Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: jcd748 on September 01, 2015, 06:17:57 PM
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Homepage: http://www.shadowofthewyrm.org/
Hi,
I've released a new version of Shadow of the Wyrm - formerly Savage Lands - due to a naming collision with another fantasy game.
Windows binary is at:
https://www.dropbox.com/s/r8xmdnkdnrieenq/ShadowOfTheWyrm-Win-0.4.0.zip?dl=0
There are no functional differences from 0.3.9. The build process has been updated to include a couple of DLLs I missed adding originally.
My aim is regular, monthly releases, so I expect to release 0.4.1 around the end of September.
Happy hacking!
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Fantastic and good luck on hitting the roughly monthly release target. 8)
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Thanks! Regular commits and I'll make it. Even a few features and fixes a month is better than nothing!
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Intriguing. With the new DLLs included, it seems to work fine with Linux/wine. And anyone in their right mind adores the work of LeGuin.
As always,
Minotauros
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First impressions. I played through a couple of characters, managed past the first island with two adventurers (both got themselves killed at the first opportunity upon arriving new land, but what the heck). First off, I got to say the game is pretty rich, with abundance of items and monsters, consistent theme and feel, etc. The interface is quite easy to pick up for someone who played ADOM or similar. Comments, nitpicks:
* Character creation: I personally like to assign a name after I've assigned gender, class, and race. Not a biggie, though, and probably a question of taste.
* A command to display character info in-game (without dumping it in a file) would be nice.
* On a related note, I didn't feel very connected to my skills, so a way to access/display them would be nice. I get the impression that some of them aren't fully implemented yet, but also noticed that while some characters were unable to use a spinning wheel because they had no fibres to use, others reportedly didn't know how to spin.
* I love to skin stuff and make cloaks of them! I'm guessing armoured bugs, for instance, yield better equipment than regular animals. Looking forward to discovering more crafting mechanics. But the fact that I was able to skin a skeleton is perhaps a bit over the top?
* Also, a command to display the keybindings would be nice. Ie. pressing "?" might bring up a list of commands, please?
* The "a"pply command left me confused a few times. If I'm not standing next to anything, the game tells me as much, but trying it when standing on a sarchophagus, for instance, prints nothing, as if there is a feature missing? Is there a way to open coffins, dig up graves, etc.? I had no idea how to use a shovel.
* The "w"alk command isn't very practical at the moment, IMHO. It would be better if it behaved more like typical roguelikes, ie. stopping when you pass over an object or reach a forking path.
* Kicking in doors doesn't seem to work, which is fine enough. I guess it's a simple question of balancing. On the other hand, it would be nice if evil characters had a way to rob the boathouse, for instance.
* The one thing I did manage to do with kicking, was to kick items through walls. You should probably take a look at that ;)
* Inventory behaves weird sometimes. Let's say I want to drop something, and the "d"rop command puts me in the inventory screen. Sometimes, pressing the letter corresponding to an item picks that item, other times it scrolls, seemingly at random. Items past the letter "y" are completely inaccessible, unless I choose to filter the item list. (This may be because I'm playing under Linux with wine)
* Regarding inventory, I wouldn't mind if weapon/missile damage were displayed next to the item in question. As it is now, I have to equip everything and press "W" and "R" to get at that info.
* The "f"ire command is also acting a bit wonky. Sometimes it autotargets the closest enemy, sometimes is jumps to an entirely different place in the map (the last place I shot at something), and sometimes the cursor starts out over my own avatar, seemingly at random.
* Creatures who bite: "The kestrel stabs you." That looks pretty weird. You might consider a synonym that fits all kinds of piercing/impaling attacks better. Also, hitting a mole with a blunt weapon should ideally yield the message: "You whack a mole." (Sorry about that :P)
* I noticed that archers and goblin pelters don't actually shoot anything. I'm supposing this will show up later.
* Not a big problem, actually, but I was a bit confused the first time I met a wrecker, since I thought he was a red flower at first.
All in all, not only promising, but already quite fun to play. And I have the feeling I've just been scratching the surface so far.
As always,
Minotauros
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I'll co-sign at least the preference to name at the end of character creation---always somehow more fitting for the gimmick builds haphazardly or meticulously wrought to give rise to the identity at last! ;D
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* Also, a command to display the keybindings would be nice. Ie. pressing "?" might bring up a list of commands, please?
* The "a"pply command left me confused a few times. If I'm not standing next to anything, the game tells me as much, but trying it when standing on a sarchophagus, for instance, prints nothing, as if there is a feature missing? Is there a way to open coffins, dig up graves, etc.? I had no idea how to use a shovel.
* Inventory behaves weird sometimes. Let's say I want to drop something, and the "d"rop command puts me in the inventory screen. Sometimes, pressing the letter corresponding to an item picks that item, other times it scrolls, seemingly at random. Items past the letter "y" are completely inaccessible, unless I choose to filter the item list.
Seconding those three observations. Aging Minotaur, I'm on Windows, so it's not Wine-related.
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All this feedback is absolutely fantastic. Thank you all so much for it, even though the game is in very early days.
- Wreckers will now use 'h' (human) to avoid looking like flowers.
- Pierce damage is now "X tears at Y". If you have any suggestions, I'd love to hear them. Pierces always struck me as a bit awkward, but you know, familiarity and all that.
The rest I'm adding to a new file, "suggestions", verbatim, initially to look at for the next monthly release (for the more pressing ones) and for subsequent releases (for the great suggestions that don't need to go in immediately). Some general comments:
- I can move naming afterwards. It was just an early design decision and it seems other people would like it too.
- Skills are certainly underdeveloped. They have a minor impact on game play (mostly in the magic/combat related skills), but as you say, you can't see them, short of dumping them. This is something I plan to develop more in future releases - view skills, improve them on levelling up, etc. They're part of why I was so hesitant to release - there's a lot of random stuff that I put in to please myself (you can watch the seasons change, or drink yourself to death - I track BAC!) but the game itself is really raw.
- Skinning is currently pretty basic. Armoured bugs are no better than skeletons or kestrels. Something to look at in future! I also like skinning stuff. My test case involved rampaging through Isen Dun, skinning the peasants. Skinning as a mechanic I kinda stole from a MUD I've played on since the late 90s. Definitely could be finer grained.
- Help command would definitely be helpful, esp. now that people are playing the game. My goal would be to somehow automagically process the .tex file that creates the command reference, and use that somehow...
- Will look into the 'a'pply cases you mentioned. If you want to dig up graves, wield a shovel, and descend (">" by default). Just remember that a lot of deities don't like disturbing the dead.
- Walk command is super basic, needs fleshing out for sure, agreed. Mostly I created it to avoid pulling my hair out in debug mode, which is a little slow.
- Kicking in doors is something I'd like to add soon-ish. My goal was to make doors harder to kick in based on material - e.g., wooden doors are fairly easy, iron doors require massive strength.
- Will look into the items-through-walls bug for 0.4.1.
- Will look into the inventory issues. I'm expecting it's probably to do with the inventory code, and not to do with Linux/WINE.
- Will look into including weapon damage by the weapon on the inventory screen to make it more useful.
- There are some issues with targetting. I'll look at your case for the next release.
- Creatures currently only melee attack, so archers/pelters/etc are differentiated only by their stats, not their behaviour. Casting/ranged combat is on my near-term to-do list.
Thanks again for your input - it's incredibly helpful. There's also an issue a redditor found with carrying capacity for huge creatures (giants and ogres) - that'll be fixed next release, as well.
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I'm probably more of a roguetempler than a redditor ;)
I agree with a bunch of those interface issues. Not insurmountable stuff for people who grew up with nethack and adom but definitely a barrier for entry and most can be easily fixed. I spent a while looking for a command to check my skills and playing around with the inventory. Having said that, your inventory system is a million times better than that in incursion or omega.
From a few of the rough edges I expected a bit of a limited game world but it seems pretty deep and interesting so far. The theme is really good and consistent. And the 'q'uest log is great - it'd be a bit of a nightmare without it.
On that point, the quest to kill Siriath - I spoke to the quest giver, went and killed him and then came back and it wasn't acknowledged as being completed. The quest is still displayed in the quest log so I thought maybe it was some kind of trick and Siriath wasn't really dead. But then I checked the mortuary section of the character dump and there he is.
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Nope, the Siriath quest is a bug. Sorry. I'm causing you a lot of grief, pat! I'll get that fixed for the 0.4.1 as well.
The main thing is just to get off the island, so in the event that you don't find a coracle, the quest in Isen Dun should help.
It's interesting to hear about the classes people are trying. I typically used warriors for playtesting (high soak), and either pugilists or witchlings (level-scaled damage/spells) when I was trying to playtest seriously.
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haha don't stress, I've just been goofing around in the game rather than seriously playing it so not a worry at all. I've basically just been playing melee fighters because I wanted to check out the basics of the game and to see what it was like. I haven't delved into it further than that with the more complicated classes or races. I'll next probably have a go at experimenting with whatever magic using classes there are.
I haven't found it too hard to check out the entire world map and at least all the surface locations and most quests with a warrior.
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Honestly, I'm just happy that people are playing it and reporting bugs! It's honestly a little strange after working on the game part-time for so long.
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The game looks really interesting, and I'm excited to see how it develops.
Am I correct in thinking that beserker's rings give +10 to damage? I found a couple of them in Siriath's dungeon with my thief, resulting in a 2-hit kill on Siriath. Do they have some sort of downside that I can't see?
Not really a bug, but... is there a more efficient way to travel over water? Having to carry a boat in my inventory seems to be a unnecessarily burden on the character. I'm afraid to ever drop it, for fear of losing it - especially in the dungeon on the island to the northeast.
As for bugs...
-In dungeon generation, I noticed that sometimes doors generate next to each other in odd formations. Groups of 4, and such.
-Holding a poisoned dagger in hand, picking up another poisoned dagger will stack them in my hand. I don't know if that's affecting my damage, but I'm assuming that's not intended. I was playing as a goblin thief, if that means anything.
- There was a fisherman in a town that I visited in the northwest, with no water on the town map. "Good fishing, today." Seems out of place.
- I've also had inventory issues - there aren't enough keys to be designated to items, I can't select some items in the drop screen, and some items (ivory pieces, to be exact) can't be picked up after they are dropped ("You cannot carry that many items.").
-Additionally, I can't leave the dungeon under the old castle northwest of the first town. To be specific, it's the northern dungeon behind the castle - I cannot ascend the < to get out. ("There is no exit in that direction.")
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I experience a weird bug. It seems that whenever I create an ogre or giant character, they start out with some kind of carrying deficiency. Even if I drop all my inventory, I'm unable to pick anything up, getting the message: «You cannot carry that many items.» Other races seem to play fine.
Regarding the need to lug a boat around, I agree with Faladrit. Maybe there could be harbors allowing to park your boat, perhaps against a fee. At a later stage, there could even be ferries going between some of the islands ;)
As always,
Minotauros
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I experience a weird bug. It seems that whenever I create an ogre or giant character, they start out with some kind of carrying deficiency. Even if I drop all my inventory, I'm unable to pick anything up, getting the message: «You cannot carry that many items.» Other races seem to play fine.
Regarding the need to lug a boat around, I agree with Faladrit. Maybe there could be harbors allowing to park your boat, perhaps against a fee. At a later stage, there could even be ferries going between some of the islands ;)
As always,
Minotauros
This is a bug with Huge creatures (Ogres and Giants are Huge) in the current version. It'll be fixed in the next version (there's a missing map value in the engine). If you want, you can fix the issue locally by editing data/ShadowOfTheWyrm.xml and changing the race details for ogre and giant to set their Size to 3 (large) instead of 4 (huge).
There's a lot of things I'd like to look at, transport-wise, for future versions. Hiring a boat to take you to distant ports for a fee, running into pirates on the high seas, the potential of ancient portals that have a random exit point on the world map, etc. Thanks for the suggestions!
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The game looks really interesting, and I'm excited to see how it develops.
Am I correct in thinking that beserker's rings give +10 to damage? I found a couple of them in Siriath's dungeon with my thief, resulting in a 2-hit kill on Siriath. Do they have some sort of downside that I can't see?
Not really a bug, but... is there a more efficient way to travel over water? Having to carry a boat in my inventory seems to be a unnecessarily burden on the character. I'm afraid to ever drop it, for fear of losing it - especially in the dungeon on the island to the northeast.
As for bugs...
-In dungeon generation, I noticed that sometimes doors generate next to each other in odd formations. Groups of 4, and such.
-Holding a poisoned dagger in hand, picking up another poisoned dagger will stack them in my hand. I don't know if that's affecting my damage, but I'm assuming that's not intended. I was playing as a goblin thief, if that means anything.
- There was a fisherman in a town that I visited in the northwest, with no water on the town map. "Good fishing, today." Seems out of place.
- I've also had inventory issues - there aren't enough keys to be designated to items, I can't select some items in the drop screen, and some items (ivory pieces, to be exact) can't be picked up after they are dropped ("You cannot carry that many items.").
-Additionally, I can't leave the dungeon under the old castle northwest of the first town. To be specific, it's the northern dungeon behind the castle - I cannot ascend the < to get out. ("There is no exit in that direction.")
Thanks so much for playtesting the game! It means a lot to me to get such great feedback so early on.
- Berserker rings are a straight up +10 to damage. They're meant to help handle the scaling in creature HPs. They're powerful, but they take a ring slot, and there are other good rings available as well, and hopefully many more in future (there are artifact rings, also).
- Door generation is a bit of an issue right now, more of an artifact of how halls are dug. Something I want to look at in future, but not a huge deal right now.
- The pickup thing is a bug with huge creatures such as Ogres and Giants (see my post above for how to fix it in your local copy).
- Fishermen's chat text is static.
- The up-exit in the first basement of Wintersea Keep is a bug, and will be fixed in the next version.
- The stacking-items-that-aren't-ammo is a bug that will be fixed in the next version.
As for the inventory issues people have mentioned, are you able to page the inventory? This is something that probably needs to be explained better, but the keys to use to page are in the message at the bottom of the inventory screen. It should allow going back and forth between pages to allow you to select any inventory item. Is this buggy as well?
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I've splatted my first character, and it only took me all of two minutes :), so not much commentary on the gameplay yet. I did notice that one reference to "Savage Lands" escaped renaming in the Races section of the Guide, though.
Edit: After a few more runs, I have some more things to report!
- My Dwarf Pugilist with brass knuckles had an attack speed of 0. Indeed, it seemed that I could repeatedly punch my enemies in the face in an infinitely small amount of time, making me effectively invincible! Alas, I was eventually defeated by the unescapable dungeon mentioned earlier.
- In (L)ook mode, 9/u does not move the cursor northeast.
- I also noticed the odd behaviour with dropping items.
I loved the detailed Bestiary descriptions for each monster, and the town history book in Isen Dun. Perhaps items will eventually get a details screen with more interesting text I can read? ;D ;D ;D
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As for the inventory issues people have mentioned, are you able to page the inventory? This is something that probably needs to be explained better, but the keys to use to page are in the message at the bottom of the inventory screen. It should allow going back and forth between pages to allow you to select any inventory item. Is this buggy as well?
I'm able to page through the inventory just fine, using [,] and [.]. However, attempting to select some items in the drop menu will turn the page instead of dropping the item. I can drop them (usually) if I filter which item type is to be displayed, though.
- The pickup thing is a bug with huge creatures such as Ogres and Giants (see my post above for how to fix it in your local copy).
Oh, I probably should have mentioned that the pickup issues I experienced were on a goblin. I was incapable of picking up large stacks of items - after dropping a stack of ~100 ivory pieces, I couldn't pick them up again. I could pick up other items in smaller stacks, however.
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I've splatted my first character, and it only took me all of two minutes :), so not much commentary on the gameplay yet. I did notice that one reference to "Savage Lands" escaped renaming in the Races section of the Guide, though.
Edit: After a few more runs, I have some more things to report!
- My Dwarf Pugilist with brass knuckles had an attack speed of 0. Indeed, it seemed that I could repeatedly punch my enemies in the face in an infinitely small amount of time, making me effectively invincible! Alas, I was eventually defeated by the unescapable dungeon mentioned earlier.
- In (L)ook mode, 9/u does not move the cursor northeast.
- I also noticed the odd behaviour with dropping items.
I loved the detailed Bestiary descriptions for each monster, and the town history book in Isen Dun. Perhaps items will eventually get a details screen with more interesting text I can read? ;D ;D ;D
Oops! As awesome as that makes pugilists (and I wanted a bare-handed death-dealing class!), I think that makes them a little too awesome. I'll fix the issues listed above and see if I can figure out what the bug is with the inventory code.
The town history book really has two purposes: to provide flavour, but also to provide hints about where to potentially go. I've thought about adding item descriptions in the past. It seems I'm not the only one who reads extended descriptions. I'll add it to the backlog!
Also, the dungeon *is* escapable, the up-exit is just on one of the floor tiles adjacent to the staircase (I mis-specified it in the level's definition). Not that that helps you now!
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As for the inventory issues people have mentioned, are you able to page the inventory? This is something that probably needs to be explained better, but the keys to use to page are in the message at the bottom of the inventory screen. It should allow going back and forth between pages to allow you to select any inventory item. Is this buggy as well?
I'm able to page through the inventory just fine, using [,] and [.]. However, attempting to select some items in the drop menu will turn the page instead of dropping the item. I can drop them (usually) if I filter which item type is to be displayed, though.
- The pickup thing is a bug with huge creatures such as Ogres and Giants (see my post above for how to fix it in your local copy).
Oh, I probably should have mentioned that the pickup issues I experienced were on a goblin. I was incapable of picking up large stacks of items - after dropping a stack of ~100 ivory pieces, I couldn't pick them up again. I could pick up other items in smaller stacks, however.
Oh, perfect, both of these descriptions will really help me reproduce the issues. Thanks again!
Edit: currency was being excluded when counting a creature's total items (the intention is you can carry as much money as you can lift), but was not being excluded in the "can the creature pick this item up?" check. This is now fixed, as are all of barrabus' reported bugs. I'll look into the inventory bug next. I'd like to try to do an interim release this weekend with all the fixes so far, as all the issues you guys have reported will really help tighten things up!
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One more issue to report:
I loaded up my lightning-quick pugilist again and found the exit to the dungeon I was stuck in. I explored around a bit more and went into what I assume was a random-generated dungeon on the world map. The dungeon was a big open rectangle with rats, moles, and slimes, and on each tile on the edges of the room there was a pile of bones. On the stairs down there was a (stone?) key, and in the center of the area there was another room all by itself with a locked door. I picked up the key, and when I tried to enter the inner room, crash to desktop.
#####################
#.........<.........#
#...................#
#....###########....#
#....# #....#
#....# +....#
#....# #....#
#....###########....#
#...................#
#...................#
##################### (not to scale)
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One more issue to report:
I loaded up my lightning-quick pugilist again and found the exit to the dungeon I was stuck in. I explored around a bit more and went into what I assume was a random-generated dungeon on the world map. The dungeon was a big open rectangle with rats, moles, and slimes, and on each tile on the edges of the room there was a pile of bones. On the stairs down there was a (stone?) key, and in the center of the area there was another room all by itself with a locked door. I picked up the key, and when I tried to enter the inner room, crash to desktop.
#####################
#.........<.........#
#...................#
#....###########....#
#....# #....#
#....# +....#
#....# #....#
#....###########....#
#...................#
#...................#
##################### (not to scale)
Hmm. Was it a red stair? That's a crypt. Thanks for the ascii drawing! Sweet skills.
Do you know if a savefile was generated during the crash? I've got some code in place so that the game tries to panic-save when it has enough time. If there was a savefile, can you send it to me?
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Yeah, now that you mention it, I think it was a red stair from the world map. There was nothing available when I went to Load Game afterwards, so I don't think it managed to write out the save? Looks like savegames are .sws files in the root directory, right? I didn't see one of those either.
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Yeah, now that you mention it, I think it was a red stair from the world map. There was nothing available when I went to Load Game afterwards, so I don't think it managed to write out the save? Looks like savegames are .sws files in the root directory, right? I didn't see one of those either.
Aw, poop. I'll see if I can figure out what's causing it.
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New version - 0.4.1
Windows build: https://www.dropbox.com/s/8dmb2rzaxto7rnz/ShadowOfTheWyrm-Win-0.4.1.zip?dl=0
Not much in the way of new features this version, but there's plenty of bugfixes.
Shadow of the Wyrm v0.4.1 "Torroba"
- Version declared September 1, 2015. Version finalized September 12,
2015.
- Pierce damage is now "X tears at Y" (AgingMinotaur).
- Added a file of suggestions to look at for each release.
- Adjusted a few more creatures to not have 'w' for a symbol: woodsman,
high wizard, dire wolf, witch king.
- In character creation, name has been moved to the end of the process
at the request of quite a few people.
- Stopped automovement when stepping on an item. Prevented the
item-related message from getting cleared from the message buffer by
the command processing code.
- Automovement also halts when the number of available directions is
reduced from the number available from the previous step.
- Tanning will now have a chance to also add a portion of the corpse
creature's original soak value to the piece of armour. (AgingMinotaur)
- Ivory pieces are now "free" in terms of their total number - they do
not count at all against the total number of items a creature can
carry (Faladrit).
- Enchanting skins can now add potential soak, that get converted to
actual-soak when turning the skin into a piece of armour.
- Bug fixes:
- CarryingCapacityCalculator was missing an entry for huge creatures,
causing bugs related to maximum number of items (pat--).
- Wreckers looked like flowers. Changed their symbol to 'h'
(AgingMinotaur).
- Typo in a Lua function name meant Siriath's quest couldn't be
completed (pat--).
- Items can no longer be kicked into/through walls (AgingMinotaur).
- Up exit from Wintersea Keep B1 was declared on the wrong tile
(Faladrit).
- Equipment merging was occurring for all slots, not just ammunition
(Faladrit).
- Documentation PDFs had a stray reference to "Savage Lands" (barrabus).
- Brass knuckles and spiked gloves had 0 speed. This was being treated
by the engine as a free attack. Changed the speed to 1 for each,
and updated the engine to ensure that a valid attack is considered
at least 1 in terms of speed (barrabus).
- North-east tile selection wasn't being remapped properly (barrabus).
- There was a bug in the screen paging so that if the number of lines
was greater than the allowable number for a screen, the screen would
not page correctly. This caused the inventory screen to "jump around"
(AgingMinotaur & others).
- The option letters weren't being reset properly, so it was not
possible to view all of a creature's items without filtering
(AgingMinotaur & others).
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Hooray, new version!
Some more things I found from 0.4.0:
The crash bug might not be anything specific to crypts - I ran into it again just walking down a hallway at -500' in the dungeon on the starting island (unless this is a different crash-to-desktop bug... :) ). No savefile this time either, unfortunately.
I noticed that when tanning I could use a skin to make a hat, then tan the hat to make an armour, then make something else out of the armour, etc. Not sure if that's intended or not.
I also saw I could resize the game window, but the screen isn't fully repainted after I do. So if I was standing on an island like this:
#@#
###
###
and made the console one column wider, it'd look like this after (roughly):
#@#
###
###
And the statistics bar at the bottom would be gone, etc, but mostly reappear after you gained some xp or something else that updates it. It seems to work itself out eventually if you move around a bit, or even better go from the overworld map to a dungeon or something. This may just be a case of "don't resize the console window then, you dummy". :)
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Hooray, new version!
Some more things I found from 0.4.0:
The crash bug might not be anything specific to crypts - I ran into it again just walking down a hallway at -500' in the dungeon on the starting island (unless this is a different crash-to-desktop bug... :) ). No savefile this time either, unfortunately.
I noticed that when tanning I could use a skin to make a hat, then tan the hat to make an armour, then make something else out of the armour, etc. Not sure if that's intended or not.
I also saw I could resize the game window, but the screen isn't fully repainted after I do. So if I was standing on an island like this:
#@#
###
###
and made the console one column wider, it'd look like this after (roughly):
#@#
###
###
And the statistics bar at the bottom would be gone, etc, but mostly reappear after you gained some xp or something else that updates it. It seems to work itself out eventually if you move around a bit, or even better go from the overworld map to a dungeon or something. This may just be a case of "don't resize the console window then, you dummy". :)
Okay, good - it looks like the crash bug is (probably) something related to NPC decisions, which should make it easier to track down.
The skinning thing is definitely a bug - there's a property on items that says whether or not a generic item is a "skin", and it looks like that isn't being removed as part of the armour creation process.
As for resizing, I never really put any proper support in there for that. I'll work at adding some code to fix sizes when resizing. Eventually I'd like to have proper support for resizing console windows, etc, but that's not there right now.
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New version - 0.4.1
Sweet :)
As always,
Minotauros
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Good stuff, onward! 8)
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At the risk of seeming obvious, I'm going to ask how to regain #-Spell-Points, (as opposed to AP: Arcane Points, or Mana). Currently, they only appear to refill, on level-gain.
1. Through resting? If so, what is the command to rest, (for longer than a moment)?
2. Eating?
3. Potions?
4. Through quest-rewards?
5. Through items eventually gained on the mainland?
6. Through praying?
7. Through praying at a shrine?
8. Is this feature not yet implemented?
9. Through a special Spellbook? The character began with a Spellbook of Healing, but 3 attempts to read the spell, produced the following result:
a. Fizzle;
b. Learnt;
c. an attempt to Relearn, (namely, to gain a second #-Spell-Point for Heal), resulted in the book's exploding.
Sorry to ask, if this is a spoiler, but I don't want to advance the wrong skills for the caster, through failing to use spells to level up.
Other than this, it seems a fairly brilliant game, if a bit cumbersome in interface, for the moment. Fewer capitals for command-shortcuts, could help a bit.
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I tried the new version and it worked at first, then I started fiddling about with font sizes, it got bit messy, I quit, tried to restart...but now it won`t work - log shows "Could not create display!" message. Bizarrely, it does that even after reinstall...
Regarding the UI, future-wise I would hope for something menu-driven, a la Brogue or Caves Of Qud - and/or redefinable keys - but that`s my wishful thinking regarding all RLs. For now, just a quick request - if possible, please allow Escape to quit all sorts of menus - I`m sure one can get used to "Z" eventually but I`m a hopeless Esc addict.
And another thing - please separate the Equipment and Inventory screens whenever you find time in your dev schedule...
Also, a pet peeve - any way to switch off that blinking cursor under @? makes my OCD flare up :)
Hope you understand that abandoning this project now - when it`s actually a tasty, working game already - would be criminal and anger the RNG gods to no end...so, umm, don`t! :P
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At the risk of seeming obvious, I'm going to ask how to regain #-Spell-Points, (as opposed to AP: Arcane Points, or Mana). Currently, they only appear to refill, on level-gain.
1. Through resting? If so, what is the command to rest, (for longer than a moment)?
2. Eating?
3. Potions?
4. Through quest-rewards?
5. Through items eventually gained on the mainland?
6. Through praying?
7. Through praying at a shrine?
8. Is this feature not yet implemented?
9. Through a special Spellbook? The character began with a Spellbook of Healing, but 3 attempts to read the spell, produced the following result:
a. Fizzle;
b. Learnt;
c. an attempt to Relearn, (namely, to gain a second #-Spell-Point for Heal), resulted in the book's exploding.
Sorry to ask, if this is a spoiler, but I don't want to advance the wrong skills for the caster, through failing to use spells to level up.
Other than this, it seems a fairly brilliant game, if a bit cumbersome in interface, for the moment. Fewer capitals for command-shortcuts, could help a bit.
There isn't a "rest for a while" command, yet. It's all "search" and wait for HP to regen. This isn't ideal, and it's something I plan to fix eventually. I'll add this to my suggestions file. :)
Learning spells is done either through:
a) books, for most classes (Oracles, Pilgrims, Wizards, and those that learn Cantrips)
or
b) levelling, for Witchlings
Learning through books requires a combination of literacy and skill in the magical sphere of the spell. Skills are underdeveloped at this point, and I'd like to make it clearer in future versions that you actually have skills and they actually affect things. These are early days!
Which shortcuts are you finding cumbersome?
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I tried the new version and it worked at first, then I started fiddling about with font sizes, it got bit messy, I quit, tried to restart...but now it won`t work - log shows "Could not create display!" message. Bizarrely, it does that even after reinstall...
Regarding the UI, future-wise I would hope for something menu-driven, a la Brogue or Caves Of Qud - and/or redefinable keys - but that`s my wishful thinking regarding all RLs. For now, just a quick request - if possible, please allow Escape to quit all sorts of menus - I`m sure one can get used to "Z" eventually but I`m a hopeless Esc addict.
And another thing - please separate the Equipment and Inventory screens whenever you find time in your dev schedule...
Also, a pet peeve - any way to switch off that blinking cursor under @? makes my OCD flare up :)
Hope you understand that abandoning this project now - when it`s actually a tasty, working game already - would be criminal and anger the RNG gods to no end...so, umm, don`t! :P
Hmm. I'm not sure what the issue is with your fonts. I've only ever used my Windows defaults. I think the "Could not create display" message comes into play when it can't create a display of at least 80x25. Can you try making your terminal larger?
Keys are redefinable. Nothing in-game a la Angband, but if you edit swyrm.ini, you'll see the keys and their bindings. Go wild! I'm not sold on menu-driven stuff, to be honest. The traditional roguelikes require memorizing a large number of commands, but the payoff is in the long run. Zapping a wand or reading a scroll provides you with a list filtered to your intention, once things are in muscle memory. I'll admit that's my personal preferences, though.
As for key bindings, I'll add the desire for "ESC" to my suggestions file. I went with "z" because it allows quitting without taking one's hands off the main row of the keyboard. I'll also add an entry to make the cursor under the player a configurable option.
Don't worry about me. I've got more tenacity than brains, so I'm not going to quit this project for a very long time. My goal at the beginning was to eventually create a major roguelike, so I've got decades to go. And once I get off my butt, probably once I make a website, I'll open up the source as well so people can download it and tinker and play with it. I'm not happy with all the roguelikes that have been released in the last few years with no intention of ever opening the source. I guess I'm one of those old Unix hacker types that expects source code.
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Speaking of opening the source... :)
I found a "jade ring" and was curious what it did, so went diving through the resource strings and xml files to check it out. Looks like it's a ring of poison, however when I put it on, it gave me acid resistance. Not sure if there's a bug in there somewhere...
I also found a typo: the message for gaining arcane resistance is "You feel increasingly resitant to magic."
Lastly, another thing for the suggestion list. It would be nice to know, either by (L)ooking or on the creature glyph itself, whether a creature is non-hostile. I often find myself chasing them around only to eventually get "Switch places? [y/n]".
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Learning spells is done either through:
a) books, for most classes (Oracles, Pilgrims, Wizards, and those that learn Cantrips)
or
b) levelling, for Witchlings
Learning through books requires a combination of literacy and skill in the magical sphere of the spell. Skills are underdeveloped at this point, and I'd like to make it clearer in future versions that you actually have skills and they actually affect things. These are early days!
The issue is not running out of spell-points, (these recharge quickly, fairly naturally, at least on char level 3), but the fact that the spells themselves seem to require (re)memorisation, a la AD&D. Normally to Memorise, one rests .. but resting doesn't recharge the #Spell itself. More specifically, I started with a faerie sage. The only Spell known is Shadow Flame (Primordial). In the menu to cast it, after it is called up with <z>, a <2> appears after the # sign, (on char level 1). After I cast the spell <2> times, I am told: 'you know no spells', on attempting to cast it a third time, regardless of whether there is sufficient Mana, (AP), to recast. The #-Spell-Points only recharges, permitting the same spell to be recast, on gaining a Level.
Also, I didn't start with a Book for this Spell, (it's Primordial, so this implies that there are no Books for it, I'd assume; and also, that one can't find such a book). I'm confused about why I can't recast the same spell, without having to gain a new Level first. This is bizarre.
Oh, I see .. Because it is a 'Witchling' spell, even though a Sage, the character cannot recast until level-gain. Won't that be a nuisance, though, after a sufficiently high level has been reached, for the Witchling class? In the meantime, I'll just collect spells and scrolls for other Spell-Schools, (Arcane, Divine, Mystical), and (re)memorise these. Anyway, thanks.
Or is the 'Witchling' somewhat like the Sorceror class in TES:Arena? (There were never enough magical monsters around from which to drain mana; it became, in effect, merely another Spellsword or Battlemage class).
Which shortcuts are you finding cumbersome?
You already answered below: Z instead of ESC. .. And to edit swyrm.ini .. :)
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Speaking of opening the source... :)
I found a "jade ring" and was curious what it did, so went diving through the resource strings and xml files to check it out. Looks like it's a ring of poison, however when I put it on, it gave me acid resistance. Not sure if there's a bug in there somewhere...
I also found a typo: the message for gaining arcane resistance is "You feel increasingly resitant to magic."
Lastly, another thing for the suggestion list. It would be nice to know, either by (L)ooking or on the creature glyph itself, whether a creature is non-hostile. I often find myself chasing them around only to eventually get "Switch places? [y/n]".
Acid and poison are one off in their internal enumeration, so it might be a typo on my part. However, I believe the unidentified ring descriptions are randomized when the game starts (ye olde standarde roguelike minigame), so you may actually have had a ring of acid resistance. I'll take a look, and fix the arcane resistance typo. EDIT: Not a bug. Randomized!
Adding non-hostility to a creature description's a good idea, too. Added to the list.
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Learning spells is done either through:
a) books, for most classes (Oracles, Pilgrims, Wizards, and those that learn Cantrips)
or
b) levelling, for Witchlings
Learning through books requires a combination of literacy and skill in the magical sphere of the spell. Skills are underdeveloped at this point, and I'd like to make it clearer in future versions that you actually have skills and they actually affect things. These are early days!
The issue is not running out of spell-points, (these recharge quickly, fairly naturally, at least on char level 3), but the fact that the spells themselves seem to require (re)memorisation, a la AD&D. Normally to Memorise, one rests .. but resting doesn't recharge the #Spell itself. More specifically, I started with a faerie sage. The only Spell known is Shadow Flame (Primordial). In the menu to cast it, after it is called up with <z>, a <2> appears after the # sign, (on char level 1). After I cast the spell <2> times, I am told: 'you know no spells', on attempting to cast it a third time, regardless of whether there is sufficient Mana, (AP), to recast. The #-Spell-Points only recharges, permitting the same spell to be recast, on gaining a Level.
Also, I didn't start with a Book for this Spell, (it's Primordial, so this implies that there are no Books for it, I'd assume; and also, that one can't find such a book). I'm confused about why I can't recast the same spell, without having to gain a new Level first. This is bizarre.
Oh, I see .. Because it is a 'Witchling' spell, even though a Sage, the character cannot recast until level-gain. Won't that be a nuisance, though, after a sufficiently high level has been reached, for the Witchling class? In the meantime, I'll just collect spells and scrolls for other Spell-Schools, (Arcane, Divine, Mystical), and (re)memorise these. Anyway, thanks.
Or is the 'Witchling' somewhat like the Sorceror class in TES:Arena? (There were never enough magical monsters around from which to drain mana; it became, in effect, merely another Spellsword or Battlemage class).
Which shortcuts are you finding cumbersome?
You already answered below: Z instead of ESC. .. And to edit swyrm.ini .. :)
Basically, yes - the Witchlings are akin to ADOM's Elementalists, where each level, they get a certain number of spell castings. Once those castings are used, they have to wait until they level to gain additional castings. They can still learn other spells (Cantrips), but Primordial magic is only learned via leveling. That's a conscious game mechanic.
When I play Witchlings (fairly frequently - they're one of my favourite classes), I start by gathering rocks for ammunition, look for a decent melee weapon, and use them as a combination caster/ranged type of build. I find I have to use similar types of strategies with ADOM's Elementalists - you can't just attack with spells, because then you'll be out until your next level.
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Hmm. I'm not sure what the issue is with your fonts. I've only ever used my Windows defaults. I think the "Could not create display" message comes into play when it can't create a display of at least 80x25. Can you try making your terminal larger?
I`m totally clueless about terminals and all that jazz. In this case I just can`t do anything because sotw.exe crashes instantly after flashing that error message. Is there a way to set fonts back to normal elsewhere (I tried the "shell" accessed by the CTRL+R/cmd but that has no effect) ? I`m puzzled because I never had such a problem before in other RLs despite almost always messing up my displays by experimenting - but also being able to revert changes later.
I'm not sold on menu-driven stuff, to be honest. The traditional roguelikes require memorizing a large number of commands, but the payoff is in the long run. Zapping a wand or reading a scroll provides you with a list filtered to your intention, once things are in muscle memory.
Ha, that could be interesting discussion for some other thread - I see what you mean but my take is that we`re not playing Starcraft here...so perhaps no real need for such precision. This approach also has two main problems for me - one is that I loathe having to move my hands over the keyboard.. it breaks the zen or something. Other thing is that even once you get totally used to keyboard in one RL it can all go out of the window when switching to another with different keybinds leading to heaps of frustration.
However, redefinable ini is good enough for me - I can group keybinds in WSAD/numpad areas and it`s all good. Plus, the old school way always raises a smile ;)
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Hmm. I'm not sure what the issue is with your fonts. I've only ever used my Windows defaults. I think the "Could not create display" message comes into play when it can't create a display of at least 80x25. Can you try making your terminal larger?
I`m totally clueless about terminals and all that jazz. In this case I just can`t do anything because sotw.exe crashes instantly after flashing that error message. Is there a way to set fonts back to normal elsewhere (I tried the "shell" accessed by the CTRL+R/cmd but that has no effect) ? I`m puzzled because I never had such a problem before in other RLs despite almost always messing up my displays by experimenting - but also being able to revert changes later.
You could try:
- Run cmd.exe
- Right click on the menu bar, select properties
- On my system, "8x12" "Raster Fonts" is selected
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I've found a bug. When I created a character i was on the worldmap and pressed > and the game just crashed I tried A LOT of times again and the same bug so I couldn't do more than walking on the world map so please fix this bug becouse I want to try this game.
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I've found a bug. When I created a character i was on the worldmap and pressed > and the game just crashed I tried A LOT of times again and the same bug so I couldn't do more than walking on the world map so please fix this bug becouse I want to try this game.
Hi Aleksanderus,
There has been a report of a crash bug from another user that I'm trying to track down, so I'm wondering if this is somehow related.
Can you provide me with as much detail as possible:
- What tile were you trying to enter? the town, the dungeon, someplace else?
- System specs: how much memory do you have free? are you running natively under Windows? Under Wine on Linux? Something else? If you're under Windows, are you running as a user with admin privileges, or no? What directory did you install to?
- If there's anything else you can think of, please include it!
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You could try:
- Run cmd.exe
- Right click on the menu bar, select properties
- On my system, "8x12" "Raster Fonts" is selected
Yep, tried all that and the game still crashes. Really weird...how does it "remember", even after reinstall...registry or something?
Meanwhile, 0.4.0 starts up fine.
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I've found a bug. When I created a character i was on the worldmap and pressed > and the game just crashed I tried A LOT of times again and the same bug so I couldn't do more than walking on the world map so please fix this bug becouse I want to try this game.
Hi Aleksanderus,
There has been a report of a crash bug from another user that I'm trying to track down, so I'm wondering if this is somehow related.
Can you provide me with as much detail as possible:
- What tile were you trying to enter? the town, the dungeon, someplace else?
- System specs: how much memory do you have free? are you running natively under Windows? Under Wine on Linux? Something else? If you're under Windows, are you running as a user with admin privileges, or no? What directory did you install to?
- If there's anything else you can think of, please include it!
Oh that was a quick response :D.
So I was trying every tile on the island and every attempt ended by crash
Memory of my C: drive? I've got more than 5 gb of memory. I'm using windows, I tried running under admin privileges and nothing worked,I installed it on my folder on desktop.
I checked log files and they were completely blank(http://i61.tinypic.com/23tp9qs.jpg)
Maybe It's becouse I live in poland and my region settings are polish, I don't know.
I can provide you with more specific information if you want but you will need to tell me which information you want to know.
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I just happened to have the site open while doing some development this morning! :)
Out of curiosity, can you change your regional settings to something like US English, CA English, UK English, something like that, and see if it helps? I do have language-specific resource files, but currently there's only one and the game is defined in swyrm.ini to use the English resource strings.
But I'm wondering if there's something specific about the regional settings that might be causing it. Worth trying, anyway! It's weird that you're unable to get past the world map while others are able to explore with no issues. Strange...
EDIT: I set my keyboard to Polish and used the on-screen keyboard to enter some map tiles. No problems doing that, unfortunately. :(
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I just happened to have the site open while doing some development this morning! :)
Out of curiosity, can you change your regional settings to something like US English, CA English, UK English, something like that, and see if it helps? I do have language-specific resource files, but currently there's only one and the game is defined in swyrm.ini to use the English resource strings.
But I'm wondering if there's something specific about the regional settings that might be causing it. Worth trying, anyway! It's weird that you're unable to get past the world map while others are able to explore with no issues. Strange...
Nothing, still crashing I changed every regional and keyboard language setting and nothing. In the new version you NEED to add a crashlog that would be VERY usefull
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I'll see what I can do. I can certainly try to add more logging and hope it gets hit when catching the exception.
In the meantime, can you install procdump (https://technet.microsoft.com/en-us/sysinternals/dd996900.aspx), start sotw.exe, and then run "procdump -mp -e sotw.exe" in another window? This should create a dump that if you send to me I can open in Visual Studio to try to see what's wrong. (if you put it on Dropbox or something similar, that'd be perfect)
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I'll see what I can do. I can certainly try to add more logging and hope it gets hit when catching the exception.
In the meantime, can you install procdump (https://technet.microsoft.com/en-us/sysinternals/dd996900.aspx), start sotw.exe, and then run "procdump -mp -e sotw.exe" in another window? This should create a dump that if you send to me I can open in Visual Studio to try to see what's wrong. (if you put it on Dropbox or something similar, that'd be perfect)
Unfoartunately I don't know how to use I did everything what you wrote in the cmd and it says: Dump count not reached
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So I first run the game:
(http://i.imgur.com/XLS9Tfb.png)
Then I run procdump (open a cmd prompt, then "c:\procdump\procdump.exe -mp -e sotw.exe", or wherever you installed procdump):
(http://i.imgur.com/CXiSHry.png)
The window stays open as long as sotw.exe is running.
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So I first run the game:
(http://i.imgur.com/XLS9Tfb.png)
Then I run procdump (open a cmd prompt, then "c:\procdump\procdump.exe -mp -e sotw.exe", or wherever you installed procdump):
(http://i.imgur.com/CXiSHry.png)
The window stays open as long as sotw.exe is running.
Oh ok I've got a dump log It's pretty big for a text file! And i need to wait becouse uploading from computer to dropbox is pretty long
Nevermind here's dropbox link: https://www.dropbox.com/s/t5o9zue1v0t7vuy/sotw.exe_150919_163148.dmp?dl=0
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I'm able to open it, but can't seem to load things properly.
Can you do me a favour? I've created a release build of the latest 0.4.2, with PDB:
https://www.dropbox.com/s/60w42akqmpvbvvv/ShadowOfTheWyrm-0.4.2-current-PDB.zip?dl=0
Can you repeat the process and send me the file again? Hopefully then we're both working off the exact same version and then Visual Studio will give me more details.
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I'm able to open it, but can't seem to load things properly.
Can you do me a favour? I've created a release build of the latest 0.4.2, with PDB:
https://www.dropbox.com/s/60w42akqmpvbvvv/ShadowOfTheWyrm-0.4.2-current-PDB.zip?dl=0
Can you repeat the process and send me the file again? Hopefully then we're both working off the exact same version and then Visual Studio will give me more details.
Still the same and here's the file and also I'm quite enjoying our cooperation ;D https://www.dropbox.com/s/x6z442aovwz0lqn/sotw.exe_150919_165057.dmp?dl=0
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Made a few small tweaks - here's a new version:
https://www.dropbox.com/s/60w42akqmpvbvvv/ShadowOfTheWyrm-0.4.2-current-PDB.zip?dl=0
This time can you run "procdump -ma -e sotw.exe"? The "-ma" option should include a larger memory dump, which should hopefully give me additional details...
Basically, all I'm getting right now from the dump is that you're accessing invalid memory. I'm trying to figure out why exactly that is, and where, so I can investigate and make a proper fix for the next version. Sorry this is turning into such a hassle, but your help is hugely appreciated!
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Made a few small tweaks - here's a new version:
https://www.dropbox.com/s/60w42akqmpvbvvv/ShadowOfTheWyrm-0.4.2-current-PDB.zip?dl=0
This time can you run "procdump -ma -e sotw.exe"? The "-ma" option should include a larger memory dump, which should hopefully give me additional details...
Basically, all I'm getting right now from the dump is that you're accessing invalid memory. I'm trying to figure out why exactly that is, and where, so I can investigate and make a proper fix for the next version. Sorry this is turning into such a hassle, but your help is hugely appreciated!
Ok here's dump file again this time I turned admin privilages both in dump program and game and maybe I see a problem with dump file(http://i58.tinypic.com/oizk1v.jpg)
and link to new dump file https://www.dropbox.com/s/vi91zk1p7r29vxc/sotw.exe_150919_173025.dmp?dl=0
And also this dump program created PDB file what this file does?
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PDB is the debug symbol database. It's something I included in the latest build.
I just went out for a bike ride and thought about your problem a bit. You're able to get into the game, and select a race, class, etc. So you're able to load the main game XML. But the issue seems to be map-related. So perhaps the maps aren't being loaded and the issue you're seeing with the memory violations is attempting to access a null MapPtr (shared pointer to a Map).
I noticed in your first two memory dumps that your SOTW directory had a space in the name. Mine have never had that. This is a shot in the dark, but can you try opening the latest build to e.g. "c:\sotw" and see if you're able to run the game and enter maps? I'm wondering if the map loading code is not able to handle directories with spaces in them.
Thanks for the latest dump - I've saved it and will take a look at it tomorrow morning to see if I can get closer to figuring this thing out. I really appreciate your patience. I know this must be frustrating!
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PDB is the debug symbol database. It's something I included in the latest build.
I just went out for a bike ride and thought about your problem a bit. You're able to get into the game, and select a race, class, etc. So you're able to load the main game XML. But the issue seems to be map-related. So perhaps the maps aren't being loaded and the issue you're seeing with the memory violations is attempting to access a null MapPtr (shared pointer to a Map).
I noticed in your first two memory dumps that your SOTW directory had a space in the name. Mine have never had that. This is a shot in the dark, but can you try opening the latest build to e.g. "c:\sotw" and see if you're able to run the game and enter maps? I'm wondering if the map loading code is not able to handle directories with spaces in them.
Thanks for the latest dump - I've saved it and will take a look at it tomorrow morning to see if I can get closer to figuring this thing out. I really appreciate your patience. I know this must be frustrating!
It isn't frustrating I just want to play this awesome game ;D
And also I will send you email with something what I hope will be next feature.
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I noticed in your first two memory dumps that your SOTW directory had a space in the name.
My directory also has a space in the name and I'm on a Polish locale. So it's not either of those.
Aleksanderus, do your Windows user name or the path SotW is in contain Polish diacritics?
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I noticed in your first two memory dumps that your SOTW directory had a space in the name.
My directory also has a space in the name and I'm on a Polish locale. So it's not either of those.
Aleksanderus, do your Windows user name or the path SotW is in contain Polish diacritics?
No I checked it and no polish letters like ę or ó and other letters which are from poland.
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I noticed in your first two memory dumps that your SOTW directory had a space in the name.
My directory also has a space in the name and I'm on a Polish locale. So it's not either of those.
Aleksanderus, do your Windows user name or the path SotW is in contain Polish diacritics?
No I checked it and no polish letters like ę or ó and other letters which are from poland.
Okay, I can open this in VS now and step through the stack. This is super helpful - hopefully it will let me figure out what the issue is. I don't have any more time today (have to do real-world adult stuff), but I will look at this first thing tomorrow morning.
And if you have feature requests, that's fantastic! You can post them here, or PM me here or on reddit (I'm jcd748 there as well) and I'll add them to my suggestions file.
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I noticed in your first two memory dumps that your SOTW directory had a space in the name.
My directory also has a space in the name and I'm on a Polish locale. So it's not either of those.
Aleksanderus, do your Windows user name or the path SotW is in contain Polish diacritics?
No I checked it and no polish letters like ę or ó and other letters which are from poland.
