The Veins of the Earth
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Re: The Veins of the Earth
If Git tags or ModDB file names or module file names are messed up, that's my fault - I've overhauled the versioning system this morning.
Re: The Veins of the Earth
I played around with the current Git version some tonight (because "git pull" is so much easier than downloading new releases). Although I tend to be a bit skeptical of translating D20 to a single-character computer game, it's really impressive what you have so far, and I look forward to seeing where the module development goes.
Some of the changes from standard D20 are a bit jarring and seem poorly explained; this is probably just because I'm so familiar with D20. I don't know if they're intentional or not: magic missiles apparently allow a fortitude save for half damage; wizards aren't proficient with quarterstaffs; rogues aren't proficient with rapiers; dual-wielding a dagger and quarterstaff is permitted. Combat Casting appears to count as skill ranks instead of a bonus on top of skill ranks. Weapon weights are incomplete? (A longsword weighs more than a greatsword.)
A few bugs: Limits on skill ranks appear to be 4 plus level (i.e., 5 at level 1) rather than 4 at level 1. There seems to be no limit on how many spells a wizard can prepare. My summoned wolf (or was it a badger?) had a attack penalty of -4 and a damage penalty of some sort, making him pretty useless in a fight. Rings of protection don't actually increase AC. AC seems too high across the board; my drow wizard with dex 11 started with an AC of 16, and many opponents seem to have ACs of 18 or more, so combat seems like a bunch of misses until someone gets lucky.
The character leaves a trail of lit squares behind him. This is a bug in the example module. Adding the following code to Player.lua fixes it. (I know this only because I recently fixed the same problem in my module.)
My apologies if you're already aware of any these things or if I've strayed into parts of the game that aren't ready for playtesting.
Some of the changes from standard D20 are a bit jarring and seem poorly explained; this is probably just because I'm so familiar with D20. I don't know if they're intentional or not: magic missiles apparently allow a fortitude save for half damage; wizards aren't proficient with quarterstaffs; rogues aren't proficient with rapiers; dual-wielding a dagger and quarterstaff is permitted. Combat Casting appears to count as skill ranks instead of a bonus on top of skill ranks. Weapon weights are incomplete? (A longsword weighs more than a greatsword.)
A few bugs: Limits on skill ranks appear to be 4 plus level (i.e., 5 at level 1) rather than 4 at level 1. There seems to be no limit on how many spells a wizard can prepare. My summoned wolf (or was it a badger?) had a attack penalty of -4 and a damage penalty of some sort, making him pretty useless in a fight. Rings of protection don't actually increase AC. AC seems too high across the board; my drow wizard with dex 11 started with an AC of 16, and many opponents seem to have ACs of 18 or more, so combat seems like a bunch of misses until someone gets lucky.
The character leaves a trail of lit squares behind him. This is a bug in the example module. Adding the following code to Player.lua fixes it. (I know this only because I recently fixed the same problem in my module.)
Code: Select all
function _M:runStopped()
game.level.map.clean_fov = true
self:playerFOV()
end
Re: The Veins of the Earth
Everything is out there for playtesting. If I did not want playtesting, I wouldn't release it.Castler wrote:My apologies if you're already aware of any these things or if I've strayed into parts of the game that aren't ready for playtesting.

From my point of view, your familiarity with D20 is a very good thing!Castler wrote:Some of the changes from standard D20 are a bit jarring and seem poorly explained; this is probably just because I'm so familiar with D20.
EDIT: Aside from Combat Casting bonus not being applied properly and the max spells per day limit not being enforced, all other issues were fixed!
****
This was a side-effect of reworking the damage types to allow saves automatically. I liked it (d20's version is "deduct hit points directly", as the joke goes), so I kept it. (Will note it on github's page listing changes from standard SRD)Castler wrote:I don't know if they're intentional or not: magic missiles apparently allow a fortitude save for half damage;
I forgot about this one, and frankly I'm of two minds whether to implement it or not (the goal is to get rid of most if not all those "special" cases and "no one else can but I can" stuff so that it is more transparent for people who do not know d20's quirks).Castler wrote:wizards aren't proficient with quarterstaffs; rogues aren't proficient with rapiers;
Not intended, obviously, will fix it in a moment.Castler wrote:dual-wielding a dagger and quarterstaff is permitted.
Will look into it (obviously, the intention is to have it applied on top of skill ranks).Castler wrote: Combat Casting appears to count as skill ranks instead of a bonus on top of skill ranks.
Probably a copy&paste mistake, easy to fix.Castler wrote:Weapon weights are incomplete? (A longsword weighs more than a greatsword.)
I fail Maths for ever. I've got no idea how I managed to get straight B's in high school with the number of blunders I've made in 4 years since. Fix coming as soon as I open the files.Castler wrote:A few bugs: Limits on skill ranks appear to be 4 plus level (i.e., 5 at level 1) rather than 4 at level 1.
Known issue. I've been badgering Sebsebeleb about it for some time (I don't understand the spellbook code enough).Castler wrote:There seems to be no limit on how many spells a wizard can prepare.
