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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Xan on January 01, 2015, 10:36:48 PM

Title: Numenfall 0.3.4 (previously The Legend of Siegfried)
Post by: Xan on January 01, 2015, 10:36:48 PM
After more than two years, which includes about a year of not working on it at all, the Legend of Siegfried is now at version 0.3.0.  At this rate, version 1.0 will come out around 2024.

Since it's been so long, I have no idea what all has changed from the previous version.  I can only say that I consider this to be a great improvement, although it is still in the early stages of content development.

Downloads and more information can be found on the Roguebasin page (http://www.roguebasin.com/index.php?title=Legend_of_Siegfried).
Title: Re: The Legend of Siegfried 0.3.0
Post by: getter77 on January 02, 2015, 02:57:32 AM
Fantastic---now there's a fine surprise to kick of 2015 right!   8)

Hopefully you can reclaim the dev and release momentum from here as the project remains one chock full of ambition and potential.
Title: Re: The Legend of Siegfried 0.3.0
Post by: AgingMinotaur on January 08, 2015, 12:18:09 AM
Woo! Downloading.

As always,
Minotauros
Title: Re: The Legend of Siegfried 0.3.0
Post by: Zireael on January 08, 2015, 04:06:56 PM
Downloaded, took for a spin.

First observations:
+ tiles!
+ random overworld!
+ item compare!
+ inspired somewhat by Incursion!
- some items are missing descriptions
- no map
- what is the reason for big-ass cities?
- how do I sell to the shopkeepers?
Title: Re: The Legend of Siegfried 0.3.0
Post by: Xan on January 08, 2015, 06:53:51 PM
Downloaded, took for a spin.

First observations:
+ tiles!
+ random overworld!
+ item compare!
+ inspired somewhat by Incursion!
- some items are missing descriptions
- no map
- what is the reason for big-ass cities?
- how do I sell to the shopkeepers?

Hi, thanks for checking it out!

Re: map and item descriptions, those are coming, they have just been lower priority while other things get sorted out... but it's more like all items that aren't just weapons or armor are missing descriptions.

There's a lot more content planned for cities, so eventually more of that space will be used.  In the meantime, if you use the 'G'oto command, the extra space shouldn't really be annoying.

If you're next to a shopkeeper, a context sensitive command should be available and displayed near the bottom of the screen (as well as appearing in the general purpose 'm'enu).  But you probably did try talking to the shopkeeper, which doesn't work, and really ought to.
Title: Re: The Legend of Siegfried 0.3.0
Post by: getter77 on January 08, 2015, 09:49:53 PM
What do you envision the order of dev events and releases to come to be Xan?  I somewhat remember the old plans from a ways back, but I figured you might have a fresh plan of attack now that you are back at it with renewed vigor.
Title: Re: The Legend of Siegfried 0.3.0
Post by: Xan on January 09, 2015, 11:37:04 PM
Version 0.3.1 is out:

Chatting with shopkeepers now allows you to buy and sell items
Add audio support and settings
Add more quests
Enemies that notice you now briefly show a red '!' over them
Add missing snow forest image
Fix minor issue with world gen
Fix bug with dialogue panel sometimes not being tall enough
Fix bug with mighty blow
Fix bug with multiple meta-command
Only allow loading games from the same version
Aiming projectiles and spells now allows scrolling at edge of main view
Fix some menus interpreting mouse clicks or the escape command incorrectly
Lower minimum resolution to 640x480
Projectiles now pass through neutrals and allies; AoE rules still apply
Added fatigue cost to talent descriptions
Fatigue resource bar now shows exact number
Simplify context actions in inventory panel
Title: Re: The Legend of Siegfried 0.3.1
Post by: getter77 on January 10, 2015, 01:15:01 AM
Awesome---nice surprise in the music/sound suddenly becoming a thing in the same 2 version fashion as Prospector.   8)

So great to see another release so soon, and one that makes progress on a fair number of aspects to boot!
Title: Re: The Legend of Siegfried 0.3.1
Post by: Zireael on January 10, 2015, 12:03:00 PM
Thanks for the Goto tip. Alas, the 0.3.1 release has a critical error which occurs every time a mob attacks me. Something about OpenAL drivers not found :( This is the nomusic version.

