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
Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: The Veins of the Earth

#226 Post by Zonk »

Decided to give this a quick try, using the last standalone version - so sorry if some of my feedback is obsolete.
Here is a quick mix of bug reports and suggestions:

1)Any chance you could let us select our starting perk? If you can opt for point buy rather than random stats, why not a fixed perk too? Speaking of which, I'd also like more points for point buy, but I suppose that is a matter of tastes...Do remember that this being a computer game, players can just reroll as many times as their patienc allows so...
(I see this has been already suggested, but I am re-suggesting it sinc I feel it's pretty important)

2)This might be controversial but..do you really want to keep Vancian magic? I suggest you consider using magic points, there are variant rules out there.

3)Proper race descriptions at chargen would be great, listing various special abilities the race gets.

4)Enemies sometimes start below maximum health. Now while this COULD be a feature (they are sick or got into some sort of fight :P ) I doubt it is.

5)Game options: Does not actually tell me how non-standard difficulty levels work.

6)Level up screens could be improved so rather than just having ESCAPE as a key to accept, you can also immediately skip to the next screen (so select your new class level, then skills and possibly feats and spells)

7)Power Attack does not seem to work. At least, I did not get the chance to actually chose the attack penalty.

8 )If a talent Cooldown is 0 (I am not sure you will have ANY talents with cooldown), why display it?

9)Attacked a shopkeeper but he stayed neutral...yet he kept following me.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: The Veins of the Earth

#227 Post by Zireael »

Finally found a moment to type the reply in between Easter prep:

1) My gut reaction was 'this is too powerful', considering the elemental/disease/poison immunities or innate spells you can get. However, if choosing more powerful perks costed you pb points, it'd be a good idea. More points can certainly be done.
2) If you pick sorcerer/shaman, you get magic points :)
3) I will take a good long look at those, I thought the specials are already listed?
5) Good point.
6) Fixing those has been on my TO DO list for a long time.
7) You don't get to choose the penalty - it automatically equals to your BAB if less than 5 or 5.
8 ) Innate spells have cooldown. I will see about hiding it for other talents.
9) Will take a look at this.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: The Veins of the Earth

#228 Post by Zonk »

Thanks for the feedback.
Zireael wrote:Finally found a moment to type the reply in between Easter prep:

1) My gut reaction was 'this is too powerful', considering the elemental/disease/poison immunities or innate spells you can get. However, if choosing more powerful perks costed you pb points, it'd be a good idea. More points can certainly be done.
But again - you can reroll as many times as you want, something you could NOT do if you were at the table. The 'too powerful' perk + stat combos are already possible by rolling.
So this kind of restriction where rolling can get you a more powerful character than point buy if you are REALLY patient is just annoying, in my opinion.
2) If you pick sorcerer/shaman, you get magic points :)
Odd, I thought I went Sorcerer but I still had 'spells per day' which is not the same as a real MP system.
7) You don't get to choose the penalty - it automatically equals to your BAB if less than 5 or 5.
Might want to rewrite the talent desc then?
8 ) Innate spells have cooldown. I will see about hiding it for other talents.
My point was just that if cooldown = 0, do not display it :)
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: The Veins of the Earth

#229 Post by Zireael »

Zonk - I've started working on the perk list that you can pick from. Point buy points were increased to 32. I've added the descriptions to the difficulty setting and fixed the display/saving problem. Turns out there was a pair of brackets missing :oops:

Zizzo's ToME 2 port has a really good way of doing options - they are a simple table of possible values and a class file governs the display. If something is missing or corrupt, it plops an error just like T-Engine does with errors in, say, entities tables.

Might be worth doing something similar with the engine?

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: The Veins of the Earth

#230 Post by Zonk »

Nice :) This is looking better and better. By the way, is the wounds system explained somewhere? I don't remember the tutorial telling me about it. I also did not found that list of 'variant rules' you have decided to use in the git/hub
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: The Veins of the Earth

#231 Post by Zireael »

Zonk wrote:Nice :) This is looking better and better. By the way, is the wounds system explained somewhere? I don't remember the tutorial telling me about it. I also did not found that list of 'variant rules' you have decided to use in the git/hub
You should have pressed the Wiki button, it would have led you to the link to the new site: http://veins-of-the-earth.wikidot.com/.

And you're right that the tutorial doesn't explain it, time to update it then!

I've fixed the attacked neutrals not turning hostile and the cooldown being displayed needlessly.