It had some placeholder stats instead of proper ones. Will fix.Castler wrote:My summoned wolf (or was it a badger?) had a attack penalty of -4 and a damage penalty of some sort, making him pretty useless in a fight.
I will look into AC again. Most probably some bonus gets applied twice.Castler wrote:Rings of protection don't actually increase AC. AC seems too high across the board; my drow wizard with dex 11 started with an AC of 16, and many opponents seem to have ACs of 18 or more, so combat seems like a bunch of misses until someone gets lucky.
Last but not least:
Thanks for pointing this out, fix incoming!Castler wrote:The character leaves a trail of lit squares behind him. This is a bug in the example module. Adding the following code to Player.lua fixes it. (I know this only because I recently fixed the same problem in my module.)
Code: Select all
function _M:runStopped() game.level.map.clean_fov = true self:playerFOV() end
P.S. Seriously, feel free to playtest. I am trying to test every release, but I can't study, code and test at the same time, obviously. So studying comes first, coding comes second and, well, testing comes last.
Re: The Veins of the Earth
Popping by just to say I got the traps to work (they don't spawn yet).
Some sort of search code coming as soon as I get Stealth to work. It's gotten worse (I swear it loaded)
Some sort of search code coming as soon as I get Stealth to work. It's gotten worse (I swear it loaded)
Re: The Veins of the Earth
An update is out!
This is beta 3.25, code-name "Christmas Tree".
You probably know the drill by now. Grab it from https://github.com/Zireael07/The-Veins- ... .0.7.1.zip or wait for ModDB authorization.
CHANGELOG:
* bug fix for player leaving lit tiles behind himself (kudos to Castler)
* bug fix for new keybinds (spellbook and help) not being recognized at game start [Sebsebeleb]
* bug fixes
* new items: amulet of health, periapt of wisdom, gauntlets of ogre strength, gloves of dexterity, cloak of charisma; wands & scrolls (unusable for now)
* item tooltips now inform you of (some) magic properties if the item is identified
* expanded Quit dialog to allow discarding characters
* traps are coded in but do not spawn yet
Note: most of the bug fixes came thanks to Castler's feedback.
This is beta 3.25, code-name "Christmas Tree".
You probably know the drill by now. Grab it from https://github.com/Zireael07/The-Veins- ... .0.7.1.zip or wait for ModDB authorization.
CHANGELOG:
* bug fix for player leaving lit tiles behind himself (kudos to Castler)
* bug fix for new keybinds (spellbook and help) not being recognized at game start [Sebsebeleb]
* bug fixes
* new items: amulet of health, periapt of wisdom, gauntlets of ogre strength, gloves of dexterity, cloak of charisma; wands & scrolls (unusable for now)
* item tooltips now inform you of (some) magic properties if the item is identified
* expanded Quit dialog to allow discarding characters
* traps are coded in but do not spawn yet
Note: most of the bug fixes came thanks to Castler's feedback.
Re: The Veins of the Earth
Castler, I just fixed the feat bonuses. They are now applied on top of any ranks you might have and do not count against max ranks. And are uncapped (more sweet goodness to come in this field!)
Re: The Veins of the Earth
A new version has just been released. Grab it from here. ModDB download to come later, as usual.
CHANGELOG:
* bug fix: gain spellcasting properly if you multiclassed from a non-casting class
* bug fix: apply (uncapped) feat bonuses on top of skill ranks
* bug fix: Intuition now applies to a single item
* bug fix: ensure 1 damage unless Damage Reduction is applied
* new spells: inflict X wounds, fireball
* improved HUD - now with bars, changing color depending on the amount of HP left
* XP for descending & disarming traps added
* two weapon fighting penalties, feats & background
* death and dying closer to d20: death at -10 and detrimental effects both at 0 and in the -1 to -9 range
* level feelings (based on monster CR for now)
* changed wait a turn keybinding and added it to controls screen
* random naming for potions & scrolls
CHANGELOG:
* bug fix: gain spellcasting properly if you multiclassed from a non-casting class
* bug fix: apply (uncapped) feat bonuses on top of skill ranks
* bug fix: Intuition now applies to a single item
* bug fix: ensure 1 damage unless Damage Reduction is applied
* new spells: inflict X wounds, fireball
* improved HUD - now with bars, changing color depending on the amount of HP left
* XP for descending & disarming traps added
* two weapon fighting penalties, feats & background
* death and dying closer to d20: death at -10 and detrimental effects both at 0 and in the -1 to -9 range
* level feelings (based on monster CR for now)
* changed wait a turn keybinding and added it to controls screen
* random naming for potions & scrolls
Re: The Veins of the Earth
Flaming hands does not work because the fire damage is a table instead of a number.
