Author Topic: Veins of the Earth  (Read 8720 times)

Offline Zireael

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Re: Veins of the Earth
« Reply #15 on: August 07, 2014, 08:48:11 AM »
Another beta with lots of juicy additions, which means:
a) I need feedback
b) there may be bugs

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

CHANGELOG:

* bug fix - all skills triggering the spell failure checks
* bug fix - specific items had a typo in their on_wear
* bug fix - look around key throwing a lua error
* bug fix - locked out of inventory sometimes
* bug fix - plate armor being worn causing an error in the moddable tiles resolver
* bug fix - poison code not checking for immunity

* random worldmap
* humanoids now use A* pathing
* add ranged AI code inspired by DataQueen
* new monsters: babau, dretch, quasit
* new items: throwing axe, throwing knives; mushrooms, rods; enabled tattoos; mithril coins, emeralds, sapphires;
* new egos: dwarven, elven; of the Winterland, of the Druid, of the Hin; of brightness
* reduced the CR cap for dungeon level 1 to player level +1 and to player level +2 for dlvl 2-5
* tiles/ASCII switch finally works!
* split off thrown weapons into a separate file
* add a hint when a cursed item is auto-destroyed
* prevent clicking on learned feats in feat selection screens
* character creation screen improvements - highlight Cleric/Ranger/Paladin as newbie friendly; darkened Luck as it's not implemented yet; color-code high & low stats; highlight bad choices (spellcasting classes who wouldn't be able to cast spells) in dark red

Offline Zireael

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Re: Veins of the Earth
« Reply #16 on: September 06, 2014, 09:48:35 AM »


Hirelings are in, and they can be quite helpful as seen in the picture.




Deity and favor are now shown in character screen. That's right, you can gain favor with certain deities by killing enemies.

It's a start to a complex deity system just like Incursion's. More to come soon!

Beta 6 postponed until a fix or a workaround for an engine bug are found.

Offline Zireael

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Re: Veins of the Earth
« Reply #17 on: October 06, 2014, 02:01:12 PM »
Beta 6.2 "Maybe Easier" is here!

As the codename suggests, changes are mostly focused on increasing survivability at lower levels. Some monster CRs were bumped so that they will no longer appear on dlvl 1-3 and you can switch to easy mode, too.

In related news, I set up a wikidot page and now that I'm starting university year, I will focus on updating documentation more and less on adding content to the game.

Grab the standalone version from GitHub or Bitbucket or wait for ModDB.

Or you can grab the module file from te4.org :)



Something that took me 3 days, but means great things moving forward!

CHANGELOG:
* bug fix - spell image list no longer overlaps text spell list [Castler]
* bug fix - no longer able to bypass confirmation of Quit Permanently dialog [Castler]
* bug fix - fix some misspellings [Castler]
* bug fix - Lua error on cancelling mount skill [Castler]
* bug fix - Xavias godpulse causing Lua error [Castler]
* bug fix - fix corpse and bag weights
* bug fix - restore stat descriptions in char creation
* bug fix - DR check not working properly
* bug fix - no longer able to use ranged weapons in melee
* bug fix - pseudo-ID and auto-ID now work for worn/equipped items too [Castler]
* bug fix - saving throws logged properly [Castler]
* bug fix - skills logged properly on a 1 or a 20 [Castler]
* bug fix - proper skill points calculation [Castler]
* bug fix - definite fix for "fall-lock" on ice [Castler]
* bug fix - give subtypes to neutral NPCs
* bug fix - no more 'hit for 0 darkness damage' messages spam
* bug fix - no more being 2-hitted by some monsters with higher speeds
* bug fix - lock out of inventory after shopping bug
* bug fix - attacking or using a feat now breaks stealth
* bug fix - fixed some ASCII letters/colors

* difficulty level selection (easy mode forbids criticals by monsters on player)
* gameplay variant options (defensive roll)
* new magic properties: light/moderate/heavy fortification
* increased CR for some monsters: satyr is now CR 5 (was 3); razor boar is now CR 8 (was 5)
* you can now attack while dying
* weapons grant parry bonuses, Incursion-style
* object flavors, ToME 2/Angband style
* switch to silver-based economy
* color-code skills in character sheet Incursion-style
* color-code max skill ranks in skill dialog, UI improvements
* feat select dialog is now categorized
* backport ActorTalentDialog from ToME 1.2.4 [Castler]

Known problems:
* Summon Monster spell monster selection doesn't really do anything - the spell summons a wolf, regardless
* some players reported problems with keybinding screen - I would like an error report or part of the log



I need feedback on new prices!

Offline KA101

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Re: Veins of the Earth
« Reply #18 on: November 12, 2014, 08:55:56 AM »
Note to self: give this some playtime.

Offline Zireael

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Re: Veins of the Earth
« Reply #19 on: December 24, 2014, 12:43:32 PM »
Alas, the next version is not called "stable" yet...