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

Re: The Veins of the Earth

#232 Post by Zireael »

http://www.moddb.com/mods/the-veins-of-the-earth/images/your-kids-listing

Stage one of the player's offspring is done. Time to make it possible for your kid to take over after you die without starting a whole new game.
The kid's age and the pregnancy time (~9 months) are not yet taken into account, and the kid is named just that, "kid", as a placeholder until I figure out how to make it access the random names list.

Oh, and the character sheet now lists all the effects on you in a nifty tab.

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

Re: The Veins of the Earth

#233 Post by Zireael »

You can now take over as your kid when your first character dies. Then said new hero can breed more kids... you get the idea? ;)

The functionality is not complete, for some reason I can't get the kid to get the player body instead of the NPC one - meaning he/she won't be able to use many slots, including the player-specific shoulder slot. Also, the kids are all named "kid" as a placeholder - fixing those is on my priority list.

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

Re: The Veins of the Earth

#234 Post by Zireael »

Next beta will arrive after 6th May at the earliest (MA draft due 5 May).

I have been fixing assorted spelling mistakes, such as decimals in elemental damage log or superfluous "a" before item names.

I have also added lots of weapon egos - you can now enjoy bane weapons, aligned weapons, elemental weapons and elemental burst weapons, I think that's around 20 egos total.

As for the kids, the only thing left is to make them get randomly generated names.

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

Re: The Veins of the Earth

#235 Post by Zireael »

My supervisor agreed to me handing in the complete MA draft by 12 May instead, so...

Beta 8 "Mayfly-December Romance" is here! Grab it from here or wait for ModDB.

CHANGELOG:
* bug fix - no more artifacts dropping on dlvl 1
* bug fix - init sound on loading game from a save
* bug fix - give humanoid NPCs weapon proficiencies
* bug fix - no more errors on log in healer chat
* bug fix - damage logged now includes all increases
* bug fix - effects outside sight range are now forced to be silent
* bug fix - shoot no longer throws a Lua error if you have a shooter but not ammo
* bug fix - can now drag items to hotbar without errors
* bug fix - hotbar will not burp errors when there are no charges at all
* bug fix - increase rarities of large+ vermin
* bug fix - amulet ASCII symbol not showing up
* bug fix - difficulty selection not being saved/displayed properly
* bug fix - Oathbow not counting as ranged weapon
* bug fix - personal reaction not used at all, leading to attacked neutrals not turning hostile
* bug fix - don't show talent cooldown if it's 0
* bug fix - no more option to wear things with INVEN slot
* bug fix - adjust food rarities and add a message on eating
* bug fix - spending a night with a courtesan counts now as resting
* bug fix - buttons overlapping in Help screen
* bug fix - encumbrance no longer considered detrimental
* bug fix - update the tutorial to mention wounds
* bug fix - add sex to character screen
* bug fix - wrap up Power Attack rework and update description
* bug fix - don't display pseudo ID tags on paperdoll
* bug fix - make the specific class resolver actually work
* bug fix - fix the HP allotted by both random and specific class resolver
* bug fix - don't show decimals in special damage messages
* bug fix - assorted spelling fixes
* bug fix - blindness/deafness now allows a save and uses the same TalentDialog code as other spells
* bug fix - cheat resurrect now restores mana, if any, and wounds

* added Symbola font and used it on map
* new zones: temple, drow temple
* new magic properties: weapons - bane corresponding to all monster types, aligned, elemental, elemental burst; wondrous items - of slow digestion
* uncommented fortification code, spiked armor and shields egos
* new item tiles: belt, girdle, club, helmet, mushroom, long composite bow, short composite bow, hand crossbow
* new NPC tiles: drow noble male, phantom fungus
* changed ASCII symbol for bullets
* changed ASCII symbols for grick, azer, djinn, efreet, xorn
* changed ASCII colors for lillend, barghest, some vermin
* changed ASCII symbols and colors for drider, will o'wisp, quasit, thoqqua
* added distinctive colors to individual mephit and formian classes
* added paperdoll graphics for almost all weapons (except double sword)
* added tips on loading zone level
* implemented the Luck stat
* implemented Monkey Grip feat
* implemented proper DC calculations for spells
* random and default buttons in character creation screen
* increase spellcaster classes skill points allotment to 4
* ammo capacity is now randomized
* some bags now limit what can be put in them (so an ammo belt will accept only ammo)
* the HUD now informs you that you are on the worldmap or gives you the zone name itself for other zones
* many dialog lists are now colored to help distinguish between good/bad/neutral options
* character sheet now takes all attack modifiers into account when displaying your attack
* the character screen now has a tab listing all effects you have
* the player character can now have children of his/her own
* if you die but have a child(ren), you can keep playing as one of the kids
* improved the loot generator
* skills are no longer hardcoded
* AI can now pick up items from the floor and swap weapons
* players can keep a ranged weapon in the shoulder slot and swap weapons with a keypress
* you can now wield, take off or use items with a keypress giving you a list of all applicable items
* improved combat messages
* neutral NPCs can now be told to move aside/swap places with you
* neutral NPCs who turned hostile due to attacks will slowly decay towards neutral again if not attacked
* add specific class levels to sages, courtesans, guards
* add more skill kits/update their descriptions
* giant ant queen CR bumped up and brought closer to PF version
* the player will now stop running automatically in some cases (chats, nasty stuff happening)
* worldmap now uses its own sight range
* code attacks of opportunity
* added outline to ASCII entities

