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Re: The Veins of the Earth
Posted: Thu Dec 26, 2013 10:13 pm
by Graziel
where? i didnt see it when i voted and i dont see it now
Code: Select all
Uushubud 0 (0%)
Versus Time 1 (0%)
Voyage to Farland 11 (0%)
Warp Core Breach
Re: The Veins of the Earth
Posted: Thu Dec 26, 2013 11:01 pm
by rexorcorum
It's under "T" - The Veins...

Oh, and one of the votes there is mine

Re: The Veins of the Earth
Posted: Fri Dec 27, 2013 3:52 am
by Graziel
whoops thats why i missed it

Re: The Veins of the Earth
Posted: Fri Dec 27, 2013 9:08 am
by loimprevisto
11 votes!
Re: The Veins of the Earth
Posted: Tue Dec 31, 2013 1:18 pm
by Zireael
ASCII Dreams voting has closed at 16 votes for Veins, so I guess I have to say THANKS 16 times

Re: The Veins of the Earth
Posted: Tue Dec 31, 2013 1:46 pm
by darkgod
You deserved way more IMO (and the other modules too but they were not even on the list :/ )
Re: The Veins of the Earth
Posted: Mon Jan 13, 2014 10:36 am
by Zireael
To quote Castler, real life is kicking my back end right now. It makes me a very sad panda.
Hopefully will get back into coding in the semester break - end of January, beginning of February
VotE should work with the latest version of ToME but you need to tick "show incompatible" or edit init.lua.
Re: The Veins of the Earth
Posted: Wed Feb 26, 2014 9:07 am
by Zireael
Real Life is a bitch.
Hoping to have some time soon.
I'm getting some error reports but as they are from 0.12, most of them are probably fixed. This tells me I need to get 0.13 out there ASAP so that people don't need to rely on hotfixes and watching that third(fourth?) digit (I mean the one in 0.12.2).
Re: The Veins of the Earth
Posted: Wed Feb 26, 2014 7:14 pm
by darkgod
Yes come back ! We miss you !

Re: The Veins of the Earth
Posted: Fri Mar 07, 2014 4:31 pm
by Zireael
The first thing I did after the loong hiatus was update my ToME to 1.1.5 and update the init.lua to require this version.
In the last two days, I fixed several bugs, bigger and smaller. Also, actor generation now is more sensible - no more golems on dlvl 1.
Re: The Veins of the Earth
Posted: Thu Mar 13, 2014 6:29 pm
by Zireael
Lots of bugfixes and improvements made in the last week. I also managed to cross out a big thing from the checklist:
http://www.moddb.com/mods/the-veins-of- ... nfo-screen
Yeah, it's Sil-style XP for seeing monsters!
Re: The Veins of the Earth
Posted: Sun Mar 16, 2014 2:08 pm
by Zireael
Not directly related to Veins per se, but:
Incursion source code to be released!!!
http://www.incursion-roguelike.org/news.html
And omg, he even mentions Veins!
Re: The Veins of the Earth
Posted: Sun Mar 16, 2014 7:02 pm
by youtoo
@Zisrael: I went to moddb and the latest download i see is december 2013. You posted right here that you just put up a new download? Am I reading moddb wrong? I click downloads and then on lots of monsters out there to get to the download?
Re: The Veins of the Earth
Posted: Mon Mar 17, 2014 11:38 am
by Zireael
I just put up a new version, nicknamed "Can't see me".
It's not on ModDB yet due to their authorisation process and the .team file is not on te4.org because something went wonky with md5 (the game reads team just fine but I get md5 nil in the log?!)
Grab it from
here
CHANGELOG
* bug fix: no longer freezing on actor gen
* bug fix: ranged combat now works properly again
* bug fix: decrease hp properly if your Con is lowered
* bug fix: right click menu now works properly
* bug fix: no more "unknown actor" spawning
* bug fix: no more trying to log on critters drowning
* XP awards for seeing first 4 monsters of a kind
* stealth
* you can now receive Weapon Focus in a random weapon as a random perk
* you can now check how many monsters of a type you've killed or seen
* in-character monster info screen
* class feats are now color-coded in character sheet
* implemented ASCII/tiles switch
* more work on poisons (don't work yet)
Re: The Veins of the Earth
Posted: Thu Mar 20, 2014 2:56 pm
by Zireael
The bleeding edge builds can now handle character saving & loading. This is gonna make testing much easier!