Temple of The Roguelike Forums
Game Discussion => Early Dev => Topic started by: Aukustus on January 06, 2014, 08:51:21 PM
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Beta 13 is uploaded here: http://www.thetempleoftorment.net/
I've been programming a roguelike for 5 months now with Python and libtcod and I decided to make a thread about it here also.
The Temple of Torment is a Diablo-esque roguelike with quests having good and evil choices. The character classes are fighter, rogue and sorcerer. The game is now about half-way done with now only sorcerer being not designed. About 80% of the dungeon is designed. Levels are done until abyss levels.
The game is sectioned into five parts: The temple, the catacombs, the caverns, the ruins and the abyss with each section having unique tileset and monster set. The temple contains demons, the catacombs contain undead, the caverns contain animals and demons, the ruins contain human cultists and the abyss having demons.
There are also two game modes: standard and hardcore, only difference being that hardcore overwrites the save on death, so this is the basic roguelike perma-death. Standard allows to load last save before death. At the moment pressing esc does not save game, so pressing continue in the main menu after pressing esc continues at last save, not from the moment the menu was entered. This will be fixed in later version.
Complete feature list can be found on website.
Screenshots:
https://dl.dropboxusercontent.com/u/95372567/Combat.jpg
https://dl.dropboxusercontent.com/u/95372567/Dialogue.jpg
https://dl.dropboxusercontent.com/u/95372567/Marwal.jpg
https://dl.dropboxusercontent.com/u/95372567/Shop.jpg
https://dl.dropboxusercontent.com/u/95372567/Targeting.jpg
https://dl.dropboxusercontent.com/u/95372567/Inventory.jpg
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Seems quite promising---keep at it! 8)
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Interesting.
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Upcoming features in the next alpha. I'll try to get it ready soon:
Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- looking moved to 'x'
Monsters
- new monsters
Locations
- working doors in all Marwal
- Southern Marwal designed
General
- sorcerer disabled until designed
- ability to sell items in shop
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The spacing in text is too wide in my opinion, makes the text quite hard to read.
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Yeah. The space for font is 16x16, but even the largest letter(not counting parentheses) is around 12x10 pixels so that's where the space comes from. I haven't found a better fitting font yet.
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What is the reason for 16 spacing for that font? I guess it's possible to use different spacing for fonts and tiles.
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Fixed width text with square character size is almost guaranteed to look bad.
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I guess I don't have any other choice with libtcod since the font and tileset are the same file. As far as I know there isn't any other options if libtcod is used. 16x10 font file could be also used but then the same tiles wouldn't work any more.
Edit: I think the best thing to do is to select a font that uses the 16x16 space best.
Like for example Bisasams dwarf fortress font. Not that I'd use this if people thinks this is ugly but this makes less wide spaces between characters https://dl.dropboxusercontent.com/u/95372567/fonttest.png
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I guess I don't have any other choice with libtcod since the font and tileset are the same file. As far as I know there isn't any other options if libtcod is used. 16x10 font file could be also used but then the same tiles wouldn't work any more.
Edit: I think the best thing to do is to select a font that uses the 16x16 space best.
Like for example Bisasams dwarf fortress font. Not that I'd use this if people thinks this is ugly but this makes less wide spaces between characters https://dl.dropboxusercontent.com/u/95372567/fonttest.png
Not necessarily, there's a workaround that you can use to use, for instance, 16x16 font for the map and then use 8x16 for the text but it's a bit of a hack and takes a bit of mucking around. For instance:
http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html
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So, funny story. Apparently every time you hit the "e" key in the most recent version of The Temple of Torment, it gives the PC 500 exp. I tested all classes in standard and some of them in hardcore, and this was true for all the PC's I tried it with.
Not that I'm complaining. Heck, I got my warrior up to level 101 in about 5 minutes.
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Yeah, the alphas are full of my debug keys. I use 'e' when testing level ups.
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I guess I don't have any other choice with libtcod since the font and tileset are the same file. As far as I know there isn't any other options if libtcod is used. 16x10 font file could be also used but then the same tiles wouldn't work any more.
Edit: I think the best thing to do is to select a font that uses the 16x16 space best.
Like for example Bisasams dwarf fortress font. Not that I'd use this if people thinks this is ugly but this makes less wide spaces between characters https://dl.dropboxusercontent.com/u/95372567/fonttest.png
Not necessarily, there's a workaround that you can use to use, for instance, 16x16 font for the map and then use 8x16 for the text but it's a bit of a hack and takes a bit of mucking around. For instance:
http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html
That looks nice. Sadly I'm crappy programmer so that's kinda out of question.
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So yeah. Third alpha released on website. Should be playable until end boss. End boss and two dragons in abyss not balanced and their loot not usable yet. Includes following updates:
Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
- major bug involving Eilinmyr's summoned skeletons fixed
Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- look moved to 'x'
- debug keys disabled
Monsters
- new monsters
Locations
- half of Southern Marwal designed
General
- sorcerer disabled until designed
- ability to sell items in shop
- balances
- doors, opened by bumping
Quests
- quest reward for Eilinmyr quest
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So yeah. Third alpha released on website. Should be playable until end boss. End boss and two dragons in abyss not balanced and their loot not usable yet. Includes following updates:
Bugs
- saving now works as intented
- fixed bug where there was lag when entering any menu
- able to rest when hidden or friendly monsters are in field of view
- various fixes
- major bug involving Eilinmyr's summoned skeletons fixed
Keys
- Enter is now the general action key for pick item ',', talk 't', use 'u', next and previous level '<' and '>'
- inventory 'i' and drop item 'd' combined to multiple choice in 'i' inventory after selecting item
- vi keys are now usable
- look moved to 'x'
- debug keys disabled
Monsters
- new monsters
Locations
- half of Southern Marwal designed
General
- sorcerer disabled until designed
- ability to sell items in shop
- balances
- doors, opened by bumping
Quests
- quest reward for Eilinmyr quest
Looks really cool. I'm going to try it later tonight. I think this game has a lot of potential.
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Fixed gamebreaking bug and uploaded patched version. I appreciate all feedback and suggestions. Keep 'em coming.
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That looks nice. Sadly I'm crappy programmer so that's kinda out of question.
Nah, you could easily do it. I'm a woeful programmer and it was easier than I expected. All you need is a separate function for drawing non-text characters which prints two side by side instead of one. Apart from that, you have to play around with how you organise the font file and that's really it. Mine uses 4x4 characters for the enlarged map, but it's the same principle.
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Download link for Alpha 3 seems to be broken?
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Fixed. I copypasted it wrong.
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Fixed. I copypasted it wrong.
I've been playing alpha 3. I like it. The mechanics are solid and it is well balanced.
There are a couple of things I was wondering about, though. Is there any way to allow players to choose bigger tiles if they want to? It's kind of hard for me to see the 16x16 ones. I couldn't tell if you were saying earlier that all tiles have to be 16x16 because of libtcod, so I understand if this isn't something that can be changed.
Also, have you though about adding a section separate from the rest of the inventory that just shows equipment slots and what the PC is wearing in them? It can get kind of hard to tell what's what when there is a lot of stuff in the inventory.
Anyway, thanks for making a cool game.
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Tiles can be any size. I just have to handmade every tile again in right order and write a different line of code for any other tile size. The load function accepts only 16x16 in my game. If it helps the game can be played full screen with alt+enter when pressed in-game. Then the tiles are scaled larger.
I guess libtcod supports different resolutions so I could probably make a button that scales screen larger but not full screen.
Have to look into that. 16x16 can be quite small in 1920x1200 resolution.
I think I can make a different screen for showing equipment slots but I am not sure if items can be changed from that screen. Maybe that can be or can't be done.
I am extremely motivated to do this since my university gives me credits when I reach beta stage.
Edit:
One way for inventory management would be that equipments go to different list so that there would be multiple choice when pressing 'i'. First choice a) shows only items, second choice b) shows wearable equipments.
Second would be like the first one but with another screen showing currently worn equipment without being able to change equipments from that screen.
Example for first way:
"Inventory
a) show items
b) show equipments"
I guess I'm limited to those with my skills.
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I did that inventory split to equipment and items. Works pretty good in my opinion.
Some ideas about future:
-Sorcerer uses dagger in main hand and spellbook in off-hand. Spellbooks must be changed in hand if there is need to cast other spell.
-Sorcerer is able to use a sling.
-Fighter starts also with a javelin, which is reusable ranged weapon only for fighter. Must be picked up after throwing.
-Quest located in the world map. Maybe some cliche about clearing a bandit cave.
-3 endings, good, neutral and evil:
--good ending: killing the bad guys
--neutral ending: not sure about it
--evil ending: joining the bad guys
And some bad stuff: Due to a bug in libtcod I am unable to add any more graphics than about 60 to the game. I hope this will be enough for all upcoming features. I think so but sure it worries.
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I did that inventory split to equipment and items. Works pretty good in my opinion.
Some ideas about future:
-Sorcerer uses dagger in main hand and spellbook in off-hand. Spellbooks must be changed in hand if there is need to cast other spell.
-Sorcerer is able to use a sling.
-Fighter starts also with a javelin, which is reusable ranged weapon only for fighter. Must be picked up after throwing.
-Quest located in the world map. Maybe some cliche about clearing a bandit cave.
-3 endings, good, neutral and evil:
--good ending: killing the bad guys
--neutral ending: not sure about it
--evil ending: joining the bad guys
And some bad stuff: Due to a bug in libtcod I am unable to add any more graphics than about 60 to the game. I hope this will be enough for all upcoming features. I think so but sure it worries.
Sounds really cool. Let us know when the next alpha is downloadable.
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Upcoming features in Alpha 4. Some changes might come in addition to these. Sorcerer still disabled.
Change log:
Bugs
- Player no longer can melee attack a hidden monster accidentally, instead a message is shown that player bumps into something
- Fixed some ai bugs with attacking friendly monsters
- Minor door placement bugs fixed
- Monster's blocking is now working as intended. Block chance was accidentally one-fifth of intended
- Whole dungeon works now
Monsters
- Succubus becomes incubus if hero is female
- Harpies can now steal food from player
- Dark one stalker moved to temple levels from caverns levels and balanced accordingly
Quests
- New quest: find mushrooms for Ulf'thad
- Eilinmyr quest reward ring is now +7hp and +7mp instead of +7hp
- Main quest can be finished now with good ending
Heros
- All classes have a ranged starting weapon
Inventory/Items
- Maximum stacks of five
- Inventory split into items and equipment
- Lanterns now take one slot each
- Ranged ammo uses now equipment slot, this allows +1 arrows and bullets in the future
- New weapon: Sling and bullet pouch, only usable by upcoming sorcerer
- New weapon: Mace, usable by fighter
- New weapon: Javelin, only ranged usable by fighter. Fighter starts with one.
- Bullet pouch and quiver of arrows have my own graphics now
General
- Marwal designed
- Combat messages now display attack type
- Food consumption ten-folded in world map as world map is not in the same scale
- Resting heals monsters also
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Alpha 4 released now! A lot of stuff added and fixed
Change log:
Bugs
- Player no longer can melee attack a hidden monster accidentally, instead a message is shown that player bumps into something.
- Fixed some ai bugs with attacking friendly monsters.
- Minor door placement bugs fixed.
- Monster's blocking is now working as intended. Block chance was accidentally one-fifth of intended due to miscalculation.
Quests
- Main quest can be finished now with good ending.
- New quest: Find mushrooms for Ulf'thad from caverns.
- Eilinmyr quest reward ring is now +7hp and +7mp instead of +7hp.
Food
- Food consumption 10 per turn instead of 1 in world map as the world map is not in the same scale.
- Food consumption 5 per turn instead of 1 when resting.
- Food is a little more nutritious
Maps
- Minor tile changes.
- Whole Marwal designed.
- Whole dungeon works now but not all environments designed.
General
- Game supports now three different saves, one for each class.
- Combat messages now display attack type if not basic attack such as melee/arrow/bullet.
- Targeting accept key is now 'space'.
- Resting heals monsters also.
- It is impossible now to rest when you are being followed by a monster you cannot see
- Bolt spells ignore armor class from items, thus they have 40% miss chance.
- Being poisoned and in world map makes damage of 10 per turn
- Travelling in world map gives +10hp per turn
Monsters
- Succubus becomes incubus if hero is female.
- Harpies can now steal food from player.
- New monster: Tyrant.
- Dark one stalker moved to temple levels from cavern levels and balanced accordingly.
Items/Inventory
- Inventory split into items and equipment.
- Maximum stack is now five.
- Lanterns now take one slot each.
- New weapon: Sling and bullet pouch, only usable by upcoming sorcerer.
- New weapon: Mace, usable by fighter.
- New weapon: Javelin, only ranged usable by fighter. Fighter starts with one.
- Bullet pouch and quiver of arrows have my own graphics now.
- New scrolls: Scroll of mapping, scroll of uncurse item.
- Ranged ammo uses now equipment slot, this allows +1 arrows and bullets in the future.
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I am also open for suggestions about game content and so on. I feel like there isn't enough content yet.
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I am also open for suggestions about game content and so on. I feel like there isn't enough content yet.
I'll check it out this weekend and try to give you some relevant feedback.
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I thought I'd share a few things I've been programming recently:
New boss Curwen (hello Lovecraft fans)
- Can cast fire bolt
- Can cast frost bolt
- Can cast confuse
New monster Abyssal lich (most powerful caster in the game)
- Can cast fire bolt
- Can cast frost bolt
- Can cast confuse
- Can curse a equipment in player's inventory
- Can resurrect a dead monster
New hero class Sorcerer
Offensive spells
- Fire bolt
- Frost bolt
- Fireball
- Chain lightning
- Confusion
Defensive spells
- Magical armor
- Healing
- Teleport
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Beta is coming in probably one month.
Upcoming features in alpha 5:
Bugs fixed
- Bolt spell miss chance is now actually 40% as intended.
- Fire arrows stack properly
- Last turn when confused made a double move. Fixed now
- Fixed a bug where the inventory was full 26/26 but couldn't pick up items that go into existing stacks that were not full 5 items
- Fixed a serious bug: possibility to wear multiple items in one equipment slot if one of the items was cursed
- Fixed a serious bug: can no longer drop cursed items if they are equipped
- Fixed a serious bug: giving Giladir a healing potion removed all but one potion from inventory
- Minor bugs fixed
- Fixed a serious bug: Selling equipment now actually gives money
- Player no longer can leave areas without picking quest items
Quests
- Added reward for finding the portal to abyss and reward for killing the end boss
Heros
- Sorcerer is now playable
- Multi-arrow changed into firing two arrows into one target
General
- Credits to the main menu
- Dialogues revised and grammar somewhat fixed
- Improved menu when buying stuff from general goods merchant
Monsters
- Tyrant's attack has a 10% chance to stun player
- Spellcaster AI implemented
- New boss: Sorcerer Curwen
- New monster: Lich, most powerful caster in the game
Items/Inventory
- Inventory displays free space
- Spellbooks added to loot
- Chest armor's AC varies now +-2
- Items that are revealed to be cursed are renamed to "cursed + item's name"
- Cursed items that are uncursed by scroll are renamed to "uncursed + item's name"
- Full helm added
- Added scrolls to loot from enemy
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Alpha 5 released!
Direct link: https://dl.dropboxusercontent.com/u/95372567/TToT_alpha5.rar
Changelog:
Bugs fixed
- Bolt spell miss chance is now actually 40% as intended.
- Fire arrows stack properly
- Last turn when confused made a double move. Fixed now
- Fixed a bug where the inventory was full 26/26 but couldn't pick up items that go into existing stacks that were not full 5 items
- Fixed a serious bug: possibility to wear multiple items in one equipment slot if one of the items was cursed
- Fixed a serious bug: can no longer drop cursed items if they are equipped
- Fixed a serious bug: giving Giladir a healing potion removed all but one potion from inventory
- Minor bugs fixed
- Fixed a serious bug: Selling equipment now actually gives money
- Player no longer can leave areas without picking quest items
Quests
- Added reward for finding the portal to abyss and reward for killing the end boss
Heros
- Sorcerer is now playable
- Multi-arrow changed into firing two arrows into one target
General
- Credits to the main menu
- Dialogues revised and grammar somewhat fixed
- Improved menu when buying stuff from general goods merchant
- Hunger values adjusted: Eating while oversatiated kills now and results being bloated
- New font
Monsters
- Tyrant's attack has a 10% chance to stun player
- Spellcaster AI implemented
- New boss: Sorcerer Curwen
- New monster: Lich, most powerful caster in the game
Items/Inventory
- Inventory displays free space
- Spellbooks added to loot
- Chest armor's AC varies now +-2
- Items that are revealed to be cursed are renamed to "cursed + item's name"
- Cursed items that are uncursed by scroll are renamed to "uncursed + item's name"
- Full helm added
- Added scrolls to loot from enemy
- Auril\'s bow, longsword and spellbook of teleport added for quest rewards for finding the portal to abyss, sword for fighter, bow for rogue and spellbook for sorcerer
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Nice looking assortment of progress---continues to shape up as a bright one indeed here on the Early Dev board. 8)
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Here's a fast Alpha 6 release https://dl.dropboxusercontent.com/u/95372567/TToT_alpha6.rar
Change log:
Bugs fixed
- Game crashing bug fixed: there was a possibility that dead monster gets frozen and game crashes when freeze ends
- Half-fixed bug: Monster didn't follow exactly one tile after player when double doors were opened
- Game crashing bug fixed: Scroll loots crashed
- Serious bug fixed: Spellbook of confusion actually casts confusion now
Heros
- Sorcerer's starting sling is +0 as intended
- Fighter's javelin uses strength instead of dexterity
- Rogue's stealth is 3 turns per character level
- Weapon proficiences added for 5th level up, +5 THB for selected weapon class
- Sorcerer lvl 3 talent: Magical Armor
- Sorcerer lvl 6 talent: Drain Life
- Sorcerer lvl 9 talent: Invisibility
- Level cap of 10
General
- Auto-target improved
- Minor UI changes
Monsters
- New monster: blood fiend
- Harpies drop guaranteed food
- Zombie xp reduced
Items/Inventory
- Javelin and fire arrows display damage
- New weapons: battle axe, halberd, warhammer
- New armors: gauntlets, full plate armor, amulets of str/dex/int
- Adjusted AC for gloves, boots and helms
- Plate mail has a different tile now. New full plate armor has now plate mail's original tile.
- Great sword moved to ruins from caverns
- Shield block chances reduced
- Loot added to abyss
- Spellbook of magical armor removed from loot to talent spell
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Some thoughts about future class system: after choosing a class there comes an option to choose between two subclasses, same equipment limits apply to both subclasses, first talent is the same for both and next two talents are different for each subclass.
Possible subclass names
- Marauder (current fighter)
- Defender
- Archer (current rogue)
- Assassin
- Arcane Caster (current sorcerer)
- Blood Caster
Explanations
- Defender: defensive talents
- Assassin: talents for melee combat
- Blood caster: talents that use hit points for casting
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Make a fighter class based on moving around a lot. That's always the best class.
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I'll see.
I have completely reworked UI: https://dl.dropboxusercontent.com/u/95372567/UI.jpg
Here's also the new character screen feature: https://dl.dropboxusercontent.com/u/95372567/CharScreen.jpg
Next version will also have a button that changes between tiled graphics and ascii graphics. I have a white ascii version working at the moment.
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Here's a screenshot from the ascii mode: https://dl.dropboxusercontent.com/u/95372567/Ascii.png
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Some of the upcoming stuff:
Bugs
- Some fixes to revealed maps
- Inventory after death displays now equipment also
- Fixed a bug where getting teleported out of monster's sight made monster follow endlessly player and blocking resting
- Sorcerer can now wear amulets as before it was blocked by bug
General
- Reworked UI
- Character Screen shown from 'c'
- Fully playable ascii mode from F1-button
- Houses in Marwal and Undershire have wooden tiles
Heroes
- Stat gains every level but every second attribute makes a difference; 0-1 stat = +0 dmg, 2-3 stat = +1 dmg and so on
- Rogue renamed to Ranger, can use any bow and one-handed weapon and armors up to iron helm/mail boots and gloves and chainmail
- New Rogue class with melee skills, can use equipment up to short bow, short sword and Vassaruth's armor
Items
- Ulf'thad's potion has now the attribute added to its name
- Quest reward for rogue for finding the portal; Auril's shortsword
Monsters
- Frost spells do 1.5 * damage to flaming monsters
- Flaming monsters are immune to fire damage
- New monster: Ice salamander: can freeze player with melee attack
- New monster: Fire beetle
Maps
- Abyss is now 8 levels long and divided into earth, air, ice and fire layers; monsters are different on those levels
At the moment item letters are from ADOM and monster letters are from Angband. However I'd like to hear some opinions about character sets. I've read the topic here http://forums.roguetemple.com/index.php?topic=1260.30 already.
I guess the choices are pretty much Rogue, Angband, NetHack and ADOM character groups. I'm wondering if its an issue to combine those sets or should I just stick using all characters from one game's set?
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All right, here's the alpha 7: https://dl.dropboxusercontent.com/u/95372567/TToT_alpha7.rar
Full change log:
Bugs
- Some fixes to revealed maps
- Inventory after death displays now equipment also
- Fixed a bug where getting teleported out of monster's sight made monster follow endlessly player and blocking resting
- Sorcerer can now wear amulets as before it was blocked by bug
- Fixed a funny bug where returning Eilinmyr's amulet removed all amulets from inventory
General
- Reworked UI
- Character Screen shown from 'c'
- Fully playable ascii mode from F1-button
- Houses in Marwal and Undershire have wooden tiles
- New "You are standing on "item name"" feature
Quests
- Kill the bandit leader and return his hand to Duradan, captain of the guard for 200 gold pieces
Heroes
- Stat gains every level but every second attribute makes a difference; 0-1 stat = +0 dmg, 2-3 stat = +1 dmg and so on
- Rogue renamed to Ranger, can use any bow and one-handed weapon and armors up to iron helm/mail boots and gloves and chainmail
- New Rogue class with stealth, dodge and poison weapon skills, can use equipment up to short bow, short sword and Vassaruth's armor
- Ranger and rogue both have stealth, but rogue gets 2x stealth damage and 3x stealth critical damage
Items
- Ulf'thad's potion has now the attribute added to its name
- Quest reward for rogue for finding the portal; Auril's shortsword
Monsters
- Frost spells do 1.5 * damage to fire monsters
- Fire spells do 1.5 * damage to ice monsters
- Flaming monsters are immune to fire damage
- Frost monsters are immune to frost damage
- Bosses are immune to confusion
- Named monsters are now 1.5 * regular health instead of 2 *
- New monster: Ice salamander: can freeze player with melee attack
- New monster: Ice ooze: can freeze player if hit by player in melee
- New monster: Fire beetle
- New monster: Fire ooze: Burns players in adjacent tiles
- New monsters: Bandit and bandit archer
Maps
- Abyss is now 8 levels long and divided into earth, air, ice and fire layers; monsters are different on those levels
- Old mines added to Faywyn for bandit quest
Screenshots also updated on the website http://thetempleoftorment.blogspot.fi/p/screenshots.html
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The Temple of Torment hits beta!
