Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Ancient on January 01, 2012, 12:38:26 AM
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Name: Pesky Reticulans, Improvements, More Everything (PRIME)
Synopsis: Hacklike roguelike game with all kinds of aliens.
Post containing latest release (27th March 2013): link (http://forums.roguetemple.com/index.php?topic=2063.msg26393#msg26393)
Pesky Reticulans, Improvements, More Everything -- version 1.7 released!
In short this release brings:
- Operating systems for computers (reflected by enhancement value) which may help you not to get hurt as much by all those unidentified floppy disks. Be very wary not to format your computer's hard drive or be prepared to install new OS.
- Weapons with cone area attack. Say hello to flamethrowers ... and orc pyromaniacs!
- Defiler with plague vomit, High Templar with Psionic Storm. Khaydarin crystal shards.
- Several new tools, grenades, armor pieces. Introduced skillsoft bionic implants and a new medical service.
- Matter compiler. Pile up unwanted stuff, break them into particles and see if you can assemble something useful from the chaos.
- A great number of bugs were eliminated.
For those who like to be presented with long change log DarkGod usually gives for ToME releases here you go: full changelog (http://dungeon_keeper.republika.pl/tmp/changelog.txt)
Direct download links: WINDOWS (http://galeon.com/primetheroguelike/primewin17.zip) LINUX (http://galeon.com/primetheroguelike/primelinux17.tgz) SOURCE (http://galeon.com/primetheroguelike/primesource17.tgz)
You may wish to visit the website (http://primetheroguelike.galeon.com).
Enjoy! Happy new year to all of you!
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Cool! Got an empty page/dead link on the Windows download here in the topic, the direct links----but I think it downloaded proper from the homepage. 355kb right?
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Hmmm... at first the direct link failed for me too but after I visited the website it started to work again. Weird. Yes, its 355 KB.
For those wondering how does it play here goes a post mortem of my recent Mastermind who got shot down by security droids. Quite a good game it was. Also, a screenshot.
(http://img440.imageshack.us/img440/1400/scrot.png)
It fared great and I managed to survive a radiation sickness without too much harm. Destroyed a clerkbot just below robot town. Got enough funds to purchase mega computer for my needs. Was fun until I had kicked a door with alarm. The alarm went off and security droids were sent in. They come with heavy energy cannon and usually a ray gun to top it off. I foolishly battled them head on instead of teleporting away and taking them one by one. Reticulans are fragile after all.
############# widmo
#..........<# First Contact
#...........#### XL 9:8975
#...X.......'
###########'#### Str 14 Int 10
##############'####### Con 8 Wis 12
i A +...*----X.....+ Agi 20 Cha 7
i i #.....X........# Dex 15
A #..............#
#####'########## Speed +35
##'##### Armor 23
O HitPts 0(35)
Ok Energy 322
d O $9 *322
t [
'#
Space Base 12
The security droid shoots its laser cannon!
The laser beam hits you!
You die.
--- INVENTORY ---
Energy Cells
u - 322 energy cells
Money
R - 9 buckazoids
Weapons
a - an optimized +1 anal probe
d - an optimized +1 reticulan zap gun
w - an optimized +1 pea shooter
l - 3 debugged +0 concussion grenades
v - an optimized +2 plasma rifle (wielded)
Good stuff! But not enough against overwhelming forces.
Ammunition
h - 125 bullets
o - 39 shotgun shells
b - 9 railgun slugs
Forgot to stash these. Useless without right weapon to fire them.
Armor
s - a debugged pair of sunglasses (worn)
C - a debugged +0 red chaos power armor (worn)
D - a debugged -3 harmony dome (worn)
O - a debugged +0 radiation suit (worn)
The -3 did not hurt really. Domes provide at most 1 AC so it was just not granting me anything in terms of protection. Harmony itself is worth it though.
Canisters
f - 2 optimized canisters of nano cola
t - a debugged canister of healing
x - a debugged canister of liquid nitrogen
i - 3 debugged canisters of beer
V - a debugged canister of napalm
X - a debugged canister of nano cola
Bionic Implants
J - a debugged babel fish (implanted in left ear)
P - a debugged search skillsoft (implanted in parietal lobe)
M - an optimized +4 reflex coordinator (implanted in frontal lobe)
S - a debugged radiation processor (implanted in occipital lobe)
Ray Guns
F - a buggy freeze ray gun (4 charges)
G - a debugged gauss ray gun (7 charges)
I could have used this. D'oh!
E - a debugged stasis ray gun (5 charges)
Floppy Disks
j - 3 debugged floppy disks of transportation
k - an optimized floppy disk of enhance weapon
A - 5 optimized floppy disks of debugging
B - a buggy floppy disk of reformat
g - an optimized floppy disk of identify
N - 2 optimized floppy disks of transportation
z - a debugged infected floppy disk of hypnosis
Had no idea this one was infected but indented to reformat it anyway.
T - 2 debugged blank floppy disks
U - an optimized floppy disk of reformat
Q - a debugged floppy disk of object detection
K - an optimized floppy disk of lifeform detection
p - a debugged floppy disk of hypnosis
e - 4 buggy blank floppy disks
q - a buggy blank floppy disk
Tools
m - a debugged flashlight
n - a debugged +0 mega computer
--- MUTANT POWERS ---
Power Level Chance Status
Digestion 1 90%
Telepathy 2 90% (on)
Web 2 90%
Adrenaline Control 4 70% (on)
X-Ray Vision 4 70% (on)
Teleport 5 75%
--- SKILLS ---
Combat Skills
Thrown Weapons (Dex) 0+0 (5)
Handguns (Dex) 4+0 (5)
Light Guns (Dex) 5+0 (5)
Heavy Guns (Dex) 0+0 (2)
Unarmed Combat (Str) 7+0 (7)
Basic Melee Weapons (Agi) 0+0 (2)
Swords (Agi) 0+0 (5)
Adventuring Skills
Concentration (Con) 4+0 (10)
Pick Locks (Dex) 0+0 (7)
Repair (Dex) 2+0 (2)
Search (Int) 2+4 (5)
Spot (Wis) 0+0 (7)
Mutant Power Skills
Illumination (Cha) 0+0 (10)
Digestion (Cha) 0+0 (10)
Hypnosis (Cha) 0+0 (12)
Regeneration (Cha) 0+0 (12)
Optic Blast (Cha) 0+0 (2)
Haste (Cha) 0+0 (10)
Telepathy (Cha) 2+0 (12)
Web (Cha) 2+0 (2)
Mental Blast (Cha) 0+0 (12)
Restoration (Cha) 0+0 (10)
Adrenaline Control (Cha) 2+0 (7)
X-Ray Vision (Cha) 2+0 (12)
Teleport (Cha) 5+0 (15)
--- DIAGNOSTICS ---
Your base attack bonus was 2.
Your speed was 135.
Your speed bonus was 10.
Your to hit modifier was -1.
Your damage modifier was 3.
Your psionic modifier was -2.
You were nearly invulnerable to blinding.
You were extremely resistant to fire.
You were nearly invulnerable to magnetic effects.
You were nearly invulnerable to radiation.
You were telepathic.
You had X-ray vision.
You had an air supply.
You had automatic searching.
