Author Topic: The Temple of Torment (Now at Stable 14.0)  (Read 21126 times)

Aukustus

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Re: The Temple of Torment (Now at Stable 12.0)
« Reply #195 on: January 31, 2017, 09:21:19 PM »
Stable 13 Released! http://www.thetempleoftorment.net

Changes:
Code: [Select]
Previous saves will not work!

--Highlights--
* New Class: Warlord: melee class
* New Class: Alchemist: ranged class
* Alternative Ending
* Thrown Weapons
* Improved Manual
* Ability to convert from Hardcore to Standard upon death and continue
* Sleeping
* Improved Party Members
* Mercenaries
* Automatic Bug Reporting

Bugs, mistakes and missing things
* Spell Penetration no longer affects Deity Talents since they are not actually cast by the *player*
* It is no longer possible to sell an equipped cursed item to smiths to get rid of it
* Cursed items are properly renamed to display (Cursed) before the name when identifying cursedness with altars
* Fixed Poison Cloud's Damage and Resist chances
* Fixed Poison Cloud's effect on the player
* Ranged Accuracy from skills didn't work at all
* It is no longer possible to die of starvation/dehydration when passing out from alcohol
* Fixed bugs with Sylwan's and Melisath's Armor Class being lower than intended
* Fixed party placement crashes
* Fixed a bug in Monk' Peace of Mind
* Fixed bug where difficulty levels did not affect at all the monster Damage Reductions
* Fixed a crash with Sylwan's death
- Smiths no longer recognize cursed unequipped unidentified items
- Fixed the turn description of the Monk's Pain Tolerance
- Fixed a bug in the character screen when non-compatible ammo increases displayed damage
- Fixed some missing "You are about to exit" messages
- Fixed a bug when too many doors spawned around vaults

General
* New Class: Warlord; a melee class
* New Class: Alchemist; a ranged class
* New Ending: this one's slightly hidden and tricky to achieve
* To Hit Bonus is gained every 10 levels instead of every 6
* Ability to sleep at inns (with half the regular food/water consumption rate) to gain a time limited "Well Rested" bonus that gives +25% XP
* It's possible to convert a dead Hardcore character to a Standard character and continue playing upon death
* Added automatic bug reporting if Online Features are enabled
- Overencumberment prevents movement at 150% of carrying limit instead of 200%
- Base carrying limit is 40 kg instead of 50 kg
- A message is shown when trying to do something when confused/stunned/frozen

Party Members
* Allies are capable of using their own healing potions to heal themselves
* Added mercenaries that function like the "normal" party members, minus all the dialogues

Quests
* Side quests are added by killing bosses instead of entering the next section

Manual
* Added details about character generation
* Added Tips

Items
* Dual Attribute weapons: currently used in Thrown weapons by requiring both Strength and Dexterity and both increasing damage
* Throwing Dagger: a 1d4 thrown weapon
* Throwing Axe: a 1d8 thrown weapon
* Javelin: a 1d12 thrown weapon

Talents
* Healing Powder is instantly used instead of being an item for later use
- Paladin's Holy Shield has a different tile

Attributes
* Intelligence affects potion brew chance

Alchemy
* Brewing potions can also fail, there's 65% base chance to succeed, with every point in Intelligence giving additional 5%
* More reagents from plants

Monsters
* Monsters capable of cursing items now curse only equipped items

Religion
* Praying quenches thirst if dehydrating

Avagart

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Re: The Temple of Torment (Now at Stable 13.0)
« Reply #196 on: February 01, 2017, 11:38:45 AM »
Nice changelog, congrats for releasing new version!

Aukustus

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Re: The Temple of Torment (Now at Stable 13.0)
« Reply #197 on: May 24, 2017, 07:42:21 PM »
Stable 14 released! http://www.thetempleoftorment.net/

Changelog:

Code: [Select]
    Previous saves will not work!

    **Important**
        Talent and Deity Talent keys are moved to F1-F6 and F12 respectively
        Resting is changed so that 'r' does the full rest and there's no short rest anymore
    *************
   
    ! = major
    * = minor
    - = less than minor
   
    --Highlights--
    ! Different Game Modes; ability to play the game without any open world RPG features
    ! Improved shops
    ! Improved keyboard targeting
    ! Improved Talent/Deity Talent prompt confirmations
    ! Improved party members
    ! Larger inventory
    ! Improved weapon Quality system
    ! Furniture for inns and temples
    ! Upgraded libtcod to 1.6.3 from 1.5.2
   
    Bugs, mistakes and missing things
    ! Fixed a bug where a monster could be found in an unexplored area with cursor
    ! Fixed a bug in the console where moving across rows cleared the command
    * Fixed a bug where the menu row selector tile was missing in the smallest ASCII font
    * Moved Relgadur's Farm to the other side of the river since demons west of the river doesn't make sense
    * Warlord was missing mounted graphic, the horse did work though
    * Gloves of Expertise from the shops now increases ranged accuracy too
    * Fixed chainmails dropping twice
    * Fixed a bug with melee distance targeting going out of reach
    * Fixed erroneus text when buying firearms that referred them being -5 THB when they really aren't
    * Fixed multiple missing ASCII spell effects
    * Fixed traps being displayed with wrong color with ASCII mode, giving them away
    * Fixed ASCII mode UI mana bottle interior color when not at full mana
    - Fixed a minor harmless bug when praying inside a deity's realm
    - Multiple minor non-serious bug fixes