Okay, I can open this in VS now and step through the stack. This is super helpful - hopefully it will let me figure out what the issue is. I don't have any more time today (have to do real-world adult stuff), but I will look at this first thing tomorrow morning.
And if you have feature requests, that's fantastic! You can post them here, or PM me here or on reddit (I'm jcd748 there as well) and I'll add them to my suggestions file.
Very good that you are open to features becouse I have got A LOT of them ;D
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I think you have a large display - 94x25 according to the stack details. Can you try reducing your prompt to 80x25 and seeing if that works?
Let me know if that works for you. If it does, I'll get this fixed and included in the final v0.4.2. This looks like a bug in my map display code.
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I noticed in your first two memory dumps that your SOTW directory had a space in the name.
My directory also has a space in the name and I'm on a Polish locale. So it's not either of those.
Aleksanderus, do your Windows user name or the path SotW is in contain Polish diacritics?
No I checked it and no polish letters like ę or ó and other letters which are from poland.
Okay, I can open this in VS now and step through the stack. This is super helpful - hopefully it will let me figure out what the issue is. I don't have any more time today (have to do real-world adult stuff), but I will look at this first thing tomorrow morning.
And if you have feature requests, that's fantastic! You can post them here, or PM me here or on reddit (I'm jcd748 there as well) and I'll add them to my suggestions file.
Very good that you are open to features becouse I have got A LOT of them ;D
Every reasonable suggestion goes into my suggestion file. I may not get to it for a long time, but I'll always review the file periodically!
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I think you have a large display - 94x25 according to the stack details. Can you try reducing your prompt to 80x25 and seeing if that works?
Let me know if that works for you. If it does, I'll get this fixed and included in the final v0.4.2. This looks like a bug in my map display code.
IT WORKED HAHAHHAAH!!!
JUST LOOK AT IT (http://i58.tinypic.com/33mtpfm.jpg)
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Woohoo! Hopefully you don't run into many more nasty bugs right away. :P
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I heard that you want to make this game like "do whatever you want" game so you should try elona plus and learn from elona If you want to make game like that and also GIMME MOA of interactions and implement dialog screen where you can choose what you want to say, also you need to add alignment(Who doesn't want to be evil ;D),multiple endings but that much later, add skills which player will learn by doing stuff linked to that skill,Random events- I need that,implement crafting and building,later in game in specific dungeons player will find schemes of guns,rifles and all that good stuff,random artifacts this is important too,random quests, jobs (like quests but they could be done infinite times),and after defeating the main boss in the game you are teleported to another world (but this time deus ex like world) where there will be illuminati,aliens,future equipment,new stuff to discover,new skills,no gods (only factions),cybernetics and of course the MUCH BIGGER new world.
And also one of the most important things factions, you can join every faction from super evil through minor evil to ultimate good factions have they own equipment schemes,magic,and everything
You can create your own faction,you can create your own flag,manage armies,raid cities and other factions and then rule the world.
If you will be able to do this this roguelie will be better than every roguelike and you will have a lot of money from donations of course AND DON'T EVEN TRY TO GET THIS GAME ON STEAM AND MAKE IT NON-FREE!!!
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Don't worry - I won't be putting this on Steam, or making this non-free. I don't like the direction roguelikes have taken recently, guided by developers more familiar with the indie game/Steam tradition. I want this to be a roguelike in every sense, so it'll be free-as-in-cost, and once I finish putting a reasonable website together, I'll include a link to my BitBucket repository as well.
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Don't worry - I won't be putting this on Steam, or making this non-free. I don't like the direction roguelikes have taken recently, guided by developers more familiar with the indie game/Steam tradition. I want this to be a roguelike in every sense, so it'll be free-as-in-cost, and once I finish putting a reasonable website together, I'll include a link to my BitBucket repository as well.
Thanks! I'm very happy that this roguelike won't go on the dark side like ADOM and other roguelikes.
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I think for ADOM it always made sense - TB never opened the source, and was always talking about ways to commercialize ADOM. Remember the talk about iPhone app, back in the day? But, that's not a direction that I will go.
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i've got new suggestions(this time more readable):
1.limb system like in dwarf fortress limbs can be choped,crushed and you can have got many nasty and permament scars after a battle
2.combat- you can aim at limbs and choose with which weapon you will like to hit. And also combat needs to have brutal-scars^see above about scars,guts,gore and a lot of blood!
3.Internal organs- they can be ripped from inside, and without them player or enemy can't live for a longer amount of time
4.Unarmed fighting- many styles,wrestling, thanks to wrestling monster or player(If he is powerfull enough) can grab guts,hearts and lungs and "remove them from enemy"
5.mutations- Many genres of mutations, from demonic mutations to godly mutations, after getting a big amount of mutations of specific genre you permamently change your race or you can just have a big amount mutations of all genres and become the "ideal beign"
6. World of gods- you can go there if you will have got special equpment, You can kill gods or even become one of them
7.dark world- there is no good side only evil or less evil sides.
8.very big world- Gigantic world with many locations
9.Advanced wilderness- animals kill each other for food or just for fun
10.fame system- pepole may know you for your good or evil deeds
11.dynamic world- world can chang due to player or non-player important actions
That's all for now
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Managed to get some more playtime in (with the 0.4.2 PDB build), and found a few more things!
* You can switch places with a friendly spirit who is inside a wall, and end up inside the wall yourself. Fortunately you can just walk back out.
* Incorporeal creatures can also drop items inside a wall upon death.
* Hostile creatures triggering a trap adjacent to the player triggers the same message as if the player had triggered the trap ("The ceiling clicks above you...").
However, I'm happy to report that I didn't get hit by the crash bug I was having before. Spent a long time in the dungeon on the starter island (is it infinite?) since that's where I saw it before, but didn't hit it this time.
The other bit of feedback I've got is, Soak seems pretty overpowered right now. :) It's quite possibly because I spent most of this game so far just grinding in the first dungeon, but I'm level 14 with 39 Soak right now, and I don't think I've lost a hitpoint since level 6 or so, even to stuff that considers Dangerous. Other than some [30, 4] armour I found, my strategy has been mostly just ignore Evade and always get as much Soak as possible. Maybe once I venture past the starting island I'll think differently though (I've only done the one quest in Aeschburh in the larger world so far).
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When the site will be finished? I want to see how it will look.
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When the site will be finished? I want to see how it will look.
Real Soon Now. I'm basically waiting until I've finished the next version (again, Real Soon, probably sometime this week as I'm trying to stick to a monthly release plan) to upload everything, make my BitBucket repo public, etc.
Here's what it looks like:
(http://i.imgur.com/l4LL9ah.png)
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Managed to get some more playtime in (with the 0.4.2 PDB build), and found a few more things!
* You can switch places with a friendly spirit who is inside a wall, and end up inside the wall yourself. Fortunately you can just walk back out.
* Incorporeal creatures can also drop items inside a wall upon death.
* Hostile creatures triggering a trap adjacent to the player triggers the same message as if the player had triggered the trap ("The ceiling clicks above you...").
However, I'm happy to report that I didn't get hit by the crash bug I was having before. Spent a long time in the dungeon on the starter island (is it infinite?) since that's where I saw it before, but didn't hit it this time.
The other bit of feedback I've got is, Soak seems pretty overpowered right now. :) It's quite possibly because I spent most of this game so far just grinding in the first dungeon, but I'm level 14 with 39 Soak right now, and I don't think I've lost a hitpoint since level 6 or so, even to stuff that considers Dangerous. Other than some [30, 4] armour I found, my strategy has been mostly just ignore Evade and always get as much Soak as possible. Maybe once I venture past the starting island I'll think differently though (I've only done the one quest in Aeschburh in the larger world so far).
Glad the crash isn't happening! Hopefully it was fixed by some of the changes I've made, but honestly, I'm not sure if that's the reason, or if you just got lucky.
Soak is supposed to be good. And at the current juncture, when everything does physical melee damage, it will be. Where evade will get better will be when creatures can start to use magic (medium term goal) and evade/resistances will apply, but soak will not.
The dungeon on Little Island isn't infinite. If you want that, there's a dungeon on an island to the north-east that does indeed basically go on forever (my original testing dungeon!).
Thanks for the bug reports! I'll get those fixed up for the next version.
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* You can switch places with a friendly spirit who is inside a wall, and end up inside the wall yourself. Fortunately you can just walk back out.
* Incorporeal creatures can also drop items inside a wall upon death.
All this incorporeal and soak talk has me thinking - perhaps soak could be less effective (half soak? quarter soak?) vs. incorporeal creatures. Thoughts? I'd be sure to mention it in the docs.
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All this incorporeal and soak talk has me thinking - perhaps soak could be less effective (half soak? quarter soak?) vs. incorporeal creatures. Thoughts? I'd be sure to mention it in the docs.
I like the added flavour. :D I enjoy DCSS a lot, but one of the things they've been doing recently is streamlining a lot of the systems (e.g., removing item destruction, no more rotting chunks, etc). I can appreciate that, but some part of me likes getting to know a system with lots of nooks and crannies and wrinkles and special cases, and feel a sense of mastery when I'm able to successfully navigate all those interactions.
You could also do something like only reduce damage by 1d{Soak} if you wanted to make it a bit more random.
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I have a question is diety "the great wyrm" actually this title wyrm and a main boss in the game? If you will worship him can you actually don't fight and join him (or "sacrifice" yourself for him)? And is there only one or more endings in this version?
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I have a question is diety "the great wyrm" actually this title wyrm and a main boss in the game? If you will worship him can you actually don't fight and join him (or "sacrifice" yourself for him)? And is there only one or more endings in this version?
Yes and no. The "wyrm" in the title is the end boss, Amaurosis (Greek: "dark/darkening"), the ancient wyrm. Right now, there's only one ending - kill Amaurosis, and you win. What I want to do in the next few versions is add some sort of evil story arc where you can work with Amaurosis to open the world to the eldritch god, Sceadugenga, and provide that as essentially a pure-evil win condition. But that's just something I want to do. It's not in place, yet. The current version (which I'll be releasing in the next week or so) will focus largely on bug fixes and suggestions from the playtesting I've been getting from people from the last month or so.
In future, I've been thinking of dividing up my releases, so that each one has some mechanical improvements in terms of "actual roguelike game mechanics", as well as some "useless, unless you're using the game as world simulator" type improvements. That way, I can work towards my goals of having a real roguelike as well as a sandbox that people can use for whatever.
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Have a good mix from each respective column in a bit of theme building is also probably a good way to keep things fresh and lively to discourage getting burned out as well as expose that many more varied aspects to further constructive feedback versus streaks of going all in on just one thing or some such---go for it! 8)
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v0.4.2 released, as well as the web site, and I've opened up my BitBucket repository, as promised. Code is MIT licensed.
Site: http://www.shadowofthewyrm.org (http://www.shadowofthewyrm.org)
Source: https://bitbucket.org/prolog/shadow-of-the-wyrm
Changes this version:
- Added an option ("cursor_mode") to configure the visibility of the
cursor under the player when on the map (akeley).
- Made mention that Witchling magic is innate and other magics are
book-learnt (Calandor).
- Friendly creatures are now identified as such when using the "L"ook
command (barrabus).
- The game XML now allows defining on a race-by-race basis whether a
corpse will be left. Jellies, constructs, and divine creatures do not
leave corpses.
- Creatures can also be specified as to whether or not they leave a
corpse. This is checked after the race flag (the race flag overrides).
If this flag is not specified, it is assumed the creature leaves a
corpse. Skeletons, skeletal kings/dragons/etc now no longer leave
corpses.
- Made all rings initially unidentified.
- Murdering the ploughman in Isen Dun can now trigger a victory condition
for the blacksmith's quest (Jeremy Long).
- The player can now rest up (default is 100 turns) by using "5". Most of
the usual auto-movement checks apply: hunger, hostile creatures, etc
(Calandor). Resting will also halt when HP and AP are both full, if
there are turns remaining.
- Automovement now stops on Poison and Stone statuses.
- Kicking generates a message about passing through when kicking solid
tiles and features. Kicking creatures remains unchanged - an
incorporeal kick is considered an attack.
- New items: guildmaster's ring, knight's ring.
- Kicking a door has a chance to sprain the player's leg (deal damage,
potentially add slowness) when the kick is unsuccessful. When the
kick is successful, the door is destroyed.
- The default "apply a feature" code (that does nothing) now shows a
message for the player (AgingMinotaur).
- Included the material as part of a feature's description when looking
at it.
- Bug fixes:
- Skins that had been converted to armour were still available as
"skins" afterwards (barrabus).
- Found an instance in NPCDecisionStrategy where a CreaturePtr was
being used unchecked. It *should* always be valid, but you know...
- Various typos (barrabus, others).
- Dungeon creatures generated on update weren't getting their actions
initialized properly, and thus weren't acting at all.
- The map display code wasn't properly considering both map size and
display size in its output routines (Aleksanderus).
- Incorporeal creatures were able to drop items on rock/earth tiles.
Tiles with non-zero solidity (earth, rock at the moment) now have
null inventories, so dropping items on these makes the items
disappear (barrabus).
- Ensured that switching places properly checks for whether the creature
can switch into the tile - this was triggered by trading spaces with
friendly spooks while not incorporeal (barrabus).
- Trap messages were being displayed when the player was in LOS -
should only have been displayed when the player actually triggered
the trap (barrabus).
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Nice---congrats on getting everything up and running! 8)
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Thanks! Now to think about what I want to add for the next monthly release!
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Simple and aestethic site, I like this style. And I'm glad to see you are using bitbucket :D
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The page looks good and also keep the project updated!
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Yes! A flock of ostriches cheer you on.
As always,
Minotauros
EDIT: First playthough of 0.4.2. Take some comments with a grain of salt, I'm just typing what comes to mind whilst playing …
"Switch places? [y/n] Are you sure you want to attack? [y/n]" is a bit annoying, I think. Maybe it's just my bad habit of mindlessly spamming the keyboard. At least, when prompted to switch places, maybe parse it as a "yes" if the player pushes the same direction button again, so you can switch places with friendlies without deliberately pressing "y"?
Thank you for the nice messages ("You run your hand briefly over the pew", etc.). But applying "a" to a bed still gives no result :P I think it would be better than nothing with: "There are no terrain features to apply." (All the better if you're planning a use for beds in the long term, of course.)
I played a giant shepherd. Shouldn't he know how to spin?
I love that you can dump your trash in the well in Isen Dun, by the way :) But haven't found any use for my ivory yet … maybe I just haven't seen so much of the world.
w + arrow key is still a bit buggy. When entering a room, I don't seem to stop at all. I stop several times on the way out, though. Here's an example:
#################################
#..A...P..ONM...BCD....LKJ......############
#.#######.##.....########......EFG...I...H.#
#.# #.##.....# #.......#######.##.#
#.# #.##.....# #.......# #.##.#
#.# #.######## #.......# #.##.#
#.# #.# ######### #.##.#
Walking from west to east, I stop at: A, B, C, D, E, F, G, and H.
Walking from east to west: I, J, K, L, M, N, O, and P.
When passing a corridor, I seem to stop two spaces after the actual fork. When entering a room, nothing happens, but when leaving a room, I stop at three different spots, centered at the door. There may also be other patterns that I haven't noticed, of course.
It's kind of weird that ammuntion weighs so much (although I see the point from a a gameplay perspective) …
Argh! Killed by a gnomish miner!
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The page looks good and also keep the project updated!
Will do! Monthly releases are my plan, even if I've only got a handful of changes. I think regular, predictable releases are important.
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Simple and aestethic site, I like this style. And I'm glad to see you are using bitbucket :D
Thanks! I was going for a very simple, clean aesthetic. And I really like BitBucket. I prefer mercurial to git, so really, it's my only option!
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Yes! A flock of ostriches cheer you on.
As always,
Minotauros
EDIT: First playthough of 0.4.2. Take some comments with a grain of salt, I'm just typing what comes to mind whilst playing …
"Switch places? [y/n] Are you sure you want to attack? [y/n]" is a bit annoying, I think. Maybe it's just my bad habit of mindlessly spamming the keyboard. At least, when prompted to switch places, maybe parse it as a "yes" if the player pushes the same direction button again, so you can switch places with friendlies without deliberately pressing "y"?
Thank you for the nice messages ("You run your hand briefly over the pew", etc.). But applying "a" to a bed still gives no result :P I think it would be better than nothing with: "There are no terrain features to apply." (All the better if you're planning a use for beds in the long term, of course.)
I played a giant shepherd. Shouldn't he know how to spin?
I love that you can dump your trash in the well in Isen Dun, by the way :) But haven't found any use for my ivory yet … maybe I just haven't seen so much of the world.
w + arrow key is still a bit buggy. When entering a room, I don't seem to stop at all. I stop several times on the way out, though. Here's an example:
#################################
#..A...P..ONM...BCD....LKJ......############
#.#######.##.....########......EFG...I...H.#
#.# #.##.....# #.......#######.##.#
#.# #.##.....# #.......# #.##.#
#.# #.######## #.......# #.##.#
#.# #.# ######### #.##.#
Walking from west to east, I stop at: A, B, C, D, E, F, G, and H.
Walking from east to west: I, J, K, L, M, N, O, and P.
When passing a corridor, I seem to stop two spaces after the actual fork. When entering a room, nothing happens, but when leaving a room, I stop at three different spots, centered at the door. There may also be other patterns that I haven't noticed, of course.
It's kind of weird that ammuntion weighs so much (although I see the point from a a gameplay perspective) …
Argh! Killed by a gnomish miner!
- Shepherds will now start with weaving. I think it makes a lot of sense, thematically. Fixed in default.
- I'd forgotten about making well tiles item-sinks! Nice! I like it when the game surprises me like that.
- w+arrow is definitely buggy/illogical. Finishing that command to my liking was something I wanted to do last version, but I got interrupted by stuff. Hopefully this version I fix more of the issues with that and "f"ire.
- The bed thing is a bug in the default feature handling code - fixed in default.
- Making switching default to "yes" is a great idea, since switching is not inherently dangerous (like attacking). I'll add that to the suggestions file.
- Absolutely no use for ivory yet, other than final score. It needs an eventual use. Eventually, shops, maybe other things. But those are more medium-term goals.
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So, I've got a good block of time over the next few days to work on things. AgingMinotaur - what are your expectations regarding how automovement works? Stop on non-blocking features (such as doors, etc)? Turn corners in corridors? Stop when hostile creatures are in view, and when moving on to a square with items?
Anything else?
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I know that you ask your question to AgingMinotaur, but if I can, I would like to give my opinion ;)
Turn corners in corridors?
Of course, if not crossing.
when moving on to a square with items
Is possible to make automovement stop when new item is spotted? So, move over old, known items which remains in same place as remembered, but stop in new item generates or coords of existing item changes?
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The latter would be good eventually. At the moment I'm looking to just make automovement useful. I'll add it to my suggestions file.
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Monthly release time! I've released v0.4.3, "Carcassi". Some useful mechanical improvements, some new creatures, some general uselessness, and finally, a use for ivory outside of the final score!
- Site (http://www.shadowofthewyrm.org/)
- Download v0.4.3 (http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-0.4.3.zip)
Shadow of the Wyrm v0.4.3 "Carcassi"
- Version declared October 6, 2015. Version finalized November 3, 2015.
- Shepherds now start with Weaving (AgingMinotaur).
- Added a brief guide on how to do simple modding (Zirael).
- Logged an error when unable to insert a map into the MapRegistry
because the key is already in use. Useful for debugging while modding.
- Soak is quartered when an incorporeal attack is used. Typically, this
will be an unarmed attack by an incorporeal creature, such as a spook,
etc. A successful hit generates a message about the incorporeal attack,
similar to what is done for piercing damage.
- Changed the pierce damage type message from "tears at" to "pierces".
- The switching places prompt now defaults to "yes" when an unrecognized
input is received (AgingMinotaur). The "squeeze past" prompt also
defaults to "yes".
- Created a new "I"tems command to view the inventory directly. "i"
continues to take the player to the equipment screen (Akeley).
- Made the Lua code safer (everything should run in protected mode, now)
so that errors in certain scripts no longer cause the application to
panic-exit.
- Once a year, the game does a sweep through everything in the game with
an age (currently just creatures), increments their age, and then checks
that against their maximum, calculated on creature creation. If the
current age exceeds the maximum, the creature has died of old age, and
is removed from the game.
- Added Lua API functions to add seconds, minutes, hours, days, or years
to the calendar.
- Weapons and ammunition now show the damage when viewing the equipment
screen (AgingMinotaur, Kyrzati).
- Added a character details screen in addition to the character dump
command. Character details is now bound to '@' by default, with
character dump using '#' (AgingMinotaur).
- The game now tracks phase of moon (displayed in-game via the "T"ime
command). When waning/new, shadow/acid/poison/arcane damage does
another 10% (waning)/20% (full). When waxing/full, heat/cold/holy/
lightning does an additional 10%/20% damage.
- Automovement improvements:
- Stop on tile features (doors, pews, altars, etc).
- On first move, ignore a lot of the things (features, items, etc) that
would normally cause automovement to halt.
- Turn bends in corridors automatically.
- Added a message when trying to auto-move while poisoned/in stoning.
- Wands with a cardinal beam type (e.g., those that use cone effects)
now display an appropriate message to warn the player that a cardinal
direction must be selected.
- When wands are used unsuccessfully, a message is now generated.
- Each level now has a chance to generate out of depth creatures. There
is no upper bound on the level of the out of depth creatures, but a
low-percentage check must be passed each time to raise the max danger
level.
- Out of depth items are now possible as well. If out of depth creatures
are generated, the max depth from that will be used. Otherwise, the
probability follows the same model as that used for generating out of
depth creatures.
- Added an "identifier", Idem, a wandering mountain elf. He can be found
in Wintersea Keep, and will happily take ivory pieces in exchange for
doling out bits of his encyclopedic knowledge of items.
- Created a new "Questless" conduct, which is broken when the player is
given any quest.
- New creatures: boar, blue jay, weeper, Idem.
- New items: wand of dragon breath.
- Bug fixes:
- Fire weapon was acting strangely due to some code that was shared
with looking. The cursor was correctly being set on the nearest
hostile creature, and that was being recorded as the target, but then
the map cursor was reset on the player (AgingMinotaur).
- The currency command was only considering the first stack of currency,
not all of them.
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Hi, first time posting on Rogue Temple here, just wanted to say what a great job you've done on the game so far.
I've told some friends about it and we all like it a lot. I especially enjoy how lore-heavy the game is (because yes, I am that kind of person) and every time I run into a new monster, I make sure to read the bestiary (the bestiary, btw, is fantastically detailed and real fun reading). I also reallyenjoy the ADOM-esque feel to it, as other people have said above. What I enjoy most of all, however, is FREEDOM. When I realized that there was nothing like background corruption to push you forward, I was pretty happy. However, when I got a better feel for the scale of the game, I knew this was going to be a great game (at least for me), and that I should register to Rogue Temple ASAP.
There was one small problem when I started playing:
There was no sort of source of previously gathered player knowledge. I've spoiled myself with pretty much every roguelike game I've ever played, and I got quite a shock when "shadow of the wyrm wiki" came up with only a few relevant results (which pointed me here). The lack of a wiki really deterred me, but I kept playing, and I'm glad I did. If you or someone else were to start up a wiki, I'd gladly contribute.
I've only noticed one real bug and another that might be already known. I've noticed that after sailing, I keep getting the message, "You feel comfortable on the open seas," or something like that while walking on dry land. All in all, not too major, just a little something I've noticed. I've also noticed that dual-wielding doesn't actually make you dual-wield. I'm assuming you probably already know this, due to you marking the dual-wield skill as unimplemented within the guide. Other than those two things, the game is actually a lot more stable than I thought it would be.
I'm gonna close with a few things I noticed in the game that COULD use some improvement, though I think it's fine the way it is:
- Bumping into friendly monsters: Is there an option to auto-displace them? If not, it might be something you could consider adding to the game.
-The early game is ridiculously hard: Seriously, it took me about a dozen deaths to get my bearings in the game, and a dozen more to realize what to do, and another death for every time I ran into something new. I guess this is sort of the spirit of roguelikes, but man, the only way I've been succeeding with my current character is a lucky dragon armour drop, which has pretty much carried me to the end of the game, and great HP rolls. This could sort of be rectified with a good wiki.
-Monsters don't cast spells: Similarly to the dual-wielding thing, I'm not too clear whether or not this is intentional. If it is, please consider making monsters cast spells, as it adds a ton of flavor and fun to the game. If it isn't, my bad, just ignore what I said ;D
-Dodge is overpowered: It's hugely effective at stopping melee attacks, which is evident from the fact that I was not hit a single time while fighting Amaurosis, nor in any of the fights with his guardians. It's so effective, I was able to press the left and right directional keys to clear the quest area of a certain orb found in a certain abandoned city. In fact, I can't recall I single time I was hit after reaching 60 Dodge. It's that overpowered.
-Can there be an option for you to keep adventuring after killing Amaurosis? It was a nasty shock, suddenly being faced with the high score screen.
In closing, this game is great even in its early stages of development, and I'll be watching it closely 8)
tl;dr This game rocks.
P.S. I created a rogue temple account just to comment on this game.
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Hey kraphead! Thanks for all your input!
The game is basically the game I always wanted to play, but which nobody ever made: a big, open-world, ADOMish game where you can kind of do whatever you want. The lack of a mechanic like ADOM's corruption mechanic was intentional, as that was always something I didn't like about the game (though ADOM remains my favourite roguelike by a mile). Even though there's a large open world, with a lot of "set" areas, there's a lot that needs to be improved upon in terms of what's randomly generated.
It's interesting that you say dodge is overpowered - one of the other players I know of likes to load up on Soak, though that's become less effective in the current release, with incorporeal attacks (spirits, etc) only respecting a quarter of the soak value.
The early game can be viciously hard and is meant to be. Warriors have an easy time of it; merchants and minstrels, not so much. I usually grab a pile of rocks to protect myself for the first few levels while I wait for a reasonable armour drop.
There is definitely a lack of a wiki. The game's only been officially "released", and I use that term loosely, for a couple of months. It's still very much an alpha. The "You feel comfortable on the open seas" message is actually a message that indicates that your seafaring skills have improved. Again, this really being an alpha, there are a lot of rough edges. I'm glad you haven't run into any huge show-stopper bugs (as some people found after I first released!), and I'm seriously impressed that you got all the way to Amaurosis. What race/class combo did you choose? I think the furthest I've ever legitimately got was around level 15. I'm pretty bad at roguelikes, my own included. And as far as I can tell, you're the first person to report that you've won!
I've added your suggestions (wiki, displace-on-bump option, overpowered evade?, implement dual wield, monster spells, continue after Amaurosis) to my suggestions.txt file. I track this in source control and definitely look at this every day or two when deciding what to work on next. Definitely monster spells and ranged attacks are on my radar for the near to medium term. I try to balance useful and useless things, to ensure that both the game and the sandbox progress at an equal pace.
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Congrats on a spiffy new release, my initial skepticism is all but gone and I`m pretty sure this project will go on and only get stronger. Hell, it`s already very solid...amazing.
I played the new version a lot over the weekend - funnily enough alongside ADOM, which I had a long break from. The "feel" is of course there, but your game is no mere clone - and that`s great too.
Regarding difficulty, I wouldn`t say the game is super hard, it`s more of a factor that depends on class, loot, and other stuff. Sure, it needs tweaking and balancing, but that`s rather obvious in this stage. Also, harder is better than easier - easy first dungeons might work in cRPGs since you don`t revisit them, but in RLs it can be a real chore.
I think perhaps special item drops need curbing a bit (in some areas?) - since my current char found a Shadow Staff (?) its steamrolling everything in the SE dungeon making the game bit too easy. There`s also plenty other tasty looking loot generated in this dungeon - too much in my opinion. But, again, maybe it was just a random outcome.
Some random stuff:
-any chance of a fullscreen option?
-space for bucklers and such (bracers?) - atm it goes into "off hand", could be "arms" as another equip area
-dedicated "wait" key for skipping turns...I`m using "search" key now, but not sure how you`re handling time units - seems to work though since monsters move once.
-resting/regeneration: hmmm...100 turns is the default in the .ini, that seemed bit excessive so I changed it to 10, but now it`s super slow. Will try 100 again, however observed that when you hold the rest button it will go into repeat loop for a while and that works for regenerating, if I try single keypresses it takes forever (same for using "search" thought this doesn`t loop). HP is not as slow as AP which takes forever to replenish. What governs that? My char is lvl11 Snakeling Wizard (17Wil 23 Int).
- to consider: items and other bits staying on the map in "memory" instead of disappearing. Personal preference, guess I`m conditioned by other RLs
-"w" autowalk can be quite wild atm - maybe "stop at walls" could help, now sometimes it goes for quite a ride, especially in open areas
-random char generator request - next to fullscreen my perennial Most Wanted. Saves me bashing the keyboard while not looking to "randomize"
- excessive mob spawning occasionally - once I made a move and about 6 new monsters parachuted in all around me...ouch. Personally I much prefer cleared dungeons to stay clear, with maybe an occasional spawn, but I suppose balanced respawns can work too...
-more meaningful monster variety - it`s nice when critters have their special gimmicks (Crawl/Brogue wise). Thief is a good example from your game, more like that please.
-too much food around. And spellbooks!
-burden status - does it work? At first I watched it closely but then gave up and now I run around totally Burdened with seemingly no consequence. Also, can`t seem find it`s value anywhere, is it just the "Burdened" flavour?
Seeing as this is shaping to be a really serious/awesome game I might abandon it for now and come back much later, when it`s even more advanced/balanced - bit scared of spoilers at the moment. All the best either way ;)
-
Hi akeley,
- Balance is unbalanced, but that's part of what I want. I like ADOM and picking gnomish merchants and expecting to die
- Loot's random. Nothing really special about shadow staves - they're better than some of the other weapons, but are found deeper, generally, to compensate
- No chance of fullscreen for a while. I use pdcurses, which is entirely dependent on the terminal you use. If I ever have a proper graphical front end, full screen will be investigated.
- AP regeneration is currently 1 AP per 40 in-game minutes. It's currently not affected by stats or anything like that.
- I like the idea of another equip area, but I don't want too many, which is why bucklers, etc., are off-hand.
- rest (5) is the wait key
- Random generation is a great idea. I'll update my suggestions file to allow a new, random character, or just randomizing individual steps (random sex, race, class).
- 6 around you seems unlucky, but can happen I suppose!
- More meaningful monsters will start to happen when creatures can use ranged combat and spellcraft.
- I'll look into reducing the amount of food and spellbooks. Something I noticed as well.
- Burdened status definitely works - just checked. You get a speed penalty, so creatures will get more and more hits the more burdened you are.
- You can abandon for now, if you want, but I really appreciate the feedback I've been getting in the early going!
-
Hey jcd!
Regarding the lack of a wiki, I pretty much typed everything I did in my first game, so again, if you or someone else were to start a wiki, I'd gladly contribute my knowledge.
Regarding my win: Am I seriously the first one to win? Jeez, that's a first. I My race/class combo was a Woodland elf noble, a couple of days ago. I ended at level 40. I know, I know, pretty trashy combo, but I couldn't resist! I love duelists from ADOM, and the noble was pretty much the closest thing that got to it. What I did (actually what I do for everything that I want to get right) was to get a sheet of note paper, and to write down every mistake I made every time I died.
For example, the first time I started playing, I went to that small keep north west of the starting town. I pretty much instantly died. So, on my paper, I wrote: "Don't set foot in the keep until a higher level". Next time I played. I accidentally attacked a person living in the town, got torn apart, and died. So, I wrote, "Don't attack NPC's in town". Next time, I tried to climb a mountain, promptly fell off, and died. So, I wrote, "Don't try to climb mountains". So on and so forth. Those were the no-brainers, but I wrote some more complex notes if anyone's interested.
Regarding dodge is overpowered: It is SERIOUSLY overpowered. I had 90 evasion when I won the game, 98 when geared up without resists and stuff. 90 evasion was enough to make me untouchable for the entire game. Untouchable, as in not a single monster was able to hit me. Not a single monster, including Amaurosis. I was able to hold down period in the center of a mass of demogorgons and shadow wyrms, without losing a single point of HP. It's pretty ridiculous considering how easy it is to get to 90 evasion.
I'm on my way to a second win with a gnome pugilist, and I was wondering about a few things:
- Sometimes on every level-up (every three level-ups?) you get a stat-up. Is the stat-up based on class? Example: Int-up for a wizard and Str-up for a warrior.
-Pressing 5 to regain full hp takes a long time. Is it just me, or is it intentional?
-Is weapon speed implemented?
-Is it possible to have a quick way to find the up/down stairs and travel to it? It takes a pretty long time to go from less than -2000 feet up to the surface.
-Are all of the quests you're able to take completed? I'm mainly thinking of the quest involving a certain stone of the cosmos.
-Is there another way to increase stats other than leveling up?
-Does following a conduct add to your score?
-What is the max level? I'm guessing level 50 based on the ADOM-ish background, and if that's true, does it mean I get a 1d100 melee attack once I reach level 50 pugilist? Currently at 1d80.
-Finally, gear gets way too powerful. Does enchantment on the gear scale with depth? If so, monsters don't scale in difficulty as quickly or well enough to compensate for the massive Evasion and Soak values one can get. Some notable ones I saw was a (18, 16) leather helm, and a (0, 57) colossus armor, as well as a beastly (34, 0) cap, which I'm wearing. This sort of falls in with the "Dodge is overpowered" but I think this is a pretty different issue. See my dump for my gear (and check out the "Latest Messages" section while you're at it as well.
EDIT: Updated dump. Found a bug, you can equip shields in your ammunition slot and your main-hand slot while retaining pugilist melee capabilities. You also get Ev and Sk values from a shield in the ammunition slot. When talking to Altus, it presents the text: Chirstof says, "New visitors? Welcome!" or something like that, after completing the quest. While travelling, all of the trees suddenly turned red. Bug or autumn? Also, another question: Is it possible to fight a certain something guarded by an eternal elven guard? Finally, I'm immensely impressed with you writing skills. As in, semi-awed. The lore, bestiary, basically everything has (nearly) flawless grammar, evocative imagery, and, surprisingly, it's all linked! (talking about the lore) Super impressed. Still haven't found the giant village, looking forward to that.
Shadow of the Wyrm 0.4.3 "Carcassi"
Alex, the Pit Fighter
L47 Gnome Pugilist
Age: 20 Sex: Male Size: Medium
Deity: The Trickster Hair Colour: White Eye Colour: Blue
Alignment: Neutral
Strength: 20 Hit Points: 365/365
Dexterity: 15 Arcana Points: 108/108
Agility: 19 Speed: 48
Health: 14 Evade: 233
Intelligence: 16 Soak: 49
Willpower: 16
Charisma: 9
Statuses: Full
Resistances and Vulnerabilities
Slash: 0.95
Pierce: 0.7
Pound: 0.95
Heat: 0.5
Cold: 0.82
Acid: 0.79
Poison: 0.63
Holy: 0.3
Shadow: 0.37
Arcane: 0.31
Lightning: 0.63
Current Conducts
You have never requested divine aid.
You have never disturbed the dead.
Skills
Awareness: 30
Blind Fighting: 15
Carrying: 10
Combat: 64
Detection: 26
Disarm Traps: 15
Dungeoneering: 30
Escape: 15
Hiding: 19
Intimidation: 20
Mountain Lore: 15
Spelunking: 20
Stealth: 15
Swimming: 10
Weapon Skills
Short Blades: 7
Daggers: 7
Unarmed: 63
Ranged Weapon Skills
Rocks: 5
Magic Skills
-
Spells
-
Current Quests
The Black Orb (Gildi): Find the Black Orb in the dwarven tombs of Wyrmeswraec,
and return it to Gildi.
The Cosmos Stone (Thengil): Locate the Cosmos Stone, and bring it to Thengil.
Completed Quests
Zaeda's Tower (Altus): Open the lock to the tower, then slay the ancient
sorceror Zaeda.
The Black Manticore (Christof): Slay the black manticore in the Gnordvar Mines.
Lights at Aeschburh (Cynwise): Destroy the leader of the corpse-stealers at
Aeschburh.
The Wintersea Tree (Cynwise): Retrieve a silver branch from Wintersea Keep, and
bring it to Cynwise.
Bandits in the Barrows (Hrimgar): Defeat Garros, last seen in the Barrows of
Isen Dun.
Voices in the Dark (Kew): Slay Siriath in the dungeons south-east of Isen Dun.
The Gathering Horde (Kirin): Slay the goblin captain in the ruined monastery of
Stonewall, north-west of Atua-Elar.
Lalo's Grotto (Ilru): Slay Lalo in the grotto north-west of the Forest of Yew.
He Feeds Us All (the ploughman): Bring the Sun Gem to the ploughman in Isen
Dun.
Wyrmeswraec (Skaal): Find evidence of what destroyed Wyrmeswraec, and bring it
to Skaal.
A Taste of Blood (Wispe): Kill four uniques for their unspoken sins.
Equipment
Head: cap [34, 0] [0.44 lbs]
{0.21Sh}
Neck: evasive amulet [19, 4] [0.25 lbs]
{0.05Ar}
Right Finger: uncursed fencer's ring (15, 0) [13, 3] [0.13 lbs]
{0.10Ar}
Left Finger: fencer's ring (15, 0) [10, 4] [0.13 lbs]
{0.04Ar}
Wielded: Faerie Shield [20, 5] [2.00 lbs]
{0.15He 0.15Sh 0.15Ar}
Off Hand: spirit shield [21, 6] [2.00 lbs]
{0.15Ho 0.07Sh 0.14Li}
Body: behemoth hide armour [54, 12] [2.00 lbs]
{0.03Co 0.03Ac 0.05Ho}
Around Body: heavy cloak [22, 3] [4.00 lbs]
{0.13Ac 0.13Li}
Feet: thief's boots [29, 1] [2.00 lbs]
{0.05Ac 0.07Ps 0.05Sh}
Ranged: august longbow "Lora" (6d6) [4.00 lbs]
{0.10Pi}
Ammunition: dwarven shield "Wyrm-Ward" [7, 10] [2.00 lbs]
{0.20He}
Items Available
ivory pieces (90) [5.63 lbs]
ivory pieces (10) [0.63 lbs]
boathouse key [0.19 lbs]
rowboat [50.00 lbs]
spotted, silver flower (9) [0.56 lbs]
tourmaline ring (2) [0.25 lbs]
tourmaline ring [0.13 lbs]
jade ring [0.13 lbs]
fencer's ring (15, 0) [5, 0] (2) [0.25 lbs]
tourmaline ring [0.13 lbs]
malachite ring [0.13 lbs]
malachite ring [0.13 lbs]
malachite ring [0.13 lbs]
old iron key [0.19 lbs]
glowing potion [1.00 lbs]
dwarven key [0.19 lbs]
Black Orb [3.00 lbs]
handful of gleaming wyrm scales [2.06 lbs]
ivory pieces (16) [1.00 lbs]
ivory pieces (17) [1.06 lbs]
elven hammer "Goblincrusher" (2d10+10) [10.00 lbs]
History of Yew [3.00 lbs]
History of Gnordvar [3.00 lbs]
History of Stoneheim [3.00 lbs]
literary text "On the Faerie Fragments" [3.00 lbs]
philosophical tract "On Eternalism" [3.00 lbs]
fencer's ring (15, 0) [10, 0] [0.13 lbs]
black sabre "Bloodsinger" (6d4+6) [3.00 lbs]
Atuan silver chain mail "Silari" [9, 10] [2.00 lbs]
stone key [0.19 lbs]
tourmaline ring [0.13 lbs]
Cynehild's Shroud [5, 0] [2.00 lbs]
granite-shafted spear "Stonespear" (4d10+12) [15.00 lbs]
heavy spellbook [3.00 lbs]
rune stone [0.19 lbs]
stone key [0.19 lbs]
Amulet of the Two Moons [10, 4] [0.25 lbs]
Latest Messages
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
Mortuary
abomination: 3
acolyte: 1
Akojo: 1
ancient guardian: 4
angel: 2
animated armour: 6
antlion: 2
apprentice: 1
archer: 4
armoured beetle: 12
astral horror: 7
barrow spider: 3
barrow wyrm: 10
beholder: 4
Bel: 1
black creeper: 5
black devil: 5
black manticore: 1
black monk: 6
black priest: 2
black servant: 11
black unicorn: 2
blackguard: 7
blood hawk: 3
boar: 1
bog spirit: 12
cave troll: 1
chaos beast: 2
chaosling: 2
clockwork monstrosity: 3
colossus: 3
corpse bird: 11
corpse rat: 5
cosmic inferno: 8
cougar: 1
crone: 5
cyclops: 2
deep crawler: 7
deep wizard: 2
demogorgon: 8
demon lord: 1
dire wolf: 2
divine avenger: 2
divine spirit: 15
drakheen: 2
dryad: 3
dwarf: 2
dwarven hero: 2
dwarven warrior: 1
earth elemental: 3
falcon: 4
fell lord: 1
fire devil: 2
fire elemental: 2
fire spirit: 18
firebird: 1
floating eye: 1
forerunner: 8
fox: 17
frost devil: 1
gargoyle: 4
Garros Barrows-Thief: 1
ghost: 11
ghoul: 12
giant frog: 2
giant griffinrider: 3
giant stonetosser: 1
gnome: 3
gnomish adventurer: 3
gnomish miner: 2
goblin: 3
goblin champion: 9
goblin elite guard: 4
goblin impaler: 2
goblin pelter: 2
goblin raider: 2
golden eagle: 2
golem: 1
grave worm: 12
graverobber: 12
great serpent: 17
green slime: 10
grey glider: 15
griffin: 2
hollow man: 4
holy shade: 7
hound: 7
hydra: 2
imp: 19
iron horror: 3
kalath: 3
kestrel: 14
king slime: 3
Kraal: 1
Lalo: 1
large ant: 10
lich: 3
lich king: 4
lichling: 13
liger: 1
lightning bug: 6
lion: 1
mammoth: 2
mawgrawl: 2
mirshi: 3
mole: 19
mountain elf: 3
mountain elf explorer: 2
mountain elf vanguard: 1
mummy: 2
Murk: 1
naga: 3
nightmare: 1
ogre: 6
ogre bonegrinder: 1
ogre savage: 2
ogre war captain: 3
old lord: 3
oread: 1
Pallas: 1
pegasus: 3
piercing eye: 6
Pirrha: 1
pit fiend: 4
planewalker: 4
quaalis: 1
quadriga: 1
quisling: 13
quivering blob: 3
ram demon: 1
rat: 18
red lady: 3
red ooze: 3
redcap: 1
roc: 3
rock adder: 1
rock crawler: 3
rook: 7
satyr: 11
screamer: 13
sellsword: 1
shade: 2
shadow beast: 1
shadow demon: 4
shadow snake: 1
shadow wyrm: 4
shapeshifter: 4
shrike: 4
Siriath: 1
skeletal dragon: 12
skeletal warrior: 1
skeleton: 13
skeleton king: 3
skraeling: 1
snakeling: 2
snakeling assassin: 3
snakeling conjurer: 8
snakeling magus: 1
snakeling sharpshooter: 1
snakeling thief: 5
snakeling thug: 3
sorceror: 1
a spearman: 36
spectral emperor: 2
spectral knight: 1
spectral lord: 4
spectral wizard: 2
spook: 7
squire: 3
star beast: 8
steel golem: 1
steel slime: 3
stone golem: 8
stone ooze: 5
stone worm: 8
sword-eater: 1
sylph: 1
tangleweed: 2
Taro wraith: 10
temple guardian: 3
thaumaturge: 3
thief: 10
thrall: 25
troll: 1
Vigarion: 1
virequus: 1
voidling: 8
war mammoth: 1
water elemental: 3
will o' the wisp: 15
windwalker: 2
witch king: 1
witchthorn: 2
wood elf: 1
wood elf sage: 2
wood elf swordsman: 40
woodsman: 3
wraith: 146
wrecker: 14
wyvern: 110
xither: 8
Zaeda: 1
zealot: 156
Total: 1392
-
Hey kraphead.
I'll look at getting a wiki set up at some point soon, then! In the meantime:
- Looks like the formula for extra enchantments needs to be scaled down. Will add that to my to-do list. It was always intended that stuff you find later is better than before, but maybe not +34 better!
- Takes a while, definitely. I'm going to tweak the HP/AP regeneration formulas, based on feedback from you and Akeley. Should be a bit quicker next version (though not ADOM trolls fast).
- Stat-ups are based on class, yes.
- Weapon speed is implemented. Doesn't make an enormous difference at the moment, but it's there.
-Autotravel is something I'll need to think about. In general, I don't like it, and auto-walking (ADOM/nethack style) are as far as I like to go. But we'll see.
- Cosmos stone quest should be doable. I remember testing it when I implemented it a while back. The location is non-obvious, but it's supposed to be. It's an ocean prison from ancient times - have you found the Fae caravan at all? Check the ocean around there.
- There are potions that allow you to increase your stats. Stat training (via fighting, kicking doors, etc) is planned, but not yet implemented.
- Conducts are just there for your reference right now, but having a small bonus to the score per conduct makes sense. I'll add that to my list.
- Max level is, like ADOM, level 50.
- Shield in ammo slot is definitely a bug. Shield in off hand for pugilist isn't a bug, to me - once I get dual wield implemented, I'd like it to be a choice whether the player wants the effects of the shield, or of the extra attack.
- Will look into the Altus/Christof bug
- Don't look too hard - Giant (and Ogre) villages aren't implemented, yet.
- Red trees not a bug - you're the first person who's also had a character last long enough to report seeing autumn!
- The thing guarded by the eternal elven guard - I believe you've found something else you're looking for (the cosmos-stone quest).
- Thanks very much for the compliment on the writing. Just having a game isn't enough for me - I'd like an interesting and coherent world, and I think great descriptions are important in terms of realizing that. And if there's anything grammatically incorrect, please report it, and I'll fix it.
-
EDIT: Tried to use the repository's wiki, but that requires repo write access.
So I created a wiki on Wikia for now:
http://shadow-of-the-wyrm.wikia.com/wiki/Shadow_of_the_Wyrm_Wikia (http://shadow-of-the-wyrm.wikia.com/wiki/Shadow_of_the_Wyrm_Wikia)
-
Thanks for putting up the wiki! I will get to making pages shortly, though they won't be as saturated with information as other wikis probably.
Since I last posted on the forums, I've run into a few bugs. One was "game-breaking", and the others were mainly inconveniences.
- I was playing an ogre warrior, when I walked down the stairs of a dungeon. The game suddenly crashed, and my character was lost. No matter what I tried, I couldn't reproduce the crash. I don't remember doing anything out of the ordinary, other than pressing the > button 2 times instead of once.
- I can't seem to complete a certain quest involving a caravan master. I've cleared the quest area of all monsters, yet he simply gives me the same dialogue he had before the quest.
- A minor one: When hitting an incorporeal monster, stunning it, and causing it to hit itself, the message reads: The monster hits himself! The attack passes through himself's armor!
-Another minor one: There's a typo in the second line of an ogre mage's description. It reads "sagres" instead of "sages".
And a few questions:
- One of the conducts you can keep is to not disturb the dead. I'm assuming that means not breaking open sarcophagi, tombs, and stuff. How does one do that in the first place? I didn't see the command (if there is one) to do so in the guide.
- Why do fae have such a high experience multiplier?
- Does size have any effect?
- Finally, is there an artifact for every inventory slot?
Still having a fun time with this game, keep up the good work!
-
[edit: dup]
-
The crash bug is something that's been around since the beginning. I've never been able to reproduce it and am not sure yet what's causing it. The game tries to panic-save in a lot of cases - did you get a savefile (.sws) for your character? One other thing to try (with a character you don't care about) - there's an infinite dungeon north-east of the starting island. It's on an island that looks like:
~%~
%>%
~%~
It's an infinite dungeon, ADOM-style, so each floor is different, and there's no persistence. Are you able to reproduce this issue at all if you go up and down stairs say, dozens or a hundred or whatever times there? You don't need to do anything between ascending or descending, just alternate the commands to repeatedly regenerate floors. Before I ever take the "alpha" flag off the game, I need to figure out what's causing that weird crash bug and fix it.
I'll look into the caravan master quest and get back to you in a day or two - do you know how many of the summoners you killed? I'll also add the grammatically incorrect self-attack message to my to-fix list, as well as the ogre mage description.
