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Author Topic: Veins of the Earth beta 13 "Anyone can be a winner" released!  (Read 31412 times)

Zireael

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Re: Veins of the Earth beta 5.4
« Reply #30 on: May 26, 2014, 06:27:38 am »

Another beta is out! Grab it from GitHub or Bitbucket or wait for ModDB.

I have a month to spare until the 1st anniversary of starting the work on Veins, and we're getting pretty close to Incursion's level, which was our target. Also, we have something Incursion does not - lore!


* bug fix - nil table in EntityTracker
* bug fix - no more errors caused by mobs trying to level up
* bug fix - lua error on trying to manually adjust stats lower than 8
* bug fix - no longer possible to manually adjust stats that were rolled
* bug fix - spellbook now accounts for levels gained every 3rd level
* bug fix - no lua errors should spells gain and spell slots gain ever mismatch
* bug fix - plant critters no longer as fast; shrieker stuck down in a spot
* bug fix - lua errors on pressing Space

* new tiles - altar, note, horse, griffon
* new spell - Ignizarr's fire
* in-game user chat now works!
* chat keys added to Help
* polymorphing & wild shape
* Ride skill and mounts
* lore framework added
* DR x/magic implemented; framework ready for other DR types
* coded locked doors
* auto-search for traps coded
* coded party support
* calendar changed to match Incursion's
* enabled creature templates, both from SRD and from Incursion
* Knowledge check necessary to be aware that the monster *HAS* a template
* show lore and show achievements screens
* added a test zone
* change zone capacity added to debug menu
* revised the README to be more readable; split off complete features listing
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Zireael

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Re: Veins of the Earth beta 5.4
« Reply #31 on: May 28, 2014, 02:12:27 pm »

A hotfix for those with 1366x768 or similar resolutions:

https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/Birther.lua

Save to /modules/VotE/dialogs and overwrite the existing file.
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Zireael

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Re: Veins of the Earth beta 5.5
« Reply #32 on: June 08, 2014, 07:57:47 am »

Yet another beta is out, this time NOT on Monday :)

Great kudos to Supermini from te4.org forums, who has been an excellent tester, providing invaluable feedback.

Grab it from GitHub or Bitbucket or wait for ModDB.

Also available from te4.org or in the in-game browser that T-Engine now offers.

CHANGELOG:

* bug fix - character screen on 1366x768 and similar resolutions
* bug fix - not being able to close the load premade screen
* bug fix - party info not being saved leading to weird bugs [DarkGod]
* bug fix - no lua errors on clicking spell names in spellbook
* bug fix - no more silent lua errors due to an oversight in encumbrance logic
* bug fix - check if item exists before trying to ID it (kudos to lucianogml for reporting)
* bug fix - naming box in character creation now picks female names correctly
* bug fix - perks not being cleared correctly
* bug fix - skill points going into negatives if half-points are present
* bug fix - add shield proficiency to the classes that were missing it
* bug fix - no longer able to progress past char creation screen without a name

* update to T-Engine 1.2.1
* auto-explore [DarkGod]
* spell rework [framework by DarkGod]
* rework hunger clock
* silenced the pseudo-ID Intuition checks
* changed the font and background of lore notes
* add tooltips to attributes and feat/spell perks in character creation
* add 'are you sure?' pop-ups to feat, skill and class dialogs
* add healthbars display
* make the death dialog a tombstone
* make tooltips more informative
* axed the duplicate naming box
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guessingo

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Re: Veins of the Earth beta 5.5
« Reply #33 on: June 08, 2014, 02:33:56 pm »

how do i use this with the downloadable t-engine? It doesnt seem to work right with my 1920x1680, 27 inch monitor. I try to resize and make changes, but it reverts back.
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Zireael

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Re: Veins of the Earth beta 5.5
« Reply #34 on: June 09, 2014, 01:51:04 am »

You can download the module itself from te4.org or from the in-game browser - simply click on veins-0.19.0.team :)

As for misbehaving in higher resolutions, it seems to be an engine problem...
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guessingo

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Re: Veins of the Earth beta 5.5
« Reply #35 on: June 12, 2014, 10:57:00 pm »

I have no issues with tone 4
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Zireael

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Re: Veins of the Earth beta 5.5
« Reply #36 on: June 13, 2014, 02:37:12 am »

I have no issues with tone 4

Weird, as I have not changed anything in the video options, so changing resolutions should behave the same.

