Author Topic: Shadow of the Wyrm v0.7.1 "Neusiedler"(formerly Savage Lands)  (Read 30800 times)

jcd748

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Re: Shadow of the Wyrm v0.5.3 "Calvi"
« Reply #165 on: July 03, 2016, 12:25:08 AM »
I'll be very busy this summer, and so I won't be doing a release in the first week of August.  Releases will resume in September.

Also, apologies - I changed chatting from 'C' to 'c', but my ADOM muscle memory was so strong that after several weeks, I still couldn't get used to it.  I changed it back.

Anyway, a slightly larger-than-normal release for v0.5.3.  Lots of mechanics changes, mostly focused around skills and skinning/tanning, but there are lots of mechanical and non-mechanical changes, so here goes:

Shadow of the Wyrm v0.5.3 "Calvi"
- Version declared June 4, 2016.  Version finalized July 2, 2016.

- Behemoth hide armour is a bit more powerful, soak-wise.

- Defined grave-rooms for dungeons.  These contain a sarcophagus that
  is guaranteed to contain an item, and is very likely to contain someone
  not pleased with being woken.

- Sarcophagi can now be plundered with the usual 'a' (apply feature)
  command.

- Updated the dungeon generation algorithm to keep better bookkeeping on
  special rooms.  Previously, some rooms might not be placed, but would
  be tracked as such, preventing the generation of the room on that
  dungeon level.

- Fields, forests, scrublands, and hills now have a small chance of having
  a grave or barrow generated as part of the map.  If this happens, then
  the map is made permanent.

- The gnomish barkeeper in Gnordvar will now sell you food and a drink
  for a few ivories.

- The code has been internally restructured so that weapons no longer
  have slays.  This is now at the damage level, so that it can be applied
  both to a weapon and to unarmed damage (or, later, magic).

- Slays are now shown when using the W/R weapon info command.

- Pugilists are now more powerful: at levels 20 and 40, they receive a
  random slay on their unarmed damage.

- Attack details (the output of the "W"/"R" commands) are now shown in
  the character synopsis.

- Fixed some ugliness with how equipment is displayed in the character
  synopsis.

- Dual wielding is now even more difficult, as before this difficulty
  could be offset pretty easily by pumping a weapon skill.

- Skills now also affect damage: creatures get +1 damage for every 10
  skill in the relevant melee or ranged weapon skill (clubs, spears, etc).
  Furthermore, an additional +1 damage is granted for every 20 points of
  Combat or Archery, depending on the type of the physical attack.

- Prettified damage flags in the weapon output.

- The following races now have some resists/vulns, which should make
  skinning creatures of that race worthwhile: construct, demon, divine,
  insect, jelly, monster.

- The chance of a corpse carrying over a racial resistance is no longer
  100% - the base chance is 40, and modified by the skinning creature's
  Skinning skill (based on an observation by Alzrius).

- Each corpse now produces only one skin.

- The resistances transferred from a skin to a piece of armour are now
  much lower - they used to be the same value, but now start at 1/4.
  At maximum Tanning skill, the divisor is 1/2, and there is the chance
  to increase the resistance a bit beyond the base value, depending on
  the Tanning skill.

- The base rate for corpse-dropping has been reduced from 15% to 7%.

- The Medicine skill now helps reduce the number of minutes required for
  a tick of HP regeneration.

- The Dungeoneering skill now affects the drop rate on slain creatures.

- Inscriptions are now shown when moving to a tile containing one.

- There are now useful and useless inscriptions that can be added to the
  floor during dungeon generation.

- The Herbalism skill now allows finding herbs that can heal HP
  (blackroot) and AP (verbena), remove poison (white basil), restore the
  voice (voxflower), or reverse the effects of petrification
  (stoneflower), when generating an overworld map like a field or forest.
  The availability of the herbs depends on the season.

- Foods can also have effects now, instead of just potions.

- The skills screen now remembers the page properly, so that after
  selecting a skill, the page is not reset to 1.

- Added a new room type, trap room, to the dungeon.  When placing traps,
  one to four traps can now be added.  Occasionally, the room will be
  completely filled with traps, and this will generate a warning message
  when entering the dungeon.

