The Veins of the Earth

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

Re: The Veins of the Earth

#106 Post by Zireael »

A new version was just rolled out, grab it from Git now or from ModDB later - MD5 checksum still is nil, so nope, not getting a .team file on te4.org.

The version is nicknamed "A drow, a human and a halfling", here's why:
Image
Inter-racial cooperation - those three adventures (human barbarian, halfling cleric and drow fighter) have banded together to slay my hero.

No, this is not a scripted encounter, just RNG at its finest.


CHANGELOG:
* bug fix - no more monsters spawning in walls

* point buy now working as intended and resettable
* stat increases every 4th level now working
* d20-style encounters of multiple monsters
* implemented Luck, which makes rare items more common
* ability to load/import/recreate older characters
* pseudo-ID, auto-destroying known cursed items
* item feelings when entering a level
* humanoid NPCs can now have character classes
* deities for clerics
* coded in a lot of new terrain

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

Re: The Veins of the Earth

#107 Post by Zireael »

I was forced to take out Luck implementation since it caused some items to stop spawning completely.

On the plus side, bleeding edge builds now can give you a random magic item as a starting perk.

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

Re: The Veins of the Earth

#108 Post by Zireael »

Another Monday, another release!
This time, it's named "More power to fighters".

Get it from Git now or from ModDB later.

CHANGELOG:

* bug fix - reverted Luck influencing items
* bug fix - undead, elementals and others made immune to criticals

* new tiles: centipede, krenshar, displacer beast
* new feats: Armor Optimisation, Shield Focus; Improved Strength, Improved Dexterity, Improved Constitution, Improved Intelligence, Improved Wisdom, Improved Charisma, Improved Luck
* fighter bonus feat selection
* wizards can now select familiars
* improved starting equipment selection, now taking race into account
* magic items as starting perks
* magic items can now increase Luck, too
* types and subtypes now influence immunities

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

Re: The Veins of the Earth

#109 Post by Zireael »

No release this Monday because I'm this close *holds fingers together* to making poisons work, however I won't be able to get anything more done today.

Any tips on how to make an effect with a variable result?
Say, I want to reduce a stat or an attribute by a random value. I know how to use rng.dice and other randomizing functions, I just fail at plugging it into the effect itself so that it doesn't crash.

Say, I want rng.dice(1,8) instead of 1 here:

Code: Select all

eff.maxdexId = self:addTemporaryValue("max_dex_bonus", 1)
Help?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: The Veins of the Earth

#110 Post by HousePet »

eff.maxdexId = self:addTemporaryValue("max_dex_bonus", rng.dice(1,8))?

How are you making it crash?
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: The Veins of the Earth

#111 Post by Zireael »

HousePet wrote:eff.maxdexId = self:addTemporaryValue("max_dex_bonus", rng.dice(1,8))?

How are you making it crash?
Well, it's not a crash per se, it throws a Lua error in ActorTemporaryEffects on line 104: attempt to index a nil value.

As a stopgap, I might just give the poisons an average damage now (so 4 for 1d8 and 3 for 1d6) and then poke at it later.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: The Veins of the Earth

#112 Post by HousePet »

That sounds like you don't have a 'parameters' line defined in you effect definition.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: The Veins of the Earth

#113 Post by Zireael »

HousePet wrote:That sounds like you don't have a 'parameters' line defined in you effect definition.
Aw shucks, it's required? Gonna add it when I get home (I wish we had a page on Timed Effects on wiki...)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: The Veins of the Earth

#114 Post by HousePet »

Even if its just an empty table, it needs to be defined.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: The Veins of the Earth

#115 Post by Zireael »

Turns out the effect was fine, but its name was not (note to self: never use numbers in names).

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

Re: The Veins of the Earth

#116 Post by Zireael »

I'm really busy with Veins. Can't decide when to stop putting new features in...
DarkGod is busy polishing a new version of T-Engine, so that's a major thing to take under consideration, too. At least he's fixed the MD5 not showing up bug.

Once T-Engine 1.2.0 shows up or I decide I'm pleased with the features, I'll release a beta 5 - that's right, it's no longer beta 4.x.

Sneak peeks:

Image

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Image

Image

Image

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

Re: The Veins of the Earth

#117 Post by Zireael »

We're waiting for T-Engine 1.2.0 but it's still some time away and Easter is here!

Here's the beta 5! The code name has already been given :D!
Grab it from GitHub or Bitbucket or wait for the ModDB authorization.

CHANGELOG:

* bug fix - summon monster dialog no longer appears if NPCs are trying to use it
* bug fix - fix trying to perform calculations on nil stat_points
* bug fix - wands and scrolls being unusable (but they don't work 100% properly yet)
* bug fix - negative damage when DR x/- is applied
* bug fix - load penalty is no longer incorrectly applied to skills such as Diplomacy or Intuition
* bug fix - finished implementing ghoul touch spell

* chests (and mimics)!
* you can now buy and sell from shopkeepers!
* poisons! watch out for spiders and centipedes
* implemented sneak attack and added flanking code in
* monsters now flee if reduced to below 50% max hp
* spellbook screen now contains spell information in a separate column
* kill count screen implemented; item manager screen implemented but non-functional yet
* implemented Spellcraft
* drow and duergar got (some) spell-like abilities
* new tiles: chest, bolas, shuriken, iron door, warded door, darkwood door
* new races: lizardfolk, kobold, orc
* new class: shaman (a divine equivalent of a sorcerer)
* new prestige classes: archmage, loremaster, blackguard, arcane archer
* new spells: darkness, faerie fire, invisibility, light, charm person
* character sheet now colors increased/decreased stats
* can go back to rolling/buying stats screen from the load character screen
* failure/success messages are now color-coded in log
* log messages no longer tell you what exactly damaged you if you can't see the source actor
* particle effects added to bleeding out and faerie fire

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

Re: The Veins of the Earth

#118 Post by Zireael »

Solved the unkillable critters hanging around thanks to Marson's Bosses AWOL addon code.

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

Re: The Veins of the Earth

#119 Post by Zireael »

Automated nuking the clones by nuking all of them on every changeLevel.

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

Re: The Veins of the Earth

#120 Post by Zireael »

Image

Green denotes suggested class based on your attributes. Light blue means your race's favored class.
Remaining problems include multiple golden highlight for selection and stats table not refreshing on reroll.

... oh, and the textbox still doesn't work and the load premade is broken for some reason, too.

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