Here's beta 6.5 "More to see in the universe". Grab it from GitHub or Bitbucket or wait for ModDB.

* bug fix - fix the isThreatened() function
* bug fix - add "or 0" to item price appraisal
* bug fix - drow and elves now receive racial proficiencies properly
* bug fix - restore targeting display
* bug fix - stores for wandering shopkeepers now work as intended (no more insta-restocking)
* bug fix - no longer capitalizing target names in log
* bug fix - restore feat descriptions in feat select dialog

* new tiles: drow noble female, drow noble male
* new spells: expeditious retreat, dimension door, magic mapping, detect monsters, detect objects, know alignment
* new terrain: shallow water
* new zone: drow city, drow noble compound, tavern, brothel
* new NPC: drow sage; drow noble female/male, drow commoner, drow guard, drow courtesan
* implement class titles
* implement stats training
* implement trap sense for rogues
* display seen NPCs in a list on-screen
* implement racial dolls
* add towns to worldmap
* saves are now timestamped and time played is tracked
* good player characters of traditionally evil races have a special intro text
* randomize notes drop
* implement a level spots tracker debug functionality
* testing encounter-based generator

The main reason it's not labeled as stable is that I can't fix a few lingering issues (level being displayed under the UI, for example) and that some content (metamagic feats, archery feats, dragons, swarms) is still missing.

Offline Valpo

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Re: Veins of the Earth
« Reply #20 on: December 24, 2014, 04:54:18 PM »
looks interesting i ll give it a try. Thx for sharing.

Offline Snaaty

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Re: Veins of the Earth
« Reply #21 on: January 01, 2015, 03:23:55 PM »
This looks interesting!

How many people are there developing? Is it mostly you, Zireal?

Anyway, keep it up!

Offline KA101

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Re: Veins of the Earth
« Reply #22 on: January 05, 2015, 05:39:20 AM »
It is interesting, such that I've tried to get a character going a few times now.  Had a start that seemed like it might go somewhere, saved for later, and now it just stops at 100% loaded.  No debug or anything, I just end up having to call Task Manager and terminate the rogue process.

:-(

Offline Zireael

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Re: Veins of the Earth
« Reply #23 on: February 19, 2015, 01:58:21 PM »
@ Snaaty: Mostly me. A random person or two pops by with a spell or a fix and then disappears :)

@ KA101: This error has been fixed since then :) And sorry for missing this topic so much.


***
Update:


That's right, metamagic feats are finally implemented, except for Enlarge Spell.

I still need to implement Enlarge and Quicken Spell, and apply the heightened spell point cost/use up higher level spell slots properly.

Regarding the 'configure' thing reported a few times, the hotbar's code is taken from ToME. I assume the 'configure' hint refers to auto-using talents. Which will probably come along in the future, but I'm not sure how quickly. For now, I will try to fish out the tooltip and remove the reference.

Offline KA101

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Re: Veins of the Earth
« Reply #24 on: February 20, 2015, 03:12:41 AM »
Hey, hoping things are working OK on your end--I think I saw something about uni starting or somesuch.  :-)

Yeah, loading works, though the stairs-down wasn't last I played.  Will see about updating.

Offline Zireael

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Re: Veins of the Earth
« Reply #25 on: March 10, 2015, 08:10:36 AM »
Hey KA101, I fixed the stairs down bug at last :)

Offline KA101

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Re: Veins of the Earth
« Reply #26 on: March 10, 2015, 11:01:55 PM »
Hey KA101, I fixed the stairs down bug at last :)

Thanks.  Last I tried I got summarily slaughtered upon arriving in a treasure vault.

Char supposed to be perma-Hungry?  I found myself going through rations somewhat faster than finding 'em, and sometimes eating wouldn't fix the hungry.  In any event I was definitely needing more than one ration per day.

Offline Zireael

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Re: Veins of the Earth
« Reply #27 on: March 11, 2015, 07:21:09 PM »
Perma-hunger is not intended - the aim is to have something similar to other roguelikes (Cata, Incursion, Angband) - to stop you from wandering about aimlessly and exploring the biggest levels 100%, but not to be too punitive.

Something like "it takes roughly a day to get hungry" would work. What I find difficult is getting the right numbers :)

Offline Snaaty

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Re: Veins of the Earth
« Reply #28 on: March 13, 2015, 12:07:14 PM »
Is there a way to play the most recent version when running a linux os?

Offline Zireael

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Re: Veins of the Earth
« Reply #29 on: March 13, 2015, 12:42:55 PM »
Is there a way to play the most recent version when running a linux os?

Get T-Engine for Linux, download from https://github.com/Zireael07/The-Veins-of-the-Earth/archive/master.zip, dump the contents of the zip in T-Engine/modules/VotE folder.

In other news, beta 7 will come around 20th March, as T-Engine 1.3. is supposed to come on the 18th.