- The Disarm Traps skill is now useful.  It can be used to disarm an
  existing trap, with a chance to deconstruct the trap into a stack of
  useful projectiles, based on the type of the trap:

  - Poison dart (poison dart trap)

  - Fire bomb (fireball trap)

  - Arrow (arrow trap)

  - Bolt (crossbow trap)

  - Rock (rock trap)

- Clay pots are more brittle.

- When using destructible items as melee weapons, the destruction
  percentage is now properly considered in melee - you can't wield
  clay pots or fire bombs with impunity.

- Ranged combat is no longer possible when trying to fire cursed
  ammunition.

- There is now a small chance that digging on a field or under a bush
  will yield an edible root.

- Two new title poems (selection from Ben Jonson's "Gypsy Songs", and a
  haiku by Kobayashi Issa).
   
- Additional stanzas for "Tel and Floridel".

- New creatures: abyssal beast, aster, golgothan, fantastic beast, ghast,
  ichor, celestial, muck, mire, manticore, rock grinder, Whitebard,
  magmos.

- New items: abyssal hide armour, intact skeleton, white basil, blackroot,
  verbena, stoneflower, voxflower, poison dart.

- New artifacts: Sword of the Fairy-King, fickle dagger "Fatebender".

- Bug fixes:

  - Shadow snakes' speech text wasn't defined properly.

  - Marvelle is supposed to be unique, but didn't have a Max defined
    (4chan rlg).

  - Character synopsis now displays "Resists" by item resistances, to
    be consistent with the other screens.

  - Long lines weren't being handled properly in the synopsis.

  - For creatures with lots of general skills (e.g., Human Rover), the
    skills on the second page were not selectable.

  - Selecting a letter for which there is no skill bound (e.g., 'u')
    no longer gives the message "This skill is not yet implemented."

getter77

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Re: Shadow of the Wyrm v0.5.3 "Calvi"(formerly Savage Lands)
« Reply #166 on: July 03, 2016, 01:38:44 AM »
Great looking robust release to bridge a gap if I've ever seen one---may fortune favor your summer doings in the meantime!   8)
Brian Emre Jeffears
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jcd748

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Re: Shadow of the Wyrm v0.5.4 "Barrios"(formerly Savage Lands)
« Reply #167 on: September 03, 2016, 03:54:28 PM »
After a month away from coding to visit Europe, I should be back into doing the regular, monthly releases.  The big features this time are a new ending, and the ability to train/improve statistics.  This should provide a way to grind your way to great success, should you want to do that, as well as providing a realistic way to spend the ivory pieces you find throughout the world.  One of the things I'll  be looking to do in future releases is provide more ways to use money.

So, the full list:

Shadow of the Wyrm v0.5.4 "Barrios"
- Version started July 2, 2016.  Version finalized September 3, 2016.

- New world map location type, shrine.  Updated the post-world map
  generation XML/script routines to place the sky/world/nether shrines.

  - Rectangular shrines are pretty plain-jane.  They have statues and
    pillars leading up to the centre, where the shrine's relic is kept.

  - Cross shaped shrines keep the relic off to the sides.

- The blacksmith now gives a quest for the shrine gems.  This is an
  alternative if you wish to clear the shrines, but don't want the
  artifact for the evil ending.  He crafts a divine blade of immense
  power and protection.

- Repurposed Bagra from a random high-level unique to the quest-giver for
  the evil ending.  She now wanders Wyrmeswraec.  Her quest grants an
  unholy dagger, Heart's Needle, that can be given to Amaurosis to
  complete the evil ending and destroy the universe. (Jeremy Long and
  others)

- Boating now improves at a much slower pace.

- Each of the Nine now include the skyborn in their list of creatures that
  can be summoned when they are annoyed.

- More random name combinations.

- Skinning and tanning are now slightly less easy-mode, though still very
  powerful with high skinning/tanning/dungeoneering.

- Tanning now always adds at least 0.01 points of resistance when the
  resistance is present.

- Gnomes now start with Literacy, as do Adventurers.

- Added a new vorpal flag.  This gives a 3% chance to insta-kill
  creatures that are not incorporeal.  Added the flag to a new artifact,
  the vorpal blade.