Your body eliminated radiation.
You were able to understand alien languages.
You had been exposed to minimal levels of radiation.
--- KILL LIST ---
11 warp fungi
9 grid bugs
4 bore worms
5 mynocks
8 giant cockroaches
7 little grey aliens
1 ratbot
5 mutant humans
12 space goblins
2 tapioca puddings
4 smart bombs
1 kamikaze goblin
1 catbot
1 dogbot
45 alien eggs
Wiped like three alien nests.
2 vat slimes
4 cylon centurions
3 stormtroopers
1 astromech droid
1 scrubbot
1 klingon
20 facehuggers
Nasty ... some even got me.
1 radspider
6 zerglings
1 smart missile
1 hydralisk
5 alien warriors
1 clerkbot
Got like two thousand buckazoids from that one.
--- SUMMARY ---
widmo finished adventuring on 2012-1-1.
widmo earned 8975 experience points and achieved level 9.
widmo attained the professional rank of First Contact.
widmo collected 14975 score points.
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Woohooo!!
I'm going to start looking at the sources rite nao!
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Heh, don't forget to update to Roguebasin folks---gotta keep those probes and flamethrowers in the spotlight to invade ASCII Dreams 2012 Roguelike Poll. 8)
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Whoops! Had this in mind a week ago. Thanks for reminder.
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Last day I tried matter compiler twice, and it was quite nice, but it trolled me the first time. Looks like I didn't gather enough garbage and it offered me three grenades. I said, well, ok It's not awesome but they'll get me out of a pinch. Maybe some concussion grenades, or flashbang stuff. They turned out to be three prolate spheroids.
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Very nice, original project!
Cool game, I had fun playing it.
I'd say it need some UI polish; things like these:
- wait should be possible with . but also 5 on the numpad
- "/" to look is a little ankward (shift+7), "l" is more intuitive and easy
- maybe there should be a brief 1-line description of some skills like concentration, programming, search vs spot
- no need to take off if I want to wield something under my armor (automatic procedure, like adom)
- weapons should display informations, otherwise I can't tell what's the best melee weapon among my initial +3 football, a stylish baton or a club, or if I can throw away wimpy pistols when I get a laser gun
- when answering to "do you want to pick this lock?", space and "o" should work like "y"
- "what do you want to drop/wield/quaff?" should immediately display the list of droppable/wieldable/drinkable inventory items (not only their letters)
Some questions:
1- Are skill class-related? for example, as a quarterback, I wasn't able to put skill points in pick locks.
2- In my first game, I died because of radiation sickness; what is a way to deal with it? I started drinking potions but this resulted in me having more radiation and being teleported while drunk in a room full of enemies hahaha..
3- I tried to look at a sludge vat, but pressing "." I got no informations; isn't there still a description of it? and what's the use of it?
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[interface stuff trimmed although they look like good suggestions :)]
Some questions:
1- Are skill class-related? for example, as a quarterback, I wasn't able to put skill points in pick locks.
2- In my first game, I died because of radiation sickness; what is a way to deal with it? I started drinking potions but this resulted in me having more radiation and being teleported while drunk in a room full of enemies hahaha..
3- I tried to look at a sludge vat, but pressing "." I got no informations; isn't there still a description of it? and what's the use of it?
1. Yes. What skills advance automatically and in which ones can you invest points (and how many) is something that comes with profession. Software engineers suck with light guns, but are pretty good with handguns, for instance. Or, if a character that's not a psion somehow mutates, they won't be able to put skill points in their mutant powers, while psions can add points to any mutant power on levelup. Heavy guns - space marine, lockpicking&swords - ninja, unarmed - astronaut, repair - janitor, etc. Maybe they could do with some tooltips on the selection screen if that's doable.
2. Radiation sickness is one of the biggest dangers. There is a potion that reduces your radiation level (rad-away), an implant that purges radiation over time, a medical procedure that gets rid of your radiation, and some equipment pieces that protect against radiation with varying degrees of safety. Be very wary of buggy items that might have atomic processes going on inside them. Also, if you manage to mutate into the "restoration" power, you can survive terminal radiation sickness (or poisoning for that matter).
3. Sludge vats have several uses ;) but I feel that's a bit too spoil-y.
Also, you shouldn't ever throw away the wimpy gun - unless you're way too overencumbered and everything else is much more valuable. Wimpy guns are that, wimpy, but they have a fundamental trait that sets them apart from all other guns. At least that's my advice :)
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Hay guyz, I'm down with the game and look forward to its continued devz. The dungeon layout (from my purely subjective perspective) is a little tough. Lots of locked, secret doors getting in the way of level 1. My poor foot was smashed into pulp. Overall, looks really neat!
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Hay guyz, I'm down with the game and look forward to its continued devz. The dungeon layout (from my purely subjective perspective) is a little tough. Lots of locked, secret doors getting in the way of level 1. My poor foot was smashed into pulp. Overall, looks really neat!
Thanks a lot :) All credz go to Ancient for this version, this time I just added some YAFMs :P
You'll eventually get a feel for where should the secret doors be and, just in case, I'm sure your starting equipment pistol doubles up as a lockpick.
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Hey!
You asked for people to report bugs, so here comes:
PRIME 1.7 compiled on maemo (N900) using gcc 4.4 starts well asks for username and after accepting it segfaults. Here is output of gdb:
Program received signal SIGSEGV, Segmentation fault.
shMenu::showHelp (this=<value optimized out>, win=0x0) at Interface.cpp: 1249
1249 wattrset (win, A_NORMAL);
Compiled debug version without -O:
Program received signal SIGSEGV, Segmentation fault.
0x00055230 in shMenu::showHelp (this=0xbe82e5c4, win=0x0) at Interface.cpp: 1249
1249 wattrset (win, A_NORMAL);
Hopefully you can solve this. Luckily PRIME can be still run through qemu :)
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Woah! I did not expect such great feedback. Lets take it one by one.
Skeletor, about points which Psiweapon did not respond to:
I'd say it need some UI polish; things like these:
- wait should be possible with . but also 5 on the numpad
- "/" to look is a little ankward (shift+7), "l" is more intuitive and easy
- maybe there should be a brief 1-line description of some skills like concentration, programming, search vs spot
- no need to take off if I want to wield something under my armor (automatic procedure, like adom)
- weapons should display informations, otherwise I can't tell what's the best melee weapon among my initial +3 football, a stylish baton or a club, or if I can throw away wimpy pistols when I get a laser gun
- when answering to "do you want to pick this lock?", space and "o" should work like "y"
- "what do you want to drop/wield/quaff?" should immediately display the list of droppable/wieldable/drinkable inventory items (not only their letters)
Wait has bothered me too. Now that you remind me it gets added to the top of to-do list. A must have for next release.
Look: it is the same as in NetHack which Zap'M and then PRIME inherit from. Probably not going to be changed for now. But! When key remapping gets introduced I shall compile an ADOM player friendly keymap where 'l' will look and vi keys are not going to be available.
Yes, skills need some ingame description. For now please look into Guide.txt bundled with game and search for skill names.
