Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Zireael on June 27, 2013, 01:14:56 PM
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The Veins of the Earth module for T-Engine 1.4.0 boasts the following key features:
Based on the OGL license
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&D-derived games (Baldur's Gate, Icewind Dale, Angband)...
Tiles
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.
Tooltips
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.
Help
Still stuck? Press F1 or H.
Turn-based
You make your action and enemies take theirs.
Grid-based
In true roguelike spirit.
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Features implemented:
random worldmap different for every character
multiple dungeons, some of them persistent
towns and buildings
death is not an end - you can continue adventuring as your child, if you had any
brand-new start-up screen and menu [standalone version only]
new old gold and black UI skin
32x32 tiles by Daniel E. Gervais & my edits
moddable player tiles
tiles/ASCII switch
controls displayed automatically at game start
13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist classes); warlock, shaman
6 prestige classes: shadowdancer, assasin, arcane archer, blackguard, loremaster, archmage
16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc
backgrounds for quicker character creation
improved starting equipment taking into account class and race; magic items, immunities or resistances as perks
random name generator taking into account your character's race and sex
Effective Character Level
XP for killing monsters, descending deeper, disarming traps
multiclassing & prestige classes & favored classes & bonus feats by class
colored character sheet with tooltips displaying rules info
randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties & feats
attack roll & AC & critical hits & offhand attack (including double weapons) & iterative attacks
death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats
saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
inventory & encumbrance
spellbook now with spell information included and an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells
armor spell failure chance; key stat must be 9 to cast spells
casters gain access to next spell level every 3rd level
spell-like abilities for drow & duergar; other spell-likes as random perks at start
Spellcraft test required to identify spells cast by others
clerics now pick from 16 deities which limit their alignment and domain choices (44 domains total)
some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses
feat and skill select [Seb]
skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level
skill tests printed to log; max skill ranks implemented; feat bonuses applied on top of skill ranks
stealth & sneak attack
most weapons from SRD; magic armors and shields; magic weapons; light sources; wondrous items; specific magic items
all feats from SRD except archery feats and unarmed combat feats
working item creation feats
most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)
pre-made d20-style encounters of more than 1 monster
humanoid NPCs can now have character classes
shopkeepers can now sell & buy items
item identification in two stages, auto-destroying known cursed items
CR displayed in tooltips; monsters drop equipment and corpses
hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
colored in-game help screen; legend screen
calendar
colored tooltips (color-coded relative monster stats and CR); colored log messages
item tooltips both on ground and in inventory
in-character monster info screen
terrain effects
speed bonuses
resting takes 8 hours, monsters respawn on rest
cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp
stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures
level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)
Diplomacy and Handle Animal skills
You can download it from http://www.moddb.com/mods/the-veins-of-the-earth (http://www.moddb.com/mods/the-veins-of-the-earth).
README, issue tracker and wiki available at GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth).
Feedback and contributors welcome!
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Quite impressive how quickly this is coming together and I wish the project all the best! Who knows, this may eventually become the first such project to fill the void that Incursion left... 8)
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Quite impressive how quickly this is coming together and I wish the project all the best! Who knows, this may eventually become the first such project to fill the void that Incursion left... 8)
Lua is not that hard to learn, besides there are numerous other modules and a vibrant community of people who gave me their tips and allowed me to peek at their code.
Also, there is an invaluable contributor named Sebsebeleb (who does mostly bugfixes and spells)
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In case you want to know how exactly the development goes, check this (http://zireael07.wordpress.com/english/underdark-roguelike-wip-development/) dev log.
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More races and items added. Faerzress is in, too!
However, I'm in a bit of a pickle, as I can't get LevelupDisplay.lua to work, and Seb is busy...
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More monsters and a highscores screen and criticals are in.
I added a lot of weapons.
Levelup screen works now, so now I only need to add feat points.
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Feat points added.
I think the only core thing that's missing is ranged combat. We're still discussing how to implement skills best.
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Feat select now works as designed.
Today, I added a big batch of weaponry in preparation for working ranged combat.
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Can we dream for an eventual recreation of the magic that was wielding Spiked Chains from Incursion? 8)
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Today, I added a big batch of weaponry in preparation for working ranged combat.
How many of the Gygaxian polearms do you plan on implementing? ;D
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Can we dream for an eventual recreation of the magic that was wielding Spiked Chains from Incursion? 8)
In the works. Spiked chains are in, but trip/range is not yet.
How many of the Gygaxian polearms do you plan on implementing? ;D
We're doing 3.x, so OD&D polearms are out unless they appeared in a sourcebook for 3.x.
Seb figured out class features today, so I'm off to make some more of them.
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Some of the cleric and barbarian class features are in.
Based on feedback from a ToME 4 player unfamilliar with d20, I made a help screen today.
We've discussed skills, too, and have a pretty solid idea on how to make them work.
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Skills are in!
We only need a skill select screen... and working bows/crossbows.
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I downloaded the t-engine to try and run it but it just hung on the loading screen. Has this been an issue with anyone else? It's one of the reasons I hate the t-engine to be honest - it would be great if you could cut out that horribly clunky start up menus and make a module an executable in its own right. That was pretty much the only reason that I didn't bother trying to develop something with it.
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I downloaded the t-engine to try and run it but it just hung on the loading screen. Has this been an issue with anyone else? It's one of the reasons I hate the t-engine to be honest - it would be great if you could cut out that horribly clunky start up menus and make a module an executable in its own right. That was pretty much the only reason that I didn't bother trying to develop something with it.
I will ask around the ToME forums, both about your problem and about modding the startup menu (I know it's possible, I've seen it done in Grey's modules).
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The main menu is just an other module which you can also replace.
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The main menu is just an other module which you can also replace.
Fancy seeing you here, DG.
It's another thing to go into my notes. Right now, we want to focus on the basics, to have them done before I leave :)
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Hey, just thought I'd let you know that I tried it again and it worked some reason. I downloaded the same version of the module I tried at first and used the some t-engine installation so who knows what did it.
DG, I didn't mean to seem obnoxious about my complaints about the t-engine and it's presentation. I know it's open source and fully flexible and really the closest thing that anyone has ever come to a user-friendly roguelike engine, so I don't want to get down on it and annoy you by proxy. I fully accept that it can do anything I want it to and the only limitation is me. But, I just can't handle the presentation which comes standard and to be blunt, that's the hurdle which steered me away from t-engine development. The visual bells and whistles (tooltips, animations, graphical psuedo-ascii) which are integral to TOME seem really out of place to me for a simpler game and I tried mucking around with it to strip it back as much as possible but couldn't make much progress.
For instance this Underdark module seems cool, but the presentation at this stage is way too much for me and I find it a real turn off. I have no doubt that I'm in the minority though and you'll catch more flies with the graphical honey than if you focused your attention on idiots like me who spent the better part of 20 years sweating over monochrome nethack.
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Maybe it would be nice if there were a mod even more skeletal than the example mod.
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For instance this Underdark module seems cool, but the presentation at this stage is way too much for me and I find it a real turn off. I have no doubt that I'm in the minority though and you'll catch more flies with the graphical honey than if you focused your attention on idiots like me who spent the better part of 20 years sweating over monochrome nethack.
I don't do much with the presentation, that's more of Seb's field.
I don't think there's much 'graphical honey' here.
Anyways, came here to tell you that we got archery working, after 2 days of sweating over a silly oversight.
That means we're really close to the first beta release!
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Last touches including making doubly sure the OGL is included and we haven't included Project Identity by mistake.
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Just marked the master branch as beta.
(The computer I'm writing from is sh*tty, so blame any typos on it)
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Even though I'm stuck on hols with a super sh*tty comp, work is progressing (I just discovered github.com's edit feature).
We've also made use of the Issues tab.
Skill checks now take armor into account. Armor now limits Dexterity bonus to AC. Also, encumbrance works properly and stairs have a chance of not changing the dungeon level.
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Excellent! Speaking of OGL doings, this project just turned up on my radar and, on the surface at least, seems like it might hold some promising elements for down the line to ponder at least a bit for Underdark as I could see how some of it could adapt well to Roguelike doings:
http://www.kickstarter.com/projects/gamesmiths/nrg-system-core-rulebook-ogl
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Excellent! Speaking of OGL doings, this project just turned up on my radar and, on the surface at least, seems like it might hold some promising elements for down the line to ponder at least a bit for Underdark as I could see how some of it could adapt well to Roguelike doings:
http://www.kickstarter.com/projects/gamesmiths/nrg-system-core-rulebook-ogl
Thanks for the link.
Currently I'm scrolling my way through http://www.dandwiki.com/wiki/The_Netbook_of_Feats_Version_12.4_of_the_Netbook_of_Feats and cursing the fact that the computer at the resort died (the fan seems to be broken) so I'm forced to visit a local net cafe.
I think I'll have to make a checklist of great ideas to implement when I have access to my own comp.
EDIT: Getter, feedback and/or ideas would be much appreciated!
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Well, I guess one thing you'll have to reach a decision on at some point, much like as with the above KS, is whether this will also grow to include "near neighbor" OGL or stay on the original 3.something'ish:
ie Pathfinder's OGL http://paizo.com/pathfinderRPG/prd/
Beyond that, much of this comes down to knocking out as many of the easier tasks as possible as fast as possible to keep progress going while trusting your instincts---as those are what have resulted in this coming together so quickly in the first place. It is fine to come up with a framework that will work for a lavishly complicated bit just to get that settled, but first populate the rest of it further down ladder. Think of it in terms of gameplay---what do I have to hook a player in those first 5/15/30 minutes? What is the expectation for the first hour? Settle those things in chronological order before going deep into content that would take ages to reach.
Having a better mechanism than Github to distribute a "plug and play" archive or .teaa or whatever to throw in the folder or just have operate standalone as per Grey's projects that also use T-Engine 4 would also be handy for folks like me and otherwise as far as discoverability and ease of use---especially since this has made it past that critical Alpha stage that claims many a project into the void into the considerably sunnier and Better Expectations that is Beta.
I am just a simple, lowly Win7 user after all! 8)
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I now have access to my own comp (albeit limited by the fact I'm running on battery and access to power is rare), so I'll try to plug in some monsters, items, domains and whatnot (i.e. the stuff that's easy to do and does not take long).
