Author Topic: Veins of the Earth  (Read 9661 times)

Offline Zireael

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Veins of the Earth
« on: April 19, 2014, 08:49:36 AM »
For those not in the know, Veins of the Earth is a spiritual successor to Incursion. Development started in June 2013.

The goal is not to replicate either the SRD or Incursion faithfully - rather, it's using the openly available underlying mechanics to take our own spin on them. Full list of differencies to SRD and Incursion can be found in the wiki on GitHub.

Grab the game from  GitHub or Bitbucket or from ModDB.

The major differences to Incursion:
* the dungeon is non-persistent and infinite
* the game supports tiles!
* the UI is better
* readily available documentation
* open source from the beginning

... Incursion has an upper hand, however, when it comes to content.

***

Some screens:











***

As As of beta 5 (18/04/2014), the Veins of the Earth module for T-Engine 1.1.5 boasts the following features:


    brand-new start-up screen and menu [standalone version only]
    new old gold and black UI skin
    controls displayed automatically at game start
    13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist classes); warlock, shaman
    6 prestige classes: shadowdancer, assasin, arcane archer, blackguard, loremaster, archmage
    16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc
    backgrounds for quicker character creation
    improved starting equipment taking into account class and race; magic items as perks
    random name generator taking into account your character's race and sex
    Effective Character Level
    XP for killing monsters, descending deeper, disarming traps
    multiclassing & prestige classes & favored classes & bonus feats by class
    colored character sheet with tooltips displaying rules info
    randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties & feats
    attack roll & AC & critical hits & offhand attack (including double weapons) & iterative attacks
    death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats
    saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
    hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
    inventory & encumbrance
    spellbook now with spell information included and an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells
    armor spell failure chance; key stat must be 9 to cast spells
    casters gain access to next spell level every 3rd level
   spell-like abilities for drow & duergar; other spell-likes as random perks at start
    Spellcraft test required to identify spells cast by others
   clerics now pick from 16 deities which limit their alignment and domain choices (44 domains total)
    some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses
    feat and skill select [Seb]
    skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level
    skill tests printed to log; max skill ranks implemented; feat bonuses applied on top of skill ranks
    stealth & sneak attack
    most weapons from SRD; magic armors and shields; magic weapons; light sources; magic items
    all feats from SRD except archery feats and unarmed combat feats
    most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)
   pre-made d20-style encounters of more than 1 monster
  humanoid NPCs can now have character classes
 shopkeepers can now sell & buy items
   item identification in two stages, auto-destroying known cursed items
   CR displayed in tooltips; monsters drop equipment and corpses
   hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
    colored in-game help screen; legend screen
    stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures
    level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)
    calendar
    colored tooltips (color-coded relative monster stats and CR); colored log messages
    item tooltips both on ground and in inventory
    in-character monster info screen
    terrain effects
    speed bonuses
    resting takes 8 hours, monsters respawn on rest
    cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp

You can see more screenshots or download it from http://www.moddb.com/mods/the-veins-of-the-earth.

Alternate download, README, issue tracker and wiki available at GitHub.

Yet alternate download and README available at Bitbucket
Feedback and contributors welcome!

Void Space

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Re: Veins of the Earth
« Reply #1 on: April 21, 2014, 12:44:08 PM »
Incursion as in incursion, halls of the goblin king?

Offline Zireael

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Re: Veins of the Earth
« Reply #2 on: April 21, 2014, 02:40:16 PM »
Incursion as in incursion, halls of the goblin king?

Yep.

Void Space

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Re: Veins of the Earth
« Reply #3 on: April 21, 2014, 04:03:42 PM »
I liked that game a whole lot, though it was many years (a decade?) since I played it. I will take this for a whirl.

Offline RogueEsp

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Re: Veins of the Earth
« Reply #4 on: April 21, 2014, 09:22:41 PM »
Seems pretty good, whats the differences between this and DC:SS?
I can make nice visuals, I think; http://rogueesp.deviantart.com/.

My bigguest inspiration; https://soundcloud.com/mannyxcrose.

