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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: TheCreator on October 30, 2011, 12:41:38 PM

Title: Fame 0.9.14 Released
Post by: TheCreator on October 30, 2011, 12:41:38 PM
Hello everybody :). My roguelike called 'Fame' is under development since 2000, but is haven't been published on this board since now, so you may not know it yet:

https://sourceforge.net/projects/untitled-rpg/

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

The game is far from being completed, but nevertheless is playable. There are a few locations to visit and some quests that should take several hours of playing (or I believe so). I'd love to receive some feedback so I could know what to work on for the next release ;).

Quote
getter77:  The project has gained a new name----Fame.
Title: Re: Untitled 0.7.1 Released
Post by: Skeletor on October 30, 2011, 02:16:48 PM
Nice.

When at the shopkeeper you have everytime to put his gold in the "exchange" column otherwise he gets your stuff without paying, right?
I discovered it after giving away like 20 mushrooms..

Oh, I've just received 60 gold when trying to sell the bottle of poison but the bottle kept being in the "sell" column so I took it back..

Are mushrooms stackable?

.. I entered the cave dungeon to solve the merchant quest.. oh man, I guess I'm at level 150 now.. I hope there's something like a town portal down there..
edit: I gave up, sorry but as it is, that dungeon is way boring and pointless
Title: Re: Untitled 0.7.1 Released
Post by: TheCreator on October 30, 2011, 04:44:07 PM
Thank you for the post!

You are right about the trading mechanism. I guess I need to implement some warning message to prevent players learn it the hard way :).

Mushrooms, as well as other food items, are not stackable. That's because they start to rot after some time and thus some 'per item' value must exist. I know it's inconvenient, but currently I have no idea how to solve this problem.

I'm going to improve the dungeon a little bit, but it exists basically to provide the player some place for training at the start. There will be a couple of more interesting dungeons in the future :).
Title: Re: Untitled 0.7.1 Released
Post by: Skeletor on October 30, 2011, 05:05:05 PM
An unlimited dungeon is a good thing but you should at least increase the difficulty curve (I'd say adding a new monster type every 2 or 3 levels instead of the actual 10).

It's a nice game to play: immediate, fast and clear (I enjoy to hack my way through dozens of slow dumb enemies leaving a lot of different corpses), but still too much incomplete to be interesting. Items should be added, problems fixed and the system should be made more understandable. I hope you keep working on it because it has potentials.
Title: Re: Untitled 0.7.1 Released
Post by: TheCreator on November 02, 2011, 01:32:00 PM
Certainly I will. Currently I'm working on improvement of the scripting language, but soon I'm going to return to adding more gameplay stuff.

What exactly do you mean by "more understandable system"?
Title: Re: Untitled 0.7.3 Released
Post by: TheCreator on January 24, 2012, 08:31:21 PM
The version 0.7.3 has been released!

Download link:

http://darkcult.nazwa.pl/download/Untitled_073.rar

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Untitled

Change log:

* textual UI instead of graphical indicators
* wandering spellcasters
* 7 new spells
* 14 new monsters
* more sophisticated monster encounter system
* differentiated level of difficulty for locations
* differentiated appearance of random locations
* adjusted values for some of spellbooks
* NPCs are no longer required to have a script
* "common" NPCs, acting much like monsters, but player can chat with them
* player can no longer exchange items for nothing
* totally illiterate characters can no longer read road signs
* [editor] 'Generate Location'
* monsters of particular type aren't included in the final summary until player kills at least one monster of that type
* syntax changes to the U scripting language (U 2.0) - see the reference for details
* dialog scripts cannot be executed in batch mode (any script that contain items or action is considered as dialog script for this check)
* [bugfix] swimming correctly appears as a default extra skill in the Character Creation window
* world map, character information, skill and spell windows can be closed by hitting the same key again
* blood stains are no longer displayed on the automap
* [bugfix] fixed incorrect NPC names in the English version
* game continues to launch properly even if game.ini is deleted
Title: Re: Untitled 0.7.3 Released
Post by: getter77 on January 24, 2012, 08:49:37 PM
Nice changelog and congrats on another release!   8)
Title: Re: Untitled 0.7.4 Released
Post by: TheCreator on February 01, 2012, 07:32:32 PM
The version 0.7.4 has been released!

This is mainly a bugfix release, but it also includes UI improvements, an ability to maintain multiple save slots, as well as a funny ability to throw items other than throwing knives :).

Download link:

https://sourceforge.net/projects/untitled-rpg/files/latest/download

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Untitled

Change log:

* bestiary
* more details displayed in the main UI panel and in the character window
* information in the character window and in the inventory window nicely arranged
* player is able to throw almost every item
* exploding potions
* kicked potions smash to pieces immediately
* multiple saved games
* tooltips for empty equipment slots in the inventory window
* [bugfix] syntax errors in a script for one of the NPCs in the bandits' camp
Title: Re: Untitled 0.7.4 Released
Post by: getter77 on February 01, 2012, 08:52:11 PM
Very nice gains, keep up the fine work!
Title: Re: Untitled 0.7.4 Released
Post by: TheCreator on February 01, 2012, 10:22:44 PM
Thanks, sure I will ;).
Title: Re: Untitled 0.7.7 Released
Post by: TheCreator on February 21, 2012, 07:25:28 AM
I'm happy to announce the release of the 0.7.7 version!

Download link:

https://sourceforge.net/projects/untitled-rpg/files/latest/download
(if you cannot find the Linux version, it will be there soon)

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Untitled

Changes:

* added diseases
* added limb damages (broken / cut off)
* new dungeon
* gameplay-related data moved to an archive file
* encountered monsters defend themselves in groups
* hero's attributes can now decrease
* food is still digested when hero is sleeping
* food left on ground is affected by time (i.e. rots away)
* remains of some monsters (like golems) are not edible anymore
* eating some things may have side effects
* a progress bar is displayed when performing a time-consuming action like reading a book
* messages while eating are differentiated and make more sense
* remains of a skeleton appear simply as "bones"
* [bugfix] necromancers no longer waste their focus points attempting to unnecessarily cast Animate
* [bugfix] no more "serpent flies" encounters (they were really hydras...)
* [bugfix] batch syntax check for U files no longer says that compilation is disabled
* [bugfix] terrain list in 'location properties' in the editor does not say 'New Terrain' anymore
* [bugfix] terrain list selection in the editor is now updated properly
* [bugfix] 'Clear Location' in the editor now works properly for all terrain types
* [bugfix] editor no longer crashes when attempting to place a lode
* [bugfix] editor no longer generates a default script for NPCs with BOM
* [bugfix] cursor in the editor is displayed properly
Title: Re: Untitled 0.7.5 Released
Post by: getter77 on February 21, 2012, 12:20:48 PM
A nice mix of additions and fixes---always a good balance to see on a given release, and so soon at that!   8)
Title: Re: Untitled 0.7.6 Released
Post by: getter77 on April 01, 2012, 11:47:58 AM
 :)

0.7.6

Quote
I was very lazy this time. Out of 5 weeks since the previous release, more than 2 weeks were wasted (at least for Untitled's point of view, I was working on Fuge). Many features have been just shifted to the next version when I realized I am completely out of the schedule (well, I don't have any schedule, actually). The decision was to release immediately. The change log looked long enough:

    *alarms (when hero attacks some of the NPCs in town, other NPCs may respond to the attack)
    *a message is displayed when the hero's equipment gets significantly damaged
    *explosions can damage hero's equipment
    *poison/freezing/flame effects do not damage items on the ground
    *scrolls, when thrown or kicked, are no longer damaged or destroyed
    *drinking poisonous gas or exploding potion has side effects
    *multi-plane world (underground locations are no longer present on surface)
    *the cell viewed through the Look window can be changed with arrow keys
    *unvisited locations are darkened on the world map
    *unrevealed cells can no longer be examined with the 'Look' command
    *windows with a default edit box do not require setting focus to type in that edit box
    *changed importance level for some combat messages in the log
    *U compiler feature temporarily disabled
    *bugfix throwing/kicking a poisoned corpse no longer crashes the game
    *bugfix NPCs casting spells while being outside the screen no longer crash the game
    *bugfix kicking or throwing items towards boundaries of a location no longer crashes the game
    *bugfix all special bonuses given by unique items are correctly removed from hero when they throw the item away
    *bugfix chance to succeed in smithing or founding is calculated properly
    *bugfix unrevealed areas have proper (black) color in the automap
    *bugfix all kinds of dungeon floor appear correctly on the list in the editor

As of plans for the next version... I'm hoping to add more content at last. The gameplay isn't currently very interesting. When the player gets bored with random encounters in the wilderness and with the Random Dungeon (I know that almost nobody likes non-persistent dungeons), there's not much left to do... This is going to change in the next release.

But now - enjoy 0.7.6!
Title: Re: Untitled 0.7.7 Released
Post by: TheCreator on May 09, 2012, 04:54:53 PM
I'm happy to announce the release of the 0.7.7 version!

Download link:

https://sourceforge.net/projects/untitled-rpg/files/latest/download
(if you cannot find the Linux version, it will be there soon)

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Untitled

Changes:

* added diseases
* added limb damages (broken / cut off)
* new dungeon
* gameplay-related data moved to an archive file
* encountered monsters defend themselves in groups
* hero's attributes can now decrease
* food is still digested when hero is sleeping
* food left on ground is affected by time (i.e. rots away)
* remains of some monsters (like golems) are not edible anymore
* eating some things may have side effects
* a progress bar is displayed when performing a time-consuming action like reading a book
* messages while eating are differentiated and make more sense
* remains of a skeleton appear simply as "bones"
* [bugfix] necromancers no longer waste their focus points attempting to unnecessarily cast Animate
* [bugfix] no more "serpent flies" encounters (they were really hydras...)
* [bugfix] batch syntax check for U files no longer says that compilation is disabled
* [bugfix] terrain list in 'location properties' in the editor does not say 'New Terrain' anymore
* [bugfix] terrain list selection in the editor is now updated properly
* [bugfix] 'Clear Location' in the editor now works properly for all terrain types
* [bugfix] editor no longer crashes when attempting to place a lode
* [bugfix] editor no longer generates a default script for NPCs with BOM
* [bugfix] cursor in the editor is displayed properly
Title: Re: Untitled 0.7.7 Released
Post by: getter77 on May 09, 2012, 07:31:03 PM
Nice set of improvements and I agree with your reasoning on keeping some aspects a bit secret so you can get something more cohesive going---keep at it!   8)
Title: Re: Untitled 0.7.8 Released
Post by: TheCreator on May 26, 2012, 10:36:51 PM
Version 0.7.8 has been released!

Download link:

https://sourceforge.net/projects/untitled-rpg/files/latest/download

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Untitled

This time there are no new major gameplay-related features. The biggest changes are: the Quest Log and the "immersion" mode (full-screen).

Known bugs:

* Full screen doesn't work on Linux (but you can still maximize the window)

Detailed change log:

* "Immersion" mode (full screen)
* quest log
* added possibility of starting game without an arm or leg
* casting a spell takes 1 turn
* name of the location is displayed on the interface
* explosion of a fireball affects items on ground just like normal explosion
* Shift+Q exits to OS, Ctrl+Q exits to menu
* [bugfix] unique books and scrolls are no longer generated in random locations
* [bugfix] when quitting the game, the option 'N' works properly again
* [bugfix] there was no log message when using a staircase in the random dungeon
* [bugfix] corpses destroyed by explosion no longer result in a message saying that they rot away

Have a lot of fun and please send me some comments about the game!

