Author Topic: Shadow of the Wyrm v0.7.1 "Neusiedler"(formerly Savage Lands)  (Read 30642 times)

jcd748

  • Bishop
  • ***
  • Posts: 167
    • View Profile
Re: Shadow of the Wyrm v0.7.0! "de Visee"(formerly Savage Lands)
« Reply #285 on: November 11, 2017, 12:20:03 AM »
Yeah, the lack of content in the centre of the world is something that's going to need to get slowly addressed over time.  It's something that bothers me a lot, but I keep it there, and empty, as a reminder that I need to fill this in.  My hope is that by v1.0, there will be a lot more to do in the middle.

Was there a .dmp file for that crash?  If so, can you provide it to me? (dropbox link, google drive, whatever)

Ah, so it's just awaiting content, not intentionally designed that way? No rush then. :) I don't doubt that it will arrive in good time.

As to the .dmp, I assume it must be this one.

It is, but it's 0 bytes, so I wonder if there's something preventing the dump from saving correctly - kraphead seemed to have the same issue above.  Do you remember what you were doing when it happened?

Samildanach

  • High Priest
  • ****
  • Posts: 449
    • View Profile
    • The Indie Ocean
Re: Shadow of the Wyrm v0.7.0! "de Visee"(formerly Savage Lands)
« Reply #286 on: November 11, 2017, 01:11:27 AM »
No, I've played a few more times since. I don't remember the details.

Samildanach

  • High Priest
  • ****
  • Posts: 449
    • View Profile
    • The Indie Ocean
Re: Shadow of the Wyrm v0.7.0! "de Visee"(formerly Savage Lands)
« Reply #287 on: November 11, 2017, 02:04:02 PM »
Found some other quests at last. ;D


jcd748

  • Bishop
  • ***
  • Posts: 167
    • View Profile
Re: Shadow of the Wyrm v0.7.0! "de Visee"(formerly Savage Lands)
« Reply #288 on: November 18, 2017, 12:42:41 AM »
Okay, I found the cause of the deities not triggering their death scripts properly in the cosmos.  It was a fun scripting bug: it worked when the function it referenced had already been loaded (by some other script), but failed (e.g., in your case) when it ran after a load and the function it loaded hadn't been exposed yet.

Fixed.

But I found a fun bug, when I stunned Celeste: "Celeste smites himself!"

jcd748

  • Bishop
  • ***
  • Posts: 167
    • View Profile
Re: Shadow of the Wyrm v0.7.1 "Neusiedler"(formerly Savage Lands)
« Reply #289 on: November 26, 2017, 02:21:31 PM »
Back to monthly updates for a bit!  Thanks to kraphead's diligent work, I was able to find and fix a number of issues.  I'm pretty sure that I haven't caught everything, though, so keep copies of your savefiles and provide me with any dumps you get that generate successfully (> 0 bytes).

The endgame should be much more dangerous now - the combination of changes to cap passive training of Str/Hea/Cha and the change to remove friendly creature generation based on Cha will mean that other strategies will be needed to get through Telari and the cosmos.

Good luck, and please report any issues you run into!

Shadow of the Wyrm v0.7.1 "Neusiedler"
- Version declared October 23, 2017.  Version finalized November 25, 2017.

- Automove now stops on staircases.

- Explosive damage now has an animation.  It also no longer deals
  additional damage to the targetted creature (just the adjacent ones),
  but will now be triggered on any amount of damage, not just non-lethal.

- Dungeons can now have crafting rooms - these contain a tannery, a forge,
  a jeweler's workbench, and a wheel and loom. 
 
- The symbol for tanneries and wheels and looms used to be '^', but this
  made the features look like traps.  With the placement of these features
  in dungeons, the symbol for both of these has been changed to ';'.

- Boats are now less common in the item generation algorithm, wands
  slightly more common.

- Akojo in Stonewall now loads with a coracle, and moves a bit quicker,
  so he can chase you.