Having a better mechanism than Github to distribute a "plug and play" archive or .teaa or whatever to throw in the folder or just have operate standalone as per Grey's projects that also use T-Engine 4 would also be handy for folks like me and otherwise as far as discoverability and ease of use---especially since this has made it past that critical Alpha stage that claims many a project into the void into the considerably sunnier and Better Expectations that is Beta.
- For the code, we're sticking with GitHub. Releases will be also available from git.
- We plan to make releases available on ToME page, too (but I have to make an account on the main site, and I can't do it here because the net loves to go down).
- A standalone version is also planned, but that's for when I'm back home and can devote my full free time to it.
Basically, point 2 should be done sometime in early August, a.k.a as soon as I'm home, and point 3 soon afterwards.
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That's great, point 2 and 3 look indeed to be squared away. Heh, the timing for all this going on is somewhat amusing as well---there's now a Beholder Class/Race addon that just saw a first public release on the Addons board over there that is aiming to adapt it into the ToME 4 world.
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Contributors WANTED
If you want to contribute, just fork the repo and make your changes and make a pull request back.
Don't include anything that's not OGL (e.g. no kuo-toa or illithids)
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As the module is now made available from the ToME site, we also made a v 0.0.6 (beta 1.5) release. Changes from beta1 are mostly bugfixes, but there is also some added content.
Will work on standalone as soon as I get a clean copy of T-Engine itself.
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I always forget to post this exact other link that is OGL relevant to the above:
http://www.d20pfsrd.com/
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Thanks for the Pathfinder link :)
Tooltips now display monster CR.
I've fixed an issue with armor check penalty all by myself and made character sheet, tooltips and log messages colored, to make important stuff more visible.
A friend has promised to help us with items & monsters and Seb is working on a new map generator.
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Awesome, congrats on it all continuing to come together and everybody pitching in at getting one thing or another better situated. 8)
I think that's all the OGL stuff out there period, unless you start to dig into the Retroclones which are perhaps a bit too removed, at least at this stage considering all there is to go.
Heh, I look forward to an eventual progress meter that tops out at "Well, this is pretty much at Incursion's level plus or minus a few bits" then heads onward.
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One good thing about the T-Engine is how easy it is to set up addons for existing modules. In this case, it means that people can more or less easily house-rule the game. :)
Heh, I look forward to an eventual progress meter that tops out at "Well, this is pretty much at Incursion's level plus or minus a few bits" then heads onward.
That would be quite an achievement. I'm not a 3.x edition person, so I don't even understand everything, but omg is there a ton of stuff in Incursion. The dungeon generation alone is its own special type of awesome.
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Awesome, congrats on it all continuing to come together and everybody pitching in at getting one thing or another better situated. 8)
See, that's why I love Open Source. 2 people can do much more than 1.
Heh, I look forward to an eventual progress meter that tops out at "Well, this is pretty much at Incursion's level plus or minus a few bits" then heads onward.
LOL, so do I.
Version 0.0.7 (beta 1.75) has just been released on git and ToME.
CHANGELOG:
•new map generator
◦armor check penalty bug fixed
◦colored log, char sheet and tooltips
◦encumbrance displayed in char sheet
◦encumbrance fixed
There's a few bugs waiting to be ironed out before beta 2, as well as class-dependent level up (the code is in, but it borks out. If anyone's so inclined, I could use a helping hand)
/derp. I'm getting scared of making a changelog for an eventual minor (0.x.0) release, let alone a major one!/
EDIT: Game renamed due to someone pointing out "Underdark" is considered PI.
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A salient move on the name change, even besides the fact that this now frees your hand to eventually work in other sorts of underground venues and happenings beyond just the canonical sort of Underdark.
Heh, just keep that progress pace and changelogs rolling and all should work out just fine---those milestones in particular should wind up extra delicious ones as they'll mark serious new levels of progress and polish.
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A salient move on the name change, even besides the fact that this now frees your hand to eventually work in other sorts of underground venues and happenings beyond just the canonical sort of Underdark.
Heh, just keep that progress pace and changelogs rolling and all should work out just fine---those milestones in particular should wind up extra delicious ones as they'll mark serious new levels of progress and polish.
You mean you actually looked at the GIT milestones? I thought it was only us 2 who used them.
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Heh, not exactly though I did just now dig around a little bit and find that part---having a point buy option for those not keen on rolling is definitely a good idea for one.
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We're over halfway to beta2, as GIT says, and we even managed to get some stuff done which was planned for beta 2.5.
Also, the mod now has a page (http://www.moddb.com/mods/the-veins-of-the-earth) at ModDB.
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I've been rolling out some small improvements over the past few days (mostly to do with the colors and with character generator).
I've also coded some new content (ecl, log display, achievements, random name generator, item identification), however, the code seems to be buggy.
Seb's almost done bugfixing the multiclassing code, however.
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Belay that. I just got item identification to work, which means you have a working skill to see how skills work in VotE.
In other words, we only need multiclassing (class-dependent level-up) and skill select screen to work and you'll get beta 2.
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Quite a nice start to the week then! 8)
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Version 0.0.7b has just been made available from te4.org and should soon be available from ModDB, too.
CHANGELOG:
* implemented darkvision
* ranged attacks now use Dex instead of Str to determine bonus
* racial skill bonuses implemented
0.0.7b - 13/08/2013
* bugfixes
* ranger, rogue and wizard now get ranged weapons as starting equipment
* FOV fixes
* new items: amulet of natural armor
* deep-dwelling races no longer get a torch at game start
* colored help screen
* item identification
* usable Intuition skill
* item tooltips
* multiclassing
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Standalone version just released!
Download it from https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.7b-standalone/standalone.Veins.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.7b-standalone/standalone.Veins.zip).
EDIT: The 100 hp bug has been killed.
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How surprising---based on the current milestones page I figured this was farther out, but hey, no harm in sniping at various milestone goals so long as it all works and keeps apace. :D
In the future, probably best to have the resulting zip file labeled accordingly to the version in question.
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How surprising---based on the current milestones page I figured this was farther out, but hey, no harm in sniping at various milestone goals so long as it all works and keeps apace. :D
I've found a friend willing to help us iron out bugs, as a ToME player took the game for a spin and uncovered 2 bugs already known and 2 new ones. The nasty one is, level-up bonuses aren't applied for some reason.
Also, highscores will probably not work until T-Engine 1.0.5.
In the future, probably best to have the resulting zip file labeled accordingly to the version in question.
Yup, a friend already pointed it out to me.
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Nice, I'd imagine v1.0.5 can't be all that much farther off either to boot.
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Beta 2 now available!
https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.8-standalone/standalone.Veins.0.0.8.zip
CHANGELOG:
- skill checks printed out to log
- level-up bonuses applied properly
- halved xp needed to gain level
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Is the plan to mimic the good times that is Sil and especially Incursion's reckonings on EXP gain for exploration, stealth, identification---pretty much all sorts of things to support all sorts of playstyles beyond just combat kills being the only way?
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Is the plan to mimic the good times that is Sil and especially Incursion's reckonings on EXP gain for exploration, stealth, identification---pretty much all sorts of things to support all sorts of playstyles beyond just combat kills being the only way?
Yup, that is the plan. When exactly it gets implemented depends on our coding skills :)
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Good deal, couldn't remember if I'd mentioned it before but it really is the ideal solution to keep the grind to a minimum and keep things interesting---room to expand upon the notions as well I'd reckon to bolster Veins outright as a new "standard example" alongside the other pair and Brogue to an extent.
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What is "the other pair"?
Anyway, a hotfix for beta 2 is released, fixing the potion ID and skill select screen.
https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.8a-standalone/standalone.Veins.0.0.8a.zip
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Sil and Incursion
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Version 0.0.9 (beta 2.25) is out.
You can grab it from here (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.9-standalone/standalone.Veins.0.0.9.zip). It should be soon available from ModDB, too.
CHANGELOG
* new monsters: drow, goblin, human
* adjusted monster spawn rate
* no XP for monsters with CR < character level - 4
* resting takes longer
* saving throws take the better of two stats (Dex-Int for Ref; Con-Str for Fort; Wis-Cha for Will)
* changed map generator back due to performance issues
* new prestige classes: assasin, shadowdancer
* barbarian speed bonus implemented
* terrain effects implemented
* added tips to stat generator screen
* implemented Swim skill
* armor spell failure chance implemented
* cannot cast spells if key stat is equal or lower than 9
P.S. I'd have waited for 2.5, but I'm leaving for the weekend so I thought I'd give you something to play.
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Congrats on this next leg of nicely assorted progress. 8) Good idea on the improvement to saving throws and exp dropping off in terms of CR versus how much stronger you are.
Things are still ramping up nicely as the 2013 T-Engine module contest looms---lots of good damage being done and noted to get done on the milestones page from the looks of it too.
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Thanks for the compliments. :)
I've tried to implement some of the stuff listed in the milestones page, but I failed, and Seb seems to be busy. I wish we had someone else to poke around the code. (Both friends who'd promised to help out stepped back due to other demands on their time)
I'm leaving for two days, so:
Version 0.0.9a is out.
You can grab it from here: https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.9a-standalone/standalone.Veins.0.0.9a.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.9a-standalone/standalone.Veins.0.0.9a.zip). It should be available from ModDB soon, too.
CHANGELOG:
* bugfixes
* money
* more room types
* code cleanup
* improved skill select screen
* expanded item tooltips
* magic item properties
* humanoid templates coded in
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The long-awaited beta 2.5 (aka. 0.0.10) is out.
You can grab it from https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.10-standalone/standalone.Veins.0.0.10.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.10-standalone/standalone.Veins.0.0.10.zip). As usual, ModDB authorization takes some time.
CHANGELOG
* new magic items: boots of elvenkind, cloak of elvenkind, bracers of armor
* new monsters: giant eagle, shocker lizard, monitor lizard; wolf, raven, rat; monstrous centipede, monstrous scorpion, giant ant, fire beetle, stag beetle
* improved food descriptions
* rogue & wizard & ranger start with ammo now; ranger starts with offhand weapon
* removed highscores since they don't work
* working auto-ID on pickup
* offhand attack and iterative attacks
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Another version is out.
You can grab it from https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.11-standalone/standalone.Veins.0.0.11.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.11-standalone/standalone.Veins.0.0.11.zip). As usual, ModDB authorization takes some time.
CHANGELOG:
* new class: bard
* level-up screen now contains tips
* healing now prints out a message in the log
* character sheet shows feats only
* tooltips added to inventory screen
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Help needed, especially with debugging and most of the features listed in the issues page.