Title: Re: Untitled 0.7.8 Released
Post by: getter77 on May 26, 2012, 11:10:21 PM
Congrats on another release and well done on Immersion mode----full screen in always welcome.   :D
Title: Re: Untitled 0.7.8 Released
Post by: Darren Grey on May 26, 2012, 11:34:30 PM
I really wish you'd come up with a real name for it.  I have little incentive to try it out if you can't even think up a name for the game.
Title: Re: Untitled 0.7.8 Released
Post by: getter77 on May 27, 2012, 12:57:53 AM
At this point I've already had "Untitled" as it stands coalesce in my head that it unintentionally works out solidly enough as something of a thematic nod to the classless/professionless structure of the game----of which there is really a small portion on the whole of the Roguelike scene, and even less so in any sort of active development.

Probably just needs some sort of badass stylized intro main menu screen with some crossroads or some such and then others too can partake more readily of my own delusion.
Title: Re: Untitled 0.7.8 Released
Post by: TheCreator on May 27, 2012, 11:35:21 AM
"Real" names are so boring. They usually follow one of several common patterns, especially commercial games. I regard "Untitled" as a kind of mock. Besides, changing the name after 12 years of development would be... weird? It's like changing the name of your 12 year old kid.
Title: Re: Untitled 0.7.9 Released
Post by: getter77 on July 09, 2012, 01:33:16 PM
v0.7.9

Quote
The new feature: Alchemy. Using this skill you can make potions. All you need is some plants (which grow only in selected locations), a recipe (you can discover it through experiments) and an Alchemy Toolkit (very rare item, but...).

There are several new monsters. They are not just the old monsters with better parameters, but also their behavior differs, notably Mountain Orcs and Goblin Warriors can use ranged weapons, forcing the player to develop new tactics.

Full change log:

    -5 new monsters
    -new skills: alchemy, herbalism
    -dying monsters will occasionally drop random items
    -monsters can use ranged weapons
    -items have certain strength requirements
    -yellow snake is not venomous anymore
    -region name is displayed for locations that do not have their own name
    -bugfix damage done by ranged weapons is no longer calculated using only ammo damage
    -bugfix when firing an arrow or a belt, the player no longer receives a message saying that they 'throw' the item
Title: Re: Fame 0.8.0 Released
Post by: getter77 on August 06, 2012, 11:50:43 AM
Now known as Fame care of the Roguelike Incubator project and the passing of the times and at v0.8.0

Quote
As you can see, I have been finally convinced to change the name of the project.

Another important change is that the game can be now completed with the main objective (a temporary one, until a complete story is introduced in one of the future versions) of retrieving the artifact called Obsidian Skull.

All of other changes are primarily bugfixes (the previous version was very unstable) and minor improvements, a full list of them can be found below:

    -ranged weapons do much more damage
    -chance to hit with a ranged weapon depends on an applicable skill
    -encountered monsters try to surround player
    -Ctrl+click on a ground item in the inventory automatically moves the item into the backpack (if possible)
    -pressing I for the second time closes the inventory window
    -short messages on signs are displayed in the log instead of a popup window
    -numbers can be entered into edit boxes without range restrictions
    -the cursor in the 'Look' command can be also moved with numpad keys
    -some online help is available in the character creation window
    -weight of small items is reported as 'negligible' instead of '0'
    -the reasons for a failure while attempting to read something are now clearly stated
    -total weight is reported for stacked items
    -the message displayed when attempting to talk to a hostile creature no longer says that there's nobody to talk with
    -removed some warnings and debug stuff spamming the console
    -most of potential bugs encountered during a dialog with a NPC will not crash the game
    -reading times reduced for low-level spellbooks
    -the skill of Literacy is now learned much faster through reading books and scrolls, especially at low skill level
    -"magical" starting item set contains scrolls instead of a spellbook
    -the elixir quest is rewarded with an Alchemy Set
    -signs can be seen using the Look command
    -swimming/drowning is inactive in the editor mode
    -traps cannot be triggered in the editor mode
    -bugfix the game no longer crashes when encountering a NPC in the wilderness
    -bugfix the game no longer crashes when attempting to enter the forest dungeon site for the first time after loading the game
    -bugfix the game no longer crashes when attempting to give Elidral the Book With No Name without talking about the book with Yveira first
    -bugfix the game no longer crashes when revisiting a location in which a valuable item had been left on the ground
    -bugfix clicking outside the main playing area when casting a spell that requires aiming with mouse no longer causes a crash
    -bugfix location alarms no longer fail to trigger
    -bugfix readable items no longer fail to present full text in a message box
    -bugfix repairing items works again (broken since 0.7.6 and 0.7.5 for Linux)
    -bugfix player character's age entered at the beginning is no longer ignored
    -bugfix it is no longer possible to "steal" all gold from a merchant by leaving empty spaces between items in the trade window
    -bugfix a caption on the progress window when loading a location no longer says "Resting"
    -bugfix ground item background no longer becomes red when attempting to drag the item while there's no room in the backpack or the item is too heavy
    -bugfix hitting Esc or the 'X' button in the character creation window cancels the new game creation
    -bugfix cursor no loger fails to change its shape when aiming at target after reading a magical scroll
    -bugfix editor now correctly displays all details for a portal that has neither ID nor target
    -bugfix some memory leaks fixed
Title: Re: Fame 0.8.1 Released
Post by: TheCreator on October 31, 2012, 12:54:40 PM
The version 0.8.1 has been released.

Quote
* auto-exploration
* movement can be controlled with mouse
* weather system
* hero's diary
* piles of items do not display the "many items" if they consist exclusively from corpses
* new menu buttons
* missile or spell potential trajectory is displayed when aiming
* tooltips in the character creation window show immediately after moving mouse over appropriate elements and do not disappear until moved to a next element
* separate tooltips provided for skills
* merchants who trade in potions will also buy empty bottles and flasks
* black mambas are much harder to encounter
* when paralyzed, the hero cannot cast spells, use skills, use ranged attacks, kick, read, eat or drink
* goblin warriors are now able to attack with darts
* special items will no longer get stolen when left on the ground
* item description for shields now states chance to block instead of AC
* additional log messages when monsters are using their ranged attacks
* the "?" button on the main interface opens keyboard help
* "the same key closes" feature added to more windows
* [bugfix] it is no longer possible to trigger some unwanted action by pressing direction keys when aiming with mouse (throwing, spells etc.)
* [bugfix] right-clicking gold in the trade window no longer causes the gold to be placed after the last item, which would eventually lead to a crash
* [bugfix] the hero is no longer unable to pass through plants in the dungeons (this bug could also lead to a crash)
* [bugfix] plants, when become picked up, no longer fail to be removed from their spot on the ground
* [bugfix] monsters no longer attempt to use ranged attacks when standing behind a wall
* [bugfix] the "waiting" window no longer fails to disappear after the hero dies
* [bugfix] the game no longer crashes when using stairs in the random dungeon
* [bugfix] the game no longer crashes shortly after being loaded with some monsters fighting other monsters
* [bugfix] the game no longer crashes after exiting to the main menu, loading an old game and then attacking a monster
* [bugfix] the game no longer crashes when right-clicking in the black area in the immersion mode
* [bugfix] potential crash when throwing an item is fixed
* [bugfix] potential crash when resting in a town with some corpses on the ground
* [bugfix] throwing the item against a wall then standing next to the wall no longer causes the item to fly to (0, 0)
* [bugfix] giving Abilidus' Amulet to Ahsath no longer creates an "invisible item" in the sack
* [bugfix] items no longer fail to generate in the random dungeons
* [bugfix] chance of catching cold is no longer increased by using the wrong random number generator
* [bugfix] critically wounded monsters no longer appear as "slightly wounded" in the Look window
* [bugfix] the "Spells" window is no longer incorrectly entitled "Skills"
Title: Re: Fame 0.8.1 Released
Post by: getter77 on October 31, 2012, 12:59:21 PM
Ah, looks to be several nice steps forward on multiple fronts---well done!   8)
Title: Re: Fame 0.8.1 Released
Post by: jim on November 17, 2012, 12:43:15 AM
Wow wow wow. Reminds me a bit of Ragnarok. How far along is this game? I didn't get much of a chance to give it its due, but it certainly suggests a very large scope. Are there any playthroughs/reviews/faqs available? Kind of awesome at first blush.
Title: Re: Fame 0.8.1 Released
Post by: TheCreator on November 17, 2012, 09:44:03 AM
Thank you. As for now, I'm focused on new features and UI improvements, but recently when I tried to play a little and do quests one by one, I've found out that there is already a lot of them. Most of game-related information can be found in the manual (PDF).
Title: Re: Fame 0.8.2 Released
Post by: TheCreator on December 15, 2012, 06:18:56 PM
Version 0.8.2 has been released!

Download link:

https://sourceforge.net/projects/untitled-rpg/files/latest/download

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

Change log:

* light and darkness
* equipment sets
* identifying books and scrolls
* improved UI in the Skills, Spells and Rest windows
* the Dialog, Spells, Skills and Rest windows can now be handled using keyboard
* the player is able to interrupt hero's rest with the Escape key
* the Inventory window displays an explanation when an item cannot be dragged to another slot
* the ring slot for a missing limb is not available any more
* buttons for skills that work automatically do not hide the window and present a message instead
* buttons in the Trade window only show up when they are needed
* "Buy" button in the Trade window
* it is now possible to combine thrown weapons with shields as well as other items that can be thrown
* in yes/no questions, any key selects the default option ("no")
* hero does not stop next to doors/stairways when moving with mouse
* more appropriate description for item slots unavailable because of limb damage
* corrected mistake in the key list window - Shift + W displays weather report, not Ctrl + W
* indefinite article added to some messages
* [bugfix] wielding a two-handed weapon no longer prevents the hero from wearing an armor
* [bugfix] clicking LMB in the inventory window no longer causes the hero to move
* [bugfix] the Esc key works properly in the number input dialog invoked from the trade window
* [bugfix] it is no longer possible to invoke chat again by pressing T in the trade window
* [bugfix] the hero no longer gets bloated after consuming less than 100% food
* [bugfix] clicking on a door does not cause it to open unless the hero stands next to the door
* [bugfix] it is no longer possible to move with mouse when a Y/N question is displayed
* [bugfix] the game no longer crashes when loading a location where a Wizard was present
Title: Re: Fame 0.8.2 Released
Post by: getter77 on December 16, 2012, 03:43:04 AM
A big change with light and darkness, though it should open up any number of interesting gameplay situations down the line so good on it.   :)
Title: Re: Fame 0.8.2 Released
Post by: TheCreator on January 27, 2013, 02:51:45 PM
Another release!

Download link:

https://sourceforge.net/projects/untitled-rpg/files/latest/download

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

The major change in this version is AI. It has been completely redesigned and rewritten. The old AI was just terrible. Monsters used to stuck even if they were only a couple of cells away from the hero. The AI improvements are not finished yet, but monsters are much smarter now. You'll be able to observe that they chase the hero in a much more reasonable manner, they also don't get stuck when fleeing and some of them are even able to open doors.

Version 0.8.3 features random-generated caves. They don't have any new dedicated tiles, but use some rock and stone tiles that were already available. I have just added a procedural generation algorithm for caves. They look pretty good. You will find only a few cave levels in this release, but they will be used more extensively in the future.

Of course, there are more improvements to the game. Merchants will now "remember" the items that you have sold to them and they will occasionally offer new random stuff. The user interface for dipping an item into a potion has been significantly simplified. Treasure chests have been added for looting and storing precious equipment.

Note: this time saved games are NOT compatible with the previous versions!