Beta has about 80% of the content that's going to be in the game, what needs to be done is mostly balancing the combat and spells.
Paladin and cleric has been added to playable classes.
Here's the direct download link: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta1.rar
Following changes are included:
General
- Character screen shows bonuses
- Saves on hardcore death are deleted instead of being overwritten
Bugs
- Fixed a bug where expiring armor class skill didn't remove the bonus
Heroes
- Talents always cost 35MP
- Fighter's power attack and cleave reversed
- Ranger's multiple shot and aimed shot reversed
- New class: Paladin with skills turn undead, shield wall, smite
- New class: Cleric with skills turn undead, divine shield, holy fire
- Shield Bash does damage of 1d6 instead of 1d(block chance / 5)
Items
- Mace renamed to morningstar and new mace added as cleric's starting weapon
- Auril's shield added for paladin quest reward
- Auril's prayerbook of divine resistance added for cleric quest reward
- Spellbook of healing is now only for cleric
Spells and skills
- Turn Undead; talent for paladin and cleric; 1d6 bolt + 5% chance to make undead flee
- Shield Wall; talent for paladin; +5 Block Chance for 50 turns
- Smite; talent for paladin;
- Holy Fire; talent for cleric; fireball effect with bonus for undead
- Divine Shield; talent for cleric; damage reduced by 1 for next 50 hits
- New spell for sorcerer: Frozen Orb; ice version of fireball
- Holy Nova; spell for cleric, hits every tile within radius of 2 from player
- Aid; spell for cleric; gives 10 hit points for 50 turns
- Pain; spell for cleric; touch spell that has a chance of stunning the target
- Divine Resistance; player can select a resistance for fire, ice or poison for 50 turns
- Fireball is 1d12 instead of 2d8
Monsters
- New monster: venom ooze; can poison player with critical hits
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Awesome---a major milestone achieved indeed! Congrats and keep at it. 8)
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I'll post a beta 2 which includes couple of critical bug fixes and other enhancements: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta2.rar
Changes:
General
- Improved talent menus
- Improved targeting: no longer areas which are not in fov can be targeted
- Improved messages in general
- Combat cannot be used in the world map
- Improved trap placement
Bugs
- Fire arrows went incorrectly to items, not equipment
- Venom Ooze previously crashed game when spawning
- Fixed an entertaining bug where lanterns sold for 6000gp
- Lanterns fade faster while resting now
Heroes
- Melee classes +7HP, ranged classes +5HP, magic classes +4HP in level up
- Rogue's stealth attack displays "backstab" in combat messages since rogue has 2x damage and 3x critical with stealth, ranger's stealth attack displays regular messages
Items
- Inventory displays "unusable" next to the item if the class cannot use it
- Reduced drop rate of scrolls of recall
- Minor increase to gold amounts
Monsters
- Risen hound max hit points lowered by 5
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Here's some figures about the amount of content in The Temple of Torment:
- Different enemies: 41
- Different items: around 70
- Different spells and talents: 30
- Different maps: 39
- Different hand-made maps: 14
- Different graphics: 177
- Different quests: 6
- Lines of code: 15 000
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Third beta is here: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta3.rar
Changes:
Bugs
- Divine Resistance message displays now 50 turns instead of 25
- Nova MP cost actually what displayed
- Item stack bug fixed; for example picking up two heal potions and having four heal potions in inventory no longer results in having a stack of 6 but now stacks of 4 and 2
- Death screen displays now if player was frozen
- Paladin no longer starts with a javelin
- Javelins and fire arrows work now properly
- Cancelling the spell "Pain" works now properly
General
- Lanterns must be lighted before use, and they can be unlighted, lighted lanterns not in inventory will fade also
- Standing on an item now displays the amount of items in stack if there's more than one
- Abyss is renamed to hell in order to stay in original vision, final level didn't make much sense before
- Player has only one food and health and cure poison potion in the start but has 50 gold pieces more
Items
- Picking up stacks of more than 1 item must be picked up one by one (does not apply to gold)
- Gold renamed to gold pieces
Spells
- Chain Lightning MP cost to 20 from 25
- Fireball MP cost to 25 from 30
- Confusion MP cost to 30 from 35
- Divine Strike MP cost to 20 from 25
Monsters
- Monster names "abyssal x" renamed to "x of hell"
- New monster: knight of hell; heavily armored and shielded melee warrior
- General balancing to monsters before hell
- Fire beetles spit fire now as intended
- Venom ooze is now immune to poison
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Next thing I'm going to do is to implement the attributes Wisdom, Constitution and Charisma; that completes now all the main attributes str, dex, con, wis, int and cha. My basic idea is to use D&D namings for all kinds of things but without any compability so I'm free from licenses.
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Fourth beta released: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta4.rar
Changes:
Bugs
- Looking tile char x is now consistent everywhere
- Javelin had a double strength bonus before
- Giving Giladir a potion of healing now truly removes only one healing potion from inventory
- Mimic AI should work properly
General
- New leveling system: player gets 2 attribute raises but each stat is limited to 10 without bonuses
- New attribute: Wisdom; used instead of Intelligence in cleric's spell damage calculation
- New attribute: Constitution; used with damage reduction from physical attacks
- New attribute: Charisma; used with shop prices when selling and buying and paladin's smite
- Help displays now explanations for ascii symbols
- Player can now target melee talents / spells only within 1 tile radius from the player
- Poison damage is consistent while resting for multiple turns
- Improved character sheet
Items
- Sell values adjusted for some items
- New wisdom potion reward, wisdom amulet
- New charisma potion reward, charisma amulet
- New constitution potion reward, constitution amulet
Spells and talents
- Paladin's Shield Wall renamed to Holy Shield to make it more Paladin'ish
- Turn Undead uses now player level as a damage bonus instead of Intelligence
Monsters
- Venom spitter snakes are immune to poison now
- Monster experiences revised, players should get to level 9 around the last few floors of the hell
- General balancing
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Interestingly I got my game running on my Raspberry Pi. Wasn't too bad to play on it, quite slow though.
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I saw in an earlier post that fullscreen is supported by pressing alt+enter. It does not appear to be working for me though. Using windows xp with latest sp.
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I saw in an earlier post that fullscreen is supported by pressing alt+enter. It does not appear to be working for me though. Using windows xp with latest sp.
You have to press it in-game and your resolution must be larger than the game screen. Then it should work
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I saw in an earlier post that fullscreen is supported by pressing alt+enter. It does not appear to be working for me though. Using windows xp with latest sp.
You have to press it in-game and your resolution must be larger than the game screen. Then it should work
ok. tried it and it did work. I coulda sworn I tried it in game already but didn't work. Anyways, thanks.
It would be nice though if there was a way to make it start in fullscreen. Also to configure it so it can always start in ascii/tiles.
*EDIT*
It doesn't seem to work all the time. Like after I loaded a game, it started in ascii cause that's what I had it set to, but I can't get it to go back to full screen.
*EDIT 2*
NM. It seems to only work with the left alt button.
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I saw in an earlier post that fullscreen is supported by pressing alt+enter. It does not appear to be working for me though. Using windows xp with latest sp.
You have to press it in-game and your resolution must be larger than the game screen. Then it should work
ok. tried it and it did work. I coulda sworn I tried it in game already but didn't work. Anyways, thanks.
It would be nice though if there was a way to make it start in fullscreen. Also to configure it so it can always start in ascii/tiles.
Yeah. I can compile full screen executable for the next release.
I have to think about how to make the always start in ascii / tiles thing viable since windowed ascii, windowed tiles, full screen ascii and full screen tiles are too many exes. Or is it a problem?
One way could be to make different zips for full screen / windowed tile version and full screen / windowed ascii version.
Other way could be a conf file that players could modify so the game reads it before starting. There could be one line the game reads for full screen / windowed and one line for ascii / tiles.
I'll take any suggestions for this.
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A config file is probably the best option I think.
The game is pretty cool so far.
Although the hunger clock seems to be a bit too strict. I died of hunger rather quickly a few times just traveling from the first town to the dungeon. Even after eating at the in, my hunger level went down rather quickly.
Also, the interface is a bit cumbersome. Inventory for instance. In order to drink a potion, I have to enter the inventory, then pick items, then pick the potion, then choose to drink it.
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I'll figure out something for the conf file.
Yeah the food system needs some balancing since max hunger value is 3750 before dying from eating. One food adds 750. Each turn traveling on the world map subtracts 10. Resting subtracts 5 and regular turn 1. Starting value is 1500.
The inventory can be quite slow but that's the best I can do at the moment. The main reason for that is to limit the number of keys needed to play the game so that every inventory interaction is through one key, 'i'.
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Config file works pretty good at the moment for ascii and full screen settings.
Here's what's inside conf.txt
###########################################################
### Use "Full Screen = True" to play in full screen mode###
### or "Full Screen = False" to play in windowed mode ###
### Use "Tiles = True" to play in tiled mode ###
### or "Tiles = False" to play in ascii mode ###
###########################################################
Full Screen = False
Tiles = True
Here's also some of the upcoming changes in the next beta:
Bugs fixed
- Fixed a funny bug where player could speak to giladir's corpse
Quests
- Giladir's quest has now reward for evil choice. Giladir disappears now after meeting at Marwal Inn
- Prisoner quest now has deeper dialogue tree with one more possible reward
General
- Corrupted well after being cleansed and used has now it's own tile for empty well.
- Drinking from well heals 1 Hit Point
- Some quests display now intended level
- Doing good or evil deeds display now message
- Combat messages improved
- Couple of more dialogues
Spells and talents
- Spells and talents featuring effects such as poison and stun take into account resistances
Monsters
- Monster resistances are implemented; uses dungeon level / 3 against d20, e.g. end boss rolls 11 and thus has 55% resistance
- Bandits and undead adventurers are no longer named and cannot be elite monsters
Items
- Weapons now can be found as damaged, normal or superior (-1, 0 and +1 damage and 20% chance, 60% chance and 20% chance and 70%, 100% and 130% sell values respectively )
- Selling prices in general adjusted
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I uploaded the next beta version, Beta 5: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta5.rar
Full change log:
Bugs fixed
- Fixed a funny bug where player could speak to giladir's corpse
Quests
- Giladir disappears now after meeting at Marwal Inn
- Free the Prisoner quest, Heal Giladir quest and Kill the bandit leader quest have now evil rewards
General
- !!!New config file for setting default full screen!!!
- !!!Ascii mode is now handled through the config file!!!
- Corrupted well after curing and using has now tile
- Drinking from well heals 1 Hit Point
- Some quests display now intended level
- Doing good or evil deeds display now message
- Combat messages improved
- More dialogues
- Saves are now in a subfolder Saves
NPC
- Merchant is now named Haradir
- Innkeeper is now named Elemira
Spells and talents
- Spells and talents featuring effects such as poison and stun take into account resistances
Monsters
- Monster resistances are implemented; uses dungeon level / 3 against d20, e.g. end boss rolls 11 and thus has 55% resistance
- Bandits and undead adventurers are no longer named and cannot be elite monsters
Items
- Weapons now can be found as damaged, normal or superior (-1, 0 and +1 damage and 20% chance, 60% chance and 20% chance and 70%, 100% and 130% sell values respectively)
- Sell prices in general adjusted
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The release pace continues to be impressive indeed---keep at it and polish like crazy. 8)
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The release pace continues to be impressive indeed---keep at it and polish like crazy. 8)
I have a lot of free time and I truly enjoy developing this. Roguelike projects seem to grow exponentially since I get every day some idea I wish to implement.
Today I figured out how to make an easy item identification system.
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I have a lot of free time and I truly enjoy developing this. Roguelike projects seem to grow exponentially since I get every day some idea I wish to implement.
That is very true. I am the same with Veins - and that's why I haven't yet had time to take this for a spin.
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The inventory can be quite slow but that's the best I can do at the moment. The main reason for that is to limit the number of keys needed to play the game so that every inventory interaction is through one key, 'i'.
I can see where you wanted to go I think. But ultimately, I think it was implemented in a kinda counter-intuitive way. No offense.
I can appreciate trying to limit the number of key commands needed to play. But in this case, you ended up adding the number of total keystrokes needed to perform a single action. Which, in my opinion, is more off-putting than having to know a slightly larger number of key commands.
Also, it would be nice if the message told me which location I was at when I move to it before I enter it.
I do still quite like most of it the game despite this little gripe.
Any plans to randomize the quests?
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I will rethink about the inventory at some point. Probably will be unchanged due to my programming skills.
Also, it would be nice if the message told me which location I was at when I move to it before I enter it.
Can you elaborate a little bit? Do you mean the messages like "You are standing on "stairs down""?
Any plans to randomize the quests?
Probably some randomizing like some of the available quests are decided randomly when starting the game. All the quests there are now are fixed location and content and they'll be like that. I wish to add more quests though so they could be like I described.
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After too many hours I finally managed to make a Linux executable of my game.
I hope someone could try to run it: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Debian.zip
It is a WIP Beta 6 with all debug keys active so it's not a representative of a final version.
I have no idea whether it works on any Linux or just Debian since I compiled it on Debian.
./TToTd20 should run it.
Edit: I got it running on Ubuntu also, even though that's not a surprise after Debian.
Edit2: Some of the paths seem to be wrong so it doesn't work.
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Not something telling me I am on "stairs down". I meant on the overworld cause each "<" represents a different area/objective. More like a message that tells me I am at the temple, village, or thief camp, etc. so I know what I am about to go into.
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Yeah. That can definitely be done. I'll put it in the next version.
Next thing I'll do is that players can buy normal weapons / armor / books depending on their progress in the dungeon. I've been thinking that technically it is possible to finish the game without finding any upgrades or new spells so I try to avoid it. In the future players can find magical weapons and weapons between -1 and 1 damage so only base +0 could be bought.
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It's been a long time (at least with this rate of updates) since last update but I'm been adding a lot of stuff and fixes.
I'm posting here the change log as it is at the moment:
Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map
Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250
General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant
Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reducd to 20% from 100%
Items
- Cursed item naming is now different; it is now "(cursed) itemName" instead of "cursed itemName". Uncursing items now regain their original name instead of "uncursed itemName"
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Unusable items are now displayed as "(unusable) itemName" instead of "itemName (unusable)"
- Armor Class values of chainmail and higher lowered by 5
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I released the sixth beta with the following changes:
https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta6.rar
Bugs
- Scrolls of recall bought from shop had wrong price when selling
- Fixed a bug where higher level spellbooks spawned outside of map
Quests
- Bandit quest reward is now 100 or 150 instead of 200 or 250
General
- Players start as "satiated" instead of "not hungry"
- Food is a little more nutritious, from starving to bloated takes 4 food rations. 5th ration kills
- Standing over locations in overworld display now message
- Added support for 12x12 font for smaller screens, use conf.txt
- New merchant which sells magical items and regular armors and weapons. Added to the same house as general goods merchant
- Inventory text improvements
Heroes
- Cleric has a new tile now
- Weapon proficiency bonus changed from +5 to hit bonus to +1 damage bonus
- Stealth no longer works when player has a lighted lantern in inventory
- Starting gold is 100 instead of 150
- Paladins can wield two-handed weapons
- To Hit Bonus divided into Melee and Ranged bonuses
Monsters
- Cultist's drop chance of scrolls reduced to 15% from 25%
- Lich's drop chance of scroll reduced to 15% from 100%
- Risen sorcerer's drop chance of scrolls reduced to 15% from 25%
- Harpy's drop chance of food reduced to 20% from 100%
Items
- Items are now identified when picking up, cursed status is still identified when equipping
- Vassaruth's blade is now [1d6+2] instead of [1d6+1, +5 thb]
- Magical weapons are added and have 10% chance to spawn instead of regular weapon
- Magical armors are added and have 10% chance to spawn instead of regular armor
- Monsters drop weapons now 5% more likely
- Item sell prices are now 1/4th of the buy price
- Armor Class values of chainmail and higher lowered by 5
Next thing I'm going to do is to figure out a stat requirements instead of class requirements.
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Next thing I'm going to do is to figure out a stat requirements instead of class requirements.
Oh that will be just sweet! Anyway, I have some interface ideas (improvements) for you. I'll post them soon to see if you agree with any of them.
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Hello Aukustus. Instead of working on my own project tonight I decided to work on your game.
I idealized a new interface for buying and selling items.
http://tivohdmg.photobucket.com/albums/v698/EFileTahi-A/Newinterface.png?t=1399068870
I've merged regular items with special items to make trading easier while at the same time making item comparison faster. I added color codes to make reading even better (for common and rare items or common vs enchanted items) and justified the prices in a column as I often loose my eyes to items states when I'm looking for price tags; having prices in a column also helps us identifying budget items from powerful and expensive ones. But the major change is actually the way you operate the interface. I believe that having a "selection row" controlled with UP and DOWN arrow keys makes the whole item selection easier. In the image we see a gray row and this row indicates the current selected item ready for purchase.
The same concept should also be used for selling, where the items & equipment would be shown in the same window with the same configuration as presented in the screenshot. Consider using the row selection in every option screen as it works so much better for there is no need to interpretation and no looking down to the keyboard for each option we choose.
Please tell me what you think. If you enjoy this I can rework other parts of the game's interface for you.
Take care and continue with your good work. I'm actually enjoying the game a lot now, with the 'Rest' option revealed :P
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Hello Aukustus. Instead of working on my own project tonight I decided to work on your game.
I idealized a new interface for buying and selling items.
http://tivohdmg.photobucket.com/albums/v698/EFileTahi-A/Newinterface.png?t=1399068870
I've merged regular items with special items to make trading easier while at the same time making item comparison faster. I added color codes to make reading even better (for common and rare items or common vs enchanted items) and justified the prices in a column as I often loose my eyes to items states when I'm looking for price tags; having prices in a column also helps us identifying budget items from powerful and expensive ones. But the major change is actually the way you operate the interface. I believe that having a "selection row" controlled with UP and DOWN arrow keys makes the whole item selection easier. In the image we see a gray row and this row indicates the current selected item ready for purchase.
The same concept should also be used for selling, where the items & equipment would be shown in the same window with the same configuration as presented in the screenshot. Consider using the row selection in every option screen as it works so much better for there is no need to interpretation and no looking down to the keyboard for each option we choose.
Please tell me what you think. If you enjoy this I can rework other parts of the game's interface for you.
Take care and continue with your good work. I'm actually enjoying the game a lot now, with the 'Rest' option revealed :P
I really like that, some of the improvements I'm not able to do such as the row selection but I really like the items in groups of 5 which I got working. The prices in columns look good too. Also the special items in same screen as the regular items is a good idea in my opinion.
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I really like that, some of the improvements I'm not able to do such as the row selection but I really like the items in groups of 5 which I got working. The prices in columns look good too. Also the special items in same screen as the regular items is a good idea in my opinion.
What about having the selected item being highlighted in a different text color instead of having the gray row beneath them, and still being operated with UP and DOWN keys?
About the game itself. Is the Temple of Torment the only place you can explore in the world map apart from the village you first visit?
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What about having the selected item being highlighted in a different text color instead of having the gray row beneath them, and still being operated with UP and DOWN keys?
Probably not since I'm godawful programmer. Maybe if I find some open source project featuring same kind of a thing with libtcod.
About the game itself. Is the Temple of Torment the only place you can explore in the world map apart from the village you first visit?
Nope. There's quest that can be found from the barracks in southern Marwal that adds a new location to the map. The quest is intended to be a lvl 1 quest. After I release this version with the class req changes and shop improvements I'll continue developing the main quest and this would add new location(s) to the world map. The main quest is basically 1. Find the source of the bad guys 2. Kill the Bad Guy behind the invasion. This in fact leaves the portal open from where the bad guys came and to close this plot hole I would make the quest longer.
I'm having an idea to make the quest longer which would include closing the portal by finding a spell to reverse the spell that opened the portal. Probably there would be somekind of a Tome of Infra Arcana or whatever Necronomicon'ish book which would include a lot of spells and the player would need to figure out which spell to cast. Casting a wrong spell could have game ending consequences and trigger extra endings.
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What about having the selected item being highlighted in a different text color instead of having the gray row beneath them, and still being operated with UP and DOWN keys?
Probably not since I'm godawful programmer. Maybe if I find some open source project featuring same kind of a thing with libtcod.
About the game itself. Is the Temple of Torment the only place you can explore in the world map apart from the village you first visit?
Nope. There's quest that can be found from the barracks in southern Marwal that adds a new location to the map. The quest is intended to be a lvl 1 quest. After I release this version with the class req changes and shop improvements I'll continue developing the main quest and this would add new location(s) to the world map. The main quest is basically 1. Find the source of the bad guys 2. Kill the Bad Guy behind the invasion. This in fact leaves the portal open from where the bad guys came and to close this plot hole I would make the quest longer.
I'm having an idea to make the quest longer which would include closing the portal by finding a spell to reverse the spell that opened the portal. Probably there would be somekind of a Tome of Infra Arcana or whatever Necronomicon'ish book which would include a lot of spells and the player would need to figure out which spell to cast. Casting a wrong spell could have game ending consequences and trigger extra endings.
Sounds pretty neat actually! Need any help with the class req changes? Will you use skills to keep track of what the characters are allowed to use?
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What about having the selected item being highlighted in a different text color instead of having the gray row beneath them, and still being operated with UP and DOWN keys?
Probably not since I'm godawful programmer. Maybe if I find some open source project featuring same kind of a thing with libtcod.
About the game itself. Is the Temple of Torment the only place you can explore in the world map apart from the village you first visit?
Nope. There's quest that can be found from the barracks in southern Marwal that adds a new location to the map. The quest is intended to be a lvl 1 quest. After I release this version with the class req changes and shop improvements I'll continue developing the main quest and this would add new location(s) to the world map. The main quest is basically 1. Find the source of the bad guys 2. Kill the Bad Guy behind the invasion. This in fact leaves the portal open from where the bad guys came and to close this plot hole I would make the quest longer.
I'm having an idea to make the quest longer which would include closing the portal by finding a spell to reverse the spell that opened the portal. Probably there would be somekind of a Tome of Infra Arcana or whatever Necronomicon'ish book which would include a lot of spells and the player would need to figure out which spell to cast. Casting a wrong spell could have game ending consequences and trigger extra endings.
Sounds pretty neat actually! Need any help with the class req changes? Will you use skills to keep track of what the characters are allowed to use?
Not at the moment. Everything is free for all but requires stats like I described in Class Restrictions thread. Some classes can though use some items better since Shadow Armor which is sold in the shop gives 3 turns longer stealth for rogue and ranger. Other classes which can't access stealth have nothing to gain from it.
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Not at the moment. Everything is free for all but requires stats like I described in Class Restrictions thread. Some classes can though use some items better since Shadow Armor which is sold in the shop gives 3 turns longer stealth for rogue and ranger. Other classes which can't access stealth have nothing to gain from it.
Sounds good.
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Here's the new shop screen: https://dl.dropboxusercontent.com/u/95372567/Shop_UI.png
I'm also having some ideas about new classes; monk, bard and druid. This would make 3 fighter based classes, 3 rogue based classes and 3 sorcerer based classes.