Fae have a huge experience multiplier because they live a very long time (so once I add attacks that age, it won't be an issue), and because they don't require food, both of which are huge in-game advantages.
Size has some effect in-game, but it's a minor thing right now. The disturbing the dead thing is grave-robbing (digging up a grave tile with a shovel).
And I think there's just about one artifact per inventory slot. I can't remember offhand if there are any artifact rings.
-
I have not been able to reproduce the crash bug ever since that crash, unfortunately (or fortunately, depending on your perspective).
I killed all 5 black summoners, I remember going back through the message log and counting each individual kill.
I found another potential bug, but I'm not sure. When talking to the exile, you receive the sword he gives without you giving up the amulet. Not sure if that's intended or no.
How do you dig up a tile using a shovel?
Also, eating corpses gives you repeated messages about gaining the same resistances over and over again, but I see no change in my resistances after eating.
I don't believe there are any artifact rings in this game. You should consider adding some, although nothing ridiculous like the ring of the Master Cat.
Finally, mountains are the deadliest things in the game. I was mashing keys in that mountain elf village, when I pressed y two times by accident. Alex, level 42 fae adventurer, carrier of nearly all of the artifacts in the game (including two artifacts which I had totally missed in my previous games) died to inept mountaineering skills. Go figure.
Anyway, this told me two things:
1. There is a mountaineering skill implemented in the game.
2. I should use the numpad.
I know this could be an unreasonable request due to the fact that the traditional rogue-like keyset is optional, but could you add an extra safeguard for this? For example, making you press the @ key instead of the y key, or adding an option to give no prompts for mountains at all, etc.
Otherwise, still having fun, managed to survive all the way to winter this time, before my untimely death. Glad, that I know my vocab as well, because I managed to recognize and pick up a lighter boat. Who knew vocabulary would come in handy?
-
To dig, wield a shovel, and use ">".
Right now you can only grave-rob, but once I get through a bunch of suggestions from you and akeley, I'm going to finish up tree-planting for the next monthly release.
Is the "sagre" still there in 0.4.3? It doesn't seem to be there in my default branch - I seem to remember fixing it.
If I recall correctly, eating corpses, only gives you some of that creature's resistance, and you can't go over it. I'll add a check so that eating a corpse with resists that doesn't increase or decrease a value doesn't trigger the message.
Just checked the XML - yup, no artifact rings. That'll give me something fun to add for the next version. And nothing as aggravating as the master cat ring. I never got that, and always kill the first cat I see to avoid the temptation.
I'll add an option to always disallow moving on to dangerous terrain to my suggestions file.
The amulet not being removed is definitely a bug. If you killed 5 of the Cithriel summoners, you should definitely get the quest reward, so I'll look into that. Message log aside, do you have 5 in your mortuary in the character screen/character dump? I'm wondering if they were maybe not killed by you, somehow (poison, etc)? But the Lua API function call just considers global kills, it shouldn't matter if they're your kill or not. Weird. I'll look into it for sure.
Shame we can't reproduce the crash bug, but I plan on repeatedly going down/up in the infinite dungeon when I have some time to try to trigger it that way. I have a sneaking suspicion it's something related to dungeon special features, or maybe traps or something.
-
I do indeed have a dump from before I died, luckily. The mortuary registers 5 black summoners killed.
Shadow of the Wyrm 0.4.3 "Carcassi"
Alex, the Voyager
L39 Fae Adventurer
Age: 1364 Sex: Male Size: Medium
Deity: The Trickster Hair Colour: Red Eye Colour: Green
Alignment: Neutral
Strength: 11 Hit Points: 253/253
Dexterity: 24 Arcana Points: 99/99
Agility: 22 Speed: 54
Health: 9 Evade: 91
Intelligence: 24 Soak: 41
Willpower: 19
Charisma: 11
Statuses: Stuffed! Burdened
Resistances and Vulnerabilities
Slash: 0.9
Pierce: 1
Pound: 1
Heat: 0.29
Cold: 0.75
Acid: 1.15
Poison: 0.85
Holy: 0.4
Shadow: 0.73
Arcane: 0.6
Lightning: 0.8
Current Conducts
You have never requested divine aid.
You have never disturbed the dead.
Skills
Awareness: 30
Boating: 70
Carrying: 10
Detection: 10
Dungeoneering: 15
Escape: 30
Fishing: 10
Escape: 15
Forest Lore: 25
Herbalism: 10
Hiding: 10
Jumping: 10
Magic: 15
Night Sight: 15
Spelunking: 10
Stealth: 25
Weapon Skills
Short Blades: 5
Long Blades: 5
Bludgeons: 5
Daggers: 10
Spears: 42
Ranged Weapon Skills
-
Magic Skills
-
Spells
-
Current Quests
Cithriel - the Underground Hall (the caravan master): Slay the five summoners
deep in the hall of Cithriel
The Black Orb (Gildi): Find the Black Orb in the dwarven tombs of Wyrmeswraec,
and return it to Gildi.
A Matter of Whiteflowers (Hild): Retrieve twenty whiteflowers for the weaver of
Isen Dun.
The Cosmos Stone (Thengil): Locate the Cosmos Stone, and bring it to Thengil.
Completed Quests
The Black Manticore (Christof): Slay the black manticore in the Gnordvar Mines.
Lights at Aeschburh (Cynwise): Destroy the leader of the corpse-stealers at
Aeschburh.
The Wintersea Tree (Cynwise): Retrieve a silver branch from Wintersea Keep, and
bring it to Cynwise.
Bandits in the Barrows (Hrimgar): Defeat Garros, last seen in the Barrows of
Isen Dun.
Voices in the Dark (Kew): Slay Siriath in the dungeons south-east of Isen Dun.
The Gathering Horde (Kirin): Slay the goblin captain in the ruined monastery of
Stonewall, north-west of Atua-Elar.
He Feeds Us All (the ploughman): Bring the Sun Gem to the ploughman in Isen
Dun.
Wyrmeswraec (Skaal): Find evidence of what destroyed Wyrmeswraec, and bring it
to Skaal.
A Taste of Blood (Wispe): Kill four uniques for their unspoken sins.
Equipment
Head: dragon helm [9, 5] [5.00 lbs]
{0.10He}
Neck: Amulet of the Two Moons [10, 4] [0.25 lbs]
{0.15Ar}
Right Finger: onyx ring [0.13 lbs]
Left Finger: tourmaline ring [0.13 lbs]
Wielded: -
Off Hand: elemental shield [8, 6] [4.00 lbs]
{0.11He 0.10Co 0.10Li}
Body: Atuan silver chain mail "Silari" [9, 10] [2.00 lbs]
{0.10Sl 0.10He 0.10Co}
Around Body: hunter's cloak [9, 1] [1.00 lbs]
{0.05Ps}
Feet: magic boots [15, 5] [2.00 lbs]
Ranged: -
Ammunition: dwarven shield "Wyrm-Ward" [7, 10] [2.00 lbs]
{0.20He}
Items Available
uncursed food ration (2) [2.00 lbs]
uncursed trail ration [1.50 lbs]
uncursed healing potion (2) [2.00 lbs]
blessed scroll of identify [1.00 lbs]
uncursed scroll of enchanting [1.00 lbs]
tomato (2) [0.13 lbs]
potion of juice (2) [2.00 lbs]
apple [0.38 lbs]
peach [0.38 lbs]
cabbage (2) [0.13 lbs]
ivory pieces (182) [11.38 lbs]
carrot [0.06 lbs]
food ration (2) [2.00 lbs]
trail ration (2) [3.00 lbs]
turnip [0.06 lbs]
pear [0.38 lbs]
tomato [0.06 lbs]
scroll of enchanting [1.00 lbs]
peridot ring [0.13 lbs]
malachite ring [0.13 lbs]
cherries [0.38 lbs]
driftwood wand [1.00 lbs]
spinach (2) [0.13 lbs]
rowan wand [1.00 lbs]
diamond ring [0.13 lbs]
spinach [0.06 lbs]
potato [0.06 lbs]
apple (2) [0.75 lbs]
plum (2) [0.75 lbs]
jade ring [0.13 lbs]
topaz ring [0.13 lbs]
jade ring [0.13 lbs]
ivory pieces (10) [0.63 lbs]
plum [0.38 lbs]
salted fish (4) [2.25 lbs]
silverweed (15) [0.94 lbs]
healing potion (2) [2.00 lbs]
rowboat [50.00 lbs]
dwarven key [0.19 lbs]
handful of gleaming wyrm scales [2.06 lbs]
gnarled wand [1.00 lbs]
Black Orb [3.00 lbs]
black sabre "Bloodsinger" (6d4+6) [3.00 lbs]
turnip [0.06 lbs]
Cynehild's Shroud [5, 0] [2.00 lbs]
granite-shafted spear "Stonespear" (4d10+12) [15.00 lbs]
Latest Messages
You pick up Cynehild's Shroud.
You see Cynehild's Shroud.
Action not found: ''
"This shroud belonged to Cynehild, Wulf's mystic and my ancestor. It is yours now, and should protect you well."
A sense of peace spreads over Cynwise's face. "Thank you - perhaps now our Aeschburhan kin can rest in their ruins."
You pick up some ivory pieces (150).
Cynwise smiles happily. "A silver branch! Thank you! I am but a poor hedge wizard, and cannot offer much. Take this ivory, little as it is."
You enter a small village.
A small village. Set into the side of a great hill, this is the fishing village of Isen Dun.
You feel more resistant to poison.
You feel thick-skinned.
You feel ready for the thrust of steel.
You feel prepared for the cut of steel.
You feel ridiculously full.
You eat a blood hawk's corpse.
Mortuary
acolyte: 3
Akojo: 1
ancient guardian: 4
animated armour: 4
antlion: 1
apprentice: 5
archer: 3
armoured beetle: 4
barrow spider: 5
black creeper: 3
black manticore: 1
black servant: 9
black summoner: 5
blackguard: 10
blood hawk: 4
blue jay: 1
boar: 1
bog spirit: 13
cave troll: 1
chaos beast: 9
chaosling: 3
chimera: 1
clockwork monstrosity: 3
corpse rat: 5
crone: 1
deep crawler: 4
demon lord: 9
divine avenger: 2
divine spirit: 12
dryad: 2
dwarf: 3
dwarven warrior: 1
earth elemental: 2
falcon: 3
fell lord: 1
fire devil: 2
fire spirit: 9
floating eye: 3
fox: 4
fox maiden: 3
frost devil: 3
gargoyle: 1
Garros Barrows-Thief: 1
ghost: 4
ghoul: 1
githra: 1
gnome: 2
gnomish miner: 3
goblin: 2
goblin champion: 1
goblin elite guard: 2
goblin pelter: 2
goblin raider: 1
grave worm: 10
graverobber: 11
great serpent: 1
green slime: 4
hollow man: 2
holy shade: 4
hound: 4
hydra: 1
imp: 5
iron horror: 4
kalath: 3
kestrel: 2
king slime: 5
large ant: 1
lich: 2
lich king: 1
lightning bug: 1
mirshi: 3
mole: 3
mountain elf: 3
mountain elf spelunker: 1
naiad: 2
ogre: 5
ogre savage: 2
piercing eye: 4
Pirrha: 1
quivering blob: 2
red lady: 1
red ooze: 3
roc: 1
rock adder: 3
rock crawler: 3
rook: 5
satyr: 9
shadow beast: 1
shadow wolf: 1
shrike: 2
Siriath: 1
skeletal dragon: 3
skeletal warrior: 1
skeleton: 2
skeleton king: 1
skraeling: 2
snakeling: 1
snakeling muckraker: 1
snakeling thug: 2
a spearman: 16
spectral wizard: 1
spook: 8
squire: 2
stone golem: 4
stone ooze: 5
sylph: 1
temple guardian: 4
tentacled horror: 5
thief: 8
thrall: 20
treow: 1
troglodyte: 4
Urgrim: 1
Vigarion: 1
voidling: 10
water elemental: 3
will o' the wisp: 6
windwalker: 2
witch king: 1
woodsman: 1
wrecker: 15
xither: 3
zealot: 77
Total: 513
I've also added an article on fae to the wiki, you should check it out. I'm pretty much going to use that article format for all of the races, so if you like it, great. If you don't like it, tell me what to do and I'll do it.
-
Looks really good. I'll take a look at the caravan quest issue soon. Found the issue with the exile and the amulet so I'll get that fixed up over the weekend as well.
EDIT: remembered one of the things size is used for. The larger the creature, the more blood they have, and thus the more drinks it takes to get drunk.
-
Well, this is embarrassing. I must've done some refactoring and changed the creature ID on the black summoners without updating all instances.
The quest completion function looks for "cithriel_summoner".
The game data and custom map use "black_summoner".
I'll fix that up tonight.
-
Hi again jcd,
I added an article about humans to the wiki, and I was wondering something. I kind of stretched the lore a bit on the fae and humans, is that okay? Just made it flow easier. You're probably thinking, "Wtf, is this nerd for real?!?" Yeah, I'm for real. I am, like I said, that sort of guy. I just want to okay it with you, because some devs are pretty touchy about this sort of thing. If it's not okay, I'll just edit out my additions.
Anyhow, I've been playing Shadow for a bit again, and I noticed something: Sometimes, dungeons don't appear to have a down stairs. I have a suspicion that this is what searching is for, but I've searched all over the place, and can't find any hidden doors or corridors. I know there has to be a down stairs, because this is the Infinite Dungeon I'm talking about. Strange.
There don't appear to be any artifact boots, in addition to rings. Are you planning to add some in the future?
Is crowning implemented?
Potion and scroll generation seem to be wacky. In fact, I don't believe I've seen a single scroll generated in a dungeon, but maybe I'm just unlucky. As for potions, it seems like some games I'm insanely lucky and often get levels with tons of potions and stuff. Other games, like my current one, go without a single generated potion the entire game. Arrow generation is pretty off as well, because the few arrows I've seen are few and far between. I don't think I've seen a single shovel in all of my games either.
Ivory pieces are REALLY rare. I think I've found less than 100 total in the dungeon.
Sometimes, while I'm exploring the dungeon, several monsters appear out of the blue around me. This hasn't lead to any unpleasant situations so far, but I'm pretty sure this is unintended.
Final question, are you going to add armour piercing blows into the game?
Regards,
Kraphead
EDIT: Of course I get a shovel and some arrows pretty much right after I post this message. I still think something's wacky, but now you know it isn't as wacky as I proposed it to be. I've been noticing these level messages sometimes, like: "You feel a magical power," or "You feel a holy presence," . What do those signify? I noticed a strange stone marker when I saw the "You feel a magical power," message, and an altar for holy presence. How do you use the stone marker? Do the level messages mean anything beyond flavor?
-
Looks fine to me. No issues with lore-stretching or anything like that.
I've run into the no-down-stairs issue before - is it possible that they're hidden under items or something similar? If not, I'll add something to my backlog to look into that.
Artifact boots are a great idea. Added to the file.
The item generation algorithm is fairly basic right now, and definitely needs tweaking. I'll look into it to see if there's any reason scrolls wouldn't be generating.
Critical hits are armour-piercing. Not 100%, but they do max damage and allow only 1/4 of the creature's soak. There are other ways to get full armour piercing: become incorporeal and attack bare-handed, use wands/magic (magic ignores soak), etc.
Monsters appearing around you would be part of dungeon updating, which happens periodically.
"Magical power"/"holy presence"/etc indicate special dungeon features. Stone markers have a special ability: they are like beds, in that beds greatly increase your HP regeneration, and the stone markers greatly increase your AP regeneration.
EDIT: It certainly looks possible, looking at the code, to get no down staircases, if the same room is selected for up staircases, and then the same tile as the down staircase is selected. Unlikely to happen, but clearly it can! I'll fix that up today for next month's release.
-
Just wanted to briefly pipe in and say how much fun I'm having with the game.
-
Thanks! I'm glad you're enjoying it so early on. There are still a ton of rough edges!
-
I have 12h work day so I didn't have time to go through newer versions of SofW, but I will try to make up for my months delays :)
-
Ouch! Brutal!
I'll be putting a new version out in about 2.5 weeks, if you want to wait for it. If not, that's cool, too!
-
So, getting back to items - one of the reasons you weren't seeing many scrolls is because they're currently uncommon, and even among the uncommon items, they have a small chance to be generated. I've been tweaking the item generation algorithm, and while I think it will take a long time for item generation to get "reasonable" (for however we want to define reasonable), there should be more uncommon items generated in the next version, which I expect will probably be released next week. There are a few item generation algorithm changes:
1) Now when an item rarity of "uncommon" or "rare" is selected, that means that those items are far more heavily favoured than the current algorithm, which just allows them to be generated (amongst all the common items, of which there are many, hence the lack of scrolls!)
2) Spellbooks are now uncommon, along with potions, wands, and scrolls, so there should, in general, be fewer spellbooks.
3) When out of depth creatures are generated, the item rarity is ratcheted up to at least uncommon
Again, while I don't expect this to solve everything, I think it should be at least a start at smoothing out item probabilities. After the next version, if anyone has any feedback, I can incorporate it into the subsequent release.
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Hi - new monthly release. Lots of mostly smaller changes this month, with a number of tweaks courtesy of kraphead's rampages through the endgame.
Download: http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-0.4.4.zip (http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-0.4.4.zip)
Here goes:
Shadow of the Wyrm v0.4.4 "Domeniconi"
- Version declared November 3, 2015. Version finalized December 1, 2015.
- Firing through an occupied tile is now possible, when that occupied
tile is not the terminal tile on a particular path. The check is
based on the maximum of the defending creature's Awareness, and the
attacking creature's Archery.
- Added "seeds" to certain food items (apples, cherries, etc). When
a creature eats these foods, he/she "spits out" the seed onto their
own tile. This seed is its own item and will eventually be used to
allow planting of trees.
- Added some guards to a few of the Lua API functions so that they
wouldn't do anything while the player is on the world map.
- Created a new character, Nama, who like Idem can be found at Wintersea
Keep. Nama records the true name of things, and allows the player to
change his or her name.
- Improvised weapons now deal 1d2 damage, plus a modifier based on
their weight.
- Evade nerf part 1: half the attacking creature's level, rounded down,
is now used for all physical and magical to-hit calculations (kraphead).
- Evade nerf part 2: there was already a check in place for automatic
misses; now there is also a check in place for automatic hits, though
the chance of the latter (2%) is less than the former (5%).
- HP regeneration is now based on not only on the multipliers associated
with the creature's tile and feature, but also on the creature's
Health score. There is a hard minimum of 4 minutes to regen 1 HP
in-game.
- Similarly, AP regeneration now takes into account the creature's
willpower score (akeley).
- The naming screen now shows the selected race/class combination, as
well as the selected deity. Typically the user will know these, but
may not depending if a random generation option was chosen.
- The welcome screen now offers an option to create a new, randomized
character. Random selections are also possible from each of the
sex, race, class, and deity selection screens (akeley).
- Conducts are now worth points (100 per conduct per level), not just
bragging rights after winning (kraphead).
- Added brief class descriptions to character creation (Mateusz Logowski)
- Dropping a seed in a tile with a hole now plants that seed, and if the
map is not permanent (e.g., it was a randomly generated field, forest,
etc) then the map becomes permanent and links up to the world map.
The planted tile will transform into a tree of the appropriate type at
some point in the spring of the following year. Planting is currently
100% successful when planting on overworld maps (a tree always grows
the following year), and 0% on other map types (dungeons, caverns, etc),
though this may change in future.
- Digging on a water- or air-based tile is now impossible.
- Good and neutral deities now very strongly dislike the consumption of
undead corpses.
- Idem now only shows you the items in your inventory that are not
identified.
- Item enchantments were way too powerful. Instead of using a uniform
random number from 1 to (danger level/2), the algorithm is now
mostly Poisson-based, with a typical mean of (danger level/8). This
is likely to be tweaked again in future releases.
- For generated NPCs, set AP to be half the base HP, if not specified.
- Spellbooks have been set to uncommon, so they should be generated much
less frequently (akeley).
- Item generation was ridiculously biased towards generating common items,
as those make up the majority of items in the game. Rewrote the
item generation algorithm to generate a larger proportion of uncommon
and rare items.
- When out of depth creatures appear, there is a greater chance for
uncommon items to appear as well. Right now this results in a
preponderance of potions and spellbooks, but will sort itself out over
time as more items are added to the game.
- Humanoids now have a base chance to be carrying a small amount of
ivory pieces.
- Kicking a creature now has a chance to send the creature staggering
back (Mateusz Lagowski).
- Added a setting to always disallow moving on to dangerous tiles. Set
it to false by default - players can enable it as desired (kraphead).
- Various code cleanups and minor refactorings.
- New creatures: Nama.
- New artifacts: ruby ring "Falcon's Eye", jasper ring "Carpathos".
- Bug fixes:
- Idem's description implied that he was mobile, but he was set to
immobile.
- Altus' quest incorrectly defaulted to Christof's generic chat text
when the quest was completed (kraphead).
- Shields/etc could be used in the ammunition slot for extra Ev/Soak,
resistances, etc. Fixed this so that only ammunition adds to
Ev/Soak/resists when in the ammunition slot (kraphead).
- Puglists' unarmed damage was being applied even when an improvised
weapon (e.g., a shield) was wielded (kraphead).
- The completion function for the Caravan Master's quest referenced an
older creature ID, preventing the quest from being completed
(kraphead).
- A number of monster races (undead, dragon, etc) had their resistances
and vulnerabilities inverted.
- Ensured that piercing/incorporeal attack messages don't fire when a
creature attacks itself (kraphead).
- The code to remove items (e.g., the Exile taking the Amulet of the
Two Moons) wasn't properly handling the case when the item was
equipped in the inventory (kraphead).
- The game would crash when it encountered a "%" when trying to print
the game text, because of how the printw-type functions work. Fixed
up CursesDisplay to always change "%" to "%%" when doing string
printing.
- Fixed a bug with dates in the Isen Dun Chronicle going past the
actual in-game start date.
-
Excellent assortment tackled indeed. 8)
-
Bugs:
1. each time I throw rock at enemy the game crashes.
2. When I throw potion at enemy, potion dont disapear from inventory Ammunition slot.
3. Is this how throw healing potion suppose to work?:
(http://s9.postimg.org/jd886u7hr/potion_throw.jpg)
Suggestion:
1. is there a way to make the screen resolution bigger? like increase font size?
2. pressing any key could break "w" walk command
3. look command could has option to toggle between currently visible monsters (like fire-mode)
4. during aiming fire, key "=" could work also instead of "+" - remove need to press Shift.
5. add show graveyard/score option in menu
keybindings for laptop (adjusted to be more ergonomical than noob-friendly (f.ex. L'ook is no longer shift+L).):
swyrm.ini for 0.4.4 http://www.mediafire.com/view/97b48i8car4nf5a/swyrm.ini (http://www.mediafire.com/view/97b48i8car4nf5a/swyrm.ini)
doc file http://www.mediafire.com/view/tb9fxcgd36xcyc6/command2.pdf (http://www.mediafire.com/view/tb9fxcgd36xcyc6/command2.pdf)
(http://s8.postimg.org/5o8wiz1n9/screen2.jpg)
wishlist:
1. could you add race of Ratlings? (skaven-esque, ratkin humanoids)
2. could you add one-line item description in inventory and some quick-functions; equip/drop/read... (check this fake-screens):
(http://s14.postimg.org/3kb3iph35/expanded_inventory.jpg)
3. random names instead of Wanderer. Copy 50 of this (http://www.rinkworks.com/namegen/fnames.cgi?d=1&f=0)and take random or create file from where game would take random names.
EDIT:
FU-kC I lost now 3rd character due to program crash!
2015-Dec-04 20:06:13 Could not insert map with id siriath_lair - a map with this key already exists in the MapRegistry!
- not sure if this is error log
No load available. I not gonna go for sun gem and collect flowers anymore in this month. I'm pissed off.
-
Hi Lagi,
Bugs:
1,2,3: All bugs, will add to my to-fix list, thank you!
Suggestions:
1. You should be able to do this in your terminal. Right-click on the title bar, and select properties.
2. Will add to my suggestion file
3. I like this one a lot as well, will add it also
4. That's really lazy. I love it. Will add it.
5. Like, the high scores minus your current score? I don't want the player to know their final score until they quit or die.
6. I'll add a suggestion to the file to allow something for a random name (probably "*" to be consistent)
I'm glad you were able to find alternative keybindings that work. My only concern with including them would be maintenance as I add more commands, etc. The alternative PDF looks good, too!
Wishlist:
1. Ha! Actually, if you go through my Mercurial/svn commits, you'll find that very early on I had ratlings. A little while into the development process I rejigged things so that instead of ratlings I had snakelings. I'm not likely to change it now, as I only really want one "magically mutated race of a mad sorceror" in the game.
2. Adding more to the item descriptions (like, a bestiary, but for items) is on my long-term list, and was suggested by a friend of mine who playtested my first release. I like your screen mockup and the alternative approach to inventory management. I think it could happily exist side-by-side with the "one key per action" adom/nethack-y model I currently use. I'm going to write up a description and add this to my suggestions list as well.
Re: the crash. This has been something going on since the initial version that I haven't been able to pinpoint yet :( It's the #1 thing I want to fix, because it really pisses people off, but I haven't been able to reproduce it locally yet so I haven't been able to track it down. When you get your crashes, can you tell me more about how they happen? Are you in forests? Dungeons? Just came down stairs? Were walking around? etc.
For the siriath_lair thing - did you experience any issues with that level? I've done a search of my project and that level only gets referenced in one place, so I'm not sure why the game is complaining.
Thank you so much for your input. It's very thorough and valuable!
-
I just spent quite a while playing through a release-mode version of the game, taking a Fae Seafarer into the infinite dungeon over and over. There's a bug right now where stairs from all levels are going back to the overworld - I'll fix that. However, I can't seem to trigger the crash bug at all, no matter what I try. Has anyone been able to narrow it down at all?
-
I'll check it.
e1: For now - one minor suggestion. Can you make doors always visible? It's a bit weird when all 'stale' elements of environment are visible even if outside of player FOV, but doors disappears. Same with clay pots in 'starting city'.
e2: How to exit from 'L'ooking? [Enter], [Space], [Esc], [L] not working. Only way which I now 'primitive' found is locate cursor on player (or monster/npc) character and check 'B'estiary.
e3: Ah, ok, 'Z' key, it's mentioned at start... But possibility to use [Esc] would be appreciated ;)
-
E1: will add to my suggestions list. It'll be for features in general, since that is a much easier case to code for than just doors.
E2: 'z'. I'll look at the message when looking for clarity.
Procdump can be downloaded at https://technet.microsoft.com/en-us/sysinternals/dd996900.aspx
If you run sotw.exe in one window, and "procdump -ma -e sotw.exe" in another, it will provide a dump on crashes that if you send to me, I can use to pinpoint what's gone wrong.
-
Ok :) You are interested in all bugs, even these mentioned in this topic (as throwing rocks (ant other items, as I test it now))?
Hm... In most roguelikes cursed items are bind to slot, so it's impossible to unequip these. I started as dwarven pugilist with cursed brass knuckles in equipment. I equip it without problems and I can unequip knuckles as well. It's intended?
e: HP counter is in unintuitive place. It's most important part of 'hud' and it's most frequently checked counter, but it's in the middle of other elements of hud. I think best place for HP is most left position. If not, maybe it's possible to make it more visible? For example, in red/green colour?
e2: Leveling (at least few first levels) is insanely fast - on one simple layer of graveyard I get 6 levels!
-
Definitely all items without a bow/sling/etc would trigger that. Should be fixed for the January release.
I've implemented e.g. different effects for potions/etc based on status, but I never implemented binding. I should have, though. It was always my intention, but just something I never did. I'll add that to my backlog.
Levelling in the graveyard is definitely fast, but that's intended, given the levels of the creatures involved. It's much more dangerous there than the first few levels of the dungeon.
-
So cursed items (equipment, not consumables) are rather harmless now?
Graveyard - despite of guard - is rather easy location. At least for dwarven pugilist.
-
Cursed equipment is harmless at the moment.
The graveyard will be easier for some races and classes than others. Any with half-decent armour shouldn't have too many problems. Shepherds will have a rough go.
-
There's a bug in the infinite dungeon whereby up staircases always lead back to the surface. This is caused by some code that tries to be clever about the map properties to copy, but gets a bit too zealous, and copies some additional properties.
The next version will also have a batch file that will start the game and also procdump, so that if the game crashes, you can send me the dumps and I can hopefully track down the cause of this rare but persistent crash.
In the meantime, you can create a batch file (e.g., "sotw_procdump.bat") in your main directory, with the following contents:
http://pastebin.com/FS5VMbQJ
You'll also need procdump:
https://technet.microsoft.com/en-ca/sysinternals/dd996900.aspx
Many apologies for the crash bug - hopefully together we can find and fix it!
-
Monthly release time! Lots of changes, the biggest one being NPC spellcasting.
Link to the latest: http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-0.4.5.zip
The full set of changes:
Shadow of the Wyrm v0.4.5 "Bacarisse"
- Version declared December 1, 2015. Version finalized January 2, 2016.
- Wearables can now include a speed bonus. This will be used very, very
rarely, essentially only for artifacts.
- Updated the creature speed calculation to also include speed bonuses on
worn equipment.
- Random name generation on an empty name on the naming screen (Lagi).
- '=' can be used in the same way as '+' when using the keys to toggle
target selection (Lagi).
- Various minor refactorings and cleanups.
- New settings: default_name (can be used to set a default name, or leave
empty or as "*" to do random name generation).
- ESC can now be used to exit tile selection, equipment, magic and
inventory screens. This should include all uses of those screens:
the readables screen when reading, wands when evoking, and so on (akeley
and Lagi).
- Created a batch file to run the game plus procdump to try to track down
a particular crash bug.
- Known spells, number of castings, and spell bonuses can now be specified
per creature in the configuration XML.
- Refactored the death script code to be table-based and more general,
like the attack scripts. Updated Amaurosis' death script, and created a
currently-empty script for gas clouds.
- Gas clouds "explode" on death, by casting wreath of fire.
- The monochrome colour is now an ini setting.
- New food-related conduct type: corpseless.
- Olive trees may now be generated in the same way as other fruit trees.
- Eight new species of weeds.
- Fruit trees now typically generate more than a single piece of fruit.
- Wands that take a direction (flame, teleport, etc) cam now be used
by the player against his or her own character by selecting the null
direction (by default, '5'). Ranged spells are reduced to range 1 when
made self-targetting.
- Kew now dispenses useful advice on a variety of topics after you
complete his quests.
- Each damage type now has an additional damage message that can be
selected. The use of multiple messages for damage is controlled by an
ini setting.
- There are a few new real-world dates tracked by the game: summer and
winter solstice, spring and fall equinox.
- The map is now updated (either partially or fully) after each creature's
action. With NPC spellcasting, having the screen update after the
player's action only was causing issues with bits of the screen not
being redrawn correctly after spell animations.
- After dying or quitting, the player is now asked if they want an
identified character dump.
- Character dumping code now respects existing files. If it tries to
dump to a named file that exists, the game will retry, adding a time
stamp. If that also fails (typically because the user tries to dump
several times a second), an error message is displayed.
- Added decision (AI) code for NPCs regarding spellcasting, separating out
attack, healing, buff, and utility spells. NPCs have a base chance to
cast spells every turn, with decisions being made based on their
health, whether there are threats in range of attack spells, and so on.
- Flame Dart is now range 2 instead of 1, as is Shadow Flame.
- New effect type, Cleansing, which sets a regeneration multiplier on
the map that affects creature generation.
- Rejigged the structure of the DecisionStrategy node in the game
configuration to include both the strategy as well as a "suppress magic"
flag, which is set for gas clouds and which prevents the selection of
spellcasting actions during decision strategy execution.
- New spellcasters: gas cloud (wreath of fire), apprentice (flame dart),
acolyte (minor healing), ogre magus (shockwave, minor healing, nether
bolt), thaumaturge (minor healing, radiant beam), sorceror (flame
dart, force bolt), lichling (frost bolt), Brimman (ice storm, frost
bolt), Gilirien (wreath of fire, lightning bolt), spectral wizard
(cross of flame, fireball), high wizard (minor healing, lightning bolt,
maelstrom), deep wizard (chaos aura, nightfire), Bagra (nether bolt,
nightfire, veil of shadows), black priest (shadow flame, curse of
shadows, nether bolt), witch king (curse of shadows, nether bolt, chaos
aura, nightfire), lich (lightning bolt, fireball), lich king (lightning
bolt, fireball, fire storm, ice storm, lightning storm, maelstrom),
Lalo (wreath of fire, lightning bolt), Zaeda (lightning bolt, force
bolt), Callara (minor healing, dragon breath, lightning bolt), snakeling
magus (chaos aura, cross of flame).
- New spells/spellbooks: radiant beam (Divine), force bolt (Cantrips),
ice storm (Arcane), lightning storm (Arcane), maelstrom (Arcane),
cleansing (Cantrips).
- New items: scroll of cleansing.
- New artifacts: legendary boots "Akos Akari", tiger's eye ring "Asturias".
- New creatures: gas cloud, frostling, Wulf.
- Boost updated to 1.60.0.
- Various minor refactorings.
- Bug fixes:
- Crash when attacking with a ranged weapon with no launcher (e.g.,
thrown rocks, no sling equipped) (Lagi).
- When throwing potions, the last potion in a stack was not being
removed properly (Lagi).
- The code for setting a new name in-game via Nama wasn't using the
same rules as name generation at the start of the game.
- Generator::set_depth_custom_map_id_properties was copying over too
many properties. It was intended only to copy over custom map IDs
for particular depths (e.g., if level 5 of some dungeon was a set
level), but it was copying over additional properties, which lead to
a bug in the infinite dungeon where the up staircase on every level
lead back to the surface because the key TILE_PROPERTY_PREVIOUS_MAP_ID
was copied from level to level.
- Beam spells weren't properly handling going off the edge of an open
map.
- Certain weed tile configurations weren't showing a description.
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Looks like another stellar update to kick off 2016 right---going to be so great to behold where both this and ADOM will wind up traveling their respective roads as these months roll onward! 8)
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Definitely nice to have some extra mornings over the Christmas holidays to get a bit of coding in!
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I've had my first bug report for the new version: the "rest" command is unfortunately broken. I've investigated and have a fix in place. For anyone currently playing the game - does this inconvenience you enough that a new version would be appreciated? Or is it more of a nuisance?
-
Small update to fix the rest bug:
Shadow of the Wyrm v0.4.6 "Spinacino"
- Version declared January 2, 2016. Version finalized January 6, 2016.
- New effect type, uncursing. The cursed effect does nothing - when the
effect is uncursed, the creature's equipment is uncursed, and when the
effect is blessed, all of the creature's possessions are uncursed.
- Lua API functions to allow cursing a creature's equipment and inventory.
- New spells/spellbooks: uncurse (Mystic).
- Bug fixes:
- Rest command broken (Dave Keen).
-
It' good to see that you released new bugfixing version so fast :)
-
You see a dram of whisky.
You pick up a dram of whisky.
Huzzah!
-
New updates seem interesting!
-
You see a dram of whisky.
You pick up a dram of whisky.
Huzzah!
Don't drink too much too quickly, or you'll die of alcohol poisoning!
-
Okay, February's release is coming early! There was a pretty critical bug with reflective beam spells that would cause an infinite loop. Just a reminder that if you wanted to download procdump, and run the game using the supplied batch file, you'll get crash dumps which I can use to try to finally find and fix the occasional-but-really-annoying crash bug.
New version link: http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-0.4.7.zip (http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-0.4.7.zip)
Changes:
Shadow of the Wyrm v0.4.7 "Llobet"
- Version declared January 6, 2016. Version finalized January 23, 2016.
- Refactored the curses-based display so that the message buffer can be
used on any screen, instead of just stdscr.
- Added "Alert" functionality, which is basically just using the message
buffer on the current window (instead of stdscr) along with requiring
the player to press a key.
- Cursed items now cannot be removed.
- The cursed uncursing effect curses the creature's equipment.
- After prayer, deities may now decide to uncurse the player's equipment.
- Deities can curse a player's equipment when angry.
- When applying additional, user-requested filters on the Inventory
screen, the title text indicates that additional filters are in place.
- The equipment screen now displays colours for cursed (bold red) and
blessed (bold white) items.
- Added hands-required to items. When wielding an item in the wielded/
off-hand slot, the number of hands free is checked against the number
of hands required to wield the item.
- White wildflowers have been renamed to cream wildflowers to reduce
confusion for the early whiteflower quest.
- Merchants now start with Literacy (/rlg).
- The second line on the equipment screen now shows "Resists:" to make it
clearer that the numbers and the abbreviations are resistance deltas
(/rlg).
- Added a prompt when targetting friendly creatures via ranged combat
(Dave Keen).
- HP and AP regeneration has been updated so that instead of always
getting 1 HP/AP per tick, the amount is calculated based on race- and
class-based multipliers, rounding up to the nearest HP. Effectively,
for almost all race/class combos, the HP rate has at least doubled
(except for some very weak classes, like wizards, witchlings, etc).
Some race/class combos, like Ogre Warriors/Puglists/etc, will regain
HP very quickly. And some classes (Elven/Gnomish/Fae Wizards, etc)
will regain AP much faster. Finally, the base minutes per HP/AP tick
is now 15, so in general, HP/AP regeneration should be at least twice
as fast as in the previous version, and based on the selected race/class
combination, could be much faster than that.
- When defaulting an NPC's action, use max(1, (creature speed + 1)).
- New creatures: were-light.
- New items: greatsword, greataxe.
- New artifacts: boreal scythe "Whisperwind" (The Trickster, Shiver).
- Bug fixes:
- Clearing inventory filters wasn't respecting the original filter.
- The order of potential actions was allowing ticked-off deities to
help a creature rather than doing something nasty.
- Crash when talking to Hild after gathering the required twenty
whiteflowers (/rlg).
- Typo in one of the resource string names for the Cleansing spellbook,
which caused the book's unid'd name to show up as blank in the UI.
Created a Python script to catch this (/rlg).
- Incorporeal creatures on blocking features could not be attacked
(Dave Keen).
- Redcap speech text was the same as its bestiary description.
- Reflective beam spells could get into infinite loops (Darcy Faires).
- Score calculation had some signed/unsigned arithmetic issues
(Darcy Faires).
- When selecting an item to pick up, and selecting none, a message is
incorrectly added about not being able to pick up (Darcy Faires).
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Ouh, you made these things-which-are-related-to-cursed-items! It's great, I was looking for it :)
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To be fair, I should've probably implemented that before my first release!
-
Congrats on another solid release and a bit early at that!
-
Seems pretty cool. Any chance of a version that runs on win xp though? :(
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Seems pretty cool. Any chance of a version that runs on win xp though? :(
I don't see why not. I do my development in Win 10, anyway. I'll look into seeing if I can produce an XP-compatible binary.
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Cool. Thanks. I'm still stuck on winxp and shadow of the wyrm doesn't seem to open. (I get the "not a valid win32" error). More and more games and programs now days unfortunately leave winxp users, somewhat understandably though, left out to dry. :(
I look forward to checking out the xp version when you get a chance to make it.
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For sure I'll look into this.
Also, there was a bug with HP/AP regen that allowed them to go over the max. I've patched 0.4.7 and re-uploaded it. I'll merge the change into default shortly.
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To test WinXP builds, I've tried creating one by adding a new build configuration in Visual Studio, and setting a few settings I found on MS's site.
Here's a build of the latest code from 0.4.8: www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-WinXP-0.4.8-latest.zip (http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-WinXP-0.4.8-latest.zip)
If you've got access to XP, can you let me know if this lets you actually start and play the game? If it works, I'll make sure to release XP builds alongside 7+ when I do my releases.
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Just heard that the build works, so I'll include a WinXP build with the next release. I'm skipping February, since I did a release in late January, and am planning the next one for early March.
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After no releases in February (since I had a late January release), it felt like time to get another build out there. So, I'm releasing v0.4.8 - a pretty good balance of useful and useless, flavour and mechanics.
Win7+/WinXP builds: http://www.shadowofthewyrm.org/downloads.html (http://www.shadowofthewyrm.org/downloads.html)
Full release notes:
Shadow of the Wyrm v0.4.8 "Carulli"
- Version declared January 23, 2016. Version finalized March 3, 2016.
- Out-of-view features no longer disappear - these are remembered
(Avagart).
- Added support for special days, with messages being displayed when that
day arrives.
- New special days: Alari, Festival of the Midwinter Moon; Halingsdaeg,
Celebration of the Ascension of St. Haling; Demonstide, Day of Defeat of
the Unholy Hordes; Coma, Night of Heavenly Death; Edelmas, Ancient Day
of Slaughter; Solstide, Festival of the Summer Sun; Dragonsday, Rout
of the Old Dragon Lords; Reaving, Celebration of the Harvest; Elfenwael,
Death of the Fair Folk.
- Adventurers now start with skill in Cantrips (Darcy Faires).
- Creatures now have a chance of finding foragable foods on overworld
maps. The chance of finding these is seasonal: roots can always be
had, but are fewer and rarer, while berries are more plentiful, but can
only be found in the fall. Fiddleheads are the curled fronds of ferns,
and are only available in the spring. The chance of a particular
random overworld map of having foragables is based on the player's
Foraging skill.
- Created a Windows XP-compatible release build configuration (Legend).
- The game now checks to see if it has write access in the main
directory, failing out if it does not.
- In preparation for eventual Unix builds, added the player's user name
to the high score entries.
- When resting, each turn now adds a "." to the resting message, to give
a visual indication of how long the player has rested.
- Added a new island off the coast of the Stonewall ruins. This is the
basis for a quest from Twille in Atua-Elar.
- Beefed up Goblincrusher a little bit.
- Additional logger functionality.
- New tile types: sewer complex (shown on the world map), and sewer
(individual tiles within a sewer complex).
- Sewer complexes have a chance to generate on field tiles. They are
generally rare, being generated even less often than keeps. However,
pretty much any non-unique can be found in sewers.
- Created an infinite sewer complex north-west of Aeschburh. Made the
infinite dungeon even deeper. Added a new unique, Cadlind, in Isen Dun
to tell the player about the existence of these places.
- Rovers now start with either a woodsman's axe or a briar axe.
- World generation now sets a maximum depths on dungeons and sewers.
There is always at least one 50-level structure.
- Tiles can now have engravings. For dungeon and sewer complexes, added
engravings, when applicable, of a creature whose danger corresponds to
the maximum depth of the dungeon.
- Reduced the depth of the dungeon on little island from 50 levels to 25.
- Wearables (weapons and armour, rings, amulets, etc) are now identified
when equipped.
- Added an "auto curse" flag that sets an item's status to cursed when
the item is equipped. Set the following items and artifacts auto-curse:
withering ring, Crown of Tyranny, smouldering black plate mail "Terror",
eldritch greatsword "Apocalypse", stumbling ring.
- Next to the Chronicle in the rectory in Isen Dun there is now a book
describing the world's special days.
- Winning characters are now mentioned in the high scores.
- The message displayed after winning is more descriptive.
- After winning, the player now has the option to keep adventuring. The
winner flag is always set regardless of the choice, so that quitting
later still yields a winner in the high scores (kraphead).
- New items: roots, berries, kelp, History of the Kell Empire, briar axe,
fortified dwarven wine, elven brandy, goblin moonshine, imperial dagger
"Amagari", withering ring, stumbling ring, Book of Days.
- New creatures: Twille, Cadlind.
- New artifacts: imperial dagger "Amagari".
- Bug fixes:
- Blue jays were, uh, bright yellow.
- Damages were being displayed incorrectly (e.g., 1d8--10) when the
modifier portion was negative.
- Negative damages used to be possible. This is now fixed so that
the base damage (before resistances, soak, etc) is always at least 1.
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Playing this for the first time(s). This might be a stupid question but where the hell is the boathouse? I was rewarded with a boathouse key but I can only find one locked door in town and it says I don't have the matching key, so I assume that's not it.
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No such thing as stupid questions! The boathouse is along the water by the pier at the south-west part of the map.
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Quick version update - the game will now dump files on a crash, to make for easier bug reporting.
Downloads are at: http://www.shadowofthewyrm.org/downloads.html (http://www.shadowofthewyrm.org/downloads.html)
Hopefully this will lead to quick turnaround on crash bugs!
Shadow of the Wyrm v0.4.9 "Mavroedes"
- Version declared March 3, 2016. Version finalized March 6, 2016.
- Slightly better estimation of the distance to the goal for the A*
search algorithm - it now considers the movement multiplier of the
current tile, in addition to the Chebyshev distance.
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Playing the xp version. There seems to be some lag/delay in key commands. When making single key presses, it is pretty marginal, but if I hold down a key to move in a direction and release the key, the character continues to move for a good bit after I take my finger off the key.
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Hmm. Might be computer-dependent...I don't get that when I run the XP build on my own machine. Doing some performance tuning is definitely something I'm going to do at some point in the future, but things are "good enough" at the moment. But don't worry, it's on my to-do list!
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Ah, you have to jump in the water to get to the boathouse!
So far I'm really impressed with this game. 8)
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Thanks! That's always great to hear.
There's a lot going on in the game, but it's still really shallow in a lot of areas, particular class differentiation, skills, etc. But I'm sure that'll improve as time goes on.
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There's a lot going on in the game, but it's still really shallow in a lot of areas, particular class differentiation, skills, etc. But I'm sure that'll improve as time goes on.
That's to be expected from a work in progress. As it is, there's still plenty to do.
-
There's a nasty bug in the current version - you can't make your way back from Stoneheim (the dwarven city) and a few other places. I've put a patched version on the website. Your savefiles should be compatible, but will have the same problem before, as this is a data issue. However, new games in the patched version should be okay. Sorry!
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Time for the monthly release! This one's named for Simone Molinaro, a Venetian lutenist of the 16th century. I just spent a while learning to play his "Ballo Detto Il Conte Orlando", one of my favourite pieces of music growing up, though I originally knew it as the opening theme to Respighi's orchestral "Ancient Airs and Dances".
Anyway, this is a slightly-more-significant-than-usual monthly release, because of two features: NPCs can now do ranged combat (firing bows, throwing spears, etc, with the same mechanics the player uses), and breeding has also been implemented - watch out for fork bugs! They have a nasty piercing attack, similar to ADOM's claw bugs.
The other major mechanical change this version is dual-wielding. Thieves and Rovers start with Dual Wield, and this skill now hopefully makes them worth choosing, though it should be noted that they're generally more frail than warriors, and so it might take a bit of creativity keeping them alive.
Breeding and NPC ranged combat were two of the things on my long-term to-do list, so it's nice to get them out of the way. The crash bug remains, however, but a reminder that the game should now provide dumps, so if you get a crash, you can send me the dump and whether you're using the Win7 or XP build, and I can hopefully make the game a little more stable.
A full list of changes:
Shadow of the Wyrm v0.5.0 "Molinaro"
- Version declared March 7, 2016. Version finalized April 3, 2016.
- Added a utility to set the username to empty on savefiles, and updated
the code so that any savefile with an empty username can be opened by
anyone.
- Save files now persist after loading, and are only removed when quitting
or dying. This allows a basic recovery mechanism from crashes.
- Fixed up a number of locations in the Lua API functions where creature
pointers were being used unchecked.
- Dying stars will change their evade, damage, and speed based on their
intensity.
- Defined initial equipment for goblin pelters, archers, ogre hurlers,
and dwarven warriors (these receive slings and rocks/bows and
arrows/cabers/crossbows and bolts, respectively).
- Updated NPC AI to consider ranged combat when threats are in range and
when an appropriate ranged weapon is wielded.
- Resting no longer cuts off at full HP or AP when the player has at
least one status. This allows players to quickly rest off being
Spellbound, etc. Resting still can't be done when afflicted by
particularly dangerous statuses (Stone, Poison) - in this case, the
player would need to use an item, pray, manually rest using 's', etc.
(Antonio Sabochini)
- Creatures can now have skills as well. Added archery-related skills to
archers, goblin pelters, ogre hurlers, snakeling sharpshoters, and
dwarven warriors.
- Amulets now have randomized unidentified descriptions.
- Changed amulet symbol to '#'.
- Added configuration settings to allow the selection of a default race,
class, deity, and sex. If these aren't set appropriately, the user
is prompted to select a value.