The full list of changes:

* AI rewritten from scratch
* added caves
* added "lootable" treasure chests
* dipping an item into a potion is simplified and now can be done by drag & drop
* the Inventory window do not close after an item is repaired (multiple repairs in a row)
* changes to merchant's inventory are no longer discarded as soon as the trade window is closed
* items offered by merchants are more random
* fatal miss counts as a normal attack (attacked creature becomes hostile)
* the tile aimed at is highlighted with a yellow rectangle, not red one
* added a message when a monster or NPC becomes an enemy as a result of an attack
* creature name is included in the question when attempting to attack a neutral/friendly creature
* book name is included in the message when failing to read because of low Literacy level
* [bugfix] missiles fired by the hero are no longer ignored
* [bugfix] first level of the Random Dungeon no longer labelled as level 2 after starting a new game twice in a row
* [bugfix] editor no longer crashes when placing objects near location's edge
* [bugfix] editor no longer crashes when moving the hero towards location's edge
* [bugfix] 'Generate Location' no longer reverts the location's size to the default
* [bugfix] weather, light and of some other time-related stuff does not apply to the editor
* [bugfix] hero no longer moves twice when two adjacent arrow buttons are pressed at the same time (on Windows this causes the hero to move diagonally)
* [bugfix] monster wound status is now correctly reported in the Look window
* [bugfix] cursor is now changed properly when item repair is cancelled
* [bugfix] Bandits' Camp no longer appears as a "village" in the statistics


Have a lot of fun!
Title: Re: Fame 0.8.2 Released
Post by: Ancient on January 27, 2013, 08:24:41 PM
* AI rewritten from scratch

Now you piqued my curiosity. Would you like to share how the new AI behaves better?
Since much time has passed I think its good opportunity for me to try Fame again.
Title: Re: Fame 0.8.3 Released
Post by: TheCreator on January 29, 2013, 07:31:36 AM
Now you piqued my curiosity. Would you like to share how the new AI behaves better?
Since much time has passed I think its good opportunity for me to try Fame again.

The game didn't have a "real" AI until this version. There was just a simple function with a lot of ifs that handled all the things that could happen to a creature when its turn was about to end. I had read an article about modular AI quite a long time ago and wanted to do a similar thing in my game, but the first attempt failed. This time I managed to get my AI modules working. The idea is based on a concept of "profiles" and "tasks". A task is something like chasing a particular creature, attacking or standing still and determines the current activity. A profile manages a list of tasks and rules of transition between them. There are separate profiles for ordinary monsters, for spell casters, for ranged attackers, etc. Of course, there is also some inheritance stuff and it makes things somewhat complicated here, but so far this works pretty well. I was quite surprised how error-resistant this approach has proven to be. Once the unit tests for the new AI started to pass, the AI was working. The worst thing that has ever happened with the new code was that sometimes monsters would attack each other (with a melee weapon) from a distance, because I had forgotten to put the distance check to some profiles, but that was fixed very quickly. Besides, there's nothing very special about the new AI, at least for now, but surely it's a great foundation for a more complex system.
Title: Re: Fame 0.8.3 Released
Post by: Ancient on January 29, 2013, 10:22:55 AM
This is nice progress, although it might not be very visible to players. Bulletproof systems sure are good. Especially when my kind sit to play a game. :-) I will let you know if something catches my attention.
Title: Re: Fame 0.8.3 Released
Post by: TheCreator on January 29, 2013, 11:07:50 AM
This is nice progress, although it might not be very visible to players.

It should be. At least if one remembers how bad the AI used to be in the previous versions. But apart from that, players usually never notice any changes unless you change GUI. That's why smart developers make dummy changes to GUI to emphasise that something important has been changed in the code ;).
Title: Re: Fame 0.8.3 Released
Post by: Ancient on February 18, 2013, 10:21:14 PM
Weekend was brimming with free time so I had a go at Fame. The gameplay resulted in a nice amount of screenshots. You may expect a review of Fame 0.8.3 to hit front gates of our Temple this month. Also you are right. In wilderness encounters monsters actually care to swarm me. Combat became so much better.

Here goes detailed stuff that is not going to be featured in upcoming review:
- Tutorial has a wording problem: "of its not already open". This was in inventory lesson.
- Keyboard commands screen states right side of list is L-Z commands while it is M-Z.
- Use prepared tool command says "you extinguish a torch". It would sound better if it read "you extinguish your torch" because you act on your property, not on some random torch.
- I can't light a torch in my off hand? This may be intentional but I expected it to work.
- "Slayed" creatures in post mortem message seem a bit off. I suggest using "slain" in its stead.
- Sometimes items refuse to stack for unknown reasons. Happened to me with two stacks of bread having three and two units each. Both were identified and had same durability status but refused to merge.
- When you meet travelling family talk does not seem to work. Also, if you revisit that location and cerberi or other such menace spawn the citizens are not attacked. May be intentional but is weird.
- Jail owner says the bandit camp is to the west. He is wrong.
- Typo in the bandit camp jail guard dialog: "wstay here".
- Bandits challenged to a fight by talking with them do not fight back. They just get slaughtered. A pity. :-(
- Water tiles obstruct sight.
- Thunderstorm extinguishes your torch even if you hide inside houses.
- Temple Guard person who gives you trials says after you bring the black stone "I didn't think you'll". Shouldn't it be "I didn't think you'd"?
- Akeram buys all corpses including the inedible cerberi. Isn't he supposed to run a food store? Yes, this is a nitpick.

More serious bugs:
- If you lead Tokfor to temple district game crashes.
- If you lead the orphan from Elunny he sometimes may step off the current map which triggers a crash.
- Fame locks up generating random dungeon level 2. I entered first level, killed everything and went away. Later I returned to visit level 2 but game hangs up. Save file is available if you would like to have it. Just tell me.
- After you kill Egifito you cannot talk to jailer anymore.
Details: NPC not found: Egifito, #1
Source file: Gameplay.cpp
Function: CGameplayInterface::FindNPC
Line: 815

Well, he's dead so no wonder.
- Occasionally a random crash will happen. No error message of any kind, the game just closes with system's default program crash message.
- This happens rarely and out of the blue. I am not aware of anything to do to make it happen and was struck down only two times by this but always in wilderness.
(http://img27.imageshack.us/img27/6351/errorym.jpg)
Title: Re: Fame 0.8.3 Released
Post by: TheCreator on February 19, 2013, 07:21:39 AM
- Keyboard commands screen states right side of list is L-Z commands while it is M-Z.

This is done manually as for now, so I often make mistakes like this one every time I add a new command :). Version 0.8.5 will feature customizable keyboard schemes, so the problem should go away for good.

Quote
- I can't light a torch in my off hand? This may be intentional but I expected it to work.

Yes, this is intentional. Perhaps it would be fun to burn an entire inventory with a lit torch, but most of the time it would be rather annoying in my opinion :). Even if the fire would not affect any items, running out of fuel just because you forgot to extinguish a torch is not funny at all.

Quote
- Sometimes items refuse to stack for unknown reasons. Happened to me with two stacks of bread having three and two units each. Both were identified and had same durability status but refused to merge.

Food has an implicit property, the decomposition level. That's why most of the times food doesn't stack. I know it's kind of weird. Need to find some workaround...

Quote
- When you meet travelling family talk does not seem to work. Also, if you revisit that location and cerberi or other such menace spawn the citizens are not attacked. May be intentional but is weird.

I thought this error is already gone... Well, apparently I need to think again ;).

Quote
- Thunderstorm extinguishes your torch even if you hide inside houses.

Yes, I'm aware of that. At the moment I just don't have any solution. Perhaps in future versions there will be a way to mark interiors in the editor and treat them differently in the game. I will need to think seriously about this problem since I plan to add more effects related to the weather.

Quote
- Fame locks up generating random dungeon level 2. I entered first level, killed everything and went away. Later I returned to visit level 2 but game hangs up. Save file is available if you would like to have it. Just tell me.

Yes, send me this file, please. I think you already have my e-mail somewhere in the private messages ;).

Thank you very much for all the feedback! I can't wait for the review. Hopefully I will have all the bugs fixed by then.
Title: Re: Fame 0.8.3 Released
Post by: Ancient on February 19, 2013, 05:14:51 PM
- Thunderstorm extinguishes your torch even if you hide inside houses.

Yes, I'm aware of that. At the moment I just don't have any solution. Perhaps in future versions there will be a way to mark interiors in the editor and treat them differently in the game. I will need to think seriously about this problem since I plan to add more effects related to the weather.

Would checking the tile under player's feet suffice? If it is house floor the torch does not get snuffed out. While is going to be weird if you stand in the doorway the suggestion seems enough to alleviate ~80% of the problem. Decreasing bug severity is not as good as getting rid of it outright but still very much appreciated.

Found a way to have unlimited healing. :-p First, get a cursed potion of healing. Next put it in your off hand. Voila! You can now drink it without making it disappear. Be warned though: you lose a point of carrying capacity every time you do it. Some kind of shield is much better deal.

Battle hatchet does not show up in my hero's portrait. It looks as if he is wielding nothing but Fame correctly uses axe skill for fighting.

Also, I'd suggest checking monster generation rates in village dungeon. The critters multiplied so fast I kept breaking weapons on their heads faster than stuff was being found. I was not picky, mind you. Any melee weapon was used and yet there was need to resort for hand-to-hand combat some of the time. It is nice that breaking war implements force me to fight with a weapon other than of my preferred type but current situation appears to be over the top.

edit
Yes, send me this file, please. I think you already have my e-mail somewhere in the private messages ;).

I can't find it. I think that one listed in your profile will have to suffice. :-D
Title: Re: Fame 0.8.3 Released
Post by: TheCreator on February 20, 2013, 07:24:45 AM
Would checking the tile under player's feet suffice? If it is house floor the torch does not get snuffed out. While is going to be weird if you stand in the doorway the suggestion seems enough to alleviate ~80% of the problem. Decreasing bug severity is not as good as getting rid of it outright but still very much appreciated.

Yes, it could be a good temporary solution. I planned using floor tiles for some roofless ruins as well, but as for now they are only used for interiors, so I could implement it this way.

Quote
Found a way to have unlimited healing. :-p First, get a cursed potion of healing. Next put it in your off hand. Voila! You can now drink it without making it disappear. Be warned though: you lose a point of carrying capacity every time you do it. Some kind of shield is much better deal.

Funny. I didn't predict that someone might drink a potion directly from a weapon slot :).

Quote
I can't find it. I think that one listed in your profile will have to suffice. :-D

I have received it, thanks!
Title: Re: Fame 0.8.4 Released
Post by: TheCreator on March 03, 2013, 08:46:57 AM
Download link:

https://sourceforge.net/projects/untitled-rpg/files/latest/download

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

The best thing in releasing every month (instead of every year, as it used to be with Fame/Untitled) is that you have more time for completing new features, testing and bugfixing, and at the same time you feel less pressure. A paradox? Maybe. If you want to know how it is possible, ask a philosopher. A programmer like me can only conclude that it works. And I hope it will stay like this.

Now, what is new in the new Fame?

Launching the game you may realize that a new button has been added to the menu. The Hall of Fame is a place where you will be able to browse all of your fallen heroes. This way it would be hopefully less painful to lose a character... Yes, the permadeath mode is finally here! I know that some roguelike fans can't live without dying, so I have introduced this mode, but I also know that some folks will not appreciate it that much, so the mode is purely optional.

Should your character die, either permanently or not, some statistics will be presented. Now it's much more detailed than in previous versions. You will be able to see once more the spells and skills you've learned, the places you've visited, the equipment you've collected and more.

So far, all rings and amulets in Fame were either worthless junk or (extremely hard to find) unique items. Now there is a variety of non-unique jewelry with some magical effects like in Diablo.