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Sweet! 8)
Will you add color codes for common and uncommon items? How about just coloring the "Special Items" with a light blue or something and having them mixed with normal items? More over, just a thought, it would be nice if items in shops could be separated by category depending of the shop type naturally. For weapons & armors shops it would be nice to have offensive items in one group and defensive stuff in another. I'm saying this because I believe it would make item search easier. What do you think?
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Yeah, items could be separated but I wish to keep the selection low so I think there isn't any point to categorize just 2 items out of 5. If the selection was larger, maybe then. I'm not sure if the color coding is needed since the magical items are always the lower 5 in the shop and distinguishable with different naming system.
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I wrote a small GUI program with C# for the conf.txt. It should be now easier to modify the conf file just by clicking checkboxes and radiobuttons.
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I released beta 7: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta7.rar
Change log:
Bugs
- Some armors bought from the shop had wrong AC displayed
- Some undocumented minor or not so minor bug fixes
- Fixed a bug where entering equipment shop after loading save crashed game
- Fixed a bug where items bought spawned at 0,0 coordinates if inventory was full
General
- Game has a icon now
- A new graphical tool for editing conf.txt; TToTd20Conf.exe
- Minor fixes to messages
- New stat raise screen
- New fonts supported: 8x12 and 10x16
- Menus related to items grouped by 5
- Improved shop screen
- New shop: Cleric Silywyn sells now books and scrolls
- Minor undocumented improvements or changes
Heroes
- Class restrictions are removed; equipment now require attributes
- Rogue and ranger start with a dagger now
- Cleric's start mace is now 1d4+0 instead of 1d6+0
- New stat: Armor Penalty; this comes from wearing heavy armor and applies to ranged combat and spellcasting, is negated by constitution
- Cleric's and sorcerer's mana point increase on leveling lowered by 1
- Start gold increased back to the 150 from 100
- Charisma now affects prices by 5% for every 3 points in charisma instead of 1gp for every 3 points
- Fighter's javelin removed from game
Spells
- Turn Undead is now Nova-like spell with radius of 2 from caster
- Radiuses of Fireball and Frozen Orb decreased to 2 from 3
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What would be really nice is if you developed the game entirely in C#. You could do so much with it. C# is where I really ascend so I could supply you with tons of help. Anyway, going to try your latest build.
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What would be really nice is if you developed the game entirely in C#. You could do so much with it. C# is where I really ascend so I could supply you with tons of help. Anyway, going to try your latest build.
My skills in C# are limited pretty much to creating basic wpf softwares for companies. My university taught me C# and that's how I learned programming. Only reason I was able to start developing this game is that there was a complete tutorial which included all the basic algorithms that were needed such as FOV. Also the bases for objects and classes were already there.
I try to make my game also playable outside of .NET.
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What would be really nice is if you developed the game entirely in C#. You could do so much with it. C# is where I really ascend so I could supply you with tons of help. Anyway, going to try your latest build.
My skills in C# are limited pretty much to creating basic wpf softwares for companies. My university taught me C# and that's how I learned programming. Only reason I was able to start developing this game is that there was a complete tutorial which included all the basic algorithms that were needed such as FOV. Also the bases for objects and classes were already there.
I try to make my game also playable outside of .NET.
You can play .NET apps through MONO on Linux and Mac but even without mono you can still emulate windows and run .NET apps flawlessly, though this last approach is not too user friendly but i believe roguelike fans can handle it just fine.
Regarding your game, the interface is way better now! I still suggest (what can I say, I'm an interface designer) the items that cannot be used by the player - due to attribute requirements - to be highlighted in another color, I suggest orange in case you agree with this.
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...the items that cannot be used by the player - due to attribute requirements - to be highlighted in another color, I suggest orange in case you agree with this.
Yeah, I really agree about this. However the code that lists items takes in only texts and not objects so it doesn't transfer the item attributes. This means that I can basically add the (unusable) text back to the name instead of coloring. At least without changing a lot of code.
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I managed to improve my AI a lot. https://dl.dropboxusercontent.com/u/95372567/AI.gif
Previously the monsters numbered 4 and 5 got stuck behind the other 3. Now they are capable of moving around the 1, 2 and 3. It's not optimal but that's a lot better now.
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That's a great thing indeed!
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I was doing the bandit quest and I noticed that dungeons always change when you revisit them; I really thought this was an exclusive feature of the Temple of Torment itself. Not that I dislike the idea of having this particular functionality justified with the story line but it does take the sense of progression away, I mean clearing levels just so they can be replaced with new ones feels annoying to me. The more I play your game the less compelled I feel to fully explore levels but going deeper the minute I found new stairs leading downwards. This happens because I will be forced to deal with those levels again once I start exiting the site.
Just a thought.
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I was doing the bandit quest and I noticed that dungeons always change when you revisit them; I really thought this was an exclusive feature of the Temple of Torment itself. Not that I dislike the idea of having this particular functionality justified with the story line but it does take the sense of progression away, I mean clearing levels just so they can be replaced with new ones feels annoying to me. The more I play your game the less compelled I feel to fully explore levels but going deeper the minute I found new stairs leading downwards. This happens because I will be forced to deal with those levels again once I start exiting the site.
Just a thought.
Yeah, the mines resetting is lore breaking but I haven't figured out an alternative yet since I'm not sure about how to make the levels persistent but that's my intention to make them somehow persistent. I'll look in to making the mines persistent.
I've pretty much designed the game for scrolls of recall for teleporting in and out of dungeons. Maybe I'll add one scroll of recall to the starting items.
I've had some ideas for sort of waypoint used in Diablos in the beginning of every new section, one in the first level of the temple, one in the first level of the catacombs and so on.
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Sorry if this sounds too obvious but can't you just save the map into the HD or into a 2D array? I never worked with libtcod so I really don't have a clue of how it works nor how limited it might be.
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Sorry if this sounds too obvious but can't you just save the map into the HD or into a 2D array? I never worked with libtcod so I really don't have a clue of how it works nor how limited it might be.
Libtcod isn't here an problem since libtcod basically just renders. My maps are just 2D arrays already. I just got working persistent map layout, now I just have to make the objects and stairs persistent locations.
Basically my persistent code works that it stores the array into variable "mapcave1" the first time the map loads and then it loads the array from variable instead of generating new array. Basically the idea here
map = newmap() // returns array
if mapcave1 == None
variable mapcave1 = map
else
map = mapcave1
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How about making it 3D instead [X,Y,Level]? This will naturally take up more memory but it will make everything run smoother, including accessing maps, saving them and changing them.
What kind of 2D array are you using? Integer? I would actually store the map class inside a List<> Array object. This would probably be the most elegant way to handle maps, assuming you are able to use such object or anything close to it.
Anyway I'm really glad dungeons in your game are now turning persistent. One thing you could do, which I really like, is having a shortcut escape route when fulfilling the site's objective. In other words, the player would return to surface just in just a couple of turns even though he descended many levels bellow ground. Skyrim has this and it really rocks, because going back through all those now empty explored areas is very tedious.
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How about making it 3D instead [X,Y,Level]? This will naturally take up more memory but it will make everything run smoother, including accessing maps, saving them and changing them.
What kind of 2D array are you using? Integer? I would actually store the map class inside a List<> Array object. This would probably be the most elegant way to handle maps, assuming you are able to use such object or anything close to it.
Anyway I'm really glad dungeons in your game are now turning persistent. One thing you could do, which I really like, is having a shortcut escape route when fulfilling the site's objective. In other words, the player would return to surface just in just a couple of turns even though he descended many levels bellow ground. Skyrim has this and it really rocks, because going back through all those now empty explored areas is very tedious.
It's basically an array of x,y coordinates and whether it's blocked or not. My programming skills are pretty limited but I'm definitely looking for some persistence.
I'll probably make only the mines at least somewhat persistent. If I can't program it, I'm able to handcraft the maps and put hand placed monsters which stay dead when killed. That shortcut could be quite nice, maybe exchange for hunger points. The shortcut system in Skyrim was nice but I think it was somewhat realism breaking.
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I'll probably make only the mines at least somewhat persistent. If I can't program it, I'm able to handcraft the maps and put hand placed monsters which stay dead when killed. That shortcut could be quite nice, maybe exchange for hunger points. The shortcut system in Skyrim was nice but I think it was somewhat realism breaking.
Honestly, handcrafted dungeons with hand placed mobs sounds just as perfect. The shortcut system is however open for discussion. If you want hunger to be taken seriously when travelling than shortcuts should be avoided, however, travelling 20 levels back (hypothetically speaking) just to exit a site sounds bloody boring. Balance should be considered in this case. Maybe the shortcuts shouldn't be that short. As far as realism is concerned, it was also a common thing to have multiple exits in temples, secret exits. Maybe you could add some sort of puzzles to open that particular door. This would be brains vs time and resources :)
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I'll probably make only the mines at least somewhat persistent. If I can't program it, I'm able to handcraft the maps and put hand placed monsters which stay dead when killed. That shortcut could be quite nice, maybe exchange for hunger points. The shortcut system in Skyrim was nice but I think it was somewhat realism breaking.
Honestly, handcrafted dungeons with hand placed mobs sounds just as perfect. The shortcut system is however open for discussion. If you want hunger to be taken seriously when travelling than shortcuts should be avoided, however, travelling 20 levels back (hypothetically speaking) just to exit a site sounds bloody boring. Balance should be considered in this case. Maybe the shortcuts would not be that short. As far as realism is concerned, it was also a common thing to have multiple exits in temples, secret exits. Maybe you could add some sort of puzzles to open that particular door. This would be brains vs time and resources :)
I'm having an idea to make the mines like a nod to Baldur's gate with designing the mine levels close to the game's mine levels. My Undershire is pretty much Tristram from first Diablo too.
First Diablo had two upstairs at some points of which the second opened a permanent shortcut to the town level which I liked a lot. Puzzles would be quite good but I'm not that good designing those. I think some sort of quicker way to return without scrolls of recall I think is seriously needed.
Teleportal stones which give access to the beginning of every main dungeon section are in my opinion quite good since there's no need to descend 20 levels again and there's no need to ascend 20 levels again to reach places. And the teleportal stones cannot be accessed at the lowest 12 levels since the levels are located in another plane of existence. Probably they could be named like "Stone of Recall".
Edit: They could be located in the boss fight rooms and killing the boss would activate it for teleporting around the dungeon and in and out.
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I'll probably make only the mines at least somewhat persistent. If I can't program it, I'm able to handcraft the maps and put hand placed monsters which stay dead when killed. That shortcut could be quite nice, maybe exchange for hunger points. The shortcut system in Skyrim was nice but I think it was somewhat realism breaking.
Honestly, handcrafted dungeons with hand placed mobs sounds just as perfect. The shortcut system is however open for discussion. If you want hunger to be taken seriously when travelling than shortcuts should be avoided, however, travelling 20 levels back (hypothetically speaking) just to exit a site sounds bloody boring. Balance should be considered in this case. Maybe the shortcuts would not be that short. As far as realism is concerned, it was also a common thing to have multiple exits in temples, secret exits. Maybe you could add some sort of puzzles to open that particular door. This would be brains vs time and resources :)
I'm having an idea to make the mines like a nod to Baldur's gate with designing the mine levels close to the game's mine levels. My Undershire is pretty much Tristram from first Diablo too.
First Diablo had two upstairs at some points of which the second opened a permanent shortcut to the town level which I liked a lot. Puzzles would be quite good but I'm not that good designing those. I think some sort of quicker way to return without scrolls of recall I think is seriously needed.
Teleportal stones which give access to the beginning of every main dungeon section are in my opinion quite good since there's no need to descend 20 levels again and there's no need to ascend 20 levels again to reach places. And the teleportal stones cannot be accessed at the lowest 12 levels since the levels are located in another plane of existence. Probably they could be named like "Stone of Recall".
Edit: They could be located in the boss fight rooms and killing the boss would activate it for teleporting around the dungeon and in and out.
Sounds cool! Having a boss guarding such artifact seems to make perfect sense.
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I added Stones of Recall to the game. I added them only to the main dungeon and last one is before hell. Last stone is located next to the portal to hell.
My main idea to the plot is that the demons came from the portal and quickly invaded the temple using the stones and teleported through the temple. The stones fit to the lore in my opinion. I placed them in the boss rooms and they can be used after killing the boss.
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Do you have a date for a new version?
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Go ahead and make the BG mines levels, it might make me find some free time to finally play it!!
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Do you have a date for a new version?
Not yet. I have a lot to figure out for the main quest. I could make a release without the complete main quest but I'm not too fond about doing it.
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Go ahead and make the BG mines levels, it might make me find some free time to finally play it!!
Here's the second level of my mines modeled after Cloakwood mines level 2. First level of the mines will be modeled after Cloakwood mines level 1.
https://dl.dropboxusercontent.com/u/95372567/Mines.png compared to http://www.forgottenwars.com/bg1/maps/x_1804.jpg
There will be some minor changes but overall idea is this.
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Just out of curiosity, why are you copying levels from other games? :-\
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Just out of curiosity, why are you copying levels from other games? :-\
Sort of nod or not so subtle easter egg to influences. Nothing more serious.
If it's generally a bad thing to include easter eggs like that, there's no problem to remove those. Just feeling like to honor influences.
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I made my own maps for mines and I'll figure out what to do with BG maps.
Hopefully the next version will contain 3 new classes, 2 new locations to the world map and longer main quest.
Some changes already made:
Bugs and mistakes
- Gradient fov in hell had one typo which caused furthest tiles to be brighter than tiles before them
- Traps placed in hell were white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed
General
- New ascii chars for stairs up and down
- New tiles for Marwal and Undershire
- New messages for standing on entrances to locations or world map
- New NPC to talk with; Velaria in cottage map
- Config tool improved
- Quest items no longer display item count in inventory and picking up quest items no longer display item count in message
- Minor undocumented additions or changes
Maps
- New semi-persistent maps for Mines
- Faster hand made map generation
- New location; Hermit's cottage
- New location; Castle Undershire (WIP)
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out
Shops
- Shop interface now works in two directions with ability to return to parent menu
- Innkeeper sells now three different sized meals
Characters
- Sorcerer renamed to Mage
- Character screen now displays stats in a more detailed way with bonuses
Items
- (unusable) is displayed in item lists if stat requirements are not met
- Stat bonuses from equipment are now counted with item requirements
- Unequipping equipment with stat bonuses can now unequip other items if stat requirements are no longer met for other items
Monsters
- Monster AI pathfinding improved
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Sounds great! I really hope one day we can have mouse support and full screen modes. :)
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Full screen is already there. I did have mouse support for targeting line but I removed it in a very early alpha.
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My bad, yeah full screen is already there.
What about scrolling maps? Maps in roguelikes tend to be tied to particular screen size, which as a side effect let you "predict" where the hidden map may be parts are located.
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I had scrolling maps once but I couldn't figure out why my character was printed always to x+1, y+1 coordinates instead of x, y even though it worked in sample code which I copypasted directly.
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Some ideas about new classes:
Bard: Class skills are songs, one could demoralize enemies by reducing their damage by 1 (song of demoralize), one could boost hit points (song of bravery)
Monk: Class skills are one kick skill, one fist skill and one skill to improve some stat, maybe damage reduction by 1 for given amount of turns, unarmed damage is 1d6 instead of 1d3 and it grows to 1d8 by level 3 and to 1d10 by level 6.
Druid: One class skill would be shapeshift, probably werebear with increased damage and hit points.
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Some ideas about new classes:
Bard: Class skills are songs, one could demoralize enemies by reducing their damage by 1 (song of demoralize), one could boost hit points (song of bravery)
Monk: Class skills are one kick skill, one fist skill and one skill to improve some stat, maybe damage reduction by 1 for given amount of turns, unarmed damage is 1d6 instead of 1d3 and it grows to 1d8 by level 3 and to 1d10 by level 6.
Druid: One class skill would be shapeshift, probably werebear with increased damage and hit points.
Something I need to take out of my chest regarding the Bard class:
Bard is that one class I don't recall ever playing with and also the one class making no sense to have as an option to be an adventurer. I mean, a guy who spends his entire life playing musical instruments and travelling that also happens to know how to fight beasts. I simply can't picture in my mind having a guy playing magical music during a battle to add bonuses or penalties to characters - "Come here you little bastard! Feel the wrath of my flute!" - it feels more like a parody to me. I think such mechanics should be part of other classes, mainly the Mage class, but instead music just using plain spells to add bonuses and penalties. I believe that the bard class exists just because it became a tradition to have it in roguelikes without that much of a thought.
The bard class could make sense for party based games as a support unit though. They are travelers, so their general world knowledge should be high as well as having high experience dealing with people making them exceptional traders. Ok, have them also playing magical music during combats but the effect should only remain as long they are playing it.
If you really need more classes:
Necromancer - It is so fun to mess around with the dead.
Summoner - A guy who specializes in summoning all sorts of beings.
Mentalist / Enchanter - A guy who as a power to use his mind as a weapon, including causing pain and paralyzing his foes.
Soulreaper - A guy that earns a lot with death. Like having his life or mana recovered by each kill or something.
Just some thoughts. I just made up some of them so... :P
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Something I need to take out of my chest regarding the Bard class:
Bard is that one class I don't recall ever playing with and also the one class making no sense to have as an option to be an adventurer. I mean, a guy who spends his entire life playing musical instruments and travelling that also happens to know how to fight beasts. I simply can't picture in my mind having a guy playing magical music during a battle to add bonuses or penalties to characters - "Come here you little bastard! Feel the wrath of my flute!" - it feels more like a parody to me. I think such mechanics should be part of other classes, mainly the Mage class, but instead music just using plain spells to add bonuses and penalties. I just believe that the bard class exists just because it became a tradition to have it in roguelikes without that much of a thought.
Yeah I agree. Bard just happens to be one of the basic D&D classes and I wish to have recognizable classes in my game. I'm pretty much doing a lot of stuff because of tradition in p&p and crpg games.
Regarding those classes you made up, if I ever happen to make sub-classes, some of them could be mage subclasses.
In fact that mind weapon that causes pain and paralyzes happens to be one of the spells that's available in my game. It's a prayerbook found in the deepest parts of the dungeon.
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Regarding those classes you made up, if I ever happen to make sub-classes, some of them could be mage subclasses.
In fact that mind weapon that causes pain and paralyzes happens to be one of the spells that's available in my game. It's a prayerbook found in the deepest parts of the dungeon.
You could have the Mage casting mainly offensive magic while having paralyzing, healing, sleep, cursing etc. being part of other classes, in fact the mind attacks could be part of a particular class that is melee based with ability of causing these mind attacks without even requiring mana. These attacks could instead be cooldown based, like only available once per 100 turns and the cooldown could in fact be tied to particular attribute. I think that could be interesting. Just some more thoughts.
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Regarding those classes you made up, if I ever happen to make sub-classes, some of them could be mage subclasses.
In fact that mind weapon that causes pain and paralyzes happens to be one of the spells that's available in my game. It's a prayerbook found in the deepest parts of the dungeon.
You could have the Mage casting mainly offensive magic while having paralyzing, healing, sleep, cursing etc. being part of other classes, in fact the mind attacks could be part of a particular class that is melee based with ability of causing these mind attacks without even requiring mana. These attacks could instead be cooldown based, like only available once per 100 turns and the cooldown could in fact be tied to particular attribute. I think that could be interesting. Just some more thoughts.
Yeah, there's more offensive spells on spellbooks and more defensive spells on prayerbooks. At the moment Cleric is more defensive caster than Mage. I've been thinking about cooldown based skills too but I think that I want a single mana system to power everything.
Adding cooldown based skills I think makes the existing skills that are not magical and use mana somewhat bad. I mean that entering stealth doesn't make sense using mana but it's okay since everything uses mana. I'd have to change quite a lot of skills into cooldown based if I added some cooldown based skills.
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ah, there's more offensive spells on spellbooks and more defensive spells on prayerbooks. At the moment Cleric is more defensive caster than Mage. I've been thinking about cooldown based skills too but I think that I want a single mana system to power everything.
Adding cooldown based skills I think makes the existing skills that are not magical and use mana somewhat bad. I mean that entering stealth doesn't make sense using mana but it's okay since everything uses mana. I'd have to change quite a lot of skills into cooldown based if I added some cooldown based skills.
I see what you mean. But I was referring to very specific abilities and not making everything being cooldown based. Still, you could have mana to power abilities and at the same time having cooldowns to restrict their usage as well and this also plays at your favor when balancing classes. I think that cooldowns adds tremendous flexibility, ability wise. For example, a mage could have a powerful (or emergency type) spell that would require little mana to cast but with a nasty cooldown. This concept is mostly used to create portals to escape; the nasty cooldowns are there simply to keep exploits at bay.
The game I'm developing uses cooldowns to add diversity and strategy during fights, regardless of the class party members belong to. I tried making everything stamina (for melee) and mana (for magic) based and I ended up having classes that would play quite similar where only the attack names were different (in some cases). Once I added cooldowns everything changed.
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Does the libtcod supports PNG files with transparency?
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Yeah. I'll think about it.
Does the libtcod supports PNG files with transparency?
Yep. You can put any single color background behind tile with transparent parts. Overlaying tiles on top of each other isn't supported.
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Yep. You can put any single color background behind tile with transparent parts. Overlaying tiles on top of each other isn't supported.
But does it support PNG's alpha channel where transparency has different opacity values? I'm asking this to see how restricted I am, in case I get free time to draw you a new GFX tile set. I'm not particularly pleased with the one you are currently using. Would you actually like to see a bigger tile size with a particular size instead of the standard 16x16? How about 32x16? Can you have non proportional tile sizes? This would make text reading so-very-much-freaking-better.
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But does it support PNG's alpha channel where transparency has different opacity values?
Probably, I'd have to check it. So you mean that alpha values would be different throughout the tile so they let background color different amounts through?
I'm asking this to see how restricted I am, in case I get free time to draw you a new GFX tile set. I'm not particularly pleased with the one you are currently using.
I'd appreciate it. I have a lot of stuff I'd like to add to my game but I'm not a fan of using multiple tilesets together. World map town tiles are from different tileset than other tiles and I've drawn couple of tiles myself. It bugs me that it's not consistent art style for everything.
Though I like the current tileset since it's quite gritty opposed to cute-looking tilesets, which I do not like, there are in many roguelikes.
Would you actually like to see a bigger tile size with a particular size instead of the standard 16x16? How about 32x16? Can you have non proportional tile sizes? This would make text reading so-very-much-freaking-better.
16x16 is the only option since it has to be the same size as the font and the whole game has to be one font size. Libtcod doesn't support multiple fonts or non-monospace fonts since it's basically x,y coordinate system for the whole window.
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But does it support PNG's alpha channel where transparency has different opacity values?
Probably, I'd have to check it. So you mean that alpha values would be different throughout the tile so they let background color different amounts through?
I'm asking this to see how restricted I am, in case I get free time to draw you a new GFX tile set. I'm not particularly pleased with the one you are currently using.