This works to fix it: (changes are local damage = dam.dam or dam and if target:reflexSave(dam.save_dc or 10) then
This works to fix it: (changes are local damage = dam.dam or dam and if target:reflexSave(dam.save_dc or 10) then
Code: Select all
newDamageType{
name = "fire", type = "FIRE", text_color = "#LIGHT_RED#",
projector = function(src, x, y, type, dam)
local target = game.level.map(x, y, Map.ACTOR) or src
if target then
local damage = dam.dam or dam
if target:reflexSave(dam.save_dc or 10) then
damage = math.floor(damage / 2)
end
local realdam = DamageType.defaultProjector(src, x, y, type, damage)
return realdam
end
end,
}
Re: The Veins of the Earth
Thanks for reminding me - I've found this bug some time ago, forgot I didn't fix it and didn't have time.
Sitting down to fix.
Sitting down to fix.
Re: The Veins of the Earth
"Half-ogre with a spiked chain" is out!
Grab it from here or wait for ModDB authorization.
This version wouldn't have been created without AuraOfTheDawn's invaluable feedback, both bug reporting and suggesting improvements. The codename is a tribute to him, too - he knows why!
CHANGELOG:
* bug fix: all dialogs now obey screen size
* bug fix: fire beetle AC is no longer through the roof
* bug fix: spells are now properly restricted [Seb]
* bug fix: no more freezes when trying to exit to Menu in some cases
* bug fix: no more lua errors with some spells
* bug fix: bard skill points
* bug fix: assasin and shadowdancer not giving level-up bonuses
* new monsters: aboleth, athach, choker, chuul, cloaker, drider, ettercap, otyugh; ankheg, aranea, arrowhawk, assasin vine, barghest
* survival kit, healing kit, lockpicking kit added - grant a +2 bonus to skill
* all characters now receive a single feat when rolling stats as a perk
* level-up screen now displays class points, feat points, skill points
* humanoids can now try to shoot the player
* increased inventory size slightly (from a to z instead of w)
* monsters bleed out quicker than the player
* implemented chasm & ice effects
* tooltips now describe whether a weapon is simple/martial, light/reach
* re-added a crash course to d20
* MODDING.md now contains information useful for prospective contributors
* reach weapons & talent added
* scrollbar added to feat select screen [Seb]
* spellbook now displays higher-level spells properly [Seb]
* tooltips now describe magic properties (except elemental resistances) for identified items
Grab it from here or wait for ModDB authorization.
This version wouldn't have been created without AuraOfTheDawn's invaluable feedback, both bug reporting and suggesting improvements. The codename is a tribute to him, too - he knows why!
CHANGELOG:
* bug fix: all dialogs now obey screen size
* bug fix: fire beetle AC is no longer through the roof
* bug fix: spells are now properly restricted [Seb]
* bug fix: no more freezes when trying to exit to Menu in some cases
* bug fix: no more lua errors with some spells
* bug fix: bard skill points
* bug fix: assasin and shadowdancer not giving level-up bonuses
* new monsters: aboleth, athach, choker, chuul, cloaker, drider, ettercap, otyugh; ankheg, aranea, arrowhawk, assasin vine, barghest
* survival kit, healing kit, lockpicking kit added - grant a +2 bonus to skill
* all characters now receive a single feat when rolling stats as a perk
* level-up screen now displays class points, feat points, skill points
* humanoids can now try to shoot the player
* increased inventory size slightly (from a to z instead of w)
* monsters bleed out quicker than the player
* implemented chasm & ice effects
* tooltips now describe whether a weapon is simple/martial, light/reach
* re-added a crash course to d20
* MODDING.md now contains information useful for prospective contributors
* reach weapons & talent added
* scrollbar added to feat select screen [Seb]
* spellbook now displays higher-level spells properly [Seb]
* tooltips now describe magic properties (except elemental resistances) for identified items
Re: The Veins of the Earth
Sorry for the dumb question, but how exactly hit/miss roll works? I've had a character with decent Str and Dex that had roll modifier equal to -11. )Needless to say, he died a cruel death).
Re: The Veins of the Earth
You could have run afoul of the simple/martial distinction, which gives a -4 penalty for wielding weapons you're not proficient with. If you used two weapons at the same time (-8 without any feats or -6 if offhand weapon is light, then yes, a modifier of -11 is possible).0player wrote:Sorry for the dumb question, but how exactly hit/miss roll works? I've had a character with decent Str and Dex that had roll modifier equal to -11. )Needless to say, he died a cruel death).
I will try to reword the logs so that they are clearer, btw.
Re: The Veins of the Earth
Trying out 0.9 now, and dualwielding is a bit bugged. You can wear two handed weapons (eg. a Halberd) in your offslot by equipping it while the main slot is full and offslot is empty. Also, is there a way to not two-weapon-fight with a shield? It's making me miss too much.
Also, I think that Intuition is bugged. I managed to roll a 4 once, despite having a +5 bonus on my char sheet.
Also, I think that Intuition is bugged. I managed to roll a 4 once, despite having a +5 bonus on my char sheet.
Last edited by lukep on Fri Nov 01, 2013 2:00 am, edited 1 time in total.
Re: The Veins of the Earth
Two weapons and a shield???
My feedback meter decays into coding. Give me feedback and I make mods.
Re: The Veins of the Earth
No, you just shield bash all of the time.HousePet wrote:Two weapons and a shield???