A full list of changes:

* permadeath mode
* Hall of Fame
* more detailed statistics (after character's death)
* redesigned the Character Creation window
* two weapon combat
* added 3 new spells
* added 5 new potions
* added recipe for an exploding potion
* non-unique magic amulets and rings
* terrain object opacity does not depend on passability anymore (e.g. water does not obstruct LoS)
* wizards and necromancers occasionally drop more interesting items when killed
* hero parameters are randomized when the Character Creation window is opened
* thrown weapons can be also used in a melee attack
* added cell highlighting when aiming (some spells, companion orders etc.)
* bones don't "rot" when left on ground
* location editor uses a better file selection dialog for saving a location
* new monster generation rate reduced about 2 times
* bestiary displays last killed monster by default
* [bugfix] leading an NPC to a target location no longer crashes the game
* [bugfix] picking up an item on the same tile as an open door no longer crashes the game
* [bugfix] alarms still work after loading game from a file
* [bugfix] food stores would no longer buy inedible corpses
* [bugfix] cursed potions no longer fail to disappear when drank from a weapon slot
* [bugfix] battle hatchet no longer has an incorrect picture when wielded
* [bugfix] the 'Randomize' button (formerly 'Shuffle') does not choose unimplemented skills

See you in the next update!
Title: Re: Fame 0.8.4 Released
Post by: getter77 on March 03, 2013, 01:00:05 PM
Yep, things are definitely shaping up at a good rate at this monthly pace---well done!   8)
Title: Re: Fame 0.8.4 Released
Post by: Ancient on March 10, 2013, 10:41:33 PM
Fame is now reviewed. Since I promised this in February you may wonder what took me so long. Just have a look, this article is a real tapeworm: review (http://www.roguetemple.com/2013/03/10/what-a-beatiful-day-lets-kill-some-ugly-monsters/).
Title: Re: Fame 0.8.4 Released
Post by: TheCreator on March 11, 2013, 10:09:46 AM
Indeed, it is quite long, but if it were ten times longer, I'd still read it in a minute :). It's always nice to have some kind of "general impression" opinion, which is difficult to extract from "usual" feedback like forum post (they typically focus on details or simply bugs).

The biggest problem with Fame seems to be replayability. And I don't really have a good solution for that. One idea might be to randomize starting location (and probably some starting conditions), but I'm not sure whether that would be enough. Perhaps I shouldn't have given up class and race selection? It was an easy decision to make at the beginning, but now I can see all the disastrous side effects. Probably the class/race choice can be replaced somehow by a more implicit way of choosing starting attributes, skills and items.

Making monsters more interesting should be fairly easy. I didn't want to introduce any significant changes in behavior since the complete AI rewrite had been planned, but now I'm free to change anything... And I will :). Be afraid of beholders from 0.8.5 ;).

I'm wondering what to do to make traveling the wilderness more interesting. I guess that adding more encounters is not an option. More predefined or semi-random locations on the way? More terrain types? Some kind of obstacles like water or high mountains? I also have some exotic ideas never seen in any other games, yet it seems risky to devote time to implementing them not knowing if they would actually work.
Title: Re: Fame 0.8.4 Released
Post by: getter77 on March 11, 2013, 07:28:15 PM
Well, the gold standard for overland wilderness travels is the first game in the Realms of Arkania cRPG Trilogy---Blade of Destiny.
Title: Re: Fame 0.8.4 Released
Post by: Ancient on March 12, 2013, 09:26:05 AM
The biggest problem with Fame seems to be replayability. And I don't really have a good solution for that.

Flesh out all Fame skills to the point these have impact on gameplay. Also, start your characters who took certain skills with items needed for their trade to ensure the variety can be enjoyed from the start. Alchemist could start with small alchemy set for example. When you get those skills to top shape these will make characters differ enough in playstyle to invite replaying.

This goes for weapons too. Have axes be great against ents, polearms attack a monster and the one behind it (unless non-hostile, for sake of user friendliness), swords cause bleeding, etc. If weapons were to grant something special once 25%, 50%, 75% and 100% skill was reached that would make me consider with what kind of implements to fight most often.

Making monsters more interesting should be fairly easy. I didn't want to introduce any significant changes in behavior since the complete AI rewrite had been planned, but now I'm free to change anything... And I will :). Be afraid of beholders from 0.8.5 ;).

I am glad to hear that! Beholders currently were among biggest letdowns. One just expects them to do something cool or dangerous. Mostly the latter.

Making monsters I'm wondering what to do to make traveling the wilderness more interesting. I guess that adding more encounters is not an option. More predefined or semi-random locations on the way? More terrain types? Some kind of obstacles like water or high mountains? I also have some exotic ideas never seen in any other games, yet it seems risky to devote time to implementing them not knowing if they would actually work.

- Implement roads and have them be adorned with readable milestones like ancient Romans used to place. Maybe have some devastated by goblin vandals.

- Perhaps allow to click on world map to have character automatically walk long distances? Not available in combat and while escorting a NPC. Could still get you into encounters you didn't foresee but at least there is no use in holding down arrow keys.

- Have creatures spawned by random encounters disappear if you return to the location more than X turns later. Fine tune the number so that hero can rest a bit and come back for more fighting.
Title: Re: Fame 0.8.4 Released
Post by: TheCreator on March 12, 2013, 11:01:12 AM
Also, start your characters who took certain skills with items needed for their trade to ensure the variety can be enjoyed from the start.

I already have such an entry on the "to do" list - I will need to prioritize this at last :).

Thanks for all the suggestions.
Title: Fame 0.8.5 Released
Post by: TheCreator on May 01, 2013, 02:47:27 PM
Download:

https://sourceforge.net/projects/untitled-rpg/

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

Screen:

(http://i.imgur.com/K7zzTc5.jpg)


I *knew* that introducing the configurable keyboard feature will take very long, but with so many keyboard commands it's not possible to have a perfect layout (especially if we assume that the definition of "perfect" varies from player to player). So that now you can change every key binding if you wish, or select a predefined keyboard scheme from popular games (at this moment only ADOM scheme is available). "Extended commands", i.e. consisting of two keystrokes, are supported, as well as any combination of Alt, Ctrl and Shift with any of the standard keys. It is possible to have any number of key bindings for one command (this helps to retain compatibility with other games from the genre despite design differences). Oh, and I fixed the numpad bug on Linux!

The old keyboard help window has been replaced by the configuration window, so that you can view key bindings and change them at the same time.

Do you remember that little "Options" button in the main menu? It never worked. Now it finally allows you to change some settings that were previously available only through editing the game.ini file manually.

The amount of work to get keyboard configuration done didn't left much time for gameplay-oriented stuff, but nevertheless I was able to add some interesting features. Some monsters will now surprise you with special attacks. Some are resistant to certain types of weapons, while being more vulnerable to others. This should make combat more interesting and weapon skill choice at the beginning should now be more meaningful. To emphasize this fact, your starting weapons now depend on the chosen weapon skill.

The "Look" window has been significantly redesigned. Now it is more elegant (I think) and displays some useful mouse/keyboard tips.

More changes:

* configurable keyboard layout
* Options window
* special features for some monsters (fire breathing, focus draining, cursing equipped items)
* certain monsters are more resistant to some type of weapons
* changed appearance of the Look window
* the Look window displays quick keyboard/mouse help for common actions
* the Look window no longer reveals monsters or items covered by fog of war
* more detailed statistics (identified items, transformed gems and few others)
* initial equipment depends on chosen weapon skill
* wizards attempt to cast spell (almost) regardless of distance if they have full focus
* equipment sets containing any kind of ammo or a thrown weapon are set up as "auto" by default
* thrown weapons are automatically defined as an equipment set if put in hand
* torches cannot be extinguished when the hero is inside of a building
* bandits (and other common NPCs) chasing the hero will now follow him to another location
* it is no longer possible to rest while bleeding or being poisoned
* healing potions restore a percentage of hero's maximum HP rather than a fixed number of HP
* more appropriate weather reports for the nighttime
* the Randomize button no longer chooses too low attribute values
* thrown weapons can be thrown away even if cursed (but will most likely not hit the target)
* items thrown at a wall when standing next to it no longer hit the hero
* tips for the usage of Ctrl and Shift keys in the Inventory window
* minor corrections to NPC dialogs in Eluuny
* clicking an undamaged item in the repair mode does not cause the Inventory window to close
* [bugfix] tutorial window is no longer triggered by killing other monsters (not related to the tutorial quest) in the basement
* [bugfix] food left on ground is affected by time again
* [bugfix] citizens (and other common NPCs) encountered in the wilderness can chat with hero
* [bugfix] monsters opening doors no longer cause a message saying "You open the door"
* [bugfix] items in a location do not rot away if this is the first visit
* [bugfix] higher Vitality no longer increases the chance for bleeding from wounds when being hit
* [bugfix] numpad "diagonal" keys now work on Linux

Saved games from version 0.8.4 are fully compatible with 0.8.5.


Have fun!
Title: Re: Fame 0.8.5 Released
Post by: getter77 on May 02, 2013, 11:50:53 AM
Very nice, getting things like controls and options menus moreso settled out now should free you up for plenty more gameplay oriented stuff to come---month by month it remains a tantalizing prospect to me reckoning the state this will be in come the end of December release.   8)
Title: Re: Fame 0.8.6 Released
Post by: TheCreator on June 20, 2013, 08:43:23 PM
Download:

https://sourceforge.net/projects/untitled-rpg/

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

Screen:

(http://i.imgur.com/S8Cb8r5.jpg)


Quick overview:

* more interesting food gathering system
* providing more information about possessed items
* metal items are made from different materials, affecting their properties
* new places and new artifacts to find, each with an associated story


Detailed change log:

* new skill: cooking
* corpses not edible anymore, but can be transformed into pieces of raw meat instead
* new locations and more artifacts
* items can be now identified by one of shopkeepers
* some of side quests now appear randomly
* some of items are now made from random materials
* items do not display special features until identified
* auto-complete feature in the Bestiary
* edit boxes do not require GUI focus, user can type at any moment
* quitting game in the Permadeath Mode
* the Character window shows attribute bonus
* it is no longer possible to read in darkness through the Inventory window
* no more sucking blood from golems or undeads
* hero is once again allowed to wait 1 turn even when bleeding or poisoned
* the Inventory window does not close when clicked an invalid item in special modes (use, identify etc.)
* the Cancel button in the Inventory window is not displayed if not actually necessary
* when a window is displayed on top of another window, the previous one is shadowed
* [bugfix] the game no longer crashes when using staircases in partially random dungeons
* [bugfix] monsters other than vampires are once again vulnerable to silver weapons (bug introduced in 0.8.5)
* [bugfix] it is no longer possible to close a door blocked by an alive monster by l-clicking the door
* [bugfix] attacking monsters by l-clicking them actually works
* [bugfix] setting immersion mode from the Options window actually works
* [bugfix] details view in Hall of Fame does show correct end date

Saved games from 0.8.4 and 0.8.5 are still compatible with 0.8.6.

Have a nice time cooking goblins ;-)


Title: Re: Fame 0.8.7 Released
Post by: TheCreator on August 04, 2013, 11:11:03 AM
Download:

https://sourceforge.net/projects/untitled-rpg/

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

Screen (from the improved editor):

(http://i.imgur.com/4zIy6Ea.jpg)


Quick overview:

* editor improvements
* skills are significantly less time-consuming

Detailed change log:

* time amount required for certain activities (mainly skill-related, like cooking, mining, searching for traps etc.) has been significantly reduced
* resting is much faster now (screen not refreshed as often as before)
* auto-selecting first item in the Quest Log when Tab is pressed
* editor improvements:
 - recent file list
 - undo / redo
 - toolbar
 - status bar
 - button to quickly launch a new game
 - displaying whether the location has been modified
 - displaying file name
 - easier access to special object properties (Enter key)
 - objects with properties are highlighted on mouse over
 - target information for portals more clear
 - moving portals by drag and drop
* [bugfix] the game no longer crashes when a monster follows the hero to another location
* [bugfix] hero's chance to hit is calculated properly
* [bugfix] hero's picture is no longer obscured by another picture when wielding a bow (the bug was hardly visible unless the hero was a woman)
* [bugfix] it is no longer impossible to put a bow back into hero's hand when the other hand already holds arrows
* [bugfix] quitting the editor no longer causes the Hall of Fame to appear

Saved games from 0.8.4 up to 0.8.6 are still compatible with 0.8.7.