- Added a flag to allow administrators to set a maximum number of
  savefiles per user.  This is intended to limit resource usage on
  multi-user systems.  The flag is -1 (unlimited characters) by default.

- The size of a stack of ammunition is now based on how on the weight of
  the individual projectiles.

- New effect type, trap detection.  When blessed, detects all traps on the
  level; uncursed, all traps in the FOV.  When cursed, hides all traps in
  the FOV.  As a spell, Detect Traps is mystic and therefore available to
  Oracles.  The detect traps spellbook is a potential starting spellbook
  for Oracles.

- Added support for marking statistics, and gaining statistics.
  Statistics can now be marked in certain circumstances (e.g., agility
  is marked when dodging).  Every two days, each creature's statistics
  are checked, and if there are any statistics whose marks equal the base
  value of the statistic, there is a chance (~70%) that the stat will
  increase.  Statistics are currently marked in the following cases:

  - Strength: when digging on a tile or through another tile, when a
    heavy melee attack hits.

  - Dexterity: when dismantling a trap into useful components, when a
    light melee attack hits, when a ranged attack hits.

  - Agility: potentially when an attack is avoided.

  - Health: when a particular status wears off or is cancelled,
    potentially when HP regenerates.

  - Intelligence: successfully reading a spellbook, reading a scroll,
    when a magical attack hits.

  - Willpower: potentially when AP regenerates, when casting a spell
    causes the spell's bonus to increase, drinking a potion, evoking a
    wand.

  - Charisma: when quests are requested and completed, when a sacrifice
    is offered and accepted, when praying while in good standing.

- Sacrificing on an altar now breaks the agnostic conduct.

- Reduced the weight required for a weapon to be "heavy" from 30 lbs. to
  20.  Adjusted a number of weapons to be heavy: Apocalypse, Torasin,
  Urgol, Beow.

- There is now an NPC in the Forest of Yew, Melura, who provides training
  (marking) for statistics in exchange for ivory.

- More stanzas for "Tel and Floridel".

- New creatures: gorgon, skyborn, shrine hag, vorpal bug, gloaming,
  Melura.

- New spells/spellbooks: Detect Traps (mystic).

- New items: scroll of trap detection.

- New artifacts: Heart of Heaven, Heart of the World, Heart of the World
  Beyond, holy sword "Heart's Fury", unholy dagger "Heart's Needle",
  vorpal blade.

- Bug fixes:

  - Slaying information wasn't being displayed correctly when a weapon
    slays '*' (everything).

  - Text paging wasn't working correctly when the current "page" was
    very long, as the additional padding wasn't being added.

  - Very small resistances (ie, around 0) were showing their value in
    scientific notation.  Fixed this so that resistances are still
    precisely calculated using doubles, but displayed using precision 2.

  - Staircase generation in caverns was incredibly broken (4chan /rlg).
    Down staircases in sewers were also broken.

  - There was an unterminated parenthesis in damage output when the
    damage didn't have any slays.

  - Nagas didn't have speech text.

getter77

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Re: Shadow of the Wyrm v0.5.4 "Barrios"(formerly Savage Lands)
« Reply #168 on: September 03, 2016, 05:26:15 PM »
Welcome back---no doubt the rest of the year's releases will be duly bolstered by all that delicious European cuisine you hopefully got to fortify with.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

jcd748

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Re: Shadow of the Wyrm v0.5.4 "Barrios"(formerly Savage Lands)
« Reply #169 on: September 10, 2016, 07:09:58 PM »
Hi,

It is with great trepidation that I'd like to announce preliminary Linux support.

After several days of fixing compiler warnings and wrangling with build systems, I created a build of the current 0.5.5 codebase:

http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Linux-0.5.5-current.tar.gz

I've run a few tests: starting the game, saving/loading, etc.  Things seem to work fine, though in my Gnome environment, certain function keys are hijacked by the terminal.  But, if I go into console mode, it seems fine.

If you see any issues, please let me know, and if it seems to work reasonably well, please let me know as well!  I'd like to add a link to my site to allow people to download the build once things look reasonably stable.

Any comments or suggestions, please let me know!