When taking off and wearing do you mean jumpsuits? That is the only instance of it left in the game. In earlier versions you needed to take helmet off to install/remove implant which sucked badly. Jumpsuits were left because body armor has non-constant equip time and 'W'ear jumpsuit might consume like 5 turns when you have some power armor on yourself. But hey, PRIME is going to get its own "died while dressing up" death message. :-) I think you are right and it will improve gameplay overall.
Interesting thought about lockpick usage. It did not occur to me but this would streamline open door command. Placed on to-do.
With displaying a list of items I do not agree. PRIME like NetHack and Rogue keeps inventory letters in constant places. Furthermore, you can 'A'djust them to your liking. I find myself usually remembering what item has what space and not obscuring the screen is good thing. For remaining cases typing '?' is enough.
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Jim, thanks for chime in. As Psiweapon says there are ways around locked doors that not necessarily involve kicking or lockpick.
Szopin: thank you for this report. While it is good to hear qemu serves you well this is not the ideal solution. The bug you caught is related to displaying key help at the very bottom of screen. Why a NULL pointer was passed to showHelp() is a good question. The bug report you provided is very accurate. Most probably I will have it tracked down shortly. Please drop in within a week or so for a patch.
Psiweapon: Yes, matter compiler can be quite fickle when it comes to assembling stuff. Make sure there is lot of stuff to render apart. Stuff includes items but is not exclusive to them ...
Also, I must confess about a bug which crept in to 1.7. When you wear all three wearable items that protect you against radiation (jumpsuit, helmet, armor) your protection value wraps around! This irradiates constantly for huge amounts and soon death follows. You will know what these items are once you find them. This is fixed for next release.
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PSI you are no longer the only guy developing? Sweet team work my friends. I'll be checking this out as soon as I've run SIL into the ground.
BTW the windows link didn't seem to work. I'll be downloading from the website.
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Okay it may be just my machine but is there no arrow key support? No HJKL whatever either? I'm on a laptop here. Pressing the numbers ain't gonna cut it. This is right up my ally to. I love the theme and think Nethack is still THE definitive roguelike.
If I might request the following:
Arrow key support. Press SHIFT to shift the arrow keys 45 degrees so I can move diagonal. Why all games don't do it this way I have no idea.
You know what. Don't worry about it. I'll do it myself!
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Name: Pesky Reticulans, Improvements, More Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 1.8 (release #9) published 27th February 2012
For your convenience here are the direct download links:
WINDOWS (http://arcywidmo.republika.pl/prime/1.8/prime_win-1.8.zip), LINUX 32bit (http://arcywidmo.republika.pl/prime/1.8/prime_lnx32-1.8.tgz), LINUX 64bit (http://arcywidmo.republika.pl/prime/1.8/prime_lnx64-1.8.tgz), MAC OS (Lion) (http://arcywidmo.republika.pl/prime/1.8/prime_mac-1.8.tgz), SOURCE (http://arcywidmo.republika.pl/prime/1.8/prime_src-1.8.tar.bz2)
In short this release brings:
- Reticulan Abductors gain experience points for probing enemies. What you cannot kill you can always abduct provided it is a living organism.
- Several key maps to choose from. If you played one of major roguelikes earlier you might like to change your configuration. If problems arise detele config.txt in game directory.
- Detective profession. They start with the Khan heavy pistol and detective license. Paralyze your victims and then use the license to interrogate them for hints about winning the game. The pistol packs a punch but has terrible recoil.
- Xel'Naga. Very challenging to play but also most versatile. They have no facial features and cannot see.
- Tons of lore to be found in game. Expect failed searches since not everything has a description.
- Greater 64 bit architecture compatibility. PRIME runs and does not want to crash in your face. At least it did not for us.
Read full changelog (http://arcywidmo.republika.pl/prime/changelog.txt) if you are curious or bored.
Visit the website (http://arcywidmo.republika.pl/prime/index.html) if you would like to have a look at screenshots first. Now without ads pestering our visitors.
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Oh man I just realized this is the same thread as the 1.7 release. Lol.
EDIT: Looks like your website still has 1.7 up...
-Jo
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Quite a nice changelog there. don't forget to update to Roguebasin! ;)
.tgz file eh....that's a new one on me as a Win 7 person?
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Thread re-created and release post quoted at gaslamp forums (http://community.gaslampgames.com/threads/prime-1-8-released.2613/)
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The website address has changed. Psiweapon did not add a notice at old place yet As for the thread being morphed we read up on release standards proposal and decided to give it a whirl.
Although it is untrue that Windows' users cannot open tgz archives these will be replaced with something friendlier for them.
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Thanks to Francesco for compiling Mac executable and sending his modifications to source code. Link to Mac binary is added and source tarball is updated.
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Wow!
So we're mac available too or at least will soon be? Sounds pretty awesome.
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Version 1.8a (release #10) published 2nd March 2012
Max OS X binaries and updated source published 3rd March 2012
We got a crash bug report. This version is a bug fix release. Fixes:
- Examining a football led to immediate crash. (thanks Robert)
- Hypnotizing a blind creature would crash or generate message with "(null)" instead of target.
- Skillsofts no longer display equipping message if ninja starts with one.
Downloads:
Windows (http://arcywidmo.republika.pl/prime/1.8a/prime_win-1.8a.zip), Linux 32bit (http://arcywidmo.republika.pl/prime/1.8a/prime_lnx32-1.8a.tgz), Linux 64bit (http://arcywidmo.republika.pl/prime/1.8a/prime_lnx64-1.8a.tgz), Mac OS X Lion (64bit) (http://arcywidmo.republika.pl/prime/1.8a/prime_maclion-1.8a.tgz), Mac OS X Intel (http://arcywidmo.republika.pl/prime/1.8a/prime_macintel-1.8a.tgz), (source) (http://arcywidmo.republika.pl/prime/1.8a/prime_src-1.8a.tar.bz2)
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Whoa, it's been a while. Sorry, didn't try those patches (no longer available), but the good news is: 1.8a compiles and runs without problems natively on N900! Yay. Thanks guys, diving into it right now (hope the overradiation bug was fixed, didn't see any mention in the changelog)
Edit: heh level 8 ((http://i.imgur.com/TJjgy.png)), not sure if planned, but entrance right in the middle of an alien nest is tough
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Quite a long time indeed. In fact we are about to release 1.9.
1.8a compiles and runs without problems natively on N900!
Great news! The bug you mention was fixed and patches are both integrated. The exact line of changelog speaking of this is:
- Resistances could wrap around. Was death sentence. [Creature.h]
The danger of descending right into an alien nest is a feature. Getting displaced from stairs because an egg happened to be generated there is not. I usually use some escape item and if there is none in my inventory I try for the "parental gambit". In Aliens movie someone was spared too because they had been impregnated. This is possible in PRIME too. Make sure not to wound mature aliens before you get facehugged. Destroy all eggs and other facehuggers and make a dash for the robot town. You were close and had funds to pay for necessary service.
Would you like to try upcoming version? Final 1.9 is going to have a little more lore but will be otherwise identical. [Source (http://arcywidmo.republika.pl/prime/1.9/primedev-1.9.tgz)]
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Quite a long time indeed. In fact we are about to release 1.9.
Yay!