Title: Re: Fame 0.8.8 Released
Post by: TheCreator on September 04, 2013, 08:09:27 PM
Download:

https://sourceforge.net/projects/untitled-rpg/

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

Screen:

(http://i.imgur.com/Z1iip2q.jpg)


Quick overview:

* improved monster encounters
* improved skills
* more accurate world map
* corrected key binding system
* many critical bug fixes

Detailed change log:

* battle encounters
* duration of various effects (burning, bleeding etc.) is not stacked in special attacks
* coordinates on World Map are calculated more accurately
* Founding skill is more player-friendly now
* a message appears in the log when the hero stands on a special object (staircase, door, sign etc.)
* monsters encountered in the wilderness surround the hero (their initial positions depend on FoV)
* monsters encountered in the wilderness disappear when the location is revisited after some time
* it is now possible to learn Cooking and Alchemy from NPCs
* if video mode initialization fails on Windows, the other driver is tried instead of just crashing
* it is no longer possible to: kick, talk, butcher, use tools, give items to NPCs, search for traps, set traps, loot, suck blood, swap position with a companion, close or lock doors while being paralyzed or frozen
* it is no longer possible to suck blood from ents
* the Shift modifier is always displayed in the key bindings table
* corrected key bindings for the "give" command (G in the ADOM scheme, Ctrl+G in the default scheme)
* added failure messages for Butchery and using tools
* minor language corrections
* [bugfix] the game no longer crashes when moving to SE from the corner of location
* [bugfix] the game no longer crashes when attempting to report Egifito's death
* [bugfix] the game no longer crashes when using the Founding skill
* [bugfix] merchants will no longer rip off the hero when he tries to sell something
* [bugfix] auto-complete in the Bestiary no longer shows incorrect results
* [bugfix] Backspace key in the Bestiary allows to dismiss the auto-complete result, too

Saved games from 0.8.4 up to 0.8.7 are still compatible with 0.8.8.

Oh, one more thing: the Linux version will come tomorrow.


Title: Re: Fame 0.8.9 Released
Post by: getter77 on November 06, 2013, 01:31:54 PM
Quote
I was very lazy this time and spent whole weeks doing next to nothing. Especially in Fame. However, the version 0.8.9 has been finally done.

The biggest change is the new GUI skin. Some time ago I promised not to make many more GUI-related changes, but I just couldn't resist the temptation to remove that old, ugly stuff, particularly because my wife hated it. I hope you will like the new looks.

There are also some other improvements that should make gameplay more interesting. Monsters are now able to pick up items and use healing potions. Some can even steal items from the player. Some monsters (namely bats) can now fly over the water, while others can jump into it when burning.

It will be now more difficult for the hero to raise main attributes (strength, dexterity and so on). Additionally, the carried equipment, as well as being bloated, now affects hero's speed.

Quick overview:

    new GUI
    AI improvements
    minor modifications of the hero's features

Detailed change log:

    completely new GUI skin
    monsters can pick up items and sometimes use them
    new monster features: equipment stealing, damaging attacker
    requirements for gaining attribute levels are much higher now
    bats are able to fly over the water
    if the hero or a monster jumps into the water, it can extinguish the fire
    hero slows down when overloaded or bloated
    hero's speed displayed on the main interface instead of wealth, which is now available in the Inventory
    monsters that cannot swim will now drown
    combo boxes will hide the dropdown list when clicked outside
    [bugfix] the Inventory window closes when a spell is about to be cast from a scroll
    [bugfix] dungeon generation no longer produces faulty locations with only 1 room
    [bugfix] the editor no longer crashes if editor.ini does not exist

Saved games from 0.8.4 up to 0.8.8 are still compatible with 0.8.9.

Have fun!
Title: Re: Fame 0.8.9 Released
Post by: TheCreator on November 07, 2013, 04:40:04 PM
Download:

https://sourceforge.net/projects/untitled-rpg/

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

Screen:

(http://i.imgur.com/8FVjpWN.jpg?1)
Title: Re: Fame 0.9.0 Released
Post by: TheCreator on December 12, 2013, 09:06:24 PM
Download:

https://sourceforge.net/projects/untitled-rpg/

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

Quick overview:

* sounds
* better handling of torches
* bug fixes


Detailed change log:

* hero is able to hear sounds
* player is asked to light his torch when it is available, but not currently equipped and the Use command is issued
* torches are extinguished automatically when leaving a dark location
* version number is displayed for old saved games
* similar items are only listed once with the Detect Items spell, with the number of occurrences specified
* hero slows down when strained
* hero can die after consuming certain types of mushrooms
* [bugfix] the game no longer freezes when descending into the Basement Dungeon
* [bugfix] creatures other than traveling families can be encountered in the wilderness
* [bugfix] no longer possible to move while a modal window is displayed
* [bugfix] correct message when a hobgoblin steals an item from the hero (used to read "Hobgoblin steals 0 short swords"
* [bugfix] kicking a potion no longer produces 4 billion potions or an "invisible" potion
* [bugfix] reading the orcish report now gives a proper message
* [bugfix] reading an identified scroll does not result in a "turns out to be..." message
* [bugfix] the Inventory window closes after reading a book and most scrolls
* [bugfix] corrected "typos" in the Bestiary
* [bugfix] [editor] the portal window no longer causes a crash nor it lacks the "OK" button


Saved games from 0.8.4 up to 0.8.9 are still compatible with 0.9.0.
Title: Re: Fame 0.9.1 Released
Post by: getter77 on February 13, 2014, 01:18:30 PM
v0.9.1

Quote
Quick overview:

    easier gameplay for spellcasting characters
    more spells and items for spellcasters
    improved immersion mode

Detailed change log:

    10 new spells
    several new items
    casting a spell from a scroll requires Focus
    casting a spell from a scroll increases spell's experience (even allowing to learn the spell permanently in some cases)
    the Spells window is now able to display any number of spells
    scrolls chosen as starting items are initially identified
    changed one of the starting item sets: a spellbook instead of 5 scrolls of fireball
    chance for a successful reading of a "more common" spellbook is at least 30% despite the low Literacy skill level
    hero's picture in the Creation window is updated when the player changes a starting weapon skill to reflect starting equipment
    using Ctrl+click in the Inventory immediately updates item info displayed on the bottom
    immersion mode is now default
    no window title bar in the immersion mode (Windows)
    game display is properly centered in the immersion mode
    switching to the immersion mode using F11 works in the main menu
    [bugfix] rods no longer have "weird" target items (like armors etc.)
    [bugfix] scrolls no longer fail to disappear after being read from a looted chest
    [bugfix] gold received as a quest reward has a proper material
    [editor] setting item's material

Saved games from 0.8.4 up to 0.9.0 are still compatible with 0.9.1.

Have fun!
Title: Re: Fame 0.9.2 Released
Post by: getter77 on April 13, 2014, 04:54:06 PM
v0.9.2

Quote
Quick overview:

    special rooms in dungeons
    extra information on the screen
    some spells improved
    plant system improved

Detailed change log:

    generating special rooms in dungeons
    displaying information about nearby monsters, items and some special objects in a panel on the right
    the power of some spells (Fireball, Snowball, Small Fireball, Small Snowball, Holy Bolt, Magic Bolt, Delirium Tremens, Freeze) now actually depends on spell level
    the Polymorph spell will now create different types of monsters
    plants now grow or die less regularly
    player can now decide whether to pick up a plant or an item if they are on the same cell
    monsters encountered in the wilderness can chase hero to another location(s)
    traps explosions are centered around the creature that triggered the trap
    spellcasting NPCs can use scrolls they picked up
    default FOV radius increased
    added log messages for spell hits
    [editor] when a new location is created, the file name gets cleared
    [editor] a default location name is proposed in the save file dialog
    [editor] [bugfix] portal subtype is not always set to "staircase down" when inserting a new portal
    [bugfix] scrolls of the 10 new spells (from 0.9.1) are no longer incorrectly mapped to the Fireball spell
    [bugfix] reading a cursed scroll no longer displays the message intended only for books
    [bugfix] reading an unidentified scroll now correctly displays the "old" name and the "new" name
    [bugfix] gold obtained when trading now stacks properly with gold from other sources
    [bugfix] stepping on a dead plant does no longer produces a "You see: cactus" message
    [bugfix] the background of a question prompt displayed at the bottom now has correct coordinates in the immersion mode

Saved games from 0.8.4 up to 0.9.1 are still compatible with 0.9.2.

Have fun!
Title: Re: Fame 0.9.3 Released
Post by: TheCreator on May 14, 2014, 04:50:36 PM
Download:

https://sourceforge.net/projects/untitled-rpg/

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

Screen:

(http://i.imgur.com/oe71R26.jpg)

Quick summary:

* monster herds
* alchemy improvements
* new items
* many critical bugfixes

Details:

* monster herds in dungeons
* 8 new items
* 5 new recipes (and some new potential ingredients)
* re-designed the Recipes window; now it displays ingredients and target items as icons and allows more complicated recipes
* added an indicator in the Construct/Alchemy window to help the player recognize which ingredients make any sense to mix up
* an appropriate message appears when attempting to use the Alchemy skill without an alchemy toolkit
* additional messages in the Alchemy/Construct window
* the Alchemy/Construct window does not close automatically
* common NPCs (bandits, citizens etc.) are no longer listed as "slain unique characters" in the statistics
* [bugfix] the game no longer crashes when reading the Scroll of Reveal Map
* [bugfix] the game no longer crashes when entering a location with some corpses close to rotting away
* [bugfix] Stats no longer decrease when the Character Information window is displayed
* [bugfix] in the "Family in trouble" encounter, the family is no longer hostile towards the Hero
* [bugfix] in the "Family in trouble" encounter, both the family and the attackers no longer stuck after killing one enemy
* [bugfix] special room generation no longer creates the same type of room every time
* [bugfix] it is no longer possible to go out of map in the south-western part of the Large Dungeon
* [bugfix] the second page of the Skills window works fine now
* [bugfix] the game no longer crashes when attempting to use the Alchemy skill
* [bugfix] monsters are no longer able to attack their opponents from a distance (unless they use ranged weapons or magic, of course)
* [bugfix] the Construct window no longer produces messages intended only for Alchemy
* [bugfix] clicking on the sack in the Alchemy/Construct window now correctly moves an item
* [bugfix][editor] special object panel no longer displays wrong property window
Title: Re: Fame 0.9.4 Released
Post by: TheCreator on August 12, 2014, 07:18:33 PM
It was an easy decision... Too many people just refuse to play anything that does not display ASCII, so a character mode has been finally introduced in Fame. I'm saying "finally", because - although never officially announced - I've been playing with that idea for several years. I have played ADOM (back in 1998 it did not have an ASCII mode) much more that any tile-based roguelike game... Technically, it was not very difficult to implement, at least the main game screen. Any other game window (and Fame has dozens of them) would need to use completely different user interface for the ASCII mode, so that for now it should actually be called "mixed mode" :-). And that's strange, but this new mode is not just an alternative output type. It completely diverts my way of thinking about the game and its development. I can't wait for the next release, which, of course, will be even better!