Offline Binky

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Re: Veins of the Earth
« Reply #5 on: April 21, 2014, 09:52:30 PM »
Seems pretty good, whats the differences between this and DC:SS?

Well the original incursion is insanely complex, detailed and intricate compared to DCSS. Not all monsters are hostile, there are hundreds of skills/feats and a lot of stealth involved. It's based on DnD a lot more as well, using their rules for combat and so on.
Unfortunately it's very buggy and suffers a lot from a pretty clunky interface.

 VotE is a more modern version of incursion - it seems to have a lot of promise and Zireal seems to be working hard on it.

Offline Zireael

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Re: Veins of the Earth
« Reply #6 on: April 23, 2014, 05:25:03 PM »
Incursion has recently been opensourced and lots of the bugs fixed, but the interface remains clunky.

As for Veins, I am now working on a debug menu since there are engine issues to deal with. Hopefully they will remain rare and will not detract from gameplay.

Offline Zireael

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Re: Veins of the Earth
« Reply #7 on: May 01, 2014, 11:33:51 AM »
Debug menu made, engine issues fixed.

Finished wrangling the code for a new character creation screen.



You can grab it by going to GitHub and pressing download zip, and then unpacking the folder to the /modules folder of your VotE or T-Engine installation.

There's a nit or two left, that's why I'm not releasing a new beta yet.

Offline Zireael

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Re: Veins of the Earth
« Reply #8 on: May 12, 2014, 10:11:07 AM »
Beta 5.2 is out, grab it from GitHub or BitBucket or wait for ModDB authentication.

Also, I found a workaround which allowed me to upload a module file to te4.org in spite of md5 being reported as nil due to engine bug - the md5 entry accepts anything I type in, it turns out :P



CHANGELOG:

* bug fix - no more point buy popping back up after game start
* bug fix - fix oversight in naming function for drow females
* bug fix - no more "clones" (unkillable monsters)
* bug fix - no more sneaky lua errors related to temporary values
* bug fix - lizardfolk now get a torch
* bug fix - wands and scrolls now work properly
* bug fix - stores now stock properly

* overhauled character creation screen and dungeon generation
*  handle animal and diplomacy skills
*  item creation and enhancement
*  new specific magic items: Holy Avenger, Dwarven Thrower, Flame Tongue, Luckblade, Nine Lives Stealer, Oathbow, Sunblade, Sword of the Planes
*  new magic properties: of resistance, of the Endless Wave, of Detection, of the Eagle, of the Soul, of the Mantis, of the Spur, of Stability, of Contortion, of Magical Aptitude, of Arachnida, of the Bat, of SR 21, of Frostbite, of Fireburn
*  new spells: create food and water, fly, levitate
*  minimap now has background and shows level exits
*  reduced the CR cap for level 1 to player level +3
*  immunities or resistances as perks
*  debug menu - includes adding creatures, removing them, killing off clones, adding XP, gold, or items to player, identifying all items in inventory, Lua console for other stuff
*  cut down on flasher (top message bar) use
*  add prompt to intro message and expand the pop-up border

Offline Zireael

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Re: Veins of the Earth
« Reply #9 on: May 22, 2014, 05:43:30 PM »
Just made polymorph work. Mounts should be done tomorrow.
That means a new beta should be out on Monday.

Offline Zireael

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Re: Veins of the Earth
« Reply #10 on: May 27, 2014, 07:10:10 PM »
A new beta is out!

CHANGELOG:
* 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

Offline Zireael

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Re: Veins of the Earth
« Reply #11 on: May 28, 2014, 08:14:35 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.

Offline Zireael

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Re: Veins of the Earth
« Reply #12 on: June 22, 2014, 10:41:09 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


------
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.

Offline Zireael

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Re: Veins of the Earth
« Reply #13 on: July 17, 2014, 08:22:45 AM »
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!

Offline Zireael

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Re: Veins of the Earth
« Reply #14 on: August 03, 2014, 01:22:25 PM »
I've added a few new egos and monsters and made humanoids use A* for pathing.


I'd had a feeling that the year mark passed when I was away and I was right.

The first commit is dated 21 Jun 2013 and the first beta was dated 15 Jun 2013.