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Re: Shadow of the Wyrm v0.5.4 "Barrios"(formerly Savage Lands)
« Reply #170 on: September 12, 2016, 05:32:08 PM »
A real joy to play this one, keep it up!

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Re: Shadow of the Wyrm v0.5.4 "Barrios"(formerly Savage Lands)
« Reply #171 on: September 12, 2016, 06:20:51 PM »
I must say that this game is getting nicer to play!

AgingMinotaur

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Re: Shadow of the Wyrm v0.5.4 "Barrios"(formerly Savage Lands)
« Reply #172 on: September 13, 2016, 08:06:43 PM »
How exciting that you are working on a Linux port! However, I can't get it to work on current Debian Testing (Stretch).

First of all, it depends on libboost.1.60, and my computer has version 1.61. It also needs libncurses6, but I have libncurses5. That's all I've figured out, it crashes looking for shared libraries: libncurses.so.6 and other files I don't have. Not knowing these toolchains, I'm mentioning it for your reference ;) Looking forward to trying the latest version soon (in worst case, wine), it's really been too long.

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

jcd748

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Re: Shadow of the Wyrm v0.5.4 "Barrios"(formerly Savage Lands)
« Reply #173 on: September 13, 2016, 11:37:49 PM »
If you want to go the non-Wine route, hopefully you should be able to build from source.  Assuming you've got Mercurial, premake4, gcc, and the necessary dependencies:

- hg clone https://www.bitbucket.org/prolog/shadow-of-the-wyrm
- cd shadow-of-the-wyrm
- premake4 gmake
- make config=release

Hopefully the only non-standard dependency is that you'll need Lua 5.1 for linking purposes.

One of the big things to do on my to-do list before ever taking off the alpha tag is making the game easier to build on not-my-computer.

Edit: I've been having trouble determining the best way to package up the game on Linux.  I've been told that copying the libraries used by the executable into the tarball should do the trick; however, it seems from your testing that that's not working.  Has anyone else had experience with this, and can lend some advice?  This is the first time I've tried to release software outside of a Windows environment.
« Last Edit: September 14, 2016, 02:40:06 AM by jcd748 »

jcd748

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Re: Shadow of the Wyrm v0.5.5 "Weiss"(formerly Savage Lands)
« Reply #174 on: October 01, 2016, 04:55:19 PM »
Monthly release time!  The big thing this month is Linux support.  I've been experimenting with premake4 on my Fedora VM as a makefile generator, and I've been able to use it to create makefiles and successfully build in Linux.  A couple of people reported issues with this in /r/roguelikedev (mostly surrounding Lua versioning - SotW uses 5.1), and I've used their feedback to try to improve the process.  It's still precarious, but now it's tested and possible.  See README.build.linux - it's not included in the releases, but if you clone my hg repo, it's in the root folder.

The other major changes include fixes to allow statistics marking outside of paying the NPC (there was a bug in the last version, unfortunately), additional ways in which stats can be marked, the implementation of thievery, and new draining/ethereal damage flags.

Enjoy!

Full list of changes:

Shadow of the Wyrm v0.5.5 "Weiss"
- Version declared September 3, 2016.  Version finalized October 1, 2016.

- Stats can now be marked periodically.  Every three hours, the game
  checks for:

  - Being burdened (+1 mark) or strained (+2 marks) - Strength

  - Being neither hungry nor full (+1 mark) - Health

  - Wearing any rings or amulets (+1 mark for each) - Charisma

- Intelligence is marked whenever a creature identifies a new item.

- Increased the chance for a statistic to be incremented when max-marked.

- The phase of moon now has an effect on marking statistics.  The chance
  of marking a statistics when the moon is waxing is twice as easy,
  while when the moon is full, statistics are always marked - no
  probability check.

- Added a setting to enforce the character's name being the same as the
  player's username, for the full nethack/DCSS experience.

- Thieves can now steal from other creatures. 

  - A creature can only be stolen from once, if not the player.  This
    sets a flag, preventing the creature from being stolen from again. 
 
  - Creatures without pockets (insects, birds, etc) can't be pickpocketed.
    Any other creature can be stolen from.
 