- Creatures can now attack with two weapons. There is a to-hit penalty
on the secondary weapon, as well as a speed penalty. These are both
reduced by the Dual Wield skill (kraphead).
- Rovers now start with skill in Dual Wield as well.
- Thieves now start dual-wielding daggers, with some extra daggers in
their inventories. Rovers start with an extra dagger in their
inventory.
- There is now a simple in-game help, accessible via '?'. All keybindings
shown are the default values (AgingMinotaur/Mateusz Lagowski). The
help menu also includes an introduction to roguelike games, a history
of Shadow of the Wyrm, and a basic strategy guide.
- Creatures can now be defined as breeders. Breeders have a small chance
to create another creature of the same type onto a surrounding tile.
Breeding respects when the creature generation rate is 0 (via the
Cleansing spell), so even if a creature decides to breed, breeding will
be suppressed on the level by this spell.
- Added the breeder flag to fork bugs, as well as a piercing attack.
- Added another entrance to the boathouse in Isen Dun.
- Increased the amount of currency per drop, as well as ammunition.
- New conduct type: silent (broken on chatting and spellcasting).
- New creatures: dying star, puca, tentacled spider, fork bug, ogre
hurler.
- New items: holy amulet, shadow amulet, lightning amulet, flame bolt,
arcane bolt, barbed spear, winged javelin, caber.
- Bug fixes:
- Combat/Archery was not affecting the combat to-hit calculations.
- Off-hand equipment specified in the configuration XML wasn't being
equipped properly.
-
Thanks to the efforts of Redfeek, I'm delighted to make available a Russian-localized version of v0.5.0.
http://www.shadowofthewyrm.org/releases/ru/ShadowOfTheWyrm_0.5.0_rus.zip (http://www.shadowofthewyrm.org/releases/ru/ShadowOfTheWyrm_0.5.0_rus.zip)
To run this, you'll need to ensure that your console font is Lucida Console (ie, not the default raster font). Run the game with "run.bat".
-
Again due to the efforts of Redfeek, there are now Russian versions of the command reference and the guidebook, available in the docs folder of the Russian version of v0.5.0.
-
Monthly release time! This release focuses on making skills more visible, and adds some content as well. There is a new skills screen that you can use to see/use/get info on your skills. Some of these skills are still unimplemented, but there are a lot more skills that actually have an in-game effect, now.
So, the change log:
Shadow of the Wyrm v0.5.1 "Beauvais"
- Version declared April 3, 2016. Version finalized May 1, 2016.
- Added a new area, the Caldera, in the dwarf lands. Guarding the centre
of the lake are four ageless giants: Weyg, Rhone, Phole, and Carne.
Weyg and Carne are warriors, while Rhone is an archer and Phole a
witchling.
- Added a quest to the caravan master, which will fire after the Cithriel
quest is complete, to slay the four avernal giants in the Caldera.
- In adding the Caldera and the associated mythology, I noticed there were
now two distinct "underworlds": the underworld of Greek and Roman myth,
and the one of Dungeons & Dragons and other fantasy games. Reworked the
texts so that demons are now from a parallel world known as the black
plains, while the underworld is now the place where spirits go after
death.
- The player can now view his or her skills (default keybinding is F3).
This shows all trained and trainable skills. Trainable skills are those
that can advance from 0. (AgingMinotaur)
- Skills can be selected from the skill screen as well. Selecting a skill
gives a message as to how it's used (for weapon skills, magic, etc),
actually does something (no skills take advantage of this, yet), or
throws up a message about how the skill is not yet implemented.
- Appropriately 0-valued skills (weapon skills) are now shown in the
character dump as well.
- Implemented the crafting skill. This is a secondary skill for a lot
of crafting-type skills, and increases the chance of creating something
useful.
- Implemented the blind fighting skill. This helps negate the large
evade penalties associated with blindness, as well as the to-hit
penalties.
- As weaving and tanning now consider both a primary skill as well as
crafting, the items created can now be more powerful.
- Working at a jeweler's workbench now considers the Jeweler skill instead
of Smithing.
- The player now needs literacy as a basic prerequisite to read scrolls
and spellbooks. The Literacy skill now also affects how quickly a
readable item is read, and is also now checked when determining if a
creature is able to learn a spell from a spellbook.
- One more inhabitant of Isen Dun wants the Sun Gem. Cynwise's first
quest is now for the Gem, and she gives a number of identify scrolls.
She also teaches the player about Literacy, if that skill is 0.
- Since there is now additional incentive to do Cynwise's quest for
Literacy, the Blacksmith's reward, Forger, now does a bit more damage.
- The Escape skill is now also checked when trying to ascend/descend
while adjacent to hostile creatures. Previously, this movement could
always be performed. Now, there is a base chance to ascend/descend,
and if that fails, the Escape skill is checked for a second chance.
- Awareness now plays a large part in calculating the target number for
magical combat, so creatures with very high awareness and/or evade
will be very difficult to attack with magic.
- Religion now plays a part in your relations with your deity. After
praying, a multiplier is now applied to the piety gain (sacrificing)
and loss (praying).
- Being favoured by the Nine and spoken to in visions and in their dreams,
Shepherds now start with skill in Religion.
- Most of the general skills are now marked on use, or in certain use
cases, meaning that their repeated use will improve them over time.
- Rejected sacrifices now no longer disappear, but are left on the altar.
- Rovers and Seafarers now start with fishing rods. There is also a
guaranteed fishing rod in the boathouse in Isen Dun.
- Implemented fishing. To fish successfully, you will need to have a
fishing rod and be standing by water. It also helps a great deal if
you have skill in Fishing. Fishing on a map makes it permanent, if it
was not before. If you catch a fish while on land, the fish will appear
on your tile; if you're in the water, the game will add the fish to
your inventory. If you lack the space in your inventory, you will toss
the fish back.
- Artifacts are now always generated as either uncursed or blessed
(Sean McKeague).
- The Hunting skill now improves combat skills against animals, and also
helps find more corpses.
- Wood Elves and Fae now start with Hunting.
- Bug fixes:
- Fixed a crash bug in a Lua API test function.
- The resource string for the Foraging skill's name was incorrect,
pointing at Escaping instead.
- To-hit modifiers weren't being properly applied in the magical to-hit
calculations.
- Sacrificing a low-value item and receiving 0 piety was incorrectly
generating a "you feel pious"-type message.
- Both currency and ammunition were generating in much larger piles
than expected, due to calling the RNG "dice" function instead of
"range". This led to stacks of three hundred or more cabers weighing
18000 lbs. (Sean McKeague)
- New creatures: Weyg, Rhone, Phole, Carne, avernal bat, mist wraith, fox
mage.
- New items: avernal arrow, fishing rod, rainbow trout, river carp,
nothern pike, sockeye salmon, yellowfin tuna, southern cod.
- New artifacts: the ruby amulet "Eunoia".
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Thanks to Redfeek, a Russian translation of v0.5.1 now available: http://shadowofthewyrm.org/releases/ru/ShadowOfTheWyrm_0.5.1_rus.zip (http://shadowofthewyrm.org/releases/ru/ShadowOfTheWyrm_0.5.1_rus.zip)
-
Monthly release - v0.5.2. The big change this time is probably the implementation of skill points, which allow you to improve general, melee, ranged, and magical skills with each level.
Full list of changes:
Shadow of the Wyrm v0.5.2 "Le Roy"
- Version declared May 1, 2016. Version finalized June 4, 2016.
- Added support for reading a random file for a resource string. This
won't be used in many places, but is currently being used for allowing
a number of different title poems.
- Deities now grant +2 to a statistic at the start of the game, instead
of +1.
- The locked room in Kew's house now always contains an unstoning
potion.
- Goblin trappers can now, as part of their AI, set a trap. Whether or
not the trap is seen is dependent on the Detection checks of the
creatures the trapper can see that the trapper is hostile towards.
Trappers don't set traps when there are no hostile creatures present.
- When skills are checked for improvement, if the number of marks is less
than the amount required for a skill increase, the skill still has a
chance to improve, based on the number of marks accumulated.
- Witchlings get a new wide-beamed spell, Umbra, starting at level 26.
- Created support for beam spells with radii greater than 1.
- Updated the pathfinding code to use a greater cost when considering
a search node that contains a dangerous feature like a trap.
- The player must now be standing on a trap to apply it - traps can't
be applied while the player is adjacent.
- Traps now give a message regardless of whether they're triggered by the
player or another creature, so long as the player can see the triggering
creature. Reworked the trigger messages so that they no longer assume
that the player is the triggering creature.
- Created a new epic poem, to be added to with each release, found in
the library of Atua-Elar.
- Each race now has an associated number of skill points that they gain
per level. Humans and Snakelings are the most adaptive, and gain skill
the fastest this way (10 points each). Fae and Giants are the most
hidebound as a people, and very set in their ways (7 each). Between the
two extremes are:
- Dwarves, Ogres, and Wood Elves ( 8 )
- Goblins, Gnomes, and Mountain Elves (9).
- When creatures gain levels, they now gain a certain number of skill
points. Each skill point can be used to gain skill in a previously-
learned skill, or learn a new skill when trainable from 0 (melee and
ranged weapons). The number of skill points is determined by the
creature's race. Unused skill points have an effect on the game's
final score.
- Looking at a tile with multiple items now results in a message about
this, rather than an ugly list of all the items in the stack.
- Tiles can now have inscriptions, and the player can create inscriptions
("N" by default).
- Added more name syllables, so there are more possible random names.
- Graveyards weren't properly hooked up to world generation. Now there
are lots of lovely graves to plunder. These now have inscriptions, so
you can see whose grave you're trying to plunder.
- New creatures: goblin trapper, corpse fiend, Shale, Marvelle,
changeling.
- New traps: crossbow trap, blackwater trap, electric field trap.
- New spells/spellbooks: blast (Cantrips), umbra (Primordial), absolute
zero (Arcane).
- New items: wand of poison, wand of shadow, epic poem "Tel and Floridel".
- Bug fixes:
- Randomizable items (potions, etc) placed on custom maps weren't
being randomized properly.
- The Magic skill didn't have its resource string properly defined,
resulting in empty text when that skill was selected from the Skills
screen (Redfeek).
- Untriggered traps were being displayed when moving out of view of
that tile.
- When using +/- to cycle between creatures using Look, the message
manager details were not being updated correctly.
- Tomatoes weren't red.
- When a trap killed a creature, the redraw was not immediate and the
projectile might end up being redrawn in the wrong location.
- Resource strings for NPC paralysis were missing.
- Poison dart traps now deal piercing damage instead of pound damage.
- Fixed a bug where renaming with Nama wouldn't redraw the screen
properly when inputting a name consisting of many lines of text.
-
Inscriptions on floors? Finally nethack players will love this game fully!
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Always good to see the impressive assortment roll on in---soundly beats flipping a page in the old calendar for a sense of progress. 8)
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Inscriptions on floors? Finally nethack players will love this game fully!
Owlbreath nowhere in sight though...
-
One thing that is a little irksome is that a lot of the game commands require capitol letter presses that seem needless since they are the only commands using that particular letter key. Such as (K)ick, (L)ook, (C)hat, and i(N)scribe. All of these commands are the only commands which use those particular letter key to be pressed, yet they require Shift+Key to be pressed rather than just the regular lower case version of the key to be pressed.
Also, when there are multiple items on the ground, is there a way of picking up everything? If so, I couldn't figure it out. If not, it would be nice.
On a related note, when there is a stack of several of the same item, it would be nice to be able to specify how many of said item instead of picking them all up. I came across a stack of 49 javelins weighing 147 pounds. I didn't realize it was actually 49 javelins at first. Took me a minute to figure out that I had to pick up the whole sbundle, then drop 48 of them just to keep one of them.
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Re: capital letters. SotW allows vi keys for movement, so hjklyubn are reserved for that. Because movement is more common than kicking, it gets the lower case.
No excuse for chatting, though, and that's common. I'll make that lower case.
There's no way of picking up everything, but that's a great idea (maybe ":"...)
I'll add that to my backlog.
At some point, I'm planning on adding pickup prompts, but only when there are more items that can be carried (the reported case I had was, "there's a pile of 343 tabers here, weighing 18000 pounds. I just want to pick up one."). I do it that way because when I play roguelikes, picking up the entire stack is generally more common for me than just wanting one thing. E.g., if there's a pile of arrows, it's more common to pick up the stack of 12 than just 2-3. Do you think it would be useful to add a .ini option to always prompt for number?
Thank you for the feedback!
-
One thing that is a little irksome is that a lot of the game commands require capitol letter presses that seem needless since they are the only commands using that particular letter key.
You can edit all the keybindings in swyrm.ini
-
I'll be very busy this summer, and so I won't be doing a release in the first week of August. Releases will resume in September.
Also, apologies - I changed chatting from 'C' to 'c', but my ADOM muscle memory was so strong that after several weeks, I still couldn't get used to it. I changed it back.
Anyway, a slightly larger-than-normal release for v0.5.3. Lots of mechanics changes, mostly focused around skills and skinning/tanning, but there are lots of mechanical and non-mechanical changes, so here goes:
Shadow of the Wyrm v0.5.3 "Calvi"
- Version declared June 4, 2016. Version finalized July 2, 2016.
- Behemoth hide armour is a bit more powerful, soak-wise.
- Defined grave-rooms for dungeons. These contain a sarcophagus that
is guaranteed to contain an item, and is very likely to contain someone
not pleased with being woken.
- Sarcophagi can now be plundered with the usual 'a' (apply feature)
command.
- Updated the dungeon generation algorithm to keep better bookkeeping on
special rooms. Previously, some rooms might not be placed, but would
be tracked as such, preventing the generation of the room on that
dungeon level.
- Fields, forests, scrublands, and hills now have a small chance of having
a grave or barrow generated as part of the map. If this happens, then
the map is made permanent.
- The gnomish barkeeper in Gnordvar will now sell you food and a drink
for a few ivories.
- The code has been internally restructured so that weapons no longer
have slays. This is now at the damage level, so that it can be applied
both to a weapon and to unarmed damage (or, later, magic).
- Slays are now shown when using the W/R weapon info command.
- Pugilists are now more powerful: at levels 20 and 40, they receive a
random slay on their unarmed damage.
- Attack details (the output of the "W"/"R" commands) are now shown in
the character synopsis.
- Fixed some ugliness with how equipment is displayed in the character
synopsis.
- Dual wielding is now even more difficult, as before this difficulty
could be offset pretty easily by pumping a weapon skill.
- Skills now also affect damage: creatures get +1 damage for every 10
skill in the relevant melee or ranged weapon skill (clubs, spears, etc).
Furthermore, an additional +1 damage is granted for every 20 points of
Combat or Archery, depending on the type of the physical attack.
- Prettified damage flags in the weapon output.
- The following races now have some resists/vulns, which should make
skinning creatures of that race worthwhile: construct, demon, divine,
insect, jelly, monster.
- The chance of a corpse carrying over a racial resistance is no longer
100% - the base chance is 40, and modified by the skinning creature's
Skinning skill (based on an observation by Alzrius).
- Each corpse now produces only one skin.
- The resistances transferred from a skin to a piece of armour are now
much lower - they used to be the same value, but now start at 1/4.
At maximum Tanning skill, the divisor is 1/2, and there is the chance
to increase the resistance a bit beyond the base value, depending on
the Tanning skill.
- The base rate for corpse-dropping has been reduced from 15% to 7%.
- The Medicine skill now helps reduce the number of minutes required for
a tick of HP regeneration.
- The Dungeoneering skill now affects the drop rate on slain creatures.
- Inscriptions are now shown when moving to a tile containing one.
- There are now useful and useless inscriptions that can be added to the
floor during dungeon generation.
- The Herbalism skill now allows finding herbs that can heal HP
(blackroot) and AP (verbena), remove poison (white basil), restore the
voice (voxflower), or reverse the effects of petrification
(stoneflower), when generating an overworld map like a field or forest.
The availability of the herbs depends on the season.
- Foods can also have effects now, instead of just potions.
- The skills screen now remembers the page properly, so that after
selecting a skill, the page is not reset to 1.
- Added a new room type, trap room, to the dungeon. When placing traps,
one to four traps can now be added. Occasionally, the room will be
completely filled with traps, and this will generate a warning message
when entering the dungeon.
- The Disarm Traps skill is now useful. It can be used to disarm an
existing trap, with a chance to deconstruct the trap into a stack of
useful projectiles, based on the type of the trap:
- Poison dart (poison dart trap)
- Fire bomb (fireball trap)
- Arrow (arrow trap)
- Bolt (crossbow trap)
- Rock (rock trap)
- Clay pots are more brittle.
- When using destructible items as melee weapons, the destruction
percentage is now properly considered in melee - you can't wield
clay pots or fire bombs with impunity.
- Ranged combat is no longer possible when trying to fire cursed
ammunition.
- There is now a small chance that digging on a field or under a bush
will yield an edible root.
- Two new title poems (selection from Ben Jonson's "Gypsy Songs", and a
haiku by Kobayashi Issa).
- Additional stanzas for "Tel and Floridel".
- New creatures: abyssal beast, aster, golgothan, fantastic beast, ghast,
ichor, celestial, muck, mire, manticore, rock grinder, Whitebard,
magmos.
- New items: abyssal hide armour, intact skeleton, white basil, blackroot,
verbena, stoneflower, voxflower, poison dart.
- New artifacts: Sword of the Fairy-King, fickle dagger "Fatebender".
- Bug fixes:
- Shadow snakes' speech text wasn't defined properly.
- Marvelle is supposed to be unique, but didn't have a Max defined
(4chan rlg).
- Character synopsis now displays "Resists" by item resistances, to
be consistent with the other screens.
- Long lines weren't being handled properly in the synopsis.
- For creatures with lots of general skills (e.g., Human Rover), the
skills on the second page were not selectable.
- Selecting a letter for which there is no skill bound (e.g., 'u')
no longer gives the message "This skill is not yet implemented."
-
Great looking robust release to bridge a gap if I've ever seen one---may fortune favor your summer doings in the meantime! 8)
-
After a month away from coding to visit Europe, I should be back into doing the regular, monthly releases. The big features this time are a new ending, and the ability to train/improve statistics. This should provide a way to grind your way to great success, should you want to do that, as well as providing a realistic way to spend the ivory pieces you find throughout the world. One of the things I'll be looking to do in future releases is provide more ways to use money.
So, the full list:
Shadow of the Wyrm v0.5.4 "Barrios"
- Version started July 2, 2016. Version finalized September 3, 2016.
- New world map location type, shrine. Updated the post-world map
generation XML/script routines to place the sky/world/nether shrines.
- Rectangular shrines are pretty plain-jane. They have statues and
pillars leading up to the centre, where the shrine's relic is kept.
- Cross shaped shrines keep the relic off to the sides.
- The blacksmith now gives a quest for the shrine gems. This is an
alternative if you wish to clear the shrines, but don't want the
artifact for the evil ending. He crafts a divine blade of immense
power and protection.
- Repurposed Bagra from a random high-level unique to the quest-giver for
the evil ending. She now wanders Wyrmeswraec. Her quest grants an
unholy dagger, Heart's Needle, that can be given to Amaurosis to
complete the evil ending and destroy the universe. (Jeremy Long and
others)
- Boating now improves at a much slower pace.
- Each of the Nine now include the skyborn in their list of creatures that
can be summoned when they are annoyed.
- More random name combinations.
- Skinning and tanning are now slightly less easy-mode, though still very
powerful with high skinning/tanning/dungeoneering.
- Tanning now always adds at least 0.01 points of resistance when the
resistance is present.
- Gnomes now start with Literacy, as do Adventurers.
- Added a new vorpal flag. This gives a 3% chance to insta-kill
creatures that are not incorporeal. Added the flag to a new artifact,
the vorpal blade.
- Added a flag to allow administrators to set a maximum number of
savefiles per user. This is intended to limit resource usage on
multi-user systems. The flag is -1 (unlimited characters) by default.
- The size of a stack of ammunition is now based on how on the weight of
the individual projectiles.
- New effect type, trap detection. When blessed, detects all traps on the
level; uncursed, all traps in the FOV. When cursed, hides all traps in
the FOV. As a spell, Detect Traps is mystic and therefore available to
Oracles. The detect traps spellbook is a potential starting spellbook
for Oracles.
- Added support for marking statistics, and gaining statistics.
Statistics can now be marked in certain circumstances (e.g., agility
is marked when dodging). Every two days, each creature's statistics
are checked, and if there are any statistics whose marks equal the base
value of the statistic, there is a chance (~70%) that the stat will
increase. Statistics are currently marked in the following cases:
- Strength: when digging on a tile or through another tile, when a
heavy melee attack hits.
- Dexterity: when dismantling a trap into useful components, when a
light melee attack hits, when a ranged attack hits.
- Agility: potentially when an attack is avoided.
- Health: when a particular status wears off or is cancelled,
potentially when HP regenerates.
- Intelligence: successfully reading a spellbook, reading a scroll,
when a magical attack hits.
- Willpower: potentially when AP regenerates, when casting a spell
causes the spell's bonus to increase, drinking a potion, evoking a
wand.
- Charisma: when quests are requested and completed, when a sacrifice
is offered and accepted, when praying while in good standing.
- Sacrificing on an altar now breaks the agnostic conduct.
- Reduced the weight required for a weapon to be "heavy" from 30 lbs. to
20. Adjusted a number of weapons to be heavy: Apocalypse, Torasin,
Urgol, Beow.
- There is now an NPC in the Forest of Yew, Melura, who provides training
(marking) for statistics in exchange for ivory.
- More stanzas for "Tel and Floridel".
- New creatures: gorgon, skyborn, shrine hag, vorpal bug, gloaming,
Melura.
- New spells/spellbooks: Detect Traps (mystic).
- New items: scroll of trap detection.
- New artifacts: Heart of Heaven, Heart of the World, Heart of the World
Beyond, holy sword "Heart's Fury", unholy dagger "Heart's Needle",
vorpal blade.
- Bug fixes:
- Slaying information wasn't being displayed correctly when a weapon
slays '*' (everything).
- Text paging wasn't working correctly when the current "page" was
very long, as the additional padding wasn't being added.
- Very small resistances (ie, around 0) were showing their value in
scientific notation. Fixed this so that resistances are still
precisely calculated using doubles, but displayed using precision 2.
- Staircase generation in caverns was incredibly broken (4chan /rlg).
Down staircases in sewers were also broken.
- There was an unterminated parenthesis in damage output when the
damage didn't have any slays.
- Nagas didn't have speech text.
-
Welcome back---no doubt the rest of the year's releases will be duly bolstered by all that delicious European cuisine you hopefully got to fortify with. 8)
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Hi,
It is with great trepidation that I'd like to announce preliminary Linux support.
After several days of fixing compiler warnings and wrangling with build systems, I created a build of the current 0.5.5 codebase:
http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Linux-0.5.5-current.tar.gz (http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Linux-0.5.5-current.tar.gz)
I've run a few tests: starting the game, saving/loading, etc. Things seem to work fine, though in my Gnome environment, certain function keys are hijacked by the terminal. But, if I go into console mode, it seems fine.
If you see any issues, please let me know, and if it seems to work reasonably well, please let me know as well! I'd like to add a link to my site to allow people to download the build once things look reasonably stable.
Any comments or suggestions, please let me know!
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A real joy to play this one, keep it up!
-
I must say that this game is getting nicer to play!
-
How exciting that you are working on a Linux port! However, I can't get it to work on current Debian Testing (Stretch).
First of all, it depends on libboost.1.60, and my computer has version 1.61. It also needs libncurses6, but I have libncurses5. That's all I've figured out, it crashes looking for shared libraries: libncurses.so.6 and other files I don't have. Not knowing these toolchains, I'm mentioning it for your reference ;) Looking forward to trying the latest version soon (in worst case, wine), it's really been too long.
As always,
Minotauros
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If you want to go the non-Wine route, hopefully you should be able to build from source. Assuming you've got Mercurial, premake4, gcc, and the necessary dependencies:
- hg clone https://www.bitbucket.org/prolog/shadow-of-the-wyrm
- cd shadow-of-the-wyrm
- premake4 gmake
- make config=release
Hopefully the only non-standard dependency is that you'll need Lua 5.1 for linking purposes.
One of the big things to do on my to-do list before ever taking off the alpha tag is making the game easier to build on not-my-computer.
Edit: I've been having trouble determining the best way to package up the game on Linux. I've been told that copying the libraries used by the executable into the tarball should do the trick; however, it seems from your testing that that's not working. Has anyone else had experience with this, and can lend some advice? This is the first time I've tried to release software outside of a Windows environment.
-
Monthly release time! The big thing this month is Linux support. I've been experimenting with premake4 on my Fedora VM as a makefile generator, and I've been able to use it to create makefiles and successfully build in Linux. A couple of people reported issues with this in /r/roguelikedev (mostly surrounding Lua versioning - SotW uses 5.1), and I've used their feedback to try to improve the process. It's still precarious, but now it's tested and possible. See README.build.linux - it's not included in the releases, but if you clone my hg repo, it's in the root folder.
The other major changes include fixes to allow statistics marking outside of paying the NPC (there was a bug in the last version, unfortunately), additional ways in which stats can be marked, the implementation of thievery, and new draining/ethereal damage flags.
Enjoy!
Full list of changes:
Shadow of the Wyrm v0.5.5 "Weiss"
- Version declared September 3, 2016. Version finalized October 1, 2016.
- Stats can now be marked periodically. Every three hours, the game
checks for:
- Being burdened (+1 mark) or strained (+2 marks) - Strength
- Being neither hungry nor full (+1 mark) - Health
- Wearing any rings or amulets (+1 mark for each) - Charisma
- Intelligence is marked whenever a creature identifies a new item.
- Increased the chance for a statistic to be incremented when max-marked.
- The phase of moon now has an effect on marking statistics. The chance
of marking a statistics when the moon is waxing is twice as easy,
while when the moon is full, statistics are always marked - no
probability check.
- Added a setting to enforce the character's name being the same as the
player's username, for the full nethack/DCSS experience.
- Thieves can now steal from other creatures.
- A creature can only be stolen from once, if not the player. This
sets a flag, preventing the creature from being stolen from again.
- Creatures without pockets (insects, birds, etc) can't be pickpocketed.
Any other creature can be stolen from.
- Certain deities do not appreciate stealing from innocent creatures.
- When stealing, any item from level 1 to the target creature's level
can be generated.
- Ironsword's damage has been toned down, and now only gives poison
resistance.
- The welcome screen now has an option to show the high scores.
- Barrels now have a specified number of drinks, and so can't dispense
infinite booze.
- Created support for transmission types when getting a message manager
instance. This takes not only creature details, but also a transmission
type. The combination of the two drive the type of message manager
returned. This should hopefully fix a class of bugs and will probably
open another.
- Added a new setting, current_month_is_start_month. This defaults to
false, but when set to true, the game will start with its calendar set to
the first day of the current month.
- Implemented a new damage flag, draining, which has a chance to transfer
a portion of the damage dealt to the attacker. Added the draining flag to
Bloodsinger.
- When no AP is specified for a creature, the AP will default to 50% of
the creature's HP when generating the creature.
- Implemented a new damage flag, ethereal. Ethereal acts like draining,
but on Arcana Points instead of Hit Points. The attack always does
damage against HP, but when the ethereal check passes, the attack does
the same amount against the creature's AP, and transfers a portion back
to the attacker.
- Created a new artifact, Elcrynn, that has the ethereal flag. This can be
gifted by The Lady, The Trickster, and Shiver.
- Mighty blows now do max damage at 75% soak.
- Added draining and ethereal to crones.
- Added more useful and useless inscriptions.
- There is now a text describing some of the lore of the Nine in the rectory
in Isen Dun (Cheap Miami Records).
- Support for Linux builds. Added build instructions/guidance to a new file,
README.build.linux
- Some refactoring in the Lua and C++ code.
- More stanzas for "Tel and Floridel".
- New creatures: seeper, redback spider.
- New artifacts: ethereal staff "Elcrynn".
- Bug fixes:
- Improving statistics when not going through the NPC was not
incrementing the marks properly.
- The code that handled equipping from a stack of items wasn't properly
identifying wearable items, or handling auto-cursing.
- The W/R weapon info commands weren't properly respecting player
blindness. Full weapon details are now shown when not blind, or when
blind and either unarmed or wielding a glowing weapon.
- Due to a bad refactoring prior to the first release, mighty blows and
critical hits did not reduce soak appropriately when applying the damage.
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Hey! I'm so bogged down in work these days, I hadn't expected to find the time for this in a month or two. But lucky me, I suddenly contracted diabetes and was rushed to the hospital. Brave new metabolism! So last night I passed some time compiling SotW for Debian testing (stretch). It was mostly just a question of following the instructions in README.build.linux. First I installed these packages:
premake4 lua5.1 libboost1.61-dev libncurses5-dev liblua5.1-0-dev libxerces-c-dev libboost-thread1.61-dev libz3-dev libboost-filesystem1.61-dev libboost-regex1.61-dev libgtest-dev zlib1g-dev
(I'm actually not sure if lua5.1 is needed, or if liblua5.1-0-dev is enough)
Then I edited a line in copy_libs.lua to read:
lib_dir = "/usr/lib/x86_64-linux-gnu"
I created the makefile like so:
premake4 --lua_include=/usr/include/lua5.1 --lua_link=lua5.1 gmake
Finally, Google were being weird. Simply installing the package libgtest-dev doesn't actually install the necessary libraries. Instead, I had to manually do this (as root):
cd /usr/src/gtest
cmake .
make
cd /usr/lib
ln -s /usr/src/gtest/libgtest.a .
I've just fired the game up once, and it seems to run fine. I'm posting this to the possible benefit of other Linux users. So now I'm looking forward to playing SotW again (as well as finally getting around to reading the third book of Mervyn Peake's Gormenghast).
As always,
Minotauros
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I'm really sorry to hear about your diagnosis - I know from friends and family members that diabetes is life-changing. Best wishes for managing your blood sugar going forward.
Thanks very much for your instructions on getting going using Debian! It's hard to know, because there are so many distributions, but I had hoped that the instructions would be general enough to work on distributions other than Fedora, so it's great to hear that you were able to get it working with Debian with minimal issues. With reported success building on Arch, Debian, and Fedora, that's a fairly significant amount of installed distros.
And Mervyn Peake! That's a name I haven't heard in ages. I read "Titus Groan" many, many years ago. Actually, decades, at this point.
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Thanks. I'm doing pretty well again at this point. Now, I guess it's comments time: I quite enjoy the game, and must say it has grown nicely since last I tried it out. The atmospheric world carries a lot. Most of my comments are nitpicks, only because I find the game to have overall polish and appeal. I'm looking forward to see how the world and the system evolve, so "carry on" is the word of the day.
INTERFACE
* Regarding the compilation process, it was mostly a matter of following the readme, except for hand building the libraries after installing libgtest-dev.
* When I create a character and press "*" for a random option, I'd like to know which option I got to inform further choices (ie. an info line like: "Male giant./ Select your class").
* "w"alk works 8) But maybe a doorway/branching corridor should be a treated as a stopping point? Just a suggestion.
* After a few games, the log files start piling up. Most of them are empty. Maybe they could be autodeleted, or put in a separate directory?
* Backspace doesn't work in prompts. Annoying when I drop a lot of stuff, get "Drop how many?" and accidentaly put in "d".
* To the benefit of newbies: The manual marks several skills as unused. Would it be plausible to disable/"grey out" these skills in the levelup screen?
* I like the skill system, though, and I'm looking forward to seeing more skills implemented. For instance, I tested tanning at 100% and loved how thoughfully it was scaled.
BUGS
* I left Isen Dun and came to an island where there was a crypt. The crypt level contained a central chamber, but when I opened the door, I got Segmentation fault.
* I don't know if it's supposed to be so, but I'm able to skin corpses and make myself a cloak, even without the Tanning skill.
* Standing in a corridor and throwing clay pots so that they are smashed at the tile I'm standing, they don't drop any ivory pieces.
* Found a "staircase leading down" that looked like a sarchofagus "0".
* I am experiencing what must be a weird bug: If I drop anything in the grass in Isen Dun, it has the same effect as dropping it in water (discarding forever). This does not happen if I drop on special places (tiles where something was laying before, beneath trees, et al).
WRITING
* "You sense the presence of other creatures" is a bit void since, well, there's mostly always "other creatures" in a level. Is this for when a special monster spawns? I don't understand.
* "Kew says, «It's important to always have ways to escape bad situations." [missing end quote]
* Siriath described as an "elderly man in his twilight years", which may be a bit tautological.
CONTENT
* Villages: Good stuff. I would love more interaction, though. I wonder if you've considered something like random places of interest (more shrines and crypts, private property, gardens, pyramids/monuments, shops). (Take with a grain of salt.) On a related note, I don't know if various villages' disposition (are planned to) depend on the player's alignment, but I was half hoping that my Sceadugenga worshipper could enter the village of black servants and be greeted as a peer.
I did notice that I can attack people without their fellow villagers reacting, which felt kind of weird. Also, Hrimgar doesn't move if I shoot at him, letting me pepper him with arrows, but proceeds to attack if I move next to him. I didn't test if he drops the boathouse key when killed, but wondered about this.
* Combat: Some of the monsters can feel a bit samey, with much bumping + monitoring hp. That's typical of the genre, but I'd welcome some more variety in monster behavior down the road. It would seem appropriate for Siriath to cast spells, for instance.
I like the mechanic with status ailments, but they don't seem to really come into play so often. Some are poignant, like blinded, mute, exposed. Others, like slow, poisoned, sick, disfigured, I mostly carry on as usual. Is the severity scaled with the attackers level, ie. would a basilisk have more potent poison than an adder? My gut impression is that the ailments need balancing, should perhaps occur more often, or be more severe (but shorter?), or something …
Anyway, I only played this version a handful of times, and haven't gotten very far before, either. Just to test, I took an ogre more or less straight to the dungeon in the extreme north west, maxing out combat and bashing skills on the way. I managed to kill the first wave of monsters, levelling up from the early teens to level 32 before I was overcome by something in the second room. I don't know if this is an actual exploit/strategy/bug to speed start a game at an absurdly high level.
And Mervyn Peake! That's a name I haven't heard in ages. I read "Titus Groan" many, many years ago. Actually, decades, at this point.
I read Titus Groan and Gormenghast about fifteen years ago, and really liked them at the time. Titus Alone is an interesting conclusion, I think, a bit removed from the other books, and almost venturing into some kind of early gothic/fantasy steampunk :P :)
As always,
Minotauros
-
If I drop anything in the grass in Isen Dun, it has the same effect as dropping it in water.
In fact, this seems to be the case for any grass tile whatsoever.
I like the mechanic with status ailments, but they don't seem to really come into play so often.
Keep in mind, I might just not be paying attention ;) But I'm wondering if there is a bug with natural regeneration. Every now and then, my hp seems to instantly bump up to almost max.
As always,
Minotauros
-
Monthly version time! I've added crafting of wands and scrolls, a new (very small) quest, lots of mechanical changes, and some bug fixes. Enjoy!
Shadow of the Wyrm v0.5.6 "Vivaldi"
- Version declared October 1, 2016. Version finalized November 1, 2016.
- New effect type, Bless. When the effect type is cursed, an item is only
turned uncursed, and only if it is currently cursed. When the effect
type is uncursed, the selected inventory item is blessed, and when the
effect type is blessed, all items of that type in the inventory are
blessed.
- When an item is dropped on an altar, if the dropping creature is pious
and the altar is co-aligned, the item/stack are blessed, and piety is
decreased. If the creature and the altar are cross-aligned, the item
becomes cursed.
- Character dumps now include all the artifacts that have been generated
as part of the current game. This includes maps that have been
generated but not yet visited (custom areas).
- Toned down Stormstaff. The damage on the staff of the artificer has been
reduced as well - damage is now 12d4 instead of 12d6 to be consistent
with other staves.
- The player is now prompted before moving on to a tile with a dangerous
feature, such as a known trap.
- Created a new skill, Wandcraft. Wizards and Sages start with this skill,
as well as Gnomes, though it can be learned by anyone from a quest from
Cynwise in Isen Dun. Wandcraft acts in the same way Combat does for
melee combat, or Archery for ranged combat - it enhances the damage done
by wands, and allows for a chance to use a wand without burning a charge.
When a creature has skill in Wandcraft, as well as a branch, a shard of
magici, and an external (beam/cone/storm/ball) spell, a wand can be
created.
- High willpower scores now modify wand damage by a small amount.
- The player is no longer prompted before moving onto a dangerous tile when
blind.
- Created a new item, magici shards. These are used, together with
branches and known spells, to create magic wands.
- Tiles that can decompose into items (rock and earth) can now decompose
into one of a number of items, probabilistically. Previously, they
would always decompose into a particular item type. Rock tiles now have
a very small chance to be broken up into magici shards, but will usually
be broken up into smaller rocks.
- Placed a guaranteed magici shard in Siriath's lair.
- Created a quest from Cynwise (between her Sun Gem and Wintersea quests)
to retrieve her a magici shard. As a reward, she either grants a lot of
training in Wandcraft, or, if the skill is maxed, she gives a wand of
dragon breath, two potions of gain attributes, and three scrolls of
enchanting.
- Additional useful and useless inscriptions.
- Places where rocks can be generated (on field/cairn tiles, etc) can now
also generate stones. Stones are smaller and only deal 1d2 damage. They
only weigh 3 ounces, however, much less than the 12 that rocks weight.
- Reworked the code that generated ivory pieces for humanoids. The items
that can be generated by race and ancestors are now specified in the
game configuration.
- Birds now have a chance of dropping quills.
- Constructs, which are animated by use of magici shards, have a chance
to drop these when destroyed. Dragons love the deep magical light
emitted by the shards, and so have a small chance to drop them as well.
- Created a low level construct, animated brooms, which can be used as an
early-game source of shards.
- Added chat text for Kew and Cadlind to let the player know that
constructs and dragons can drop magici shards.
- Blank scrolls do not vanish when read.
- Artisans now start with a small amount of Literacy, as well as Cantrips.
- Implemented the Scribing skill. This currently allows the creation
of scrolls. To create a scroll, you will need skill in Scribing, a
quill, an inkpot, a blank scroll, and knowledge of an internal (self
targetting) spell.
- In the Lua API functions, get_creature_yx will now search creatures both
by ID and original ID when given an identifier.
- Added a new, small quest. There is now a second dying adventurer
at the base of Zaeda's tower. Cornel has a locket given to him by
an adventurer the player is likely to meet early on. When Cornel
dies, he leaves this locket to the player. Returning the locket to
its rightful owner gains the player a scrimshaw hairpin that protects
very well against the cold.
- Each completed quest now provides a per-level adjustment to the score
at the end of the game.
- Additional compound name fragments, with special attention paid so that
the names "Heman" and "Shera" can be randomly generated.
- After the stanzas in the epic poem on the giant Choros, created a new
artifact, the seventeen-foot greatsword wielded by Choros against the
hunting party. The damage is good, though the weakest of the
greatswords, but its primary advantage is a hefty boost to Slash
resistance.
- Added a new unique, Thesilea, to the library in Atua-Elar. Thesilea
is a shrinking violet (and chief scribe of the library) who will trade
the player blank scrolls in exchange for inkpots.
- Giants are now neutral. The fact that they were originally good didn't
play out well with how the epic poem was developing. Because Gnomes
could have been good or neutral, and I wanted three races per deity
group (with Humans getting their choice of any deity), Gnomes have been
updated to be good. The groups are now:
- Good: Dwarf, Gnome, Wood Elf, Human
- Neutral: Mountain Elf, Fae, Giant, Human
- Evil: Goblin, Ogre, Snakeling, Human
- Played with the starting stats a little bit so that Gnomes get a little
bit more intelligence, and Mountain Elves a little more willpower.
- In preparation for eventually differentiating day and night visually,
added a new "hours_elapsed" setting that can control at what time
the game starts. Set 8 a.m. as the default.
- Additional poem fragments for the title screen (Goblin Market, The
Stolen Child).
- More stanzas for "Tel and Floridel".
- New spells/spellbooks: vorpal bolt (Arcane), bless (Mystic).
- New items: vorpal bolt wand, scroll of blessing, magici shard, small
stone, quill, inkpot, blank scroll, wave locket, scrimshaw hairpin.
- New artifacts: Greatsword of Choros.
- New creatures: animated broom, Cornel, Thesilea.
- Bug fixes:
- "You see..." messages for items were being shown when walking over a
tile when blind. It was still "You see something", but this wasn't
quite correct - when you're blind, you can't see anything.
- Traps could be seen via the "L"ook command even when untriggered
(mibert).
- Spell modifiers (for spells such as Divine Wind) weren't being
carried over properly to items such as wands, scrolls, and potions.
- Settings were reloading with F12, which I'm pretty sure was
intentional at one point. However, given that this also resets the
in-game date, that has been removed, and F12 now reloads Lua state
and SIDs only.
-
If I drop anything in the grass in Isen Dun, it has the same effect as dropping it in water.
In fact, this seems to be the case for any grass tile whatsoever.
I like the mechanic with status ailments, but they don't seem to really come into play so often.
Keep in mind, I might just not be paying attention ;) But I'm wondering if there is a bug with natural regeneration. Every now and then, my hp seems to instantly bump up to almost max.
As always,
Minotauros
Hmm. I can't reproduce the grass issue, at least in my Windows build. I can drop rations, coins, etc on field tiles with no issues. I've done this both in a set map (Isen Dun) as well as on grass tiles in randomly generated maps. I'll get my Linux build up to date and try it there in the next day or two. Can you post a screenshot of where on the map this happened?
Natural regen is wonky and needs to be rebalanced. Certain race/class combos have very high regen rates. Enjoy for now - I'll make myself a reminder to tone it down.
-
Thanks. I'm doing pretty well again at this point. Now, I guess it's comments time: I quite enjoy the game, and must say it has grown nicely since last I tried it out. The atmospheric world carries a lot. Most of my comments are nitpicks, only because I find the game to have overall polish and appeal. I'm looking forward to see how the world and the system evolve, so "carry on" is the word of the day.
INTERFACE
* Regarding the compilation process, it was mostly a matter of following the readme, except for hand building the libraries after installing libgtest-dev.
* When I create a character and press "*" for a random option, I'd like to know which option I got to inform further choices (ie. an info line like: "Male giant./ Select your class").
* "w"alk works 8) But maybe a doorway/branching corridor should be a treated as a stopping point? Just a suggestion.
* After a few games, the log files start piling up. Most of them are empty. Maybe they could be autodeleted, or put in a separate directory?
* Backspace doesn't work in prompts. Annoying when I drop a lot of stuff, get "Drop how many?" and accidentaly put in "d".
* To the benefit of newbies: The manual marks several skills as unused. Would it be plausible to disable/"grey out" these skills in the levelup screen?
* I like the skill system, though, and I'm looking forward to seeing more skills implemented. For instance, I tested tanning at 100% and loved how thoughfully it was scaled.
BUGS
* I left Isen Dun and came to an island where there was a crypt. The crypt level contained a central chamber, but when I opened the door, I got Segmentation fault.
* I don't know if it's supposed to be so, but I'm able to skin corpses and make myself a cloak, even without the Tanning skill.
* Standing in a corridor and throwing clay pots so that they are smashed at the tile I'm standing, they don't drop any ivory pieces.
* Found a "staircase leading down" that looked like a sarchofagus "0".
* I am experiencing what must be a weird bug: If I drop anything in the grass in Isen Dun, it has the same effect as dropping it in water (discarding forever). This does not happen if I drop on special places (tiles where something was laying before, beneath trees, et al).
WRITING
* "You sense the presence of other creatures" is a bit void since, well, there's mostly always "other creatures" in a level. Is this for when a special monster spawns? I don't understand.
* "Kew says, «It's important to always have ways to escape bad situations." [missing end quote]
* Siriath described as an "elderly man in his twilight years", which may be a bit tautological.
CONTENT
* Villages: Good stuff. I would love more interaction, though. I wonder if you've considered something like random places of interest (more shrines and crypts, private property, gardens, pyramids/monuments, shops). (Take with a grain of salt.) On a related note, I don't know if various villages' disposition (are planned to) depend on the player's alignment, but I was half hoping that my Sceadugenga worshipper could enter the village of black servants and be greeted as a peer.
I did notice that I can attack people without their fellow villagers reacting, which felt kind of weird. Also, Hrimgar doesn't move if I shoot at him, letting me pepper him with arrows, but proceeds to attack if I move next to him. I didn't test if he drops the boathouse key when killed, but wondered about this.
* Combat: Some of the monsters can feel a bit samey, with much bumping + monitoring hp. That's typical of the genre, but I'd welcome some more variety in monster behavior down the road. It would seem appropriate for Siriath to cast spells, for instance.
I like the mechanic with status ailments, but they don't seem to really come into play so often. Some are poignant, like blinded, mute, exposed. Others, like slow, poisoned, sick, disfigured, I mostly carry on as usual. Is the severity scaled with the attackers level, ie. would a basilisk have more potent poison than an adder? My gut impression is that the ailments need balancing, should perhaps occur more often, or be more severe (but shorter?), or something …
Anyway, I only played this version a handful of times, and haven't gotten very far before, either. Just to test, I took an ogre more or less straight to the dungeon in the extreme north west, maxing out combat and bashing skills on the way. I managed to kill the first wave of monsters, levelling up from the early teens to level 32 before I was overcome by something in the second room. I don't know if this is an actual exploit/strategy/bug to speed start a game at an absurdly high level.
And Mervyn Peake! That's a name I haven't heard in ages. I read "Titus Groan" many, many years ago. Actually, decades, at this point.
I read Titus Groan and Gormenghast about fifteen years ago, and really liked them at the time. Titus Alone is an interesting conclusion, I think, a bit removed from the other books, and almost venturing into some kind of early gothic/fantasy steampunk :P :)
As always,
Minotauros
Interface:
- I'll look into providing more feedback for the individual race/class/etc randomizations
- It's been a while since I've updated autowalking, so I'll do that as well. Stopping on terrain features (such as doors) and branching corridors makes sense.
- Logs need a bit of an update. I'll add a setting to control how long to keep them (maybe a week or two), and then have the game auto-delete logs older than that.
- Backspace works for me in prompts, but this is on my Windows build. I don't think there's anything OS-specific there, but there might be some refreshing or something that isn't happening. I'll update my Linux build and take a look.
- Tanning's been very hard to get right. Before, it allowed for some stupidly powerful stuff!
Bugs:
- I think you can still create skins without tanning, but they're not nearly as good (no/fewer resistances)
- Ugh, that crypt bug. Sucks that it's still happening - I've never been able to reproduce it. Do you happen to remember your race/class combo? Not that it should matter. I'll set aside some time to try to reproduce it!
- I'll look into the clay pots thing. They should have a small chance to produce ivory - it's not guaranteed. You may have been unlucky.
- Looks like there was a sarcophagus on the same tile as your down staircase. I don't want to consider this a bug - just a well-hidden staircase.
- I mentioned the grass bug in a previous reply, but do you get the same issue if you use Wine and the Windows release? Is there a particular item that you're dropping? Race/class? I want to narrow this down, as this is an odd one, and I've never heard it reported before.
Writing:
- Yeah, that's the old Detection skill. It needs to be updated to be more useful. It was one of the first things I implemented, many years ago. Thanks for the reminder!
- I'll fix the Kew text, and Siriath's too.
Content:
- Villages are severely under-developed. Severely. Right now they're basically placeholders. They're on my long-term to do list, and I have them there purely as a reminder for me to make them useful at some point. Still an alpha. I want to do so much more with them.
- Immobile creatures need to be reworked. In the early days, I added this to have creatures that would stay in one spot and not move. I've been meaning to update this so that only a very small number of creatures are truly immobile, and the rest move when attack. I'll add that to my list.
- I've also been meaning to add some sort of assisting flag/logic, so that some creatures will assist friendly creatures that are attacked. Sounds like I should do this soon, too!
- I don't think he drops the boathouse key - I think it's loaded as part of the quest code.
- Combat: agree, lots of sameyness, though, that's roguelikes for you. I do have a reminder in my backlog to make more interesting/unique creatures like thieves, gas clouds, etc. I like the idea of adding spells to Siriath. I'll find a couple of appropriate ones and add them.
- They don't scale. That said, I like the idea of poison scaling. I'll add that to my list.
- As for strategies, I welcome any abusive strategies people have! I'm not going to try to nerf everything, and if people can find a way to jump levels quickly, I'm not necessarily opposed to that. I'm not a super-balancer; this isn't DCSS.
