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Author Topic: Veins of the Earth beta 13 "Anyone can be a winner" released!  (Read 31886 times)

Putnam

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Re: Veins of the Earth BETA 6.5 is here! - feedback needed
« Reply #135 on: February 19, 2015, 06:20:25 pm »

mod/class/uiset/Classic.lua and Minimalist.lua.

Zireael

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Re: Veins of the Earth BETA 6.5 is here! - feedback needed
« Reply #136 on: March 03, 2015, 01:58:01 pm »

Josh (aka Castler) has made a PR with some UI fixes, I've merged it and used the chance to update the changelog.

Here's the list of stuff done since beta 6.5:
* bug fix - FBO lua error on save load
* bug fix - Lua error & nil exp for creatures with CR in-between table values
* bug fix - character creation screen now does check if a character save already exists
* bug fix - flavored amulets spelling
* bug fix - incorporate the engine fixes for ActorSeenDisplay, making the switch work
* bug fix - shooting not using the weapon's designated crit damage
* bug fix - flyers showing for critters outside lite range
* bug fix - assassin name typo
* bug fix - charges being displayed off or not displayed at all for multiple lines of spells in a spellbook
* bug fix - training stat tracker values are now properly zeroed when increasing stat
* bug fix - no more Lua errors on right clicking talents

* new spells - divine favor, entropic shield, doom, shield of faith
* new NPC: human/dwarf/drow healer
* sorcerers and shamans now use a spell points system instead of Vancian spellcasting
* implement room descriptions
* hirelings now use party member code from ToME
* implement metamagic feats - Extend, Empower and Maximize Spell
* implement Precise Shot and Far Shot feats
* implement spell points & psionic power
* consumables now stack
* unwearable items are highlighted in red; unusable ones in blue
* drow noble house is now named after the House that inhabits it
* can now throw thrown weapons
* low Int characters get separate answers now
* log message is shown when player gains EXP
* UI improvements and bugfixes for feat select screen
* AI no longer walks into chasms/lava/water
* game options screen displayed before the first level is generated
* implement talent configuration from ToME
* backport room generator improvements from ToME git
* backport ego improvements from ToME git

(The last two will go after ToME 1.3 arrives and I update to it)
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Zireael

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Re: Veins of the Earth BETA 6.5 is here! - feedback needed
« Reply #137 on: March 07, 2015, 09:37:32 am »

The wikidot site now lists features inspired by existing games (click the word :P). The skills section has also been updated to match the bleeding edge builds.

In other words, I have implemented Heal, Jump and Intimidate skills.

***
I have also changed some of my setup - I am now using GitHub's Atom instead of Sublime Text 3, which has eliminated the indention weirdness and allows me to track all git changes out of the box. It's more difficult to work with multiple folders, though, but I'm hopeful that the quick update rate will have it solved in no time.

For project management, I've found a simple offline note-taking program such as CintaNotes works perfectly - allowing me to group related ideas and to stop doubling them :)
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Zireael

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Re: Veins of the Earth BETA 6.5 is here! - feedback needed
« Reply #138 on: March 09, 2015, 06:33:08 am »

2) After retreating to level 0 and back once or twice, made it to the Next Level downstair (first time ever!), took it, and ended up in solid rock.

I've finally hit that bug myself and managed to fix it :D

***
Also, I've implemented vitality and wounds system, a version of which was on Julian's to-do list for new!Incursion.

Quote
The plan isn't that injuries will be hard/impossible to heal, just that they'll take some notable resources and time to do so. So drinking a healing potion will be a notable event rather than a "quaff 3-5 after every fight" routine.

Quote
The current plan is for a more realistic combat system that still allows cinematic toughness [...] and then making serious injury and healing a more serious and difficult matter, with healing harder [...]

Alas, that means saves are no longer backwards-compatible :(
« Last Edit: March 09, 2015, 06:46:41 am by Zireael »
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Zireael

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Re: Veins of the Earth BETA 6.5 is here! - feedback needed
« Reply #139 on: March 12, 2015, 03:50:03 am »

Josh and I have churned out a few more bugfixes, including the map going under the UI thing which has been plaguing me for at least two betas. (Turns out I was poking at the wrong function lol)

DarkGod is on RC1 for T-Engine 1.3., so that means beta 7 should be out as soon as ToME 1.3. lands. (I've tested with b9 and RC1 and found no new problems).
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flame99

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Re: Veins of the Earth BETA 6.5 is here! - feedback needed
« Reply #140 on: March 12, 2015, 08:43:34 am »

This looks cool. I'll check it out once I have the chance.
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Zireael

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Re: Veins of the Earth BETA 6.5 is here! - feedback needed
« Reply #141 on: March 13, 2015, 05:56:23 am »

ToME 1.3. is supposed to land on the 18th of March, so I suppose beta 7 will come around the 20th.

Gives me some time to poke around some improvements and maybe more dungeons :)
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Zireael

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Re: Veins of the Earth BETA 7 is here! - feedback needed
« Reply #142 on: March 21, 2015, 05:53:12 am »

Beta 7 is out!

Enjoy a load of bugfixes and content additions!
Metamagic feats, archery feats, (more) usable skills, spell points system, wounds and vitality system and more!

Grab it from GitHub or Bitbucket. Alternately wait for ModDB.