  - Certain deities do not appreciate stealing from innocent creatures. 
 
  - When stealing, any item from level 1 to the target creature's level
    can be generated.

- Ironsword's damage has been toned down, and now only gives poison
  resistance.

- The welcome screen now has an option to show the high scores.

- Barrels now have a specified number of drinks, and so can't dispense
  infinite booze.

- Created support for transmission types when getting a message manager
  instance.  This takes not only creature details, but also a transmission
  type.  The combination of the two drive the type of message manager
  returned.  This should hopefully fix a class of bugs and will probably
  open another.

- Added a new setting, current_month_is_start_month.  This defaults to
  false, but when set to true, the game will start with its calendar set to
  the first day of the current month.

- Implemented a new damage flag, draining, which has a chance to transfer
  a portion of the damage dealt to the attacker.  Added the draining flag to
  Bloodsinger.

- When no AP is specified for a creature, the AP will default to 50% of
  the creature's HP when generating the creature.

- Implemented a new damage flag, ethereal.  Ethereal acts like draining,
  but on Arcana Points instead of Hit Points.  The attack always does
  damage against HP, but when the ethereal check passes, the attack does
  the same amount against the creature's AP, and transfers a portion back
  to the attacker.
 
- Created a new artifact, Elcrynn, that has the ethereal flag.  This can be
  gifted by The Lady, The Trickster, and Shiver.

- Mighty blows now do max damage at 75% soak.

- Added draining and ethereal to crones.

- Added more useful and useless inscriptions.

- There is now a text describing some of the lore of the Nine in the rectory
  in Isen Dun (Cheap Miami Records).

- Support for Linux builds.  Added build instructions/guidance to a new file,
  README.build.linux

- Some refactoring in the Lua and C++ code.

- More stanzas for "Tel and Floridel".

- New creatures: seeper, redback spider.

- New artifacts: ethereal staff "Elcrynn".

- Bug fixes:

  - Improving statistics when not going through the NPC was not
    incrementing the marks properly.

  - The code that handled equipping from a stack of items wasn't properly
    identifying wearable items, or handling auto-cursing.

  - The W/R weapon info commands weren't properly respecting player
    blindness.  Full weapon details are now shown when not blind, or when
    blind and either unarmed or wielding a glowing weapon.

  - Due to a bad refactoring prior to the first release, mighty blows and
    critical hits did not reduce soak appropriately when applying the damage.

AgingMinotaur

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Re: Shadow of the Wyrm v0.5.5 "Weiss"(formerly Savage Lands)
« Reply #175 on: October 12, 2016, 08:43:03 AM »
Hey! I'm so bogged down in work these days, I hadn't expected to find the time for this in a month or two. But lucky me, I suddenly contracted diabetes and was rushed to the hospital. Brave new metabolism! So last night I passed some time compiling SotW for Debian testing (stretch). It was mostly just a question of following the instructions in README.build.linux. First I installed these packages:
Code: [Select]
premake4 lua5.1 libboost1.61-dev libncurses5-dev liblua5.1-0-dev libxerces-c-dev libboost-thread1.61-dev libz3-dev libboost-filesystem1.61-dev libboost-regex1.61-dev libgtest-dev zlib1g-dev (I'm actually not sure if lua5.1 is needed, or if liblua5.1-0-dev is enough)

Then I edited a line in copy_libs.lua to read:
Code: [Select]
lib_dir = "/usr/lib/x86_64-linux-gnu"
I created the makefile like so:
Code: [Select]
premake4 --lua_include=/usr/include/lua5.1 --lua_link=lua5.1 gmake
Finally, Google were being weird. Simply installing the package libgtest-dev doesn't actually install the necessary libraries. Instead, I had to manually do this (as root):
Code: [Select]
cd /usr/src/gtest
cmake .
make
cd /usr/lib
ln -s /usr/src/gtest/libgtest.a .

I've just fired the game up once, and it seems to run fine. I'm posting this to the possible benefit of other Linux users. So now I'm looking forward to playing SotW again (as well as finally getting around to reading the third book of Mervyn Peake's Gormenghast).