Thanks so much for your feedback! It's fantastic, very much appreciated, and I'll definitely look into fixing as many of the issues as possible before the next release.
-
Okay, so: I can confirm the grass drop bug. It happens on some other tile types as well, but not all. I only see this in my Linux build. I'll investigate and fix in the next build. In the meantime, find a regular floor tile and keep stashes there!
I can also confirm the backspace issue, but I think it may something to do with terminal keybindings. If I hit backspace, nothing; but if I do ^H (control-h), I get the backspace as expected. I'll get this fixed up as well. You can tell I develop on Windows; sorry!
-
* I left Isen Dun and came to an island where there was a crypt. The crypt level contained a central chamber, but when I opened the door, I got Segmentation fault.
!!!
I am very pleased to say that this is now fixed.
I had always thought the issue would be carelessness in my creature decision strategy code - basically, the AI - where there might be an issue with an empty view map or something (view maps represent what the creature itself can see).
I was wrong - the issue was that somehow, in the item generation part of the vault, null item pointers were being added to the inventory, and the code that translates an inventory to an ASCII symbol for the UI wasn't checking for null. I've ensured that null item pointers can't be added to inventories, and added an extra sanity check to the UI translation code.
This could definitely be the cause of many/most of the other rare crashes that have been reported, as it will happen any time that a null item's been generated, a creature isn't on the tile, and the game tries to render the tile.
As there are now a number important bug fixes, I'll work to get a new version released within the next day or so.
-
Okay, new version! This should fix a number of long standing bugs, and hopefully provide a more stable experience. I'm hoping the crash bug has been put to rest once and for all! Binaries can be found at http://www.shadowofthewyrm.org/downloads.html (http://www.shadowofthewyrm.org/downloads.html).
Shadow of the Wyrm v0.5.6.1 "Vivaldi"
- Version declared November 1, 2016. Version finalized November 5, 2016.
- Log filenames now have the format "sotw-YYYYMMDD-i.log".
- Logs older than a week are now deleted on startup (AgingMinotaur).
The age period can be configured in swyrm.ini.
- More stanzas for the epic poem.
- Siriath is now a proper spellcaster. He casts Wreath of Fire and
Flame Dart (AgingMinotaur).
- Bug fixes:
- Fixed a few bestiary typos and wording issues (AgingMinotaur).
- Some tiles in the non-Windows builds had null inventories due to an
issue with one of the tile member variables not being properly
initialized in all cases. This caused items to disappear on drop
(AgingMinotaur).
- Backspace wasn't working properly in free-form text prompts in Linux
builds (AgingMinotaur).
- Fixed the vault-type crypt crash bug. This was being caused when
the item generation code didn't generate anything; the null item
pointer was being added to the tile's inventory, and when trying
to render a tile with a null item and no creature on it, the game
crashed. This was most evident in crypts, but definitely could
happen elsewhere, too (AgingMinotaur, barrabus, others).
-
Hi, I've been playing a bit over the last day and have some feedback.
Overall I'm having a good time with the game. It's fun. I'm looking forward to the December release.
Do you have a blog, roadmap, anything with what's planned in the releases or things you're looking for feedback on?
I really like the character on display in the first village. Very cool. Loved that the grave robber quest builds the little mythology of the village. The first island as a whole was really cool.
I also really like the islands in a sea setup. Loved the exploration aspect and having to find a boat.
Liked the wide variety of classes, though I've only tried a couple so far. And haven't really gotten very far in the game, just got off the first island and got killed a few times after exploring the sea a bit and poking my head into other islands. Haven't really found a main questline. Also confused as to whether all the > dungeons scattered around are endless dungeons, seems like the descriptions suggest that?
I'd really like to have more display options. Bigger font mode, stretch font mode, fullscreen mode. Basically, more options for making the display bigger. It's too small in my screen's native resolution. If there is a way to increase this via text files, it'd be good to move it into an in-game options UI.
Another display issue is that the colors you've chosen, especially the dark-blue, I believe they're standard console colors, but I've always found the dark-blue on black background incredibly hard to read. Definitely came up when I was surrounded by shades at some point and thought I'd killed the last one... It'd be good if you had some other color scheme options like "high contrast" "lighter darks!" or something, at minimum a way to lighten up the dark blue via ini files, though that's a pain for most users.
The game wears its ADOM roots on its sleeve though. Which actually leads to one of my points: If I wasn't familiar with ADOM UI, I wouldn't have a clue how to play this game. The UI for example, I think you need to annotate the UI keys as to what they do in each menu. I believe ADOM does this as well in its ASCII version. There's a string of symbols at the bottom of say the inventory screen and I can't remember what they do in ADOM so I just leave them alone. Also, inherited the weird Equipped->Inventory 2-step inventory display system from ADOM.
There's also a lot of opaque information, despite having read through the in-game help, and the pdf guide.
It's not clear what skills do, mechanically, and which ones are smart decisions. For example, it's not clear to me whether a witchling (an example of a reduced complexity via reduced choices magic user) should invest in, "magic" or "primordial". It's not clear what "magic" does but it sounds important. It's not clear what "primordial" does, but since its the witch's only magic school, probably important. My current guess is maybe magic influences AP gain and school-specific helps with damage sides? I have no idea. This is after having read the pdf guide, the info in the guide doesn't cover anything more than you could guess by the title of the skill.
A similar point for the spells themselves. It's not clear what a spell actually does until you cast it, then you can reverse-engineer what the #, R, 2B etc mean. (Though I still don't know what B means in 2B, blast? beam maybe?) That works for damage spells, but for cloak of shadows.... does it help me dodge? Does it provide mage armor of some sort? Is it a resistance booster? No idea.
Other mechanics like # of casts aren't clear unless you've coming from Adom as well.
5 as the keybinding to rest isn't clear when using a laptop with hjkl movement. I guessed . or w,. would cause a rest, eventually hit the 5 on the 1-9 row. I also guessed shift-R from other games.
Not sure how caster classes work with stats, for example, in some other games you have a casting main stat like willpower or int or cha. Wasn't clear to me if that was the case here, specifically for the Witchling which I was mainly playing, or if it was just Int for everyone, and willpower for... mana? Can't remember.
Because the skills aren't clear as to what they really do, I didn't end up playing around much at all with skills other than magic related skills. Not sure if they open up any more interesting playstyles, or are primarily for other classes.
-
I'd really like to have more display options. Bigger font mode, stretch font mode, fullscreen mode. Basically, more options for making the display bigger. It's too small in my screen's native resolution. If there is a way to increase this via text files, it'd be good to move it into an in-game options UI.
It's console application, it runs in terminal. It means that game display relies on options in your very own cmd :) So, when are you playing SotW you could right-click on the top bar then go to properties, and you could edit font types, size, etc.
@jcd748 - just encountered small-big problem. Just now I (unintentionally) changed SotW window size and I can't run game no more. I tried to change default settings of cmd but unfortunately, SotW keeps own settings. So, I had to *reinstall* game to fix this issue. Could you maybe implement checking for terminal size (and resizing window if necessarily) at start?
-
@jcd748 - just encountered small-big problem. Just now I (unintentionally) changed SotW window size and I can't run game no more. I tried to change default settings of cmd but unfortunately, SotW keeps own settings. So, I had to *reinstall* game to fix this issue. Could you maybe implement checking for terminal size (and resizing window if necessarily) at start?
Hmm, not sure how that happened. SotW keeping its own settings must be OS specific, because I don't store that anywhere.
How are you running it? Are you creating a shortcut directly to the executable, or running it via a command prompt?
I'll add resizing-to-a-min-size to my list of suggestions.
-
Hi, I've been playing a bit over the last day and have some feedback.
Overall I'm having a good time with the game. It's fun. I'm looking forward to the December release.
Do you have a blog, roadmap, anything with what's planned in the releases or things you're looking for feedback on?
I really like the character on display in the first village. Very cool. Loved that the grave robber quest builds the little mythology of the village. The first island as a whole was really cool.
I also really like the islands in a sea setup. Loved the exploration aspect and having to find a boat.
Liked the wide variety of classes, though I've only tried a couple so far. And haven't really gotten very far in the game, just got off the first island and got killed a few times after exploring the sea a bit and poking my head into other islands. Haven't really found a main questline. Also confused as to whether all the > dungeons scattered around are endless dungeons, seems like the descriptions suggest that?
I'd really like to have more display options. Bigger font mode, stretch font mode, fullscreen mode. Basically, more options for making the display bigger. It's too small in my screen's native resolution. If there is a way to increase this via text files, it'd be good to move it into an in-game options UI.
Another display issue is that the colors you've chosen, especially the dark-blue, I believe they're standard console colors, but I've always found the dark-blue on black background incredibly hard to read. Definitely came up when I was surrounded by shades at some point and thought I'd killed the last one... It'd be good if you had some other color scheme options like "high contrast" "lighter darks!" or something, at minimum a way to lighten up the dark blue via ini files, though that's a pain for most users.
The game wears its ADOM roots on its sleeve though. Which actually leads to one of my points: If I wasn't familiar with ADOM UI, I wouldn't have a clue how to play this game. The UI for example, I think you need to annotate the UI keys as to what they do in each menu. I believe ADOM does this as well in its ASCII version. There's a string of symbols at the bottom of say the inventory screen and I can't remember what they do in ADOM so I just leave them alone. Also, inherited the weird Equipped->Inventory 2-step inventory display system from ADOM.
There's also a lot of opaque information, despite having read through the in-game help, and the pdf guide.
It's not clear what skills do, mechanically, and which ones are smart decisions. For example, it's not clear to me whether a witchling (an example of a reduced complexity via reduced choices magic user) should invest in, "magic" or "primordial". It's not clear what "magic" does but it sounds important. It's not clear what "primordial" does, but since its the witch's only magic school, probably important. My current guess is maybe magic influences AP gain and school-specific helps with damage sides? I have no idea. This is after having read the pdf guide, the info in the guide doesn't cover anything more than you could guess by the title of the skill.
A similar point for the spells themselves. It's not clear what a spell actually does until you cast it, then you can reverse-engineer what the #, R, 2B etc mean. (Though I still don't know what B means in 2B, blast? beam maybe?) That works for damage spells, but for cloak of shadows.... does it help me dodge? Does it provide mage armor of some sort? Is it a resistance booster? No idea.
Other mechanics like # of casts aren't clear unless you've coming from Adom as well.
5 as the keybinding to rest isn't clear when using a laptop with hjkl movement. I guessed . or w,. would cause a rest, eventually hit the 5 on the 1-9 row. I also guessed shift-R from other games.
Not sure how caster classes work with stats, for example, in some other games you have a casting main stat like willpower or int or cha. Wasn't clear to me if that was the case here, specifically for the Witchling which I was mainly playing, or if it was just Int for everyone, and willpower for... mana? Can't remember.
Because the skills aren't clear as to what they really do, I didn't end up playing around much at all with skills other than magic related skills. Not sure if they open up any more interesting playstyles, or are primarily for other classes.
Thanks for the feedback!
- Blog/roadmap: no. I try to work on a combination of useful and useless things with each release, and fix the worst outstanding bugs. This is just my side project, so I really just implement whatever I feel like at the moment.
- The dungeons tend to go deep, but they're not endless. Only one is. There's also an endless sewer.
- UI: it's a curses-based, terminal UI. You can set different font sizes in your terminal. If you play on Linux, you can use virtual consoles to play fullscreen. This is how I play roguelikes. At some point in the far-distant future, I want a pretty, graphical UI with the features you mention. This day is likely far off.
- Usability/opacity: yeah, it's kind of an issue. In the future, I should do something about this, but I'm not convinced the Guidebook is the best place for it. It's supposed to give an overview, rather than doing a deep dive into mechanics. I'll need to improve this.
- Classes: underdeveloped, but there's some diversity now. Thieves can steal. Pugilists are your ADOM beastfighters, but also get random slays as they hit certain levels. These will very slowly improve as the years go by. There's so much to do with roguelikes that it's staggering. I clearly took on way too much when I started, but it's more fun having ridiculous scope as you've got so many ways to grow.
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@jcd748 - just encountered small-big problem. Just now I (unintentionally) changed SotW window size and I can't run game no more. I tried to change default settings of cmd but unfortunately, SotW keeps own settings. So, I had to *reinstall* game to fix this issue. Could you maybe implement checking for terminal size (and resizing window if necessarily) at start?
I'm not going to have the game auto-resize; instead, it'll pause, allow you to resize your terminal to the desired size, and will try to load the game again after you've done so. I've just made the fix, and this will be in the next release.
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I was in game when I resized window. During this one session, while game was running, it seems worked. But when I was trying to run SotW, game immediately closes without error messages or traceback. I was trying to run it directly from exe, by the bath file, and via cmd; interesting thing - I'm unable to run SotW by direct exe call (I mean, like in 'drag and drop', so by C:\Users\Ved>D:\rl\sotw\sotw.exe); there is only showing
C:\Users\Ved>D:\rl\sotw0.5.6.1\sotw.exe
Shadow of the Wyrm 0.5.6.1
C:\Users\Elvis>
If manually navigated to specific folder, ie D:, cd rl, cd sotw0.5.6.1, sotw.exe application starts.
Yeah, it's nearly non-existed problem, but... uhm, even small bug reports are feedback, thought.
I'm not going to have the game auto-resize; instead, it'll pause, allow you to resize your terminal to the desired size, and will try to load the game again after you've done so. I've just made the fix, and this will be in the next release.
Thank you :)
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Because the skills aren't clear as to what they really do, I didn't end up playing around much at all with skills other than magic related skills. Not sure if they open up any more interesting playstyles, or are primarily for other classes.
The opacity of skills is my only major complaint about SotW so far. It's hard to make decisions about building a character when you don't know what anything does. Otherwise, fun game. The island-based geography is a nice touch.
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Out of curiosity - how would you improve this? Of the roguelikes I've played the most, ADOM has the most developed skill system, and it's opaque, in a sense. What does Woodcraft do? How does a marginally higher Fletchery work? But it seems to work. My concern is that I don't want SotW to be a deeply numbers-based game, telling you how many HP you take off a creature, giving them HP bars, that kind of thing. I want there to be a sense of the unknown about things. With that said, I'm happy to look at concerns and make changes, within that context.
And I realize this is a bit of a cop-out response, but the source is available, so unlike ADOM, so the impact of skills in-game can always be discovered.
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Of the roguelikes I've played the most, ADOM has the most developed skill system, and it's opaque, in a sense.
I don't like ADOM, so that doesn't hold much water with me. :P
I'm not sure offhand what would make a good solution. Maybe a solution isn't necessary. ADOM is highly thought of, so evidently skill opacity isn't a problem for everyone. It's your game; if that's the way you want it to be, go ahead. I'm just one voice, you don't have to cater to me. :)
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I don't like ADOM, so that doesn't hold much water with me. :P
I'm not sure offhand what would make a good solution. Maybe a solution isn't necessary. ADOM is highly thought of, so evidently skill opacity isn't a problem for everyone. It's your game; if that's the way you want it to be, go ahead. I'm just one voice, you don't have to cater to me. :)
Every suggestion is valuable. I've had some that are absolutely bizarro and out of left field - this definitely isn't one of them. I'll make a note in my suggestions file to take a look at how to make effect of skills more understandable.
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Every suggestion is valuable. I've had some that are absolutely bizarro and out of left field - this definitely isn't one of them. I'll make a note in my suggestions file to take a look at how to make effect of skills more understandable.
If I think of a constructive idea to adjust it, I'll let you know. :)
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December release! This one contains lots of bug fixes, a bit of new content (Rowan Head), and what for me is the big thing, dawn/day/dusk/night transitions when you're on overworld maps.
Shadow of the Wyrm v0.5.7 "Cutting"
- Version declared November 5, 2016. Version finalized December 1, 2016.
- Previously, immobile creatures were truly immobile and didn't move.
Now, many of these creatures have a "sentinel" flag set, which causes
them to stand still when there are no hostiles creatures within their
view maps, and to move to attack otherwise. No more easy rampaging
through Isen Dun! (AgingMinotaur)
- Poison is now more dangerous: it scales based on the level of the
creature applying it, meaning that it'll do more than a point of
damage per minute as creatures get more and more powerful: the base
is 1 damage, +1 for every 5 levels, and doubled after that if the victim
has a particularly low Health score. This means that higher level
creatures that can inflict poisoning are much more dangerous, but it
also means that as the player levels higher, his or her poison attacks
will become increasingly powerful, too (AgingMinotaur).
- Poison damage is now always doubled for creatures with low (< 7)
Health.
- Added searching to the command reference in the guidebook, and made
a few updates to the section on secondary statistics (The_Great_Goblin).
- When attacking friendly creatures, if they have a voice (and not all
races do), they will cry out, causing nearby friendly creatures to
also become hostile to the attacker (AgingMinotaur).
- New area north-east of the starting island: the islet of Rowan Head.
- Added a little bit of information to the Isen Dun Chronicle on this
island and its people.
- Maisy's story is a direct retelling of Robin Robertson's poem, "At
Roane Head" (my deepest apologies to the poet).
- Franck offers to teach the player fishing for a fee, if they don't
already know it.
- Fixed some message formatting issues around resting/automove (VedVid).
- Added optional settings to colourize HP and AP on the display for easier
scanability. These are "default_hp_colour" and "default_ap_colour",
and if not set, will default to the usual white (VedVid).
- As you select sex, race, and class, the information is displayed at the
top of the next screen. This provides better feedback when choosing
to randomize individual elements (AgingMinotaur).
- Made the Guidebook clearer on how attack difficulty, speed, and damage
work (Dallas Herrin).
- Messages on time of day transitions when on an overworld map. The map
itself changes to red at dawn, regular colours during the day, yellow
at dusk, and blue at night.
- Detection no longer gives messages for when it senses creatures, as
that's pretty common. It now checks for out of depth, dangerous hostile
creatures (AgingMinotaur).
- Hungerless races (Fae) don't have their Health marked when neither
hungry nor full.
- The search command now actually searches for hidden traps around the
player. The Detection skill is checked.
- When the game is starting up, if the terminal size is less than 80x24,
the game will prompt the player to resize to at least that size and
hit enter, rather than just exiting. This fixes a reported issue where
reinstalling the game was necessary (Avagart).
- Additional poem fragment for the title screen ("Consecration", John
Masefield).
- Minimum/recommended terminal size is now 80x25, not 80x24.
- Cold spells/wands/etc now have a chance to shatter glass items
(mainly potions) on the ground.
- Creatures can no longer pick up items once they become overburdened.
- Being burdened now gives a 1.5 multiplier to speed, strained 2.0, and
overburdened 3.0.
- Creatures are no longer generated immediately next to staircases.
- Creatures now have a small chance to be generated in packs.
- New pick up all command (";"). Use carefully, as it will take longer
to pick up more items, and nearby creatures might be able to get in
multiple attacks (Legend).
- Failing to pick up no longer advances the turn.
- More stanzas for "Tel and Floridel".
- New creatures: Maisy, Old Toller, Franck, ancient terror, wood elf
sentry.
- New artifacts: giant greataxe "Blood and Glory."
- Bug fixes:
- The damage dealt by poison each minute wasn't being considered
Poison-type.
- You could chat during timewalking, despite the fact that everything
around the caster is supposed to be frozen in time.
- Timewalking wasn't always being applied properly, causing the caster
to immediately step back into time.
- Magici shard in Siriath's lair wasn't loading properly (Dallas
Herrin).
- It's no longer possible to spit out a fruit seed/pit on the world
map and have that tile's inventory updated. Tiles on the world map
now always have null inventories (Dallas Herrin).
- Twille's quest now terminates properly (Dallas Herrin).
- The code responsible for incrementing trained statistics wasn't
handling Health correctly (Dallas Herrin).
- Miscellaneous typo fixes in the bestiary (The_Great_Goblin).
- Water-breathing creatures would pursue threats on land, despite not
being able to breathe air.
- The skill command (F3) was missing from the keybindings in the help
menu (The_Great_Goblin).
- HP regeneration had a bug where the race- and class-based multipliers
were being applied twice, resulting in incredible regen rates
with ogre warriors, dwarf pugilists, etc (AgingMinotaur).
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Solid and varied gains to close out 2016 and set a fine stage for 2017---nice! 8)
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Hello,
I recently came back to play around with Shadow of the Wyrm, which I had completely forgotten due to real life, and wow, the new changes are awesome! Loving the fact that stuff actually casts spells now. Regarding that, however, I was doing the quest to retrieve the black orb (? Not sure, it's been a while since I played but it's the room upstairs from the caverns you find the gleaming wyrm scales.) and I encountered a capital red L. I have no idea what monster it is (guessing it's a Lich) but it cast a flame spell of some sort that covered about half of my screen in red pound signs. Suddenly, my game crashed and my character was nowhere in sight. No save game, nothing. At first, I thought I had died, however I checked the high scores and could not find a trace of my character.
I'm guessing this is a bug of some sort, although I'm it's possible my character could've died (doubt it, I had full ~350 HP).
I was a Fae Pugilist, L41. Not sure of what other details I could provide you with if you're going to reproduce the bug.
Cheers,
Al
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Sorry to hear that! I'll definitely look into it. Did the crash leave a .dmp file? If so, I can use that to help track down the issue.
Also, the spell - was the fill moving outwards regularly (fireball) or appearing on random squares (fire storm, maybe maelstrom)?
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Hi jcd,
I believe the crash did indeed leave behind a .dmp file, although I'm not sure of how to attach it.
Yes, the spell moved outwards regularly. At least, I'm pretty sure it did as I only had a split second to look before my game crashed.
Respectfully,
Al
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Don't know much about SotW's crash dumps, but if I remember correctly they are pretty large / heavy. You could just upload it via hosting site (zippyshare.com) then send link.
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Hi jcd,
I believe the crash did indeed leave behind a .dmp file, although I'm not sure of how to attach it.
Yes, the spell moved outwards regularly. At least, I'm pretty sure it did as I only had a split second to look before my game crashed.
Respectfully,
Al
Okay, sounds like fireball. Can you put it on a fileshare/google drive/dropbox/etc type of place and add the link? I'll grab it and take a look. Also, what version of the game did the crash happen in? There was definitely a crash bug a couple of months ago that I fixed, but this sounds like it may be different.
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Hi again jcd,
Wow, quick response! Below is the link to my dump file.
https://drive.google.com/open?id=0B-0g2itFXWNbSlgxVnFqZ3VQNmM (https://drive.google.com/open?id=0B-0g2itFXWNbSlgxVnFqZ3VQNmM)
Respectfully,
Al
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Thanks! Looks like I forgot to save the .pdb file when I released, though. :( What version were you playing? 0.5.7? And the regular Windows release or XP?
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The version was 0.5.7, regular Windows, not XP.
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Unfortunately, it seems that I can't rebuild 0.5.7 and use your dump with the debug symbols file - it has to be the exact PDB that I build originally, which I can't seem to find. :(
I've rebuilt 0.5.7 and updated the site. Can you download that and play with that instead?
http://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-0.5.7.zip
At least then if it crashes I'll have the PDB file. I've got it on the site at http://www.shadowofthewyrm.org/releases/sotw-Win-0.5.7.pdb as well.
Sorry about all this. In the meantime, I'll keep trying to reproduce your issue based on your instructions.
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Hi jcd,
My game crashed again, although this time the crash took several seconds. I was playing a Fae Thief this time, L16. I was climbing the levels in one of the random dungeons. When I crashed, I had not recently ascended a stair nor was I in the process of ascending one. I was next to a grey lowercase u, and suddenly my character froze. After a few seconds, Windows gave the "sotw.exe is not responding" message. Before I could click anything, SoTW closed. Checked saved games, nothing. Checked highscores, nothing. No dump file this time either. I was running the version you had linked in the message above. Let's see, I was in the process of running when it crashed, as in the auto-running when pressing w. Any other info you need, just ask.
Respectfully,
Al
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Ugh, that really sucks, I'm sorry. I'll be away from the computer for a few days, but if you could attach any crash dumps you get and post the link here (along with a description of what you were doing), I'll take a look later this week or early next week. Sorry, kraphead. :/
In the meantime, backing up your savefiles definitely isn't cheating!
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I can't guarantee it's fixed, but I've had another user report two reproducible crash bugs.
The first has to do with selecting an invalid direction when trying to disarm a trap when several are present around you; this isn't what you're seeing.
The second might be. An easily reproducible crash was reported at the top of Zaeda's Tower that turned out to be an issue when casting a spell that doesn't exist (typo'd spell ID). A value was being referenced that shouldn't have been, which was the cause of the crash.
Both have been fixed for the next version.
Edit: one more crash has been located, related to hostility arising from creatures being hit by spells and being out of the player's FOV. kraphead, I think this is the issue you were running into in Wyrmeswraec. It'll be fixed in the next version.
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Time for the January release! This version doesn't have a ton in the way of new content, but has a bit. But it's the biggest release in a while, I feel, because of the huge number of bug fixes that have been made possible by people reporting crashes and providing dump files. This has allowed me to fix no less than three crash bugs, including one that's been around for a long time, so I'm hopeful for greatly increased stability in future.
The full list of changes:
Shadow of the Wyrm v0.5.8 "Merlin"
- Version declared December 1, 2016. Version finalized January 1, 2017.
- Poison spells/wands now can affect any consumables on the ground. This
doesn't destroy the item, but makes it poisonous, instead.
- Acid spells/wands can now dissolve any item on the ground.
- Fire spells/wand can burn cloth, paper, and wood.
- Undead now leave poisoned corpses, as do any creatures that deal poison
damage with their regular attack.
- Mines were generating in such a way that unconnected pieces were
possible. The black manticore quest from Gnordvar could then generate
the manticore within the unconnected piece. Rewrote MineGenerator to
generate an empty room, and then scatter rock segments throughout the
floor. Connectedness should now be guaranteed as pieces are only placed
if their enlarged bounding box (which is not minimal - should bound
with distance 1 to the nearest outside point) can be placed on a set
of floor tiles. (Dallas Herrin)
- Mines now generate on the world map. Their symbol is still 'o', but
has been changed to bold yellow to differentiate them from caverns and
dungeons.
- Green slimes and red oozes are now mobile.
- Mighty blows now do 80% of the max damage roll (instead of 100%) and
allow 75% of soak (instead of 50%). Critical hits still do max damage,
but allow 50% of soak (instead of 25%).
- Eka and Zaeda's Tower are protected by strong magics and are no longer
diggable. (Dallas Herrin)
- Additional names and name fragments for randomly chosen names.
- Changes to automove:
- Automove now breaks when receiving damage, or a change in a status
like blindness (Dallas Herrin). It also breaks when you're attacked,
and missed.
- Automove can be interrupted by pressing a key. (Lagi)
- You can now fish using a spear, but only while standing on a land tile,
and only if the spear is wielded - it can't be held in your off-hand.
- More stanzas for the epic poem.
- New items: wand of acid, Eka key.
- Added a dev script to check for creature spells with bad IDs.
- Isen Dun has a new character (worried mother). Her son is somewhere
in the Barrows new, very minor quest out of Isen Dun that will give the
player a couple of silverweeds, but is more for flavour and lore than
anything else.
- When the player moves, there is now a chance to search/detect traps
without having to actively spend a turn doing so. This is based on the
Detection skill.
- Dusk and dawn now shade items and creatures as well (Dallas Herrin).
Also rejigged the colours:
- Night is now dark blue (surroundings) and bold cyan (creatures/items).
- Dawn is red/bold red.
- Dusk is yellow/bold yellow.
- New creatures: worried mother, Ead.
- Bug fixes:
- Dragon breath wands were correct - flame - but the spell itself was
acidic.
- Typo fixes in keybindings (Larzid) and game text (Dallas Herrin).
- Mines and sewers were showing day/night transition because the map
type wasn't being properly set during generation. Refactored some
per-map code into a common function to ensure this always gets set
correctly.
- Various bug fixes surrounding displaying text in larger resolutions.
(VedVid)
- Text would sometimes double-line-break, when a line was just up
against the maximum width.
- The key to Eka was not actually being placed. Placed it hidden in the
rock in Cithriel, protected by divine avengers within the chamber.
Added a clue to the whereabouts at the end of Gildi's quest for the
Black Orb. (Dallas Herrin)
- Fixed a number of instances where custom maps had the wrong map type,
causing day/night transitions. (Dallas Herrin)
- The guidebook wasn't referencing the new deity stat modifiers.
(Dallas Herrin)
- The game could crash when there were multiple tiles present with
traps, and the user selected an invalid direction in which to disarm.
(Dallas Herrin)
- The monster decision code to figure out what spell to cast would
crash when given a spell ID that didn't exist. (Dallas Herrin)
- Zaeda is able to cast Lightning Bolt, but the spell ID was typo'd,
which would cause the crash described above.
- Spirits weren't tagged as flying, so weren't moving over water
properly (Dallas Herrin).
- Fixed a crash with setting hostility for far-off creatures outside the
player's LOS (kraphead, Dallas Herrin).
- Self-attacking creatures were drawing the hate of other creatures,
which was not intended.
- Shrines were not being marked as permanent. If you left/came back,
the shrine would be re-generated and the shrine gem would be gone,
since it can only be generated once. (Dallas Herrin)
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Mini-release: I'm not going to release in February, so I can tackle some slightly-larger stuff for the March release.
But, thanks to a few people, I've been able to fix more crash bugs. Here's to (hopefully) more stability!
Shadow of the Wyrm v0.5.9 "Galilei"
- Version declared January 1, 2017. Version finalized January 11, 2017.
- Nobles now start with a number of crossbow bolts, instead of just one.
- Witchthorns are far more dangerous for early game characters. They have
a chance to do a ranged attack: 1d3 damage, piercing.
- Added a "brandable" flag. This allows a weapon or piece of armour to
take on a particular non-physical (slash, pierce, pound) damage brand:
holy, shadow, flame, etc.
- Removed the old hard-coded branded weapons to make way for the
dynamically-generated ones.
- Almost all weapons and armour are now brandable. The exceptions tend to
be specific-damtype items like poison darts and shadow bombs. Armour
created via skins is also not brandable.
- A brandable item has a ~15% chance to be branded when enchanted. This
is modified to 0% (when reading a cursed enchanting scroll), or ~30%
(blessed). Once an item is branded, its brand is fixed, and it cannot
be branded again.
- Branding will associate a particular damage type with the item.
For armour, this will give an additional 15 percentage points of
resistance. For weapons, it will switch to that damage type, and
add an additional die of damage, and +1 to the modifier.
- Weapons have a very small chance, upon enchantment, to gain a damage
flag such as vorpal, draining, chaotic, etc.
- Now that damage flags are available to weapons outside of artifacts,
any damage flags will be shown on the second line of the equipment
screen (in addition to the "W" command). The "Resists" line is now
"Resists/Flags".
- Weapons are now less likely to gain resistances when being enchanted.
The chance has been halved.
- Jellies can now split in half when they're wounded and have more than
a third of their maximum HP. The creature that splits off has half of
their current HP.
- Up staircases should no longer lead to a zoo. But they can, like
down staircases, once a certain amount of placement tries has been
reached. This should be very unlikely.
- Bug fixes:
- Pack generation shouldn't be attempted for uniques (Esran).
- Fixed a looping issue with entering a map where the entry tile is
occupied by an NPC (Esran).
- All-zoo dungeon levels weren't allowing stair placement.
- Tile-related messages were not always being displayed correctly when
moving to a new map.
- In certain situations on map creation, creatures weren't being
removed properly which caused the player to be not placed properly.
(Esran)
- In some cases, a creature could try to act with a null FOV map, which
would cause a crash.
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February release! The big addition this version is shops, though on a very limited scale: Isen Dun has a shop, as does the Forest of Yew and Atua-Elar. In the next release, I'll work towards adding these randomly to dungeons, and very occasionally to the wilderness as bazaars. There are also a number of bug fixes, though thankfully nothing as crucial as in the last few versions!
Items will need a lot of rebalancing over the coming versions. If you have any feedback regarding item values, distribution, etc., I'd love to hear about that.
Shadow of the Wyrm v0.6.0 "Capirola"
- Version declared January 11, 2017. Version finalized February 3, 2017.
- More potential random names for character creation.
- Witchlings and sages now get fewer castings per level (Esran).
- Thievery is no longer a slow action - it should be about the same as
attacking. (Dallas Herrin)
- When sacrificing consumables, there are now additional checks for the
item to be accepted by a deity. It must have either a large amount of
nutrition, or have some sort of magical effect. For food, things such
as corpses, silverweed, food rations are all okay; fish and roots and
such won't meet the minimum. (Esran)
- Primary statistics (strength, dexterity, agility, health, intelligence,
willpower, charisma) are now capped at 99.
- Hungerless races like the Fae now can now mark Health when being neither
hungry nor full, but at a greatly reduced rate compared to other races -
they only get a 20% chance to mark the stat, compared to 100% for the
other races.
- When treating skins at a tannery, you can now select the ranged weapon
slot, which will allow you to create a sling. These can take on
evade/soak/resistances based on the corpse like other tanned equipment.
- The mortuary now tracks the maximum difference between a slain
creature's danger level and the player's level when that creature was
killed.
- Character info/dumps now also tracks the number of turns taken.
- Puglists now deal more damage. They deal 1d(level) from 1 to 25, and
1d(50 + (level-25) * 3) from 26 to 50. (4chan /rlg)
- When firing a branded ranged weapon with ammunition, the ammunition's
damage type becomes that of the launcher.
- Oracles get a 5% bonus on experience points when killing a creature
that has at least one status.
- Creatures now get angry at you if you teleport them.
- Added a new map, Whaling's End, at the south-most part of the world.
An ancient citadel, it has been repurposed by traders as the last
outpost at the edge of the map.
- Hrethel, the hedge wizard of Whaling's End, will trade you one of his
many spellbooks in exchange for a score of magici shards.
- There are two shops in Whaling's End: Noah and Itzchak have a variety
of goods for sale. Unpaid goods will list the total price when you
look at them. All shops have a minimum item value, so very low value
items (rocks, turnips, etc) won't be generated.
- Shopkeepers don't enjoy literal door-crashers. They also don't like
people kicking the wares, reading the wares, eating the wares,
quaffing the wares, or generally acting antisocial with regards to
the wares. In fact, they're rather unpleasant.
- Shopkeepers also look out for each other - if they see you outside a
shop with unpaid goods, from any shop, they will seek revenge.
- The total amount owing can now be seen with the "$" command. You can
pay for unpaid merchandise by chatting to the shopkeeper.
- When you buy or sell, the Bargaining skill, in conjunction with your
Charisma, determine if you can get a reduced price on a purchase or
a better price on a sale, and if so, by how much.
- Added a shop to Isen Dun (food, weapons, ammunition), Forest of Yew
(wands), and Atua-Elar (books).
- Now that money is more useful, nobles now start with more money.
- More stanzas for the epic poem.
- New creatures: Hrethel, whaler, scrimshander, shopkeeper, seadog,
swabbie, harlot.
- New items: lunch.
- Bug fixes:
- Missed comma in one of the naming options was leading to
three-syllable names like "SulTanak."
- Keys were stacking incorrectly, causing different crypt keys to be
grouped together and lose track of the lock they open. (Dallas Herrin)
- Traps without components (light traps, etc) couldn't be disarmed.
- Alcien and Rukhala weren't specified as unique (Esran).
- When deities summoned creatures around the player when angry, these
could, like regular creatures, be generated friendly. (Dallas Herrin)
- Branding was not properly adding resistances for armour. (Dallas
Herrin)
- Altars could be converted by offering items that generated no piety.
- Status effects that applied modifiers, such as blindness with evade
and disfiguration with the primary statistics, weren't having these
modifiers properly removed when the effect was undone via prayer.
(Dallas Herrin)
- The "fire through" code for archery had a bug in it that was
preventing the proper targetting of creatures at high Archery skill
values. (Dallas Herrin)
- In-game character dumps were trimming left spaces on each line.
- Doors could open and shut when there was an item present on the tile.
- Rarity probabilities weren't properly defined for the "very rare"
rarity, which is used for shops.
-
Small "gripes"... but certainly not the end all be all of gripes.
The interface(?) seems a little lacking. I mean that the on-screen information seems a little bare, as well as a lack of an options menu (at least I couldn't find one). I realize that this is a little different than some of my favorites like PosChengband, FAangband and sCthAngband... but I do like being able to bring up additional windows and edit them in the .ini file, so as to have them present during gameplay. Honestly, it took me a while to figure out how to resize the font and size of the main window, and even then, it still feels a little off.
Again, these are not the end of things, just makes it feel a little odd to me.
Have a blessed day,
-kmkenpo
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All games that you listed are Angband variants. Additional windows are almost exclusive *bands feature. Also, there is nothing odd in way to resizing font / windows - it is default (and probably only one possible) way to do it in terminal-based applications. And it is very common approach to develop roguelike games.
So, in general, nothing strange here - just your opionion is biased by, I suppose, your *band habits.
@jcd748 - congrats for February release! Nice list of changes, especially that you stated that "there won't be February release" ;)
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@Avagart... thank you for your input, although I will say it was nice that you gave the time to answer, it was actually not as helpful. My opinion of how odd it is to resize the window and the fonts is a valid opinion, and remains so, even in the wake of you basically dismissing it. As I said, it isn't the end of things that these issues are present in the game, at least my perceived issues of the game, but it does feel odd none the less. Obviously I need to simply move on to something else... maybe back to my "opinion biased *band habits" :)
Have a blessed day,
-kmkenpo
-
Don't know why did you take it so personally. I'm just saying that it's how terminal roguelikes usually work. I didn't say that your opinion is not valid. I'm not dismissing anything - just wrote that it's a way how terminal works. It's fact, not opinion. What's offending in that? *band-biased opinion?
Obviously I need to simply move on to something else
It's your own fiction, I didn't even suggest it. Don't put your words in my mouth.
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@Avagart... Taking it personally due to you dismissing my opinion as a result of my "*band habits", when I was simply bringing up things that I like about other games that I play. Now, we can continue down this path if you choose, but ultimately, you dismissed my opinion because your opinion differs. Twist it back around on me if you wish, but those are the facts :)
Have a blessed day,
-kmkenpo
-
I'm not trying to turning around you. I just feel you misunderstand. Or maybe I write something unclear. So, I was trying to explain what I meant. But if you are not willing to discuss and just want to start whining about 'bad, evil Avagart' - OK, think what do you want.
Or learn to understand what do you read.
Or learn to discuss.
Or learn that not everyone is native English speaker, so it's possible that posts are, say, wrongly written.
-
@Avagart... Thank you for devolving this into foul language, and for making my point in the process. No need for further responses to me from you, as I said, I will simply move on to something else that fits with my personal taste in gaming options offered. No biggie :)
Have a blessed day,
-kmkenpo
-
@jcd748 I'm really sorry for losing SotW player, it wasn't my intention.
-
@Avagart... OK, one last note, seeing as how I am somewhat surprised that you did this.
Editing your own comments to rearrange your previous thoughts in your original posts to me and take out offensive remarks, to THEN post an apology to the author of the game... is quite disingenuous... and honestly... quite rude.
Again, we can call this what it is. You took my original, polite comments to the author of this game, about features that I was thinking could use a little tweaking, and took your comments to name calling and foul language. Then you took steps to remove your comments, rearrange those thoughts previously posted by you, to then offer an apology to the author for running me off?
Your native language was never the issue at hand. But thanks to your deliberate actions to edit your previous posts, then basically hide behind your native language... I am sorry... as I said... disingenuous.
Have a blessed day,
-kmkenpo
-
...Not entirely sure what transpired here, but at any rate: U/I and other such reckonings are always at least worth broaching from time to time, as be it they in the ADOM or *BAND or whatever style there are surely kernels of wisdom to be gleaned from each and all towards an ultimately better and more intuitive end. In this case jcd might well have things to ruminate upon on the above issues since the game IS still very much a WIP and all~ 8)
So yeah, keep things cordial and in perspective folks with another Truly Major Roguelike forming before your very eyes here in the present and to come with priority instead of the distant hazy past removed from all actions you can take to encourage and shape it.
Congrats on the release jcd---somehow wasn't expecting it until the end of the month!
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I was rearranging my own posts before your answers. I didn't change any single world after your posted answers. So no, I wasn't deleting any single word. If you are saying that there are no offensive remarks in my posts now, it means that there were no offensive remarks when you were replying. My - at least first - answer was polite*; more: technical. Now, you are just provoking, but not sure what or who. If do you want to prove that I was offensive - just call the moderators, it's very likely that they have access to something like 'post history'**.
I'm sure there is no point to trash this topic by this so-called discussion. If you have problem with me, or you feel really offended, just PM me.
* to be honest, I doubt that any single answer was rude, but - ok, subjective thing
** getter77, does this sort of data exists? I'd be glad if someone would check it before making me banned ;)
edit: whole page saved via webarchive, just in case. :D
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@Avagart... I was then, and I will continue to be now, above the attitude that you have been throwing. The fact is that you did delete words, you did add and rearrange wording, and you did decide to hide behind a language barrier that was a non-topic until you made it one (after making said changes and alterations).
Now... you and I can consider this conversation line closed. Hopefully by me refusing to engage you any further, this thread can resume its original intent of showcasing this game's design and progress... as well as possibly field some additional questions and suggestions concerning its development.
Have a blessed day,
-kmkenpo
-
Small "gripes"... but certainly not the end all be all of gripes.
The interface(?) seems a little lacking. I mean that the on-screen information seems a little bare, as well as a lack of an options menu (at least I couldn't find one). I realize that this is a little different than some of my favorites like PosChengband, FAangband and sCthAngband... but I do like being able to bring up additional windows and edit them in the .ini file, so as to have them present during gameplay. Honestly, it took me a while to figure out how to resize the font and size of the main window, and even then, it still feels a little off.
Again, these are not the end of things, just makes it feel a little odd to me.
Have a blessed day,
-kmkenpo
No worries. The interface is definitely bare, but I prefer to think of it as "sparse". The games you listed are Angband variants, and SotW is its own game with its own codebase. The interface style is closer to nethack or ADOM than Angband, and that's intentional.
Because SotW is curses-based, it doesn't have any settings of its own for font, font size, etc. If you're looking to change these, you'll need to change these for your terminal. You'll need to look into how you do this for Unix or Windows or MacOS.
Thanks for the feedback!
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@jcd748 - congrats for February release! Nice list of changes, especially that you stated that "there won't be February release" ;)
I had a plan for no February release, and then I started working on some things that were doable within that timeframe. I'll probably skip a month at some point this year and do something more substantial with the central city, but not yet - right now I want to flesh out shops a bit more.
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@jcd748 I'm really sorry for losing SotW player, it wasn't my intention.
Don't worry about it. People will drift away from games, and back again. I played my first game of DCSS in years today, got to XL14, and haven't died yet!
-
So, a lot of this release was carry-over from the previous one - there are now wilderness shops (bazaars, which can generate in fields/scrublands/hills/desert), and shops can generate in the random villages as well, with a probability based on the type of settlement. Springs, which generated in forests and were previously just terrain variation, can now have a fairy spirit generated within. Chat with the spirit to have your HP and AP fully restored.
Dungeons also can now have springs generated within, and I've slightly upped the chance of each room having a special feature. Dungeon springs will always have a fairy spirit generated - they seem to want to help...
Other than that, a few bug fixes, and a few more skills implemented (Bowyer, Fletchery, Lore). Fewer bug fixes than previous releases, too, which is great - I'll delude myself into thinking it's because I haven't written any.
Shadow of the Wyrm v0.6.1 "Riquier"
- Version declared February 3, 2017. Version finalized March 1, 2017.
- Wearables can now apply status ailments when equipped, and undo them
when unequipped.
- Satiation effect type. When in place, a creature's hunger clock
decrements at ~15% the normal speed.
- Implemented the Lore skill. This gives a chance to identify the status
of an item the first time the player picks it up. The chance is
directly proportional to the skill value.
- The Bowyer skill is implemented as well. When you have a bough, you
can use it to create a bow or a crossbow. Higher skill values will add
to-hit or damage bonuses, in the same way that this is done for e.g.
Smithing. The Crafting skill also plays a role in the total potential
improvements points, though to a lesser extent than Bowyer.
- Fletchery has also been implemented. A branch can now be turned into
arrows, bolts, javelins, or throwing clubs. The quantity created is
based on the per-item weight and the weight of the branch. The
ammunition created will get better and better with higher Fletchery and
Crafting values.
- In-game shops have their items restocked on a monthly basis. This
covers all shops on all persistent maps. If the player is on a map
with a shop when the repop occurs, he or she will see a message about
it.
- Tree tiles now have a chance of generating a bough instead of a branch.
- Blackwater traps are now light blue instead of dark. (Rob Ayres)
- Spellbooks now provide fewer castings when read.
- Adventurers also start with a wand they've found on their travels,
either lightning bolt or teleport.
- The random villages that are scattered throughout the world now have
a chance to contain a shop: 40% for a hamlet or scattered settlement,
75% for a regular settlement, 85% for a walled settlement, 100% for
a city.
- Quests now show not just the questmaster, but the map that they're
from.
- Currency is now fixed at uncursed status, always identified, and cannot
be blessed or cursed. This will allow proper ivory stacking in the
player's inventory.
- Reworked the item generation algorithm. The previous algorithm was
based purely on an item's danger level and rarity, and did not take
type into account at all. After the rework, almost all items are now
"common" for their specified danger level. The algorithm now first
picks an item type (weapon, potion, etc) and then tries to generate an
item of that type based on the danger level and selected rarity. This
ensures a more even distribution of item types throughout the game, as
previously scrolls, potions, and so on, were notoriously rare, getting
passed over in the selection process by more common items. The
algorithm is a work in progress and is likely to be reworked or tweaked
in future versions.
- Teleport wands will appear earlier.
- Shopkeepers don't like being outside their shop, so they will not allow
the player to switch places with them. (Rob Ayres)
- Praying can now cause a deity to neuter all breeders on the level,
preventing them from breeding. Subsequently generated breeders are not
affected.
- The chance of a breeder to breed on a given turn has increased from
10% to 15%.
- There are a few more creatures at the start of Amaurosis' lair.
- The game now keeps track of which creature gave each status ailment.
Experience is now properly granted when killing a creature with a
time-delayed effect, such as poison or petrification (Esran).
- Keybindings are now reloaded whenever the game runs, not just when a
character is first created (Esran).
- Bazaars can now be generated in the wilderness. They can be generated
on field, scrub, hill, and desert locations, and will display a message
when moving on to the tile on the world map.
- Springs in the wilderness can now generate a fairy spirit. These are
the spirits of the fairy girls slaughtered by the giants in the sacred
glade. If you talk to one of these spirits, you'll have HP/AP restored,
and hunger satiated.
- Slightly increased the probability of generating a special room in a
dungeon.
- Springs can now be generated in dungeons as well as forests. In
dungeons, a fairy spirit will always be generated at the spring.
- More combinations for random name generation.
- More stanzas for "Tel and Floridel".
- New shops: potion shop in Gnordvar, general store in Stoneheim.
- New items: satiative amulet, bough, wand of wrath, wand of arcana.
- New creatures: kingspirit, roiling slime, splitting shrike, marsh
wraith, ancient worm, Pelageus, fairy spirit.
- Bug fixes:
- The Literacy skill's improvement message was the same as Leadership
(Rob Ayres).
- Ivory pieces were forming separate stacks when selling, rather than
being merged into the player's existing amount (Rob Ayres).
- Petrification wasn't leaving a corpse on the right tile.
- Creatures could leave both corpses and statues when petrified.
- Creatures could drop their equipment and generate death drops when
petrified, but these items would be unreachable due to statues being
blocking features. Suppressed item drops/generation on petrification,
as any items should be considered part of the statue.
-
so I'm really digging this game. Currently playing an ogre pugilist who really can't be touched. (that character has some issues, like being unable to read and therefore unable to figure out how to uncurse equipment)
I'm wondering if there's a plan to balance weights? A mole's corpse weighs 100 and so does a dragon's. I also do not really think scrolls should weigh 1 if a big giant broadsword weighs 5.
I'm finding myself struggling to figure out what to do 'next' ... I will occasionally find a town or castle/keep but they're either empty or they have a random <go place and kill thing and come back> that takes just a couple of minutes. I have a final quest of "go kill the wyrm guy" but I'm not finding a lot inbetween.