In other news, while brainstorming monster CRs, I discovered our monster listing (not counting neutrals/townies) is already longer than Incursion's :)

P.S. Build name is totally on purpose - it's 1 May, after all!

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

Re: The Veins of the Earth

#236 Post by Zireael »

So, how are you liking the kids?

***
I've finally made the elemental planes. Not perfect, admittedly - they don't choke you (Earth), drown you (Water) or burn you to crisp (Fire) and I think none of them should have any loot around, especially not Fire or Air, but...

Image

Image

More screenshots in the gallery, of course. I'm proud of how pretty it all is - while I took the floor tiles from UT 32 tileset, the walls are my edits.

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

Re: The Veins of the Earth

#237 Post by Zireael »

Beta 9 is here and it seems ModDB changed something on their end as I don't have to wait for the verification - yay!

Download

Image

The portraits are procedurally generated, with elements depending on the NPC's profession or race.

CHANGELOG:

* bug fix - made fire outsiders straight out immune to fire
* bug fix - wyvern now has poison
* bug fix - tendriculos and choker have proper descriptions
* bug fix - rejecting filters due to exceeding cost led to no filters being applied at all when creating loot
* bug fix - take into account item level ranges when creating loot
* bug fix - adjust item levels and rarities since some were out of whack with the item's real power
* bug fix - NPCs and monsters should now drop level-appropriate gear
* bug fix - cost filters now operate on the baseline price in coppers (i.e. what e.cost is expressed in)
* bug fix - add currency symbols (pp, gp, sp) in item tooltips; display store purse in silver coins
* bug fix - unify flavors capitalization
* bug fix - add subtype to those outsiders which were missing it
* bug fix - magic armor now reduces armor check penalty by 1 for being masterwork already
* bug fix - wearing cloaks no longer messes up the player doll display
* bug fix - feat granting items (e.g. boots of dodging) actually grant them
* bug fix - drag-and-drop inventory sometimes not working

* new zones: Plane of Air, Plane of Earth, Plane of Fire, Plane of Water; kobold warrens, bank
* new monsters: succubus, incubus; dragons (complete with age categories and breath weapons)
* new NPCs: drow house guard, drow house captain, drow priest, drow banker
* new magic item properties: masterwork (weapon/armor/shield), muleback, of heavyload; of powerful grip, of the Dervish, of neutralization, of grounding; efficient, of Maeve, returning;
* new original tiles: blood ape, formian, howler, brass dragon, vargouille, bulette, cockatrice, copper dragon
* new monster tiles: giant ant soldier, giant ant queen, will-o-wisp, grick, spectral panther, white dragon, tojanida, hag, sphinx, shambling mound, harpy, basilisk, behir, hyena, jackal, viper, ankheg, aranea, gray render, lamia, winter wolf, naga;
* new NPC tiles: drow female noble, drow commoner, drow house guard;
* new terrain tiles: chasm, tiled floor, iron door, drow door, fountain, worldmap floor, worldmap wall, worldmap stairs up/down, worldmap ruins, barred door, cobblestone floor, water floor, water wall, fire floor, fire wall, earth, earth wall, air, cloud, mud;
* new tiles: glaive
* humanoid NPCs now have portraits (kudos to /u/Ozymandias79)
* implemented languages
* implemented a way to self-resurrect within the normal rules
* implement item compare
* implement butchering corpses
* add money weight switch
* new scroll flavors
* change ASCII color for chaos beast, howler, rast
* change ASCII symbol for nightmare
* gave breath weapons to hell hound, dragon turtle
* gave immunities to delver, gibbering mouther, mimic, nagas; ghaele, lillend; tojanida; assassin vine, shambling mound, tendriculos; fire elementals, magmin; night hag
* marut and fire elementals now deal additional damage on hit
* implement low-light vision
* implement Craft, Survival skills
* rogues now receive Weapon Finesse for free
* item creation feats now pick from all possible egos
* item's tooltip now tells you where you found it (from ToME 2 port)

P.S. MA almost done - some paperwork left and preparing for the thesis defence on the 23rd. After that, I will vacation a bit and then will have loads of free time to work on Veins!