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Always a good metric to see a new class make it in! 8)
Far as some of the issues at a glance goes:
-Random starting perks are a nice idea, though I wonder if perhaps it might fare better to have a randomly generated pool of possible perks to choose however many from? This would lessen the odds of "Great, totally useless/detrimental to my class" as well as still nudging players to hopefully adapt to interesting opportunities as opposed to minmaxing an entire character reroll for an "ideal" pool that ideally doesn't actually exist so best foot forward into the deep.
-Likely my ignorance of the specific mechanics talking, but offhand I'd have guessed Favored Classes would have less to do with more rapid EXP advancement and moreso particular/peculiar enhancements/boosts/bonuses by way of those specific racial-based combinations with a given class. Or in terms of reactions from NPC's one way or another, any sort of Guild apparatus to come for the various groups, and so on.
-Flaws would be served well to take a look at the classic Realms of Arkania games, especially the first one or so, as they had it tightly interwoven into character creation in an attempt to strike some sort of a balance. It seems like it could be a tricky thing to manage as an overall sandtrap for minmaxing folks though, doubly so given the design of the game IIRC aims to generally avoid the notion of dump stats. Ideally, having them tie into questing events and cumulative results from decisions made along the way might offer more of a thematic flavor. ie a Greedy player has far greater odds to find a Genie than others amidst lamps and such, but dealings with said Genie more antagonistic/potentially dangerous by far given that is the type of mortal they are most disposed towards trying to bring low and exploit.
-More nuance in level feelings for special events for specially attuned characters would be nice ie While the CR and amount of items could be quite low, that might be due to some weaker denizens going about a summoning ritual that may well at least greatly change the CR afterwards towards more dangerous ends and perhaps even more than that depending on whether or not intervention is made and how.
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While I've yet to try this (got to love an Underdark RL, though), I just read getter's last comment, and thought I'd mention that the old rpg Ars Magica has a pretty great set of perks and flaws. It might be work checking out if you're headed in that direction.
As always,
Minotauros
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I downloaded the latest version, and starting it starts up some game called Tales of Something of other. I see that vote is an addon, but opening the addon menu and clicking on it does nothing. This is confusing. Can someone explain this to me?
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I downloaded the latest version, and starting it starts up some game called Tales of Something of other. I see that vote is an addon, but opening the addon menu and clicking on it does nothing. This is confusing. Can someone explain this to me?
This is a standalone version. You only need to click New Game.
The startup screen is the default one simply because I can't draw worth sh*t and a friend hasn't made us a new one yet.
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Ah, thanks. I like the clean crisp look of the game and the minimap, I assume they come with the engine. Looking forward to seeing where this goes.
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Actually, chooseusername, here's a present for you:
... aaand another one is out!
Grab it from here: https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.12-standalone/standalone.Veins.0.0.12.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.12-standalone/standalone.Veins.0.0.12.zip). ModDB downloads, as always, to come later.
CHANGELOG:
* fix for money bug
* code cleanup; undead moved to templates
* increased the number of items and monsters spawned
* new item: cord armor
* expanded saves listing in character screen
* working ECL
* [standalone version only] brand-new start-up screen and menu
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Another version is out!
Grab it from https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.13-standalone/standalone.Veins.0.0.13.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.13-standalone/standalone.Veins.0.0.13.zip). ModDB download to come later due to authorization.
CHANGELOG:
* tooltips for character sheet, containing the info that used to be in the Help screen
* Help screen now shows controls
* luminescent moss is luminescent again; typo fix; some tweaks to level generation
* new magic items: belts of Strength, boots of dodging
* random name generator, taking into account your class and race
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A hotfix was just released on GitHub to fix bugged monster stats.
Grab it from: https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.13a-standalone/standalone.Veins.0.0.13a.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.13a-standalone/standalone.Veins.0.0.13a.zip)
CHANGELOG:
* fixed the monster stats being 0
* monster symbols overhauled & added to legend screen
* controls screen shown automatically after char creation, now includes 'r' for rest
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New version is out! ARRP
Grab it from: https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.14-standalone/standalone.Veins.0.0.14.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.14-standalone/standalone.Veins.0.0.14.zip)
CHANGELOG:
new races: half-drow, gnome, halfling
revised AC (cannot exceed +5 from rings)
revised BAB (BAB requirements for feats work now)
magic weapons
color-coded stats and CR in tooltips, relative to your stats and level
favored classes
fix vermin symbols
update README & license & controls screen
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Beta 3 is now out!
Download (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.15a-standalone/standalone.Veins.0.0.15.zip)
CHANGELOG:
* typo fixes
* bugfix for magic items not showing up
* new spells: bardic cure light wounds; heal x wounds (heals a percentage of total hp); cure moderate/serious/critical wounds
* new icons for hotbar
* resting takes 8 hours if complete, less if interrupted; monsters respawn upon rest
* Light Sleeper feat implemented
* skills screen sorted alphabetically
* weapon focus, improved critical, favored enemy implemented
* no more magic items at game start
* Exotic Weapon Proficiency needed to wield exotic weapons
* weapon proficiencies implemented
* double weapons working as intended
Alas, not all features originally planned for beta 3 made it in. The worst offenders are traps and point buy - I've spent days wrangling them and still can't make them work as intended. They "almost" work - but almost isn't enough when traps don't load and point buy doesn't increase stats :x
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All good things in due time, clearly things are getting closer so it is just a matter of eventually prevailing over these respective speedbumps---keep at it and pivot to any other, easier tasks/goals meanwhile! 8)
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A new update is out!
Grab it from: https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.16-standalone/standalone.Veins.0.0.16.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.0.16-standalone/standalone.Veins.0.0.16.zip). ModDB update to come later, as usual.
CHANGELOG:
* typo fixes
* bug fix: unintended bonuses at 1st character level
* backgrounds - for those who want quicker character creation
* new skill-enhancing feats: Artist, Investigator, Magical Aptitude, Magical Talent, Negotiator, Nimble Fingers, Persuasive, Self-sufficient, Silver Palm, Stealthy, Thug
* new feat (only as part of a background): Born Hero
* new spells: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom,
* UI improvements: increased tooltip font size, moved tooltips
* new UI skin: old gold and black semi-transparent without shadows
* Toughness feat works as intended
* casters gain a new spell level every 3rd level; rangers become eligible for this rule from lvl 5 onwards
Available spells per day aren't incremented properly for higher spell levels as far as I can see, but I'm back to uni and not likely to have time right now.
P.S. I think my understanding of semantic versioning is sloppy - if I'm reading the outline (http://semver.org/) correctly, v.0.0.5 should have been 0.1.0, 0.0.7 should have been 0.2.0, 0.0.9 should have been 0.3.0, 0.0.12 - 0.4.0, 0.0.13 - 0.5.0, 0.0.15 - 0.6.0 and this update should be 0.7.0.
The question is, can I change the version tags on Git? And the download names on ModDB?
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An update is out!
This is beta 3.25, code-name "Christmas Tree".
You probably know the drill by now. Grab it from https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.7.1-standalone/standalone.Veins.0.7.1.zip (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.7.1-standalone/standalone.Veins.0.7.1.zip) or wait for ModDB authorization.
CHANGELOG:
* bug fix for player leaving lit tiles behind himself (kudos to Castler)
* bug fix for new keybinds (spellbook and help) not being recognized at game start [Sebsebeleb]
* bug fixes
* new items: amulet of health, periapt of wisdom, gauntlets of ogre strength, gloves of dexterity, cloak of charisma; wands & scrolls (unusable for now)
* item tooltips now inform you of (some) magic properties if the item is identified
* expanded Quit dialog to allow discarding characters
* traps are coded in but do not spawn yet
Note: most of the bug fixes came thanks to Castler's feedback.
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A new version, codenamed "Swirling Red Potion" has just been released.
Grab it from here (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.8.0-standalone/standalone.Veins.0.8.0.zip). ModDB download to come later, as usual.
CHANGELOG:
* bug fix: gain spellcasting properly if you multiclassed from a non-casting class
* bug fix: apply (uncapped) feat bonuses on top of skill ranks
* bug fix: Intuition now applies to a single item
* bug fix: ensure 1 damage unless Damage Reduction is applied
* new spells: inflict X wounds, fireball
* improved HUD - now with bars, changing color depending on the amount of HP left
* XP for descending & disarming traps added
* two weapon fighting penalties, feats & background
* death and dying closer to d20: death at -10 and detrimental effects both at 0 and in the -1 to -9 range
* level feelings (based on monster CR for now)
* changed wait a turn keybinding and added it to controls screen
* random naming for potions & scrolls
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Congrats on this release----looks like it does some damage in a variety of areas you've been aiming at for quite some time now. 8)
The 0 and negative HP range situation is interesting---are there eventual plans for classes and/or races that gain various bonus effects or special abilities instead on the path from 0 to -9?
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Congrats on this release----looks like it does some damage in a variety of areas you've been aiming at for quite some time now. 8)
The 0 and negative HP range situation is interesting---are there eventual plans for classes and/or races that gain various bonus effects or special abilities instead on the path from 0 to -9?
These are definitely possible in the future. I need to hammer out some bugs first and wrap up the mechanics (monk class, sorcerer class, innate spell-like abilities, cursed items. possibly item damage)
-
I think I want to use gource to make a video of the development, but hey, how do I use it?
EDIT: Wrong topic, sorry.
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"Half-ogre with a spiked chain" is out!
Grab it from here (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.9.0-standalone/standalone.Veins.0.9.0.zip) or wait for ModDB authorization.
This version wouldn't have been created without AuraOfTheDawn's invaluable feedback, both bug reporting and suggesting improvements. The codename is a tribute to him, too - he knows why!