The bug you mention was fixed and patches are both integrated. The exact line of changelog speaking of this is:
- Resistances could wrap around. Was death sentence. [Creature.h]
Yeah it did seem fixed. Only once did radiation get me so far in 1.8(a), and it was rad grenades (still gotta figure out what they can be used for, seem suicidal)
The danger of descending right into an alien nest is a feature. Getting displaced from stairs because an egg happened to be generated there is not. I usually use some escape item and if there is none in my inventory I try for the "parental gambit". In Aliens movie someone was spared too because they had been impregnated. This is possible in PRIME too. Make sure not to wound mature aliens before you get facehugged. Destroy all eggs and other facehuggers and make a dash for the robot town. You were close and had funds to pay for necessary service.
Neat. Had transportation, so managed to get out luckily, next time will most likely have to try out 'parental gambit'.
Would you like to try upcoming version? Final 1.9 is going to have a little more lore but will be otherwise identical. [Source (http://arcywidmo.republika.pl/prime/1.9/primedev-1.9.tgz)]
Even more YAY! Thanks, downloading... :)
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Name: Pesky Reticulans, Improvements, More Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 1.9 (release #11) published 9th May 2012
DOWNLOAD: WINDOWS (http://arcywidmo.republika.pl/prime/1.9/prime_win-1.9.zip) --- LINUX 32bit (http://arcywidmo.republika.pl/prime/1.9/prime_lnx32-1.9.tar.bz2) --- LINUX 64bit (http://arcywidmo.republika.pl/prime/1.9/prime_lnx64-1.9.tar.bz2) --- SOURCE (http://arcywidmo.republika.pl/prime/1.9/prime_src-1.9.tar.bz2)
More platforms are going to be available soon.
New stuff includes:
- New ways to use canisters. Throwing and applying now produces interesting effects.
- You can dig walls if you have right equipment.
- Bio armors can be grown into more powerful varieties. Water them nicely.
- Allocating skill points to mutant powers brings additional benefits.
- Floppy disks are no longer only items that can be cracked.
- There is help available for several screens.
- Torcs. They are based on Julian May book series "Pliocene Exile".
- New creatures: Bene Gesserit reverend mothers, Rossak Sorceresses and mutant lizards.
- New mutant powers: Autolysis, The Voice.
- New items: Mecha-dendrites, several varieties of bio armors, EMP grenades, Gom Jabbar, mining laser, glory device, kevlar armor, fashionable belt and Bouncy Bubbly Beverage.
Full changelog here: changelog.txt (http://arcywidmo.republika.pl/prime/changelog.txt)
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Sweet!
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YEEEEEEEEEEEEEEEEEEEEEEEEEE HAAAAAAWWWWWWWWWWWWWWW
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You know you've done well when a changelog is bursting with functional sounding bits and plenty of character/flavor enhancement. Keep the fine work coming! 8)
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Our 64bit Linux machine has been upgraded and it turns out there is no ncurses there. I have asked for the library to be installed so perhaps tomorrow another binary will be made available.
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I died to radiation poisoning...time to search through the lore file and fine the best way to mitigate. :-)
I'm pretty sure it was something I was carrying. I was also randomly putting bionic implants into my brain, that was probably a bad move. I did get pretty far though speed diving with a Space Marine. I was blowing through ammo like crazy but things were dying. Death makes me happy.
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All right, 64bit Linux binary is there.
Jo, I suggest you switch your weapon to single fire mode. Burst is good for groups of enemies and dangerous foes like zerglings or dangerous and tough opponents like aliens. Just apply the pulse rifle.
As for radiation ... hmmm. Make sure you know what your grenades do. Same with ray guns. If you still feel tired, weary or have headache at some point drop all your unknown canisters. You can come back for them later. That should do it for now.
When you become radiated best thing is an item from Fallout which is present here too. It might pay to drink canisters in hopes of identifying it among your possessions.
Implants are a bit of a gamble. The worst thing is narcoleptor. It puts you periodically to sleep. Other bad implants are not that deadly. Still, I managed to survive quite a bit with it because my marines usually have some HP to take punishment with.
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Don't forget to make the update visible on Roguebasin's latest releases so as to help random newcomers discover the madness.
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This time we remembered ourselves but thank you for the reminder. It has been decided to declare PRIME as out of alpha. This means the game will be visible in IRLDb by default.
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Congrats on this key milestone! :)
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Congrats on this key milestone! :)
We're already gearing up for the next one, which will be pretty juicy :)
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Name: Pesky Reticulans, Improvements, More Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 1.10a (release #14) published 24th July 2012
DOWNLOAD: Windows (http://arcywidmo.republika.pl/prime/1.10a/prime_win-1.10a.zip) --- Linux 32 bit (http://arcywidmo.republika.pl/prime/1.10a/prime_lnx32-1.10a.tar.bz2) --- Mac OS Lion binary (likely to work for Leopard) (http://arcywidmo.republika.pl/prime/1.10a/prime_src-1.10a_lion.tgz) --- Source code (http://arcywidmo.republika.pl/prime/1.10a/prime_src-1.10a.tar.bz2)
New stuff includes:
- Modernized user interface. Scrolling for menus and lore.
- Install and wear are one command. Remove and take off are one command.
- Discoveries command will tell you what you identified.
- Take all command just scoops everything on the floor to your backpack. Single button stash pick up action.
- Wear command will try to swap out armor pieces if possible.
- You can open door by bumping into it. If it is locked any keycards (or lockpick) you have are chosen for you.
- You can lock door by closing it when it is closed. Right keycard (or lockpick) is chosen for you.
- Unknown grenades are described in fancy ways like shiny aluminum tetrahedron. Inspired by Xenocide.
- Doors are color-coded by their lock or lack thereof. You can tell which keycard will be useful at a glance.
- You can "wear" a computer to designate it. Whenever you have two or more computers your designated machine will be used for executing floppy disk programs without asking which one to use every time.
- Item prices in shop are shown. You will know what price you are offered without needing to drop said item first.
- New items: stormtrooper boots, sturdy boots and space boots. Some professions start with sturdy boots.
Full changelog as always is available here: changelog.txt (http://arcywidmo.republika.pl/prime/changelog.txt)
Website (http://arcywidmo.republika.pl/prime/index.html) now contains link to first spoiler file - on aliens.
-
Congrats on the excellent progress---keep at that fine work and being yet another fine example of the Roguelike Incubator initiative having some potency. 8)
-
Thank you. Benefits are very clear now. I wonder how it turns out by the ARRP.
-
Thanks to El Barto we now have Mac OS binary available for download!
So far in 1.10a two highly harmful bugs were found:
- Entering inventory and selecting item may show incorrect keys or lead to crash.
- Angband keymaps have some keys broken by double assignment.
These are fixed for next release but you may wish to watch out for them. If you like Angband keymap fixing it yourself by editing band_orig.cfg and band_rogue.cfg is also an option. Several minor bugs were also removed but if you find something suspicious please do not hesitate to write us.
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Name: Pesky Reticulans, Improvements, More Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 1.11 (release #15) published 20th August 2012
DOWNLOAD: Windows (http://arcywidmo.republika.pl/prime/1.11/prime_win-1.11.zip) --- Linux 32 bit (http://arcywidmo.republika.pl/prime/1.11/prime_lnx32-1.11.tar.bz2) --- Source code (http://arcywidmo.republika.pl/prime/1.11/prime_src-1.11.tar.bz2)
Website: http://arcywidmo.republika.pl/prime/
New in this version:
- Predator profession available to choose.