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

jcd748

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Re: Shadow of the Wyrm v0.5.5 "Weiss"(formerly Savage Lands)
« Reply #176 on: October 15, 2016, 04:11:24 PM »
I'm really sorry to hear about your diagnosis - I know from friends and family members that diabetes is life-changing.  Best wishes for managing your blood sugar going forward.

Thanks very much for your instructions on getting going using Debian!  It's hard to know, because there are so many distributions, but I had hoped that the instructions would be general enough to work on distributions other than Fedora, so it's great to hear that you were able to get it working with Debian with minimal issues.  With reported success building on Arch, Debian, and Fedora, that's a fairly significant amount of installed distros.

And Mervyn Peake!  That's a name I haven't heard in ages.  I read "Titus Groan" many, many years ago.  Actually, decades, at this point.

AgingMinotaur

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Re: Shadow of the Wyrm v0.5.5 "Weiss"(formerly Savage Lands)
« Reply #177 on: October 31, 2016, 10:58:34 PM »
Thanks. I'm doing pretty well again at this point. Now, I guess it's comments time: I quite enjoy the game, and must say it has grown nicely since last I tried it out. The atmospheric world carries a lot. Most of my comments are nitpicks, only because I find the game to have overall polish and appeal. I'm looking forward to see how the world and the system evolve, so "carry on" is the word of the day.
 
INTERFACE

* Regarding the compilation process, it was mostly a matter of following the readme, except for hand building the libraries after installing libgtest-dev.
* When I create a character and press "*" for a random option, I'd like to know which option I got to inform further choices (ie. an info line like: "Male giant./ Select your class").
* "w"alk works 8) But maybe a doorway/branching corridor should be a treated as a stopping point? Just a suggestion.
* After a few games, the log files start piling up. Most of them are empty. Maybe they could be autodeleted, or put in a separate directory?
* Backspace doesn't work in prompts. Annoying when I drop a lot of stuff, get "Drop how many?" and accidentaly put in "d".
* To the benefit of newbies: The manual marks several skills as unused. Would it be plausible to disable/"grey out" these skills in the levelup screen?
* I like the skill system, though, and I'm looking forward to seeing more skills implemented. For instance, I tested tanning at 100% and loved how thoughfully it was scaled.

BUGS

* I left Isen Dun and came to an island where there was a crypt. The crypt level contained a central chamber, but when I opened the door, I got Segmentation fault.
* I don't know if it's supposed to be so, but I'm able to skin corpses and make myself a cloak, even without the Tanning skill.
* Standing in a corridor and throwing clay pots so that they are smashed at the tile I'm standing, they don't drop any ivory pieces.
* Found a "staircase leading down" that looked like a sarchofagus "0".
* I am experiencing what must be a weird bug: If I drop anything in the grass in Isen Dun, it has the same effect as dropping it in water (discarding forever). This does not happen if I drop on special places (tiles where something was laying before, beneath trees, et al).

WRITING

* "You sense the presence of other creatures" is a bit void since, well, there's mostly always "other creatures" in a level. Is this for when a special monster spawns? I don't understand.
* "Kew says, «It's important to always have ways to escape bad situations." [missing end quote]
* Siriath described as an "elderly man in his twilight years", which may be a bit tautological.

CONTENT

* Villages: Good stuff. I would love more interaction, though. I wonder if you've considered something like random places of interest (more shrines and crypts, private property, gardens, pyramids/monuments, shops). (Take with a grain of salt.) On a related note, I don't know if various villages' disposition (are planned to) depend on the player's alignment, but I was half hoping that my Sceadugenga worshipper could enter the village of black servants and be greeted as a peer.

I did notice that I can attack people without their fellow villagers reacting, which felt kind of weird. Also, Hrimgar doesn't move if I shoot at him, letting me pepper him with arrows, but proceeds to attack if I move next to him. I didn't test if he drops the boathouse key when killed, but wondered about this.

* Combat: Some of the monsters can feel a bit samey, with much bumping + monitoring hp. That's typical of the genre, but I'd welcome some more variety in monster behavior down the road. It would seem appropriate for Siriath to cast spells, for instance.