CHANGELOG:
* bug fix: all dialogs now obey screen size
* bug fix: fire beetle AC is no longer through the roof
* bug fix: spells are now properly restricted [Seb]
* bug fix: no more freezes when trying to exit to Menu in some cases
* bug fix: no more lua errors with some spells
* bug fix: bard skill points
* bug fix: assasin and shadowdancer not giving level-up bonuses
* new monsters: aboleth, athach, choker, chuul, cloaker, drider, ettercap, otyugh; ankheg, aranea, arrowhawk, assasin vine, barghest
* survival kit, healing kit, lockpicking kit added - grant a +2 bonus to skill
* all characters now receive a single feat when rolling stats as a perk
* level-up screen now displays class points, feat points, skill points
* humanoids can now try to shoot the player
* increased inventory size slightly (from a to z instead of w)
* monsters bleed out quicker than the player
* implemented chasm & ice effects
* tooltips now describe whether a weapon is simple/martial, light/reach
* re-added a crash course to d20
* MODDING.md now contains information useful for prospective contributors
* reach weapons & talent added
* scrollbar added to feat select screen [Seb]
* spellbook now displays higher-level spells properly [Seb]
* tooltips now describe magic properties (except elemental resistances) for identified items
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Very nice---looks like the Alphabet Assault is well underway on the bestiary with probably not that many A's left unrepresented. 8)
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"Spells Flying Left and Right" v0.10.0 beta 4
bug fix: eldritch blast lua error fixed
bug fix: shield no longer counts as offhand weapon for TWF
bug fix: druid skill points are now set to 2
bug fix: dwarf fighters & drow clerics receive the proper amount of hp
bug fix: apply skill bonuses properly in the checks
bug fix: no more wielding two-handed weapons with one hand
bug fix: all spells (including sorcerer and spell-like abilities) now display their proper icon
bug fix: drowning and lava lua errors fixed
new class: sorcerer
chat code added
highscores working & enabled (based on the number of total kills)
made combat & skill logs clearer
you can now talk to some NPCs
new terrain and rooms: ice floor, shafts, swamp
helpful information added to character creation
character screen now displays ALL the classes you have
expanded random feats list
clerics can now turn undead
point buy added for attributes generation
archery feats coded in
random perks part 2: you can now get a random spell as a perk, too
wizards can now choose school specialization [Seb]
right-clicking on map now brings up a context menu
light & heavy load now works per SRD; implemented Loadbearer feat
activable Power Attack and Combat Expertise feats
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A new release, named "A thing of beauty", is out!
Grab it from here (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.11.0-standalone/standalone.Veins.0.11.0.zip). ModDB download to come later.
Among the major changes, we migrated to T-Engine 1.0.5, so there might be some engine bugs (I hope not!)
CHANGELOG:
* bug fix: shadow armor lua error fixed [Seb]
* bug fix: apply increased Str bonus to two-handed weapons
* bug fix: chasm displays its proper name in tooltip
* bug fix: hotbar no longer covers the log on some screens
* bug fix: random naming for potions and scrolls now works properly
* bug fix: you can no longer spend one more skill point per level than intended
* TILES - using David Gervais 32x32 tiles with some new tiles made by me
* new spells: identify; improved identify, mage armor [Seb]
* new items: cursed items (bracers of clumsiness, potion of poison, potion of inflict light wounds and others); ring of darkvision
* split feat dialog into 3 columns
* add proficiency requirement to shields
* adjusted magic item drops
* Balance DC 15 or Jump DC 30 to cross a chasm
* character sheet split into two tabs; skill breakdown as a table
* containers
* show message log screen finally works
* hunger counter & food rations now work
* multiclassing now requires 13 in core ability except for sorcerers and wizards, who require 16 in CHA or INT, respectively
* cross-class skills are now coded and working
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There is a beta module available from te4.org - http://te4.org/sites/default/files/game-modules/veins/veins-0.11.1.team (http://te4.org/sites/default/files/game-modules/veins/veins-0.11.1.team). Report any missing tiles in the Feedback section of the forums. I want to get the best tileset I can before 1st Dec (the ending of the modules contest)
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A new version is out, just in time for the modules contest! Grab it from te4.org or from here (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.12.0-standalone/standalone.Veins.0.12.0.zip)
CHANGELOG:
* bug fix: not being able to use the mouse in some parts of the map
* bug fix: map being covered by the log/HUD
* bug fix: cross-class code now checks for the last leveled class
* bug fix: encumbrance penalties no longer stack ad infinitum for some weird reason
* bug fix: no more freezes due to running out of potion flavor names
* bug fix: no more lua error on stack tooltip
* bug fix: all innate spells now have a cooldown of 5
* player tile changes depending on his/her race and class (from 2nd turn onwards)
* new monsters: all monsters from SRD except demons, devils, dragons, lycanthropes, swarms & most animals which don't fit the dungeon theme
* new classes: monk & paladin
* you can now name your character yourself and/or reroll the random name multiple times
* loading tips added
* lowered ice DC as a temporary solution to the "fall-lock"
* water and stale foodstuffs are now edible
* more randomized magic items
* added feat description tooltips to character sheet
* added loading screen to module file
* added intro depending on player race
Play, vote and most importantly: don't forget to leave feedback!
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A hotfix has been released because I managed to pin down and fix the cause of intermittent inventory bugs and/or lua error messages.
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A new hotfix is out!
* Fixed the inflict X wounds bug.
* Intuition check to identify an item in your inventory is now made every X rounds automatically, with the X depending on your class.
Grab it from te4.org
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The module has been updated to work with 1.1.0 (the version which is available from Steam).
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I just put up a new version, nicknamed "Can't see me".
It's not on ModDB yet due to their authorisation process and the .team file is not on te4.org because something went wonky with md5 (the game reads team just fine but I get md5 nil in the log?!)
Grab it from here (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.13.0-standalone/standalone.Veins.0.13.0.zip)
CHANGELOG
* bug fix: no longer freezing on actor gen
* bug fix: ranged combat now works properly again
* bug fix: decrease hp properly if your Con is lowered
* bug fix: right click menu now works properly
* bug fix: no more "unknown actor" spawning
* bug fix: no more trying to log on critters drowning
* XP awards for seeing first 4 monsters of a kind
* stealth
* you can now receive Weapon Focus in a random weapon as a random perk
* you can now check how many monsters of a type you've killed or seen
* in-character monster info screen
* class feats are now color-coded in character sheet
* implemented ASCII/tiles switch
* more work on poisons (don't work yet)
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Congrats on another release---good progress. Here's to hoping 2014 sees a good number more release for this and the opened up (classic) Incursion.
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A new version was just rolled out, grab it from Git (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.14.0-standalone/standalone.Veins.0.14.0.zip) now or from ModDB later - MD5 checksum still is nil, so nope, not getting a .team file on te4.org.
The version is nicknamed "A drow, a human and a halfling", here's why:
(http://media.moddb.com/cache/images/mods/1/24/23463/thumb_620x2000/veins-0.13.0-1395675445.png)
Inter-racial cooperation - those three adventures (human barbarian, halfling cleric and drow fighter) have banded together to slay my hero.
No, this is not a scripted encounter, just RNG at its finest.
CHANGELOG:
* bug fix - no more monsters spawning in walls
* point buy now working as intended and resettable
* stat increases every 4th level now working
* d20-style encounters of multiple monsters
* implemented Luck, which makes rare items more common
* ability to load/import/recreate older characters
* pseudo-ID, auto-destroying known cursed items
* item feelings when entering a level
* humanoid NPCs can now have character classes
* deities for clerics
* coded in a lot of new terrain
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Nice gains! Hopefully whatever issues keeping it from packing up nicely on te4 get sorted in the near future, as more visibility is always a good thing.
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Another Monday, another release!
This time, it's named "More power to fighters".
Get it from Git (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.15.0-standalone/standalone.Veins.0.15.0.zip) now or from ModDB later.
CHANGELOG:
* bug fix - reverted Luck influencing items
* bug fix - undead, elementals and others made immune to criticals
* new tiles: centipede, krenshar, displacer beast
* new feats: Armor Optimisation, Shield Focus; Improved Strength, Improved Dexterity, Improved Constitution, Improved Intelligence, Improved Wisdom, Improved Charisma, Improved Luck
* fighter bonus feat selection
* wizards can now select familiars
* improved starting equipment selection, now taking race into account
* magic items as starting perks
* magic items can now increase Luck, too
* types and subtypes now influence immunities
P.S. T-Engine still not giving me md5, reported the issue to DarkGod as Grey has had the same with his 7drl, DataQueen.
P.P.S. A lot of this wouldn't happen without access to Incursion source code, which gave me ideas on how to implement some stuff.
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We're waiting for T-Engine 1.2.0 but it's still some time away and Easter is here!
Here's the beta 5! The code name has already been given :D!
Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.16.0-standalone/standalone.Veins.0.16.0.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/standalone%20Veins%200.16.0.zip) or wait for the ModDB authorization.
CHANGELOG:
* bug fix - summon monster dialog no longer appears if NPCs are trying to use it
* bug fix - fix trying to perform calculations on nil stat_points
* bug fix - wands and scrolls being unusable (but they don't work 100% properly yet)
* bug fix - negative damage when DR x/- is applied
* bug fix - load penalty is no longer incorrectly applied to skills such as Diplomacy or Intuition
* bug fix - finished implementing ghoul touch spell
* chests (and mimics)!
* you can now buy and sell from shopkeepers!
* poisons! watch out for spiders and centipedes
* implemented sneak attack and added flanking code in
* monsters now flee if reduced to below 50% max hp
* spellbook screen now contains spell information in a separate column
* kill count screen implemented; item manager screen implemented but non-functional yet
* implemented Spellcraft
* drow and duergar got (some) spell-like abilities
* new tiles: chest, bolas, shuriken, iron door, warded door, darkwood door
* new races: lizardfolk, kobold, orc
* new class: shaman (a divine equivalent of a sorcerer)
* new prestige classes: archmage, loremaster, blackguard, arcane archer
* new spells: darkness, faerie fire, invisibility, light, charm person
* character sheet now colors increased/decreased stats
* can go back to rolling/buying stats screen from the load character screen
* failure/success messages are now color-coded in log
* log messages no longer tell you what exactly damaged you if you can't see the source actor
* particle effects added to bleeding out and faerie fire
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Definitely some major gains in new content and expansion this release---well done. 8)
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i have a high end pc and the game is really slow. i am unable to change resolution below 1900x1200. it changes, but then as soon as i move the window, the resolutoin changes back. so game is really choppy.
initial screen where it says 'reroll' is white.
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i have a high end pc and the game is really slow. i am unable to change resolution below 1900x1200. it changes, but then as soon as i move the window, the resolutoin changes back. so game is really choppy.
initial screen where it says 'reroll' is white.
Sounds like an engine/resolution problem. My resolution is 1366x768 and Seb's was something around 1600x900 or something, so I have no experience with such high resolutions.
What is your experience with ToME 4 proper and what are your specs?