- Elusive Yautja technology at your disposal: Sat-com, medicomp bio-mask, cloaking belt and plate armor.
- Deadly weapons of the hunt: speargun, net launcher, Smart-Disc, plasma caster, combi-stick, razor whip and wristblade.
- You can charge plasma caser to fire more powerful blasts.
- Thrown Smart-Disc bounces off walls. If you do it right it will return to your hand.
- The combi-stick can be fired to have it extend and hit enemies approaching you. Can hit up to three targets at once. Make sure not to pound walls with it though. That may damage it.
- Your belt is buggy? Are you very strong? Use your muscles to force it off! The belt might break though.
- Floppy disk of Smart-Disc recall for retrieving your lost disc.
- Kill list viewable on death.
- Heat-seeking smart missiles can be fooled by flares.
- Pulse Rifle now features grenade launcher. About time.
- Chameleon suit gives real camouflage instead of some laughable AC bonus. You are difficult to notice when adjacent to walls or other solid obstacles. Try playing a ninja!
- Colored help files should make reading them a bit less boring.
- You can activate glory devices yourself. Why you would is whole another story though. Multiple devices cause greater mayhem.
- Sawn-off shotgun. 'Cause we could.
-
Yay!
-
The streak of fantastic changelogs continues unabated. 8)
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I have one suggestion, and for all I know it may be heresy. If so, forgive me.
I have finally given PRIME the time it deserves and it is awesome. However, I would really, really, REALLY like a quick way to switch between melee and ranged (or item 1 and 2) with a single keypress, without setting up a macro or whatever. This is assuming that you don't want to have someone equip a ranged and melee item at the same time. It is frustrating to have to switch back and forth between my lock-shooter and my mop, and since PRIME requires this sort of switching constantly, I feel that the process should be more streamlined.
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You are more advanced that I am Jim. I've yet to outlive my ammo. I play Space Marine.
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Name: Pesky Reticulans, Improvements, Moar Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 2.0 (release #16) published 18th September 2012
DOWNLOAD: Windows (http://arcywidmo.republika.pl/prime/2.0/prime_win-2.0.zip) --- Linux 32 bit (http://arcywidmo.republika.pl/prime/2.0/prime_lnx32-2.0.tar.bz2) --- Linux 64 bit (http://arcywidmo.republika.pl/prime/2.0/prime_lnx64-2.0.tar.bz2) --- Source code (http://arcywidmo.republika.pl/prime/2.0/prime_src-2.0.tar.bz2)
Website: http://arcywidmo.republika.pl/prime/
I have one suggestion, and for all I know it may be heresy. If so, forgive me.
Hmm, developers here have strong grasp on how PRIME should be developed but this disclaimer seems a bit overblown.
I would really, really, REALLY like a quick way to switch between melee and ranged (or item 1 and 2) with a single keypress, without setting up a macro or whatever.
The switch to prepared from current weapon like NetHack does or switch from item keyed as 'a' to 'b like Crawl'. Plus vice versa of course. A great idea. Has been put on to-do list with high priority.
This is assuming that you don't want to have someone equip a ranged and melee item at the same time.
We can't do that really. There is no clear distinction what is ranged and melee weapon. There are items that have both qualities. Combi-stick and Smart-Disc spring to mind.
It is frustrating to have to switch back and forth between my lock-shooter and my mop, and since PRIME requires this sort of switching constantly, I feel that the process should be more streamlined.
True. I prefer to kick the lock door open as a janitor but once you have pea shooter it is good not to lose health to door kicking.
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BUG FIXES:
- Look command exits also on enter, space and rest. [Hero.cpp, Interface.cpp]
- Reticulan zap baton could cause floating point error. [Weapon.cpp]
- Mental blast also angers peacefuls. [Mutant.cpp]
- Melee attacks name the attacker correctly while blind. [Fight.cpp]
- Object detection reports quantities while blind. [FloppyDisk.cpp]
- Armor subclass corrected for advanced bio armors. [LoreHelp.cpp]
CHANGES:
- God mode renamed to BOFH mode. [God.cpp -> BOFH.cpp, other files]
- History extended to 300 lines. [Interface.cpp, Interface.h]
- High score table extended to 100 entries. [Tombstone.cpp]
ADDITIONS:
- Necklace of the Eye support! WOOT! [many]
- Equippy chars from Angband. [Interface.cpp]
- Damage dealt is shown. [Creature.cpp, Fight.cpp]
Very nice gains here in the land of v2.0---the momentum continues to surge! 8)
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I have learned to edit RogueBasin first and post announcement later. It turns out it is not enough to deter Getter from reminding us (or in this case doing it for us) to do something important. Kudos!
If this was not apparent we lost the momentum somewhat. However, everything is hopeful. NotEye has been integrated and adding improvements and features to graphical interface will be as smooth as adding to core game.
-
No problem---and don't lose heart: Momentum of Timed Frequency and Momentum of Weight of Actions are not one and the same, even just the NotEye goodies and Damage dealt shown are excellent denizens of the latter type.
The timewarp is a sight to behold coming together....just a matter of time until Laserdiscs and Tracker Music make it into the game such that an amalgam of 80's/90's pulp and popular sci-fi warps and folds in on itself so hard that awesome is created outright. 8)
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I just had my funnest game evar! Thanks for the new release.
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Congrats for the new release!
Unfortunately you were right, the new build system has introduced a few quirks in the compilation under osx lion, I'm struggling a bit to iron them.
The juicy changelog is a good incentive, and, well, roguelikes teach persistency ;)
edit:
it compiles, finally.
99% of the problems were bound to the lack of support on osx of noteye.
After a few tests (install the exact versions of lua (the 5.1 one) it wants, playing with the SDL settings, changing the (linux) #includes of pty.h in their equivalent under osx (that is util.h)), I give up on fixing this.
So goodbye noteye, I think it's better to fallback to Good Old ASCII :)
By changing a few lines in the makefile, in order to NOT include
NEMenu.cpp
NEUI.*
prime compiles with some warning, mainly about global.h.
These warnings were present in the previous versions too, although I didn't check if they are exactly the same.
Then, I changed the default interface to curses, by changing
bool noteye=true
to false in main.cpp.
After the character selection screen, it correctly displays the (ascii) map, BUT it doesn't accept any input. If I dare to touch something, after a few seconds a core dump welcomes me.
I then tried to drop the legacy support, that is, to compile for just the native architecture, but it didn't help...
The exact error message is:
Segmentation fault: 11 (core dumped)
Any idea?
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Thanks for chime in El Barto!
So goodbye noteye, I think it's better to fallback to Good Old ASCII :)
By changing a few lines in the makefile, in order to NOT include
NEMenu.cpp
NEUI.*
prime compiles with some warning, mainly about global.h.
These warnings were present in the previous versions too, although I didn't check if they are exactly the same.
Then, I changed the default interface to curses, by changing
bool noteye=true
to false in main.cpp.
I am clueless as to setting up Necklace of the Eye on Mac. Will ask Z about it. He might be able to help here.