I'd appreciate it. I have a lot of stuff I'd like to add to my game but I'm not a fan of using multiple tilesets together since my base tileset I've been using doesn't have all the tiles I want. World map town tiles are from different tileset than other tiles and I've drawn couple of tiles myself. It bugs me that it's not consistent art style for everything.
Though I like the current tileset since it's quite gritty opposed to cute-looking tilesets, which I do not like, there are in many roguelikes.
Would you actually like to see a bigger tile size with a particular size instead of the standard 16x16? How about 32x16? Can you have non proportional tile sizes? This would make text reading so-very-much-freaking-better.
16x16 is the only option since it has to be the same size as the font and the whole game has to be one font size. Libtcod doesn't support multiple fonts or non-monospace fonts since it's basically x,y coordinate system for the whole window.
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Probably, I'd have to check it. So you mean that alpha values would be different throughout the tile so they let background color different amounts through?
Exactly :) That is something the PNG format lets you do due to its alpha layer.
Though I like the current tileset since it's quite gritty opposed to cute-looking tilesets, which I do not like, there are in many roguelikes.
I really hate zelda-cute looking graphics. That's also the main reason why I was unable to play WOW. Cartoonish looking GFX simply hurts my brain in every possible way. Cute or cartoonish GFX is such a turn off to me (with very few exceptions). Anyway the real problem with your current tile set is indeed you said, they have mixed styles and some of them are really hard to understand.
16x16 is the only option since it has to be the same size as the font and the whole game has to be one font size. Libtcod doesn't support multiple fonts or non-monospace fonts since it's basically x,y coordinate system for the whole window.
That sucks big time :(
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Does this picture answer to your alpha question? https://dl.dropboxusercontent.com/u/95372567/alpha.png
I put the above tile on top of a yellow background in libtcod.
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Does this picture answer to your alpha question? https://dl.dropboxusercontent.com/u/95372567/alpha.png
I put the above tile on top of a yellow background in libtcod.
So I guess it does supports alpha layer. But you said libtcod doesn't support overlayed tiles. My idea was having items GFX over the floor tile GFX.
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This is a longer shot, but perhaps more elaborate graphical translations could be facilitated via eventual Necklace of the Eye support...especially given the whole libtcod angle?
http://www.roguetemple.com/z/noteye.php
I would definitely think the Temple of Torment would be in good company amongst the lot that is already there at present.
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So I guess it does supports alpha layer. But you said libtcod doesn't support overlayed tiles. My idea was having items GFX over the floor tile GFX.
Yeah, in fact that's the reason why my floor tiles are like '.' but in a graphical way. Having an item or anything on a floor would not look weird.
This is a longer shot, but perhaps more elaborate graphical translations could be facilitated via eventual Necklace of the Eye support...especially given the whole libtcod angle?
http://www.roguetemple.com/z/noteye.php
I would definitely think the Temple of Torment would be in good company amongst the lot that is already there at present.
I once looked into noteye but I couldn't figure out how to run my game in it. It is interesting though and I'd like to try it.
Edit: Mainly I have absolutely no idea where to copy what file.
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Might have best results asking Z / Zeno Rogue for some guidance in the matter.
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I'm looking into it at the moment.
So I guess it does supports alpha layer. But you said libtcod doesn't support overlayed tiles. My idea was having items GFX over the floor tile GFX.
One option is always to just use single color background. End result would be exactly like this: http://upload.wikimedia.org/wikipedia/commons/1/12/NetHack_for_Windows_Screenshot.png (Even though in those tiles the single color background is drawn to the tile itself and not coming from the rendering code.)
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One option is always to just use single color background. End result would be exactly like this: http://upload.wikimedia.org/wikipedia/commons/1/12/NetHack_for_Windows_Screenshot.png (Even though in those tiles the single color background is drawn to the tile itself and not coming from the rendering code.)
But wouldn't that bring a problem when rendering inside a house and outdoors at the same time in the same screen instance?
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One option is always to just use single color background. End result would be exactly like this: http://upload.wikimedia.org/wikipedia/commons/1/12/NetHack_for_Windows_Screenshot.png (Even though in those tiles the single color background is drawn to the tile itself and not coming from the rendering code.)
But wouldn't that bring a problem when rendering inside a house and outdoors at the same time in the same screen instance?
Yes. But my game has now grass inside houses too so it wouldn't change it to worse. I haven't figured out yet an alternative.
Edit: nevermind, I figured it out in 30 seconds. Now there's floor tile inside houses and grass tile outside houses.
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Yes. But my game has now grass inside houses too so it wouldn't change it to worse. I haven't figured out yet an alternative.
You should definitely find a better DLL to propel your game. This libtcod is castrating your project beyond words :(. I really wish you were into C# as my help with it would be "unlimited".
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Yes. But my game has now grass inside houses too so it wouldn't change it to worse. I haven't figured out yet an alternative.
You should definitely find a better DLL to propel your game. This libtcod is castrating your project beyond words :(. I really wish you were into C# as my help with it would be "unlimited".
My new algorithm for handmade maps allows different types of floors now. I tested it quickly and now I can add lava, floor, grass and water efficiently. Houses in Marwal and ruins of Undershire will have wooden floors in the next release.
The more I program in language other than C# makes me think more how superior C# is. I love C# but however I think my game's been going great with Python, it's more about my skills than libtcod. My rendering code has one more line that allows rendering multiple types of floor at the same time.
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My rendering code has one more line that allows rendering multiple types of floor at the same time.
Nice! So now we can have overlayed items! But are we still bound to single color transparency or PNG with alpha layer can be used now?
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My rendering code has one more line that allows rendering multiple types of floor at the same time.
Nice! So now we can have overlayed items! But are we still bound to single color transparency or PNG with alpha layer can be used now?
There's nothing that can be done about overlaying tiles. It's still single color transparency which I think is the only con in libtcod that I've experienced even though I like the way my floor tiles are partial and not whole 16x16.
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Minor testing with transparent tiles and background color: https://dl.dropboxusercontent.com/u/95372567/ColorTest.png
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In my humble opinion I think it looks MUCH better now, though I believe that the floor out of sigh should be displayed in its associated color in a darker tone and not just black. What you think?
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Going to see Godzilla so I might only get back to you tomorrow. Anyway, wish me luck ;)
PS: I'm very interested in your project (in case you haven't realized it already). So keep it up!
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Have fun!
I think it's fine too to have the black changed to color. I'll make every tile transparent in case I'll switch to that single color system.
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Floor tiles visible outside of fov with 3 different floor textures: https://dl.dropboxusercontent.com/u/95372567/Visibility.png
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Ít looks way better now. The fact the floor is fully displayed adds this homogeneous feeligng. I'm going to redraw the floor tile you are using because I'm brewing an idea. I'll post a pic soon with the results.
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Ok. I made some changes to some tiles.
https://www.dropbox.com/sh/pxj81mofhrv42p9/AAB5oiZWm6WQz0bLlxZLugUza#lh:null-TOT_NewGfx.png (https://www.dropbox.com/sh/pxj81mofhrv42p9/AAB5oiZWm6WQz0bLlxZLugUza#lh:null-TOT_NewGfx.png)
I draw the tiles in a way so that items won't look too weird, you know, having a black area around them. Nonetheless the items can fixed by just adding some minor noise around them to fully remove that undesired feeling.
Your thoughts?
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Ok. I made some changes to some tiles.
https://www.dropbox.com/sh/pxj81mofhrv42p9/AAB5oiZWm6WQz0bLlxZLugUza#lh:null-TOT_NewGfx.png (https://www.dropbox.com/sh/pxj81mofhrv42p9/AAB5oiZWm6WQz0bLlxZLugUza#lh:null-TOT_NewGfx.png)
I draw the tiles in a way so that items won't look too weird, you know, having a black area around them. Nonetheless the items can fixed by just adding some minor noise around them to fully remove that undesired feeling.
Your thoughts?
I like that. What about the color of noise when adding it to items? I mean like if some equipment had noise around them but if they are dropped next to floor, next to wooden floor and so on?
EDIT:
Basically
- I want graphical ground tiles.
- I want tiles that look good next to eachother, no matter what tiles.
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The noise around items could be a neutral color or a mixture of colors. Anyway, I'm having difficulty changing the stone tile you have for dungeons. When I change it and try it on the game the floor goes pure white.
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The noise around items could be a neutral color or a mixture of colors. Anyway, I'm having difficulty changing the stone tile you have for dungeons. When I change it and try it on the game the floor goes pure white.
That's a little glitch with libtcod, tiles cannot consist only of grayscale pixels. There has to be atleast one pixel of color for the libtcod to recognize it.
I believe that the rule is R != G != B. If R == G == B for all pixels then it doesn't work. If I need a pixel of rgb values 128,128,128 I change it to 127,128,128.
It's quite hard to explain but it should work if you change one pixel's rgb values.
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Yeah. The minute I changed it by 1 number it started to work.
This is the small example of noise around items in different floors. This was quickly made just so it can be prefected.
https://www.dropbox.com/s/8jrn34ssqkubt9f/TOT_NewGfx2.png (https://www.dropbox.com/s/8jrn34ssqkubt9f/TOT_NewGfx2.png)
Items work pretty well on grass but their weirdness gets a bit emphasized in the dungeon. I can solve this by adding color to the dungeon floor or by removing the brick looking pattern.
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I really like the noise for solution for not being able to overlay tiles.
If you use the brick pattern then there needs to be extra tiles for other floors since my grey floor tile is used everywhere in the game, there cannot be brick pattern in caverns and so on. I have no eye for colors and such so you might want to try what works best, no bricks / different noise / colors in floor tiles and so on.
You might want to have the original tileset from which I have taken the tiles: https://dl.dropboxusercontent.com/u/95372567/angband_tiles.bmp
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I see. So I design one floor for too. It would be nice if you designed a free-to-visit-trial-level with all graphic templates, without enemies but with many items laying around so I could easily test my drawings :D
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I see. So I design one floor for too. It would be nice if you designed a free-to-visit-trial-level with all graphic templates, without enemies but with many items laying around so I could easily test my drawings :D
I was thinking that I probably need a cheat code for spawning any item to inventory for balancing purposes. Maybe that would help you too? You could drop the item and check how it looks like.
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I see. So I design one floor for too. It would be nice if you designed a free-to-visit-trial-level with all graphic templates, without enemies but with many items laying around so I could easily test my drawings :D
I was thinking that I probably need a cheat code for spawning any item to inventory for balancing purposes. Maybe that would help you too? You could drop the item and check how it looks like.
That is an alternative. But it would be far better having a map with many items automatically placed.
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I see. So I design one floor for too. It would be nice if you designed a free-to-visit-trial-level with all graphic templates, without enemies but with many items laying around so I could easily test my drawings :D
I was thinking that I probably need a cheat code for spawning any item to inventory for balancing purposes. Maybe that would help you too? You could drop the item and check how it looks like.
That is an alternative. But it would be far better having a map with many items automatically placed.
Do the items have to be next to each other or have a couple of empty tiles in between?
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Do the items have to be next to each other or have a couple of empty tiles in between?
Well, having some next to each other and some isolated would be ideal.
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I'll make this test level at some point.
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Next update is getting quite large:
Bugs and mistakes
- Gradient fov in hell had one typo which caused furthest tiles to be brighter than tiles before them
- Traps placed in hell were white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed
General
- New ascii chars for stairs up and down
- New tiles for Marwal and Undershire
- New messages for standing on entrances to locations or world map
- New NPC to talk with; Velaria in cottage map
- Config tool improved
- Quest items no longer display count in inventory and picking up quest items no longer display count in message
- Minor undocumented additions or changes
Maps
- New semi-persistent maps for Mines
- Faster hand made map generation
- New location; Hermit's cottage
- New location; Castle Undershire
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out
- Houses have now different floor tiles inside
Shops
- Shop interface works in now two directions with ability to return to parent menu
- Innkeeper sells now three different sized meals
Characters
- New class; Monk
- New class; Bard
- New class; Druid
- Sorcerer renamed to Mage
- Character screen now displays stats in a more detailed way with bonuses
- All classes can now select from the same weapon proficiences
Quests
- Main quest is now longer
Items
- (unusable) is displayed in item lists if stat requirements are not met
- Stat bonuses from equipment are now counted with item requirements
- Unequipping equipment with stat bonuses can now unequip other items if stat requirements are no longer met for other items
- Scroll of mapping renamed to scroll of visibility and reveals monsters too
Monsters
- Monster AI pathfinding improved
[/code]
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Sounds cool!
Tell me when there is a trial level so I can resume tile drawing. Just do it when you think you have the time for it. No rush.
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About items on floor, why not have the item's background transparent? It would just display the normal floor tile under the item... that's how ToME and Angband, for example, do it.
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About items on floor, why not have the item's background transparent? It would just display the normal floor tile under the item... that's how ToME and Angband, for example, do it.
Libtcod replaces tiles. Floor tile is replaced with the item's tile. There are no layers basically.
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Little info about monk gameplay: stunning palm can be used only when unarmed, circular kick can be used when armed but there's no bonus from being unarmed, pain tolerance reduces taken damage by 1.
These skills favor unarmed melee combat but anybody can play it like they want.
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In the meantime, I remade the blood splatter tile. I think now it actually looks like blood instead of a camp fire :P
https://www.dropbox.com/s/up56y2fbppsdye4/Blood.png (https://www.dropbox.com/s/up56y2fbppsdye4/Blood.png)
[EDIT]
I also added some color variation to the dungeon tile as you may see and I kinda fixed the upper stairway too.
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I like that!
I just made "Return" options all over the main menus and character creation so that if somebody selects fighter accidentally he or she can return back to the class selection and choose other class.
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I like that!
I just made "Return" options all over the main menus and character creation so that if somebody selects fighter accidentally he or she can return back to the class selection and choose other class.
Yeah. That's also a thing I was about to mention soon.
About the village. We should definitely change the floor tiling of houses and castles to something else other than grass.
If you want the tile updates now, tell me so I can upload the file.
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I like that!
I just made "Return" options all over the main menus and character creation so that if somebody selects fighter accidentally he or she can return back to the class selection and choose other class.
Yeah. That's also a thing I was about to much soon.
About the village. We should definitely change the floor tiling of houses and castles to something else other than grass.
If you want the tile updates now, tell me so I can upload the file.
I already programmed those tile changes to houses and barracks. I'd love to try those tile.
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Here you go master:
https://www.dropbox.com/s/qjklk12bwr1xe6k/font16x16.png
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I really like those tiles. What tile is the last tile?
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I really like those tiles. What tile is the last tile?
Ahh that one was a backup copy. I will remove it :)
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Wooden floor tile could be the same as the grey floor but in brown. Hell's floor tile is the same as grey floor tile but with red pixels. Then there is need for cavern floor tile, catacomb floor tile and ancient ruins floor tile (ruins wall tile is the one next to the flaming dog). Do you need a list of what each tile in my font file is meant to be?
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What I really would like is the ability to visit those levels directly in your game, so I can understand how the tiles act in pattern and how they feel next to walls, doors, items etc. Sometimes I get ideas just by noticing the whole thing or simply by noticing the level's mood, pattern wise.
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What I really would like is the ability to visit those levels directly in your game, so I can understand how the tiles act in pattern and how they feel next to walls, doors, items etc. Sometimes I get ideas just by noticing the whole thing or simply by noticing the level's mood, pattern wise.
My version has cheat codes of which some allow to descend and ascend the dungeon with + and - keys. I disable those when I make a release. I can share that for you.
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My version has cheat codes of which some allow to descend and ascend the dungeon with + and - keys. I disable those when I make a release. I can share that for you.
Sounds perfect! Alternatively, you could just have a global static boolean variable indicating whether the game is in debug mode or not, so you don't need to enable / disable pieces of code between releases, which we tend to forget to change. Tell me when you have your release ready. I'm actually quite excited to try the new changes :)
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Oh by the way. Can you have sound / music in your game?
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That same thing came to my mind too. Maybe I'll make the debug mode. I have to finish the main quest which I'm having trouble making it plausible and not too stupid and I have to figure out talents for bard and druid, then there's everything ready for release. Or I'll just make the talents and release it and finish the main quest later since story writing is the hardest part in my game.
I believe there can technically be sounds but I'm not much of a fan of music and sounds in roguelikes.
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I believe there can technically be sounds but I'm not much of a fan of music and sounds in roguelikes.
You wouldn't believe how sounds and ambient sound fx can be important. But I'm talking about real movie quality sound effects and not those cheap roguelike sounds we usually see. I've already scanned for professional sound libraries on the internet; Sound Ideas has some really nice stuff. I'm gonna buy a library from them when I get the money for it. I want my game to feature top notch sound quality.
Anyway, if you agree, release an unfinished version just for me so I can resume tile drawing.
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I believe there can technically be sounds but I'm not much of a fan of music and sounds in roguelikes.
You wouldn't believe how sounds and ambient sound fx can be important. But I'm talking about real movie quality sound effects and not those cheap roguelike sounds we usually see. I've already scanned huge and professional sound libraries on the internet; sound ideas as some really nice stuff. I'm gonna buy a library from them, when I get the money that is.
Professional stuff probably can sound awesome.
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I'll probably use the tiles I have at the moment for the next releases depending when the tiles are ready since not all tiles are modified with noise and such. I was thinking about releasing all the updated tiles at the same time.
I made a debug version of my game that you can use for testing levels https://dl.dropboxusercontent.com/u/95372567/dist.rar
And here's some notes:
This version is NOT representable of the next beta
This version does NOT support doing quests.
This version supports mainly combat testing / ready area testing / bug testing and testing everything other than quest related things in the changelog
Bard and Druid are NOT ready. Monk is in playable state.
Here's the cheats:
'e' gives 500 exp
'p' kills the hero
'a' heals 50% of hp and mp
'v' reveals map
'd' kills everybody in the level
'+' next level
'-' previous level
'g' displays coordinates of hero
'z' works as a scroll of recall
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Sweeeeeet!
Trying it right now!
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Ok, I've redone the caverns. Man I really hope you like this one because this was really nasty to draw :-\
https://www.dropbox.com/s/8ddu85j6bifsz06/Caverns.png (https://www.dropbox.com/s/8ddu85j6bifsz06/Caverns.png)
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Ok, I've redone the caverns. Man I really hope you like this one because this was really nasty to draw :-\
https://www.dropbox.com/s/8ddu85j6bifsz06/Caverns.png (https://www.dropbox.com/s/8ddu85j6bifsz06/Caverns.png)
I like that, keep up the good work!
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I figured out that it's also possible to combine single color backgrounds with graphical floor tiles by selecting background color that's close to the tile's general color. No idea how that would work out. Probably the noise is better for overall look.
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What about having an image as background itself? Is it possible or it must be single color?
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Do you mean putting transparent tiles on top of textured background? I don't think it's possible.
Speaking of backgrounds, I really want menu graphic at some point. The background.png is rendered every time a menu is accessed and it can be graphical. Main menu graphics and in-game menu graphics would be good.
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Speaking of backgrounds, I really want menu graphic at some point. The background.png is rendered every time a menu is accessed and it can be graphical. Main menu graphics and in-game menu graphics would be good.
Yap. Black screens are seriously boring.
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Ok. I redesigned tiles for Ruins and Dungeons. This includes both walls and floors so you will have to reassign tile codes for these templates. I also draw the house's interior with some simply wooden plates.
Dungeons: (these are crude looking crafted walls and floors)
https://www.dropbox.com/s/lrcmf7ek2ptnvjx/Dungeons.png
Ruins: (I tried to make them look old with some moss and degraded wall bricks)
https://www.dropbox.com/s/6irtbqbf46ywm2t/Ruins.png (https://www.dropbox.com/s/6irtbqbf46ywm2t/Ruins.png)
House Interior:
https://www.dropbox.com/s/9ic59wtjnyq2227/HouseInterior.png (https://www.dropbox.com/s/9ic59wtjnyq2227/HouseInterior.png)
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I like them very much. Do you mean catacombs by "dungeons"?
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I like them very much. Do you mean catacombs by "dungeons"?
Oh, yeah. My bad :)
And finally hell!
https://www.dropbox.com/s/1gmdquwoc1yqc36/Hell.png (https://www.dropbox.com/s/1gmdquwoc1yqc36/Hell.png)
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I really love that artwork! I truly appreciate you work here.
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I really love that artwork! I truly appreciate you work here.
Thank you. I'm really happy I could help you out.
Grab the new tiles here:
https://www.dropbox.com/s/qjklk12bwr1xe6k/font16x16.png (https://www.dropbox.com/s/qjklk12bwr1xe6k/font16x16.png)
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What do you think of these gold old fashioned iron gates?
https://www.dropbox.com/s/7vx475dy94plu0e/IronGate.png (https://www.dropbox.com/s/7vx475dy94plu0e/IronGate.png)
I think the Ruins template is now properly in sync without those arc (and ugly if I may) looking doors. We could have door types for each level.
Why aren't doors and items being effected by the character's field of view light source? They are always at maximum brightness which makes it look a bit weird.
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What do you think of these gold old fashioned iron gates?
https://www.dropbox.com/s/7vx475dy94plu0e/IronGate.png (https://www.dropbox.com/s/7vx475dy94plu0e/IronGate.png)
I think the Ruins template is now properly in sync without those arc (and ugly if I may) looking doors. We could have door types for each level.
That's cool. I think too there could be doors for each setting.
Why aren't doors and items being effected by the character's field of view light source? They are always at maximum brightness which makes it look a bit weird.
I had them affected but my code had a bug so I disabled it. Now they are affected by distance since I figured out the bug.
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Another door:
https://www.dropbox.com/s/cyuitms9ujh9nao/DoorDungeon.png (https://www.dropbox.com/s/cyuitms9ujh9nao/DoorDungeon.png)
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I like that. The door's floor part will be the same color as the ground floor since I fixed the objects's color regarding the distance.
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I like that. The door's floor part will be the same color as the ground floor since I fixed the objects's color regarding the distance.
Are objects and blood splatters being also rectified?
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I like that. The door's floor part will be the same color as the ground floor since I fixed the objects's color regarding the distance.
Are objects and blood splatters being also rectified?
Rectify is an unknown word for me :D but translator told it means correcting, if I understood your question correctly, everything in the game except in the world map takes into account player's distance to it and selects respective brightness.
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Perfect then. Tomorrow I might do more tiles. Tonight I need to develop my own project.
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Perfect then. Tomorrow I might do more tiles. Tonight I need to develop my own project.
Make sure that you have enough time for your own projects, I don't want you to spend all your time working on my game :D.
I'd be willing to test your game when it's playable!
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No worries. I like helping and drawing and it has been a while since I last did some pixel art, so it is fine to exercise it. Are you developing your game all by yourself?
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No worries. I like helping and drawing and it has been a while since I last did some pixel art, so it is fine to exercise it. Are you developing your game all by yourself?
Yep. Just me.
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I tried to create a door for the Hell template but the game tints the whole sprite with red. Any thoughts on that?
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I tried to create a door for the Hell template but the game tints the whole sprite with red. Any thoughts on that?
Yeah. My door placement code places the regular door and overlays it with red color in hell. I'll code the doors to be different sprites in font file and upload new debug version.