I like the mechanic with status ailments, but they don't seem to really come into play so often. Some are poignant, like blinded, mute, exposed. Others, like slow, poisoned, sick, disfigured, I mostly carry on as usual. Is the severity scaled with the attackers level, ie. would a basilisk have more potent poison than an adder? My gut impression is that the ailments need balancing, should perhaps occur more often, or be more severe (but shorter?), or something …

Anyway, I only played this version a handful of times, and haven't gotten very far before, either. Just to test, I took an ogre more or less straight to the dungeon in the extreme north west, maxing out combat and bashing skills on the way. I managed to kill the first wave of monsters, levelling up from the early teens to level 32 before I was overcome by something in the second room. I don't know if this is an actual exploit/strategy/bug to speed start a game at an absurdly high level.

Quote
And Mervyn Peake!  That's a name I haven't heard in ages.  I read "Titus Groan" many, many years ago.  Actually, decades, at this point.
I read Titus Groan and Gormenghast about fifteen years ago, and really liked them at the time. Titus Alone is an interesting conclusion, I think, a bit removed from the other books, and almost venturing into some kind of early gothic/fantasy steampunk :P :)

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

AgingMinotaur

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Re: Shadow of the Wyrm v0.5.5 "Weiss"(formerly Savage Lands)
« Reply #178 on: November 01, 2016, 07:47:44 AM »
If I drop anything in the grass in Isen Dun, it has the same effect as dropping it in water.
In fact, this seems to be the case for any grass tile whatsoever.

I like the mechanic with status ailments, but they don't seem to really come into play so often.
Keep in mind, I might just not be paying attention ;) But I'm wondering if there is a bug with natural regeneration. Every now and then, my hp seems to instantly bump up to almost max.

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

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Re: Shadow of the Wyrm v0.5.5 "Weiss"(formerly Savage Lands)
« Reply #179 on: November 01, 2016, 11:59:38 AM »
Monthly version time!  I've added crafting of wands and scrolls, a new (very small) quest, lots of mechanical changes, and some bug fixes.  Enjoy!

Shadow of the Wyrm v0.5.6 "Vivaldi"
- Version declared October 1, 2016.  Version finalized November 1, 2016.

- New effect type, Bless.  When the effect type is cursed, an item is only
  turned uncursed, and only if it is currently cursed.  When the effect
  type is uncursed, the selected inventory item is blessed, and when the
  effect type is blessed, all items of that type in the inventory are
  blessed.

- When an item is dropped on an altar, if the dropping creature is pious
  and the altar is co-aligned, the item/stack are blessed, and piety is
  decreased.  If the creature and the altar are cross-aligned, the item
  becomes cursed.

- Character dumps now include all the artifacts that have been generated
  as part of the current game.  This includes maps that have been
  generated but not yet visited (custom areas).

- Toned down Stormstaff.  The damage on the staff of the artificer has been
  reduced as well - damage is now 12d4 instead of 12d6 to be consistent
  with other staves.

- The player is now prompted before moving on to a tile with a dangerous
  feature, such as a known trap.

- Created a new skill, Wandcraft.  Wizards and Sages start with this skill,
  as well as Gnomes, though it can be learned by anyone from a quest from
  Cynwise in Isen Dun.  Wandcraft acts in the same way Combat does for
  melee combat, or Archery for ranged combat - it enhances the damage done
  by wands, and allows for a chance to use a wand without burning a charge.
  When a creature has skill in Wandcraft, as well as a branch, a shard of
  magici, and an external (beam/cone/storm/ball) spell, a wand can be
  created.

- High willpower scores now modify wand damage by a small amount.

- The player is no longer prompted before moving onto a dangerous tile when
  blind.

- Created a new item, magici shards.  These are used, together with
  branches and known spells, to create magic wands.

- Tiles that can decompose into items (rock and earth) can now decompose
  into one of a number of items, probabilistically.  Previously, they
  would always decompose into a particular item type.  Rock tiles now have
  a very small chance to be broken up into magici shards, but will usually
  be broken up into smaller rocks.

- Placed a guaranteed magici shard in Siriath's lair.

- Created a quest from Cynwise (between her Sun Gem and Wintersea quests)
  to retrieve her a magici shard.  As a reward, she either grants a lot of
  training in Wandcraft, or, if the skill is maxed, she gives a wand of
  dragon breath, two potions of gain attributes, and three scrolls of
  enchanting.