As for removing NotEye support you do everything all right. However, there is no mention of changing LIBS line in Makefile. You should remove -lnoteye -lz -llua from the list. I am afraid functions exported by NotEye might cause conflict despite being not referenced directly.
Would you do something for me? I'd like to have the output of "make clean <enter> make 2> warnings.txt". It should create warnings.txt file with all the compiler complaints. Please send me this by personal message.
If everything fails I am working on adding a switch to makefile that will compile NCurses only PRIME. Though it would be great if Mac players could also see the sheer awesomeness of Psiweapon's art rendered in isometric and 3D view.
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I have no easy access to OSX, so I am currently unable to fix the problems with NotEye. Sorry, I know it is very important (also for ADOM).
-
I have no easy access to OSX, so I am currently unable to fix the problems with NotEye. Sorry, I know it is very important (also for ADOM).
It may be important, yes, but it's not of capital importance after all...don't feel too bad about it :)
Of course, if you want me to do some test, just ask.
Hopefully, Ancient will be able to find some indication from the compilation warnings I sent him, as requested.
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After the character selection screen, it correctly displays the (ascii) map, BUT it doesn't accept any input. If I dare to touch something, after a few seconds a core dump welcomes me.
Now it works! the patched source files and an (ncurses, intel only, hopefully 10.5+) osx binary have been submitted to Ancient.
BTW, a little report: roguebasin doesn't show up the new release, yet :)
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Name: Pesky Reticulans, Improvements, Moar Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 2.1b (release #17) published 23th January 2013
DOWNLOAD: Windows (http://arcywidmo.republika.pl/prime/2.1b/prime_win-2.1b.zip) --- Linux 32 bit (http://arcywidmo.republika.pl/prime/2.1b/prime_lnx32-2.1b.tar.bz2) --- Linux 64 bit (http://arcywidmo.republika.pl/prime/2.1b/prime_lnx64-2.1b.tar.bz2) --- Source code (http://arcywidmo.republika.pl/prime/2.1b/prime_src-2.1b.tar.bz2)
Website: http://arcywidmo.republika.pl/prime/
After a longer pause PRIME comes back. New toys in store are:
- Five new ray gun types. Some existing canisters that used
to ruin empty ray guns now load them.
- Graphical effects of guns and explosions are now properly
drawn. Developers recommend you have a look at least at
a blaster pistol, a laser-emitting weapon and some grenades.
- Computer viruses have been nerfed. Getting your computer
infected is no longer such a small disaster. Floppy disks
you know to be free of this menace are described 'clean'.
- Some items have new interactions. You can quaff fuel drums
for example. There are few cases when you would want to but
when it comes down to this ... surely better than death.
- Automatic doors may have their logic circuits inverted. That
is these open when you walk away from them and close when you
approach.
- In graphical mode certain identified items have mini-icon
indicating type displayed in top right corner. Most ray guns,
many canisters, and some other objects sport them.
- Skill screen now lists modifiers your abilities have on each
of your skills. Should help make better ability increase
choices at level up.
- Unidentified items may appear to belong in another category.
- Swap command for easy exchange between two of your weapons.
Be it a gun and a stick for meleeing or whatever other pair
of gizmos you need to be quickly juggled.
Thank you goes to Jim for this idea!
- Some new toys: stabilizer belt, floppy disk of logic bomb,
floppy disk of recursive loop and jump boots.
- Canister names have much more meaning. For example you can
count on titanium canisters enduring a throw against a wall
unless it contains volatile substance.
- Confusion and stunning affect your aim. Quaffing a beer or
two and pointing that laser rifle around might have not quite
the desired target hit.
- Brain mold from ZapM 0.6.2 is back!
That would be about it for bigger changes. Package also includes
several bug fixes. Did you know Melnorme used to cheat you? They
were fined and taught the proper behavior around armed customers.
Full (spoily) changelog is available at the website:
http://arcywidmo.republika.pl/prime/changelog.txt
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Congrats on yet another marvelous looking stride of progress---2013 continues to particularly improve! 8)
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Gave this a quick try. It seems pretty cool.
Couple things, I can't seem to be able to hold down a key and have it continuously be pressed. As in I can't hold down a direction key and have the character keep moving. I have to continuously tap the key.
The "5" key doesn't seem to rest.
Is there an explanation of the different key set types?
Is there a way to start the game in ascii console mode?
I'm guessing "buggy" is the same as cursed?
Any chance of being able to make menu selections using the arrow keys and "Enter" key?
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Gave this a quick try. It seems pretty cool.
Thank you! I'll address the issues you pointed out.
Couple things, I can't seem to be able to hold down a key and have it continuously be pressed. As in I can't hold down a direction key and have the character keep moving. I have to continuously tap the key.
NotEye thing. Haven't figured out how to enable it but works as expected in console mode. Try run mode command ('.' in angband keymap).
The "5" key doesn't seem to rest.
You must be using Angband keymap and indeed it leaves "5" unmapped. Until new version appears you can edit band_orig.cfg file and add line "rest = 5" somewhere. Thanks for the report!
Is there an explanation of the different key set types?
No, but you can set one and hit "?" to see what is bound to what. I assumed only players familiar with various roguelikes would be interested in them and the rest would ignore it.
Is there a way to start the game in ascii console mode?
Supply -a parameter.
I'm guessing "buggy" is the same as cursed?
Mostly, yes.
Any chance of being able to make menu selections using the arrow keys and "Enter" key?
It could be implemented but I'm not very fond of it. This slows the gameplay somewhat when browsing large inventories. That and arrow keys are used to scroll. So far it has worked well in DoomRL but it does not feature scrolling menus.
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My favorite feature is that my mouse wheel walks my character toward the cursor. Fantastic.
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Ha ha ha. I also like it but what makes me laugh about it neither Psiweapon nor me anticipated it. Its Necklace of the Eye addition. Many pure ASCII roguelikes could benefit from it really. Such a beautiful piece of work I wonder why it has so few adopting projects when compared with the Chronicles of Doryen Library. Thus, to make it known PRIME now prints NotEye version inside game just under welcome screen.
Bad news: PRIME 2.1b has resistance shift bug. It is impossible to gain protection against radiation and thus cross Gamma Caves without dying. Victory might be still achievable with Ninjas who with a lot of skill can lock pick the retina scanner. Expect 2.1c to appear in near future. Sorry for the inconvenience!
Good news: we are planning for some more publicity friendliness. More screenshots on website (especially graphical mode), some development information what might be planned in new version and improved RogueBasin page. Works on the last are in progress. If anyone has any tips to share with us we are all ears.
Oh, we also have much awaited radiation spoiler (http://roguebasin.roguelikedevelopment.org/index.php?title=PRIME/Radiation)!
PRIME Dev Team would like to thank Mendonca for his review of PRIME (http://hundredheroes.blogspot.com/2013/01/nethack-in-space.html). It was a pleasant read and gave us an idea for a certain feature that is very likely to get implemented in next minor version.
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Thanks! Hopefully NotEye integration will become somewhat more popular after ADOM+NotEye gets released :) I suppose that important arguments for libtcod and against NotEye are currently the relative lack of documentation, and that it is hard to use for non-C++ games (apparently libtcod can be used easily with Python).
The problem with key repeating has been fixed in NotEye 6.4.