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Ok. In the mean time I redesigned Hell portals and added Hell gates:
https://www.dropbox.com/s/ufpaqr1x2qi9xja/HellPortalsAndDoors.png (https://www.dropbox.com/s/ufpaqr1x2qi9xja/HellPortalsAndDoors.png)
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I really like your art style since it really in my opinion fits in the game.
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I'm doing it in a way so it doesn't look "cute". This is in fact what I would do for myself because as you, I also hate cute graphics. A roguelike is supposed to be a serious deal, harsh and with gore messages. Having cute graphics completely destroys the essence of roguelikes IMHO.
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I'm doing it in a way so it doesn't look "cute". This is in fact what I would do for myself because as you, I also hate cute graphics. A roguelike is supposed to be a serious deal, harsh and with gore messages. Having cute graphics completely destroys the essence of roguelikes IMHO.
That's true.
https://dl.dropboxusercontent.com/u/95372567/dist2.rar
There's now own tiles for every setting's doors. I've added a small letter on top of each tile to tell what settings it is:
In this order:
V: wooden closed door in villages
V: wooden open door in villages
S: stone close door in village barracks
S: stone open door in village barracks
C: closed door catacombs
C: open door catacombs
R: closed door ruins
R: open door ruins
H: closed door hell
H: open door hell
T: closed door temple
T: open door temple
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Sweet! I'm already drawing the remaining doors. :)
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I'm doing it in a way so it doesn't look "cute". This is in fact what I would do for myself because as you, I also hate cute graphics. A roguelike is supposed to be a serious deal, harsh and with gore messages. Having cute graphics completely destroys the essence of roguelikes IMHO.
I agree completely! And I *really* need to find some time to play this!
Maybe over the weekend?
... well, a woman can dream...
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Be sure to test the official beta releases and not the debug modes here :). You might also be interested in that a lot of the stuff in my game is modified d20 stuff.
I've figured out the talents for Druid:
Shapeshift: Bear mode with increased hp, ac and damage
Nature's Will: Roots enemies to their position
Call Lightning: A lightning strikes one enemy
Now only remains the Bard's talents and the quest reward artifacts for the 3 new classes. Then there's 3 new classes to play.
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Ok. I've done all doors! Strangely enough, the wooden door was the one that gave me more work. It isn't as I would like it to be but I guess it is still better than the original one. I also retouched the wooden wall and made the up stairs better looking.
Door overview:
https://www.dropbox.com/s/uz6o88y1pa1iczc/AllDoors.png (https://www.dropbox.com/s/uz6o88y1pa1iczc/AllDoors.png)
Tileset:
https://www.dropbox.com/s/qjklk12bwr1xe6k/font16x16.png
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I agree completely! And I *really* need to find some time to play this!
Maybe over the weekend?
... well, a woman can dream...
Thumbs up!
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Once again that stuff is awesome!
I was wondering would it be possible to update the tiles of world map? I would need castle, village, ruins and cottage. Your stuff would fit a lot more than those DawnLike tiles I am using for those. On the top most row in the font file theres tiles for Marwal, Undershire and cottage and on the second to last row there's the castle. Undershire would be replaced with ruins tile.
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Yeah I guess I can do that. I made a castle. What do you think?
https://www.dropbox.com/s/aci5a2v9tzkjngx/Castle.png (https://www.dropbox.com/s/aci5a2v9tzkjngx/Castle.png)
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Going to bed. Catch you tomorrow. I'll try to do some more drawings tomorrow but I can't promise it as I will have a busy day.
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That's awesome castle. Take your time with other stuff, no need to hurry or anything with these drawings.
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I was thinking of extending armor penalty to melee combat too since now it only extends to ranged combat and spellcasting and I think it's quite unfair.
Then it would be basically this scenario: sacrificing 5% hit chance for 5% more chance to not get hit.
Any ideas?
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I really hope you like the Marwal icon because I don't think I can do any better.
https://www.dropbox.com/s/aci5a2v9tzkjngx/Castle.png (https://www.dropbox.com/s/aci5a2v9tzkjngx/Castle.png)
I was thinking of extending armor penalty to melee combat too since now it only extends to ranged combat and spellcasting and I think it's quite unfair.
Then it would be basically this scenario: sacrificing 5% hit chance for 5% more chance to not get hit.
Any ideas?
It seems a pretty decent penalty. But honestly, I prefer having armor reducing the amount of damage taken than actually making the opponent "miss".
Just an example having into consideration your game's amount of damage.
Cloth armor: Reduces damage by 0 to 1.
Leather: Reduces damage by 0 to 2.
Studded leather: 1 to 2.
Chainmail: 1 to 3
Half Plate: 2 to 3
Full Plate 2 to 4
You can change the armor protection mechanics to percentage which is also a very nice approach, in fact I prefer percentage combined with the above example.
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That's awesome, much better than the previous tile.
Yeah, I've been thinking about that too. Because my roots are in P&P gaming there's the miss thing. Maybe leather & studded leather removes 0, chain and splint removes 1 and plates removes 2 damage respectively because there's the constitution stat which at full points removes 3 damage too.
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That's awesome, much better than the previous tile.
That's a relief! :D
Yeah, I've been thinking about that too. Because my roots are in P&P gaming there's the miss thing. Maybe leather & studded leather removes 0, chain and splint removes 1 and plates removes 2 damage respectively because there's the constitution stat which at full points removes 3 damage too.
But are you keeping the "miss" bonus for each armor type?
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That's awesome, much better than the previous tile.
That's a relief! :D
Yeah, I've been thinking about that too. Because my roots are in P&P gaming there's the miss thing. Maybe leather & studded leather removes 0, chain and splint removes 1 and plates removes 2 damage respectively because there's the constitution stat which at full points removes 3 damage too.
But are you keeping the "miss" bonus for each armor type?
Yeah. The armor class thing is so recognizable armor mechanic although unrealistic. I wish to keep a lot of the mechanics recognizable. The miss could also be interpreted as hitting but just scratching and not doing any damage, "missing to do any real damage". But that's the reason there's miss bonus.
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That's another thing you could improve, description messages. But I guess you can leave that for last.
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That's another thing you could improve, description messages. But I guess you can leave that for last.
Yeah. I'll revise them at some point, or just remove them, depends on if I figure out something better.
I'm also thinking about adding a new page after selecting character class that describes the class.
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I'm also thinking about adding a new page after selecting character class that describes the class.
That's imperative! That's something I've mentioned before around here; in-game-descriptions are truly important in roguelikes. I've also been brewing a new formula for your game so he can get a lot more interesting during combat as well as making classes more unique. But I'll leave that for when you finish all your pending tasks.
Man, just wondering are we a team already? I'm confused about it lol!
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I'm also thinking about adding a new page after selecting character class that describes the class.
That's imperative! That's something I've mentioned before around here; in-game-descriptions are truly important in roguelikes. I've also been brewing a new formula for your game so he can get a lot more interesting during combat as well as making classes more unique. But I'll leave that for when you finish all your pending tasks.
Man, just wondering are we a team already? I'm confused about it lol!
Probably yeah :D. The combat stuff is kind of in final state but I'd be willing to hear about your ideas about combat and classes and see if they will get into the game.
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I'm also thinking about adding a new page after selecting character class that describes the class.
That's imperative! That's something I've mentioned before around here; in-game-descriptions are truly important in roguelikes. I've also been brewing a new formula for your game so he can get a lot more interesting during combat as well as making classes more unique. But I'll leave that for when you finish all your pending tasks.
Man, just wondering are we a team already? I'm confused about it lol!
Probably yeah :D. The combat stuff is kind of in final state but I'd be willing to hear about your ideas about combat and classes and see if they will get into the game.
Ok. Then we are a team, so from now on I'll refer to your project as our project. Just make sure you are ok with this and do tell me if you are not. The thing is, your ideas and your general view of roguelike elements is pretty much in sync with my own, which makes us a perfect match to create something together. Do you use skype? We should elevate our communication pattern to higher level.
I guess now you can ask for as many tiles as you want. Aukustus, you just gained a level!
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I'm not using skype but I guess there are other ways to talk. Collaboration is fine if you can agree to few things.
My main design philosophy is pretty much this stuff heavily modified http://www.d20srd.org/ mixed with general mood and magic system of Diablo 1. The combat stuff excluding magic should fit into the mood of d20 srd.
What I basically truly need is tiles, and general suggestions about the content of the game, UI, descriptions, bug testing and so on. Basically what I need is mainly an artist who can give improvements. You'd get your nick / name to the credits as artist also.
Lastly, I'd the one who decides about the game and what gets into it. I have a strong vision about the game. I'll take all suggestions and then think if they get into the game. As you've seen, some of your stuff has gotten into the game such as the armor penalties negated by other stat than strength.
Basically, nothing would change from what we've been doing to this point, but you could refer this project as yours too.
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Fully understood.
I'll aid you visually for as long as I can and I will always share with you my vision regarding TofT's game play, UI and general mechanics. I don't expect you to change your project's goal nor I'm interested in taking lead of it, I have my own project to take care of; just see me as an adviser towards matters not related to GFX.
My own project is set to be a commercial product and I might reuse the work that I'm creating for you. This means such tiles might be protected by copyright laws (I need yet to decide it). Nonetheless, in case this happens, you will have explicit permission to use them freely in your own projects for as long as you see them fit. Nothing changes with the exception of you knowing that the tile sets I've created for you cannot be used outside your own projects and that you might need to add an End User Licence Agreement in your game package notifying people about this.
Tell me if you are cool with this.
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Fully understood.
I'll aid you visually for as long as I can and I will always share with you my vision regarding TofT's game play, UI and general mechanics. I don't expect you to change your project's goal nor I'm interested in taking lead of it, I have my own project to take care of; just see me as an adviser towards matters not related to GFX.
My own project is set to be a commercial product and I might reuse the work that I'm creating for you. This means such tiles might be protected by copyright laws (I need yet to decide it). Nonetheless, in case this happens, you will have explicit permission to use them freely in your own projects for as long as you see them fit. Nothing changes with the exception of you knowing that the tile sets I've created for you cannot be used outside your own projects and that you might need to add an End User Licence Agreement in your game package notifying people about this.
Tell me if you are cool with this.
That's totally fine and I'm cool with everything what you said. I was wondering about the license of the tiles but that explains it. Welcome aboard to develop The Temple of Torment!
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That's totally fine and I'm cool with everything what you said. I was wondering about the license of the tiles but that explains it. Welcome aboard to develop The Temple of Torment!
Alright! :D - Everyone! Drinks are on m... er... I mean Aukustus! I forgot my wallet...
About other ways for proper communication. Tell what service do you prefer.
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That's totally fine and I'm cool with everything what you said. I was wondering about the license of the tiles but that explains it. Welcome aboard to develop The Temple of Torment!
Alright! :D - Everyone! Drinks are on m... er... I mean Aukustus (forgot my wallet)!
About other ways for proper communication. Tell what service do you prefer.
I'd prefer facebook since I'm not exactly using anything else but we can discuss about other services.
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I'd prefer facebook since I'm not exactly using anything else but we can discuss about other services.
I strongly encourage you using skype since I'm always online in it. Facebook brings me a few problems here at my job. :(
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I'd prefer facebook since I'm not exactly using anything else but we can discuss about other services.
I strongly encourage you using skype since I'm always online in it. Facebook brings me a few problems here at my job. :(
Allright, I'll make an account.
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I've sent you a private message with my Skype contact :)
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Messaged you with my contact since I couldn't find you.
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Check private messages.
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Ok we have 3 new tiles:
- Ruins
- Cottage
- Cave entrance (boy, the old cave entrance was giving me nightmares.)
https://www.dropbox.com/s/nj0z98rvnff17tj/Worldmap.png (https://www.dropbox.com/s/nj0z98rvnff17tj/Worldmap.png)
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New Beta is released here: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta8.rar
Changelog:
Bugs and mistakes
- Gradient fov in hell had one typo which caused furthest tiles to be brighter than tiles before them
- Traps placed in hell were in ascii mode white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed
- Traps are now totally invisible
- Fixed a bug where non-cleric hero casted the spell "Aid"
- Rogue's poison weapon skill no longer works on poison monsters
General
- Gradient fov now has items that are close to player brighter
- Main menu has now return options
- New ascii chars for stairs up and down
- New messages for standing on entrances to locations or world map
- Config tool improved
- Quest items no longer display count in inventory and picking up quest items no longer display count in message
- Minor undocumented additions or changes
Maps
- Many new tiles
- New semi-persistent maps for Mines
- Faster hand made map generation
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out
Shops
- Shop interface works in now two directions with ability to return to parent menu
- Innkeeper sells now three different sized meals
Characters
- New class; Monk
- New class; Bard
- New class; Druid
- Sorcerer renamed to Mage
- All classes can now select from the same weapon proficiences
- Armor Penalty is now taken into account in melee combat also
- Character Screen displays active effects
Items
- (unusable) is displayed in item lists if stat requirements are not met
- Stat bonuses from equipment are now counted with item requirements
- Unequipping equipment with stat bonuses can now unequip other items if stat requirements are no longer met for other items
- Scroll of mapping renamed to scroll of visibility and reveals monsters too
- Spellbooks use now their own equipment slot instead of off-hand
- New item slot: Waist
Monsters
- Monster AI pathfinding improved
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Hey m8!
Since you're not on Skype at the moment I decided to do a post about the editor, this way people also get a chance to know what we are brewing. Anyway, I just finished implementing the fill button which completely floods the whole map with all selected tiles.
It took me about 1 minute to generate this map:
https://www.dropbox.com/s/foewghea23oida9/Editor.png (https://www.dropbox.com/s/foewghea23oida9/Editor.png)
My next steps will be adding different brush sizes, more filling modes and inputting ASCII codes.
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Just played Temple of Torment for the first time. Seems promising. I'll definitely keep my eye on future releases.
One small thing - the person in town says the temple is south-west but it's actually south-east. It's not a problem here because I can see it on the world view, but this kind of thing led to me getting lost a lot in Morrowind so it's something that jumps out at me now. :P
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xfp1/v/t1.0-9/q71/s720x720/10359241_790978440942692_6238888081149121462_n.jpg?oh=c717b276508dfcd0d27920dfbebaa17e&oe=5425A545&__gda__=1411104492_1178504ce46f00f488f4d01806ef1e68)
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Oops. I'll definitelly fix that :).
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The next beta is here: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta9.rar
With the following changes:
Bugs and mistakes
- Being killed by missile or spell made the player to press random key before opening death screen
- A glitch related to poison and death allowed player to use talent/pickup item/talk/spell/missile once after dying
- Player's ascii character is no longer '@' after dying
- Ascii symbols for stairs up / down / stone of recall did not work properly
- Divine Shield no longer prevents poison damage
Heroes
- Hero name can now be random or inputted
Monsters
- Hell boss is named
- New boss: king of faywyn
- New monster: Possessed royal guard
- New monster: Possessed royal arbalest
- Monster balances
Quests
- Main quest is longer and can be completed
Maps
- New area: Castle Undershire
- New area: Cottage
General
- Faster reload with space button when dying instead of going through menus
- Dying on hardcore reveals map
- New death screen
- New main menu graphics
Items
- Wardstones required to enter the hell are now removed when entering the first time
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I uploaded a new beta, 9.1. It's a bug fix. https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta91.rar
Changes:
Bugs and mistakes
- Divine Shield no longer prevents starvation damage
- Prevented access to castle without being at proper part of the main quest
- Fixed couple of messages regarding standing at area transitions
- Most likely fixed a bug related to selling items
General
- Messages when standing on area transitions or objects are colored
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I've been improving the shop and inventory menus a bit. I should've definitely done this earlier:
- It's possible to use return when in inventory; switch between items / equipment menus instead of closing inventory and choosing again either items or equipment and wasting a turn in combat
- It's possible to use return when selling items; switch between items / equipment menus instead of closing shop and choosing again either items or equipment
- Buying or selling an item returns to the main menu of the shop instead of closing the shop and returning to the game
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Nice improvements!
I haven't got very far in the game yet but I'm enjoying it.
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I'm actually surprised how much I've got positive feedback since this is the first time ever I'm programming anything like this. Also noticed someone on reddit mentioning my game. I like that :)
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Hey Aukustus, I just want to say that I'm currently lacking the needed time to resume my work for you regarding the editor and the requested tiles; I'm also having trouble using Skype at my work.
About the stone of recall, how do you envision it?
Is it a large stone or something you would use in a necklace?
Do you want it to have a certain shape or you want me to simply use my imagination?
I was thinking of having the stone emanating a some kind of glow, what do you think?
How many Stones of Recall there will be? I can make each one unique if there aren't that many.
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Hey Aukustus, I just want to say that I'm currently lacking the needed time to resume my work for you regarding the editor and the requested tiles; I'm also having trouble using Skype at my work.
About the stone of recall, how do you envision it?
Is it a large stone or something you would use in a necklace?
Do you want it to have a certain shape or you want me to simply use my imagination?
I was thinking of having the stone emanating a some kind of glow, what do you think?
How many Stones of Recall there will be? I can make each one unique if there aren't that many.
Hello
1. Something like Diablo's waypoints, maybe with a rock standing on Diablo type waypoint
2. Large stone, sort of monolith type
3. As above
4. Sounds good, some minor glow.
5. There are five but I think that single tile for all is better because it's more recognizable.
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Ah! For some reason I always thought of recall stones in your game as something you could have in your inventory (don't ask); so we are talking about re-spawning points. Ok, I think now I know exactly how to draw it.
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Yeah. It's the thing at boss areas and inside the temple at Undershire.
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I released the tenth beta: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta10.rar
Changes
Bugs and mistakes
- Monk started with the location of mines in the map
- Monster resistance has been fixed with new Spell Resistance stat; previously used system made accidentally some monsters have over 250% resist
- Buying unusable items displayed unusable in the message
- Removed debug message when bandit archer dies
- Fixed a small bug regarding enemies at explored cell but not in fov
- Royal archers are now royal arbalists and shoot bolts
- Fixed scroll of recall in the lower parts of the dungeons
- Fixed cottage crash
General
- Improved shop menu; selling item menus now work in both ways
- Selling and buying items will now return to the dialogue instead of game
- Talent menus work in both ways
- New stat: Spell Resistance; ability to resist status effects of spells
- Class descriptions when starting a new game
- Some new menu graphics
- Stone of Recall has a new tile now
Maps
- Hell is 4 floors shorter
Players
- Alignment is shown in the character screen
- Players resistances are calculated with Spell Resistance stat instead of player level
- Paladin's Smite changed from general double damage with charisma bonus to double damage to demon with charisma bonus
- Input name accepts only A-z, 0-9 and ' and -
Monsters
- Monsters resistances are calculated with Spell Resistance stat instead of dungeon level / 3
Items
- New unique items at smith
- Quiver of arrows renamed to quiver
- Quiver tile contains both bolts and arrows to reflect the single quiver used for both bows and crossbows
- Crossbows shoot with bolt graphic
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A fast update here: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta101.rar
It's amazing how easy it is to forget change some critical stuff when editing earlier code.
Changes:
Bugs and mistakes
- Fixed a crash when dark one overseer drops a magical leather armor
- Smite actually works on demons
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Hey I was just testing the game, I guess you also noticed Marwal's dark tile :).
Anyway the game is looking REALLY nice! I very proud of being part of it!
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I want to mention that I enjoy the smooth use of projectiles/spells in this game. F to aim and space to confirm is so easy to use compared to the convoluted shooting mechanisms in some roguelikes.
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I want to mention that I enjoy the smooth use of projectiles/spells in this game. F to aim and space to confirm is so easy to use compared to the convoluted shooting mechanisms in some roguelikes.
Yep. I wanted to make it extremely fast to use in combat. Players can hold movement keys down and melee attack extremely fast, so why not do the same for ranged combat? Pressing f or s plus space rapidly works in my opinion.
I dislike the use of tens of keys, such as nethack has like all keys on keyboard plus the same with shift or control combination and so on.
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I might add my design goals for this:
- Easy to learn basics: difficult parts are combat instead of remembering how everything works
- Roleplaying: quests with evil/good choices
- Realistic dialogue: not just yes/no/buy
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New world map coming: https://dl.dropboxusercontent.com/u/95372567/Faywyn.png
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I like the new, added colors.
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Looks good!
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I'm pretty happy with the improvements that will be in the next update:
Bugs and mistakes
- Marwal's tile is now as it should be
- Spellbook of confusion had accidentally wrong color
- It is no longer possible to return to hell with a scroll of recall after closing the portal
- Cleric main quest reward works now
- Some inconsistensies fixed
- Holy Fire radius is now 2 instead of 3
- Some spells were missing combat messages
- Fixed a bug with auto target on bridge map
- Belt had wrong ascii char
- End boss area had wrong Area text
General
- Gradient fov with objects work in ascii mode
- Death screen displays killer
- Death inventory is improved; no more item names going out of screen
- Ending narration
- Graveyard menu in main menu displays last five hardcore deaths
- Improved door placement
Monsters
- End boss is capable of using spells
- Dragons of hell are capable of using spells
- Dragons of hell have red dragon tiles instead of skeletal
Spells
- Divine resistance offers complete protection against status effects such as confusion and stun instead of immunity to one element
- Area of effect spells have now graphics
Maps
- Doors to empty houses have been locked
- World Map redesigned
- Altar room redesigned
- Crypt redesigned
- Bridge redesigned
- Ancient Temple redesigned
- Great Hall redesigned
- Mining station renamed to Overseer's room
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I released the beta 11: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta11.rar
Changes
Bugs and mistakes
- Marwal's tile is now as it should be
- Spellbook of confusion had accidentally wrong color
- It is no longer possible to return to hell with a scroll of recall after closing the portal
- Cleric main quest reward works now
- Some inconsistensies fixed
- Holy Fire radius is now 2 instead of 3
- Some spells were missing combat messages
- Fixed a bug with auto target on bridge map
- Belt had wrong ascii char
- End boss area had wrong Area text
General
- Gradient fov with objects work in ascii mode
- Death screen displays killer
- Death inventory is improved; no more item names going out of screen
- Ending narration
- Graveyard menu in main menu displays last five hardcore deaths
- Improved door placement
Monsters
- End boss is capable of using spells
- Dragons of hell are capable of using spells
- Dragons of hell have red dragon tiles instead of skeletal
- Boss balances
Spells
- Enemy spell cast has violet message
- Divine resistance offers complete protection against status effects such as confusion and stun instead of immunity to one element
- Area of effect spells have now graphics
Maps
- Doors to empty houses have been locked
- World Map redesigned
- Altar room redesigned
- Crypt redesigned
- Bridge redesigned
- Ancient Temple redesigned
- Great Hall redesigned
- North & South Hall redesigned
- Mining station renamed to Overseer's room
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Took a screenshot of the spell graphics: https://dl.dropboxusercontent.com/u/95372567/Spells.png
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On today it's been exactly one year since I wrote first lines of this game. I'm pretty happy about the progress I've made in this year and I hope the development pace continues at this rate.