I also struggle with knowing what or how to make my god happier with me or knowing where I stand.
Are there plans to allow me to drop multiple <different> items at once? What about auto-pickup options?
All in all I am enjoying this game a great deal.
Thanks!
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Hi kain,
Thanks for the feedback! Corpses should be differentiated by size, which is influenced by race, but I'll make a note to check on this. There isn't any variation within race, so a roc will be the same as a kestrel. I'll make a note to fix this up at some point in the future. As for scrolls, I always envision them as being the kind with the wooden handles, which are thus heavier than just a scrap of paper.
Now, what to do next. You've hit on what I feel is the central weakness of the game: a vast, sprawling wilderness with only the illusion of immense choice. Now, there are set areas, and most of these can be found around the "edges" of the map. You can find additional quests in these areas, with good rewards, and these can hopefully supplement your levelling. I've never won the game legitimately (I play in debug mode and cheat mercilessly), but my general pattern is:
- Do the starting island: the Barrows, do 5-10 levels of the starting dungeon, and Wintersea Keep.
- Once I've got a boat, do Aeschburh (to the north west) and Gnordvar (basically due north a while)
- Go to Atua-Elar and clear out Stonewall
- Clear out the Ogre Camp in the far western part of the world, and return the amulet to the exile, who lives in a hidden cave north-east of the starting island
- Find a dungeon and dive deep
- Around level 30, look at clearing out Cithriel, which can be found by talking to the caravan master in the fae camp in the far north
- Around level 35-40, go to Stoneheim (the fixed dwarf village in the north-west corner of the world) and clear out Wyrmeswraec and the Caldera
- At this point, I'm probably ready to take on Amaurosis.
Now, I have the immense advantage of knowing where everything is. But the fixed locations are truly fixed: from game to game, you can always find them in the same location. This is to provide a sense of continuity from game to game, and because randomizing everything in a 100x100 map would just be aggravating.
As for how to make your deity happier, right now, you can offer at a co-aligned altar. There are a few altar locations scattered throughout the game (in the keep north-west of where you start, and a few other places), and they can also occur randomly in dungeons. As for checking your piety, you can use the "P"iety command.
Multiple-drop isn't something I'd planned on adding, but I'll add it to my suggestions file. I also didn't have autopickup on my to-do list, but I've added it. What kind of autopickup options are you looking for? By item type? Something else?
I'm glad you're enjoying the game. It still kind of blows my mind that people play it when there are far more polished options (ToME, DCSS, etc) available. Thank you. I mean that.
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It still kind of blows my mind that people play it when there are far more polished options (ToME, DCSS, etc) available.
Why not to play them all? ;)
You are creating good game - and it's the main reason. But I think that it's really important that SotW fills the niche in the roguelike world. Your game have unique set of features. Most roguelikes are only about dungeon diving, or they have very static world. You created game with procedurally generated overworld, with towns and other meaningful places. There are NPCs, some of them have quests. I don't know many roguelikes that are similar to SotW. If you want play good, plot-ful roguelike with random world, there is no other choice.
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I suppose that's true. The random overworld is a bit of a dodge, though - it doesn't have nearly enough interesting things to do, as most of the fun is in the static bits. But improving the overworld is something I mean to do in the near to mid term, if just bit by bit. Even adding shops to villages in the last release was a small step.
-
This and Legend of Siegfried ARE just about the only ones in this specific sort of adventuring field afoot as of late barring any sudden revivals and arrivals...so yeah....each month or so's nice update amounts to another step or so catching up to ADOM/Elona/etc and that's a wonderful thing.
-
Corpses should be differentiated by size, which is influenced by race, but I'll make a note to check on this. There isn't any variation within race, so a roc will be the same as a kestrel. I'll make a note to fix this up at some point in the future.
So as I'm progressing in the game I am finding corpses of different weights. Thanks for the race explanation!
As for scrolls, I always envision them as being the kind with the wooden handles, which are thus heavier than just a scrap of paper.
This also makes sense, thanks!
Now, what to do next. You've hit on what I feel is the central weakness of the game: a vast, sprawling wilderness with only the illusion of immense choice. Now, there are set areas, and most of these can be found around the "edges" of the map. You can find additional quests in these areas, with good rewards, and these can hopefully supplement your levelling. I've never won the game legitimately (I play in debug mode and cheat mercilessly), but my general pattern is:
- Do the starting island: the Barrows, do 5-10 levels of the starting dungeon, and Wintersea Keep.
- Once I've got a boat, do Aeschburh (to the north west) and Gnordvar (basically due north a while)
- Go to Atua-Elar and clear out Stonewall
- Clear out the Ogre Camp in the far western part of the world, and return the amulet to the exile, who lives in a hidden cave north-east of the starting island
- Find a dungeon and dive deep
- Around level 30, look at clearing out Cithriel, which can be found by talking to the caravan master in the fae camp in the far north
- Around level 35-40, go to Stoneheim (the fixed dwarf village in the north-west corner of the world) and clear out Wyrmeswraec and the Caldera
- At this point, I'm probably ready to take on Amaurosis.
Now, I have the immense advantage of knowing where everything is. But the fixed locations are truly fixed: from game to game, you can always find them in the same location. This is to provide a sense of continuity from game to game, and because randomizing everything in a 100x100 map would just be aggravating.
Again, this was probably me just getting a couple of characters through like level 10 or so and not really understanding the scope and general layout of the "board" ... things are starting to make more sense. I do find myself going through an awful lot of food exploring the oceans though ...
As for how to make your deity happier, right now, you can offer at a co-aligned altar. There are a few altar locations scattered throughout the game (in the keep north-west of where you start, and a few other places), and they can also occur randomly in dungeons. As for checking your piety, you can use the "P"iety command.
I think I converted the altar in Stonewall to my god and then I sacrificed a ton of corpses in a random dungeon and I think I converted to another god. I assume there's some sort of baseline "value" of crap the gods will accept. They didn't like basic equipment, for example, but I'm pretty sure I was able to give them a named weapon. They also didn't care 2 bits for my pile of 35 ivory pieces but happily accepted my stack of 400. I imagine this threshold will become more apparent the more I play the game.
Multiple-drop isn't something I'd planned on adding, but I'll add it to my suggestions file. I also didn't have autopickup on my to-do list, but I've added it. What kind of autopickup options are you looking for? By item type? Something else?
This could be as simple as auto-picking up classes of items (every scroll, every potion, all currency, all wands, etc) or far more granular (every scroll of ID and enchant, never pick up scroll of trap ID, always pick up potion of healing, never pick up dram of gin) Seems like picking up money at the very least would be a good option.
I have encountered a minor inventory (well, if you're looking to exploit scrolls of blessing, not a minor) quibble. It doesn't seem as if like items stack. I cannot for the life of me get my similar scrolls (or potions or food or plants or ... bafflingly enough, currency!?) to stack in a consistent manner. See my list of scrolls below:
---------------------------------------------- Items Available (Filtered) ----------------------------------------------
Scrolls - ?
[a] uncursed scroll of uncursing [1.00 lbs]
[b] uncursed scroll of trap detection [1.00 lbs]
[c] uncursed scroll of identify (2) [2.00 lbs]
[d] cursed scroll of trap detection (2) [2.00 lbs]
[e] blessed scroll of trap detection [1.00 lbs]
[f] uncursed blank scroll (3) [3.00 lbs]
[g] uncursed scroll of uncursing [1.00 lbs]
[h] uncursed scroll of cleansing [1.00 lbs]
[i] uncursed scroll of cleansing [1.00 lbs]
[j] uncursed scroll of blessing [1.00 lbs]
[k] uncursed scroll of uncursing [1.00 lbs]
[l] uncursed scroll of blessing [1.00 lbs]
[m] uncursed scroll of identify [1.00 lbs]
[n] uncursed scroll of recharging [1.00 lbs]
[o] uncursed scroll of identify [1.00 lbs]
[p] uncursed scroll of recharging [1.00 lbs]
[q] uncursed scroll of uncursing [1.00 lbs]
[r] blessed scroll of cleansing [1.00 lbs]
I've been through some iterations of dropping and picking up all my scrolls of identify. I can't get them to stack up in a manner that I consider appropriate. It seems like they *should* stack since some of them do, but if there's a trick to that then I don't know what it is.
I'm glad you're enjoying the game. It still kind of blows my mind that people play it when there are far more polished options (ToME, DCSS, etc) available. Thank you. I mean that.
I play a lot of roguelikes. I've been playing Nethack since 1987 or 88 (damn I'm old...) and I've played many many many of them in between. I've put a hundred hours into ToME, I've thoroughly beaten DCSS. Same thing with Angband, the original ADOM, etc. I hesitate to consider the hours I spent on Baldur's Gate, Dwarf Fortress, Gnomoria, Diablo or any of the early Final Fantasy games.
Recently in an attempt to get my kid to play roguelikes we've started playing Unexplored. (check it out on steam, it's kinda fun)
SotW is a return to oldschool ascii games and this one seems like it's got a ton of promise and a lot of replayability. Thanks!
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Again, this was probably me just getting a couple of characters through like level 10 or so and not really understanding the scope and general layout of the "board" ... things are starting to make more sense. I do find myself going through an awful lot of food exploring the oceans though ...
Ocean travel (well, overworld travel) definitely requires a lot of food. Silverweed helps, if you can find it - it'll fill you up completely. Otherwise, you might want to scrounge around for fruit or roots, try fishing, etc.
If you want to avoid hunger altogether, you can play a Fae, which are hungerless.
I think I converted the altar in Stonewall to my god and then I sacrificed a ton of corpses in a random dungeon and I think I converted to another god. I assume there's some sort of baseline "value" of crap the gods will accept. They didn't like basic equipment, for example, but I'm pretty sure I was able to give them a named weapon. They also didn't care 2 bits for my pile of 35 ivory pieces but happily accepted my stack of 400. I imagine this threshold will become more apparent the more I play the game.
There are definitely value checks on what you offer.
This could be as simple as auto-picking up classes of items (every scroll, every potion, all currency, all wands, etc) or far more granular (every scroll of ID and enchant, never pick up scroll of trap ID, always pick up potion of healing, never pick up dram of gin) Seems like picking up money at the very least would be a good option.
Okay. I'll look at autopickup by type first.
I've been through some iterations of dropping and picking up all my scrolls of identify. I can't get them to stack up in a manner that I consider appropriate. It seems like they *should* stack since some of them do, but if there's a trick to that then I don't know what it is.
I can maybe see how some of that would happen - right now, when you pick up an item, it tries to stack based on what it knows. Once you have everything identified, if you drop all your scrolls and pick them up, does it stack them properly? Or do you still get multiple stacks of the same type (e.g., two uncursed scrolls of cleansing stacks).
Also, what version are you playing? I fixed a bunch of currency-related issues in the last version, but I'm not sure if you're playing that.
And I'm also an old-school nethack player! I started on 3.2.2, and got hooked on it by a friend whose father used to download versions of it off the university network.
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I ran a few quick tests, generating uncursing scrolls over and over. I got stacks like this:
Scrolls - ?
[a] uncursed scroll of identify [1.00 lbs]
[b] uncursed scroll of enchanting [1.00 lbs]
[c] scroll labelled "VERITAS OMNIA VINCIT" (16) [16.00 lbs]
[d] scroll labelled "VERITAS OMNIA VINCIT" (2) [2.00 lbs]
[e] scroll labelled "VERITAS OMNIA VINCIT" (2) [2.00 lbs]
Now, if I read the uncursed scroll of identify and identify [c], I get:
Scrolls - ?
[a] uncursed scroll of enchanting [1.00 lbs]
[b] uncursed scroll of uncursing (16) [16.00 lbs]
[c] cursed scroll of uncursing (2) [2.00 lbs]
[d] blessed scroll of uncursing (2) [2.00 lbs]
If I generate 30 more scrolls, I see the following on the ground:
Scrolls - ?
[a] scroll of uncursing (27) [27.00 lbs]
[b] scroll of uncursing (2) [2.00 lbs]
[c] scroll of uncursing [1.00 lbs]
Picking them up, I now have:
Scrolls - ?
[a] uncursed scroll of enchanting [1.00 lbs]
[b] uncursed scroll of uncursing (16) [16.00 lbs]
[c] cursed scroll of uncursing (2) [2.00 lbs]
[d] blessed scroll of uncursing (2) [2.00 lbs]
[e] scroll of uncursing (27) [27.00 lbs]
[f] scroll of uncursing (2) [2.00 lbs]
[g] scroll of uncursing [1.00 lbs]
I've now got six stacks of scrolls:
- 3 stacks of uncursed/cursed/blessed
- 3 stacks whose statuses are unknown
To me, this is correct, based on the fact that item statuses are initially unknown.
Now if I create an identify scroll, and read it (it turned out to be blessed, so it identified everything):
Scrolls - ?
[e] uncursed scroll of enchanting [1.00 lbs]
[f] uncursed scroll of uncursing (16) [16.00 lbs]
[g] cursed scroll of uncursing (2) [2.00 lbs]
[h] blessed scroll of uncursing (2) [2.00 lbs]
[i] uncursed scroll of uncursing (27) [27.00 lbs]
[j] cursed scroll of uncursing (2) [2.00 lbs]
[k] blessed scroll of uncursing [1.00 lbs]
So, six stacks. But at the moment, stacks are separate items in the inventory. If I drop stack "i" and pick it up, I'd expect it to combine with [f]. This is exactly what happens:
Scrolls - ?
[a] uncursed scroll of enchanting [1.00 lbs]
[b] uncursed scroll of uncursing (43) [43.00 lbs]
[c] cursed scroll of uncursing (2) [2.00 lbs]
[d] blessed scroll of uncursing (2) [2.00 lbs]
[e] cursed scroll of uncursing (2) [2.00 lbs]
[f] blessed scroll of uncursing [1.00 lbs]
So I think I could get to your case by repeating variations on these steps. Is this roughly how it would've gone for you? I assume your expectation would be that after identification, any inventory items of the same type and B/U/C status would be grouped together? This isn't currently done, but probably should be.
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holy smokes, a responsive dev! This guy rocks!
I'll start out and say that I'm playing Shadow of the Wyrm 0.6.1 "Riquier"
So I think I could get to your case by repeating variations on these steps. Is this roughly how it would've gone for you? I assume your expectation would be that after identification, any inventory items of the same type and B/U/C status would be grouped together? This isn't currently done, but probably should be.
I've read a blessed scroll of ID and been through a bunch of iterations of dropping (bulk, just a couple at a time, just a single scroll, just a single stack, etc) and picking them back up all sorts of ways and on occasion a stack and a single will combine but it doesn't seem to be following expected convention (b/u/c in ID and unID'd forms)
I could post my save game if that would shed any light on what's going on.
I'm really smitten with this game.
I have another wall of text ... feel free to tell me "too much, too much!" and I'll stop whenever it gets to be annoying. Also feel free to tell me "that's how it's supposed to work"
Additional notes:
- Using a wand changes the charges remaining and moves the wand to the last item in wand inventory. Is it removing and creating a new object when you discharge a wand? It's hard(ish) to keep track of items when they change "letters" from turn to turn.
- It would be neat to be able to see the various resists on identified wearables without having to swap them on and off.
- Is there a way to "use" items? I have found a shovel, a mattock and a sackbut but I do not know how to use them. What about musical instruments? I've found a lot of those but I can't figure out how to use them.
- At higher player levels and lower dungeon levels (maybe ... I'm at L26 with EV:57/34 on dungeon level -1100 fighting things like minotaurs and sorcerers -- this might not yet be considered high level) it seems like nothing can touch me until it crits, then I get hit for 30+ HP at one shot. I've save scummed a couple of times and I'm coming to the conclusion that it only takes 3-4 "bypasses your armour" messages to die in a couple of rounds.
- I find myself playing for a god who doesn't care if I kill friendly units (yes, I found a file with some strings in it ...). There's a lot of them and oftentimes they're in the way (yes, they'll move out of the way) but it's usually easier just to kill everything in a dungeon. Any thoughts on making friendly dungeon dwellers fewer and farther between? Should that ogre bonegrinder really standby as I slaughter 8 of his (presumed) friends/family?
- Any thoughts to a scroll of exit (or something like that) that would allow you to go from dungeon level XX to 1 (maybe to the exit tile)? I am not seeing a lot of dungeon regeneration happening so the climb back up and out of the dungeon is usually just "oh, there's the stairs, fast travel ("w") until you get close"
- Poison is really debilitating. I seem to have to save all my healing potions to heal in case I get poisoned and do not have an antidote. Antidote potions seem very far between and even with a poison number of 0.30 I seem to still get hit for well over 100% of my HP by poison when I get poisoned.
- Is it possible to review or see the level messages 'holy, magic item, zoo, etc' again?
- Is it a design intention to not see the total amount of weight (I realize I could add it up) we're currently carrying and perhaps the threshold for "burdened/etc" on those? It might also be neat to see the effect of "carrying" in terms of how much we can actually carry. I recently added 18 points to carry and was still burdened.
- I'm having trouble moving my saved game from my work computer (don't tell!) to my home computer. I've tried everything -- even copying the entire game directory but my saved game doesn't show up on another computer. Could it be a userID (logged into the computer) thing?
- I also want to compliment the Forgotten Beast for knowing how to angle his beam against a wall to hit me. OUCH!
Thanks!
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Hi,
1. I'll look into this. Might have something to do with de-stacking.
2. Added the suggestion to my file
3. For picks/mattocks, walk into rock. For shovels, you can dig with '>' I think (there's info in the manual).
4. Incorporeal attacks (from spirits and such) bypass most soak. That's intentional, and came out of early versions where you were invincible with high soak. If you increase your evade, or resists, you can mitigate this somewhat by avoiding the damage altogether, or decreasing the amount taken.
5. Probably at some point I should smarten up the generation algorithm. In the meantime, enjoy the evil gods and the extra xp.
6. That's already been suggested, and is on my to-do list at some point.
7. Yeah, poison's dangerous. You could play a caster and look for a spell to help with that. Or if your foraging's good enough, you can grind some piles of white basil in the wilderness. Or pray.
8. "M"essage buffer keeps a history
9. Yeah, it's something I wanted to hide. I want it to be general - if you want to carry more, train your Strength (there's an NPC who does training in the Forest of Yew) or the Carrying skill.
10. Intentional - it's so you can't play other people's games on the same computer. I'll look at implementing an ini setting to ignore usernames.
11. Heh, I forgot I made the AI remarkably good at figuring out bounce patterns.
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Hi all :) Long time listener, first time caller here. First, thank you, Julian, so much for creating SotW. I've really enjoyed the game so far. Recently, I've been putting some tables together for reference and have a few questions about mechanics that hopefully someone will be able to answer.
1. Ages. Can I read the starting and maximum age values to mean that a human player's life expectancy (from the time we spawn in the game) is between 25 and 83 years (same for playing dwarf, giant, ogre and gnome)? Beyond that, generally speaking, faes can live for up to ~1 million years...all things being peaceful. Elves live second longest (wood elves more than mountain elves), though nowhere near as long as faes. Finally, goblins seem like they can only expect between 20 and 65 years. Am I misinterpreting the values in some way?
2. Experience Gain. It seems that each level from 2 to 50 has an experience point value associated with it. Those values are altered based on, at least, race and class experience multipliers (I think). Do I understand that correctly? (I.e., lower experience multiplier values mean "faster" leveling as there are fewer experience points between levels?)
3. AP and HP (and Piety) Regeneration. I haven't done too much digging into the source engine files, so I don't really understand how the race and class HP/AP regen multipliers work. Anything you can offer would be helpful to me.
Everything I've tabled so far has, for the most part, been derived from the ShadowOfTheWyrm.xml file. Simple stuff to make it visually easier for myself when starting a new character. I'm using org-mode, and I'm happy to export what I have and share it. I just want to make sure I understand some of these values first.
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Hi proxima_b,
You're correct on all of the below:
1) Every creature has a starting age and a maximum age. When generated, each creature gets an age within the starting age band for its race. After each year passes in-game, each creature ages a year (I think the game assumes everyone's born on 1/1) and then the game checks to see if each creature should die. There are currently no aging attacks, so age doesn't play the role it does in, say, ADOM, but if you want to play a character forever, elves/fae is the way to go.
2) If you look at the source code, the base experience table is in engine/combat/source/ExperienceManager.cpp. The amount of experience needed for each level is (base_amount * race_multiplier * class_multiplier)
3) The relevant code is in engine/calculation/source/HPRegenerationCalculator.cpp and APRegenerationCalculator.cpp. There are two components: minutes per "tick" (each tick gets you some amount of regen), and amount per tick.
Minutes per tick (using HP as an example):
- First, get the tile's HP/AP multiplier. This is generally always 1, but can be modified if there are things on the tile like beds or strange stone markers.
- Get the Health multiplier. The more Health you have, the lower this is, and so reduces the time per tick.
- Get the Medicine multiplier. Same as the above. Pump your Medicine skill, and train up your health, and you'll regen HP much faster.
- Multiply everything together along with the base minutes per hp tick (15) to get the new minutes per HP tick. Minimum is always 4.
AP:
As above, but there's no skill that lowers the number of minutes per AP tick, and the stat checked is Willpower.
Amount per tick:
This is where the race and class multipliers come into play. The base HP or AP per tick is 1. Multiply that by the HP or AP multipliers for both race and class, and you have the amount per tick.
So as you can see, the amount per tick is basically fixed once you select your race and class, but you can reduce the time per regeneration tick by increasing your statistics and skills.
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- First, get the tile's HP/AP multiplier. This is generally always 1, but can be modified if there are things on the tile like beds or strange stone markers.
OOooohhhhhhh, that's how you use beds? And I had no idea what the strange stone markers were.
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Yep, they just passively influence regeneration rates, so they can be useful if you find them in a dungeon.
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Woo! Beat the wyrm. I have some more questions/feedback if you're down for that.
- When displacing a friendly creature, you are not notified that there is anything on the ground. Similarly if you are auto-moving and stop due to hostile creatures, you do not see the item you happen to stop on.
- The game generates a bunch of 0 byte log files, suchly: sotw-20170315-22.log. I am guessing that this is related to the debug settings in the ini file. Maybe log files could be dumped into a /log directory?
- Can character dumps include XP totals?
- If I kill the wyrm and choose to keep playing, the dude in the original town should acknowledge that I killed the wyrm and completed his quest.
- Can I see completed quests?
- Can I see special messages after they've cleared my message buffer? (level messages, quest text, etc)
- The "carry" skill never seems to automagically improve like the rest of the skills do. Come to think of it, magic skills (arcane, cantrips) don't ever seem to improve automatically either.
- On a similar note, once you get a skill to 100, you can still get "improvement" messages for that skill.
- I'd love the ability to learn skills that I don't start with. Learning to forge would have been fun, as would learning all the other magic skills, or oceanography!
- Traps can generate on stairs, making it difficult to find them on occasion.
- I feel like "spellbook of aim" generates at a very very high rate. I find 2-3 per dungeon level most levels.
- Any thoughts on a "glove" or "gauntlet" armour type?
- Base stats do not seem to have a bearing on HP/AP. Are they just used for calculations (combat, magic, environmental) instead?
After I beat the wyrm, I chose to continue to play. I spent some time diving in the endless dungeon. Floor -3000 was worth 1.4M XP.
Hmm, let's keep going. Floor -4000 was worth 2.67M XP.
Stats after floor -4000:
Rhon OgWz Str:64 Dex:69 Agi:61 Hea:60 Int:65 Wil:53 Cha:67 L50,100% Ev/Sk: 170/103 E Spd:53
HP:227/227 AP:295/295 [-4000']
Level 50, 140665020 experience. Multipliers: Ogre 1.1, Wizard 1.1.
Then I decided to escape that dungeon, drink all my 'gain ability' potions and figure out what resists I was missing and get equipment enchanted up to try and fill in those resistance gaps.
Why do this since I already 'beat' the game? 2 reasons.
1 - I'm a filthy min/maxer
2 - there's still some celestial being floating around out there who has my cosmos stone.
Anyhow, after drinking a bunch of potions and making (and wearing and evaluating) over a hundred wyvern-hide caps and almost 50 other various caps I found one with a bunch of suitable resists. I know from experience they can increase when I enchant the item. Enchanting that cap, my dragon boots and a pair of rings (to fill in the missing arcane resistance) I'm left with the following stats and equipment:
Rhon OgWz Str:99 Dex:99 Agi:99 Hea:99 Int:99 Wil:95 Cha:99 L50,100% Ev/Sk: 298/156 E Spd:53
HP:227/227 AP:295/295
------------------------------------------------------- Equipment ------------------------------------------------------
[a] Head : uncursed wyvern-hide cap [28, 21] [0.44 lbs]
Resists/Flags: {0.15Co 0.11Ac 0.15Ho 0.13Sh 0.04Li}
[b] Neck : uncursed ruby amulet "Eunoia" [17, 7] [0.25 lbs] (glow)
Resists/Flags: {0.20Ps 0.20Ho 0.20Sh 0.20Ar}
[c] Right Finger : uncursed ring of sorcery [43, 26] [0.13 lbs]
Resists/Flags: {0.15Ho 0.33Ar 0.02Li}
[d] Left Finger : uncursed ring of sorcery [66, 22] [0.13 lbs]
Resists/Flags: {0.07He 0.11Ac 0.35Ar}
[e] Wielded : uncursed divine blade "Heart's Fury" (12d6+12) [14.00 lbs] (glow)
Resists/Flags: {0.40Sl 0.40Pi 0.50Ho}
[f] Off Hand : uncursed elemental shield (Acid) [40, 32] [4.00 lbs]
Resists/Flags: {0.17He 0.16Co 0.15Ac 0.17Li}
[g] Body : uncursed Atuan silver chain mail "Silari" [9, 10] [2.00 lbs]
Resists/Flags: {0.10Sl 0.10He 0.10Co}
[h] Around Body : uncursed Gildi's Cloak [4, 2] [2.00 lbs] (glow)
Resists/Flags: {0.15He 0.15Co 0.15Ac 0.15Ps 0.15Ho 0.15Sh 0.15Ar}
[i] Feet : uncursed dragon boots (Lightning) [47, 14] [5.00 lbs]
Resists/Flags: {0.18He 0.20Li}
[j] Ranged : uncursed august longbow "Lora" (6d6) [4.00 lbs] (glow)
Resists/Flags: {0.10Pi}
[k] Ammunition : uncursed Faerie Shield [20, 5] [2.00 lbs] (glow)
Resists/Flags: {0.15He 0.15Sh 0.15Ar}
I'm amused that I can drop whatever I want into the 'ammo' slot. I don't remember if it helped with resistances. I'd also point out that since you can't enchant artifacts, my maximum Evade/Soak could be a lot higher if I was wearing 'normal' gear. Can't beat those resists though!
Last on my list for this char is to find the cosmos stone (and finally find the rest of the whiteflowers for one of the original quests)
What can I do to help with further developement of this game?
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I am always down for more feedback. This is good stuff:
1. Good catch. I'll add it to my to-do list.
2. Makes sense. Added to my list.
3. Also a good idea. Added to my list.
4. That's definitely a bug. I wrote the quest before allowing the player to continue after slaying Amaurosis. Added to my list.
5. They're part of the character dump.
6. Not at the moment. How useful would this be? My concern would be having to go through all the places in-game that add messages and figure out which are "important".
7. Yup. Will look at having those train automatically.
8. Definitely an oversight, probably a big. Will fix.
9. I'm torn on this. Some skills are available in-game, but if e.g. Smithing is made available, it destroys any reason to play a Smith, other than getting the skill a little earlier. I definitely want to have class differentiation via skills.
10. Intentional. You can always use the "L"ook command.
11. The item generation algorithm sucks less than previous versions, but it still has quirks. I've made some minor adjustments, and it should be less common in future versions.
12. I'd thought about this, but all the creature damage/HP is built around the current set of eq slots. Part of my reluctance is that there's only so much room on the screen in 80x25. I could add it, but I'd need to remove something else. One of the ring slots would be a likely candidate. Because of that, I've never thought about it seriously.
13. They don't affect it right now. Again, I've considered it, but right now, pumping health will increase your Soak, which in a sense acts like HP. It's actually, it's better in some sense, as it as a damage canceller.
Congrats on winning the game! I haven't seen a lot of reported victories, though I've seen a handful. I tend to like the spellcasting classes, as well. I often play witchlings because I'm lazy and don't have to hunt for spellbooks (this is also why I play Pugilists, on the warrior-y side).
You've hit on the central trade-offs of artifacts. They're static and immutable, but tend to come with much higher resists than are possible via most other pieces of equipment. I haven't made spreadsheets out of this stuff, but my intention is that people take skins or found equipment if they want evade and soak, artifacts for resists (generally).
Let me know if you want hints for the cosmos stone. I think I added one to the dwarf who gives you the quest a few versions ago. You'll need a key for the underground prison, and the key is hidden away.
If you beat the creature guarding the cosmos stone (and I have to stress that it's an optional quest, and the boss is harder than the wyrm), you get a rather ridiculously overpowered sword.
I'm glad you're enjoying the game. The game itself still feels very "early" to me. There's a lot of set things to do, but the random locations aren't very interesting yet. I guess I'm looking for a number of different things:
- Bug reports, first and foremost! I try to keep the game as reasonably bug-free as possible, and crash bugs are my top priority.
- Feedback on mechanics and gameplay
- Various suggestions like the ones you have above
- Anything else!
SotW doesn't have a huge player base, but I've benefited enormously from the suggestions that players have given me.
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I put together some tables that might be helpful to newer players. I mostly put them together to help myself think through new characters. They contain stats, resistances, skills and weapon skills for all races and classes in a pretty easy to read format. If you do see anything outright wrong, please PM me here on the forum, and I'll make the correction.
Tables of Stats, Resistances, and Skills for Playable Races and Classes: https://pastebin.com/VEsCvzPV (https://pastebin.com/VEsCvzPV)
+some notes on status effects
Oh, and I'm really starting to love some of those bits of poetry on the New Game screen. They're such fantastic flavor. Today's is from Pound's "Canto I," and it's got all this great play on consonant sounds. Anyway. Back to it.
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So I've won twice more, working on number 4 right now. I have died lots of times. I have a little more feedback:
Towns do not repopulate their original citizen type (ogre town doesn't regenerate ogres, for example)
Mage types really get hamstrung without an offensive spell. Would it be overpowered to guarantee them an offensive spell and then maybe a chance at another couple of spellbooks? I just started a new character if I happened to not get an offensive spellbook.
On the note of offensive spells, the range of the bolts and beams is rather short. I get that you don't want someone nuking the entire map from halfway across the screen but maybe the range of the early/lower level spells could be inversely proportionate to their level? It's hard to get close enough to a mob in the early game and have enough time to nuke it before it one-shots you. There's almost no chance you can run away and gain ground from it either, in the early game.
Due to the auto-run not stopping at intersections, the sewers are (to me, might not be to everyone) frustrating to navigate and explore. I was curious though, so I did dive down 20 or so floors to see if there was anything significantly different between sewers and dungeons. I did not discover anything very different. Are they just thematically different?
Can you modify your speed? There are spells, but they don't change the visible speed number. Is a bigger or smaller number better?
The status lines along the bottom of the screen should have a newline in there somewhere.
The game starts out like so:
Kobik HmAd Str:11 Dex:11 Agi:12 Hea:12 Int:12 Wil:13 Cha:9 L1,0% Ev/Sk: 9/4 G Spd:50 HP:8/8
AP:6/6
But as you gain EXP and gain/lose HP, the HP line can "jump" between the top line and the bottom line. I would personally prefer to see:
Kobik HmAd Str:11 Dex:11 Agi:12 Hea:12 Int:12 Wil:13 Cha:9
HP:8/8 AP:6/6 L1,0% Ev/Sk: 9/4 G Spd:50
It's important (to me) to have HP in the same spot all the time.
I'm pretty sure in my first winning game I found altars in the infinte dungeon. This game, however, I get the "holy presence" message but there aren't ever any altars that I can find.
Without the ability to read (which I recognize you can get from Cynwise) I feel like your run is over. If you can't read scrolls, then you have almost no way to get rid of cursed equipment and no way to enchant items other than smithing them if you happen to be a smith. That's pretty significant in my opinion.
I have noticed that some of the random shops in random towns do not spawn fully stocked. Is this by design?
Anyhow, looking forward to the new version and @proxima_b -- I'm really digging the charts you made.
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Hi kain,
- Towns: it's still early and they kind of suck - I'll add this to my bug list though.
- Mages: which type? Oracles and Priests are meant to be not purely offensive. Sages are luck of the draw. Wizards and Witchlings are meant to be your go-to offensive types.
- A lot of the early spells are meant to be underpowered, range-wise. There are alternative techniques to softening up creatures - e.g., ranged combat for a few tiles, then finishing off with spells.
- Sewers are just thematically different at the moment. I'll add intersection-stopping to my to-do list.
- Speed can be modified, but it's very difficult to do so. There are spells (haste), and some classes (thief, I think?) can get speed bonuses. There's also an artifact ring that'll do it. Lower speed is better.
- HP placement: What terminal size are you playing in? I always have it in the right spot at 80x25. There's a lot of stuff in wider terminal sizes that doesn't really work right.
- Not sure why the shops aren't generating fully stocked. Probably due to the item generation algorithm, and not finding an item in the given range for the type it decided on. I'll look at it eventually.
Sorry for the long-ish delay in getting a new version out. There's still a lot to do, and I have less time week to week than I used to. But I'm slowly chipping away at it. I wish I could get a version out, but it feels good to be working on features that take more than a month of my limited development time.
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I must say I really am enjoying Shadow of the Wyrm. I've yet to win partly because I seem to have an almost masochistic inclination towards squishy races and classes. My graveyard is littered with scores of Fae Sages who got one shot diving the dungeon or taking on the graveyard before they levelled up and got any HP at all! That said I thought I'd share a few thoughts:
1. At some point the mechanical obscurity of this game needs to come down a couple of notches. I feel this is most important for combat and magic skills as understanding roughly what these do to rolls is quite important for building successful characters in any roguelike. This is especially important for more complex skills such as duel wield. I learnt via experimentation and use of the W command that you really must use a dagger or short blade in your off-hand at least up to ~30 skill, which is where my current wood elf rover is at. To do this in a more natural mannr than simply dumping statistical information in an in-game or external guide, you could always include prompts such as 'You feel awkward wielding two large weapons in each hand. Try using a smaller weapon (until you gain more skill with this fighting style - assuming the penalty can be eliminated with more skill). Indeed, non-combat skills could simply take the short descriptions they currently have in the guide and make them viewable in-game.
I do realise you are in an early stage of development so this is a low priority suggestion but it is the first one that strikes me whenever I play Shadow of the Wyrm and one of the more pressing annoyances when playing/testing.
Oh on a similar note, you may want to make it slightly clearer when certain actions are going to be dangerous/fatal. For example, a very promising Dwarf Noble (currently top of my score board and I think my only L12 char) came to a rather ignoble end when he accidentally committed suicide stepping out of a certain window. A small clarifying note added on to the current prompt such as 'The fall looks a long way' would make it much clearer to the player that they are not going to survive stepping out the window without a source of flight. OTOH if it is always unsurvivable, even with a source of flight, then you may want to eliminate it entirely as it then has no gameplay or story purpose and is simply a source of frustration for newer players. I have no idea if there are any other such situations at the moment as I haven't really roamed off the home island yet.
2. From a historical perspective (and indeed the perspective of an actual fencer IRL), your weapon categories for swords seem a little odd. A broadsword is classed as a long blade while the longer, potentially significantly longer, rapier is classed as a short blade? You could capture a distinction along the line cutting versus thrusting blades if you really want to distingush between two categories of swords but personally I would argue this distinction should be dropped entirely.
The reason for this all one-handed swords have broad similarities in technique and use (as well as marked differences depending on exact blade characteristics, combat conditions (eg. civilian or battlefield, armoured vs. unarmoured opponents etc.) and whether the weapon was predominantly cut or thrust or equal) in use so short swords don't really exist as a distinct category to long swords. There are simply shorter and longer swords. You certainly could make a distinction between 1 handed and 2 handed swords as these are different categories of weapons that perform different battlefield roles and require fundemental differences in technique to use correctly.
A distinction between cut and thrust weapons would be interesting (as they could have different damage profiles, cause different status effects etc.) but might cause some problems categorising weapons. Rapiers are clearly thrust dominant weapons but, contrary to common belief, possessed razor-sharp cutting edges used to inflict distracting or impeding minor wounds (especially to the unprotected face and sword arm of the opponent) to set up a killing thrust later on. Likewise, classic cutting swords, such as the Ancient Greek kopis or pretty much any variant of cavalry sabre, were routinely used for thrusting attacks when the opportunity arose. Indeed, in the 18th and 19th centuries there was much debate over whether sabres should be used to cut or thrust in the charge. Such a category could end up feeling as arbitary as the current distinction between short and long blades.
On that note there should be no weight difference between a rapier, a broadsword and a longsword/arming sword. Those weapons all weighed roughly the same weight and it was about 1 kg (10lbs in game). Longswords designed for two-handed use (either partially or fully) would weight up to 2kg, sometimes more in the case of later evolutions such as the Doppelhander, but these would be captured under 'greatsword' within the game. Thus, as the game seems to penalise duel-wielding two long blades, a character should end up duel-wielding a rapier/broadsword/arming sword and a dagger/main gauche/sword breaker or whatever other companion weapons you might have (including things such as laterns or touches if these get added) not a broadsword and a rapier as my current character is. I feel, if the game engine would allow it and it's not ridiculous to do, that a distinction based on weight would be the best way to determine the penalty. So a lighter 'short sword' or hachet type weapon would be useable without penalty whereas larger weapons in the same category would not be.
Does the game already do this? I noticed my light rapier (2lbs) has the smallest target number, 54 base 48 mod , my woodsman's axe (6lbs) has a target number 83 base 66 mod and my briar axe (10lbs) has 86/70. Bear in mind I have like 20 skill in axes and no skill in short blades (and 20 skill in long blades if the rapier is actually classed as a long blade).
Now some questions
1. Is the starting dungeon infinite? I've gone down several levels past Siriath with no signs of it petering out.
2. Are there crafting stations for the other skills such as wandcraft and bowyering? My rover could really do with being able to make a bow as he can't buy one and throwing rocks is a bit undignified for a master archer!
3. Why do rovers not have the combat skill (which I understand generally improves melee combat ability) when they start with two melee weapons and are thus, to start, a melee-oriented class with good skills for using ranged combat as an adjunct to melee combat?
4. What, in broad terms, does levelling up the magic stats do? Do it simply give bonuses to hit chance and damage as levelling up weapons does?
5. Do sages learn additional Primordial spells or are they stuck with Shadow Flame? I've got Sages up to L5 or 6 without seeing any new Primordial spells?
6. Is learning Old Runic simply a matter of levelling up literacy once you acquire it or will certain characters never be able to learn it at all? Can characters who start without skill in magic or literacy potentially still learn cantrips from spellbooks?
I think that's it for now...
Hope this is at least interesting! Thanks for the awesome game so far. I look forward to its further development!
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Hi Laiders,
Thanks for your suggestions. Sages are one of my favourite classes (I'm lazy and usually just play witchlings). They're meant to be really hard in the early going, and require a bit of work to gain a few levels. Once they do, though...
So, yes, dual wielding is a bit obtuse in terms of the mechanics. But the basics are: if you have no Dual Wield, you get penalized a ton. If you have dual wield but are wielding a "too-heavy" weapon in your off-hand, you're penalized. If you're wielding something light enough, the penalties come way down. "too heavy" varies by strength:
// For every five points of strength, a creature can carry a pound of
// weight in the off hand without penalty. Every creature can always
// carry at least a pound without penalty in their off hand (the
// dagger rule).
I struggle with the balance between making mechanics crystal clear, and having a game where much is left to discovery. I tend to err on the side of being ADOM-ish: the mechanics are there, and they can be figured out, either in game, or by reading the code. This is not ideal, but is where I am right now.
Similarly, the warnings in the game tend to be there for a good reason. If you fell out of Zaeda's Tower, or Wintersea Keep, well, you'll probably only do that once.
There's an optional setting you can use, though:
; For the super paranoid, enable this setting to have the game disallow
; you from ever moving on to dangerous tiles (mountains, water, etc).
never_move_to_danger_tiles=0
Set it to 1, and ideally you should be okay.
As to your questions:
1. It's not infinite, but goes down a ways. There's an infinite dungeon just to the north-east of the starting island, though, and an infinite sewer a bit to the north-west.
2. I believe for both of these, you just need the relevant skill and an appropriate item. In the case of wandcraft, you'll also have to have knowledge of applicable spell.
3. Combat is a major differentiator of the classes at the moment, providing a significant boost to accuracy/damage/etc. The simple reason they don't have it is that it would take away a major reason for playing a warrior.
4. The individual magical skills play a large part in allowing you to learn spells. Without Divine, for example, you'll have a hell of a time trying to learn the simplest Divine spellbooks. And depending on how badly you fail, and the difficulty of the spell, some very bad things can happen. But with it, it becomes much easier.
5. They do. They learn primordial spells slower and less effectively than witchlings, but gain up to Nightfire, eventually.
6. Old Runic is the language of the non-cantrip spheres of magic. You need the Magic skill to be able to read Old Runic. You can still learn cantrips without it, though - these are helpfully written in whatever language your character can read and write. See my note above in (4) - hypothetically someone without Cantrips could learn Cantrips, but they'd need a very high literacy, very high intelligence and willpower, very low blood-alcohol content, and would need to get very lucky on the roll.
Glad you're enjoying the game! I'm currently slogging away at the next release, and it'll be a while still. Let me know if you run into any bugs.
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A question for the tenacious SotW players out there.
I'm adding counter-strikes to the current release. They're based on a combination of Combat skill, and Dexterity. Currently, these are checked after any attack attempt (though counters to counters are explicitly disallowed). Should these be attacked on the defending creature only after a successful attack?
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It's been a while. Hi! I'm pleased to announce that I've finally finished with the new endgame content. You can now become a god-slayer. Be aware, though, it's horrifically unbalanced. The creatures are level 75+, hit like freight trains, and are monstrously unfair.
I've also enabled the Lua console (F11). It's now available in-game, not just in debug mode, so if you feel like cheating your way through it, be my guest. I appreciate any and all feedback!
I've been working on this version for a while. There have been a lot of bugs as I've refactored a lot of old code to be more general. I expect things are broken. Please report any issues you see, and don't be afraid to save scum! I'm kind of expecting that there may need to be a follow-up version in the next couple of weeks. I've caught a lot of issues so far, and fully expect there are many more lurking.
Take a browse through the changelog. You'll see that there are a lot of changes. To summarize them:
- There's a new ending/victory condition. As I mentioned, it's meant to be ludicrously tough.
- There have been some updates to combat. Counter-strikes are possible, there are new damage flags (exploding, scything), and some artifacts have been rejigged.
- Crowning has been reworked so that classes have a good chance to get an artifact from a class list, with a small chance of getting a deity-specific artifact.
So, without further ado, the actual changelog:
Shadow of the Wyrm v0.7.0 "de Visee"
- Version declared March 1, 2017. Version finalized October 23, 2017.
- New effect type, mapping. When blessed, the entire map's structure
is revealed. When uncursed or cursed, tiles will be learned/forgotten
at random.
- Fairy spirits will now also remove any negative status or spell
effects that are in force.
- New dungeon room types.
- Wet: a proportion of its tiles are water and reeds.
- Dank: as wet, but bushes, weeds, and rocky earth.
- Cave In: part of the inner portion of the room is collapsed rock.
- The identify and bless effects now re-group inventory items after
invocation, to avoid ending up with stacks of the same item that have
been picked up and identified or blessed at different times (kain).
- Added a "single_user_mode" to bypass username verification of savefiles.
This is off by default. If you want to use other people's savefiles
(passing games around, etc) turn the setting on. The username who last
saved the savefile is always maintained, so you can later turn it back
on if needed.
- The Magic skill now has an impact on how quickly a creature regenerates
AP.
- New effect type, water breathing. This allows boatless travel over
water within submerged tiles. As long as a creature has this status
it cannot drown.
- New map type, underwater. These have submerged tiles in which you'll
need to have water breathing or will die very quickly. In normal water
(non-submerged), survival is based on your swimming skill. In
submerged tiles, it's based on your Health.
- Traps can now have effects. The new monster trap has a new effect
type, monster summoning, which summons a nunber of nearby monsters,
whose danger level is between the current danger level and 5 greater.
This effect is also present on a scroll, which makes read ID-ing
potentially more dangerous.
- The mad elf, Whitebard, now drops the Ring of Aran Fee. This is
a special artifact that permits water breathing, which in turn allows
the player to talk to the little boy, Ead, in the Barrows, who with
his strange, magical powers will send the player to Telari, the
Cloudspire. These details are hinted at by Cadlind and by Kew.
- Added the ability for races to have the Water Breathing status, similar
to what already exists for flying and incorporeal. Set this for
Elysians.
- Logs now generate tidily in a "logs" subdirectory instead of cluttering
the main directory. (kain)
- Carrying now gets trained when you walk around carrying a heavy load
(kain).
- A few items in particular (spellbook of Aim, gain attributes potion)
have had their rarity set to Common, which will actually make them less
likely to generate, now, as there are many common items in their class.
- Items can now be picked up automatically by item type (kain).
- Experience points are now included in character dumps (kain).
- Casting spells now has a chance to train both the Magic skill, as well
as the individual magic category (kain).
- Traps no longer trigger when a flying creature moves into a trapped
tile, and the confirmation message is suppressed.
- New effect type, digging, which bores through rock and solid earth.
Added a wand of digging to the items in Kew's house in Isen Dun.
- Kew also has some more stuff squirreled away - he now also has a pick
axe, a healing potion, and an unstoning potion.
- Custom maps can now define a load script, which allows for running a
Lua script after the map has been created.
- Divine creatures now have the ability to fly.
- Disfiguration totals are now based on the danger level of the attack,
with statistics being reduced more heavily based on the severity of the
acid.
- Storm-shape spells can now be given a radius. When less than 1, the
storm acts as before, applying the damage to random points around the
caster. When >= 2, the storm becomes a radiant storm. Fewer points
are selected, but these become the starting point for balls with a
radius specified by the spell.
- Added Shards to spectral wizards, and Meteor to high wizards.
- Counter-strikes are now possible. The possibility is based on having a
minimum amount of Combat skill, and then the chance is based on a
combination of Combat and Dexterity. Any attack (melee, ranged, spell,
kicking, etc) can draw a counter strike so long as the creatures are
adjacent. Counter-strikes are free actions and do not affect the
counter-striking creature's action timers.
- Added a new damage type, "scything". When an attack is scything, it
has a chance to apply to creatures immediately adjacent to the one that
was originally attacked. This chance is based on the creature's skill
in the type of the scything weapon (scythes are typically spears).
- The artifact scythe "Whisperwind" now has the scything flag applied to
its damage.
- Also added a new "explosive" damage type. Explosive damage deals an
extra third of the original damage to the attacked creature, and any
creatures around it that are not the attacker.
- The artifact greatsword "Inferno" has the explosive flag, and is
available from Aurelion, Voros, Urgoth, and Sceadugenga.
- Fire bombs are now flagged as explosive. Exploding arrows have been
added, and have the flag as well. They start appearing later than
fire bombs, deal slightly more damage, and weigh less.
- Certain races (Elysian) can now take a flag to exclude them from the
list of races generated for determining pugilist slays.
- General depth-specific properties are now automatically propagated
through dungeons, towers, etc.
- Added support for "shimmering colours" which allow for tiles to change
colour from turn to turn. Applied this to the Cloudspire.
- Mining rocks can now yield iron ingots, steel ingots, and lumps of gold,
in addition to the usual chances for magici shards, rocks, and stones.
- The algorithm for determining item probabilities when digging has been
simplified. The chance specified in the tile is now the only value
used to determine if an item is generated when digging.
- Multiple types of items can be generated at once when digging (e.g.,
a rock tile could yield an iron ingot and stones).
- When digging, items now break less based on Dungeoneering skill.
- Exits on custom maps can now have an associated set of map events.
These get applied after the map is created, and are applied at
appropriate times. For the moment, the only event is "on load".
- Prayer has no effect when there are no more deities. Similarly,
interactions with altars (kicking and dropping items), pews, etc.
- Casting divine magic from memory is not possible after slaying the Nine,
although magics previously set into wands, potions, etc., remain
active.