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Beta 5.2 is out, grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.17.0-standalone/standalone.Veins.0.17.0.zip) or BitBucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/standalone%20Veins%200.17.0.zip) or wait for ModDB authentication.
Also, I found a workaround which allowed me to upload a module file to te4.org in spite of md5 being reported as nil due to engine bug - the md5 entry accepts anything I type in, it turns out :P
CHANGELOG:
* bug fix - no more point buy popping back up after game start
* bug fix - fix oversight in naming function for drow females
* bug fix - no more "clones" (unkillable monsters)
* bug fix - no more sneaky lua errors related to temporary values
* bug fix - lizardfolk now get a torch
* bug fix - wands and scrolls now work properly
* bug fix - stores now stock properly
* overhauled character creation screen and dungeon generation
* handle animal and diplomacy skills
* item creation and enhancement
* new specific magic items: Holy Avenger, Dwarven Thrower, Flame Tongue, Luckblade, Nine Lives Stealer, Oathbow, Sunblade, Sword of the Planes
* new magic properties: of resistance, of the Endless Wave, of Detection, of the Eagle, of the Soul, of the Mantis, of the Spur, of Stability, of Contortion, of Magical Aptitude, of Arachnida, of the Bat, of spell resistance, of Frostbite, of Fireburn
* new spells: create food and water, fly, levitate
* minimap now has background and shows level exits
* reduced the CR cap for level 1 to player level +3
* immunities or resistances as perks
* debug menu - includes adding creatures, removing them, killing off clones, adding XP, gold, or items to player, identifying all items in inventory, Lua console for other stuff
* cut down on flasher (top message bar) use
* add prompt to intro message and expand the pop-up border
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Nice!
Magic Property "of SR 21" though?....that seems like it is meant to be something else? Sounds a bit technical/non-lore'ish. Did you mean just Spell Resistance?
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Another beta is out! Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.18.0-standalone/standalone.Veins.0.18.0.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/standalone%20Veins%200.18.0.zip) or wait for ModDB.
I have a month to spare until the 1st anniversary of starting the work on Veins, and we're getting pretty close to Incursion's level, which was our target. Also, we have something Incursion does not - lore!
* bug fix - nil table in EntityTracker
* bug fix - no more errors caused by mobs trying to level up
* bug fix - lua error on trying to manually adjust stats lower than 8
* bug fix - no longer possible to manually adjust stats that were rolled
* bug fix - spellbook now accounts for levels gained every 3rd level
* bug fix - no lua errors should spells gain and spell slots gain ever mismatch
* bug fix - plant critters no longer as fast; shrieker stuck down in a spot
* bug fix - lua errors on pressing Space
* new tiles - altar, note, horse, griffon
* new spell - Ignizarr's fire
* in-game user chat now works!
* chat keys added to Help
* polymorphing & wild shape
* Ride skill and mounts
* lore framework added
* DR x/magic implemented; framework ready for other DR types
* coded locked doors
* auto-search for traps coded
* coded party support
* calendar changed to match Incursion's
* enabled creature templates, both from SRD and from Incursion
* Knowledge check necessary to be aware that the monster *HAS* a template
* show lore and show achievements screens
* added a test zone
* change zone capacity added to debug menu
* revised the README to be more readable; split off complete features listing
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Wow, lots of progress on this release---definitely on pace to reach that "initial" target level and beyond to come a month out from now. 8)
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A hotfix for those with 1366x768 or similar resolutions:
https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/Birther.lua (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/Birther.lua)
Save to /modules/VotE/dialogs and overwrite the existing file.
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Yet another beta is out, this time NOT on Monday :)
Great kudos to Supermini from te4.org forums, who has been an excellent tester, providing invaluable feedback.
Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.19.0-standalone/standalone.Veins.0.19.0.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/standalone%20Veins%200.19.0.zip) or wait for ModDB.
Also available from te4.org or in the in-game browser that T-Engine now offers.
CHANGELOG:
* bug fix - character screen on 1366x768 and similar resolutions
* bug fix - not being able to close the load premade screen
* bug fix - party info not being saved leading to weird bugs [DarkGod]
* bug fix - no lua errors on clicking spell names in spellbook
* bug fix - no more silent lua errors due to an oversight in encumbrance logic
* bug fix - check if item exists before trying to ID it (kudos to lucianogml for reporting)
* bug fix - naming box in character creation now picks female names correctly
* bug fix - perks not being cleared correctly
* bug fix - skill points going into negatives if half-points are present
* bug fix - add shield proficiency to the classes that were missing it
* bug fix - no longer able to progress past char creation screen without a name
* update to T-Engine 1.2.1
* auto-explore [DarkGod]
* spell rework [framework by DarkGod]
* rework hunger clock
* silenced the pseudo-ID Intuition checks
* changed the font and background of lore notes
* add tooltips to attributes and feat/spell perks in character creation
* add 'are you sure?' pop-ups to feat, skill and class dialogs
* add healthbars display
* make the death dialog a tombstone
* make tooltips more informative
* axed the duplicate naming box
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Congrats, good deal that you were able to get everything upgraded to v1.2.1 so soon after release---bound to help having Veins show up in the random startup mod spotlight from here on as being current.
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A new beta is out!
Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.20.0-standalone/standalone.Veins.0.20.0.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/standalone%20Veins%200.20.0.zip) or wait for ModDB.
CHANGELOG:
* bug fix - naming box not accepting keypresses [kudos to Castler]
* bug fix - bonus feats button now available only to fighters
* bug fix - no more lua error due to a typo in one of the poison defs
* bug fix - play button being unclickable in some resolutions
* bug fix - charges not shown for some spells in spellbook [Castler]
* bug fix - using Diplomacy/Animal Empathy on invalid target no longer wastes a turn [Castler]
* bug fix - using Diplomacy on yourself no longer leads to amusing stuff [Castler]
* bug fix - bards not receiving spells
* bug fix - paladins and rangers missing the spellbook button
* bug fix - club not being listed as simple weapon; dual-wielding quarterstaves
* bug fix - two last entries not clickable in stat increase dialog
* bug fix - typo in water elemental description
* bug fix - fireball and light spells working as intended
* bug fix - no more spellbooks for NPCs; clarified raven familiar description
* bug fix - give specific magic items unided names
* bug fix - correct lantern tile
* bug fix - make prestige class levels show up in character sheet
* update to T-Engine 1.2.2
* new spell: mount, haste
* new spell icons: mage armor, ghoul touch, alter self
* make player tiles change depending on player equipment ("moddable" as in ToME 4)
* add stack number display
* add settings
* integrate parts of Marson's UI addon
* add full framebuffer shaders
* rearrange the UI a bit; add log fade
* add equipdoll to inventory screen
* add information pop-ups to char creation screen
* enable right clicking when manually selecting attributes [Castler]
* add tutorial level
* shuffle events stuff to GameState.lua
* shuffle item perks stuff to Player.lua
* remove the flasher (top message bar) since it wouldn't clear properly
* clicking spell name in spellbook now has the same effect as clicking spell icon [Castler]
* display fractional CR as fractions not decimals [Castler]
* add spell level tabs to spellbook
* add tooltips to store interface
There are a few remaining issues I'm aware of but I'm leaving for holidays for a month. Keep that sweet feedback coming!
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Another beta with lots of juicy additions, which means:
a) I need feedback
b) there may be bugs
Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.21.0-standalone/standalone.Veins.0.21.0.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads) ... or wait for ModDB.
CHANGELOG:
* bug fix - all skills triggering the spell failure checks
* bug fix - specific items had a typo in their on_wear
* bug fix - look around key throwing a lua error
* bug fix - locked out of inventory sometimes
* bug fix - plate armor being worn causing an error in the moddable tiles resolver
* bug fix - poison code not checking for immunity
* random worldmap
* humanoids now use A* pathing
* add ranged AI code inspired by DataQueen
* new monsters: babau, dretch, quasit
* new items: throwing axe, throwing knives; mushrooms, rods; enabled tattoos; mithril coins, emeralds, sapphires;
* new egos: dwarven, elven; of the Winterland, of the Druid, of the Hin; of brightness
* reduced the CR cap for dungeon level 1 to player level +1 and to player level +2 for dlvl 2-5
* tiles/ASCII switch finally works!
* split off thrown weapons into a separate file
* add a hint when a cursed item is auto-destroyed
* prevent clicking on learned feats in feat selection screens
* character creation screen improvements - highlight Cleric/Ranger/Paladin as newbie friendly; darkened Luck as it's not implemented yet; color-code high & low stats; highlight bad choices (spellcasting classes who wouldn't be able to cast spells) in dark red
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A test build has been uploaded to te4.org.
Grab it here: http://te4.org/sites/default/files/game-modules/veins/veins-0.21.5.team (http://te4.org/sites/default/files/game-modules/veins/veins-0.21.5_0.team)
The changelog is pretty long and I'd like to know if there are any outstanding bugs/issues that should be fixed before Oct 1 at the latest, when BETA 6 proper will arrive.
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Thanks to StarKeep for reporting on a few minor issues.
***
Beta 6 is here NOW because the changelog was growing unwieldy!
Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.22.0-standalone/standalone.Veins.beta.6.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads) or wait for ModDB.
CHANGELOG:
* bug fix - Lua errors in load premade
* bug fix - no more xorns showing up without a name
* bug fix - digging works properly now without errors
* bug fix - lance is now named properly
* bug fix - a rare possibility that a base weapon (without combat values defined) would spawn
* bug fix - outdated tiles after loading a premade/saved character
* bug fix - shopkeepers spewing their dialogue every time they bumped into you
* bug fix - tutorial boss not spawning
* bug fix - Lua error due to oversight in combat poison code
* bug fix - increasing stats throwing a Lua error [desophos]
* bug fix - ensured reachability and spawning of dungeon entrances in worldmap
* bug fix - getting messages about unseen enemies using spells/skills
* bug fix - proper tiles for the cavern zone
* bug fix - domain selection working as intended again (last seen in beta 5)
* bug fix - player tiles properly displaying dual-wielded weapons
* bug fix - nixed a debug message for ranger favored enemy
* bug fix - enabled drag and drop in inventory at last
* bug fix - heal log info shown only if you can see source actor
* bug fix - food items now have proper subtype defined instead of nil
* bug fix - no more searching for pseudo traps [kudos to StarKeep]
* new spell: transmute rock to mud
* new zones: labirynth, xorn lair, town, aberrant lair, arena
* new feats: Roll with It, Ignore Wound, Resillient [all from Incursion]
* new tiles: sand, ice; blink dog, barghest, hell hound, yeth hound
* new curse: of weakness
* hirelings
* deity system
* day/night cycle with exotic colors
* color code hit and miss messages
* add monster type to its tooltip
* spellcasters now get spells at start (except Sorcerers and Shamans)
* made character creation screen tabbed
* implement Zizzo's code allowing for hand-picking egos
* many improvements to debug screens
* overhaul actor tooltips code
* renamed existing zones: Upperdark -> compound; Middledark -> tunnels
* change starting zone to tunnels
I am only aware of two minor issues right now - the character sometimes having to make 2 saving throws in a row against falling on ice and one of the change shape spells throwing an error for no obvious reasons.