Download:

https://sourceforge.net/projects/untitled-rpg/

RogueBasin entry:

http://roguebasin.roguelikedevelopment.org/index.php/Fame

Screen:

(http://i.imgur.com/LapzEIC.jpg?1)

Quick summary:

* ASCII mode
* religion
* auto-exploration improvements
* monster encounter improvements
* statistics improvements
* bugfixes

Detailed change log:

* ASCII mode
* gods, religion, sacrifices and prayers
* resistances are now taken into account in every situation when it makes sense
* moving to another location with mouse wheel
* repairing messages in the Inventory window are presented differently and disappear after some time
* encounter monsters are not generated if there are any monsters from the previous encounter in the location
* 3 new encounter types
* auto-exploration does not stop if a wall is encountered, instead the heading is changed
* slower movement during auto-exploration
* it is possible to interrupt auto-exploration with Esc
* crippled or missing limbs now make it impossible to use actions that previously only required not being paralysed/frozen
* the Holy Bolt spell is now available to NPCs
* spells casted from a scroll now have effectiveness of level 30 (approx.) instead of 1
* poison does more damage
* the post-mortem statistics now display attribute/resistance/skill changes experienced during the game
* minor enchancements in monster AI
* "do not show this" check box in the Tutorial window
* additional explanation displayed in the Inventory window when items (e.g. food) cannot be stacked due to different damage level
* the Randomize button in the Character Creation window no longer stops working after being pressed for the first time
* no longer possible to close a door if an item or a monster is occupying the same tile
* no more "Right-click to..." messages while dragging an item in the Inventory window
* the Hall of Fame table is automatically scrolled to show the current result
* added missing message for mixture of coagulation drinking effect
* added missing message for kicking items that slide away from the player
* death messages for monsters are now a bit more interesting (and compact)
* a pile of different corpses is no longer described as "items" in the full-screen mode extra info
* "pick up" action no longer available for cells other than the one with hero on it
* "come closer" action added for adjacent cells
* all strings in the Keyboard Configuration window are now fully translated
* [bugfix] fixed a potentially unstable behavior of quest items
* [bugfix] fixed a nasty AI crash when revisiting a location where a traveling family was fighting goblins and defeated some of them
* [bugfix] swapping position with an NPC immediately after entering a new location no longer crashes the game
* [bugfix] dying NPCs no longer drop items on wrong coordinates (this could crash the game)
* [bugfix] auto-explore stops after encountering a hostile creature
* [bugfix] switching to next/previous equipment sets now works even if the current set has been "lost" for some reason
* [bugfix] if there is no item laying on a plant, the player is no longer asked a question whether to pick up the plant
* [bugfix] fixed conditions for the goblin heads quest
* [bugfix] spells can no longer explode 1 cell past a solid object
* [bugfix] the 'OK' button works properly in the Keyboard window
* [bugfix] necromancer/wizard encountered in the wilderness no longer prefer melee fight to magic
* [bugfix] gold found in a chest no longer has "other" material set
* [bugfix] items offered by merchants no longer have "gold" material set
* [bugfix] monster encounters no longer fail to trigger when traveling with a companion
* [bugfix] companions are no longer "left far behind" when a monster encounter is triggered
* [bugfix] the Look command no longer fails to list Alt/Ctrl/Shift modifiers of keyboard commands
* [bugfix] repaired an incomplete message when a spell hits a monster
* [bugfix] added missing indefinite article to eating/drinking messages
* [editor] works in the immersion mode as well
* [editor] it is possible to properly change durability of an item
Title: Re: Fame 0.9.4 Released
Post by: getter77 on August 13, 2014, 11:16:26 AM
Nice!  Always of note for a big, new system to show up in the fray---still yet more to come on the level of this Religion one, or was this pretty well the last giant still stalking the wilds with just further content/polish remaining?
Title: Re: Fame 0.9.4 Released
Post by: TheCreator on August 14, 2014, 05:26:20 AM
Nice!  Always of note for a big, new system to show up in the fray---still yet more to come on the level of this Religion one, or was this pretty well the last giant still stalking the wilds with just further content/polish remaining?

I always try to implement big features gradually, rather than rolling out everything at once only to discover later that it is messed up beyond all repair. It is easier to tune and polish a small system, or apply suggestions from players.
Title: Re: Fame 0.9.5 Released
Post by: getter77 on October 15, 2014, 02:04:50 PM
0.9.5

Quote
I have spent the last 2 months mainly on fixing bugs. Many "big ones", haunting the game for months (or even years) have been finally hunted down. The biggest success was fixing some "impossible" Linux bugs. Ironically, the Linux version is not ready yet for another reason.

Among new features the most important one is the auto-aiming feature. By pressing J you either cast the last offensive spell used or shoot your current ranged weapon (if any). The target is also selected automatically and it is usually the closest enemy or (if there are several enemies at equal distance) the most wounded one. The whole system is probably not perfect yet, but it already works pretty well, eliminating the constant need for aiming manually. Now you do the manual aiming only when you feel that the auto-aim would be inappropriate for some reason, which is very, very rare. I'm really satisfied with this one.

I've spent some time trying to provide ASCII mode counterparts for various parts of the UI, but so far only the basic functionality of the Inventory window works well in the ASCII mode, so I have disabled it in the release version. It will be (hopefully) available in the next release, when the full functionality of the window is implemented. As of other dialog windows, I will strive to implement them incrementally in the future releases. It's a hard task, comparable only with implementing a new window from the scratch. It's probably much easier to provide a graphical version for an ASCII-mode-only game...

Oh, enough of this grumbling. As long as I have a computer with a working C++ compiler, there's no need to worry about this kind of stuff ;-).

Saved games from 0.8.4 up to 0.9.4 are still compatible with 0.9.5.

Quick summary:

    auto-aiming
    important bugfixes

Detailed change log:

    auto-aiming
    two-handed staves can now be used to block attacks
    main purpose description in item details (Inventory)
    it is now possible to give orders to multiple companions simultaneously
    with the Two Weapon Fighting skill, when a target of the first attack is killed, another hostile monster is attacked automatically
    immersion mode now available on Linux
    removing an item from the ground (in Inventory) no longer causes the scroll bar to reset to the position zero
    monsters ignore unique (or otherwise important) items instead of picking them up at will
    repair cost for cheap items is no longer zero
    mouse middle button used for changing location instead of the wheel
    ASCII mode: changed characters used for some monster types and items
    [bugfix] spellcasting no longer leads to undefined behavior (including crashes)
    [bugfix] switching from ASCII mode back to tiles mode no longer causes weird effects
    [bugfix] the game no longer crashes at exit (Linux)
    [bugfix] close button now works on Linux
    [bugfix] game no longer crashes when a friendly creature follows the Hero to another location
    [bugfix] monsters that follows the Hero to another location no longer immediately disappear if the location has not been visited for a long time
    [bugfix] NPCs no longer "forget" their default text after saving game
    [bugfix] fixed a rare bug that occurs in the Random Dungeon when the player using a stairway is informed that he cannot enter the location, but is transferred to the new location anyway - saving game at that point would corrupt the save file
    [bugfix] selecting the hero when attempting to 't'alk no longer crashes the game
    [bugfix] certain monsters in randomly generated locations no longer "forget" to use ranged attacks
    [bugfix] sacrificing items on an altar now works correctly
    [bugfix] certain items are no longer permanently damaged
    [bugfix] switching to immersion mode by pressing F11 is now correctly saved in game configuration
    [bugfix] corrected message order when a monster opens a trapped door
    [bugfix] missing +/- in resistances statistics
    [bugfix] corrected actions listed as available for special objects from different distances
    [bugfix] item details for shields no longer has doubled text "Chance to Block"
    [bugfix] incorrect text in statistics when the hero dies at certain time

Have a good time sacrificing poor goblins!
Title: Re: Fame 0.9.6 Released
Post by: getter77 on November 29, 2014, 11:36:33 PM
v0.9.6

Quote
In this version I wanted to implement full functionality of the Inventory window (the most complex window in the game!) in ASCII mode. However, I decided to release a bit earlier because of some bugfixes that should become available to you as soon as possible :-).

Important changes are coming. Preparing the ground, I have rewritten the align system from scratch. Now it is possible for the hero to become "evil" and even killing monsters (most of them) should not shift the character towards "good". This has little meaning as for now, but will become critical in one of the future versions.

Saved games from 0.8.4 up to 0.9.5 are still compatible with 0.9.6.

Quick summary:

    new align system
    more functionality in ASCII inventory
    important bugfixes

Detailed change log:

    reworked align changes
    more functionality in the Inventory (ASCII mode); ASCII version of the window is optional
    plants grow and wither much slower
    additional message when a plant grows or dies under hero's feet
    [bugfix] the game no longer crashes at startup if the keyboard configuration file is empty or does not exist
    [bugfix] the game no longer crashes if a necromancer uses the Animate spell
    [bugfix] the game no longer crashes when attempting to save in a location containing necromancer's corpse
    [bugfix] spells deflected by beholders no longer cause zero damage to the hero
    [bugfix] damage other than melee no longer triggers werehedgehog's "spikes" feature

Enjoy!
Title: Re: Fame 0.9.7 Released
Post by: getter77 on April 13, 2015, 12:49:24 AM
v0.9.7

Quote
As you can see, I've drifted away from the "Release early, release often" philosophy, or rather I'm seeking for an optimal release frequency. My one-month cycle was not optimal as too much time was spent on preparing release notes, compiling the Linux version etc.

This version comes with many small changes, so let's focus on big ones. The inventory window is available in the ASCII mode and now it's - at last! - fully functional. This basically means that the whole thing had to be rewritten from the scratch, and that was a lot of work. You never know how complex your inventory is until you try to rewrite it. In fact you never want to do this, but if you want to handle both ASCII and tile modes in your game, you'll eventually have to. Mouse-driven GUI and keyboard-driven ASCII UI are totally different... Anyway, I'm very proud of the current design of the ASCII inventory in Fame. It's mostly based on ADOM's design, only a bit more complex. ADOM fans should find themselves pretty comfortable with it.

Fame now has music. That's right! Marcelo Fernandez has composed 4 beautiful tracks that can be enjoyed during the gameplay. See how it feels to travel the Creepy Forest with that "haunting" theme in your speakers...

I was quite upset that the system of feeding the hero, resting and related stuff did not really work, so there was a little revolution here. Now you don't lose "food points" while sleeping, food is generally more nutritious, energy restores itself faster, but corpses of killed monsters are no longer guaranteed to be generated (just like in many other roguelike games). It probably provides a more balanced system,but you can find it yourself!

Saved games from 0.8.4 up to 0.9.6 are still compatible with 0.9.7.

Quick summary:

    music
    ASCII mode inventory
    sleep / food / energy system redesigned
    "quick" quest messages

Detailed change log:

    music
    fully functional ASCII mode inventory
    aiming in ASCII mode
    new terrain type (burned ground)
    special rooms can be generated also in partially random dungeons
    messages appear during a dialog with NPC when an item is received/given or when a quest is completed
    items can be given to every monster or NPC
    hero is allowed to sleep if there are monsters in the location (unless they are really close)
    sleeping can be interrupted by an attack
    "sleep until healed" transformed into "sleep until fully recovered" (i.e. HP, focus & energy restored)
    energy is restored faster
    hunger does not increase when sleeping
    certain types of food (notably meat) are more nutritious
    corpses of killed monsters are no longer guaranteed
    monsters do not decide to attack the hero unless they have different align
    monsters stop fleeing as soon as they heal enough hit points
    monsters are able to use several additional potions
    potions of exchange and potions of gain have much more "noticeable" effects
    "empty" books and scrolls are no longer generated
    the Repair spell now repairs all of item's damage, but it costs 1 focus point for every damage point (can be reduced at higher spell levels)
    blessed or cursed status of an item affects its price when trading
    attacking a neutral monster alters hero's align only if the monster is not attacking someone
    Shonel will now tell item's story even if the item is already identified
    reading a spell book affects hero's intelligence much more
    much easier to successfully read a spell book with low Literacy skill
    "magical" clothes now have special features useful for spellcasters
    default durability of certain items (mostly scrolls) changed
    items with durability of 1 will have exactly 1 "hit point", independently of their material
    items lying on a special object (altar, stairs etc.) are always displayed on the side panel
    freezing traps are no longer generated
    arrows, belts and darts always made from 'other' material
    bottles cannot be blessed/cursed
    gold is always identified, except blessed/cursed status
    the exact value of required Strength is revealed if failed to wield an item
    the exact value of required Intelligence is revealed if failed to read a spellbook
    gems may be transformed only on aligned altars
    blessed water can be obtained by dropping a bottle of water on an aligned altar
    "do not show again" checkbox in the Tutorial not displayed if F1 had been pressed
    [dev] default location's terrain is used for 'Clear', instead of grass
    [dev] new command line option to launch editor with specified default terrain
    [dev] toolbar button for generating location in the editor
    [bugfix] the game no longer crashes when some monsters follow the hero to the next location and there is too little space for one of them
    [bugfix] the game no longer crashes when drinking a potion from the ground
    [bugfix] the game no longer crashes when pressing a key in the Keyboard Configuration window and there is no selection
    [bugfix] the problem with disappearing monsters during wilderness encounters ultimately solved
    [bugfix] in a newly started game scrolls are no longer initially identified
    [bugfix] bought items no longer replace first item in the sack (which usually happens to be gold)
    [bugfix] the inventory window no longer fails to properly update the scrollbar enabling to browse all looted items
    [bugfix] the game no longer crashes when entering a dungeon with monsters using ranged attacks
    [bugfix] item memory is now correctly updated when an item is picked up and nothing is left on the ground
    [bugfix] meat no longer transforms into goblin's meat after being cooked by Yveira
    [bugfix] Yldawin talk option is correctly unlocked after talking to Leran, so that the quest can be completed
    [bugfix] the "sleep until recovered" option no longer ignores the Esc key
    [bugfix] negative values are displayed correctly in the Item Details window
    [bugfix] the "Special Features" caption in the Item Details window no longer overlaps with item name
    [bugfix] corrected the 'Give' binding in built-in keyboard schemes (Fame, ADOM)
    [bugfix] the game no longer behaves strangely executing NPC scripts that have been modified in the current version
    [bugfix] script compilation errors are no longer ignored in the batch mode
    [bugfix] version is correctly updated in the game.ini file