- The minimum ammunition breakage chance has been reduced from 2% to 1%.
- Ammunition is now less likely to break if it has slays, or is blessed,
and is more likely to break if it's cursed.
- Shadow is now vorpal-flagged. Pelter has piercing.
- Taking damage from creatures at your level or higher trains Health
(Rob Ayres).
- Classes now have a defined list of artifacts, independent of the deity.
Deities have a 75% chance of giving an item from the class' list, with
a 25% chance of selecting an item from the deity's own list. This is
done to ensure that classes generally get "appropriate" artifacts
(ranged weapons for archers, etc), but with a chance of getting
something out of the ordinary.
- The Lua console is now available in release mode, if you want to cheat
your way to Great Success.
- When blind, you now "feel" something, rather than see it, when moving
on to a tile.
- Made a few changes to allow Mac builds. See README.build.macos.
- More stanzas for "Tel and Floridel".
- New species of weeds.
- New poem fragments for the title screen.
- New features: dwarf star, red giant star, supernova, black hole, pulsar,
cosmic dust, spiral arm.
- New non-playable race: Elysian (builder).
- New spells/spellbooks: mapping (Cantrips), crumble (Cantrips), dig
(Arcane), antimatter (Primordial), malediction (Mystic), divine form
(Divine), holocaust (Arcane), inferno (Cantrips), shards (Cantrips),
meteor (Arcane), absolution (Divine), annihilation (Primordial).
- New monster-only spells: wyrmfire (Arcane).
- New items: scroll of mapping, scroll of monster summoning, wand of
digging, wand of inferno, moloch armour, scythe, lump of gold, holy
mantle, exploding arrow.
- New artifacts: Ring of Aran Fee, Telarian Mail, Telarian Shield,
Telarian Helm, God-Blade, Shard of Starlight, shining amulet "Catara",
radiant amulet "Calluna", fiery greatsword "Inferno", longbow of the
Dragonlord Pelageus.
- Removed artifacts: Knife of the Long Hunt.
- New traps: monster trap.
- New creatures: drowned shade, cockatrice, The Sorceror, The Sentry,
comet jellyfish, The Worldsinger, The Speaker, nether hydra, sea worm,
mesosaur, ghost ray, megalodon, The Conjurer, The Armourer, red witch,
solarian, lavos, ekakophia, myriadon, lamia, moloch, titanic slime,
copper bird, bird of paradise, alghari, The Smith, Celeste, Aurelion,
The Lady, Vedere, Voros, The Trickster, Shiver, Urgoth, Sceadugenga,
crystalline being, seraph of the highest heavenly order, gabar of the
book and the holy sword, knight exemplar, paragon of the twenty virtues,
trio of shining silver dragons, howling fury of first love lost,
luminous angel, saint who moves in perfect grace, pulsating mass of
primordial ooze, cloud of murderous, flesh-eating scarabs, thunderbird
of the low steppes, hundred-headed hydra, drakkhar carrying a massive
flaming sword, early dragon of the first age, eddic crone, murder of a
thousand crows, wraith of wan and dying light, blood angel of the white
queen, nether hound, ancient shade, black ogre, cyclonic beast, dark
rider of the coming horde, teeming mass of writhing tentacles, beast
beyond the furthest star, apocalyptic hell that bears no name.
- New material types: gases, and unknown.
- Bug fixes:
- The water in Stonewall and Wintersea Keep was marked as river, and
not sea.
- When the "prompt_for_character_dump_on_exit" setting was set to
false, savefiles were not being deleted.
- Skill training messages were still being triggered when skills were
at the maximum value (kain).
- Hrimgar's quest to slay Amaurosis could not be completed if you chose
not to end your game (kain).
- Identified items now add the "lore checked" flag as well, so that
stacking doesn't break when trying to add to an item the creature had
originally (kain).
- Moving on to a new tile was inconsistent as to whether a message was
displayed about items. Standardized this code so that it should be
called for all the various types of movement (kain).
- Inventories in dug tiles were maintaining the inventory type of the
previous tile, meaning that items could be dropped and lost on open
ground.
- Creatures could be generated in mid-air, causing them to immediately
plummet to their death.
- If the player was killed and then damaged again, it would trigger
multiple DYWYPI-type messages.
- Incorporeal weapons were not being described properly with the "W"
command.
- Lumps of gold (which are the raw material for the Jewelry skill)
were defined, but weren't set to a valid danger level, and so never
appeared in-game. These should show up, now. Sorry, anon. (4chan
/rlg)
- Damage resistances less than 0 (e.g., -0.35) were not acting as zero
multipliers in damage calculations, allowing characters with massive
resistances to still take damage. (4chan /rlg)
- Fixed a crash when trying to create an animation when a creature was
killed without having an FOV map (immediately after spawn but before
its first action).
- In certain cases, the calculated speed for a creature could be 0 or
less, which can cause infinite turn loops when the creature is the
player.
- Internally, there was a system of "additional damage" where you could
hypothetically deal 1d6+1d6 damage. This was really buggy and
basically never worked. It was used in the context of ranged combat,
which has been updated to just add the number of dice from the
launcher to the dice from the ammo when calculating the damage.
- Helm of the Heavens wasn't flagged as an artifact.
- ActionCost wasn't being fully initialized, leading to odd behaviour
some of the time in release mode.
- Fixed a crash related to ammunition reduction.
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Very cool to see an update! I will download and play later on.
The guide still has skills like Night Sight, Boating and Marsh Lore as not-yet-implemented...is the guide itself outdated?
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The guidebook should be pretty up to date. There are still a bunch of placeholder skills that I'm planning on implementing later.
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Super stoked to try it out!
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Shadow of the Wyrm 0.7.0 "de Visee"
Al, the Pugilist
L12 Fae Pugilist
Age: 10266 Sex: Male Size: Medium
Deity: The Trickster Hair Colour: Black Eye Colour: Hazel
Alignment: Neutral
Strength: 99 Hit Points: 85/85
Dexterity: 20 Arcana Points: 34/34
Agility: 22 Speed: 67
Health: 65 Evade: 47
Intelligence: 17 Soak: 31
Willpower: 14 Experience: 2940
Charisma: 99
Statuses: Burdened
Resistances and Vulnerabilities
Slash: 0.95
Pierce: 1.05
Pound: 1.05
Heat: 0.85
Cold: 0.59
Acid: 1.15
Poison: 1.10
Holy: 0.90
Shadow: 0.90
Arcane: 0.60
Lightning: 0.90
Current Conducts
You have never taken nutrition from food.
You have never consumed meat.
You have never consumed the corpse of another creature.
You have never requested divine aid.
You have never read a scroll or book.
Skill Improvement Points Remaining: 0
Skills
Awareness: 31
Blind Fighting: 16
Carrying: 100
Combat: 21
Detection: 27
Dungeoneering: 15
Escape: 20
Foraging: 26
Forest Lore: 25
Herbalism: 14
Hunting: 34
Intimidation: 20
Magic: 15
Night Sight: 15
Stealth: 30
Swimming: 10
Weapon Skills
Axes: 0
Short Blades: 0
Long Blades: 0
Bludgeons: 0
Daggers: 5
Rods and Staves: 0
Spears: 0
Unarmed: 92
Whips: 0
Exotic: 0
Ranged Weapon Skills
Thrown Axes: 0
Thrown Blades: 0
Thrown Bludgeons: 0
Bows: 0
Crossbows: 0
Daggers: 0
Rocks: 0
Slings: 0
Thrown Spears: 0
Thrown Exotic: 0
Magic Skills
-
Spells
-
Current Quests
-
Completed Quests
The Greatness of Smiths (the blacksmith, Isen Dun): Bring the Sun Gem back to
the blacksmith.
Bandits in the Barrows (Hrimgar, Isen Dun): Defeat Garros, the Bandit of the
Barrows.
The Gathering Horde (Kirin, Atua-Elar): Slay the goblin captain in the ruined
monastery of Stonewall, north-west of Atua-Elar.
Equipment
Head: uncursed cap [4, 0] [0.44 lbs]
Neck: uncursed Amulet of the Two Moons [10, 4] [0.25 lbs]
Resists/Flags: {0.15Ar}
Right Finger: uncursed guildmaster's ring [11, 0] [0.13 lbs]
Left Finger: blessed ring of ice [5, 1] [0.13 lbs]
Resists/Flags: {0.26Co}
Wielded: -
Off Hand: -
Body: uncursed Atuan silver chain mail "Silari" [9, 10] [2.00 lbs]
Resists/Flags: {0.10Sl 0.10He 0.10Co}
Around Body: uncursed cloak [2, 1] [1.00 lbs]
Feet: uncursed iron boots [0, 2] [6.00 lbs]
Ranged: -
Ammunition: -
Items Available
uncursed ivory pieces (245) [15.31 lbs]
old iron key [0.19 lbs]
sapphire potion (2) [2.00 lbs]
azure potion [1.00 lbs]
swirling potion [1.00 lbs]
scroll labelled "AB EXTRA" [1.00 lbs]
scroll labelled "AB EXTRA" (3) [3.00 lbs]
boathouse key [0.19 lbs]
rowboat [50.00 lbs]
blackened hammer "Forger" (2d10+8) [12.00 lbs]
slimy potion [1.00 lbs]
alabaster potion [1.00 lbs]
scroll labelled "CARPE DIEM" [1.00 lbs]
barrow spider's corpse (2) [200.00 lbs]
imp's corpse [100.00 lbs]
large ant's corpse [100.00 lbs]
acolyte's corpse [100.00 lbs]
blue jay's corpse [100.00 lbs]
wrecker's corpse [100.00 lbs]
scroll labelled "QUI AUDET ADIPISCITUR" (3) [3.00 lbs]
Siriath's corpse [100.00 lbs]
magici shard [3.00 lbs]
goblin raider's corpse [40.00 lbs]
scroll labelled "DEO ET PATRIAE" [1.00 lbs]
huge rock (1, 1, 0) (2d6) (3) [90.00 lbs]
scroll labelled "AMOR OMNIBUS IDEM" [1.00 lbs]
radiant potion [1.00 lbs]
horn [7.00 lbs]
uncursed ring of flames [4, 2] [0.13 lbs]
scroll labelled "VERITAS OMNIA VINCIT" [1.00 lbs]
zealot's corpse [40.00 lbs]
thief's corpse (2) [200.00 lbs]
hound's corpse [100.00 lbs]
graverobber's corpse [100.00 lbs]
blackguard's corpse (2) [200.00 lbs]
scroll labelled "CARPE DIEM" [1.00 lbs]
goblin raider's corpse (2) [80.00 lbs]
goblin impaler's corpse [40.00 lbs]
goblin champion's corpse [40.00 lbs]
goblin's corpse [40.00 lbs]
Urgrim's corpse [1000.00 lbs]
goblin elite guard's corpse [40.00 lbs]
goblin elite guard's corpse [40.00 lbs]
rook's corpse (3) [300.00 lbs]
floating eye's corpse [100.00 lbs]
uncursed leather armour [0, 2] [10.00 lbs]
uncursed buckler [3, 1] [5.00 lbs]
falcon's corpse [100.00 lbs]
Generated Artifacts
Black Orb [3.00 lbs]
radiant amulet "Calluna" [15, 0] [0.13 lbs]
shining amulet "Catara" [0, 4] [0.13 lbs]
Cosmos Stone [10.00 lbs]
blackened hammer "Forger" (2d10+8) [12.00 lbs]
imperial broadsword "Ironsword" (3d12) [12.00 lbs]
imperial staff "Stormstaff" (6d4) [6.00 lbs]
Sun Gem [1.00 lbs]
Amulet of the Two Moons [10, 4] [0.25 lbs]
Attack Details
Wielded: unarmed. Base/Total Difficulty: 50/-9, Speed: 0, Damage: 1d24+27.
Ranged weapon: /, Ammunition: /.
Latest Messages
Dumping Al...
Action not found: ''
Wielded: unarmed. Base/Total Difficulty: 50/-9, Speed: 0, Damage: 1d24+27.
You feel self-assured.
A sudden chill fortells a deep and coming cold.
You feel self-assured.
The cool, crisp air heralds the start of autumn.
You feel stronger.
You feel tougher.
Mortuary
acolyte: 4
Akojo: 1
archer: 1
armoured beetle: 1
barrow spider: 3
blackguard: 5
blood hawk: 3
blue jay: 2
bog spirit: 7
chaosling: 1
corpse rat: 1
dwarf: 1
falcon: 2
fire devil: 2
fire spirit: 1
floating eye: 1
fork bug: 1
fox: 1
frostling: 2
Garros Barrows-Thief: 1
gas cloud: 5
gnome: 2
gnomish miner: 1
goblin: 8
goblin champion: 2
goblin elite guard: 2
goblin impaler: 2
goblin raider: 6
graverobber: 7
hound: 4
imp: 3
kalath: 4
kestrel: 2
large ant: 2
mirshi: 4
mole: 1
ogre: 5
ogre savage: 2
rat: 1
red ooze: 1
roc: 1
rock adder: 1
rook: 7
shrike: 1
Siriath: 1
skeleton: 2
a spearman: 2
spook: 4
squire: 1
tentacled spider: 2
thief: 7
thrall: 5
Urgrim: 1
wrecker: 2
xither: 4
zealot: 4
Total: 150
Maximum Level Difference: 9 (Urgrim)
Turns: 202952
Initial character. Testing the waters a bit, nothing major. Only notable thing I've encountered so far is that monsters can cast spells.
I've had one crash: I was in the infinite dungeon southeast of the starting town, minding my own business, when a black X appeared. I didn't see any attack messages, and my game crashed as soon as it appeared.
EDIT: Crashed again while exploring some sewers.
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Any .dmp files generated? I can use those to track down the cause of the crash.
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I put the dumps on Google Drive, sorry if that inconveniences you. Not sure of how to attach files to a post on here.
https://drive.google.com/drive/folders/0B-0g2itFXWNbckhWN3R0NHhubXc?usp=sharing (https://drive.google.com/drive/folders/0B-0g2itFXWNbckhWN3R0NHhubXc?usp=sharing)
Anyway, I've gotta say that this game has gotten a lot more hard and thrilling. A LOT of high level characters have been splatted. I've had a lot of fun discovering stuff as well. Very cool.
Some typos in descriptions I've seen:
Megalodon description: "are" should be "is"
Temple guardian description: "night invincible" should be "nigh invincible"
Divine avenger desc: "recordud" should be "recorded"
Stone worm desc: "smaller and smaller" should be (I think) "larger and larger"
Zaeda desc: "built" should be (I think) "build"
Finally, I've been having some trouble with a certain quest. I don't know how to use spoilers, so I'll try to be as vaguely specific as possible.
I'm on the level with the spiral arm. I've just defeated the boss (and everything else), and I think I know how to proceed, but "A strange force prevents you from moving there."
Bug, or am I missing something? If I'm missing something, please don't tell me what I'm missing, I just want to make sure it's not a bug.
EDIT: Also, I have absolutely got to commend your writing. I've had a blast reading all the descriptions, in-game lore, and quest descriptions. It's really engaged my imagination.
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You're amazing. I'll go through the dmp files tomorrow and see what I can find. Thanks for catching those typos, too.
In that level, you're explicitly barred from entering the rift. The victory condition after the last fight should trigger a prompt on whether to continue adventuring or not, and if so, stairs should be generated under your character, leading back to the top of the Cloudspire.
Did you win? If so, how's the balance? I'm going for quite hard but not impossible.
Thanks for the compliment. I enjoy the writing as much as the programming!
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Strange. I killed *SPOILERS* Aurelion *SPOILERS* and nothing appeared. I did feel "a strange, pulsing energy" though.
If by win you mean beat the wyrm, I did indeed win. I have a lot I want to say about the balance, but I want to be able to play more races and classes before I write anything broad.
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That's insufficient for that win condition. You need to take out the rest. Did another deity appear after? If not, that's certainly a bug, and if you can give me any further details, that's be great. Was the rift area "full", etc?
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The pulsing energy is essentially a repop message and should appear before repopulating the rift with more creatures.
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Nothing appeared after I killed him. The rift area was almost completely full. He was one of the first creatures that saw me, so I lured him out along with a couple of his cronies. I've been wandering around the level for about a thousand turns now, no new enemies.
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Sounds like a bug with the next deity not generating properly. I'll for sure get that fixed for the next release.
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If you're attached to this game, you can press F12 to bring up the Lua console and run:
add_creature_to_map("celeste",0,0)
and then go back to the top left. Kill Celeste and you should get repops in the rift again.
If you want to skip to the very end, use "sceadugenga" instead in that Lua function call.
-
Thanks, but I already retired that character. I had a few other high level character I've been playing around with. It's been pretty difficult, with one notable exception I'll post about in my victory dump. Additionally, I've found a few things:
-Status effects inflicted in the void are permanent
-NOTHING can be in the rift when you kill a god. Otherwise, nothing happens
-AOE spells that hit gods cause them to go berserk and kill everything for you. This is true for creatures outside of the void too: The liches in the Gildi's Cloak quest and the Wyrm's cavern pretty much did most of the work for me
As an aside, I liked that little detail you get when you chat with Aurelion. Very neat.
EDIT: Wyvern --> Wyrm
EDIT2: Stuns also cause that domino aggro effect. Stunning a single monster causes it to hit another monster, which causes that monster to hit back. That aggros all the other monsters, which then attack the monster that hit back, which aggros them against each other.
-
Thanks - I've added all of these to my list to investigate before the next release. The AI is definitely predictable. Creatures attack things that attack them, and a recent attack will take priority over the hate towards the player. So, it's tilted in your favour for now. It's on my list of things to address before I do a 1.0 release.
The domino effect comes from nearby creatures. When a creature is attacked and hostility engaged, nearby creatures who are not hostile to the attacked creature will defend it. So that's part of what's causing the pile on.
Personally, I kind of like it, but monsters need to be smarter about when to engage their spells/etc and that's something I'll look at not immediately, but in the near to medium term.
Thanks, but I already retired that character. I had a few other high level character I've been playing around with. It's been pretty difficult, with one notable exception I'll post about in my victory dump. Additionally, I've found a few things:
-Status effects inflicted in the void are permanent
-NOTHING can be in the rift when you kill a god. Otherwise, nothing happens
-AOE spells that hit gods cause them to go berserk and kill everything for you. This is true for creatures outside of the void too: The liches in the Gildi's Cloak quest and the Wyrm's cavern pretty much did most of the work for me
As an aside, I liked that little detail you get when you chat with Aurelion. Very neat.
EDIT: Wyvern --> Wyrm
EDIT2: Stuns also cause that domino aggro effect. Stunning a single monster causes it to hit another monster, which causes that monster to hit back. That aggros all the other monsters, which then attack the monster that hit back, which aggros them against each other.
-
Some typos in descriptions I've seen:
Megalodon description: "are" should be "is"
Temple guardian description: "night invincible" should be "nigh invincible"
Divine avenger desc: "recordud" should be "recorded"
Stone worm desc: "smaller and smaller" should be (I think) "larger and larger"
Zaeda desc: "built" should be (I think) "build"
The megalodon descriptions are correct, as they refer to plural creatures. All the rest are typos and have been fixed.
-
I put the dumps on Google Drive, sorry if that inconveniences you. Not sure of how to attach files to a post on here.
https://drive.google.com/drive/folders/0B-0g2itFXWNbckhWN3R0NHhubXc?usp=sharing (https://drive.google.com/drive/folders/0B-0g2itFXWNbckhWN3R0NHhubXc?usp=sharing)
One of the dmp files is 0 bytes - was it copied incorrectly?
One was due to a missing pointer check when applying a teleport effect. Fixed. I went through and checked and found other instances of effects not properly checking pointers, and these have been fixed as well.
The other was due to something in the age-updating code. The values look very weird, and I'm not sure if it's the result of optimizations in the release code or what. Did you spend a very long time in-game? Like, years and years of in-game time? I'm not sure what's the cause of this one.
-
Some typos in descriptions I've seen:
Megalodon description: "are" should be "is"
Temple guardian description: "night invincible" should be "nigh invincible"
Divine avenger desc: "recordud" should be "recorded"
Stone worm desc: "smaller and smaller" should be (I think) "larger and larger"
Zaeda desc: "built" should be (I think) "build"
The megalodon descriptions are correct, as they refer to plural creatures. All the rest are typos and have been fixed.
Honestly, it doesn't really matter, but you have "distinguishing 'it' from other sharks 'are' its heads". I'm not the best with English, but it doesn't seem right to refer to the same creature using different pluralities. Sorry if I come off as one of those rude sticklers for grammar, believe me when I say that's absolutely not my intention. You could leave it as is and very few would probably notice.
Another typo: Whitebard's description: spend should be spent
-
I think you're right. I've reworked it, and fixed Whitebard's, too. Thanks!
-
Shadow of the Wyrm 0.7.0 "de Visee"
Alex, the Brawler
L26 Fae Pugilist
Age: 9564 Sex: Male Size: Medium
Deity: The Trickster Hair Colour: Black Eye Colour: Brown
Alignment: Neutral
Strength: 99 Hit Points: 202/202
Dexterity: 23 Arcana Points: 60/60
Agility: 21 Speed: 35
Health: 65 Evade: 75
Intelligence: 20 Soak: 43
Willpower: 17 Experience: 224912
Charisma: 87
Statuses: Wb
Resistances and Vulnerabilities
Slash: 0.75
Pierce: 0.95
Pound: 0.95
Heat: 0.55
Cold: 0.55
Acid: 1.05
Poison: 0.85
Holy: 0.55
Shadow: -0.20
Arcane: 0.49
Lightning: 0.80
Current Conducts
You have never consumed meat.
You have never consumed the corpse of another creature.
You have never disturbed the dead.
Skill Improvement Points Remaining: 0
Skills
Awareness: 41
Blind Fighting: 16
Carrying: 100
Combat: 100
Detection: 29
Dungeoneering: 15
Escape: 20
Foraging: 31
Forest Lore: 25
Herbalism: 15
Hunting: 40
Intimidation: 20
Literacy: 16
Magic: 15
Night Sight: 15
Stealth: 30
Swimming: 10
Weapon Skills
Axes: 0
Short Blades: 0
Long Blades: 0
Bludgeons: 0
Daggers: 5
Rods and Staves: 0
Spears: 0
Unarmed: 100
Whips: 0
Exotic: 0
Ranged Weapon Skills
Thrown Axes: 0
Thrown Blades: 0
Thrown Bludgeons: 0
Bows: 0
Crossbows: 0
Daggers: 0
Rocks: 0
Slings: 0
Thrown Spears: 0
Thrown Exotic: 2
Magic Skills
-
Spells
-
Current Quests
The Black Orb (Gildi, Stoneheim): Find the Black Orb in the dwarven tombs of
Wyrmeswraec, and return it to Gildi.
Completed Quests
Love in Vain (Cadlind, Isen Dun): Return the wave locket to the girl with the
flaxen hair.
The Unearthly Stone (Cynwise, Isen Dun): Bring the Sun Gem to Cynwise, the
village witch.
Bandits in the Barrows (Hrimgar, Isen Dun): Defeat Garros, the Bandit of the
Barrows.
The Gathering Horde (Kirin, Atua-Elar): Slay the goblin captain in the ruined
monastery of Stonewall, north-west of Atua-Elar.
Wyrmeswraec (Skaal, Stoneheim): Find evidence of what destroyed Wyrmeswraec,
and bring it to Skaal.
Equipment
Head: uncursed scrimshaw hairpin [4, 0] [0.31 lbs]
Resists/Flags: {0.25Co}
Neck: uncursed Amulet of the Two Moons [10, 4] [0.25 lbs]
Resists/Flags: {0.15Ar}
Right Finger: uncursed Ring of Aran Fee [8, 1] [0.13 lbs]
Resists/Flags: {0.20Co}
Left Finger: uncursed ring of shadows [4, 2] [0.13 lbs]
Resists/Flags: {0.25Sh}
Wielded: -
Off Hand: uncursed dwarven shield "Wyrm-Ward" [7, 10] [2.00 lbs]
Resists/Flags: {0.20He}
Body: uncursed Atuan silver chain mail "Silari" [9, 10] [2.00 lbs]
Resists/Flags: {0.10Sl 0.10He 0.10Co}
Around Body: uncursed hunter's cloak [13, 0] [1.00 lbs]
Resists/Flags: {0.01Ar}
Feet: uncursed legendary boots "Akos Akari" (10, 0, 10) [15, 5] [8.00 lbs]
Resists/Flags: {0.10Sl 0.15Ps}
Ranged: -
Ammunition: -
Items Available
uncursed brass knuckles (1d4+1) [1.00 lbs]
uncursed ivory pieces (251) [15.69 lbs]
old iron key [0.19 lbs]
uncursed unstoning potion [1.00 lbs]
pick axe (1d6) [8.00 lbs]
blessed unstoning potion [1.00 lbs]
boathouse key [0.19 lbs]
rowboat [50.00 lbs]
uncursed metal cap [0, 2] [3.00 lbs]
uncursed cap [4, 0] [0.44 lbs]
uncursed wand of digging (6) [1.00 lbs]
uncursed clothes [2, 0] [1.00 lbs]
scroll of identify (3) [3.00 lbs]
scroll labelled "AB EXTRA" (2) [2.00 lbs]
silver branch (1d4) [2.00 lbs]
dwarven key [0.19 lbs]
handful of gleaming wyrm scales [2.06 lbs]
blessed buckler [3, 1] [5.00 lbs]
stone key [0.19 lbs]
yew wand [1.00 lbs]
gnarled wand [1.00 lbs]
yew wand [1.00 lbs]
glowing potion [1.00 lbs]
scroll labelled "AMOR OMNIBUS IDEM" [1.00 lbs]
rosewood wand [1.00 lbs]
slimy potion [1.00 lbs]
ruby potion [1.00 lbs]
swirling potion (5) [5.00 lbs]
unstoning potion [1.00 lbs]
stone key [0.19 lbs]
rock adder's corpse [100.00 lbs]
uncursed shoes [2, 0] [1.00 lbs]
frostling's corpse [100.00 lbs]
ruby potion [1.00 lbs]
emerald potion (7) [7.00 lbs]
scroll labelled "QUI AUDET ADIPISCITUR" [1.00 lbs]
scroll labelled "AB EXTRA" [1.00 lbs]
small lump of gold [0.19 lbs]
platinum amulet [0.25 lbs]
blank scroll (2) [2.00 lbs]
scroll labelled "AMOR OMNIBUS IDEM" [1.00 lbs]
healing potion (3) [3.00 lbs]
uncursed knight's ring [0, 5] [0.13 lbs]
scroll labelled "VERITAS OMNIA VINCIT" [1.00 lbs]
scroll labelled "AB EXTRA" [1.00 lbs]
scroll of identify [1.00 lbs]
scroll labelled "QUI AUDET ADIPISCITUR" [1.00 lbs]
scroll labelled "MORITURI TE SALUTANT" [1.00 lbs]
scroll labelled "CARPE DIEM" [1.00 lbs]
blazing potion [1.00 lbs]
azurite amulet [0.25 lbs]
azure potion (2) [2.00 lbs]
scroll labelled "CARPE DIEM" [1.00 lbs]
scroll of identify [1.00 lbs]
blank scroll [1.00 lbs]
aspen wand [1.00 lbs]
uncursed ring of iron [2, 3] [0.13 lbs]
scroll of identify [1.00 lbs]
rosewood wand [1.00 lbs]
alabaster potion (2) [2.00 lbs]
scroll labelled "CONSUMMATUM EST" [1.00 lbs]
sapphire potion [1.00 lbs]
scroll labelled "CONSUMMATUM EST" [1.00 lbs]
copper amulet [0.25 lbs]
uncursed elven hammer "Goblincrusher" (2d10+15) [10.00 lbs]
magici shard (21) [63.00 lbs]
scroll labelled "CARPE DIEM" [1.00 lbs]
uncursed barbarian's ring (0, 10, 0) [0, 3] [0.13 lbs]
shining amulet "Catara" [0, 4] [0.13 lbs]
radiant amulet "Calluna" [15, 0] [0.13 lbs]
maple wand [1.00 lbs]
uncursed scrimshaw hairpin [4, 0] [0.31 lbs]
ebony wand [1.00 lbs]
arbutus wand (2) [2.00 lbs]
ebony wand (2) [2.00 lbs]
scroll labelled "MORITURI TE SALUTANT" [1.00 lbs]
elm wand [1.00 lbs]
healing potion [1.00 lbs]
Generated Artifacts
legendary boots "Akos Akari" (10, 0, 10) [15, 5] [8.00 lbs]
Ring of Aran Fee [8, 1] [0.13 lbs]
Black Orb [3.00 lbs]
radiant amulet "Calluna" [15, 0] [0.13 lbs]
shining amulet "Catara" [0, 4] [0.13 lbs]
Cosmos Stone [10.00 lbs]
elven hammer "Goblincrusher" (2d10+15) [10.00 lbs]
imperial broadsword "Ironsword" (3d12) [12.00 lbs]
imperial staff "Stormstaff" (6d4) [6.00 lbs]
Sun Gem [1.00 lbs]
Amulet of the Two Moons [10, 4] [0.25 lbs]
dwarven shield "Wyrm-Ward" [7, 10] [2.00 lbs]
Attack Details
Wielded: unarmed. Base/Total Difficulty: 50/-47, Speed: 0, Damage: 1d53+682 (slays: Divine).
Ranged weapon: /, Ammunition: /.
Latest Messages
Dumping Alex...
Wielded: unarmed. Base/Total Difficulty: 50/-47, Speed: 0, Damage: 1d53+682 (slays: Divine).
Action not found: ''
"There is little more I can teach you about the weaknesses of the divine. But your technique could be better. Let me show you..."
The Smith looks you over. "A fighter, hmm? So was I, in my younger days. I fought men and monsters, beasts for which you have no names."
There is a staircase leading down.
There is a staircase leading up.
A floor. An alghari [ In Fl Friendly ] (Deadly; [B]estiary).
A floor.
A floor.
A floor. A bird of paradise [ Fl Friendly ] (Deadly; [B]estiary).
A floor.
A floor. A bird of paradise [ Fl Friendly ] (Deadly; [B]estiary).
A floor.
Mortuary
acolyte: 1
Akojo: 1
archer: 2
armoured beetle: 1
barrow spider: 11
black creeper: 1
black servant: 1
blackguard: 4
blood hawk: 3
boar: 1
Brimman: 1
Cahri: 1
Callara: 1
cave bear: 1
chaosling: 1
corpse bird: 1
corpse rat: 1
crone: 3
deep crawler: 1
divine spirit: 2
drakheen: 2
dwarven hero: 4
falcon: 2
fantastic beast: 1
fire spirit: 1
floating eye: 1
fox: 1
frostling: 3
gargoyle: 1
Garros Barrows-Thief: 1
githra: 1
gloaming: 1
gnome: 2
gnomish miner: 1
goblin: 6
goblin champion: 4
goblin elite guard: 1
goblin impaler: 2
goblin raider: 5
goblin trapper: 1
grave worm: 1
graverobber: 6
great serpent: 2
green slime: 7
hound: 5
imp: 1
kalath: 1
kestrel: 2
king slime: 2
Kith: 1
knight: 1
lightning bug: 1
Marvelle: 1
minotaur: 1
mire: 1
mole: 6
mountain elf explorer: 1
muck: 1
ogre: 8
ogre savage: 3
Pallas: 1
quisling: 2
rat: 18
red ooze: 1
roc: 2
rock adder: 2
rock crawler: 5
rook: 5
shadow snake: 2
shrike: 1
skeleton: 1
snakeling muckraker: 1
snakeling thief: 1
sorceror: 1
a spearman: 13
spook: 4
squire: 1
stone ooze: 1
sword-eater: 3
sylph: 2
tangleweed: 2
thaumaturge: 2
thief: 5
thrall: 21
Urgrim: 1
vorpal bug: 1
white wolf: 1
Whitebard: 1
will o' the wisp: 1
wood elf: 1
wood elf swordsman: 1
wraith: 3
wrecker: 1
Wulf: 1
xither: 1
zealot: 1
Total: 243
Maximum Level Difference: 29 (king slime)
Turns: 112666
I've been playing around a bit. This is Alex, the Fae that survived. He's level 26, and about to take on the gods. I had another one that was level 23, but it died when I got stunned and hit myself, thereby instakilling myself.
Some stuff I did you should probably look at:
-Being burdened trains strength, even when carrying is maxed. For some reason, charisma and toughness get trained as well (not sure if that's from being burdened). At around level 10, I pick up every single corpse and heavy item I can find, and go from one side of the world to the other. I usually gain 1 or 2 levels having to find more corpses to keep myself burdened. So, at level 12, I have 99 strength, charisma (usually, above dump is an exception), and around 65 health.
- You can get the Amulet of the Two Moons as soon as you get a seaworthy vessel. It's possible to sidestep the ogres and nab the amulet without fighting them. It takes a few tries sometimes, but I can almost always get it without dying.
-Goblins can't swim. You can use this to your advantage by throwing tons of stuff at the goblin boss in the quest to get the elven chain mail, thereby getting it absurdly early. Maybe give them arrows or something?
-Charisma makes monsters peaceful. Using the method detailed above, you can nab all the shrine gems, walk past almost every randomly generated monster in the Cloudspire, and get really really far down dungeons without fighting anything. This enables you to get awesome stuff with little to no danger.
Regarding the dump:
It's 0 bytes in my folder too. Maybe the crash was on my end?
More stuff to follow.
EDIT: Come to think of it, me running back and forth on the world map is probably the reason for that age-related crash.
EDIT2: Something very strange occurred to me. According to my mortuary, the highest level difference between myself and a killed monster is 29. However, I killed Vedere and my highest level difference did not change. This means that Vedere is level 55 or below, seeing as I killed him at level 26. Hmm...
Also, I was mistaken about monsters being in the rift. When I killed Vedere this time, half of his escort was in the rift and the next god/goddess still spawned. Strange.
-
Getting the amulet early I like, though I'll add some sort of ranged weapon threat for the goblins.
I'll look at how often Str and Cha train. Soon I want to rework charisma, or at least lessen its impact. And I think I'll likely cap out how high Str can be trained by carrying as well. Health is trained by getting hit, and I'll look at capping when that stops as well. Not sure why you're seeing that level difference with Vedere. I'll investigate, and also try to trigger the crash by running around on the world map.
And you can do the cosmos quest now? Do you know what's different from that other run?
-
I can do the cosmos quest if I make sure NOTHING is in the rift. Otherwise, it's an on and off thing. With the other run, the rift was nearly full when I killed the god.
-
Okay. It should be safe for me to clear out the rift after a god dies and repopulate it with the next batch, as there can only ever be one deity present at a time. I'll make sure to do that.
I'm going to add some goblin pelters to Stonewall, and ogre hurlers to the Far Shore. I've also created a new creature, goblin alchemist, that carry fire bombs and will also be present at Stonewall. I think this should make this discouraging (but not impossible) for low level characters.
-
An update: Killing Voros did not spawn another god, even though the rift was empty. Furthermore, there was no "strange, pulsing energy" message after he died.
-
How did Voros die? Regular attack? Spell, something else? Did you kill him? Was he killed by something else?
-
I killed Voros with a spell. I spawned in all of the other gods and only the last one (Scea-something) triggered his script.
Also, pugilist unarmed damage is too high (after talking to the Smith). WAY too high. I one-shot all the gods and Amaurosis (dual-wielding World sword, explained below). Eakauri died in one turn (I hit him, he missed me and I countered him).
Bugs:
-For some reason, status effects lasted forever on my pugilist. Died because I was poisoned and I couldn't cure it.
-You can dual wield your fist and a two handed weapon. My pugilist was dual wielding the World Sword in his left hand, and punching with his right, giving me a bit over 1000 average damage per turn (before slays).
-This is debatable, but none of the Elysians acknowledge your victory over the gods. Furthermore, one of the Elysians at the foot at the tower (the Worldsinger?) talks about receiving a Godblade, when in reality that's only one of the options. Maybe change the dialogue to say something about receiving an extremely powerful weapon?
Typo:
-Fantastic beast desc: "capable to" should be "capable of"
Some other stuff:
-Does the health stat give a chance to completely negate damage?
-Archers don't seem to get any of the love wizards and melee fighters do
-What in the world is Demontide? The victory message makes a mention of it but I haven't encountered anything along those lines yet
EDIT: Clarification about the pugilist damage
-
Fixed up the fantastic beast entry.
Puglist damage is meant to be high. They shouldn't be able to dual wield two-handed weapons with fists, though, that's a bug and I'll fix that. The reason it's so high is that I didn't anticipate people coming in with huge amounts of charisma and being able to bypass most encounters. In the next release, I'm likely to change how charisma works so that it pairs up with Intimidation, and gives a chance for a creature to attack, but then pull up short (wasted attack). This will have some sort of maximum chance, too (75-80%?), so the end game is likely to get a lot more dangerous. Going hand to hand with the gods is very dangerous, and the godblade/pugilist reward are meant to be a counterweight to that.
I'm interested to see what the balance will be like next release.
As for the endings, this is supposed to be the hard one - Amaurosis is meant to be the easiest, followed by Eakauri.
I like the idea of changing the Elysians' speech after a victory.
Archers got a bit more powerful this release. Do you use altars and crown at all? They're much more likely to get a great ranged weapon, though they could use something in the endgame content. I'll add that.
There's a bit on Demonstide in the Book of Days in Isen Dun. Essentially a giant war fought between encroaching demon hordes from a different plane of existence, and all the races of the world.
-
Where in the hell are people finding all these quests? Outside Isen Dun, I never run into anything questy, just lots of sewers and caves which I clear out until I get bored. I must be missing something obvious, but what?
-
There are fixed areas that are in the exact same location game to game. In general, that's where you should be looking. And they tend to be around the "edges" of the world.
-
There are fixed areas that are in the exact same location game to game. In general, that's where you should be looking. And they tend to be around the "edges" of the world.
Oh, I see! Seems counterintuitive that everything interesting/important/useful is on the fringes, but maybe that's just me. It means you have to push past a load of generic dungeons and empty villages to find anything of note. I've spent a fair amount of time in SotW and I had come to assume that there was just nothing much out there.
-
It could well be my crappy laptop that's responsible for this but just in case:
Problem signature:
Problem Event Name: APPCRASH
Application Name: sotw.exe
Application Version: 0.0.0.0
Application Timestamp: 59ee8cb1
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7601.17514
Fault Module Timestamp: 4ce7b96e
Exception Code: c0000005
Exception Offset: 00052d37
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 2057
Additional Information 1: 7387
Additional Information 2: 73876208b69642a9ec7de918fec224ef
Additional Information 3: 9405
Additional Information 4: 9405e2316c7c62c4f8606f028e3213a7
-
Yeah, the lack of content in the centre of the world is something that's going to need to get slowly addressed over time. It's something that bothers me a lot, but I keep it there, and empty, as a reminder that I need to fill this in. My hope is that by v1.0, there will be a lot more to do in the middle.
Was there a .dmp file for that crash? If so, can you provide it to me? (dropbox link, google drive, whatever)
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Yeah, the lack of content in the centre of the world is something that's going to need to get slowly addressed over time. It's something that bothers me a lot, but I keep it there, and empty, as a reminder that I need to fill this in. My hope is that by v1.0, there will be a lot more to do in the middle.
Was there a .dmp file for that crash? If so, can you provide it to me? (dropbox link, google drive, whatever)
Ah, so it's just awaiting content, not intentionally designed that way? No rush then. :) I don't doubt that it will arrive in good time.
As to the .dmp, I assume it must be this one (https://drive.google.com/file/d/1fuiEcTPhS-xv7_X99GNY-bDLbLLEGBTp/view?usp=sharing).
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Yeah, the lack of content in the centre of the world is something that's going to need to get slowly addressed over time. It's something that bothers me a lot, but I keep it there, and empty, as a reminder that I need to fill this in. My hope is that by v1.0, there will be a lot more to do in the middle.
Was there a .dmp file for that crash? If so, can you provide it to me? (dropbox link, google drive, whatever)
Ah, so it's just awaiting content, not intentionally designed that way? No rush then. :) I don't doubt that it will arrive in good time.
As to the .dmp, I assume it must be this one (https://drive.google.com/file/d/1fuiEcTPhS-xv7_X99GNY-bDLbLLEGBTp/view?usp=sharing).
It is, but it's 0 bytes, so I wonder if there's something preventing the dump from saving correctly - kraphead seemed to have the same issue above. Do you remember what you were doing when it happened?
-
No, I've played a few more times since. I don't remember the details.
-
Found some other quests at last. ;D
(https://scontent-lht6-1.xx.fbcdn.net/v/t1.0-9/23380292_10159691667510232_7221086326774991156_n.jpg?oh=558c283adb74ba3790eb2fef19fc1622&oe=5AA59BDE)
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Okay, I found the cause of the deities not triggering their death scripts properly in the cosmos. It was a fun scripting bug: it worked when the function it referenced had already been loaded (by some other script), but failed (e.g., in your case) when it ran after a load and the function it loaded hadn't been exposed yet.
Fixed.
But I found a fun bug, when I stunned Celeste: "Celeste smites himself!"
-
Back to monthly updates for a bit! Thanks to kraphead's diligent work, I was able to find and fix a number of issues. I'm pretty sure that I haven't caught everything, though, so keep copies of your savefiles and provide me with any dumps you get that generate successfully (> 0 bytes).
The endgame should be much more dangerous now - the combination of changes to cap passive training of Str/Hea/Cha and the change to remove friendly creature generation based on Cha will mean that other strategies will be needed to get through Telari and the cosmos.
Good luck, and please report any issues you run into!
Shadow of the Wyrm v0.7.1 "Neusiedler"
- Version declared October 23, 2017. Version finalized November 25, 2017.
- Automove now stops on staircases.
- Explosive damage now has an animation. It also no longer deals
additional damage to the targetted creature (just the adjacent ones),
but will now be triggered on any amount of damage, not just non-lethal.
- Dungeons can now have crafting rooms - these contain a tannery, a forge,
a jeweler's workbench, and a wheel and loom.
- The symbol for tanneries and wheels and looms used to be '^', but this
made the features look like traps. With the placement of these features
in dungeons, the symbol for both of these has been changed to ';'.
- Boats are now less common in the item generation algorithm, wands
slightly more common.
- Akojo in Stonewall now loads with a coracle, and moves a bit quicker,
so he can chase you.
- Stonewall and the Far Shore now have a few more missile-based creatures.
Stonewall has a few goblin pelters and alchemists, and the Far Shore
has some ogre hurlers. This makes it harder to grab a pile of rocks
and tackle these areas unopposed at level 1 (kraphead).
- Offering on an altar no longer trains charisma (kraphead).
- Passive, timer-based ways of training stats (carrying heavy items,
wearing jewelry, etc) no longer can train the stat to 99. The new
maximum is 20 more than the stat's starting value (kraphead).
- Multiple satisfied win conditions (e.g., slaying Amaurosis and doing the
Godslayer ending) are now tracked properly in the high score file.
- High Charisma no longer generates creatures as friendly. Instead,
a combination of Intimidation and Charisma can cause an attacking
creature to draw back, thereby wasting their turn.
- If the player is an archer, or has otherwise focused on ranged weapon
skills over melee, The Smith will now give out a gift based on the
highest-trained skill.
- Fields and cairns now have a chance to generate huge rocks, in addition
to rocks and stones.
- Victories are now recorded in character dumps.
- More stanzas for "Tel and Floridel".
- Huge rocks are significantly more powerful.
- Poison darts and the various bombs are now shown as ammunition.
- Changed the tile for void to ' ' (space) from '?' so that the screen
wasn't overwhelmingly ugly when playing in mono mode.
- New creatures: goblin alchemist.
- New items: arrow of ancient magics, bolt of ancient magics, tooth of an
ancient sea-creature, spine of an ancient horror, massive ferric
meteorite, Elysian throwing-axe, Elysian throwing-blade, throwing axe,
throwing blade, titanic heavenly pillar, chaos bomb, antimatter shot.
- Bug fixes:
- The teleport effect would cause a crash when used on a tile where a
creature was not present (kraphead).
- Fixed up some other instances of effects not safely checking pointers.
- Two-handed weapons can no longer be wielded off-handed (kraphead).
- Various typos in bestiary descriptions (kraphead).
- A script bug was causing deities in the cosmos not to spawn the next
in the sequence in certain cases. (kraphead)
- The release-Sceadugenga ending can't be triggered if Sceadugenga has
already been killed.
- The repop message in the cosmos was clearing the message buffer,
removing messages about hitting/killing the current deity.
- Creatures were described as male or female in the bestiary but didn't
have the sex explicitly set (but defaulted to male), allowing a
stunned female creature to potentially "hit himself".
- Certain conditions could cause creatures' statuses to become
permanent.
- NPCs' FOV maps could sometimes be accessed before they were supposed
to be, resulting in null maps and unsafe pointer checks.
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Gas clouds suck. >:(
Other than those annoying buggers, I was enjoying this one for a good bit tonight.
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Gas clouds are there as a challenge - once you know they explode, you start needing ranged options. On the plus side, their explosions can damage other creatures.
If you don't like gas clouds, you're going to hate goblin alchemists!
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So last night I passed some time compiling SotW for Debian testing (stretch). It was mostly just a question of following the instructions in README.build.linux.
AgingMinotaur, I just got a Raspberry Pi and decided to see if I could get SotW built. It was surprisingly easy - after installing the various libraries I needed, and remembering that you posted some Debian instructions, I was able to do a full build! This is my first Linux build outside of my Fedora VM.
Thanks for your previous assistance!
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Small monthly release. Merry Christmas! I've been busy with a number of things, but when I've had time for game dev, I've been working on making more classes viable as starting choices. This time around, I worked on minstrels, who can now pacify enemies with music. Pacification makes NPCs turn from hostile to dislike, which means that they're not friendly, but won't attack you. In terms of mechanics, this means that you can still attack them if you want, and not draw the ire of your deity, if you follow a nicer one.
Not sure what I'm going to do with the next release, but I'm thinking about maybe thieves with stealth/hiding/backstab, or something like that. Suggestions welcome!
Shadow of the Wyrm v0.7.2 "Takemitsu"
- Version declared November 26, 2017. Version finalized December 23, 2017.
- There is now a configurable option to always receive a prompt when
picking up stacks (Legend).
- In winter, fresh water becomes frozen and becomes safe for movement.
- Minstrel is now a viable class: the Music skill has a basic
implementation. Creatures can be pacified - this will cause them to
stop attacking the player. They don't become friendly, though. Their
hostility is just reduced below a certain hostility threshold. The
item status of the instrument can help or hinder the performance -
vocal performances aren't affected by this. If the creature isn't
pacified, it has a 75% chance of being unimpressed (no ill effect),
with a 25% chance of becoming enraged.
- Certain instruments are more effective for pacifying certain races.
Vocal performances don't have bonuses for any races, but have the
advantage of not requiring an instrument.
- Defined a new hostility threshold, "dislike". Values below this
threshold that exist within a threat map are not considered for
attacking, spellcasting, and movement decisions. This allows NPCs to
stop attacking while not being considered actively friendly towards the
player.
- Created a new effect type, Rage. This provides a melee bonus of +2
damage (melee), -1 evade, and +1 soak per level. It also
prevents spellcasting, reading, and evocation.
- Oracles now have a chance to start out with a spellbook of Rage.
- More stanzas for "Tel and Floridel".
- New items: potion of rage.
- New spells/spellbooks: rage (Mystic).
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Quick feedback:
Just killed Amaurosis on a GiWa. Not bad for an alpha game. I liked the lore books. The world does feel a bit empty, and the dungeons are either too long (almost infinite, if not actually infinite) or too short (just 1 level).
Bugs:
- Avernal bats drop quills. This is... probably not intended.
- After accidentally robbing a shop, all shopkeepers in the world became hostile. I tried to pacify one of them in one such encounter by dropping the unpaid good and chatting to him, and was prompted to pay some ivories. However, after I paid the ivories the shopkeeper was still hostile. When chatted to again he says "Have yourself a look!" as if he's friendly, but he was still hostile. In the end I was forced to kill the shopkeeper.
- All shopkeepers are human. I understand that this is probably less of a bug than more of a "I haven't gotten around to this yet".