Have you tried downloading veins-0.19.0.team in your tome install and seeing if it works?

The bleeding edge builds include Marson's UI addon, maybe this would help.
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guessingo

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Re: Veins of the Earth beta 5.5
« Reply #37 on: June 13, 2014, 07:56:39 am »

Where do I find the non standalone version?
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Zireael

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Re: Veins of the Earth beta 5.5
« Reply #38 on: June 13, 2014, 09:02:33 am »

te4.org - other T-Engine games - Veins of the Earth (click on veins-0.19.0.team and save to your modules folder)

Alternately you can use the built-in browser 1.2.2 has.
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Zireael

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Re: Veins of the Earth beta 5.5
« Reply #39 on: June 22, 2014, 04:29:24 am »

I have put out several test versions on te4.org in preparation for the next beta.

I got some feedback yesterday from a player on OS X and it seems I need to go through the code and pick any errant case which is making problems on this case-sensitive system.

Not to mention there's a few things which stubbornly refuse to work and a new WIP feature.
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Zireael

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Re: Veins of the Earth beta 5.5
« Reply #40 on: June 29, 2014, 01:24:27 pm »

A new beta is out!

Grab it from GitHub or Bitbucket or wait for ModDB.



CHANGELOG:
*  bug fix - naming box not accepting keypresses [kudos to Castler]
*  bug fix - bonus feats button now available only to fighters
*  bug fix - no more lua error due to a typo in one of the poison defs
*  bug fix - play button being unclickable in some resolutions
*  bug fix - charges not shown for some spells in spellbook [Castler]
*  bug fix - using Diplomacy/Animal Empathy on invalid target no longer wastes a turn [Castler]
*  bug fix - using Diplomacy on yourself no longer leads to amusing stuff [Castler]
*  bug fix - bards not receiving spells
*  bug fix - paladins and rangers missing the spellbook button
*  bug fix - club not being listed as simple weapon; dual-wielding quarterstaves
*  bug fix - two last entries not clickable in stat increase dialog
*  bug fix - typo in water elemental description
*  bug fix - fireball and light spells working as intended
*  bug fix - no more spellbooks for NPCs; clarified raven familiar description
*  bug fix - give specific magic items unided names
*  bug fix - correct lantern tile
*  bug fix - make prestige class levels show up in character sheet

*  update to T-Engine 1.2.2
*  new spell: mount, haste
*  new spell icons: mage armor, ghoul touch, alter self
*  make player tiles change depending on player equipment ("moddable" as in ToME 4)
*  add stack number display
*  add settings
*  integrate parts of Marson's UI addon
*  add full framebuffer shaders
*  rearrange the UI a bit; add log fade
*  add equipdoll to inventory screen
*  add information pop-ups to char creation screen
*  enable right clicking when manually selecting attributes [Castler]
*  add tutorial level
*  shuffle events stuff to GameState.lua
*  shuffle item perks stuff to Player.lua
*  remove the flasher (top message bar) since it wouldn't clear properly
*  clicking spell name in spellbook now has the same effect as clicking spell icon [Castler]
*  display fractional CR as fractions not decimals [Castler]
*  add spell level tabs to spellbook
*  add tooltips to store interface

There are a few remaining issues I'm aware of but I'm leaving for holidays for a month. Keep that sweet feedback coming!
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Zireael

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Re: Veins of the Earth beta 5.6
« Reply #41 on: July 16, 2014, 01:37:52 pm »

We're getting yet another thing to differentiate Veins from Incursion!

Back from hols for a few days, started working on a randomized worldmap.



It doesn't do anything yet, but it generates pretty for different characters.