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Beta 6.2 "Maybe Easier" is here!
As the codename suggests, changes are mostly focused on increasing survivability at lower levels. Some monster CRs were bumped so that they will no longer appear on dlvl 1-3 and you can switch to easy mode, too.
In related news, I set up a wikidot page (http://veins-of-the-earth.wikidot.com/) and now that I'm starting university year, I will focus on updating documentation more and less on adding content to the game.
Grab the standalone version from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.23.0-standalone/standalone.Veins.beta.6.2.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/standalone%20Veins%20beta%206.2.zip) or wait for ModDB.
Or you can grab the module file from te4.org :)
(http://media.moddb.com/cache/images/mods/1/24/23463/thumb_620x2000/veins-0.22.0-1412424444.png)
Something that took me 3 days, but means great things moving forward!
CHANGELOG:
* bug fix - spell image list no longer overlaps text spell list [Castler]
* bug fix - no longer able to bypass confirmation of Quit Permanently dialog [Castler]
* bug fix - fix some misspellings [Castler]
* bug fix - Lua error on cancelling mount skill [Castler]
* bug fix - Xavias godpulse causing Lua error [Castler]
* bug fix - fix corpse and bag weights
* bug fix - restore stat descriptions in char creation
* bug fix - DR check not working properly
* bug fix - no longer able to use ranged weapons in melee
* bug fix - pseudo-ID and auto-ID now work for worn/equipped items too [Castler]
* bug fix - saving throws logged properly [Castler]
* bug fix - skills logged properly on a 1 or a 20 [Castler]
* bug fix - proper skill points calculation [Castler]
* bug fix - definite fix for "fall-lock" on ice [Castler]
* bug fix - give subtypes to neutral NPCs
* bug fix - no more 'hit for 0 darkness damage' messages spam
* bug fix - no more being 2-hitted by some monsters with higher speeds
* bug fix - lock out of inventory after shopping bug
* bug fix - attacking or using a feat now breaks stealth
* bug fix - fixed some ASCII letters/colors
* difficulty level selection (easy mode forbids criticals by monsters on player)
* gameplay variant options (defensive roll)
* new magic properties: light/moderate/heavy fortification
* increased CR for some monsters: satyr is now CR 5 (was 3); razor boar is now CR 8 (was 5)
* you can now attack while dying
* weapons grant parry bonuses, Incursion-style
* object flavors, ToME 2/Angband style
* switch to silver-based economy
* color-code skills in character sheet Incursion-style
* color-code max skill ranks in skill dialog, UI improvements
* feat select dialog is now categorized
* backport ActorTalentDialog from ToME 1.2.4 [Castler]
Known problems:
* Summon Monster spell monster selection doesn't really do anything - the spell summons a wolf, regardless
* some players reported problems with keybinding screen - I would like an error report or part of the log
I need feedback on new prices!
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Uh, I know I said at the end of October that the next beta will probably arrive in December...
Turns out I lied (or rather, my university obligations let up a bit and I realized the changelog was getting unwieldy).
So here's beta 6.4 "Still chasing Incursion".
Loads of content additions, AI fixes, UI improvements and loads of bugfixes.
Grab the standalone version from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/beta6.4-standalone/standalone.beta.6.4.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/standalone%20beta%206.4.zip) or wait for ModDB.
CHANGELOG:
* bug fix - ID counters don't tick down anymore when resting
* bug fix - hunger is properly reduced when resting
* bug fix - typo in zone definitions re: marble wall
* bug fix - starting mundane items being unidentified
* bug fix - give poison vials their proper unided name
* bug fix - no longer logging off-screen combat or damage
* bug fix - nix all references to default ToME from options
* bug fix - item level feelings now working as intended
* bug fix - combat log now hints at damage reduction if present
* bug fix - anger on hit properly
* bug fix - templated critters can no longer exceed a zone's max CR cap
* bug fix - some templates were missing HD bonuses
* bug fix - fix otyugh, satyr, aranea, chaos beast, janni, arrowhawk, achaierai, barghest, vargouille; orc, kobold, goblin, human, drow, hobgoblin; shocker lizard, basilisk, bulette, giant owl, purple worm XP rewards
* bug fix - give the inevitables their feats
* bug fix - change spider eater, dragonne, goblin tile
* bug fix - UI issues upon loading premade chars (except minimap dot wrong color)
* bug fix - bring save formulas in line with expected d20 values
* bug fix - Bard has Will as a good save now, as intended
* update to T-Engine 1.2.4
* new terrain - torch, faerie lantern, pillar, rock pillar
* new tiles - doppelganger, tiger, cobra, constrictor, xorn, troll
* new spells - detect evil/good/chaos/law
* new templates - shaman, curate, half-fey; outlaw, brigand; veteran, elite, master, paragon, legendary; feral, dire; flame, earthen, gaseous, aqueous; three-eyed, pseudonatural from Incursion
* new monsters - jackal, mastiff from Incursion; hyena, short-faced hyena from PF
* new feat - Stunning Fist
* angels, fey and unicorn no longer hostile to good or neutral characters
* implemented bonus spells for high stats
* implemented Appraise & Listen skills
* implemented monk class features
* increased starting food amount
* increased XP rewards for low CR monsters in line with Pathfinder rewards
* death messages
* use ToME log functions
* add path string, emotes support
* adapt ToME panic code as an AI
* use an UIset based on Classic ToME
* appraise, craft and decipher script skills added
* add more flavors from Incursion (cloaks, bracers, boots, rings, amulets)
* add object tracker to debug menu
* add code for ID'ing item schools, Incursion-style
* add lesser vaults code
* add entry chamber and hells entry chamber from Incursion
* implement fasting for rangers, Incursion-style
Known problems:
* Summon Monster spell monster selection doesn't really do anything - the spell summons a wolf, regardless
* some players reported problems with keybinding screen - I would like an error report or part of the log
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Excellent spread of fixes/improvements/additions! 8) December can still have some nice stuff to look forwards too, but hey, I'm essentially counting every nifty release in November towards making the b-day/month good as it is~ :P
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This is not a new version announcement - the world and spells are still being worked on.
On the other hand, Mod of the Year voting at ModDB is underway, so can you VotE?
Hopefully the next version will be called stable and will come out sometime during Christmas break (until 6 Jan, that is!)
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Alas, the next version is not called "stable" yet...
Here's beta 6.5 "More to see in the universe". Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.25.0-standalone/standalone.beta.6.5.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/standalone%20beta%206.5.zip) or wait for ModDB.
* bug fix - fix the isThreatened() function
* bug fix - add "or 0" to item price appraisal
* bug fix - drow and elves now receive racial proficiencies properly
* bug fix - restore targeting display
* bug fix - stores for wandering shopkeepers now work as intended (no more insta-restocking)
* bug fix - no longer capitalizing target names in log
* bug fix - restore feat descriptions in feat select dialog
* new tiles: drow noble female, drow noble male
* new spells: expeditious retreat, dimension door, magic mapping, detect monsters, detect objects, know alignment
* new terrain: shallow water
* new zone: drow city, drow noble compound, tavern, brothel
* new NPC: drow sage; drow noble female/male, drow commoner, drow guard, drow courtesan
* implement class titles
* implement stats training
* implement trap sense for rogues
* display seen NPCs in a list on-screen
* implement racial dolls
* add towns to worldmap
* saves are now timestamped and time played is tracked
* good player characters of traditionally evil races have a special intro text
* randomize notes drop
* implement a level spots tracker debug functionality
* testing encounter-based generator
The main reason it's not labeled as stable is that I can't fix a few lingering issues (level being displayed under the UI, for example) and that some content (metamagic feats, archery feats, dragons, swarms) is still missing.
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Beta 7 is out!
Enjoy a load of bugfixes and content additions!
Metamagic feats, archery feats, (more) usable skills, spell points system, wounds and vitality system and more!
Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.26.0-standalone/Veins.standalone.beta.7.zip) or Bitbucket (https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/Veins%20standalone%20beta%207.zip). Alternately wait for ModDB (http://www.moddb.com/mods/the-veins-of-the-earth).
CHANGELOG:
* bug fix - FBO lua error on save load
* bug fix - Lua error & nil exp for creatures with CR in-between table values
* bug fix - character creation screen now does check if a character save already exists
* bug fix - flavored amulets spelling
* bug fix - incorporate the engine fixes for ActorSeenDisplay, making the switch work
* bug fix - shooting not using the weapon's designated crit damage
* bug fix - flyers showing for critters outside lite range
* bug fix - assassin name typo
* bug fix - charges being displayed off or not displayed at all for multiple lines of spells in a spellbook
* bug fix - training stat tracker values are now properly zeroed when increasing stat
* bug fix - no more Lua errors on right clicking talents
* bug fix - no longer having to drop the fireball on yourself
* bug fix - visited zones not being saved leading to Lua errors when changing level
* bug fix - spell failure not canceling spells properly
* bug fix - cheat resurrect no longer throws errors if you happened to die while encumbered
* bug fix - Summon Monster I works as intended
* bug fix - used up arrows and/or thrown weapons are now properly removed
* bug fix - summons' tooltips no longer throws an error [Castler]
* bug fix - mage armor spell no longer warns you when you use it on yourself [Castler]
* bug fix - map no longer going under UI on left-hand side [kudos to Castler for pointing out the fix]
* bug fix - level up achievements now achievable
* update to T-Engine 1.3.0
* make use of engine updates, including room generator & ego functions
* enable sound capabilities
* new spells - divine favor, entropic shield, doom, shield of faith, deathwatch, summon monster II,
* new feats - Master Craftsman
* new NPC: human/dwarf/drow healer, drow tavernkeeper
* sorcerers and shamans now use a spell points system instead of Vancian spellcasting
* implement room descriptions
* hirelings now use party member code from ToME
* implement vitality/wounds system
* implement metamagic feats - Extend, Empower and Maximize Spell
* implement Precise Shot and Far Shot feats
* implement Jump, Intimidate, Heal skills
* implement spell points & psionic power
* consumables now stack
* humanoid NPCs now carry food & light sources
* some animals are now neutral and vermin now constitute their own faction
* unwearable items are highlighted in red; unusable ones in blue
* drow noble house is now named after the House that inhabits it
* can now throw thrown weapons
* low Int characters get separate answers now
* log message is shown when player gains EXP
* UI improvements and bugfixes for feat select screen [Castler]
* stair tooltips show where they lead to if you've been there at least once
* AI no longer walks into chasms/lava/water
* game options screen displayed before the first level is generated
* implement talent configuration from ToME
* item creation debug screen now allows hand-picking egos to be generated
* fixes and improvements to magic item generation
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That's quite a nice balance struck in terms of bug fixes and new content outright. 8)
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I know I said next beta would be after I hand in the MA draft, but my supervisor agreed to me handing in the complete MA draft by 12 May instead, so...
