Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: mariodonick on December 17, 2011, 05:18:14 PM
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Finally, I'm able to release the next significant update for LambdaRogue: LR 1.6.1 "The Morning Star Conspiracy":
* More Gameplay: Besides a more clever AI, rebalanced magic, and numerous small additions, bug fixes and tweaks, the update introduces a significantly enhanced profession and religion system, with unique powers depending on profession rank.
* New Graphics: Amazing Brasilian artist Cecilia Favo de Mel created an exclusive new tileset, new effect icons, new GUI elements, and new character portraits. Enjoy a breath of fresh visual air blowing through LambdaRogue's dungeons.
* New Questline: Ever wondered why Thanan betrayed the Temple of Enoa? Ever wanted to know what the real story behind the Crystal of Redemption is? And ever asked yourself which role Eris really plays in the ongoing events? The Morning Star Conspiracy has all the answers.
Full changelog: http://lambdarogue.net/downloads/lambdarogue_changelog.txt
Downloads for Windows, Linux, and MacOS: http://lambdarogue.net/downloads.html
Source Code: http://code.google.com/p/lambdarogue/downloads/detail?name=LambdaRogue_1.6.1_Source.zip&can=2&q=
Within the next days, the website will be updated with new screenshots, the new quickstart guide, and a complete spoilers file (guidebook) in full-color PDF format -- but the game itself can be enjoyed today! 8)
Have fun, report any issues to mario.donick (at) live (dot) de, and please consider to donate (http://lambdarogue.net/donate.html) ^^
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Really nice new tileset you got there...and the other changes/fixes sounds great!
Btw, I think this is one of the roguelikes which has got unfairly little attention and praise. It's very well made, good ui and a original "style". That's just my 5 cents.
Keep up the good work Sir!
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Fantastic and congrats on this hard wrought update! LambdaRogue's star shall surely burn much brighter in 2012 and this release sets off that glorious chain reaction just a couple weeks early. 8)
I'm sure I'll end up lobbying for all kinds of things tangentially considering these great new features in place... :P
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Thanks jocke and Brian for your kind words :)
I hope that I'll be able to release 1.6.2 and 1.6.3 in a not too far away time -- December to March is always a little better when it comes to roguelike development.
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Interesting. What's the state of the 1.6.2 plan, at the least then, following getting the site caught up beyond any sort of smaller fixes that the new version sneaked past on you? I mean, considering, that 1.6.1 ended up being more robust than you'd originally thought---essentially moving some stuff ahead that wasn't reckoned until at least 1.6.2 and all.
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Plan is as follows:
1.6.2 should first and foremorst react on feedback I hopefully get for 1.6.1. I assume that players will surely find issues that I am not aware of yet, despite testing very long. Besides this, I want to continue the things I did in 1.6.1: Further improve enemy AI (for example, they should be able to walk away from situations where water is behind them and the player, and the player shoots them from the distance), enable enemies to do aura magic, add more possibilities of doing things with dungeons and stuff, add more answers by the gods to direct requests and corpse offerings, etc. etc.
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Yep, sounds like a very good direction to me. I suppose I need to organize my rants, though one you've heard before waaay on back but the newly robust system(s) have me craving it all the more, heh. 8)
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though one you've heard before waaay on back but the newly robust system(s) have me craving it all the more
Sorry, Brian, my English is too bad to understand this sentence :(
Edit: I just saw that you made lots of advertisement for the new release -- many thanks for that! :)
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Heh, just that at least one of my requests will be one that you've heard before long ago---the new features in this release reminded me that they would be even better now.
Elsewhere, somebody has a problem that might be related to this release:
An unhandled exception occurred at $080AA36D :
ERangeError : Range check error
$080AA36D TEXTOUT, line 25 of vidutil.pas
$080FABF5 CHARXY, line 1057 of BaseOutput.pas
$080FACD3 TEXTXY, line 1071 of BaseOutput.pas
$080FA194 CLEARSCREENSDL, line 347 of BaseOutput.pas
$0805F99D TITLESCREEN, line 3596 of fprl.pas
$08083DF1 main, line 10821 of fprl.pas
$B7378E46
STATUS INFO : @ 15:22:28 MSG : Terminating Application IN : Finalization
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This problem (probably) occurs when his terminal size is only 24 lines -- he should resize it to 25 lines. This problem mostly occurs with Gnome Terminal, which has 24 lines per default.