    General
    ! Game Modes are added: Open World Mode is the same as previous games, but added Single Dungeon mode which is only the main dungeon from the game
    ! Inventory slots increased to 28 from 25
    ! Keyboard targeting can be accepted also with the initiated key: for example press 'f' to begin targeting an arrow, and 'f' again to accept the target
    ! Vi keys are supported for keyboard targeting
    ! Removed Phase Traps that send deeper into the dungeon
    ! Wells and Fountains open a dialog instead of starting the action immediately
    ! Removed short rest, the full rest is now used by 'r' key
    ! Improved Error Reporting
    ! Ability to fill waterskins also from the Corrupted Well, it's stupid, but implemented for interactivity reasons
    ! Ability to accept targeting with 'f' when firing missiles
    ! Added tables and chairs to inns and temples
    ! Upgraded libtcod to 1.6.3 from 1.5.2
    * Selecting "No" when prompted to abandon the hero will save the game also
    * Players start with also 2 Lantern oils
    * Autoexplore is optimized to be literally 100x faster
    - Items are grouped by 7 instead of 5 to fit the 28 limit in the inventory
   
    Talents
    ! Moved Talent keys from 1-6 to F1-F6 to fix numpad movement regardless of what the numlock is set to 
    ! Moved Deity Talent key from 0 to F12
    ! Talents casting can be confirmed with the Talent key too   
    ! Deity Talents can be confirmed with the Deity Talent key too   
   
    Options
    ! Ability to disable talent confirmations, pressing the talent key directly starts using the talent
    - Cleaned the configuration file   

    Monsters
    * Nerfed Curwen slightly
    * Nerfed Witches slightly

    Spells
    * Freeze effects last one turn less

    Religion
    * Piety fades slower

    Party
    * Ability to decide the distance the party members keep from the players

    Traits
    * Doubled the amount of Gold received from the Noble trait
   
    Shops
    ! Equipment bought from a shop now disappears from its selection, in the case of unique items, they can be bought only once, and will never reappear in the shops
    ! Smiths no longer sell unique items, instead a single merchant in Westerfall does it
    ! New Shop in Westerfall: Timeless Relics, sells unique items
    ! Shops refresh their stocks once a week on "mondays" at 8 am instead of every day at 8 am
    * New unique items added for sale for the captain's shop

    Items
    ! All unique weapons are +4
    ! Items have "Broken", "Damaged", "Fine", and "Superior" Qualities instead of just "Damaged" and "Superior", and they range from -2 to +2 instead of -1 to +1
    ! Firearms can spawn inside the main dungeon
    ! Firearms become Constitution based; Muskets require 3 Constitution, Pistols 0 Constitution
    ! Filling Waterskins is done through wells/fountains instead of using the Empty Waterskin
    ! Added Dictionaries to the loot table in the main dungeon
    * Firearms have qualities too
    * Item Qualities affect the sell values more than previously
    * Spears become one-handed
    - Missiles spawn more often inside the main dungeon

    Areas
    * Added a fountain to Undershire, mostly for getting water

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Re: The Temple of Torment (Now at Stable 14.0)
« Reply #198 on: May 24, 2017, 09:45:26 PM »
Wow, that's definitely a big update.   8)
Brian Emre Jeffears
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Zireael

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Re: The Temple of Torment (Now at Stable 14.0)
« Reply #199 on: June 15, 2017, 08:54:41 AM »
Aukustus, I've had the wantings to remake my Veins in Python, what did you use to compile the .exe? That was the part that utterly baffled me a couple months ago when I first attempted it...

Aukustus

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Re: The Temple of Torment (Now at Stable 14.0)
« Reply #200 on: June 15, 2017, 03:44:08 PM »
Aukustus, I've had the wantings to remake my Veins in Python, what did you use to compile the .exe? That was the part that utterly baffled me a couple months ago when I first attempted it...

I use py2exe, it works very nicely out of the box. You have to set up a separate python script that uses py2exe functions to compile it. I can share the script if you wish to try it yourself.

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Re: The Temple of Torment (Now at Stable 14.0)
« Reply #201 on: June 15, 2017, 08:17:56 PM »
Different options is pyinstaller. Making exe is as simple as writing pyinstaller --onefile main.py in most cases. Works pretty well on windows and linux, didn't test it on osx yet.

Aukustus

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Re: The Temple of Torment (Now at Stable 14.0)
« Reply #202 on: June 15, 2017, 09:46:51 PM »
My experience with pyinstaller on linux has also been positive, though with libtcod at least it requires that the player has sdl installed separately.

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Re: The Temple of Torment (Now at Stable 14.0)
« Reply #203 on: June 16, 2017, 08:49:11 AM »
Sounds strange. Fraternities is built on the top of classic python+libtcod architecture. Personally I don't have SDL installed on my linux distro and I didn't encounter any SDL problems...

Aukustus

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Re: The Temple of Torment (Now at Stable 14.0)
« Reply #204 on: June 16, 2017, 12:58:07 PM »
It might be related to libtcod using sdl2 nowadays. I wonder if the original sdl is preinstalled but not that one.

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Re: The Temple of Torment (Now at Stable 14.0)
« Reply #205 on: June 16, 2017, 01:36:33 PM »
I'm using Lubuntu, small-ish Ubuntu-related distribution. It's safe to assume that if library is preinstalled on lubuntu, it comes with *normal* Ubuntu as well. Seems that SDL is preinstalled as full dev package (libsdl-mixer1.2, libsdl-mixer1.2-dev, libsdl1.2-dev, libsdl1.2debian), but I see only one SDL2 package - libsdl2-2.0-0.

But I thought that I don't need *installed* SDL libraries if I'm using dynamic library?

Aukustus

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Re: The Temple of Torment (Now at Stable 14.0)
« Reply #206 on: June 17, 2017, 09:07:01 PM »
Hmm, I need to test this again with a new virtual machine since I plan to release a native linux build at some point.

I recall there was a runtime error (which was fixed by installing sdl2-dev) when I tried to run the game on another linux installation.