Tell me, how many of you wished for a worldmap in Inc?
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Zireael

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Re: Veins of the Earth beta 5.6
« Reply #42 on: July 29, 2014, 01:45:39 pm »

No one's interested in (almost)Incursion with worldmap and tiles?

**
I've added a few new egos and monsters and made humanoids use A* for pathing. I'm not likely to get much done before the weekend as there's only so much I can do with GitHub's online API and a pretty crappy computer.

I plan to work on the worldmap and moddable tiles once I get back to my own computer.
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Duuvian

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Re: Veins of the Earth beta 5.6
« Reply #43 on: July 29, 2014, 07:30:37 pm »

I'm interested, I just have some other games to play due to the various Summer Sales as well as DF2014.

I promise at some point within the next few months I will download and let you know both my opinions on the game, flawed though they may be initially through lack of knowledge, as well as any bugs I may be lucky enough to find. Thanks for the good work your effort towards this game is and my apologies that I will not be downloading it right away.
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Retropunch

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Re: Veins of the Earth beta 5.6
« Reply #44 on: July 30, 2014, 04:23:21 am »

I'm definitely interested, and have been enjoying it! You've done fantastic work, and it's appreciated.

I think the lack of overt interest (and there certainly is some, so I wouldn't get disheartened) is that Incursion was never truly that popular to begin with due to it's complexity, difficulty and lack of polish. However, as most people that get into it would say, it truly is one of the best RLs out there. You just need to make yours as accessible as possible, whilst still retaining what made incursion great. I'd just really work on this more than anything else - you seem to have tons of features in, but it could do with polish and work on making it as user friendly as possible.

In terms of appealing to a wider audience, you've still got the problem of a much too steep difficulty curve in some cases. In my last play through I wandered down into a fire elemental and some other nasties on the first room of second floor (with the first floor seeming to be just two rooms) and died pretty much instantly. By all means make it fiercely difficult later on, but people are going to get disheartened by lots of early deaths which seem pretty unavoidable. I'm unsure what the best way of getting round this is, but even something like giving all players a scroll of teleportation on start might help! You could also try giving a list of 'recommended combinations' in the race/class screen in a similar way to DCSS does, as playing as a paladin with cure light wounds makes things a lot easier.

I've made a list over the last day or two of the few bugs or features I find strange, please don't be disheartened by it, you've been doing amazing work!

Bigger things:
-The player needs to be centered, or at least centered when you drop down to the next level. I've got quite a big monitor and starting right at the bottom right or wherever seemed strange.

-Firstly, I'd try to do a bigger contrast between background and sprites. I'm unsure of the best way to do this, maybe you could somehow darken/lower the contrast of all the floor/wall tiles or something. It just sometimes feels a bit difficult to differentiate between terrain and creatures.

-A lot of the levels seem very, very small. In my last play through I landed on a second level which was all of 8 walkable tiles (including two with stairs). I'm not sure if I was supposed to search/dig/what, but having such a small area seemed strange.

A few bits to polish up:
-Notes/Lore (when you pick up parchment) need to be able to be exited with either space, enter, by clicking and also escape. This goes for a few of the other menus and message boxes. Click to close also doesn't work on message boxes unless you click the top bar.

-Conversely, when leveling up, you can quit out of the level up screen without choosing your upgrades. I'd make it force you go through each step individually - stats -> skills -> feats or whatever, just make sure the player does it!

-It's also confusing having the list of feats you already have on the left hand side as it makes them look selectable somehow - I'd put a header over them and not let the player scroll over them.

-Pressing the 'L' key (lower case) seems to cause an error.

-When starving I don't seem to be able to get out of being starving. I ate 4 rations and it still said that I was starving. I'm unsure if this is just that I needed to eat more though.

-Sometimes when autoexploring monsters will sort of flash a bit. This didn't seem to happen all the time, but definitely did with hobgoblins.

-Your map gen seems to leave it without a wall on the outside edge. Although you can't walk off the map or anything, it looks very strange.

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With enough work and polish, it could have been a forgettable flash game on Kongregate.
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