Edit: Also explained in the FAQ: http://lambdarogue.net/faq.html#technical
Edit 2: Where's the original problem described?
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Would've responded sooner, but their forum apparently crashed hard not long after I posted there yesterday. Might be a good idea for you to pop in there and say hello to spur the topic, they like that over there. ;)
http://www.bay12forums.com/smf/index.php?topic=97764.0
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Done ;)
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Another from elsewhere: A way to force LambdaRogue to run fullscreen? Window leaves the game in default state rather small and he's running the graphical mode I think.
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I removed fullscreen option, because it behaves unpredictable on MacOS, due to problems SDL has with MacOS. To have identical versions on all systems I commented out everything fullscreen related.
Could you tell me where this request came from? Bay12? RPGCodex?
Edit: More than 1024x768 isn't possible anyway -- if he has a very high native resolution, it will probably be stretched very much.
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http://www.gamefaqs.com/boards/220-rpgs-everything-else/49705069?page=9
I too generally enjoy to fullscreen gameplay, though my own resolution isn't exactly "proper modern" (1680x1050) so it would be pretty cool/good if this could get activated again somehow in a future release and perhaps employ some sort of scaling method as people use to get along with older games on emulator or just otherwise while still allowing the artist style/qualities to shine through.
Lots like it for the immersion factor, and given this being story-driven, well, that'd help the cause.
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This is very interesting; I thought that most roguelike players would prefer window mode, because of being able to access other applications easier.
Well, will re-implement in 1.6.2, but can't promise for MacOS.
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It somewhat depends on style I think. For example, see the last JADE thread on here, and various entries in Biskup's blog as he tackled it, where the lack of a clean full-screen option was lamented alongside then laggy performance as the ADOM people really went for the immersion on it.
Heh, even for the people constantly referring to Wikis and whatnot when playing---I'd bet some of them are running it dual monitor. :D
Safest bet is generally to open up the game to a main title screen after perhaps a very short intro, to where they can set and save all manner of preferred settings ingame and before actually starting with creation and moving around and such. Windowed versus Full Screen can also make a difference for people intending to record the game depending on their set-up as opposed to just personally playing.
Also, actually from me: What is the difference between the difficulty levels? A little summary next to each level would be educational and perhaps spur some ideas outright as there's a few different ways it can be gone about----like the worst way being ToME 4's Insane mode. If donations pick up for the project it might be nicest of all to have that screen more visual with actual large medals alongside their tooltips and whatnot as opposed to just the short listing. 8)
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Also, actually from me: What is the difference between the difficulty levels? A little summary next to each level would be educational and perhaps spur some ideas outright as there's a few different ways it can be gone about----like the worst way being ToME 4's Insane mode. If donations pick up for the project it might be nicest of all to have that screen more visual with actual large medals alongside their tooltips and whatnot as opposed to just the short listing. 8)
I lack behind with finishing the game guide -- there everything would be explained ;) I just copy the passage:
"Bronze is easy, silver standard, and gold hard. In bronze setting, the number of monsters is reduced, while the number of items is increased. Also, the respawn rate of monsters is reduced, and the distance monsters follow you is shorter. In gold setting, it's the other way around: more monsters, less items, and monsters follow you over a longer distance."
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That sounds fairly sensible then, far moreso than the sadly common "take 20% more damage/deal 20% less" way. :)
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Thanks :) Hopefully the guide will be ready soon ... but I have 5 chapters to go, so probably tomorrow or the day after tomorrow ...
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Time well spent from the sound of it, so just take it as it does and keep those various threads topped off and in view along with the process. 8
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The LambdaRogue 1.6.1 manual is available now:
http://lambdarogue.net/guide.html
This manual is basically a starting help for new players, but even if you've played LambdaRogue before, it might be helpful to read through it once. If you find errors or mistakes (also regarding language), please report.
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Nice stuff. For best effect, read while this clip loops minimized or on another tab or something----don't know why, but it just seems to fit LambdaRogue well somehow... http://www.youtube.com/watch?v=w8VZCyoI8fQ