It worked fine in 0.3.0, though. I might play 0.3.0 in the meantime.
Title: Re: The Legend of Siegfried 0.3.1
Post by: Xan on January 10, 2015, 04:38:21 PM
Thanks for the Goto tip. Alas, the 0.3.1 release has a critical error which occurs every time a mob attacks me. Something about OpenAL drivers not found :( This is the nomusic version.

It worked fine in 0.3.0, though. I might play 0.3.0 in the meantime.

OpenAL is the audio library used.  The no music version does still include sound.  Are you on Windows or Linux?

Edit:  I've uploaded an updated version of 0.3.1 that should check for OpenAL and disable audio entirely if it's not found.  Try downloading that and running it.
Title: Re: The Legend of Siegfried 0.3.1
Post by: akeley on January 10, 2015, 06:22:07 PM
This looks very promising. Please, do not take another year off :P

New version crashes during start up. Windows (8.1) helpfully informs me that a "problem" caused it.
Title: Re: The Legend of Siegfried 0.3.1
Post by: Zireael on January 10, 2015, 07:14:27 PM
Crashes for me on startup, too, error message same as before:

e3: OpenAL drivers could not be found.
Stacktrace:    w Microsoft.Xna.Framework.Audio.OALSoundBuffer..ctor()
   w Microsoft.Xna.Framework.Audio.SoundEffectInstance.InitializeSound()
   w Microsoft.Xna.Framework.Audio.SoundEffect.PlatformSetupInstance(SoundEffectInstance inst)
   w Microsoft.Xna.Framework.Audio.SoundEffect.CreateInstance()
   w CDF.Audio.PlayEffect(String soundID, String channelID, Int32 priority)
   w CDF.Audio.LoadConfig(String fileName)

e3: Nie można załadować biblioteki DLL 'openal32.dll': Nie można odnaleźć określonego modułu. (Wyjątek od HRESULT: 0x8007007E)
Stacktrace:    w OpenTK.Audio.OpenAL.AL.GetError()
   w Microsoft.Xna.Framework.Audio.OALSoundBuffer..ctor()
Title: Re: The Legend of Siegfried 0.3.1
Post by: Xan on January 10, 2015, 09:07:53 PM
Huh.  I'll look into this.  I don't know how it could be crashing there.  I didn't see a direct way to check for the drivers, so at load time I have the game attempt to play a silent sample, and catch the exception which is thrown in the case of OpenAL not being installed.  But the exception is clearly not being caught if the game is crashing.

Of course an easy fix would be to install OpenAL, but I don't want you to have to do that if you don't care about not having sounds or music.
Title: Re: The Legend of Siegfried 0.3.2
Post by: Xan on January 24, 2015, 01:21:32 AM
Version 0.3.2 is out.  This should fix the crash on startup for those without OpenAL, so I really want to know if those had that issue before still have it.

Changelog:

Added content
Add UI tabs
Add confirmation for spending talent points
Add quit option to main menu screen
Add options to main menu screen
Add intelligence requirement to literacy
Increase overall darkness in underground areas and at night
Rework item modifier price influencing
Rework containers interface
Rework NPC outfitting and item drops
Rework ammunition
Current gold is displayed when purchasing from shops
Redo building generator
Fix being able to use items on the overworld
Fix bug with mouse action context sometimes being lost
Fix modifiers for some items
Fix bug with floating text X position being slightly off
Fix bug in Monogame with recycling sound sources (multithreading issue)
Fix innate zombie armor name
Title: Re: The Legend of Siegfried 0.3.2
Post by: getter77 on January 24, 2015, 02:44:30 AM
Great stuff---like a little delicious pizza in changelog form.   8)
Title: Re: The Legend of Siegfried 0.3.2
Post by: Zireael on January 24, 2015, 09:43:05 AM
Sorry, still crashes.
As I recall, OpenAL dlls are not too big (I have a game on my HDD which utilizes OpenAL and works), so might want to include them.