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

Re: The Veins of the Earth

#238 Post by Zireael »

No, this is not dead. :)

I've implemented Pick Pockets and Decipher Script. I've also bitten the bullet and implemented the background skills variant from Pathfinder as a default rule. This should make Craft (and other non-immediately useful skills) much more viable.



I've drafted a new class over the last week.

Magus draft

As you can guess, it draws on the Pathfinder magus, but also on the vanguard class.

Once again, the goal is to have every level be significant (i.e. no "dead levels").

**
On the game end of things, shuffled around some effects and hard at work adding more spells.

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

Re: The Veins of the Earth

#239 Post by Zireael »

While adding spells, I noticed the hotbar was getting more and more clustered while many of the skills and spells are only situationally useful. I then thought of Baldur's Gate UI where you could pull up the list of spells with a single icon.

Here's what I arrived at.

Image

The HLW icon is there because it's an innate ability. The spellbook icon stays, as well.

The sword brings up a menu of attack options. The expand icon brings up a menu of skills and the one which looks vaguely like a crescent shows the list of spells.

Pleasantly surprised that this only took 3h to do in all.

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

Re: The Veins of the Earth

#240 Post by Zireael »

Beta 10 is here! Many player requests are coming true and bugs are squashed!

Download

CHANGELOG:
* bug fix - spellbook doesn't show a second tab if the second class happens to be shaman/sorcerer
* bug fix - prevent using items on worldmap
* bug fix - prevent picking up items when asleep
* bug fix - opposed Move Silently check no longer bugs out; introduced a safeguard against further skill misspellings
* bug fix - detect x spells now work properly
* bug fix - reducing copy&paste errors in descriptions
* bug fix - limit attacks of opportunity to moving away
* bug fix - no more negative skillpoints upon gaining a level
* bug fix - gameplay tab in options is now properly hidden after game starts
* bug fix - Intimidate now works as intended
* bug fix - reduce tojanida AC
* bug fix - hunger now increases on the worldmap
* bug fix - no more Lua error on using Ignizzar's fire spell
* bug fix - sorcerer/shaman spell points now update when gaining a level
* bug fix - more safeguards to visibility detection for log messages
* bug fix - map no longer goes under hotbar
* bug fix - inventory screen no longer closes when doing most stuff
* bug fix - adjust some CRs up, most notably ogres, to reduce early game difficulty
* bug fix - restore log message when killing an NPC
* bug fix - crafting items no longer shows curses as option

* new tiles: fungi, handwraps, monk robes
* new zones: inn; drow outpost, drow metropolis, cave grove, fungi maze, fungi forest; goblin barracks
* new spells: entangle, charm animal, delay poison, longstrider, detect poison, detect magic, shield, protection from alignment, true strike, endure elements, resist energy, protection from energy,
* new NPCs: city seller (can sell from most of the shops defined except armor/weaponsmith and library)
* new magic item properties: minotaur, of physical perfection
* new items: handwraps, monk robes, archmage robes; a lot of consumables (foods, drinks)
* new feats: Arcane Armor Training, Arcane Armor Mastery
* bards now ignore spell failure from light armor
* implement Pick Pockets, Decipher Script skill
* split skills into adventuring and background per PF variant rule
* new variant rule: Pathfinder feats - every two levels instead of every three levels
* implement confused, cowering, dazed, dazzled, deafened, entangled, exhausted, petrified, prone conditions
* darken tiles outside FOV for better differentiation
* implement level map screen
* move mage armor spell to abjuration school
* overhaul nutrition system
* more ways to earn XP - dealing hp damage, making successful skill checks
* items display special requirements
* change potions and drinks ASCII symbols
* change bear endurance, summon creature icons
* implement menu buttons on hotbar, especially useful for spellcasters; skills/spells no longer get auto-added to the bar
* spellbook now shows a pop-up if you can't memorize a spell due to exceeding limits
* spellbook shows school in descriptions
* level up screen is now tabbed instead of using buttons to go to various parts (skills, feats)
* patch Birther class to allow dynamic (i.e. function) descriptions (like talents)
* generate class descriptions procedurally
* shuffled character creation class help to a separate tab
* torches now show the amount of fuel left in them and count down properly; corpses rot (but are not removed properly)
* update help screen to cover switching tiles on/off
* debug create item screen now makes you pick item type first

Post Reply