Have fun!
Title: Fame 0.9.9 Released
Post by: TheCreator on March 12, 2016, 08:50:53 AM
This version was once planned as the last one before 1.0, i.e. an "almost final" release. This won't happen, we're still far away from 1.0. There's much to change and even more to add. Things must be balanced. Lots of content must be added. So, future versions will be 0.9.10, 0.9.11 and so on, until the game is good enough to be called 1.0. Quite challenging, but we'll get there!

Working on the new World Map I've had some headache about the content that currently fills up the game's world. Not because there's so little content - I had known it before. It's because the current content is presented in a very poor way. A World Map is typically the most suitable thing for this role. In Fame 0.9.8 the World Map doesn't even show all the locations and it doesn't change much as the player explores the world. I also discovered that some locations are not given any unique name and most of the area is simply named "Unknown lands".

Apart from the dynamic map, the world will no longer be the same every time you start a new game. Now that random settlements have been introduced, you will have some extra reasons to explore the land. Settlements can be occupied by several different races. They may be neutral or hostile towards you. Buildings in settlements can contain some valuable resources (typically locked). Certain citizens may want to trade with the player, others may offer some services (healer, blacksmith), depending on race and alignment. There's still a lot of space left for creativity here, so the next game release will probably contain more of that stuff.

I had lot of thoughts about procedurally generated content. This has been inspired by another game project, but also by my old notes complaining about numerous problems. The subject is actually never closed in a roguelike game, but this particular game hasn't even reached the playability treshold and I believe that problems with procedural generation have contributed big time here. One thing that has already been fixed are partially predefined locations. There were 8 such locations in Fame 0.9.8 (6 in the Forest Dungeon and 2 in the Altar of Fire) and they all looked the same - the procedural part to the left, the predefined part to the right. Very boring. Now the predefined part is placed randomly and can be of any (almost) size. The only limitation is that the part must have a rectangular shape, although this can be easily worked around (a single cell is still a rectangle). I'm very satisfied with the result and most likely this change will increase the total number of partially predefined locations in the game, which, in turn, should make it more interesting.

Another matter is generation of items and monsters. The old algorithm worked, but it did not give the player the feeling that encountered items and monsters are consistent with the difficulty level of the current location. The new algorithm uses normal distribution and should be much better (although it probably could use some tweaking).

Saved games from 0.8.4 up to 0.9.8 are still compatible with 0.9.9.

Quick summary:

Full change log:


Have fun!

(http://i.imgur.com/5jG1o4v.jpg)
(http://i.imgur.com/GW3zee9.jpg)
Title: Re: Fame 0.9.10 Released
Post by: TheCreator on June 13, 2016, 06:08:14 AM
This version is all about balancing. In general, balancing is crucial to every game genre, but roguelike games are particularly difficult to balance because of their complexity. That's why balancing in such a game never ends. I've done a lot of balancing stuff in the past, but apparently that was not enough and I know that this is currently one of Fame's most serious issues. For instance: attributes. Playing as a spellcasting character (of course Fame does not have character classes, mind you, but it still offers a choice of method for killing foes and earning experience points) you could notice that your Intelligence practically never raises, while Strength does. This was very unusual for this kind of a character and was making it quite difficult... well, that's not the proper word, let's say "not enjoyable", to have a spellcasting character with low Intelligence. This has been solved successfully in 0.9.10, although some similar issues remain (for instance, the Appearance attribute is still totally meaningless). There's always too little time to fix everything, but I can see that there's constant improvement in this area and that's great.

Playing as a spellcasting character used to be quite boring. The spell that is available from the start, Magic Bolt, provided that you've chosen the appropriate spellbook as a starting item and that your character is not illiterate, is good enough against most enemies. This means that you could just walk through dungeons, pressing [J] all the time and that was it. No one was able to hurt you unless you ran out of magical focus, but it regenerates very quickly, so that wasn't a big problem. This kind of gameplay wasn't even close to roguelike. It was a hack'n'slash in god mode. To overcome this issue, I've introduced a new, hidden counter for each spell. Now it is not possible anymore to just use one spell all the time. After a while the spell you overuse will become unavailable for a period of time and you will be forced to use another one, or have some sleep (not an easy thing in the dungeon), or just fall back to some melee weapon.

Trying to fight with a bow and arrows could be even more frustrating for the player, partially because there weren't enough items that support this kind of gameplay. I've added more bows and crossbows, as well as some armor designed specifically for "sharpshooters". This fills the biggest gap here, but I feel there's still more to do - I'm waiting for your suggestions!

Another big change in this release are dungeon "flavors". In previous versions you could observe that some dungeons have white walls; that's what I call "flavor". Unfortunately, this feature was hardcoded and did not offer anything beyond different tile look. Now there's more systematic approach to this feature. Every randomly generated dungeon in the game can get a custom flavor. This version comes with two flavors (white dungeon and the new one - flooded dungeon) and more are planned for future releases. Flooded dungeons will require the Swimming skill for comfortable exploration and will feature specific monster types (creatures that can swim or fly). This may (and should) enforce a completely different gameplay style!

Flooded dungeons come with two new kind of monsters that only live in the water, but there are more new species, each with some unique feature. There are monsters that explode when they come close to the player, monsters that will attack each other, monsters that will spawn other monsters when attacked and so on.

Being very close to the planned release date, during the testing phase, I became quite frustrated with the side effects of the increasing AI abilities. In the few recent game versions monsters have learned to open doors, pick up items, use items and now - to attack each other without an apparent reason. These are all cool things, but there are consequences, too. Until now you would enter a dungeon level and before you make a few steps, you would be welcomed by dozens of strange messages, saying that you have just walked into a trap and some monster has died in an explosion. Now these messages make much more sense. If a monster activates a trap and it is within your sight, an appropriate message appears just as it was before, but if you don't see the monster, you only get a message saying that something has exploded in the other part of the dungeon. The whole system is still very far from perfection (as I said, this is a last-minute change!), but the number of confusing messages has been significantly reduced.

Versions 0.8.4 to 0.9.9 used to try very hard to stay compatible with each other. I have removed much of this backward compatibility portions from the current code as it started to become more and more difficult to maintain it for a very little gain. Version 0.9.10 will still load games from 0.9.9, but not from older versions. I will strive to keep backward compatibility in future versions for as long as possible, but not forever, at least not until the game becomes stable enough for this :-).

Quick summary:


Full change log:


Enjoy!

(http://i.imgur.com/KGZZKW1.jpg)
(http://i.imgur.com/hbAtxyG.jpg)
Title: Re: Fame 0.9.11 Released
Post by: getter77 on September 16, 2016, 01:13:58 AM
v0.9.11
Quote
The automatic exploration feature, also called "autoexplore," has always been sparkling a lot of discussion. Many love it. Some people claim that autoexplore is just a way to compensate for poor dungeon generation algorithms. Don't generate boring rooms and you won't need autoexplore, they say. The problem is that dungeons cannot consist solely of ultra-interesting stuff. That's not natural and probably not as cool as it sounds. Interesting stuff condendsed in a relatively small area is not that interesting anymore, that's one thing. The other is that different people have different opinion on what is interesting. You've probably already guessed it - I'm in the autoexplore camp.

Autoexplore algorithm in Fame is very simplistic. It stops only when a hostile creature gets close or when there is no more undiscovered tiles. Items are picked up only if this has been configured prior to pressing the autoexplore key (X). Some item categories (most interesting, I guess) are enabled by default to be picked up automatically, both when autoexploring and during normal exploration. One more thing that will currently stop autoexploration is doors. Perhaps one day I'll decide that autoexplore should attempt to open doors automatically, but at the moment it doesn't seem to be a good idea. A door may be trapped, locked or (starting from this version) simply get stuck. This requires some thinking and a proper action from the player, so...

You may notice that the Character Creation window has changed a little. Now all "advanced" options are hidden by default and the only significant choice to make is the "Primary Skill" dropdown list. This is the classic choice between melee weapons, ranged weapons and magic. There may be more presets in the future, but for now let's focus on these three. It might look like I'm introducing something like "character classes," but I am not. That's just an interface improvement. It spares you some clicking and maybe some experiments (which you are still able to perform, anyway.) If you choose "Magic" and later in the game decide to use bow and arrows all the time, you won't be doomed. There are no "classes" in the game.

The Character Creation window now has also its ASCII mode. As always, I try to "convert" at least one game's window per version to ASCII. This way we're getting closer and closer to a "full ASCII" game and I don't get too distracted from adding new features and content. This is also a great opportunity to do some code refactoring, separating GUI from actual implementation, which is always a good thing.

There is a new town in the game. Inhabited mainly by outlaws of all kinds, Totdnum has an arena as a central place of interest. Currently you can only place bet on fights between various monsters, but in future versions in will be possible to take part in a fight. I've programmed the whole arena thing in half an hour (most of this were script interfaces for existing game mechanics), and then spent another 12 hours trying to make the dialog window display names of fighting monsters.

Quick summary:

    automatic exploration
    simplified character creation
    new town
    door improvements

Full change log:

    automatic exploration
    simplified character creation
    new town
    ASCII version of the Character Creation window
    a game is now set in a specific year of the history
    added some item interactions for monsters
    no more wall "bumping" when auto-moving with Ctrl
    auto-moving with Ctrl ignores opened doors
    kicking a door now does have an effect
    added simple kicking effects to certain special objects
    it is now possible to kick something even if the right leg is broken or missing
    information about permanently missing limbs is included in the Character window
    it is now possible to destroy doors with large rocks
    monsters will no longer attempt to open doors in special rooms
    ctrl+click on doors now enables the player to step into the doorway
    an option to completely disable movement using mouse
    added separate tile for destroyed door
    [bugfix] game no longer crashes during loading an old game
    [bugfix] dungeon doors no longer has the same type of trap on the entire level
    [bugfix] corrected AI for monsters using ranged attacks
    [bugfix] items given to neutral or hostile NPCs no longer fail to appear in their inventory
    [bugfix] when giving gold to monsters, the entire selected gold pile disappears instead of just 1 gold piece
    [bugfix] when giving gold from sack to monsters and the sack is scrolled down, an appropriate item is now selected

As usually, you can expect that saved games from versions 0.9.9 and 0.9.10 are still compatible with 0.9.11.