Kernel.log:

Parsing graphics configuration
Finished in 2,4896 ms

e3: OpenAL drivers could not be found.
Stacktrace:    w Microsoft.Xna.Framework.Audio.OALSoundBuffer..ctor()
   w Microsoft.Xna.Framework.Audio.SoundEffectInstance.InitializeSound()
   w Microsoft.Xna.Framework.Audio.SoundEffect.PlatformSetupInstance(SoundEffectInstance inst)
   w Microsoft.Xna.Framework.Audio.SoundEffect.CreateInstance()
   w CDF.Audio.PlayEffect(String soundID, String channelID, Int32 priority)
   w CDF.Audio.LoadConfig(String fileName)

e3: Nie można załadować biblioteki DLL 'openal32.dll': Nie można odnaleźć określonego modułu. (Wyjątek od HRESULT: 0x8007007E)
Stacktrace:    w OpenTK.Audio.OpenAL.AL.GetError()
   w Microsoft.Xna.Framework.Audio.OALSoundBuffer..ctor()
Title: Re: The Legend of Siegfried 0.3.2
Post by: Xan on January 25, 2015, 02:39:20 PM
Hmm, someone else who had a similar crash due to the game not finding OpenAL says it works now, so this might be a different problem.  Could you try a couple things?

1) download http://exong.net/RL/CDF.zip and replace CDF.dll with the new one.  I suspect that OpenAL might not actually be the problem, though, since kernel.log does contain the error info, which means that the exception is not unhandled.

2) run Event Viewer (should show up if you type “Event Viewer” into the start menu search bar), and navigate to ‘Windows Logs’ -> ‘Application’. Look for an error with the ‘Source’ being “.NET runtime” around the time you ran it. In the details tab, there should be some EventData listed; just copy and paste that here.
Title: Re: The Legend of Siegfried 0.3.2
Post by: Zireael on January 28, 2015, 02:28:34 PM
I tried replacing the dll. No dice. I moved the app to another folder to avoid diacritics in path. No dice.

EventData:
Quote
Aplikacja: IInfinity.exe Wersja architektury: v4.0.30319 Opis: proces został przerwany z powodu nieobsłużonego wyjątku. Informacje o wyjątku: System.DllNotFoundException Stos: w OpenTK.Audio.OpenAL.AL.IsBuffer(UInt32) w Microsoft.Xna.Framework.Audio.OALSoundBuffer.Dispose(Boolean) w Microsoft.Xna.Framework.Audio.OALSoundBuffer.Finalize()
Title: Re: The Legend of Siegfried 0.3.2
Post by: Xan on January 28, 2015, 11:03:07 PM
Oh.  It looks like the problem is Monogame throwing the exception within a finalizer.  I'll put up an updated build of Monogame when I get the chance.
Title: Re: The Legend of Siegfried 0.3.3
Post by: Xan on February 07, 2015, 12:13:05 AM
Version 0.3.3 is up.

Changelog:

Added visual actor system
Add category folding to inventory page
Remove skills (corresponding feats have been added)
Ranged weapons can now be used while using a shield, but attacking with melee or ranged will prevent you from attacking with the other for a short time
Rework weapon combat stats and critical hits
Change zombie graphics, so that the type is recognizable
Add time correlation and setting
Settings page improved
Improve overworld generation
Fix minion kill events not registering on their boss
Fix shop generation region selection
Fix looking/targeting not recentering screen when done
Fix bug with mouse over
Fix minor content bug
Fix bug with plague duration
Fixed a bug with clicking off the edge of the map
Fix an AI exploit
Included fix for NVorbis
Included fix for Monogame
Title: Re: The Legend of Siegfried 0.3.3
Post by: getter77 on February 07, 2015, 02:55:51 AM
Nice, more and more elements seem to be falling into place alongside enhancements across the board in various ways.   8)
Title: Re: The Legend of Siegfried 0.3.3
Post by: Zireael on February 10, 2015, 03:28:23 PM
VERY pleased to report that the NVorbis/Monogame fixes stopped the crashes. I can enjoy the game at last!
Title: Re: The Legend of Siegfried 0.3.3
Post by: akeley on February 19, 2015, 05:45:24 AM
You can get away with thieving when using "goto" command from inside a shop to the wilderness - upon returning to the city nobody cares. Then you can also continue thieving anywhere with impunity without using "goto" (the goto itself seems to be broken after this - doesn`t always register or only goes partially towards the destination)
Title: Re: The Legend of Siegfried 0.3.3
Post by: Xan on February 19, 2015, 10:05:03 PM
Well, that's an interesting bug.  It looks like stealing didn't update the AI state for the area if you're not in that area at the time, which is what happens in this case.  So in fact the town was hostile, but the AI still thought it was an area where it doesn't need to care about the possibility of enemies.  So goto would stop because you would spot an enemy, even though they wouldn't deliberately attack you.

Thanks for the report!  Fixed for next release. (Disallowed use of 'goto' when carrying unpaid items.)

Edit:  I'll have to do something about shops/stealing at some point anyway, since one game I found enough good items and artifacts (some of which would have cost >300k gold) that I just equipped them all and was able to defeat the whole town.
Title: Re: Numenfall 0.3.4
Post by: Xan on March 28, 2015, 02:49:51 PM
Version 0.3.4 is released, and the game title is also changing to Numenfall.

Changelog:

Add new experimental armor mechanic
Rework throwing net and caltrops to be feat granting equipment items
Add solar system
Shield feats are now active
Mouse input now works for direction prompt
Simplify lighting
Rework herbalism and alchemy
Improve talent points page
Improve cooldown display
Improve dungeon generation
Add value tracking for statistics
Add option for limiting FPS
Remove strictly inferior weapon types
Fix finding another path on mouseover if a path already exists
Fix goto command working while carrying unpaid items
Fix nasty bug in pageable text
Fix mistakes in some feat descriptions
Fix shields not allowing you to equip them at the same time as a ranged weapon
Title: Re: Numenfall 0.3.4 (previously The Legend of Siegfried)
Post by: getter77 on March 28, 2015, 08:15:11 PM
Nice looking update---what's the story behind the new name?   8)  Not a common sort of one with up until recently only a game called Numen Heroes (IIRC) and the whole Numenera/Torment thing upcoming, heh.
Title: Re: Numenfall 0.3.4 (previously The Legend of Siegfried)
Post by: Samildanach on March 28, 2015, 11:15:45 PM
Nice looking update---what's the story behind the new name?   8) 

I second that question. I feel odd to suddenly have to switch to thinking of it by a different name.
Title: Re: Numenfall 0.3.4 (previously The Legend of Siegfried)
Post by: Xan on March 30, 2015, 07:56:00 PM
I didn't know about the other cases; interesting!

Here's the reasons I chose the new name:

1. Literal meaning fits what the game is about (old one sort of did, but not really; the new one is much better, at least once you know what the Latin part means.)
2. Easy to say and spell (and quite likely, remember)
3. Relatively short
4. Not even close to generic

I'd say the most important reason for changing at all is simply that as I fleshed out the lore/thematic setting of the game, I found the previous name to be inadequate.
Title: Re: Numenfall 0.3.4 (previously The Legend of Siegfried)
Post by: getter77 on March 30, 2015, 10:33:06 PM
Good deal---I reckon you will definitely get some spillover from folks looks into the Numenera cRPG and/or the P&P system tied to it in Google and whatnot, so that's a fine impetus to keep at the fine work anew on it going forward so they linger in surprise and get around to Monte Cook and the Torment team's efforts later.   :P