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Nice work! Have you tried to show tiles scaled up 200%? I did not play the game, but just from looking at the screenshots, small tiles look somewhat noisy visually, because they are very detailed. In x2 zoom, they are more pleasant, in my opinion http://i.imgur.com/3kY5bM0.png . Also, by the way, your graphics is pretty good (is it original?), but it is hard to fully appreciate it when the tiles are small. A similar sentiment was expressed by DCSS artist John Attea regarding Stone Soup: http://johnattea.blogspot.com/2012/08/looking-back-on-dungeon-crawl-stone-soup.html
Edit: A simplified (Infra Arcana-like) graphics style is another way to reduce visual noise. (If it is necessary, or course, it all depend on how exactly the game plays, and many other things...)
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Thanks! Graphics are from 16x16 angband Adam Bolt plus some made by Endorya from these forums.
The graphics along the game screen are scaled up if the game is played full screen with wider screen than 1280.
Making the graphics double size but the text as original could be done but it would mess up the ascii presentation plus it would be quite large rewrite as the screen doesnt scroll which it would have to. Also the graphics file would be redrawn
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Edit: A simplified (Infra Arcana-like) graphics style is another way to reduce visual noise...
We both want to keep the graphics style away from cuteness. Going with "cute" graphics does remove most of the noise but we believe it also takes away what the game is trying to represent; then we have 16x16 limitation which forces us to add noise so that the undesirable pattern effect is kept at bay. I hope one day we can move towards 32x32. :D
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@Aukustus
I'm here just to say the editor is finally finished.
- Fixed the scrolling.
- Removed the annoying sound when scrolling.
- Filling empty is now working :)
- Added percentage to filling map and filling empty.
- Undo and Redo system fully implemented. YAY!
I'll be online all day today. See you soon.
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I'm making some changes and additions to levels and talents. Makes the gameplay quite much more fun and makes the classes more different from each other.
- Maximum level from 9 to 18
- Level Up gains halved
- Each class will receive one extra Talent
- Introduction of Passive Talents: 3 for each class, they are various buffs
- Example of extra Talent: Fighter: Overpower: extra 2 damage for next 6 hits
- Example of extra Talent: Ranger: Place Trap: trap that deals damage according to level
- Example of Passive Talent: Fighter: Armor Expertise: Armor Penalty lowered by 5
- Example of Passive Talent: Paladin: Aura of Regeneration: regeneration rate lowered from 10 to 7
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Edit: A simplified (Infra Arcana-like) graphics style is another way to reduce visual noise...
We both want to keep the graphics style away from cuteness. Going with "cute" graphics does remove most of the noise but we believe it also takes away what the game is trying to represent; then we have 16x16 limitation which forces us to add noise so that the undesirable pattern effect is kept at bay. I hope one day we can move towards 32x32. :D
Oh god this post makes my blood boil.
Are you saying IA looks "cute"? Have you even looked at it? It's very simplistic and crude, almost like ASCII graphics - which is perfect for someone like myself who can't stand cute graphics either.
I guess it could depend on what you put in the term "cute" though. They do have a sort of quaint minimalism.
Now here's some examples of what I consider cute in a bad sense:
* The new ADOM tiles - http://bombliss.com/images/AdomCapture2.png
* Dungeons of Dredmor - https://www.gaslampgames.com/wp-content/uploads/2011/04/dred_shot19.jpg
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At least in my opinion IA looks totally awesome and non-cute.
Every time I look at Dungeons of Dredmor I look at those brows and think "What the hell they were thinking?"
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Yeah, I found 'cute' a strange choice of word for Infra Arcana. I don't see it.
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Another extra feature coming in the next update is Journal: https://dl.dropboxusercontent.com/u/95372567/Journal.png
It will serve as a log and notes for quests. Basically what's been happening in the game.
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Useful feature!
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Aukustus, I'd like you to take a look at my output library attempt: http://foo.wyrd.name/en:bearlibterminal (http://foo.wyrd.name/en:bearlibterminal).
From this thread I've noticed you had some troubles with libtcod output (like, 5 months ago? =_=). BearLibTerminal should be able to solve those and a bit more. It supports basic pseudoterminal operations, replacing characters with tiles of arbitrary size (e. g. 8x16 text characters and 16x16 map 'characters'), transparency and stacking, using huge tiles for background, etc. In the latest update I've added a Python wrapper for the library.
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That's awesome. However it's a major rewrite to use it instead of libtcod as libtcod handles all the fovs also.
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you could easily keep libtcod for backend stuff and change libraries just for the display.
but if you're going to keep things tightly grid-based, then you can workaround libtcod's limitations to a certain degree: http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html. By doing that, you could double the tile size and keep the text size as is. You would probably need to reduce down the amount of map displayable at once but it isn't a complicated change overall.
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you could easily keep libtcod for backend stuff and change libraries just for the display.
but if you're going to keep things tightly grid-based, then you can workaround libtcod's limitations to a certain degree: http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html. By doing that, you could double the tile size and keep the text size as is. You would probably need to reduce down the amount of map displayable at once but it isn't a complicated change overall.
That's exactly what I'd want to do now. I have trouble getting the scrolling camera to work correctly though so I'll see what happens.
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Minor update about the scrolling map, I'm closer than ever to get it work correctly, just one not so minor bug to kill. My walls outside fov repeat when scrolling.
Maybe pat would have idea since I use same scrolling tutorial from roguebasin?
If I get the scrolling map working it basically means that for example Marwal will be one large map instead of being in pieces.
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However it's a major rewrite to use it instead of libtcod as libtcod handles all the fovs also.
Well, it is only natural for such a rewrite (if any) to be postponed until the right time. However, now the cumulative potential of tools available to you should be somewhat higher =). As for libtcod's fovs, it is BSD licensed and therefore allows extracting parts of the library. It could be something like BearLibTerminal.dll + libtcod-fov.dll.
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However it's a major rewrite to use it instead of libtcod as libtcod handles all the fovs also.
Well, it is only natural for such a rewrite (if any) to be postponed until the right time. However, now the cumulative potential of tools available to you should be somewhat higher =). As for libtcod's fovs, it is BSD licensed and therefore allows extracting parts of the library. It could be something like BearLibTerminal.dll + libtcod-fov.dll.
Yeah. I suck very badly at coding so staying at the current model is the only option.
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Minor update about the scrolling map, I'm closer than ever to get it work correctly, just one not so minor bug to kill. My walls outside fov repeat when scrolling.
Maybe pat would have idea since I use same scrolling tutorial from roguebasin?
If I get the scrolling map working it basically means that for example Marwal will be one large map instead of being in pieces.
is it open source? id be happy to look the code over if you want help fixing that bug? it's been a while since i played around with that part of the code but im sure it'd come back to me
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Minor update about the scrolling map, I'm closer than ever to get it work correctly, just one not so minor bug to kill. My walls outside fov repeat when scrolling.
Maybe pat would have idea since I use same scrolling tutorial from roguebasin?
If I get the scrolling map working it basically means that for example Marwal will be one large map instead of being in pieces.
is it open source? id be happy to look the code over if you want help fixing that bug? it's been a while since i played around with that part of the code but im sure it'd come back to me
It's not open but I'm willing to share it with you if you want to help me out. I can send it to you. Email or private message?
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could you pm me a link and ill take a look tomorrow
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I've almost finished the class talent additions. Each class receives extra talent and ranger receives one extra in place of stealth. Talents are at levels 1, 6, 12, and 18. Passive talents will be at 3, 9 and 15. Level cap is at 18 instead of 9 but levels are gained at double rate.
After I've released this update I'll start adding more side quests and make Marwal larger.
I have also plans for two new classes, barbarian and warlock. Barbarian will be pure melee and warlock a charisma based caster with spells like WoW's and D&D's warlock.
I've also had some success for ally AI which would mean summons or such at some point.
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Here's the complete list of active talents and passive talents. Pretty good compared to the only 3 active talents every class previously had.
-----------------------------------------
Fighter
1- Overpower
3- Armor Mastery (Passive)
6- Shield Bash
9- Melee Mastery (Passive)
12- Cleave
15- Hardiness (Passive)
18- Power Attack
-----------------------------------------
Paladin
1- Turn Undead
3- Aura of Resistance (Passive)
6- Lay on Hands
9- Aura of Might (Passive)
12- Holy Shield
15- Aura of Regeneration (Passive)
18- Smite Demon
-----------------------------------------
Monk
1- Pain Tolerance
3- Unarmed Parry (Passive)
6- Stunning Palm
9- Unarmed Mastery (Passive)
12- Circular Kick
15- Perfect Body (Passive)
18- Palm of Death
-----------------------------------------
Ranger
1- Steady Aim
3- Long Trek (Passive)
6- Place Trap
9- Ranged Mastery (Passive)
12- Multiple Shot
15- Point Blank Shot (Passive)
18- Aimed Shot
-----------------------------------------
Rogue
1- Stealth
3- Light Step (Passive)
6- Evasion
9- Backstab (Passive)
12- Hamstring
15- Backstab Mastery (Passive)
18- Poison Weapon
-----------------------------------------
Bard
1- Song of Bravery
3- Great Personality (Passive)
6- Song of Demoralize
9- Jack of All Trades (Passive)
12- Song of Piercing Pain
15- Great Voice (Passive)
18- Song of Sleep
-----------------------------------------
Cleric
1- Turn Undead
3- Mana Efficiency (Divine) (Passive)
6- Holy Barrier
9- Spell Mastery (Divine) (Passive)
12- Exorcism
15- Aura of Holiness (Passive)
18- Holy Pillar of Fire
-----------------------------------------
Mage
1- Magical Armor
3- Mana Efficiency (Arcane) (Passive)
6- Fire Shield
9- Spell Mastery (Arcane) (Passive)
12- Drain Life
15- Inner Power (Passive)
18- Invisibility
-----------------------------------------
Druid
1- Shapeshift
3- Mana Efficiency (Druidic) (Passive)
6- Pacify Animal
9- Spell Mastery (Druidic) (Passive)
12- Nature's Will
15- Shapeshift Mastery (Passive)
18- Lightning Storm
-----------------------------------------
Also the upcoming changelog:
Bugs and Mistakes
- Hellfire is affected by resting now
- Shield Bash now checks if shield is equipped
- Holy Shield is displayed correctly in character screen if no shield is equipped
- Holy Fire had wrong text
- Area of effect spells no longer damage through walls
- Scroll of visibility refreshes screen now on reading instead of the next turn
- Fixed a bug with not all tiles being revealed with scroll of visibility or pre-revealed maps
- First level of castle had wrong text on exit
- Cleave requires now a weapon that is equipped
- Fixed a bug with melee range auto target for enemies that are out of melee range
- Pain Tolerance is counted now with Damage Reduction in Character Screen
- Casting spells while stealthed now removes Stealth
- Fixed Invisibility being cancelled with some spells even if player cancelled casting
- Fixed being unarmed in some cases if wearing a shield
- Fixed a bug where the wounded man in Undershire died at wrong coordinates
- Monster poisoning is counted at the beginning of its turn as it is with player's poisoning instead of at the end of the turn
- Stealth attack now calculates correctly damage
- Some undocumented bug fixes
General
- Arrows, bolts and bullets are no longer unlimited; each class with starting ranged weapons starts with 50 projectiles and more can be bought
- New feature: internal clock, displayed with diary entries
- New feature: Journal; opened with Tab key and contains open quests previously seen with 'q' and Diary that contains quest information and other stuff
- Walls can be no longer targeted
- Spell graphics now take into account walls
- Targeting without enemies in fov now picks always a tile that's not blocked
- Victory now returns to main menu instead of back to game and requiring to press esc
- Spell Damage is displayed on user interface
- Spell Resistance renamed to Resistance
- Added penalty of 5% to shooting missiles into targets that are in the next tile
Spells and Talents
- Stunning Plam has now targeting tile
- Circular Kick has now graphics on which tiles it hits and also targeting tile
- Cleave has now graphics on which tiles it hits
- Talents are accessed now from keyboard keys 1-4 instead of 'm'
- Some changes and improvements to existing Talents
- Ranger no longer is able to use Stealth
- New Talent Descriptions
- New Talent for Fighter: Overpower; next 6 melee hits do additional 2 damage
- New Talent for Paladin: Lay on Hands; heal self for 33% of maximum health
- New Talent for Monk: Palm of Death; critical hits will slay target
- New Talent for Ranger: Steady Aim; +5 To Hit Bonus for 50 turns
- New Talent for Ranger: Place Trap; place trap that deals damage to one target that steps on it
- New Talent for Rogue: Hamstring; slow enemy's movement rate by 50%
- New Talent for Bard: Song of Piercing Pain; damage dealing song
- New Talent for Cleric: Exorcism; essentially single-target Turn Undead but on demons and possessed humans
- New Talent for Mage: Fire Shield; damages enemies within 1 tile
- New Talent for Druid: Calm Animal; natural animal won't attack player
- Introduction of Passive Talents which are various buffs; 3 for every class at levels 3, 9 and 15
- Divine Shield renamed to Holy Barrier
- Holy Fire renamed to Holy Pillar of Fire
- Cleave is guaranteed hit
- Circular Kick is guaranteed hit
- Stealth cannot be entered with Armor Penalty greater than 0
- Equipping and unequipping items while stealthed removes stealth
- Shapeshift increases melee damage
Maps
- Castle courtyard redesigned
- New tile for castle wall
- Cottage map redesigned
Players
- Max level is doubled and leveling speed doubled but leveling bonuses halved
Monsters
- Hound enemies receive now only one attack per turn but retain their two moves per turn
- Liches renamed to hellcasters
- Hounds of hell renamed to hellhounds
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I uploaded the 12th beta with the above change log: https://dl.dropboxusercontent.com/u/95372567/TToTd20_Beta12.rar
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Your Temple of Torment is somewhat too RPGish for me to realy like it, but that's mostly matter of personal taste and it's still very solid, polished and playable game, and its mechanics are interesting. I haven't got very far yet, but I'm definately going to play some more in the evening, it's quite enjoyable.
One minor thing about iterface that still realy annoyed me: sometimes you can exit shell screen with escape, sometimes you can't, sometimes it exits by itself. And when you can't exit with escape, you have to check what exact button is the one this time. This is tiresome, especially because it requires a lot of keystrokes anyways.
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Your Temple of Torment is somewhat too RPGish for me to realy like it, but that's mostly matter of personal taste and it's still very solid, polished and playable game, and its mechanics are interesting. I haven't got very far yet, but I'm definately going to play some more in the evening, it's quite enjoyable.
One minor thing about iterface that still realy annoyed me: sometimes you can exit shell screen with escape, sometimes you can't, sometimes it exits by itself. And when you can't exit with escape, you have to check what exact button is the one this time. This is tiresome, especially because it requires a lot of keystrokes anyways.
Thanks for your input. Yeah. The main point is to build a full rpg in a roguelike environment as I feel that mostly roguelikes have not enough roleplaying.
I'd love to know about the interface more. The ESC closing is a bug in inventory screens. Talent and targeting ESC cancel is deliberate. Otherwise it should be the next free character in menus, where it happens that it exits by itself? I can't remember a place where it happens.
Edit: I tried and I was able to make a menu that returns with ESC always as seen in this screenshot: https://dl.dropboxusercontent.com/u/95372567/ESC.png . Would it be good?
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One minor thing about iterface that still realy annoyed me: sometimes you can exit shell screen with escape, sometimes you can't, sometimes it exits by itself. And when you can't exit with escape, you have to check what exact button is the one this time. This is tiresome, especially because it requires a lot of keystrokes anyways.
Agreed. I'll have to check on which screens that's true of, but it is something I've noticed as well. To my mind, Esc should always exit whatever menu you're in, but it's particularly noticeable when it exits some and not others. A minor niggle but a persistent one.
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I can do it so that all menus are exited by ESC. I'll put it in the next version.
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Any ideas for new content/features or fixes? I'm starting to run out of ideas.
Any new quests I come up with I have trouble to make them plausible or not pointless.
Sort of writer's block I'm having.
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How about class specific quests(lines) that unlock unique abilities, bonuses, etc? Always good to have extra hooks to entice folks to sample/challenge all of the classes for some unique content as well as a way to get more powerful other than just "normal" level gain and loot acquirement.
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How about class specific quests(lines) that unlock unique abilities, bonuses, etc? Always good to have extra hooks to entice folks to sample/challenge all of the classes for some unique content as well as a way to get more powerful other than just "normal" level gain and loot acquirement.
Class quests are something that I've been wondering about too. I already have some in my mind, it really takes a long time to come up with 11 (includes new classes barbarian and warlock) plausible class quests that somehow relate to the classes. Paladin and Druid ones I've figured out.
What my problem really is is that should I release all the class quests in one patch or gradually? Releasing in one takes a long time but releasing gradually is unfair to other classes that do not receive quest in same patch.
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Just played the game about a week ago, and it felt very solid. Did not play the whole thing, but I cleared the bandits cave, and finished the first section of the main dungeon. Also, I only played as a simple warrior, and probably might miss some cool features. The game felt well balanced.
I liked the bandits' cave generator, but not that much the Temple's dungeon generator, which has a lot of unnecessary doors and duplicating hallways. Maybe, it can be improved.
1. Since there are many character classes, it may be intersting to see mobs who belong to those classes. They may be enemies, or allies. It makes the player become intersted in trying those other classes. You free a paladin from a prison or cage, and you together find the way from the dungeon. Or you have to defeat a sorcerer, and to do so you may seek help from another sorcerer sitting somewhere in a hut in the overworld map. Alternatively, you may find sorcerer's family member or his loved one, who will convince the sorcerer to give up his evil ways.
2. New characters may be unlocked gradualy. You may have to defeat such a character, or find an ally who belongs to this class, or do a quest that, for example, makes a druids sect move to the town, etc.
3. Some other random thoughts: It may be intersting to see mechanisms in the dungeons. Levers opening doors, lava rivers, a mob-producing factory (making iron golems, for example).
4. Collective mobs behavior (for example, when mobs run away if you kill one of them - the type of thing the Fallen Ones do in Diablo II).
The game's quest system is great, you don't see such things very often in RLs and other indie/free games, but it's a great thing. The game is very Diablo influenced. Not sure is it good or bad, but it is quite amuzing that you can finally save the guy who is dying at the Temple's entrance.. )
A few more ideas:
5. Maybe, you may try to give the player more choice. Playing as a warrior class, my only tactical decisions were about trying to face only one enemy at a time. And always go to corridors to dispatch them one by one if they are in a group.
6. The time system can be improved. It feels that at the moment, all mobs have speed either 100%, or 200% (hounds). Some variety may make the game more tactical. It also gives more choice in picking your equipment.
Still, very solid game. I don't want to sound like I'm criticising it. It is immersive and you really get the atmosphere thanks to the dialogs and the quests, it's a huge plus. I think, it's good to add a new quest immediately after finishing the first section of the main dungeon, so the player gets a new big incentive for going deeper into the dungeon.
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Just played the game about a week ago, and it felt very solid. Did not play the whole thing, but I cleared the bandits cave, and finished the first section of the main dungeon. Also, I only played as a simple warrior, and probably might miss some cool features. The game felt well balanced.
I liked the bandits' cave generator, but not that much the Temple's dungeon generator, which has a lot of unnecessary doors and duplicating hallways. Maybe, it can be improved.
The Temple dungeon generator is something that I absolutely do not understand as it isn't my algorithm. I have to see if I can at some point do something about it.
1. Since there are many character classes, it may be intersting to see mobs who belong to those classes. They may be enemies, or allies. It makes the player become intersted in trying those other classes. You free a paladin from a prison or cage, and you together find the way from the dungeon. Or you have to defeat a sorcerer, and to do so you may seek help from another sorcerer sitting somewhere in a hut in the overworld map. Alternatively, you may find sorcerer's family member or his loved one, who will convince the sorcerer to give up his evil ways.
Some of the class quests will involve dealing with a member of player's own class. There are later in the dungeon also mage enemies that use the same spells as player can. But I see that there could be fallen paladins or such as enemies. I've also fiddled with companion AI.
Speaking of convincing evil guys, I've had ideas for quests that can end with talking the way out of battle. That's something I do not have in the game but I like in RPG's.
2. New characters may be unlocked gradualy. You may have to defeat such a character, or find an ally who belongs to this class, or do a quest that, for example, makes a druids sect move to the town, etc.
I wish that all classes are available in the beginning, but I think subclasses could be included that way.
3. Some other random thoughts: It may be intersting to see mechanisms in the dungeons. Levers opening doors, lava rivers, a mob-producing factory (making iron golems, for example).
That's something I've been thinking about, at least in a scripted and hand placed way.
4. Collective mobs behavior (for example, when mobs run away if you kill one of them - the type of thing the Fallen Ones do in Diablo II).
That's cool thing, adds some crowd control.
The game's quest system is great, you don't see such things very often in RLs and other indie/free games, but it's a great thing. The game is very Diablo influenced. Not sure is it good or bad, but it is quite amuzing that you can finally save the guy who is dying at the Temple's entrance.. )
My issue with other RLs are that there are usually no true RP stuff. Undershire is pretty much Tristram. You can even cure the corrupted well as a sort-of-hidden-thing. My design point is diablo-meets-baldur's-gate-meets-roguelike-engine. The game has some easter egg stuff, for example the main bad guy's name and the quest item it drops are related to music.
A few more ideas:
5. Maybe, you may try to give the player more choice. Playing as a warrior class, my only tactical decisions were about trying to face only one enemy at a time. And always go to corridors to dispatch them one by one if they are in a group.
Crowd control is a issue with melee classes at the moment. Pretty much half of the spells relate to either area-of-effect damage or confusion etc. but with melee classes it's a problem since Cleave, Circular Kick and upcoming Whirlwind come up later in the game as talents.
6. The time system can be improved. It feels that at the moment, all mobs have speed either 100%, or 200% (hounds). Some variety may make the game more tactical. It also gives more choice in picking your equipment.
That's something I have trouble with making different or better. Zombies have 50% speed too. I could make also a really heavy hitting boss that would need to be kited as it moves at 50% speed: hit boss, back off, wait until it follows, repeat.
Still, very solid game. I don't want to sound like I'm criticising it. It is immersive and you really get the atmosphere thanks to the dialogs and the quests, it's a huge plus. I think, it's good to add a new quest immediately after finishing the first section of the main dungeon, so the player gets a new big incentive for going deeper into the dungeon.
Criticism or not, it's really good to hear such stuff as you wrote and I definitely want to hear more as I wish to make the game really polished. Immersion is pretty much the problem as I want to make quests that are plausible: why would someone need 5 boar meats for example, can't they do it themselves? I've tried to make a quest related to all sections, the only section in the game without quest is the ancient ruins after caverns, but I have an idea about what it could be.
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No harm in releasing gradual quest updates---beta is beta at the end of the day and this can allow you to fine tune as you go through each one in turn, get focused feedback on the one or 2 quest lines at a time, etc.
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I'll do that as I have quests in my mind I'll start putting out. I also do not wish to have too much time between updates.