CHANGELOG:

* bug fix - FBO lua error on save load
* bug fix - Lua error & nil exp for creatures with CR in-between table values
* bug fix - character creation screen now does check if a character save already exists
* bug fix - flavored amulets spelling
* bug fix - incorporate the engine fixes for ActorSeenDisplay, making the switch work
* bug fix - shooting not using the weapon's designated crit damage
* bug fix - flyers showing for critters outside lite range
* bug fix - assassin name typo
* bug fix - charges being displayed off or not displayed at all for multiple lines of spells in a spellbook
* bug fix - training stat tracker values are now properly zeroed when increasing stat
* bug fix - no more Lua errors on right clicking talents
* bug fix - no longer having to drop the fireball on yourself
* bug fix - visited zones not being saved leading to Lua errors when changing level
* bug fix - spell failure not canceling spells properly
* bug fix - cheat resurrect no longer throws errors if you happened to die while encumbered
* bug fix - Summon Monster I works as intended
* bug fix - used up arrows and/or thrown weapons are now properly removed
* bug fix - summons' tooltips no longer throws an error [Castler]
* bug fix - mage armor spell no longer warns you when you use it on yourself [Castler]
* bug fix - map no longer going under UI on left-hand side [kudos to Castler for pointing out the fix]
* bug fix - level up achievements now achievable

* update to T-Engine 1.3.0
* make use of engine updates, including room generator & ego functions
* enable sound capabilities
* new spells - divine favor, entropic shield, doom, shield of faith, deathwatch, summon monster II,
* new feats - Master Craftsman
* new NPC: human/dwarf/drow healer, drow tavernkeeper
* sorcerers and shamans now use a spell points system instead of Vancian spellcasting
* implement room descriptions
* hirelings now use party member code from ToME
* implement vitality/wounds system
* implement metamagic feats - Extend, Empower and Maximize Spell
* implement Precise Shot and Far Shot feats
* implement Jump, Intimidate, Heal skills
* implement spell points & psionic power
* consumables now stack
* humanoid NPCs now carry food & light sources
* some animals are now neutral and vermin now constitute their own faction
* unwearable items are highlighted in red; unusable ones in blue
* drow noble house is now named after the House that inhabits it
* can now throw thrown weapons
* low Int characters get separate answers now
* log message is shown when player gains EXP
* UI improvements and bugfixes for feat select screen [Castler]
* stair tooltips show where they lead to if you've been there at least once
* AI no longer walks into chasms/lava/water
* game options screen displayed before the first level is generated
* implement talent configuration from ToME
* item creation debug screen now allows hand-picking egos to be generated
* fixes and improvements to magic item generation
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Zireael

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Re: Veins of the Earth BETA 7 is here! - feedback needed
« Reply #143 on: March 30, 2015, 07:52:03 am »

T-Engine 1.3.1. is out, including a small developing feature I've repeatedly asked DG about :)

On the Veins end of things, I've been working on AI (it can now pick up stuff as well as swap weapons).
I also tried to stop the kiting the player could do without penalties. Attacks of opportunity are nearly working now, except that they tend to trigger for monsters around player and not for player around monsters :P
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Sergius

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Re: Veins of the Earth BETA 7 is here! - feedback needed
« Reply #144 on: April 01, 2015, 12:21:03 pm »

pTW
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Zireael

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Re: Veins of the Earth BETA 7 is here! - feedback needed
« Reply #145 on: April 03, 2015, 09:35:10 am »

To compensate for the AI swap and for quality of life, the player now gets a shoulder slot, from which he can then switch weapons with a single keypress. Keypresses have also been added for a list of wieldable or a list of usable items or a list of those that can be taken off.

The loot system has been overhauled and more closely tied to the d20 Wealth-By-Level tables.
Monster table is this one d20 SRD Treasure Values per Encounter
For NPCs, I'm using this PF NPC-Gear (I like the weapons/protection/magic etc split but it isn't coded yet)
For everything else, such as floor loot and bosses, I'm using this PF Character-Wealth-by-Level

Currently, everything uses the boss table because I haven't yet coded the filters for NPCs :P

I have also adjusted the CR of the giant ant queen, bringing it closer to the Pathfinder version, as it was a pretty frequent early game killer. It's worth remembering that this is a single player game, after all.

I think some more CR adjustments are in order, especially for low CR monsters with Damage Reduction (blink dog, grick).

What do you think? Adjusting d20 to work with a single character is probably the biggest challenge here!
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Zireael

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Re: Veins of the Earth BETA 7 is here! - feedback needed
« Reply #146 on: April 13, 2015, 07:46:16 am »

Churning out bugfixes rather than new content. Some things have escaped notice until now, others were annoying but relatively simple to fix once I spotted how (difficulty selection).

Pile of notes in CintaNotes is growing. I think I'll tackle the player's offspring next - that's right, you'll be able to take over as your kid once you die, if the kid's old enough (I guesstimate ~12 for starting as a young/teen templated character or ~16 as roughly adult)
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Zireael

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Re: Veins of the Earth BETA 7 is here! - feedback needed
« Reply #147 on: April 15, 2015, 02:23:44 pm »

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.
« Last Edit: April 15, 2015, 02:25:57 pm by Zireael »
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Zireael

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Re: Veins of the Earth BETA 7 is here! - feedback needed
« Reply #148 on: April 16, 2015, 01:04:40 pm »

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.
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Zireael

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Re: Veins of the Earth BETA 7 is here! - feedback needed
« Reply #149 on: April 27, 2015, 01:56:15 am »

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.
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