- Stonewall and the Far Shore now have a few more missile-based creatures.
  Stonewall has a few goblin pelters and alchemists, and the Far Shore
  has some ogre hurlers.  This makes it harder to grab a pile of rocks
  and tackle these areas unopposed at level 1 (kraphead).

- Offering on an altar no longer trains charisma (kraphead).

- Passive, timer-based ways of training stats (carrying heavy items,
  wearing jewelry, etc) no longer can train the stat to 99.  The new
  maximum is 20 more than the stat's starting value (kraphead).

- Multiple satisfied win conditions (e.g., slaying Amaurosis and doing the
  Godslayer ending) are now tracked properly in the high score file.

- High Charisma no longer generates creatures as friendly.  Instead,
  a combination of Intimidation and Charisma can cause an attacking
  creature to draw back, thereby wasting their turn.

- If the player is an archer, or has otherwise focused on ranged weapon
  skills over melee, The Smith will now give out a gift based on the
  highest-trained skill.

- Fields and cairns now have a chance to generate huge rocks, in addition
  to rocks and stones.

- Victories are now recorded in character dumps.

- More stanzas for "Tel and Floridel".

- Huge rocks are significantly more powerful.

- Poison darts and the various bombs are now shown as ammunition.

- Changed the tile for void to ' ' (space) from '?' so that the screen
  wasn't overwhelmingly ugly when playing in mono mode.

- New creatures: goblin alchemist.

- New items: arrow of ancient magics, bolt of ancient magics, tooth of an
  ancient sea-creature, spine of an ancient horror, massive ferric
  meteorite, Elysian throwing-axe, Elysian throwing-blade, throwing axe,
  throwing blade, titanic heavenly pillar, chaos bomb, antimatter shot.

- Bug fixes:

  - The teleport effect would cause a crash when used on a tile where a
    creature was not present (kraphead).

  - Fixed up some other instances of effects not safely checking pointers.

  - Two-handed weapons can no longer be wielded off-handed (kraphead).

  - Various typos in bestiary descriptions (kraphead).

  - A script bug was causing deities in the cosmos not to spawn the next
    in the sequence in certain cases. (kraphead)

  - The release-Sceadugenga ending can't be triggered if Sceadugenga has
    already been killed.

  - The repop message in the cosmos was clearing the message buffer,
    removing messages about hitting/killing the current deity.

  - Creatures were described as male or female in the bestiary but didn't
    have the sex explicitly set (but defaulted to male), allowing a
    stunned female creature to potentially "hit himself".

  - Certain conditions could cause creatures' statuses to become
    permanent.

  - NPCs' FOV maps could sometimes be accessed before they were supposed
    to be, resulting in null maps and unsafe pointer checks.

Legend

  • Protector of the @
  • *****
  • Posts: 650
    • View Profile
    • Email
Re: Shadow of the Wyrm v0.7.1 "Neusiedler"(formerly Savage Lands)
« Reply #290 on: November 27, 2017, 04:13:14 AM »
Gas clouds suck.  >:(

Other than those annoying buggers, I was enjoying this one for a good bit tonight.

jcd748

  • Bishop
  • ***
  • Posts: 167
    • View Profile
Re: Shadow of the Wyrm v0.7.1 "Neusiedler"(formerly Savage Lands)
« Reply #291 on: November 28, 2017, 04:04:32 AM »
Gas clouds are there as a challenge - once you know they explode, you start needing ranged options.  On the plus side, their explosions can damage other creatures.

If you don't like gas clouds, you're going to hate goblin alchemists!

jcd748

  • Bishop
  • ***
  • Posts: 167
    • View Profile
Re: Shadow of the Wyrm v0.5.5 "Weiss"(formerly Savage Lands)
« Reply #292 on: December 06, 2017, 04:09:22 AM »
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.

AgingMinotaur, I just got a Raspberry Pi and decided to see if I could get SotW built.  It was surprisingly easy - after installing the various libraries I needed, and remembering that you posted some Debian instructions, I was able to do a full build!  This is my first Linux build outside of my Fedora VM.

Thanks for your previous assistance!