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Been playing around with it a bit, and having some fun. I would like to get a little further in before I make any substantial comments, but 1 tiny gripe I have that would make playing the game so much easier - would it be possible to add a consistent cancel or exit button? It seems like to exit a conversation or leave a shop, the key changes each time, always being the last alphabetic character in a list of options. Maybe the escape button or space bar leaves the current dialog screen without confirmation, rather than having a variable command. I know its a minor thing, but it slows things down a bit, and forces me to read through a list of options (at least scan to the end) when all I want to do is get out of that screen. You could add a flag for really important messages to require a keypress, but if I just want to exit a conversation I accidentally or have already read, it would be nice not to have to figure out the key each time. Just a very minor quality-of-life quibble :)
Other than that, it seems pretty cool so far. I especially like the way your light source fades off in strength the further it is from the player. The tiles are quite nice as well - the overworld is particularly nice looking. I will add some more feedback when I have gone a little further. In the meantime, keep hacking at it :)
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Been playing around with it a bit, and having some fun. I would like to get a little further in before I make any substantial comments, but 1 tiny gripe I have that would make playing the game so much easier - would it be possible to add a consistent cancel or exit button? It seems like to exit a conversation or leave a shop, the key changes each time, always being the last alphabetic character in a list of options. Maybe the escape button or space bar leaves the current dialog screen without confirmation, rather than having a variable command. I know its a minor thing, but it slows things down a bit, and forces me to read through a list of options (at least scan to the end) when all I want to do is get out of that screen. You could add a flag for really important messages to require a keypress, but if I just want to exit a conversation I accidentally or have already read, it would be nice not to have to figure out the key each time. Just a very minor quality-of-life quibble :)
Other than that, it seems pretty cool so far. I especially like the way your light source fades off in strength the further it is from the player. The tiles are quite nice as well - the overworld is particularly nice looking. I will add some more feedback when I have gone a little further. In the meantime, keep hacking at it :)
I really like too the light system, I have also plans that outdoor areas have different length fov depending on the in-game clock.
Consistent cancel as ESC is in the next version. It's implemented in my current developer version. ESC is used when it makes sense, as in returning in menus, for example
- Open inventory
- Select Equipment tab
- Select Item but decide to cancel it
- Press ESC to return to Equipment Tab
- Press ESC to return to Equipment / Item choice
- Press ESC to close inventory
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I made a quest to the Ancient Ruins part of the game. Now there's one quest for every theme of the dungeon.
The quest involves meeting with a friendly adventurer, belonging to Rogue class, working on the same quest and there's couple of options regarding what happens in the quest, good and evil.
I'm pretty happy about the quest as it is a simple fetch quest with a twist I can't recall in any other rpg I've played.
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I stitched together the map of new Marwal: https://dl.dropboxusercontent.com/u/95372567/Marwal_Map.png
Plenty of room for quest givers and such.
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It's been a while since the last update, so I'm going to speak some things about what's going on:
- I'm implementing diseases
- Two new classes
- Fov is remembered now on non-procedural areas that have been visited
The fov thing is pretty good update because it's sort of no-brainer that revisiting visited areas should be explored in the state they were
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New website up and new beta release: http://www.thetempleoftorment.net/downloads/
Beta 13 released! Starred changes are more important changes
Bugs and Mistakes
* Fixed ASCII Stunning Palm and Circular Kick crashes
– Fixed some issues with capitalizations of names
– Quivers still spawned with “arrows” name
– Fixed multiple menus that were possible to quit with any key other than key in use in menus
– Exorcism no longer works on other than Demons and Undead
– Fixed ASCII version of Cottage map
– Fixed many melee skills and spells not having a chance to get player frozen if attacking ice ooze
– Fixed missing colors of ASCII graphics in some menus
– Some minor fixes
General
* Visited areas now save explored tiles; player characters remember the tiles of previously visited areas
* ESC is now used for exiting menus instead of next free letter
* Food Consumption adjusted to clock; one food ration lasts for 3 hours, or 1800 turns, up from 900 turns
* World Map Food Consumption to 100 from 10
* Diseases are implemented; diseases can be contracted from various sources and are curable with potion
* New merchant in Marwal; sells potions
– General merchant does not sell potions any more
– Quit prompt
– Weekdays are named
– Journal displays current time
– ASCII chars of transition tiles in marwal changed
– Removed random Shrines and Altars
– Character names allow spaces
Classes, Spells and Talents
* New Class: Barbarian; Melee warrior
* New Class: Warlock; Caster
* Mage loses Drain Life for Warlock, gains Polymorph instead
– Hardiness and Armor Mastery switched levels
– Shield Bash and Stunning Palm cannot miss
– Druid starts with quarterstaff instead of dagger
Items
* New items; great flail, scale armor, quarterstaff, potion of rejuvenation, potion of cure disease, torch
* New unique items at shop
– Arrows, bolts and bullets may spawn in the dungeon
– Food rations are a little rarer
– Cost of food ration is lower
Maps
* Marwal receives two new districts
– Marwal stone walls make now more sense
Quests
* New quest: Find the journal of the archaeologist in Marwal
Monsters
– Boss monsters are no longer immune to some skills; they have now a lot higher resistances
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Fixed couple of critical bugs http://www.thetempleoftorment.net/download/TToTd20_Beta131.rar
Changes
Bugs and Mistakes
- Fixed dying in the new Marwal areas
- Resting no longer leads to resting in peace
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Some new stuff I'm working on:
- Socketable equipment, gems that give bonuses when inserted into.
- Skills that improve, such as One-Handed Combat or Archery.
- Stash for storing items, received by renting a room at the inn.
- New quests that are unlocked by progressing in the main dungeon.
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https://dl.dropboxusercontent.com/u/95372567/New_UI.png
Screenshot from one of the new areas in the next version, multiple new tree tiles, and new UI borders.
Next version will contain 4 new quests, 8 skills and a lot of new tiles in towns in addition to multiple fixes and improvements.
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Nice progress indeed! 8)
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Edit: A simplified (Infra Arcana-like) graphics style is another way to reduce visual noise...
We both want to keep the graphics style away from cuteness. Going with "cute" graphics does remove most of the noise but we believe it also takes away what the game is trying to represent; then we have 16x16 limitation which forces us to add noise so that the undesirable pattern effect is kept at bay. I hope one day we can move towards 32x32. :D
Oh god this post makes my blood boil.
Are you saying IA looks "cute"? Have you even looked at it? It's very simplistic and crude, almost like ASCII graphics - which is perfect for someone like myself who can't stand cute graphics either.
I guess it could depend on what you put in the term "cute" though. They do have a sort of quaint minimalism.
Now here's some examples of what I consider cute in a bad sense:
* The new ADOM tiles - http://bombliss.com/images/AdomCapture2.png
* Dungeons of Dredmor - https://www.gaslampgames.com/wp-content/uploads/2011/04/dred_shot19.jpg
Sorry for my very late response (somehow I missed your post). I wasn't referring to IA at all, but doing an overview about the current tile style we have in ToT. Also, totally agreed with the cuteness present in the examples you posted; those would simply destroy the experience for any roguelike / rpg game I would dare to play.
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I'm sharing the current change log as I think it is getting quite awesome in my opinion. The next release will be the first Stable release, because there are enough quests and content for the game to be judged as a game that isn't beta. This doesn't however mean that there won't be new content.
I'm planning to add multiple more cities each having multiple quests as the new content in stable releases.
Bugs and Mistakes
* Fixed a bug where Paladin's Aura of Regeneration healed too much while resting
* Exorcism did not have a mana cost
* Fire Rain did not use Charisma as modifier
* Torches had a bugged stack, they no longer stack
- UI did not display correct spell damage for some spells
- Many undocumented minor and major fixes
- Wooden wall tile is correct now; had accidentally just a little wrong tile
- All magical items have purple ascii character now
General
* ASCII version is up to date with all the color values and bugs corrected
* Quest givers have speech bubble tile to indicate a quest is available
* New option to turn of gradient field of vision coloring
* New UI graphics
* Improved name selection; possibility to generate random name and see it, automatically suggests one random name, possibility to return to previous menu
* Altars are used by pressing enter next to an altar instead of dropping an item on top of them
- Resting now longer is prohibited by being at full health and mana; instead message "you wait for ten turns" is displayed, this can be used when in the future there might be quests including waiting
- Minor improvements
- Houses have windows
- Cities have roads
- Multiple new tree tiles
Tiles
* Projectile tiles now change direction based where targeting instead of single tile for every direction
- Two road tiles
- Four tree tiles
- New UI tiles
- Seven window tiles
- A lot of new object tiles
Players, Classes, Spells and Talents
* Starting items doubled in count
* Maximum attribute value from level ups is 12 instead of 10
* Two new stats: Life On Hit and Mana On Hit
* Skills are implemented; they offer bonuses to the combat styles
* Stash is implemented; player must rent a room in the Marwal Inn and then there'll be stash to be used
* Hunger values adjusted
- Diseases can be resisted
- Polymorphed targets become sheep now instead of dog
Items
* Food fills more
* Equipment can have sockets
* Gems are implemented, they can be inserted into equipment with sockets
* Changed how the potion of cure corruption works; no need for dropping, just 'use' the item
- New item: Hand Axe, requires 3 Strength, carried by Dark Ones and found in the first 4 floors
- Rings can be found as a loot
- Changed the capitalization of items
- New items for quests: Shovel and pickaxe
Maps
* New area: Shepherd's Farm
* New area: Ankhegs' Nest
* New area: Eastdale
* New area: Eastdale Tower
* New area: Rubonite Mine
* New area: Marwal Graveyard
* New area: Witch Coven
* Location of Undershire changed to the other side of the river
* Location of Castle Undershire changed to the other side of the river
Quests
* New quest that gets unlocked when player reaches Catacombs; given by farmer in Marwal Inn
* New quest that gets unlocked when player reaches Caverns; given by guard captain Marwal
* New quest that gets unlocked when player reaches Ruins; given by smith in Marwal
* New quest that gets unlocked when player reaches Hell; given by cleric in Marwal
- Changed little how the mushroom quest reward potion works: it is a single potion with same function as attribute raise when leveling up
Monsters
* Adjusted hit chances of some monsters, low level monsters had too high accuracy and some high level monsters had even lower accuracy than some lower level monsters
- New monster: Ankhegs; ranged burrowing monster
- New monster: Hellrider; melee skeletal dog riding demon
- New monster: Hellspawn; randomly ranged or melee demon
- New monster: Ghostly Miner; melee undead
- New monster: Witch; caster human
- Three new bosses
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Great news!
I think, it's good that the quest givers will be marked. The maps are rather big, and trying to talk to every single person in the city is not particularly fun. Especially with unlockable quests.
I thought about playing the game again and trying different fun classes. (Last time I only played as a simple melee fighter). What are your favorite classes in the game?
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Great news!
I think, it's good that the quest givers will be marked. The maps are rather big, and trying to talk to every single person in the city is not particularly fun. Especially with unlockable quests.
I thought about playing the game again and trying different fun classes. (Last time I only played as a simple melee fighter). What are your favorite classes in the game?
Thanks for your feedback!
I think Paladin is one of my favorites for its great survivability.
You could try "multiclasses" as they are probably the most fun builds I can think of.
Fighter with attributes in Intelligence in addition to Constitution and Strength is probably one of my favorites of the more advanced builds. For example 6 in Strength, 6 in Constitution and 6 in Intelligence allows the use of Chainmail without any Armor Penalties, allows the use of Longsword and Kite Shield and allows the use of some of the Arcane Spells, for example Confusion.
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I've had a lot of time now so I'm in the process of adding Cultural Backgrounds to the character creation. Technically they work like races but since the only playable characters are humans the Background is more like a country where the player character comes from.
For example one of the Backgrounds is "Sultanate of Qurabia" which adds bonuses/penalties of +1 Spell Damage, +0 Melee Damage and -1 Ranged Damage.
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The next release might be the largest release to date, as it becomes the first stable release, even more stuff updated than in the change log above. I'll release it when my dude who creates graphics makes the missing tiles.
Highlights:
- 5 new quests
- 8 new areas
- Multiple new objects, monsters and items
- Improved cities
- Quests indicated by speech bubbles
- Improved character creation: cultural backgrounds, new name generation, random character
- Character skills
- All spells and talents where it makes sense to be animated are animated
The final change log:
Bugs and Mistakes
* Fixed a bug where Paladin's Aura of Regeneration healed too much while resting
* Exorcism did not have a mana cost
* Fire Rain did not use Charisma as modifier
* Torches had a bugged stack, they no longer stack
* Fixed a crash with spell graphics trying to be drawn outside game map
- UI did not display correct spell damage for some spells
- Many undocumented minor and major fixes
- Wooden wall tile is correct now; had accidentally just a little wrong tile
- All magical items have purple ascii character now
- Some spellbooks were missing damages in names
General
* ASCII version is up to date with all the color values and bugs corrected
* Quest givers have speech bubble tile to indicate a quest is available
* New option to turn of gradient field of vision coloring
* New UI graphics
* Improved name selection; possibility to generate random name and see it, automatically suggests one random name, possibility to return to previous menu
* Altars are used by pressing enter next to an altar instead of dropping an item on top of them
- Resting now longer is prohibited by being at full health and mana; instead message "you wait for ten turns" is displayed, this can be used when in the future there might be quests including waiting
- Minor improvements
- Houses have windows
- Cities have roads
- Multiple new tree tiles
Tiles
* Projectile tiles now change direction based where targeting instead of single tile for every direction
- Two road tiles
- Four tree tiles
- New UI tiles
- Seven window tiles
- A lot of new object tiles
Players, Classes, Spells and Talents
* All spells and talents where it makes sense to be animated become animated
* New feature: Random character generation, only thing decided is game mode
* New feature: Cultural backgrounds: Give different starting bonuses and penalties
* Starting items doubled in count excluding gold
* Maximum attribute value from level ups is 12 instead of 10
* Two new stats: Life On Hit and Mana On Hit
* Skills are implemented; they offer bonuses to the combat styles
* Stash is implemented; player must rent a room in the Marwal Inn and then there'll be stash to be used
* Hunger values adjusted
- Diseases can be resisted
- Polymorphed targets become sheep now instead of dog
- Bard songs have now graphics
Items
* Food fills more
* Equipment can have sockets
* Gems are implemented, they can be inserted into equipment with sockets
* Changed how the potion of cure corruption works; no need for dropping, just 'use' the item
* Scroll prices greatly reduced
* Changed the tiles of mail boots and leather boots
* New item category: Cloaks, with new equipment slot "back"
- Magical weapons at smith become +2 damage instead of +1
- Chance of items being cursed raised from 5% to 10%
- Updated most of the item descriptions
- New item: Hand Axe, requires 3 Strength, carried by Dark Ones and found in the first 4 floors
- New item: Sabatons, requires 5 Strength, found in the ruins
- New items for quests: Shovel and pickaxe
- All magical items are colored purple in ASCII mode
- Rings can be found as a loot
- Changed the capitalization of items
Maps
* New area: Shepherd's Farm
* New area: Ankhegs' Nest
* New area: Eastdale
* New area: Eastdale Tower
* New area: Rubonite Mine
* New area: Marwal Graveyard
* New area: Witch Coven
* New area: Labyrinth of Lazarin
* Location of Undershire changed to the other side of the river
* Location of Castle Undershire changed to the other side of the river
Quests
* New quest that gets unlocked when player reaches Catacombs; given by farmer in Marwal Inn
* New quest that gets unlocked when player reaches Caverns; given by guard captain Marwal
* New quest that gets unlocked when player reaches Ruins; given by smith in Marwal
* New quest that gets unlocked when player reaches Hell; given by cleric in Marwal
* New quest that becomes part of the main quest
* The end of the main quest becomes a lot more interactive
- Changed little how the mushroom quest reward potion works: it is a single potion with same function as attribute raise when leveling up
- Quest log in journal is paged to 10 quests displayed per page
Monsters
* Adjusted hit chances of some monsters, low level monsters had too high accuracy and some high level monsters had even lower accuracy than some lower level monsters
- New monster: Ankhegs; ranged burrowing monster
- New monster: Hellrider; melee skeletal dog riding demon
- New monster: Hellspawn; randomly ranged or melee demon
- New monster: Ghostly Miner; melee undead
- New monster: Witch; caster human
- New monster: Fire Elemental
- New monster: Ice Elemental
- New monster: Earth Elemental
- New monster: Air Elemental
- Three new bosses
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Very cool. I'll be sure to grab it!
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Aaaand here it is! The game is no longer beta: http://www.thetempleoftorment.net/download/TToTd20_Stable01.zip
All new screenshots here: http://www.thetempleoftorment.net/screenshots/
This subforum might not be even the correct one anymore.
Full log even longer than before:
-----Highlights:-----
- New save/load system: players may have more than one character as the same class
- 5 new quests
- 8 new areas
- Multiple new objects, monsters and items
- Improved cities
- Quests indicated by speech bubbles
- Improved character creation: cultural backgrounds, new name generation, random character
- Character skills
- All spells and talents where it makes sense to be animated are animated
-----Full log:-----
Bugs and Mistakes
* Fixed a bug where Paladin's Aura of Regeneration healed too much while resting
* Exorcism did not have a mana cost
* Fire Rain did not use Charisma as modifier
* Torches had a bugged stack, they no longer stack
* Fixed a crash with spell graphics trying to be drawn outside game map
- UI did not display correct spell damage for some spells
- Many undocumented minor and major fixes
- Wooden wall tile is correct now; had accidentally just a little wrong tile
- All magical items have purple ascii character now
- Some spellbooks were missing damages in names
General
* New saving / loading: saves are listed as for example "fighter_Playername.save", which allows players to have for example two fighters with different character names
* Pressing ESC in-game now prompts the player whether to save game
* ASCII version is up to date with all the color values and bugs corrected
* Quest givers have speech bubble tile to indicate a quest is available
* New option to turn of gradient field of vision coloring
* New UI graphics
* Improved name selection; possibility to generate random name and see it, automatically suggests one random name, possibility to return to previous menu
* Altars are used by pressing enter next to an altar instead of dropping an item on top of them
- Resting now longer is prohibited by being at full health and mana; instead message "you wait for ten turns" is displayed, this can be used when in the future there might be quests including waiting
- Minor improvements
- Houses have windows
- Cities have roads
- Multiple new tree tiles
Tiles
* Projectile tiles now change direction based where targeting instead of single tile for every direction
- Two road tiles
- Four tree tiles
- New UI tiles
- Seven window tiles
- A lot of new object tiles
Players, Classes, Spells and Talents
* All spells and talents where it makes sense to be animated become animated
* New feature: Random character generation
* New feature: Cultural backgrounds: Give different starting bonuses and penalties
* Starting items doubled in count excluding gold
* Maximum attribute value from level ups is 12 instead of 10
* Two new stats: Life On Hit and Mana On Hit
* Skills are implemented; they offer bonuses to the combat styles
* Stash is implemented; player must rent a room in the Marwal Inn and then there'll be stash to be used
* Hunger values adjusted
- Diseases can be resisted
- Polymorphed targets become sheep now instead of dog
- Bard songs have now graphics
Items
* Food fills more
* Equipment can have sockets
* Gems are implemented, they can be inserted into equipment with sockets
* Changed how the potion of cure corruption works; no need for dropping, just 'use' the item
* Scroll prices greatly reduced
* Changed the tiles of mail boots and leather boots
* New item category: Cloaks, with new equipment slot "back"
- Magical weapons at smith become +2 damage instead of +1
- Chance of items being cursed raised from 5% to 10%
- Updated most of the item descriptions
- New item: Hand Axe, requires 3 Strength, carried by Dark Ones and found in the first 4 floors
- New item: Sabatons, requires 5 Strength, found in the ruins
- New items for quests: Shovel and pickaxe
- All magical items are colored purple in ASCII mode
- Rings can be found as a loot
- Changed the capitalization of items
Maps
* Updated world map for upcoming new villages in the next releases
* New area: Shepherd's Farm
* New area: Ankhegs' Nest
* New area: Eastdale
* New area: Eastdale Tower
* New area: Rubonite Mine
* New area: Marwal Graveyard
* New area: Witch Coven
* New area: Labyrinth of Lazarin
* Location of Undershire changed to the other side of the river
* Location of Castle Undershire changed to the other side of the river
Quests
* New quest that gets unlocked when player reaches Catacombs; given by farmer in Marwal Inn
* New quest that gets unlocked when player reaches Caverns; given by guard captain Marwal
* New quest that gets unlocked when player reaches Ruins; given by smith in Marwal
* New quest that gets unlocked when player reaches Hell; given by cleric in Marwal
* New quest that becomes part of the main quest
* The end of the main quest becomes a lot more interactive
- Changed little how the mushroom quest reward potion works: it is a single potion with same function as attribute raise when leveling up
- Quest log in journal is paged to 10 quests displayed per page
Monsters
* Adjusted hit chances of some monsters, low level monsters had too high accuracy and some high level monsters had even lower accuracy than some lower level monsters
- New monster: Ankhegs; ranged burrowing monster
- New monster: Hellrider; melee skeletal dog riding demon
- New monster: Hellspawn; randomly ranged or melee demon
- New monster: Ghostly Miner; melee undead
- New monster: Witch; caster human
- New monster: Fire Elemental
- New monster: Ice Elemental
- New monster: Earth Elemental
- New monster: Air Elemental
- Three new bosses
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Congrats! 8)
Definitely feel free to make an official topic over in Announcements at your near leisure/soonest convenience so more folks know what's up as you join in with the best of company.
I am thoroughly amused that one of the most promising projects in Early Dev just so happened to land such a nice milestone release on my birthday~ :P
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That's awesome :)
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Congrats buddy! You pulled it off! :D
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My shaman cant cast any spell, why? he is now useless. Please fix the bug.
Traceback (most recent call last):
File "TheTempleofTorment.py", line 78935, in <module>
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77885, in play_game
File "TheTempleofTorment.py", line 41412, in handle_keys
File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'
Traceback (most recent call last):
File "TheTempleofTorment.py", line 78935, in <module>
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77885, in play_game
File "TheTempleofTorment.py", line 41412, in handle_keys
File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'
Traceback (most recent call last):
File "TheTempleofTorment.py", line 78935, in <module>
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77885, in play_game
File "TheTempleofTorment.py", line 41412, in handle_keys
File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'
Traceback (most recent call last):
File "TheTempleofTorment.py", line 78935, in <module>
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77885, in play_game
File "TheTempleofTorment.py", line 41408, in handle_keys
File "TheTempleofTorment.py", line 67266, in cast_cyclone
File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'
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My shaman cant cast any spell, why? he is now useless. Please fix the bug.
Traceback (most recent call last):
File "TheTempleofTorment.py", line 78935, in <module>
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77885, in play_game
File "TheTempleofTorment.py", line 41412, in handle_keys
File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'
Traceback (most recent call last):
File "TheTempleofTorment.py", line 78935, in <module>
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77885, in play_game
File "TheTempleofTorment.py", line 41412, in handle_keys
File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'
Traceback (most recent call last):
File "TheTempleofTorment.py", line 78935, in <module>
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77885, in play_game
File "TheTempleofTorment.py", line 41412, in handle_keys
File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'
Traceback (most recent call last):
File "TheTempleofTorment.py", line 78935, in <module>
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77925, in play_game
File "TheTempleofTorment.py", line 78567, in main_menu
File "TheTempleofTorment.py", line 78017, in load_menu
File "TheTempleofTorment.py", line 77885, in play_game
File "TheTempleofTorment.py", line 41408, in handle_keys
File "TheTempleofTorment.py", line 67266, in cast_cyclone
File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'
It seems that you are using an older version, which one you've got? The current one is 11.4. I've removed shamanicbonus attribute from the game and used another instead.
