earth

#38 Post by Zireael »

Another version is out!

Grab it from https://github.com/Zireael07/The-Veins- ... 0.0.13.zip. ModDB download to come later due to authorization.



CHANGELOG:

* tooltips for character sheet, containing the info that used to be in the Help screen
* Help screen now shows controls
* luminescent moss is luminescent again; typo fix; some tweaks to level generation
* new magic items: belts of Strength, boots of dodging
* random name generator, taking into account your class and race

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

Re: The Veins of the Earth

#39 Post by Zireael »

A hotfix was just released on GitHub to fix bugged monster stats.

Grab it from: https://github.com/Zireael07/The-Veins- ... .0.13a.zip

CHANGELOG:

* fixed the monster stats being 0
* monster symbols overhauled & added to legend screen
* controls screen shown automatically after char creation, now includes 'r' for rest

darkgod
Master of Eyal
Posts: 10747
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: The Veins of the Earth

#40 Post by darkgod »

When you use files that are not fully lowercase (which I *HEAVILY recommend to do), make *VERY VERY SURE* that you use it with the correct name.
You font DroidSansFallback is sometimes used in the code as "DroidSansFallback" and sometimes "DroidSansFallBack".
This crashes on intelligent OSes that can differeciate case ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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

Re: The Veins of the Earth

#41 Post by Zireael »

New version is out!

Grab it from: https://github.com/Zireael07/The-Veins- ... 0.0.14.zip



CHANGELOG:

new races: half-drow, gnome, halfling
revised AC (cannot exceed +5 from rings)
revised BAB (BAB requirements for feats work now)
magic weapons
color-coded stats and CR in tooltips, relative to your stats and level
favored classes
fix vermin symbols
update README & license & controls screen

Jeoshua
Cornac
Posts: 37
Joined: Sat Sep 14, 2013 2:08 pm

Re: The Veins of the Earth

#42 Post by Jeoshua »

What are you planning for uses of the various skills?

For clerics, are you planning on having various deities? If so what world are you going for? So far, it seems derived from FR, what given the Drow and the Underdark.

Any thought as to Prestige Classes?

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

Re: The Veins of the Earth

#43 Post by Zireael »

Beta 3 is now out!

Download

CHANGELOG:

* typo fixes
* bugfix for magic items not showing up
* new spells: bardic cure light wounds; heal x wounds (heals a percentage of total hp); cure moderate/serious/critical wounds
* new icons for hotbar
* resting takes 8 hours if complete, less if interrupted; monsters respawn upon rest
* Light Sleeper feat implemented
* skills screen sorted alphabetically
* weapon focus, improved critical, favored enemy implemented
* no more magic items at game start
* Exotic Weapon Proficiency needed to wield exotic weapons
* weapon proficiencies implemented
* double weapons working as intended

Alas, not all features originally planned for beta 3 made it in. The worst offenders are traps and point buy - I've spent days wrangling them and still can't make them work as intended. They "almost" work - but almost isn't enough when traps don't load and point buy doesn't increase stats :x

Jeoshua wrote:What are you planning for uses of the various skills?

For clerics, are you planning on having various deities? If so what world are you going for? So far, it seems derived from FR, what given the Drow and the Underdark.

Any thought as to Prestige Classes?
Any skills now in have their (planned) uses mentioned in the descriptions. As for any others, such as Use Rope, their implementation will depend on if I manage to make them useful.

Deities are being brainstormed.
I am not going for any particular world, as all plot and names is not considered OGC, therefore I cannot use it. I have come across some OGC deities, however, and I might use them.

Prestige classes will be progressively added in. I've spent last 2 days wrangling some other stuff (see above).

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: The Veins of the Earth

#44 Post by Crim, The Red Thunder »

Zireael wrote:Prestige classes will be progressively added in. I've spent last 2 days wrangling some other stuff (see above).
Dashing Swordsman!!!!! Peppersauce never came back to make his bard class, maybe I can finally have my Elan in yours!
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

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

Re: The Veins of the Earth

#45 Post by Zireael »

A new update is out!

Grab it from: https://github.com/Zireael07/The-Veins- ... 0.0.16.zip. ModDB update to come later, as usual.



CHANGELOG:

* typo fixes
* bug fix: unintended bonuses at 1st character level
* backgrounds - for those who want quicker character creation
* new skill-enhancing feats: Artist, Investigator, Magical Aptitude, Magical Talent, Negotiator, Nimble Fingers, Persuasive, Self-sufficient, Silver Palm, Stealthy, Thug
* new feat (only as part of a background): Born Hero
* new spells: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom,
* UI improvements: increased tooltip font size, moved tooltips
* new UI skin: old gold and black semi-transparent without shadows
* Toughness feat works as intended
* casters gain a new spell level every 3rd level; rangers become eligible for this rule from lvl 5 onwards


Available spells per day aren't incremented properly for higher spell levels as far as I can see, but I'm back to uni and not likely to have time right now.

Post Reply