- Additional useful and useless inscriptions.

- Places where rocks can be generated (on field/cairn tiles, etc) can now
  also generate stones.  Stones are smaller and only deal 1d2 damage.  They
  only weigh 3 ounces, however, much less than the 12 that rocks weight.

- Reworked the code that generated ivory pieces for humanoids.  The items
  that can be generated by race and ancestors are now specified in the
  game configuration.

- Birds now have a chance of dropping quills.

- Constructs, which are animated by use of magici shards, have a chance
  to drop these when destroyed.  Dragons love the deep magical light
  emitted by the shards, and so have a small chance to drop them as well.
 
- Created a low level construct, animated brooms, which can be used as an
  early-game source of shards.

- Added chat text for Kew and Cadlind to let the player know that
  constructs and dragons can drop magici shards.

- Blank scrolls do not vanish when read.

- Artisans now start with a small amount of Literacy, as well as Cantrips.

- Implemented the Scribing skill.  This currently allows the creation
  of scrolls.  To create a scroll, you will need skill in Scribing, a
  quill, an inkpot, a blank scroll, and knowledge of an internal (self
  targetting) spell.

- In the Lua API functions, get_creature_yx will now search creatures both
  by ID and original ID when given an identifier.

- Added a new, small quest.  There is now a second dying adventurer
  at the base of Zaeda's tower.  Cornel has a locket given to him by
  an adventurer the player is likely to meet early on.  When Cornel
  dies, he leaves this locket to the player.  Returning the locket to
  its rightful owner gains the player a scrimshaw hairpin that protects
  very well against the cold.

- Each completed quest now provides a per-level adjustment to the score
  at the end of the game.

- Additional compound name fragments, with special attention paid so that
  the names "Heman" and "Shera" can be randomly generated.

- After the stanzas in the epic poem on the giant Choros, created a new
  artifact, the seventeen-foot greatsword wielded by Choros against the
  hunting party.  The damage is good, though the weakest of the
  greatswords, but its primary advantage is a hefty boost to Slash
  resistance.

- Added a new unique, Thesilea, to the library in Atua-Elar.  Thesilea
  is a shrinking violet (and chief scribe of the library) who will trade
  the player blank scrolls in exchange for inkpots.

- Giants are now neutral.  The fact that they were originally good didn't
  play out well with how the epic poem was developing.  Because Gnomes
  could have been good or neutral, and I wanted three races per deity
  group (with Humans getting their choice of any deity), Gnomes have been
  updated to be good.  The groups are now:

  - Good: Dwarf, Gnome, Wood Elf, Human
  - Neutral: Mountain Elf, Fae, Giant, Human
  - Evil: Goblin, Ogre, Snakeling, Human
 
- Played with the starting stats a little bit so that Gnomes get a little
  bit more intelligence, and Mountain Elves a little more willpower.

- In preparation for eventually differentiating day and night visually,
  added a new "hours_elapsed" setting that can control at what time
  the game starts.  Set 8 a.m. as the default.

- Additional poem fragments for the title screen (Goblin Market, The
  Stolen Child).

- More stanzas for "Tel and Floridel".

- New spells/spellbooks: vorpal bolt (Arcane), bless (Mystic).

- New items: vorpal bolt wand, scroll of blessing, magici shard, small
  stone, quill, inkpot, blank scroll, wave locket, scrimshaw hairpin.

- New artifacts: Greatsword of Choros.

- New creatures: animated broom, Cornel, Thesilea.

- Bug fixes:

  - "You see..." messages for items were being shown when walking over a
    tile when blind.  It was still "You see something", but this wasn't
    quite correct - when you're blind, you can't see anything.

  - Traps could be seen via the "L"ook command even when untriggered
    (mibert).

  - Spell modifiers (for spells such as Divine Wind) weren't being
    carried over properly to items such as wands, scrolls, and potions.

  - Settings were reloading with F12, which I'm pretty sure was
    intentional at one point.  However, given that this also resets the
    in-game date, that has been removed, and F12 now reloads Lua state
    and SIDs only.