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Great, i was using the 11.3 version. More Bugs:
1) Boss Enemy with Ressurect spell will revive your pets and have them with "allied" tag, this makes the boss actually help you, allowing you to have 2 shaman pets simultaniously. The double pet lasts on current map only, exiting the map will leave you with 1 pet. This happened to me, in "Find the fate of the 3 scouts" on the last floor on the tower.
2) Pet Ai Bugs: pet ai is really unreliable, it always stands still on same spot allowing enemies to kill it, this happens to all melee allies. However if you move behind it, it does a gap closer and moves 4 turns in front of the enemy and wtfpwns him. seems binary mechanic, you must waste 3-4 turns to move behind pet so it's ai decides to activate and kill enemies. You lose turns of attacking just on doing nothing to activate the pet ai. Also in 1 tile paths, ranged allies block the path of melee allies, they will find a way to "charge" before the melee, and block the passage, making melee useless.
3) Freeze Bug: A debuff casted on my shaman made my game unplayable. It permanently Paralyzes / Freezes / Stuns my shaman. This lasts infinite turns. You cannot open menus, cast skills, he just stands there watching. i tried waiting 5000 turns, the stun didnt stop. The enemy that caused this died from my pet. Time passes normally, i even regen hp and mp as turns pass. I tried pressing Escape and save game. Reloading the game didnt fix it. In fact, now my save game is unplayable too because i hoped "save game will fix it". I was playing on softcare, so having this happen to you is worse than death.
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Great, i was using the 11.3 version. More Bugs:
1) Boss Enemy with Ressurect spell will revive your pets and have them with "allied" tag, this makes the boss actually help you, allowing you to have 2 shaman pets simultaniously. The double pet lasts on current map only, exiting the map will leave you with 1 pet. This happened to me, in "Find the fate of the 3 scouts" on the last floor on the tower.
2) Pet Ai Bugs: pet ai is really unreliable, it always stands still on same spot allowing enemies to kill it, this happens to all melee allies. However if you move behind it, it does a gap closer and moves 4 turns in front of the enemy and wtfpwns him. seems binary mechanic, you must waste 3-4 turns to move behind pet so it's ai decides to activate and kill enemies. You lose turns of attacking just on doing nothing to activate the pet ai. Also in 1 tile paths, ranged allies block the path of melee allies, they will find a way to "charge" before the melee, and block the passage, making melee useless.
3) Freeze Bug: A debuff casted on my shaman made my game unplayable. It permanently Paralyzes / Freezes / Stuns my shaman. This lasts infinite turns. You cannot open menus, cast skills, he just stands there watching. i tried waiting 5000 turns, the stun didnt stop. The enemy that caused this died from my pet. Time passes normally, i even regen hp and mp as turns pass. I tried pressing Escape and save game. Reloading the game didnt fix it. In fact, now my save game is unplayable too because i hoped "save game will fix it". I was playing on softcare, so having this happen to you is worse than death.
1) Ah, I need them to skip all the allies when they pick which of the dead to resurrect, if any.
2) I admit the AI is bad, though I haven't seen this behavior, I guess there's something probably wrong with the melee ally's vision. I guess I also need to make the melee allies capable of switching places with other allies.
3) Can you private message me about this, I'd like to see the save game, this is something so unique, I can quite possibly even fix the save. Do you remember which monster it was that did this?
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Passive: Death from clunky ui: boss gets +1 free turn from opening and closing your inventory and selecting no action. [right click]
Empty Action. You lose 1 turn if you open and close your inventory without selecting any item.
Wanted to see how much hp boss has ? and pressed right click to close inventory. you lose your character.
Edit: Same thing happens if you right click to cancel your spell cast, assuming you missclicked.
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3) i created a mage, went to Ruins of fairhaven where the bug happened to me. Couldnt reproduce it. No enemy stunned me. I didnt reach the tyrant boss with my shaman, the permastun happened near worshippers, outside the fort. Unfortunetely, i abandoned my shaman, so there is no save.
I have no clue how i got permastunned, i am only speculating, did my shaman pet's death when it was stunned trigger this ? ie its stun condition was transfered to me when it died, and since the pet was dead, the stun had 0 sec duration, where 0 sec duration means infinite stun duration?. Seems crazy scenario, but could be spaghetti code.
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3) i created a mage, went to Ruins of fairhaven where the bug happened to me. Couldnt reproduce it. No enemy stunned me. I didnt reach the tyrant boss with my shaman, the permastun happened near worshippers, outside the fort. Unfortunetely, i abandoned my shaman, so there is no save.
I have no clue how i got permastunned, i am only speculating, did my shaman pet's death when it was stunned trigger this ? ie its stun condition was transfered to me when it died, and since the pet was dead, the stun had 0 sec duration, where 0 sec duration means infinite stun duration?. Seems crazy scenario, but could be spaghetti code.
Ahh, I found the reason for this. Your pet was frozen but the frost bolt freeze code was designed previously to work only on players, the players are not identical game objects to other monsters so I had some extra code there to make sure the player gets frozen. This was definitely in tough spot. A thousand thanks for catching this!
I shall experiment and see if I can make just browsing the inventory to not take a turn. Also same thing for cancelling targeting.
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1) In undershire there is a corrupted well. Using empty waterskin item gives the following message.
"There's nothing here to fill the waterskin with".
This is not a bug, it's working as intended from a balance point of view.
It could unlock new possibilities such as Corrupted Waterskin item.
2) Deity Talent: Hammer of justice: is overpowed.
it has 100% chance to hit.
All bosses die before 7 turns pass.
This means that all bosses die in 1 click, before they get any turn or chance to even breath.
The talent has 100% uptime, you return to town after killing a boss.
Should be nerfed to 2 turns for bosses, for minions it could last 7 turns, i dont care.
Tested it with a 0 intellect mage, that runs around naked, with 0 dmg gear, and every boss died in < 7 turns.
In that spirit of opness, jinxia gaining a chance to instant kill you or a boss wont be more op than the above.
Hammer of justice alternative nerf: Each turn, enemy makes [resistance] check to see if he can break free. Talent can last up to 7 turns. Now it is more situational, since if boss gets lucky it could last 0 or 1 turns. Vs mobs it would last 7 turns because they have 0 Resistance stat.
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1) Rubonite Mine 1.
You cannot leave the area without neccessary items.
Game Saved.
Edit: Found the last rubonite ore, it was hidden by line of sight.
2) Is the hell dungeon after the portal implemented ? i get the following message:
"the portal does not open for you, next to the portal is a drawing of four orbs, each made of different element, it seems that you need four different orbs to enter the portal"
3) can we get a short description of the class skills in the help file? right now it requires reaching lvl 30 to unlock the skill descriptions, that way people can chose the class that suits them better.
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1) In undershire there is a corrupted well. Using empty waterskin item gives the following message.
"There's nothing here to fill the waterskin with".
This is not a bug, it's working as intended from a balance point of view.
It could unlock new possibilities such as Corrupted Waterskin item.
I like this one.
2) Deity Talent: Hammer of justice: is overpowed.
it has 100% chance to hit.
All bosses die before 7 turns pass.
This means that all bosses die in 1 click, before they get any turn or chance to even breath.
The talent has 100% uptime, you return to town after killing a boss.
Should be nerfed to 2 turns for bosses, for minions it could last 7 turns, i dont care.
Tested it with a 0 intellect mage, that runs around naked, with 0 dmg gear, and every boss died in < 7 turns.
I can definitely nerf all the deity talents.
Hammer of justice alternative nerf: Each turn, enemy makes [resistance] check to see if he can break free. Talent can last up to 7 turns. Now it is more situational, since if boss gets lucky it could last 0 or 1 turns. Vs mobs it would last 7 turns because they have 0 Resistance stat.
I'm adding resistance check to getting stunned.
1) Rubonite Mine 1.
You cannot leave the area without neccessary items.
Game Saved.
Edit: Found the last rubonite ore, it was hidden by line of sight.
Works for me correctly, once you mine an ore, it'll be dropped to the ground and then you should get that message.
2) Is the hell dungeon after the portal implemented ? i get the following message:
"the portal does not open for you, next to the portal is a drawing of four orbs, each made of different element, it seems that you need four different orbs to enter the portal"
Absolutely it is. You need to progress in the main quest until you get a quest for getting the blood of the prince of hell, then 4 extra portals appear in the hell.
3) can we get a short description of the class skills in the help file? right now it requires reaching lvl 30 to unlock the skill descriptions, that way people can chose the class that suits them better.
I can do this definitely. Active Talents can be clicked anyway to show the description even without having enough levels, but passive talents are hidden until they are shown in the character screen.
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Active Talents can be clicked anyway to show the description
Great, didnt know you could do this !!!
I hope you expand this to allow to see a spell book description?
for example, i found arcane book of confusion, i have no clue what it does.
Absolutely it is. You need to progress in the main quest
Great, as a player i got confused because i did all quests before entering the portal, i didnt fight anything in hell so i thought i won, i thought i had to finish a dungeon for new quests to spawn.
i was wrong. new quests spawned, it is me that failled to notice them.
1) Question: I noticed that some Active Skills level up and become stronger. What triggers this?
a) My shaman managed to get a skill to lvl 2, i think it was because i used it often.
b) My wizard has all skills to lv1, i focus on Str and con as my stats, and i dont use the skills very often.
2) Balance of spells: I dont know if it's me that is bad or not.
Arcane Book of Fire Bolt: 1d6. 4 mana cost.
Arcane Book of next tier bolt: 1d8, 9 mana cost.
That would be fine but after adding Race/Class/Stat Modifiers and mana on hit combos.
Arcane Book of Fire Bolt: 1d6+12. no mana cost. Enemies die 3 after firebolts. Total enemies killed before Rest Command: Inf.
Arcane Book of next tier bolt: 1d8+12, can be casted 10 times before running out of mana. Since enemies die in 3 bolts. I can kill a max of 3 enemies before using Rest Command.
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I hope you expand this to allow to see a spell book description?
for example, i found arcane book of confusion, i have no clue what it does.
I'm going to add the detailed spell descriptions to the item descriptions. Or do you want it also to be shown elsewhere?
The confusion makes the target to wander without aim for a short duration. So you can hit it freely until it fades off.
1) Question: I noticed that some Active Skills level up and become stronger. What triggers this?
a) My shaman managed to get a skill to lvl 2, i think it was because i used it often.
b) My wizard has all skills to lv1, i focus on Str and con as my stats, and i dont use the skills very often.
Do you mean the skills displayed in the character screen like arcane spellcraft or one-handed? They increase when you do things related to them like hit with the weapon style or cast spells of that skill.
[/quote]
2) Balance of spells: I dont know if it's me that is bad or not.
Arcane Book of Fire Bolt: 1d6. 4 mana cost.
Arcane Book of next tier bolt: 1d8, 9 mana cost.
That would be fine but after adding Race/Class/Stat Modifiers and mana on hit combos.
Arcane Book of Fire Bolt: 1d6+12. no mana cost. Enemies die 3 after firebolts. Total enemies killed before Rest Command: Inf.
Arcane Book of next tier bolt: 1d8+12, can be casted 10 times before running out of mana. Since enemies die in 3 bolts. I can kill a max of 3 enemies before using Rest Command.
[/quote]
How did you get the fire bolt to have effectively no mana cost? This is definitely interesting. Either way, I'm going to increase the mana costs of those bolt spells. I realize there are issues with spell balances and mana costs.
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1)
I'm going to add the detailed spell descriptions to the item descriptions
yes that would be good.
2)Do you mean the skills displayed in the character screen ?
I mean the active abilities.
lv1 shaman Hex: decreases enemy ac by 5.
my shaman Hex: decreases enemy ac by 10.
So how come my shaman hex got more powerful?
3) Mana on hit item affix affects spells.
+1 moh = 25% mana cost discount.
At first dungeon, with +1 moh, i could kill ~10 enemies before oom.
After 100 mana these costs become negligible.
4) Warriors / monks vs ranged enemies. They have no gap closer.
At the bridge, there is a boss 7 tiles away, blasting you for 140% of your max hp until you reach him.
add another 4-6 turns to kill him, thats 250% max hp.
Potion gives +25% max hp per potion (because the boss keeps attacking you while you drink the potion).
That makes an effective bill of 10 potions needed. Assuming you used no deity powers.
Using hand of azanath as a deity god for the teleport, will make you able to kill the boss without a single healing potion.
And if its a boss with confusion, add an extra 5 turns lost moving to chase it.
This is fine, from a balance point of view, no reason to buff these classes or nerf the bosses.
You were supposed to use a ranged weapon for these.
5) However, here comes the question?
Why play warrior, when an str wizard can do the same thing, in terms of damage.
While having a) Polymorph: 25 turns b) Invisibility c) Teleport d) Time Stop: 6 turns stun.
All these tools are free gap closers and potion chugs opportunities and time stop is 600% damage steroid.
While having no weaknesses? no specific mob in the game that counters them ? And the ability to switch to spellcaster mode without mana costs when desired?, while warrior has to carry ammo = -1 item slot.
Cultist Zealot was the only enemy that was immune to my fire bolt. I switched to my melee, it died in 3 melee attacks.
Current Stat: 73 hp, 116 mp, 83 ac, 6 str, 3 con, 4 int, 1d8+13 melee, 1d6+12 spell.
6) Intellect / Wisdom / Charisma. Do exactly the same thing +1 spell damage. Why have 3 seperate stats instead 1?
Casting from a spellbook of another class is already disabled. It requires the corresponding Known Language.
7) Why limit spellcasting to the base class picked?
Mages have 1 Known Languages.
Warriors have 0 Known Languages. This means warriors are handicapped to never learn spells.
Counterargument: If the spellbook restrictions were waived. People would be able to learn all spells = op.
a) they would spread theirselfs thin by having to level up more than 1 skills.
b) have spellbooks require corresponding attribute, that way a mage would not be able to learn both divine and arcane spells.
c) The min-max munchkin meta wont change, a mage neglecting str and con will end up squishy.
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I mean the active abilities.
lv1 shaman Hex: decreases enemy ac by 5.
my shaman Hex: decreases enemy ac by 10.
So how come my shaman hex got more powerful?
It's 10, I don't remember when it has been 5, if ever.
3) Mana on hit item affix affects spells.
+1 moh = 25% mana cost discount.
At first dungeon, with +1 moh, i could kill ~10 enemies before oom.
After 100 mana these costs become negligible.
Right.
4) Warriors / monks vs ranged enemies. They have no gap closer.
At the bridge, there is a boss 7 tiles away, blasting you for 140% of your max hp until you reach him.
add another 4-6 turns to kill him, thats 250% max hp.
Potion gives +25% max hp per potion (because the boss keeps attacking you while you drink the potion).
That makes an effective bill of 10 potions needed. Assuming you used no deity powers.
Using hand of azanath as a deity god for the teleport, will make you able to kill the boss without a single healing potion.
And if its a boss with confusion, add an extra 5 turns lost moving to chase it.
This is fine, from a balance point of view, no reason to buff these classes or nerf the bosses.
You were supposed to use a ranged weapon for these.
I've had no trouble killing them in melee with paladin and monk.
5) However, here comes the question?
Why play warrior, when an str wizard can do the same thing, in terms of damage.
While having a) Polymorph: 25 turns b) Invisibility c) Teleport d) Time Stop: 6 turns stun.
All these tools are free gap closers and potion chugs opportunities and time stop is 600% damage steroid.
While having no weaknesses? no specific mob in the game that counters them ? And the ability to switch to spellcaster mode without mana costs when desired?, while warrior has to carry ammo = -1 item slot.
All classes are viable but some classes may be stronger than others. Str wizard will never make more melee damage than a fighter in a single strike.
Cultist Zealot was the only enemy that was immune to my fire bolt. I switched to my melee, it died in 3 melee attacks.
Current Stat: 73 hp, 116 mp, 83 ac, 6 str, 3 con, 4 int, 1d8+13 melee, 1d6+12 spell.
Sounds like your character is quite overpowered actually. No idea why though, perhaps the monsters are too easy.
6) Intellect / Wisdom / Charisma. Do exactly the same thing +1 spell damage. Why have 3 seperate stats instead 1?
Intellect affects only Arcane magic's spell damage. They always give bonuses to just the spell schools that use it.
Casting from a spellbook of another class is already disabled. It requires the corresponding Known Language.
7) Why limit spellcasting to the base class picked?
Mages have 1 Known Languages.
Warriors have 0 Known Languages. This means warriors are handicapped to never learn spells.
Counterargument: If the spellbook restrictions were waived. People would be able to learn all spells = op.
a) they would spread theirselfs thin by having to level up more than 1 skills.
b) have spellbooks require corresponding attribute, that way a mage would not be able to learn both divine and arcane spells.
c) The min-max munchkin meta wont change, a mage neglecting str and con will end up squishy.
You can actually learn languages. Nothing prevents it, there's a merchant in Westerfall selling dictionaries that teach you the languages.
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1)
You can actually learn languages. Nothing prevents it
Thats cool. Didn't knew that.
2) Idea: Classes should have different skills maximum.
Example: Wizard should have One-Handed, Two-Handed, Dual-Wield set to 0/2.
2/2 : would give them +1 DMG, +5 THB. vs
5/5 : would give them +3 DMG. +10 THB.
that's a fair nerf.
3) Potential new op class, the rogue. Having access to:
a) invisibility: free gap closer. Okay, so this class is designed to be melee.
b) Vault [reposition +5 turns = 500% damage ranged vs melee].
Give him Item: Dagodin's Musket: 1d20+1, +5 THB.
And now he is a mage without mana cost and 1d20+15 dmg.
okay he must spend money on bullets. However money becomes no issue after the first dungeon.
Op??? yes, melee bosses could move 2 spots to compensate = 250% damage.
his 5/5 ranged skill capacity could also take a nerf.
4) Pressing "Rest until healed" in Mount Devil's Mouth, results in :
a) Instant death.
b) Endless loop of sending the death state to the server, and spam dying again, without ever leaving the death screen menu.
It would be better to disable rest and give a warning eg "Resting here would kill you".
The good news is if you press Ctrl + Alt + Del and close the game, you dont have your save stuck in the death screen.
5) Crash: Fire beetle in fire plane of hell.
Traceback (most recent call last):
File "TheTempleofTorment.py", line 77554, in play_game
File "TheTempleofTorment.py", line 5257, in take_turn
File "TheTempleofTorment.py", line 3353, in attack_resurrect
AttributeError: 'NoneType' object has no attribute 'max_hp'
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2) Idea: Classes should have different skills maximum.
Example: Wizard should have One-Handed, Two-Handed, Dual-Wield set to 0/2.
2/2 : would give them +1 DMG, +5 THB. vs
5/5 : would give them +3 DMG. +10 THB.
that's a fair nerf.
I've thought a lot about this too. Perhaps I can do it.
3) Potential new op class, the rogue. Having access to:
a) invisibility: free gap closer. Okay, so this class is designed to be melee.
b) Vault [reposition +5 turns = 500% damage ranged vs melee].
Give him Item: Dagodin's Musket: 1d20+1, +5 THB.
And now he is a mage without mana cost and 1d20+15 dmg.
okay he must spend money on bullets. However money becomes no issue after the first dungeon.
Op??? yes, melee bosses could move 2 spots to compensate = 250% damage.
his 5/5 ranged skill capacity could also take a nerf.
I like that you are power-gaming the classes, it gives me a lot of insight how OP some things can be. Definitely needs some balancings, a lot of things actually.
4) Pressing "Rest until healed" in Mount Devil's Mouth, results in :
a) Instant death.
b) Endless loop of sending the death state to the server, and spam dying again, without ever leaving the death screen menu.
It would be better to disable rest and give a warning eg "Resting here would kill you".
The good news is if you press Ctrl + Alt + Del and close the game, you dont have your save stuck in the death screen.
Thank you, I'll fix this.
5) Crash: Fire beetle in fire plane of hell.
Traceback (most recent call last):
File "TheTempleofTorment.py", line 77554, in play_game
File "TheTempleofTorment.py", line 5257, in take_turn
File "TheTempleofTorment.py", line 3353, in attack_resurrect
AttributeError: 'NoneType' object has no attribute 'max_hp'
Thanks also to this, I'll fix this.
I assume you are the first standard victory that is shown at the website's Hall of Fame?
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I assume you are the first standard victory that is shown at the website's Hall of Fame?
Maybe it lists the current version only.
Great game, really immersive and with well written story.
Favorite Bosses:
a) Curwen in bridge after caverns.
b) infrantilith. Confusion + Ressurect.
c) Final boss.
Favorite Dungeon: Temple of Yahwin: Really unique, traps, golems.
Maybe future bosses should focus on windows of vulnerability. Eg have spells that prolong the fight. Eg.
Boss idea 1:
Darksight: Your sight / attack radius is reduced to 1. Maybe the debuff lasts 4 turns?.
teleport
invisibility
polymorph sheep + "start eating" recovering 1 hp per turn until damaged
[hint: use those useless dots that do 1 hp dmg per turn]
Boss idea 2:
stoneskin: +10 ac for the first 6 turns of battle.
healing: boss heals 10-20 hp. 2 charges. [wand of healing?]
Boss idea 3:
Silence
mana drain
ammo destroy.
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Maybe it lists the current version only.
Great game, really immersive and with well written story.
It lists every win ever, so you are the very first to win it, at least with online features enabled.
I'm glad you liked it! I've definitely wanted to focus on the world and the story.
Favorite Dungeon: Temple of Yahwin: Really unique, traps, golems.
It's probably the only area that has a puzzle of some sort, as there exists only a single path through the last area's traps. In the future there shall be more puzzles, and definitely harder.
Maybe future bosses should focus on windows of vulnerability. Eg have spells that prolong the fight. Eg.
Boss idea 1:
Darksight: Your sight / attack radius is reduced to 1. Maybe the debuff lasts 4 turns?.
teleport
invisibility
polymorph sheep + "start eating" recovering 1 hp per turn until damaged
[hint: use those useless dots that do 1 hp dmg per turn]
Boss idea 2:
stoneskin: +10 ac for the first 6 turns of battle.
healing: boss heals 10-20 hp. 2 charges. [wand of healing?]
Boss idea 3:
Silence
mana drain
ammo destroy.
I like these definitely. Silence and Mana Drain are something I've thought a lot about as spells that the enemies could cast. Also some monsters capable of healing themselves. I've thought about giving the companions potions of healing that they could drink possibly when in battle. They could probably stock themselves automatically when visiting towns.
I've built a dungeon generator that builds similar levels as in the original Rogue, there'll be a dungeon that uses those levels so perhaps in the bottom there shall be a boss inspired by these.