Beta 8 "Mayfly-December Romance" is here! Grab it from here (https://github.com/Zireael07/The-Veins-of-the-Earth/releases/download/v.0.27.0-standalone/Veins.standalone.beta.8.zip) or wait for ModDB.
CHANGELOG:
* bug fix - no more artifacts dropping on dlvl 1
* bug fix - init sound on loading game from a save
* bug fix - give humanoid NPCs weapon proficiencies
* bug fix - no more errors on log in healer chat
* bug fix - damage logged now includes all increases
* bug fix - effects outside sight range are now forced to be silent
* bug fix - shoot no longer throws a Lua error if you have a shooter but not ammo
* bug fix - can now drag items to hotbar without errors
* bug fix - hotbar will not burp errors when there are no charges at all
* bug fix - increase rarities of large+ vermin
* bug fix - amulet ASCII symbol not showing up
* bug fix - difficulty selection not being saved/displayed properly
* bug fix - Oathbow not counting as ranged weapon
* bug fix - personal reaction not used at all, leading to attacked neutrals not turning hostile
* bug fix - don't show talent cooldown if it's 0
* bug fix - no more option to wear things with INVEN slot
* bug fix - adjust food rarities and add a message on eating
* bug fix - spending a night with a courtesan counts now as resting
* bug fix - buttons overlapping in Help screen
* bug fix - encumbrance no longer considered detrimental
* bug fix - update the tutorial to mention wounds
* bug fix - add sex to character screen
* bug fix - wrap up Power Attack rework and update description
* bug fix - don't display pseudo ID tags on paperdoll
* bug fix - make the specific class resolver actually work
* bug fix - fix the HP allotted by both random and specific class resolver
* bug fix - don't show decimals in special damage messages
* bug fix - assorted spelling fixes
* bug fix - blindness/deafness now allows a save and uses the same TalentDialog code as other spells
* bug fix - cheat resurrect now restores mana, if any, and wounds
* added Symbola font and used it on map
* new zones: temple, drow temple
* new magic properties: weapons - bane corresponding to all monster types, aligned, elemental, elemental burst; wondrous items - of slow digestion
* uncommented fortification code, spiked armor and shields egos
* new item tiles: belt, girdle, club, helmet, mushroom, long composite bow, short composite bow, hand crossbow
* new NPC tiles: drow noble male, phantom fungus
* changed ASCII symbol for bullets
* changed ASCII symbols for grick, azer, djinn, efreet, xorn
* changed ASCII colors for lillend, barghest, some vermin
* changed ASCII symbols and colors for drider, will o'wisp, quasit, thoqqua
* added distinctive colors to individual mephit and formian classes
* added paperdoll graphics for almost all weapons (except double sword)
* added tips on loading zone level
* implemented the Luck stat
* implemented Monkey Grip feat
* implemented proper DC calculations for spells
* random and default buttons in character creation screen
* increase spellcaster classes skill points allotment to 4
* ammo capacity is now randomized
* some bags now limit what can be put in them (so an ammo belt will accept only ammo)
* the HUD now informs you that you are on the worldmap or gives you the zone name itself for other zones
* many dialog lists are now colored to help distinguish between good/bad/neutral options
* character sheet now takes all attack modifiers into account when displaying your attack
* the character screen now has a tab listing all effects you have
* the player character can now have children of his/her own
* if you die but have a child(ren), you can keep playing as one of the kids
* improved the loot generator
* skills are no longer hardcoded
* AI can now pick up items from the floor and swap weapons
* players can keep a ranged weapon in the shoulder slot and swap weapons with a keypress
* you can now wield, take off or use items with a keypress giving you a list of all applicable items
* improved combat messages
* neutral NPCs can now be told to move aside/swap places with you
* neutral NPCs who turned hostile due to attacks will slowly decay towards neutral again if not attacked
* add specific class levels to sages, courtesans, guards
* add more skill kits/update their descriptions
* giant ant queen CR bumped up and brought closer to PF version
* the player will now stop running automatically in some cases (chats, nasty stuff happening)
* worldmap now uses its own sight range
* code attacks of opportunity
* added outline to ASCII entities
In other news, while brainstorming monster CRs, I discovered our monster listing (not counting neutrals/townies) is already longer than Incursion's :)
P.S. Build name is totally on purpose - it's 1 May, after all!
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Excellent and congrats on the early hand in! The big strides in all directions continues well with this fine month of May. 8)
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Beta 9 is here and it seems ModDB changed something on their end as I don't have to wait for the verification - yay!
Download (http://www.moddb.com/mods/the-veins-of-the-earth/downloads/beta-9-dark-drow-beauty)
(http://media.moddb.com/cache/images/mods/1/24/23463/thumb_620x2000/veins-0.28.0-1433614858.png)
The portraits are procedurally generated, with elements depending on the NPC's profession or race.
CHANGELOG:
* bug fix - made fire outsiders straight out immune to fire
* bug fix - wyvern now has poison
* bug fix - tendriculos and choker have proper descriptions
* bug fix - rejecting filters due to exceeding cost led to no filters being applied at all when creating loot
* bug fix - take into account item level ranges when creating loot
* bug fix - adjust item levels and rarities since some were out of whack with the item's real power
* bug fix - NPCs and monsters should now drop level-appropriate gear
* bug fix - cost filters now operate on the baseline price in coppers (i.e. what e.cost is expressed in)
* bug fix - add currency symbols (pp, gp, sp) in item tooltips; display store purse in silver coins
* bug fix - unify flavors capitalization
* bug fix - add subtype to those outsiders which were missing it
* bug fix - magic armor now reduces armor check penalty by 1 for being masterwork already
* bug fix - wearing cloaks no longer messes up the player doll display
* bug fix - feat granting items (e.g. boots of dodging) actually grant them
* bug fix - drag-and-drop inventory sometimes not working
* new zones: Plane of Air, Plane of Earth, Plane of Fire, Plane of Water; kobold warrens, bank
* new monsters: succubus, incubus; dragons (complete with age categories and breath weapons)
* new NPCs: drow house guard, drow house captain, drow priest, drow banker
* new magic item properties: masterwork (weapon/armor/shield), muleback, of heavyload; of powerful grip, of the Dervish, of neutralization, of grounding; efficient, of Maeve, returning;
* new original tiles: blood ape, formian, howler, brass dragon, vargouille, bulette, cockatrice, copper dragon
* new monster tiles: giant ant soldier, giant ant queen, will-o-wisp, grick, spectral panther, white dragon, tojanida, hag, sphinx, shambling mound, harpy, basilisk, behir, hyena, jackal, viper, ankheg, aranea, gray render, lamia, winter wolf, naga;
* new NPC tiles: drow female noble, drow commoner, drow house guard;
* new terrain tiles: chasm, tiled floor, iron door, drow door, fountain, worldmap floor, worldmap wall, worldmap stairs up/down, worldmap ruins, barred door, cobblestone floor, water floor, water wall, fire floor, fire wall, earth, earth wall, air, cloud, mud;
* new tiles: glaive
* humanoid NPCs now have portraits (kudos to /u/Ozymandias79)
* implemented languages
* implemented a way to self-resurrect within the normal rules
* implement item compare
* implement butchering corpses
* add money weight switch
* new scroll flavors
* change ASCII color for chaos beast, howler, rast
* change ASCII symbol for nightmare
* gave breath weapons to hell hound, dragon turtle
* gave immunities to delver, gibbering mouther, mimic, nagas; ghaele, lillend; tojanida; assassin vine, shambling mound, tendriculos; fire elementals, magmin; night hag
* marut and fire elementals now deal additional damage on hit
* implement low-light vision
* implement Craft, Survival skills
* rogues now receive Weapon Finesse for free
* item creation feats now pick from all possible egos
* item's tooltip now tells you where you found it (from ToME 2 port)
P.S. MA almost done - some paperwork left and preparing for the thesis defence on the 23rd. After that, I will vacation a bit and then will have loads of free time to work on Veins!
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Very nice---solid assortment of gains that should stand well indeed until after your academic and vacation duties are situated well and true. 8)
What does the hazy vision of Beta 10 look like considering the state of 9 now in those times?
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Didn't see it in your changelog, but I reported bugs in tutorial level. Lot of crashes during boss fight... There is fixed now?
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Beta 10 is here! Many player requests are coming true and bugs are squashed!