I have downloaded the Linux 64-bit binary, tried to run ./prime, and got:
bash: ./prime: No such file of directory
No idea what this means, everything looks OK.
Then I have downloaded the source, and compiled it, but I had to fix some problems (tablemaker was not compiled correctly, I had to enter its directory and "make" manually; i had do replace -llua with -llua5.1; I had to copy files from "data" to "user").
The help screen does not tell about the ESC key (which is very important), or the NotEye key. ASCII does not work in NotEye.
Regarding official spoilers... I wonder whether to start a spoily strategy wiki page about Hydra Slayer... there are many interesting strategies there. On one hand I want to share my thoughts when creating stuff / discovered strategies, but on the other hand, this should be done by players, not by the author...
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I like Prime but I often play Roguelikes like action games. All fast and button mashy. I use the Space Marine and fire away all day. I usually get overrun by Melnormes. Level 4 maybe?
Scroll mouse wheel, tap 'f' until everything dies, pick up stuff, look at it, worry about radiation, scroll mouse wheel some more. Tap 'f'. Die. Restart.
:D
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The problem with key repeating has been fixed in NotEye 6.4.
Good to know. The bugfix version shall upgrade.
I have downloaded the Linux 64-bit binary, tried to run ./prime, and got:
bash: ./prime: No such file of directory
No idea what this means, everything looks OK.
Executable incompatibility one way or another. I have to look at build system on the 64-bit machine.
Then I have downloaded the source, and compiled it, but I had to fix some problems (tablemaker was not compiled correctly, I had to enter its directory and "make" manually; i had do replace -llua with -llua5.1; I had to copy files from "data" to "user").
How was tablemaker not compiled correctly and why was it even needed? All files generated by the support program should come with the package already. Its there for people who would like to try modifying PRIME. Unless you called make clean which gets rid of some generated files.
In my system going with -llua5.1 will fail. Likewise for NotEye I have to add -lz and -lncurses to build command or it fails for me. Perhaps some GNU Autotools could help with resolving distribution differences like this but I dislike taking large things for small problems.
Copying files is done by "prepare" make target and is called by make prime (or just make). Have you invoked it when doing things by hand or did it fail somehow?
The help screen does not tell about the ESC key (which is very important), or the NotEye key.
My bad.
ASCII does not work in NotEye.
This is known deficiency and to be honest doing something about it is very low on to-do list. ASCII can be had by passing -a parameter so why bother?
Regarding official spoilers... I wonder whether to start a spoily strategy wiki page about Hydra Slayer... there are many interesting strategies there. On one hand I want to share my thoughts when creating stuff / discovered strategies, but on the other hand, this should be done by players, not by the author...
This is a difficult problem. Creating collection of bare facts about mechanics like PRIME spoilers do won't work for HS because it has most stuff exposed. I recall members of NetHack Dev Team sometimes provided clarifications to player-written spoilers but probably didn't write anything themselves. The latter approach could lead to situation "the author wrote spoiler on it so no point writing another" under assumption authors know their game best which would be loathsome thing to cause. Programmers do know game's internals best but that does not imply being good at the game at all. In Hydra Slayer's case I would wait with creating any such a wiki but it may then not happen at all.
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How was tablemaker not compiled correctly and why was it even needed? All files generated by the support program should come with the package already. Its there for people who would like to try modifying PRIME. Unless you called make clean which gets rid of some generated files.
It seems these files are not included in prime-src-2.1b.tgz (h/cpp versions of Attack.txt and other *.txt files).
I think that make executes some built-in rules to build "support/tablemaker/tablemaker" (which appears in dependency), which fail, instead of using the "support/tablemaker/Makefile".
Copying files is done by "prepare" make target and is called by make prime (or just make). Have you invoked it when doing things by hand or did it fail somehow?
Yes, but then I have tried to execute "prime" from the source directory. Did not notice the "build" subdirectory.
ASCII does not work in NotEye.
This is known deficiency and to be honest doing something about it is very low on to-do list. ASCII can be had by passing -a parameter so why bother?
I might want to switch back and forth between ASCII and tiles (not sure). Or use NotEye's other features with the ASCII mode. But I think you are right, this is not very important.
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Alright, I'm famous!
Wondering if I can get away with playing PRIME at work for the rest of the day. Only one way to find out!
-
Just wait till credits page is finished. All contributors to PRIME shall get their tiny piece of fame.
So far I have fixed help screen and improved build system. Still need to upgrade to newest NotEye. Then 2.1c should appear.
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Name: Pesky Reticulans, Improvements, Moar Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 2.1c (release #18) published 8th February 2013
DOWNLOAD: Windows (http://arcywidmo.republika.pl/prime/2.1c/prime_win-2.1c.zip) --- Linux 32 bit (http://arcywidmo.republika.pl/prime/2.1c/prime_lnx32-2.1c.tar.bz2) --- Source code (http://arcywidmo.republika.pl/prime/2.1c/prime_src-2.1c.tar.bz2)
Website: http://arcywidmo.republika.pl/prime/
List of bugs that were squashed:
- Laser ray corners drawn when blind.
- Most wrong tiles.
- Torc when felt blindly is a torc, not a "bionic implant".
- Identified keycards are named right.
- Critical resistance shift bug fixed.
- Starting equipment corrections.
- Examining monkey wrench crashed the game. (thanks Robert)
- Keypad 5 was not mapped in several keymaps. (thanks Legend)
- Transportation ray gun was badly broken. (thanks Robert)
- Crazy marines power armor crashed the game on generation.
- Floppy disk of hypnosis printed totally freaked out message. (again, thanks Robert)
- Makefile that caused problems is brought to much better shape.
That would be it. Current PRIME should be fully enjoyable until new version comes out.
No 64bit version for Linux. Sorry, the build machine is unavailable right now!
Changelog lists also few other changes:
http://arcywidmo.republika.pl/prime/changelog.txt
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Nicely done. 8)
-
Love it so far, such a different feeling from other roguelikes. And thank you, Jo, for pointing out the scrolling thing. So convenient for movement. Would be nice, though, if scrolling down moved in the opposite direction :P
Only problem so far, is a seg-fault when exiting the help page. PM me if you want the core dump, I'll throw it on dropbox in that case. Makes playing quite difficult, not allowed double checking the commands :P
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Name: Pesky Reticulans, Improvements, Moar Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 2.1d (release #19) published 9th February 2013
I am ashamed of letting such a bug in. Trivial to check for and horrible for players at the same time. This release fixes the problem.
DOWNLOAD: Windows (http://arcywidmo.republika.pl/prime/2.1d/prime_win-2.1d.zip) --- Linux 32 bit (http://arcywidmo.republika.pl/prime/2.1d/prime_lnx32-2.1d.tar.bz2) --- Source code (http://arcywidmo.republika.pl/prime/2.1d/prime_src-2.1d.tar.bz2)
Website: http://arcywidmo.republika.pl/prime/
Only problem so far, is a seg-fault when exiting the help page. PM me if you want the core dump, I'll throw it on dropbox in that case.
Thank you for the offer. It was easy to reproduce myself. Moreover the core dump was useless - I have smashed whole stack depriving execution trace of all information. Go me. :-/ Fortunately location to check was obvious.