Have fun!
Title: Re: Fame 0.9.12 Released
Post by: getter77 on December 14, 2016, 01:05:27 PM
v0.9.12

Quote
This time I've spent a couple of months working on unfinished stuff from previous releases, as well as fixing bugs and preparing ground for future, hopefully more revolutionary versions. There are no new big features this time, but you may encounter some nice surprises if you dig into the game deep enough. The most important one is that you might come across a dragon again. Dragons were introduced in the game like 8 years ago, but later there were some location system changes and somehow dragons were 'missing in action' since then... Now, many releases later, it was insanely difficult to implement them back, because too much of the code has changed... I did it, though, and dragon code is once again working properly.

Quick summary:

    dragons back in action!
    executioner's job
    important bugfixes

Full change log (some tiny bugfixes may be omitted, though):

    added executioner's job
    magic can now be used even on low focus levels - at the cost of HP
    monsters can use weapons from their inventory
    a dragon may again be encountered in the dungeon
    hero can get poisoned when attacked by a monster using a poisoned weapon
    added two new items
    ASCII versions of: Spells window and Skills window
    poisoned weapons no longer lose their poison when the target is not hit
    bandits in the camp now have some items in their inventories
    hostile bandits can spawn in certain towns during the night
    certain guards now actually guard something
    monsters follow the hero to another level in the Random Dungeon
    the Repair spell's focus cost does not depend on item's condition
    more appropriate location name is displayed in the Statistics for partially or completely predefined locations
    the Ctrl + click action is now listed when looking at an opened door
    faster loading
    required focus is displayed in the Spells window
    clicking the 'Completed' tab in Quest Log automatically selects the first quest; switching to any tab automatically hides the detailed description
    clicking the 'Close' button when reading a long text from the Inventory window closes only the window containing the text
    the Inventory window remains open after pressing a mode button unless originally opened in the reading/eating/butcher mode
    [bugfix] fleeing creatures no longer crash the game when they get to a location's edge
    [bugfix] attempting to apply the change from the Options window (particularly under Linux) no longer crashes the game
    [bugfix] trying to trade with Zurgerr no longer crashes the game
    [bugfix] accessing Hall of Fame written by version 0.9.9 or older no longer leads to a crash
    [bugfix] the game no longer crash when typing 'H' (and probably certain other letters as well) in the Bestiary
    [bugfix] no more problems with the NPC identifying items
    [bugfix] monsters no longer get more HP above their maximum by drinking healing potions
    [bugfix] choosing 'no' when asked whether to autoexplore now actually prevents autoexploring
    [bugfix] heavy items no longer dropped by small monsters
    [bugfix] no 'Find Traps' action listed when looking at an opened door
    [bugfix] traps triggered by the hero not reported as being 'in the distance'

Saved games from versions 0.9.9 to 0.9.11 are still compatible with 0.9.12.

Have fun!
Title: Re: Fame 0.9.13 Released
Post by: getter77 on April 12, 2017, 08:08:35 PM
v0.9.13

Quote
The development slowly approaches the point where it makes sense to think more about the story as a whole. So far completing the game wasn't much more than a simple message box. This release introduces a special ending - you can become a Champion of deity you've chosen. What is more, the split of the storyline is already happening - currently "evil" characters will experience a slightly different ending. Eventually, in future versions, the gameplay should be totally different based on the choice you make... But that's future.

It's time to improve procedural generation. So far, wilderness locations were mostly boring and the only quite fresh piece of code in this area unfortunately applied to a specific type of terrain (burned ground). I have revisited other terrain generation procedures and you can watch the results - they're quite impressive. More will come when new terrain types will be implemented.

There are few new locations. They together make a stub of a very important piece of the story: the mines. Partially abandoned, full of mysterious corridors, you'll quickly find out that they are actually much bigger than they appear... In the current version there are only few levels, more will be added gradually with every new release.

Do you have the impression, while playing 0.9.12, that monsters are too tough and items are too cheap and useless? That's certainly not cool, but this version should be much better balanced. If that's not enough for you, just write me an e-mail and we'll see what else needs to be done :-).

Last, but not least: shops. So far you could visit just two shops that offered truly random items. All the rest would have the same old set of items every time. With that approach I needed to manually update all trade profiles of NPCs with new items every time I added new items into the game. Now I can just say "this NPC buys and sells food" or "this NPC trades in potions worth from 50 to 100 gold pieces". This generic way of creating trade profiles is supplemented by a manual method of adding specific types of items, so that you can still have guaranteed items in stock.

Quick summary:

    improved completing game and more possibilities of endings
    new content
    improved terrain generation
    improved shops
    balanced items and monsters
    important bugfixes

Full change log (some tiny bugfixes may be omitted, though):

    new locations, NPCs and quests
    added alternative ending for "evil" characters
    added special endings
    improved random terrain generation
    balanced item generation and monster experience level
    shopkeepers now offer mostly randomly generated sets of items
    new trap type - falling rocks
    aiming with a keyboard is available also in the tile mode
    ASCII version of the chat window
    quitting the game after completing it creates a Hall of Fame entry
    character statistics (and Hall of Fame) now contain information about completing the game
    attacking a neutral creature does not immediately prevent monsters from attacks on the hero
    using a cursed key on a door results in learning about the curse
    optional bigger font in the Chat window
    hero's rest can now be interrupted by stealing items
    hero can now prevent equipment items (weapons only) from being stolen
    thrown weapons and ammo can no longer have tin, bronze or copper as a base material
    Ybagid will still offer his quest directly after successful completion of the executioner's job
    Tokfor will still teach the hero swimming after leading him to the Temple
    Elumor will not offer the alchemy set for sale after giving it as a quest reward
    Elumor will not give the alchemy quest to an illiterate character
    added a possibility for illiterate characters to complete the main quest
    bow or crossbow used as a melee weapon does not train any skill and does much less damage
    healing potions are much more effective
    bloodstains do not appear on the surface of water or lava
    not attempting to automatically pick up items that are too heavy for the hero
    "level up" messages additionally show up in the log
    simplified log messages displayed when reading a scroll
    "quick messages" in the Chat window now include item's name
    weapon skill names unified with item category names
    added messages for dipping items into blessed potions of water
    added "welcome" messages for nearly all special locations
    added missing appearances of frozen hero for certain hero pictures
    the "rest until recovered" resting mode does not display an empty progress bar
    [editor] added possibility to enlarge location without losing its contents
    [editor] added undo/redo for drag&dropping portals
    [editor] hero has a fixed position after loading a location (or creating a new one, resizing etc.)
    [editor] the object toolbar no longer breaks after pressing F11
    [editor] attempting to load a broken file no longer crashes the editor
    [editor] walking onto a trigger no longer crashes the editor
    [bugfix] the game no longer crashes when a fleeing monster who was fighting with some other monster follows the hero into another location
    [bugfix] the game no longer crashes during rare neutral wilderness encounters
    [bugfix] Raylnen's script no longer fail after leading the character to the village
    [bugfix] monster are no longer able to pass through closed door in the flooded dungeon
    [bugfix] Chaos Beast's lair no longer generates an error message
    [bugfix] the Holy Bolt spell no longer causes an explosion
    [bugfix] huge gems can no longer transform into random items
    [bugfix] the message displayed after completing the game is no longer "STR_COMPLETED1"
    [bugfix] if the hero attacks and kills a neutral creature in the same turn, there is no message about the creature becoming hostile
    [bugfix] trolls no longer generate in lava lakes
    [bugfix] random settlements no longer generate in the editor
    [bugfix] helms and armor wielded as weapons no longer look like they were worn by the hero
    [bugfix] fixed help messages in the Character Creation window

Saved games from versions 0.9.9 to 0.9.12 are still compatible with 0.9.13.

Enjoy!
Title: Re: Fame 0.9.14 Released
Post by: getter77 on August 12, 2017, 04:03:50 PM
v0.9.14

Quote
Despite extraordinarily high temperatures outside, I've been able to put together this release on time. The most eye-catching feature of 0.9.14 is surely the new Dungeon Mode. I'm not going to compete with Brogue or similar games - Fame is certainly story-oriented and it will remain such. The new mode is primarily for those who need a quick glance into the game and don't want to spend hours just looking for any dungeon filled with monsters. It was a relatively small change that may produce interesting results, so why not?

Regarding the story.
I'm still working on the mines. The progress is quite slow as it's not going to be just another bunch of identical dungeon rooms. This new site is meant to be huge and complex, with every part essentially different from others (both in terms of appearance and survival strategy). Eventually it may become the main dungeon in the game, but there's so much work left!

I haven't forgotten the old quests - many of them have been reworked and are now (hopefully) less annoying and perhaps a little more challenging.

There were a couple of important improvements in monster AI and general behavior. Most notably, neutral creatures are no longer obstacles to the player character and will gracefully step out of his way when pushed (unless they are guards!). Guards will from now on return to their post instead of chasing the intruder forever. Neutral monsters will move randomly rather than stand still if they don't have anything better to do. Undead companions will now automatically select the next target to attack. All intelligent creatures will attempt to pick up and use items (just as in previous versions), but now the effect of drinking various potions will be more coherent - meaning that you may expect similar results for monsters as for the player character. Last, but not least - now you are able to hear some monsters present in the current locations before you approach them, so that sometimes you can prepare for the encounter or just avoid it.

Apart from all that stuff, there are two big things happening behind the scenes. One is that monsters and NPCs slowly but steadily gain features that were previously available only for the player character. When that is done, the game will get much more complex and interesting, but there is way too much work to complete in a single release. The second thing is the ability of creating mods. Such functionality was available in older versions of Fame, but it 'disappeared' as I decided to distibute all the important data files in single 'archive' file. To restore that functionality is a huge task and once again it cannot be done in just one release, so I will do it in several steps, most likely one step per game version.

Quick summary:
    Dungeon Mode
    new levels in the Mine
    improved monster AI and general behavior
    improved starting quests

Full change log:
    new game mode: Dungeon Mode
    new dungeon branch in the New Mine
    improved a couple of 'starting' quests
    new rules for altering the align
    monsters can (and will!) drink all kinds of potions, mostly with identical effect as if the player character did it
    the key to the Large Dungeon must now be obtained through a quest
    two more items can be constructed by player
    the dungeon under Yveira's basement is now randomly generated
    undead companions now attack hero's enemies automatically
    hero can sometimes hear monsters present in the location
    pushing a neutral creature causes it to move; Shift + direction can be used to attack a neutral or friendly creature; removed the 'swap' command
    weapon skills now significantly affect chance to hit during combat
    newly added locations are from now on available also in old saved games
    guards now have their 'favorite' post where they return after a fight
    lunatics are no longer hostile towards the hero (until attacked)
    neutral monsters now wander randomly if they don't have any target to attack
    improved tips in the Character Creation window
    ASCII mode for 'Hall of Fame' and 'Statistics' windows
    the key Shift must be used instead of Ctrl to move into an open door
    the 'Load Game' window now displays version number even for non-supported save versions (and '???' for corrupted files)
    Shift is not displayed in keybindings containing a printable, non-letter character
    [editor] big objects consisting of any number of tiles are now properly inserted
    [editor] the 'big objects' group on the toolbar now contains only valid objects
    [bugfix] trapped Black Tower door (and other traps near the map edge) no longer crash the game
    [bugfix] staircases in caves no longer get overwritten by other objects
    [bugfix] the entrance to the Forest Dungeon no longer mysteriously disappear
    [bugfix] fleeing monsters following the hero into another location no longer crash the game
    [bugfix] certain artifacts no longer fail to appear in the statistics
    [bugfix] Quest Log no longer blocks keyboard after being closed by pressing [Q] while in details mode
    [bugfix] keyboard shortcuts firing skills in the Skill Window work properly again
    [bugfix] landmines left on a special cell (e.g. in a special room regenerating HP) no longer fail to explode
    [bugfix] the 'easy aim' item bonus is no longer displayed twice

Saved games from versions 0.9.9 to 0.9.13 are still compatible with 0.9.14.

Have fun!