Download (http://www.moddb.com/mods/the-veins-of-the-earth/downloads/beta-10-true-strike-at-all-the-bugs)
CHANGELOG:
* bug fix - spellbook doesn't show a second tab if the second class happens to be shaman/sorcerer
* bug fix - prevent using items on worldmap
* bug fix - prevent picking up items when asleep
* bug fix - opposed Move Silently check no longer bugs out; introduced a safeguard against further skill misspellings
* bug fix - detect x spells now work properly
* bug fix - reducing copy&paste errors in descriptions
* bug fix - limit attacks of opportunity to moving away
* bug fix - no more negative skillpoints upon gaining a level
* bug fix - gameplay tab in options is now properly hidden after game starts
* bug fix - Intimidate now works as intended
* bug fix - reduce tojanida AC
* bug fix - hunger now increases on the worldmap
* bug fix - no more Lua error on using Ignizzar's fire spell
* bug fix - sorcerer/shaman spell points now update when gaining a level
* bug fix - more safeguards to visibility detection for log messages
* bug fix - map no longer goes under hotbar
* bug fix - inventory screen no longer closes when doing most stuff
* bug fix - adjust some CRs up, most notably ogres, to reduce early game difficulty
* bug fix - restore log message when killing an NPC
* bug fix - crafting items no longer shows curses as option
* new tiles: fungi, handwraps, monk robes
* new zones: inn; drow outpost, drow metropolis, cave grove, fungi maze, fungi forest; goblin barracks
* new spells: entangle, charm animal, delay poison, longstrider, detect poison, detect magic, shield, protection from alignment, true strike, endure elements, resist energy, protection from energy,
* new NPCs: city seller (can sell from most of the shops defined except armor/weaponsmith and library)
* new magic item properties: minotaur, of physical perfection
* new items: handwraps, monk robes, archmage robes; a lot of consumables (foods, drinks)
* new feats: Arcane Armor Training, Arcane Armor Mastery
* bards now ignore spell failure from light armor
* implement Pick Pockets, Decipher Script skill
* split skills into adventuring and background per PF variant rule
* new variant rule: Pathfinder feats - every two levels instead of every three levels
* implement confused, cowering, dazed, dazzled, deafened, entangled, exhausted, petrified, prone conditions
* darken tiles outside FOV for better differentiation
* implement level map screen
* move mage armor spell to abjuration school
* overhaul nutrition system
* more ways to earn XP - dealing hp damage, making successful skill checks
* items display special requirements
* change potions and drinks ASCII symbols
* change bear endurance, summon creature icons
* implement menu buttons on hotbar, especially useful for spellcasters; skills/spells no longer get auto-added to the bar
* spellbook now shows a pop-up if you can't memorize a spell due to exceeding limits
* spellbook shows school in descriptions
* level up screen is now tabbed instead of using buttons to go to various parts (skills, feats)
* patch Birther class to allow dynamic (i.e. function) descriptions (like talents)
* generate class descriptions procedurally
* shuffled character creation class help to a separate tab
* torches now show the amount of fuel left in them and count down properly; corpses rot (but are not removed properly)
* update help screen to cover switching tiles on/off
* debug create item screen now makes you pick item type first
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Congrats on this fantastic and far reaching update! 8)
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Beta 10.5 is out, just in time for ARRP! Players made some requests in last Feedback Friday and they are coming true here!
Download (http://www.moddb.com/mods/the-veins-of-the-earth/downloads/beta-105-gish-in-a-can)
CHANGELOG:
* bug fix - enforce life being equal to max_life when initing a NPC
* bug fix - fix wizard not getting his spells
* bug fix - use elevated level for addons pick (e.g. in stores)
* bug fix - give wounds to the tutorial boss (kudos to guessingo on Bay12 forums)
* bug fix - restore use of provided fonts in the ASCII display
* bug fix - fix dungeon level display for areas with long names
* two small Lua fixes from DarkGod (one affecting only Linux/Mac)
* bug fix - restore the confirmation pop-up in level up dialog
* new class - magus
* new spells: stoneskin
* new items: tome of gainful exercise, tome of understanding, tome of bodily health etc.
* new lore: a guaranteed piece tells you about the worldmap & other areas
* new zones: flooded cavern, lava cavern
* add two new fonts, remove the ASCII without backgrounds option
* character creation screen: the "Next" button brings you to the tab you need to check if something is missing
* bring resists in line with d20 and log them
* show AC sources in character sheet
* more use for Knowledge and Heal skills
* tutorial improvements - make opponents less dangerous, less numerous, replace some water with shallow water
* no more L-shaped buildings in the city; the city is now walled and gated
* new debug option - monster character sheet
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Woo hoo, welcome to ARRP 2015 Zireael! 8)
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Beta 11 is now out!
Download (http://www.moddb.com/mods/the-veins-of-the-earth/downloads/beta-11-larger-world)
CHANGELOG:
* bug fix - correct generator path for drow outpost
* bug fix - typos in drow lore entry
* bug fix - "not delved much further" triggering for zone changes and/or non-infinite zones
* bug fix - worldmap info lore piece spawning in all zones
* bug fix - lore pieces not having names
* bug fix - logic in health descriptions
* bug fix - NPC FOV code erroneously marking stuff as seen for player's map code
* bug fix - wolf, hyena, jackal, hell hound tiles not showing up
* new tiles: noble wall, building floor; worldmap floor, worldmap walls, elven floor, elven wall, drow child, warded wall, air portal, earth portal, fire portal, water portal, 2 worldmap entrance variations, altar; tattoo, wand, rod, beer, biscuit, wine, meat ration, throwing dagger, throwing axe, shortsword, sickle, water flask, drow wine, elven wine, blood, bed, table; chasm
* new zones: small tunnels, elven outpost, wizard tower, drow village
* new NPCs: elf sage, elf healer, elf hireling, elf guard, drow child
* new splash screen by Ozymandias79
* import T2 port's dungeon generator by Zizzo
* change starting zone to small tunnels, make it use the T2 generator
* use the T2 weighting code in other generators
* skew the generator in drow city areas towards generating more drow; neutral vermin, elementals, fiends roaming the city; the brothel should now have more courtesans
* skew the generators in Elemental Planes towards outsiders of the element and forbid opposing elementals
* classes shown in character creation in a tree form
* add lore entries to those monsters that were missing them
* implement being resurrected by your divine patron
* implement xp tick
* implement a proper starting equipment resolver
* implement "take 10" rule
* hotbar button menus no longer offer unusable talents; show talent status
* add a message when a monster enters your sight
* torches light up your map on screen
* add one-liners (aka emotes) to most monsters
* add a scrambling function to chat
* display skills used in chat
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Grab new Game.lua from Git and drop into your installation. Sorry for the bother - I am my own tester and somehow I missed a pretty critical bug :(
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Also perhaps a good idea to add Veins back into the filename itself like it has been to keep the progression tidy?
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Happy New Year - beta 11.5 is here!
Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases) or ModDB (http://www.moddb.com/mods/the-veins-of-the-earth/downloads), as usual.
* bug fix - inability to use stairs (reported by Avagart)
* bug fix - heal/inflict potions now print a message to log
* bug fix - Shield Focus feat causing an error in AC code (reported by wobner @ GitP forums)
* bug fix - log feedback when inflicting wounds
* bug fix - wounds being applied thrice in a single round
* bug fix - combat attack printout shows all the situational stuff (it was being overwritten by the generic)
* bug fix - due to copy and paste error, actors in FOV weren't being stored for the player, which broke a lot of functions (such as a check for being able to hide, being threatened or triggering AoOs)
* bug fix - the message for a powerful item on level never showed up due to bad logic
* implement throwing potions at enemies
* implement touch AC and touch attacks
* implement spell focus feats
* enable delayedLogMessages
* add yellow highlight to items and red highlight to actors
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Congrats! Git link is the same as the ModDB link above though, heh. :D
Touch, spell focus, and a bit more ranged considerations are surely fine gains that bode well for the future. 8)
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Whoops, fixed the link. Copy and paste fail!
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Beta 12 is out!
Grab it from GitHub (https://github.com/Zireael07/The-Veins-of-the-Earth/releases) or ModDB (http://www.moddb.com/mods/the-veins-of-the-earth/downloads), as usual.
(If running standalone, you might have to tick 'show incompatible' box. I do not know why it's so)
CHANGELOG:
* bug fix - potions/wands/scrolls without effects now never happen
* bug fix - add dummy entry to lower odds of mwk+ items
* bug fix - fix an engine bug preventing force_ego from working
* bug fix - rare Lua error when debug creating an item which is blocked by level_range
* bug fix - use_simple entry from ego not being merged with the parent item
* bug fix - typos in handle animal and stealth skills
* bug fix - ensure every randomly generated vial has poison
* bug fix - character sheet BAB display forgot to describe some modifiers
* bug fix - summoned critters not having wounds and their tiles not showing
* bug fix - typo caused some consumables' and npc tiles to not show
* bug fix - scrolls no longer leaking info about their effects
* bug fix - trying to pseudo-ID already ID'ed items (e.g. starting items)
* bug fix - cross class skills max rank not getting updated
* bug fix - overzealous filters in debug create item
* bug fix - mails having leather paperdoll look
* bug fix - some items not having subtypes
* bug fix - torches are properly removed from inventory when running out of fuel
* bug fix - resurrection diamond costing 10x too much exp
* bug fix - monster info counts egoed monsters together with non-egoed; no longer leaks info
* update to T-Engine 1.4.0
* new tiles: rags, crown, circlet; various gemstones; elven cat, locathah, grimlock, aasimar, tiefling, duergar, deep gnome, azer; piranha bird, bugbear, trog, merfolk, skum; light wooden/light steel/heavy wooden shields; cord/padded/leather armor;
* new item: rags, crown, circlet; gemstones
* new magic properties: graceful (half ACP), featherlight (1/4 weight)
* more potion and scroll types
* potions now stack
* a proper NPC egos implementation
* use shaders for some egos
* barbarians and fighters now get Spot as a class skill, just like Incursion
* backgrounds reworked: now they give you a bonus feat only
* trainer option improvements: class, skills, feats offered and dialogs respecting the limitations
* implement detect magic
* identify spell now takes an hour to work
* implement school-ID'ing if your Intuition is high enough
* implement item hardness and durability
* mithril armors now have all the associated effects per SRD
* implement generating specific egoed items
* all characters now start with a random potion and a potion of cure light wounds
* item tooltips now display average damage and % chance to crit for weapons
* item tooltips notify you of newly picked up items
* increase flying text size based on sensible flying text addon
* popup feedback for skill and class tabs of level up screen
* shortened names displayed in the equipdoll, ToME 4 style
* ability to tag items to prevent selling/dropping them
* shops now pay 66% price for unided items
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Nice! I would check it more intensively after 7DRL, but anyway - congrats for new release ;)
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Is it just me or is there nothing there in the new release?
(http://i25.photobucket.com/albums/c82/CovenantJr/Veins%20of%20the%20Earth_zps9ukegt2j.png)
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Tick 'show incompatible' and it'll show up. I don't know why T-Engine thinks it's incompatible - I'm running the module on the very same T-Engine version in another folder with no complaints from the game.
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Thanks!