I will ask Zeno about scrolling back. Might be cool. My mouse does not feature a scroll wheel so I usually forget there is such a feature in NotEye.
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Scrolling back works in NotEye 6.6 (http://zenorogue.blogspot.com/2013/02/noteye-66-hydra-slayer-146.html).
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Name: Pesky Reticulans, Improvements, Moar Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 2.2 (release #20) published 27th March 2013
First PRIME version appeared in March 2012. It is March 2013 now so we celebrate a year of development with release 2.2!
Downloads Windows (http://arcywidmo.republika.pl/prime/2.2/prime_win-2.2.zip) --- Linux i386 (http://arcywidmo.republika.pl/prime/2.2/prime_lnx32-2.2.tar.bz2) --- Linux x86_64 (http://arcywidmo.republika.pl/prime/2.2/prime_lnx64-2.2.tar.bz2) --- Source code (http://arcywidmo.republika.pl/prime/2.2/prime_src-2.2.tar.bz2)
Visit our website: http://arcywidmo.republika.pl/prime/
This release brings:
- First and foremost a ton of fixes. Changelog contains over fifty entries dedicated to eradicated bugs.
- Graphical mode has minimap.
- New stuff: asbestos jumpsuits and asbestos jackets, webbing grenades and motoric coordinator bionic implant.
- New creatures: sewer worms, spiders and vulture spider mines.
- New shop type: Imbibing Parlor! Guess what is sold. :-)
- You can now switch to NotEye's ASCII mode. It finally works.
- In graphical mode you can hold left alt to see whole map.
- Using blank floppy disks has whole new interface! There is help file available and chances of success are shown. They may not be totally precise if you haven't identified your stuff though.
- Spam may ask you to donate to charity for a change. Local shop owners may advertise their wares.
- You can dismantle rad traps using repairing tools.
- Some status effect show countdown. For example drowning does that. Being in pit also tells you how far you are from climbing out. To know other timeouts install health monitor implant.
- Creeping Credits only keep two third of money they steal from you. They're no longer good banking service.
- Restoration modified. Canister bugginess state now influences its effect. Ray guns restore less but are still preferable to canisters. Related docbot service is also better.
- Space Orcs recover from damage faster. They have better regeneration rate and gain restoration effect every level. Good for your janitors.
Full changelog (http://arcywidmo.republika.pl/prime/changelog.txt) also available for the curious or inquisitive.
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congrats for the new release!
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Each marvelous, spanning changelog moves it all that much further forward---plus the recent ongoing success of SotS The Pit and DoomRL as ever further bolsters that there is room aplenty for sci-fi Roguelike goodness.
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Nice!
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Grah! I got jumped by a room full of face huggers, was impregnated by an alien and died giving birth. Thought maybe the anal probe could help get the alien out, but I guess my grasp of biology is a bit off. :-)
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I suggest to add a crashlog. When playing as Xel-Naga game always crashes after several turns. Then i started a really successful Dissident, but the game crashes around level 6 when i tried to attack someone (can't remember letter).
Otherwise, great game!
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@Jo: Kheh, no, anal probes are not helpful in getting rid of parasitic infestation. Funny idea you got. :-) The facehugger hugs your face (duh!) so you may want to drink something unhealthy to kill that maturing chestburster. Another way is to get cesarean section.
@Kipar: Your crash log is in user/dbg.kipar.txt file. Found what the problem is with Xel'Naga - finding a door in graphical mode calls a method on a null pointer. Yuck! Problem fixed, expect a patch for download this evening. If you have core file in you directory I would be obliged if you mailed it to me. I'll check out what happened to that dissident.
Edited 31.03: I received more bug reports. Bugfix release date moved to early April.
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I haven't saved log as started a new game already, but encountered the same problem several times at holidays.
The problem is: The game crashes (rarely), when i'm hitting someone with either melee or ranged weapon.
Log says nothing about disaster - last string is "In what direction?" in case of ranged attack or just says about previous attack (in case of melee).
I'm trying it on two laptops with Win7 x64, and the problem appears on both. I'm using ascii mode.
I can't find your email in profile, but there is a link to one of such logs in case it can help (this time i attacked goblin with optical blast): http://sourceforge.net/projects/weightlessness/files/dbg.Asus.zip/download
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PRIME is supposed to print my email every game so that I don't have to include it in my profile where it is vulnerable to spambots. :-)
Log doesn't feature crash data but has all the stuff you did previously in a game. Thank you for putting it out there. Information you gave me restricts the problem area to fight code. It did not change that much in recent versions so there is good chance the bug shall be caught soon.
For next release there should be emergency save mechanism.
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OS X users who want to build 2.2, I have a version that is currently running on NotEye, not just curses: https://github.com/ronw23/prime-osx
(https://dl.dropbox.com/u/12483097/Screenshots/prime-osx.png)
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Ronw23, thank you! I added link your repository on front page. For next version I will do my best to include these changes so compiling for Mac with NotEye is straightforward.
So far all my attempts to reproduce the bug Kipar mentioned have failed. Perhaps it is exclusive to Win7 x64. If so I am likely to have an opportunity to test this later this month. At the moment my programming time is going to catching crashes instead. If the bug is random it may be possible to continue game after getting emergency save. If it is made reproducible through savefile it could be sent to me for examination. Either way it sounds like a good idea.
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If the bug is random it may be possible to continue game after getting emergency save. If it is made reproducible through savefile it could be sent to me for examination. Either way it sounds like a good idea.
That would be great, because I liked this game and now played about hundred or so characters with latest version.
Crashes without saving are annoying, but they are pretty rare, so i consider them as yet another instadeath accidents.
Another instadeath events, that imho aren't ok:
- pit with an acid is fatal and you can't do anything if you fall there.
- when going downstairs, there is a chance to appear in aliens nest. In that case character sometimes don't appear on the stair tile, resulting in almost certain death. I'm not sure is it a bug or funny joke.
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Another instadeath events, that imho aren't ok:
- pit with an acid is fatal and you can't do anything if you fall there.
- when going downstairs, there is a chance to appear in aliens nest. In that case character sometimes don't appear on the stair tile, resulting in almost certain death. I'm not sure is it a bug or funny joke.
Acid pit can be climbed out of like any other pit so should be more of a danger to your equipment than to yourself. On the other hand it is overpowered against reticulans who have very little HP. I think they will be relegated to appear at lower depths. If you found jump boots wear them to get out of pits in single turn.
Landing inside an alien nest is not a bug, it is a challenge. However, getting displaced because something other spawned on stairs certainly is wrong. This shall be addressed in 2.2a.
If aliens themselves or getting facehuggers present problems how about consulting aliens spoiler (http://roguebasin.roguelikedevelopment.org/index.php?title=PRIME/Aliens)?
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Release 2.2a is available on website (http://arcywidmo.republika.pl/prime/). However, there have been additional bug reports and 2.2b may appear soon.
Xel'Naga problem is no more! Acid pits actually stay at their original depth. Turns out climbing out of them was a ten-turn action and this dealt horrible piles of damage often killing characters. There are other issues fixed and, that probably is greatest accomplishments, more than half crashes is caught. Unfortunately that does not guarantee you will be able to load the resulting savefile though!