- Monsters fight each other too much. Notably, one of the four avernal giants fired an AoE spell as soon as I came into his sight, which promptly aggroed all his brothers and they immediately started killing each other which was highly amusing. Another example is the old dwarven town where the lich kings just pissed off their friends and got killed. Perhaps change it so that monsters aren't quite so easily angered by friendly fire? Personally I would advise removing this feature altogether.
- There's a locked door floating in open space on the level 2 map of Wintersea Keep. It can only be found through scroll of mapping or flight and doesn't seem to do anything.
Suggestions:
- Add w> and w<. Seriously, navigating the dungeons is such a pain.
- Make the hotkeys more like ADOM. This is good for muscle memory as most of your players are probably from ADOM. One particularly bad offender is the "look" key, which is used all the time but requires upper case input. I changed it to x (from Crawl).
- Add the ability to "descend" with >, when flying over open space. Might be a little tricky to implement though.
- Add more secrets! Something like an secret area in the mountain elf village that can only be reached through flight, or a secret chamber on Siriath's level that can only be detected with mapping. (I do realize there are already secrets in the game. I still haven't found the cosmos stone or the key to Zaeda's tower. And I still have to dig around Cithriel...) Also, consider making your changelogs a bit less spoilerous.
- Why don't shopkeepers block doors like in pretty much any other roguelike? This might be a conscious design decision but I really hate it, it's too easy to accidentally piss off a shopkeeper and once that happens there's no going back.
- The whiteflowers quest should be made a bit easier. Currently it takes MUCH longer to get 20 whiteflowers than to get enough corpses for crowning which is pretty silly. Never acutally completed this quest.
- Doing outdoors maps during dawn/dusk/night is super annoying since everything is the same color, making it difficult to tell what is what. It's particularly maddening if you're trying to do the whiteflowers quest. Not sure what you can do to address this problem, though.
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Hi,
Thanks for the feedback! I really appreciate it! Often I go months or more without really hearing from anyone, so it's great to check the forums and get a big list of things to work on.
Bugs:
- Bats are currently defined as birds, as flying is defined only at the race level. I'll change these to animals and allow a creature-level override of flying. I never noticed this before because I added the feature after I added avernal bats, and they only appear in the Caldera.
- I'll look into the shopkeeper bug.
- Varying shopkeeper races and working shopkeeper racism into item pricing is something I plan to do at some point, definitely.
- Spellcasters are smarter in the next release. They'll consider the total level of non-hostiles vs hostiles in the area of effect when casting offensive magic.
- Re: Wintersea, thanks for the catch - I'll update that. The two areas north and south of the staircase were meant to be behind locked doors.
Suggestions:
- I'll add the suggestion to autowalk-to-stairs. At some point, I want to add a word of recall spell/scrolls to allow you to go back to the last level you visited in a particular dungeon.
- Look has been rebound as e'x'amine.
- Some sort of z-level representation has been on my to-do list for a while. Specifically, when I get around to implementing Carcassia (the central city) I'd like to have multi-maps: not just NSEW, but also up-down, allowing descent like this. Very much a long term thing, but would be great fun in terms of puzzles, etc. The city is on my "must be implemented before I call the game 1.0" list.
- Definitely like the idea of more secrets! There's also a couple of different endings from the main one - you can either release Sceadugenga from his cosmic prison, destroying the universe; or ascend to the heavens and become the Godslayer. But ludicrous amounts of secrets are what make games fun, so I'll be sure to keep thinking about adding more.
- I'll adjust the number of whiteflowers required to complete the quest.
- Shopkeepers should be more obvious about the consequences of leaving with unpaid goods. I'll look into that.
- That's part of the point of dawn/dusk - it becomes hard to differentiate things. You can always wait an hour or two and then come back at 8am or whatever.
You're definitely right that the world seems empty. It is. It's one of the great problems with the game right now. There's the pre-set stuff, the random stuff that's mostly just a placeholder and not particularly useful, and...yeah.
Thanks a lot for all the reported bugs and suggestions. I'll add you to the credits file. Do you want to be credited as ssteam or something else?
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Thanks for the quick reply and good luck with your development.
Word of recall sounds like an excellent idea. So does Carcassia. :)
I know there're secret stuff out there that I haven't discovered yet. I still have my save after killing Amaurosis, and I plan to play some more once I'm done playing in the Crawl tourney.
The consequences of leaving with unpaid goods are fairly obvious, but the problem is that the shopkeeper makes no attempt to actually stop you from doing that so it's easy to slip and forget to pay before leaving. It's almost as if the shopkeeper was more interested in obtaining an excuse to kill you than actually doing business (which might actually be true? lol).
One issue I forgot to mention yesterday is that artifact weapons seems a little too biased toward long blades. Bloodsinger is a sword, one of the two artifacts in Wintersea Keep is a sword, the Exile's quest reward is a sword, Heart's Fury is a sword, even the warrior crowning gift is a sword. I would suggest making the different weapon types more balanced.
Speaking of the Exile, this is strictly personal opinion but I think his reaction should be stronger when he learns that [spoiler]his sister had landed on an ogre-infested hellhole and was brutally murdered and eaten. (I believe that's what happened, anyway)[/spoiler]
Also, may I ask what prompted you to make amulets # rather than ' as in most roguelikes? Makes them rather hard to spot in cavernous dungeons since they look like walls.
On hotkeys: thanks for remapping look to x! But there's another one that I found really annoying. The inventory (not the equipments screen) can be accessed to via i -> Y or I, but both requires holding down shift which is quite obnoxious considering how often you need to look at your inventory. In ADOM the inventory can be accesssed by i -> v which is a lot better.
Yes, I'm fine with being credited as ssteam.
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Shopkeepers were something I added a few versions ago and which I keep meaning to flesh out. The problem with being a one-man dev team with a lot of different interests is that while I make time for SotW, I have maybe 5-10 hours of dev time per week. As a result, a lot of stuff sits unfinished. I don't feel particularly bad about this, because I'm slowly making the game I want to make, but I do recognize that it's a pain for players (sorry!).
Amulets matched something - I can't remember exactly what? I changed it a while ago, I think because having amulets as ' or ` was confusing because of the similarities to open doors. It's now the same symbol as walls, but there aren't many cases where walls are within rooms, so it's never bugged me that much.
With regards to the Exile, he was set adrift to a tiny little rock that's barely sustained him over the course of too-long life. He's dead inside; he barely remembers the life he had before. And if it's any consolation, in my mind, I always pictured her at landing at her own island in the far west, dying at some point, and the ogres are a more recent development.
For the inventory screen, you can actually do i -> y. You don't have to hit shift. Both y/Y work.
Artifacts are a little biased towards towards blades at the moment, yeah. I'll add a note to rebalance at some point.
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Oh, no need to rush. I was worried that you intentionally made shopkeepers not block doors just to screw the player over from time to time. If that's not the case then it's ok :)
There's usually no walls in dungeon rooms, but in cavernous dungeons walls are all over the place so spotting amulets become difficult.
Thanks for the tip on inventory hotkey. Didn't know i -> y worked too. Although i -> v is still easier to input.
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I would've thought that amulets were generally defined to be made of gold, which should make a yellow '#' and easily visible. I'll take a look and see what material I've got them listed as.
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v0.7.3 is done! The big change this version is the basic implementation of the Hiding and Stealth skills, along with sneak attacks. A bunch of the bugs that ssteam reported are also fixed as well.
Full changes:
Shadow of the Wyrnm v0.7.3 "de Murcia"
- Version declared December 23, 2017. Version finalized January 20, 2018.
- Implemented the Hiding skill. This skill requires selection via the
Skills menu. Once selected, a Hiding check is made. If the player is
not viewed by any creatures, hiding is automatic. Otherwise, it is a
function of the type of map (hard to hide in the cosmos, easier
underground) and time of day, when above ground.
- Hiding works by removing the hidden creature from field of view maps
constructed off the real maps. Given that the game AI works off FOV
maps to determine what action to take, this effectively renders hidden
characters invisible to every creature around them.
- Most actions that have an in-game effect (e.g., picking up or dropping
items, but not checking the game version or reading help files) will
break hiding. Searching or staying in place ('5' movement) never
breaks hiding.
- Hiding is trained when you attempt to hide in a non-guaranteed
situation (ie, there are one or more creatures around).
- Other hiding advantages/disadvantages:
- It prevents the hidden creature from intimidating and performing
counter-strikes.
- The hidden creature, being hidden, gets a large evade bonus to
incoming attacks. Though most creatures will not be able to attack
hidden creatures, if a missile were being fired through the tile, or
an area effect spell casted, it would still be possible to be
attacked.
- When hiding, an extra 2x modifier is applied to any damage dealt
when attacking a creature that has not been backstabbed before.
This then sets the "backstabbed" flag on that creature, and subsequent
backstabs are not possible, even if the attacking creature becomes
hidden once again. The 2x modifier applies both to physical damage
and magical damage from spells and wands. The sneak attack multiplier
is applied on top of the usual ones for slays and phase of the moon.
- Stealth has also been implemented. When moving while hidden, the
successful use of the skill allows movement without breaking the status.
The skill is also useful when not hidden: it provides a passive, small
(~Skill/10)% chance of performing a sneak attack, assuming the attacked
creature has not already been victim of a sneak attack before. As when
the attacker is hidden, this covers all forms of attacking: melee,
ranged, and magic.
- The NPC magic AI is a little smarter. Previously, it was just checking
to see if a threat existed in a certain direction. Now, it considers
the level of all creatures in a particular direction, and will only
cast in that direction if the sum of the level of any threats is
greater than the sum of the non-threats.
- The mean amount of time for paralysis is now 3 minutes, rather than 5.
- There are two new effect types, that increase maximum HP and AP. These
have been attached to golden and silver apples, respectively. These
items have seeds, like regular fruit, and the seeds can be used to
plant trees, as usual. The "increase max HP/MP effects", when used
successfully, add to a counter on the creature. The creature can only
use the HP effect as many times as its base Health allows; likewise
with Willpower for the AP effect. If the creature increases his or her
Health/Willpower later, the maximum for the counter is increased as
well.
- Golden and silver apples can be found as regular items, but they also
grow on magical trees.
- When a "regular" tree is generated, it has a 1 in 100000 chance of being
a magical tree, which will grow golden or silver apples. These trees
can appear anywhere a regular tree would be generated.
- The look command has been rebound as 'x' (e'x'amine) instead of 'L'
because the shift key is a pain (ssteam).
- Hild now requires only 10 whiteflowers (ssteam).
- Moving outside a shop while carrying unpaid goods now requires
confirmation.
- Shopkeepers now trigger an alarm when they first see you with unpaid
goods.
- Amulets have been reworked so that their unidentified description
doesn't refer to colour. They have had colour overrides removed, so
non-artifacts should almost always appear as a bold yellow '#' (ssteam).
- Stanzas for "Tel and Floridel".
- New items: golden apple, silver apple.
- Bug fixes:
- Creature::is_affected_by_modifier_spell could return true when a
particular modifier was marked for deletion.
- Avernal bats were defined as birds and were dropping quills. Added
support for creature-level overrides of flying, and defined avernal
bats as flying animals (ssteam).
- One of the doors in the tower level of Wintersea Keep was incorrectly
placed (ssteam).
- Using unpaid wands in shops wasn't angering the shopkeeper.
- Paying shopkeepers for unpaid goods wasn't globally removing
shopkeeper aggression (ssteam).
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Feedback for v0.7.3
1. In shop, hero can't pay for items with cost 0.
2. Automove mode is not breaked by drowning.
3. For Thiev with Stealth near 50 - it seems that the Stealth check w/o enemies in site is noticeably harder than with enemies in site. At least in forest.
4. For Thiev with Stealth 100 - is impossible to unhide. This is completely block the items selling in shops.
5. Monsters attracts to left-upper adjusting cell near hero, not for hero cell.
6. Please, dim unimplemented skills by an dark color (in skills menu).
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Thanks, Karagy! I'll add these to my feedback file and look into these before the next release. I expect that'll be a while, so if you find anything else that's problematic, or have any general suggestions, feel free to post them here.
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Karagy, do you want to be credited as "Karagy" or by your real name? You can let me know via DM if you prefer not to say here.
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Hi Karagy. I've fixed all of these for the next release, except for #5.
What do you mean for #5 - that creatures are attracted to diagonal squares when pathfinding towards another creature? This may be due to my pathfinding code, which internally gives diagonal and non-diagonal distances the same distance.
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Hi jcd748.
This is very subjective appraisal.
On wide areas (like forest or plain) - it looks like monsters rush not directly to hero, but to left upper adjusting cell near hero.
Look to keyboard, to numpad matrix (3x3). Let hero paced at '5'. Monsters aim to '7' instead of '5'.
On entering to non-persistent area - can you land hero in random area's edge?
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Hey, I remember playing your game a while ago. I beat it and had a great time.
It's good to see you are still developing it even now. I saw a lot of potential there.
I was worried it would end up abandoned, but it looks like you're still at it.
I had taken some notes while playing I wanted to email you about, but forgot to.
I saw your thread when I registered here though and it reminded me. Sorry if my info is now out of date:
1.The item "Huge rock" seemed supremely OP at the time, especially since anyone could wield it for 8d6 damage, even a ~6 strength fae. Compare that to actual weapons, it's beyond some artifacts.
2.Is there some kind of mechanic where a crone can give you every status ailment in the game at once? Not sure if this one was a bug or a sadistic feature, it definitely taught me to fear crones.
3.It was possible to very easily grind some combat skills by holding down a direction and bump attacking enemies repeatedly when your attacks could not penetrate
4.I remember enchanting being extremely OP compared with smithing or tanning. The scrolls were pretty common and could out-preform anyone who bothered to invest much in these skills
5.Crafting in general was not worth the investment, as you would routinely find superior armor to even lv100 skills in your adventures
6.My favorite race, the snakelings, were listed with hair. I was not sure if this was an oversight or if they just had hair.
7.The best endgame-tier artifacts I seemed to come across were swords, so there wasn't much point in training any other weapon skill (luckily I chose right)
The one I used came directly from a smith. I don't see why he couldn't forge an axe, dagger, spear, etc at your request if it's made on the spot, but I forgot the lore behind it
That's all I had.
I'll play it some more and see how it has progressed since last time.
Good luck, this game is really something special.
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1. May or may not still be OP. Will take a look.
2. Yeah, that's a feature :)
3. EDIT: I've taken a look and the game has a chance to mark a skill even if an attack fails. This is meant to model learning from failure. I'll change it so that 0 damage attacks count as failure, so it will take much longer to grind up weapon skills (the quickest approach is always to just spend skill points).
4. These skills need to be revisited at some point when the game is more mature. Thanks for the reminder!
5. As 4.
6. Never caught that before! I'll fix that.
7. Artifacts are really heavily weighted towards swords atm. I have a note to rebalance this later.
And thanks. I kinda back away at this slowly and don't have many players. It's nice to hear that people are playing and enjoying the game
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Hi jcd748.
This is very subjective appraisal.
On wide areas (like forest or plain) - it looks like monsters rush not directly to hero, but to left upper adjusting cell near hero.
Look to keyboard, to numpad matrix (3x3). Let hero paced at '5'. Monsters aim to '7' instead of '5'.
On entering to non-persistent area - can you land hero in random area's edge?
I think part of that behaviour is due to the fact that each direction has a cost of 1 in pathfinding, so this is actually legal (if odd).
Not sure I want to change the map placement behaviour. That's one area of the codebase where I'm sure if introduce weird edge case bugs...
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Troubler, do you want to be credited by your alias on this forum, or another name? You can send me a message if you'd prefer to talk privately.
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Troubler, do you want to be credited by your alias on this forum, or another name? You can send me a message if you'd prefer to talk privately.
Alright, thanks
Troubler is fine with me
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Hang on. I'm not sure I explained myself properly earlier, judging from the lack of surprise.
When I said "wield" huge rocks, I meant as melee weapons, where I recently noticed a similar pattern for a lot of ammunition.
An arrow is as good as a spear, a javelin is superior to a spear, a barbed spear is far superior to even a long spear, etc.
While playing recently I also noticed that non-moving NPCs produce a strange spot of darkness which can not be explored until you swap with them.
Though I am using Wine to play right now. You might check that one out for yourself, It's happening right at the beginning of the game.
EDIT: This seems to be the case with enemies as well. Everyone starts with a dark square under them, and it just persists when they don't move around
Also forgot to jot down a bug from a long time ago that's still around: Repeatedly moving into a trap but saying 'n' to entering the square eventually removes it.
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Hi. Sorry for the late reply, and thanks also for the additional feedback. I'll look into the details around wielding missile weapons, and your reported issue around traps. The "dark tile" thing is a known bug. I fixed it a month or two ago, and it'll be in the next release.
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Just a note to say that these will both be fixed in the next version. The missile weapons are all tracked as "exotic" for melee purposes already. I'll be adding a speed multiplier for exotic weapons (which is reduced down to 1 as you get better at them), and making huge rocks two-handed.
This will make exotic weapons more difficult, which is intentional, but still allow them to be quite viable by putting skill points there.
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Nice. I won't have to feel bad about using those cool winged javelins as weapons once it's become a legit choice.
One other thing I noticed is they tend to be much cheaper compared with their melee equivalent.
But that's kind of tricky since you typically would need them in stacks to be useful.
I've also beaten the new version in the meantime and got some more stuff here.
No luck finding the ultra ending yet, been looking, but I'm going to try to get it on my own.
Notable issues:
1.The greataxe functions as a one-handed weapon. It took a lot of restraint to keep from duel-wielding them.
2.Once you have ~3 pages of spells, selecting the first on a page becomes strange, since the list starts with 'v' but ends on 'u'
Hard to really explain. If you are casting a spell low on the list, it goes back to page 1 and pressing 'v' again casts the wrong spell. Other implications too.
3.Check out how timewalk works around stairs. I remember going up some stairs to escape a lich, and the graphics and input got a bit odd for a while.
I thought that I would be glitched to death, but it looks like it goes back to normal after some struggling. Might have been an unrelated coincidence though.
4.Every morning, when in a dungeon, monsters respawn after your stats/skills are recalculated. This often means you get surrounded out of nowhere.
Wasn't a huge problem for me, but could be deadly in certain situations, and being killed this way wouldn't be very fair.
Grammar/spelling:
1.Fire potion has an extra space at the end of its name
2.Skeleton bestiary entry says "sudden movements cause the the bounces to bounce and click"
3.The hydra bestiary lore says they are "venemous" instead of "venomous"
Minor cosmetic remarks:
1.In the upstairs area of the sea-weathered small keep near Isen Dun, there is an iron door in the middle of the open air to the south of the tower you are in. (Was looking for secrets)
2.We talked earlier about snakeling hair. Well now I just finished the quest with Calind and got the reward...
3.Thengil in dwarf-town offers to forge you a great sword, but lacks a forge.
4.Entering an arid desert on the overworld says you enter a vast desert, but the deserts are usually very small
5.Nama mentions a sparrow, even in the middle of the night, when asking to rename you.
6.Your character hooks random things every time he fishes. If unskilled, it seems like he often may use up enough bait to feed himself!
7.The statues of knights in the stone church are off-center, still aligned with the altar, but it looks weird in front of the door
8.The hunger system in the game tends to catch me off guard a lot. Typically it goes: hungry, weak, starving. Here it jumps from hungry to starving!
Though I can't remember if that's how it worked in ADOM or another game...
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Hi,
Notable (1) and the grammar/spelling issues are fixed. I've also added a fix for cosmetic (3).
I think the rest of the cosmetic issues are all right as is, at least for now. The door issue is already fixed. I'll add the other notable issues to my backlog and will look at potentially fixing them before the next release.
Good luck with the ultra ending! There are actually a pair of alternative ending. The Godslayer one was trivial last version, due to a bug, but might be a lot harder now...
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I created a Lua function to allow me to quickly add all the spells to the player. I can see the spells issue - looks to be a general issue with my option-handling code. Thanks for catching this! I'm assuming you were playing a sage or something like that. It's not something I've seen before.
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Yes, a sage. Over the course of searching around I've found lots of spellbooks.
Speaking of options handling, that reminds me of something that's been an issue for a while.
Occasionally when trying to drop(or use perhaps?) items, the inventory goes blank and doesn't respond to your choice.
This isn't a big problem though, since pressing the letter corresponding to the item again follows through, but there's that.
I think it's been around since the first time I played so you probably already heard of it, but just in case.
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Hmm, I haven't heard of that one before. Is that related to e.g. filtering by item type? If not, is there a way to reproduce this?
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Maybe both. I'm trying to see what's going on right now. There is another thing happening that's similar, and right on my current save. Very easily repeatable.
I have 5 pages of items. I hit '.' to go down through pages and eventually it hits a blank page labeled "wands - \" when I should land on page 5. I hit '.' again and land on page 5.
When I scroll back up using ',' it hits the blank "wands" page again when I am supposed to hit page 3. Hitting the ',' button again continues to the correct page.
It's not like a filtered items screen, but it does say wands on it, has the normal inventory screen keybindings along the bottom, and nothing else.
I have wands in my inventory, but the wands page is blank. Something similar to this occurs occasionally when interacting with items in some way as well.
In those cases it is also repeatable like this, and I'm not certain, but I think it's the same "wands - \" screen.
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Thanks, I'll add that to my list as well. It might be related - issues around updating the end of an internal "page" of components to be displayed. Most of the menus in game share a common, abstract base to avoid having to re-implement the same code for displaying inventories, spells, pages of text, etc.
Apart from general issues (and these reports are extraordinarily helpful - most users don't report bugs!), do you have any thoughts on the general balance, the game itself, anything like that? I'm always looking for good feedback about the content and how it's laid out.
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I just jot down what I see on a notepad as I play, no problem. As for balance?
Well, I try to make characters who would be optimal for the late-game. This just speaks to my play-style though. Long story short:
Combat/Spells+Awareness = Gold standard, Combat/Spells alone = Silver, Awareness alone = bronze, anything else is just bad.
-Races-
Typically I choose snakelings to play as, because they have awareness and dish out 10 skillpoints per level.
Humans are similar, but lack a decent skillset with awareness, a necessity. They also lack a snake for a head.
I've experimented a bit with faes, who turned out too wimpy for the early game and don't have that skillpoint bump I like for the late.
I also tried "combat" mages with ogres and giants. These just didn't cut the mustard for some reason, and I dropped them.
I haven't messed around too much with warrior classes outside of snakelings, but I assume most races can be a decent warrior.
Even the weaker ones could probably make it with some time investment. That is, if they have awareness.
In fact it looks like it pays to "cross" races with classes that go against their strengths in the long run.
-Warriors-
I generally consider a "warrior" character as belonging to any class/race with the "combat" skill.
I've come to think of them as a safe choice for noobs, albeit not an incredibly interesting one.
I've beaten the game my first time with a warrior(snakeling smith). He was generally well rounded.
I actually beat the game illiterate, not knowing there was a cure. It made for a very unique experience.
Awareness though, is still a necessity, because ~70% of damage I end up taking is from spells even with it at 100%.
-Mages-
As for the magic classes, I tend to define these as Wizards, Witchlings, Oracles, Pilgrims, and Sages.
Its been hard justifying using any of the magic classes other than the sage.
Although their inclusion of awareness, which synergies with the combat of ogres and giants, is temping.
I have had a few combat mages that were somewhat successful, although in the end they just didn't cut it.
And if you're not using an ogre or a giant, you are needlessly handicapping yourself not to choose sage.
Not to mention it's kind of a downer when you get a spellbook, only to find you can't use it.
-Rogues-
All of the other classes that don't fall into the other two categories. They feel too gimmicky at the moment.
I tend to overlook these, as a lot of their key features either don't help much with combat or are unimplemented.
Some of them have magic, but it's not terribly impressive. Cantrips or something like this. May as well go with a mage then.
In combat they might have awareness, but no great source of damage. So they get in trouble with melee somehow as well.
Archers and thieves both have combat related abilities "archery" and "duel wield", but I haven't tried them out yet.
I can't see how duel-wield would be all that great, it just looks like a better roll for the off-hand, but who knows.
My sage has recently gone double daggers(imperial one and the evil one) without this skill, and did okay.
-Misc-
You've already heard my opinions on weapons and buffing items. Basically some ways of doing things are just superior with foresight, for now.
Also once I get pretty deep in a dungeon, the enemies are a bit underwhelming(Other than magic users). Although they are probably just not fleshed out yet.
The thing is, I am fighting some kind of cosmic horrors, yet most of them only do bump attacks and fall to them just as easily.
I'm more worried about the liches and fantastic beasts on the way back up than I am of the unspeakables at the bottom, even at a high level.
But I'm sure as development continues those things will get more balanced, so it's no big deal. In fact, that sentiment goes for the rest as well.
Haven't had the patience to go down the infinite dungeon yet, as it would be a pain to climb all the way back up. Might give it a shot once you get recall implemented.
And finally, a bit controversial of an opinion: But I enjoy that the game hasn't felt like too much of a frustrating "great undertaking" to win, like a lot of roguelikes.
There are still tense moments, but it can be pretty relaxing to play. There is no hurry, looming fear your character is a dud, no ascension kits to worry about, or anything like that.
Feels like an ordinary RPG, but with procedural generation and permadeath. Something I've been looking for a while. It has been a nice change of pace.
Though, maybe not everyone would appreciate it being so straight-forward. I would definitely recommend it to people new to the genre.
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Feels like an ordinary RPG, but with procedural generation and permadeath. Something I've been looking for a while. It has been a nice change of pace.
Excellent. That's what I'm going for - a continuation of the feel of games like ADOM and Omega, which have always been my favourites.
The races and classes are not meant to be particularly balanced. Warriors are easy. With a bit of patience, Witchlings and Sages are easy. Other classes (Shepherd, etc) are meant to be more challenging.
This is great feedback. Thanks a lot!
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One last thing before i forget. There was this monster called a Drakklyn or something like that.
It tends to appear with dwarf heroes in dungeons. I think their character was a green 'D'.
I noticed in the description it says they breath (green?) dragon-fire when angry.
But I don't think I've ever seen this actually happen.
There is however a green dragon-fire spell that I've used.
I'm not sure if those two go together or not. Just to check if this is because of a bug.
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Whoops. I'd intended to give Drakheen castings of dragon breath, but apparently never did. Fixed for the next version.
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5. Monsters attracts to left-upper adjusting cell near hero, not for hero cell.
Hi Karagy,
#5 has been fixed. While the paths they were following were optimal, the kinds of paths that were generated caused a massive problem in some new content I'm adding (betting on turtle races), as the turtles would all swerve diagonally off the track, then diagonally back.
I've fixed this up so that pathfinding prefers cardinal directions over diagonals when there are multiple optimal routes.
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Okay, I feel comfortable enough in the scope of all the new content that I'm calling this v1.0.0. This release contains the start of the Carcassian empire. In particular, it defines the Isle of Carcassia, and the city of the same name. This city is reasonably populated, with lots of quests and things to do (fighting pits, guilds, gambling on the outcome of snapping turtle races).
Carcassia and the god-slayer ending were always two things that I wanted in place before I moved out of the v0.x releases. And since those are now in place, I'm comfortable calling this v1.0.0.
Because I haven't released anything since January, I'm afraid there might be bugs. Please report them! I'll put out another release in December, and in general I'm going to try to go back to smaller and more regular releases.
I hope you enjoy this.
Full changelog:
Shadow of the Wyrm v1.0.0 "Dalza"
- Version declared January 20, 2018. Version finalized November 23, 2018.
- There are now two starting locations: on Little Island, as before; and
on the Isle of Carcassia.
- On the south-eastern tip of the Isle of Carcassia is the great city of
Carcassia. Carcassia is home to a great fortress, and four city
sectors:
1. The public sector.
- The public sector contains a sealed room with no obvious way in, the
tower of high sorcery, the guild of thieves, as well as a number of
potential public areas such as plazas, parks, and shops. The public
sector is also, it's said, built above the ruins of a much older
settlement, one which has long since sunk deep into the earth.
- The guild of thieves is said to be difficult to enter, difficult to
leave. It's also said that the ground there is cursed, and that at
night, those that dwell there hear strange scratches sounds past the
basement walls.
- The Floundering Catfish is a source of rumour and gossip, as well as
a few quests.
- In the centre of the sector is the great Tower of High Sorcery, where
those with magical aptitude from across the world come to study the
arcane school of wizardry.
- The tower extends high into the air. It's said that a number of great
creatures make their roost platforms anchored in the air by old
magics. The students study at the base of the tower, while the
masters make their homes above.
2. Old Town
- The oldest part of Carcassia. The nobility left this area years ago,
and it's grown a bit ramshackle and untended. There are few roads.
- The old gambling house still stands, recently renovated. Its
winnings are locked away in a vault, and closely guarded. There
are tables for dice and card games, as well as a number of slot
machines, with varying payouts and probabilities.
- Besides some old houses and a graveyard, there is an ancient sewer
from an earlier empire by the east gate.
3. New Town
- The New Town is home to the second-in-command of the Carcassian
Empire, the praetor Dantus, uncle of the Emperor. He maintains
a palatial residence in the western part of the sector.
4. Temple District
- Home to an interfaith temple, the Fellowship of the Nine. Considered
by some to be an unwelcome front for the leadership of the Empire, it
is ostensibly an organization dedicated to the promotion of religion
in everyday life. Membership in the Fellowship causes one's piety
to increase faster and decrease less quickly.
- In a small hut lives an old woman considered to be the holiest person
in the world: the blind oracle. Part of an unending line of oracles
chosen by the Nine to be their direct speaker on earth, she can both
speak with and as them, her voice shifting from her own creaky tones
to the sweet music of The Lady, or Urgoth's horrifying roar.
The fortress of Carcassia is the home of the Emperor Titus.
- Surrounded by his Emperor's Guard, he rules from within his pillared
court. It stands on the remains of the old Carcassian senate, long
since neutered by the absolute rule of the emperors.
- Beside it is his altar to Celeste, the favoured deity of the
Carcassian people.
- Further into the palace, there are a few small, official shops; and
a fountain where the nobleman Questare hands out quests to aspiring
adventurers.
- The eastern sector contains the fighting pits and a vault protected
by a moat full of electric eels. Leading up from the fortress, the
vaults are protected by strange, lifeless creatures loyal to the
empire.
- The Isle of Carcassia was inhabited long before the Carcassian Empire
took hold, and it has a number of other features, including a dungeon
on the north-east penninsula.
- Off the northern coast of the Isle is a small, rocky islet, known to
have been the home of an ascetic for a number of years.
- The "no dig" flag can now be set at the tile level, allowing a general
map that is diggable, but sections that are not.
- There is now a chance to find coal when digging through rock.
- Summoning is now less dangerous: it's the average of the map's danger
level and the triggering creature's current level.
- The Lua API functions map_set_additional_property and
map_set_tile_property did exactly the same thing. Made the former
set map-level properties, with the former handling setting tile
properties, and renamed the former to "map_set_property".
- Script errors are now properly logged to disk as well as the UI.
- Hiding can now be cancelled by using Hiding again while hidden (Karagy).
- Unpaid items in the shop can now be "paid for" - no money changes hands,
and the shopkeeper sees the items as yours (Karagy).
- Unimplemented general skills are now noted (Karagy).
- Gnomish barkeepers are now just called bartenders.
- There is now an option (that default to on) to do checkpoint saves
whenever a map is loaded. This ensures that in the event of a crash,
there is still a reasonably-recent savefile available (Dallas Herrin,
Alan Charlesworth).
- New poem fragment for the title screen (Pope's "The Rape of the Lock").
- Fire pillars now "shimmer", hooking into the shimmer colour code that
was added for Telari.
- Guilds/associations are now possible, and will slowly be added to the
game. Memberships can be seen in the character display/dump, and
membership in some organizations will exclude membership in others.
- Ranged combat is now disallowed when overburdened (Troubler).
- Huge rocks are much heavier.
- The various races are now specified as having hair (or not), so races
like human, divine, demons all have hair. Snakelings, constructs,
insects, etc., do not (Troubler).
- Sex selection is now skipped, with the player's sex officially tracked
as "not specified". Sex has never had any real impact on the game for
the player, who is always "you". There is a setting in swyrm.ini
controls pre-selecting your sex. This can be unset to bring back the
sex selection screen. Characters created through the "Random character"
option at the main menu will continue to get their sex specified and
selected randomly.
- Digging now considers properties of the tile when considering whether
or not the digging item is broken. Items now only break when digging
through solid rock.
- Iron and steel ingots now weigh the same.
- To model their general inappropriateness as weapons, exotic weapons
now have a speed multiplier that is modified by skill in melee/ranged
exotics (Troubler).
- Thengil in Stoneheim now appropriately has a forge (Troubler).
- You can now descend into wells.
- Pathfinding has been updated to favour cardinal directions when
constructing paths. This prevents some "weird paths" that enemies will
take to you, that are actually equally optimal, given that diagonal
moves cost the same as cardinal (Karagy).
- Randomly generated buildings now look like people actually live in them
and have features such as beds and tables. They also have the chance
to have items, such as food, clay pots, inkpots, magici shards...
- New feature, signs.
- New conduct, artifactless.
- Piety regeneration bonuses now have a per-creature component, rather
than being based entirely on the creature's class.
- When dungeons are repopulated, there is now a check to ensure that
creatures are not generated close to the player (Troubler).
- Sages can now also start with a spellbook of Electric Arc.
- More possibilities for randomly generated names.
- Stanzas for "Tel and Floridel".
- New creatures: Glich, Carcassian guard, urchin, vendor, Guildmaster
Caro, Tela, drunk, Serat, Old Tomer, Ffleur, gardening spellstudent,
evocations student, summonings student, enchantments student, runic
student, Golgoa, Lorelei, Okhoa, Scheldt, shimmering cloud, Lish,
gambler, pov dealer, blackjack dealer, racemaster, snapping turtle,
Asher, Akhra, Axander, Wart, presence, the blind oracle, Praetor's
footman, coalman, Praetor's scullerymaid, Praetor's cook, Praetor's
secretary, Praetor Dantus, Emperor Titus, the Emperor's guard,
Questare, senator, Lycaon, magici merchant, herbalist, Scamander,
Carcassian recruiter, Pitmistress Ghara, commoner, noble.
- New items: salted nuts, skewer of mystery meat, wizard staff,
linothorax, Calara's cloak, Calara's flaming whip, piece of coal.
- New spells: electric arc (Cantrips).
- New features: table, slot machine.
- New artifacts: skeleton key, Amulet of the Carcassian Emperor, famed
fighting rod "Qaali".
- New traps: teleport.
- Bug fixes:
- The code to make copies of tiles for view maps was causing sentinel
creatures' tiles to be marked as unviewed.
- When confirming whether to move to a dangerous tile, an extra "[y/n]"
could be added.
- Teleporting/blinking wasn't disabling automatic movement afterward.
- In-game keybindings was still referencing "Look" instead of "Examine".
- All NPCs were erroneously defined as flying.
- Thrown items weren't stacking properly due to a bug in how the item's
worn location was processed (Alan Charlesworth).
- Automovement wasn't being stopped by drowning (Karagy).
- When checking other creatures' FOV maps for hiding checks, stale
maps were causing the game to consider the hiding creature in view,
even if it had moved out of range the turn before (Karagy).
- Combat skill checks were succeeding even when 0 damage was dealt
(Troubler).
- Digging within the current tile wasn't checking for breakage.
- The spell listing code would crash when given a spell ID that didn't
have a corresponding entry in the game configuration.
- Traps were being improperly checked and having usages decremented
when the player declined to move into a new tile (Troubler).
- Great axes weren't marked as two-handed (Troubler).
- Various bestiary typos (Troubler).
- The bestiary entry for Drakheen mentions a breath attack, but this
wasn't defined in the configuration (Troubler).
- Automove wasn't working correctly on the first attempt after
teleporting.
- The Lua API function get_creature wasn't checking the current map
pointer before using it, which could cause a crash when certain other
functions were invoked before the game had fully started.
- You can no longer swap places into a race-restricted tile if you
don't meet the requirements.
- Fixed a pathfinding crash bug when trying to pathfind to the same
tile.
- Pickup code was broadcasting further than it should - you could get
notifications for NPCs picking up items behind walls.
- Maps weren't being loaded properly when timewalking (Troubler).
- When items were being generated, they could be null, and this wasn't
checked properly.
- Fixed a pthread linker issue for the Arch builds (Larzid).
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Looking forward to where the future goes from here as far as this Empire dev arc and whatever else lies ahead---may the momentum be with you! 8)
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Big update.
Hmm actually wanted to try this but on my linux mint both windows version don't run with WINE for some reason.
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Hmm actually wanted to try this but on my linux mint both windows version don't run with WINE for some reason.
Probably because it's compiled in Visual C++ which also requires redist package (annoying thing to install in workplaces..). When you compile the project with Code::Blocks & gcc it works better in Wine and more importantly doesn't require vc redist crappage.
But the thing we really need to discuss is this: CardinalDirection::CARDINAL_DIRECTION_NORTH: I mean what's the point, really? You don't need a namespace if you crap the name like that. Write CardinalDirection::North or just CARDINAL_DIRECTION_NORTH without namespace.
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Big update.
Hmm actually wanted to try this but on my linux mint both windows version don't run with WINE for some reason.
Hi Skeletor,
If the Windows builds don't work with wine, you can try building the game yourself. I'm able to do this in a Fedora VM, and others in this thread have reported success on other distros. As well, there is a well-maintained pair of Arch builds by Larzid. Hopefully one of these options works for you.
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Funny, I'm preparing a new update for ArchiveRL (1.0 too, ha) and thought about your game, hoping it's still in development. And presto, few days later there is a new version! :) Awesome.
I must give it a go again, the game must be so much more advanced now than when I last played...gee, now I see the last version on my HDD is 0.4.8.
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Sweet, I was looking forward to this for a while.
I was planning on giving the godslayer ending an attempt once the game updated.
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Hi! I’ve spent the last week (and much of this weekend) playing SotW and wanted to give some preliminary feedback. I’ve gotten to the endboss (and died to him), been playing roguelikes since 2003, and read this entire thread so I already have a feel for your design philosophy and goals here. In other words, I know you’re not going for DCSS here so I’ve taken that into account in my feedback.
After lots of trial and error splats, I have a decent feel for the game. My first character to get to the midgame (a fae warrior) cleared the gnome, wood elf, and mountain elf quests, and splatted in a random dungeon after I got stoned by a trap and didn’t notice. My second character went on to do the dwarf quests, cleared the 3 shrines, and then died to the boss since I was a pinch undergeared. I knew my gear wasn’t perfect but wanted to see if a less then ideal character could take the boss down. The answer to that is probably no.
Finally, I’m going to point out a lot of things that I think need work, but don’t get me wrong – I love this game and you hope keep developing it.
UI Suggestions
I don’t have a ton of UI suggestions or complaints, mostly because my ADOM muscle memory carried over here to a large extent. Here’s a few suggestions:
1) It’s been mentioned before, but a w> and w< command would be very nice. Getting back to the surface from the bottom of a level 12 dungeon can be tedious. Alternatively, scrolls of recall that send you to the entrance of the dungeon or the surface would be nice.
2) When you use the “w direction” command to zip down a hall, it’ll stop at objects but it won’t stop if there’s a fork in the path. That makes getting around with the w command a bit less useful.
3) I’d like to see a “are you sure you want to attack with that” prompt if you make a melee attack with a non-weapon item. One time I did the black manticore quest, and was shocked by the difficulty I had killing it. I then realized I had been beating it to death with a fishing rod, since I usually have that equipped when sailing around. Funnily enough I was able to kill him even with the rod, since I had 2 barbarian rings equipped, but that could’ve gone south.
4) I’d also like an option for a “are you sure you want to dig there” prompt. One promising character was wielding a dwarf matlock that I found in an early dungeon, since it did more damage than anything else I had. I went to a store, bumped into the wall, automatically dug through the wall, and promptly got murdered by an irate shop keeper. Hilarious, but a sad way to lose a good character.
5) I wouldn’t mind an auto eat option, set to automatically eat the smallest food item in your inventory when you get hungry. Traveling around the ocean/world map can generate a ton of hunger, and it’d be nice if you didn’t have to stop every couple of steps to hit e.
6) Finally, it’d be nice to have a prompt for “are you sure you want to move” if you’re starving. I wasn’t paying attention with one character and killed him by walking around the overmap. That was one of the experiences that made me switch to playing Fae.
Monsters
I know differentiating monsters is on your priority list. Right now fighting magic users like the guy near the goblin camp, the lichelings, or the liche king are some of the best fights in the game, and I think other late game areas like the shrines could benefit from enemy magic users and special monster abilities.
Quests:
In terms of difficulty, I feel like the barrows quest, the black manticore, Lola, Fragments of history, the black orb, and the 4 giants are well tuned (though you could argue that the manicore needs a slight buff). I think Siriath, the goblin raiders, the ogre island, and the shrines could use an increase in difficulty. Especially Siriath, he’s only killed me once out of dozens of encounters, and that’s including a few weaker race/class combos.
In terms of substance, it’s hard to design quests that aren’t destroy this guy/item, or retrieve this person/item. So it’s nice any time a game can break that paradigm. Almost all quests in the game are kill or fetch quests, which might be worthwhile keeping in mind when adding more content.
A note about two specific quests. One, it’d be cool if the goblin quest had an evil option, where the goblins start neutral and their captain asks you to kill elf guards or whatever in Atua-Elar, allowing them to sack the city. You’d have to make a choice then about which side to aid.
Second, I already said this above, but you definitely need to buff the shrine guardians. My fae warrior tackled the shrines at level 25 with some middling equipment (with the exception of Erebus, my crowning gift), and cleared all three. This shot me to level 40 or so and gave me Heart’s Fury, trivializing everything besides the big bad. Admittedly, one hag shrine almost killed me, but everything else (with the exception of a tarrasque) was a push over. I’d slightly buff the shrine hag, and significantly buff the other shrine guards.
Traps
Lots of “classic” roguelikes (ie not the roguelites you find on steam) have vestigial mechanics simply because those mechanics existed in rogue, nethack, and angband, and I think traps are the worst offender. They rarely add much by way of emergent gameplay. If damage traps are capable of killing the player they’re not terribly fun (ie stoneblock traps in the early levels of ADOM), and if they just do minor chip damage you stop and rest until fully healed. Same goes for status traps like blinds or slows. They usually go off when no monster is around, so the player just stops and rests until the effect wears off.
I think traps that do damage or inflict a status ailment are best used in hand crafted set pieces. E.g., a corridor full of traps where as you progress ghosts attack you in the side since they can phase through walls. That way the trap actually effects the situation in a tangible way. Random dungeon traps will typically add nothing but tedium. The one exception this is teleport traps, since they can sometimes send you into a bad situation or be used as an escape mechanism by a crafty player.
One trap that I really need to single out is the stoning trap. A trap that can kill a mid-level character is just not that fun. It amounts to nothing more than a skill/item check (do you have detection, anti stoning potions, or scrolls of detect trap), and dying because you were out of potions just sucks. An autokill mechanic like stoning is fine if a high level monster inflicts it, but not so fun if a random trap can apply it. I strongly recommend removing these traps as random spawns. Using them in set pieces is of course a different story.
Religion:
I get that you’re going to differentiate the gods more in the future; as of now, playing Aurelion felt pretty similar to playing the trickster, which feels weird. I’m hoping in the future the gods in your game resemble those in Incursion, with very specific likes and dislikes, and impacts on gameplay besides giving you heals and a crowning gift.
Not sure how I feel about god options being tied to race. Why not let the player roleplay as an evil wood elf or as the rare noble goblin?
Speaking of which, one thing I have to flag is crowning. When my fae warrior crowned (Trickster), I did it by going to an ocean tile next to a keep with a neutral altar, catching mountains of fish, and hauling it back to get sacked. He would reject 75% of the fish, but some were accepted (I’m guessing they were generated blessed?) and I eventually had enough piety to crown. There’s something funny about becoming a god’s champion by throwing a lot of fish at him. This seems worth addressing, since crowning by fishing is definitely more tedious even than crowning by life saccing in ADOM.
Also, if/when you get rid of crowning by fishing, I’m not sure how you’re “supposed” to crown in SotW. Unlike ADOM, there’s not tons of gold and live saccing doesn’t seem like an option. Corpses spawn a lot, but they’re heavy so dragging them to altars is a pain.
Magic
I’ve only played warriors so far (they’re the roguelike noob class after all), so my experience with magic is limited. One reason I played a Fae was to try to get a hybrid off the ground. However, even with 100 magic and very high literacy, my level 42 fae warrior could only learn cantrips. He just couldn’t memorize higher spells. I’m guessing like ADOM there’s not only a racial/skill component to spell memorization, but a class component as well? If that’s the case, which class would you say lends itself best towards hybridization?
Artifacts
I feel like the game gives you too many artifact weapons too fast. After finishing the starting island you’re ready to do the manticore, the ogres, the goblins, which right there will net you 4 artifact weapons. If your toon has literacy and doesn’t need it as a quest reward, you can even get an artifact basically out of the gate. I’d consider making one of these rewards (possibly the exile’s ogre reward) something besides a weapon. I’d also consider making the artifacts in the ruined keep be something besides weapons. By the time you can take on the beasties guarding them, you’re probably equipped with something better.
I’d also like to seek more benefits from artifacts besides just numbers, resists, and slaying. Potential things include stat increases, effects immunity (I’d wear in a heartbeat something that made you immune to stoning), faster hp/mp regeneration, etc.
I think that more or less covers my first impressions. Again, I love this game and hope you keep fleshing it out!
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Hi happylisk,
UI suggestions:
- #6 sounds like a good idea, and should be easy to tie into my "dangerous move" code
Traps:
- I don't agree, but I understand your point. If stoning is a huge concern, it can be mitigated not just by having the right items (or enough piety to pray for its removal), but also by having lots of resistance to Shadow.
Religion:
- I'll look into the fish thing. This was reported in the past and I'd tweaked some values to try to prevent it, so I'll have to see what's causing the deities to accept fishy sacrifices.
Magic:
- Any class with cantrips lends itself to hybridization, as they can cast those types of spells. The other spells are basically limited only to certain classes (wizard, oracle, pilgrim, sage). Right now there isn't a way to e.g. play a warrior who can also cast wizard spells.
Artifacts:
- I like the idea of artifacts (and items in general) having more diverse effects.
Thanks a lot for your feedback!
-
Minor update after last month's much larger release. The big changes this release would be papermaking, a new cantrip (Repel), and ancient beasts, which can appear deep in the infinite dungeon and sewer. Other than that, it's mostly minor stability fixes. As always, let me know if you run into any issues. Enjoy!
Full changelog:
Shadow of the Wyrm v1.0.1 "Besard"
- Version declared November 23, 2018. Version finalized December 23, 2018.
- Dawn and dusk now remove 1 from LOS, and night removes 3. The effects
of this can be reduced or eliminated based on the Night Sight skill.
Given that most creatures won't have this skill, a high value in Night
Sight can allow you to see and attack a creature at range while it
cannot see you itself.
- Artisans start with a mold and deckle in their inventory.
- Created paper pulpers. These appear in a few set locations, as well
as being able to be selected randomly for distribution in dungeons
and elsewhere. Pulpers allow you to turn scrolls and spellbooks into
paper pulp, and having skill in Papercraft allows you to use a mold
and deckle to turn raw paper pulp into blank scrolls.
- Updated a number of the skills to get marks towards improvement when
used.
- Reworked the depth code so that infinite dungeons/sewers/etc are
actually infinite. You can still hit a maximum depth (integer max),
but you'll still be able to descend and get another level.
- Beyond the usual maximum depths, there are creatures more dangerous
than those found throughout the world. These ancient beasts are strange
holdovers from the early universe, scale in difficulty twice as fast as
regular creatures, and have no real maximum to their power.
- The maximum depth you've reached is now tracked in the character
display/dump.
- Random villages now have a general proportion of their buildings marked
as workshops. These are buildings that can contain forges, jeweler
workbenches, wheels and looms, etc.
- Old Town and New Town in Carcassia now allow the generation of
workshops.
- More name combinations.
- Toned down Forger a bit.
- Reduced the probabilities of rooms having more than one trap, and
being fully trapped.
- Magic trees now have a chance to grow in dungeons.
- New features: pulper.
- New items: mold and deckle, paper pulp, scroll of repelling, wand of
osmosis.
- New spells: repel (Cantrips), teleport (Arcane).
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Electric Arc spellbooks were worth far too much money.
- There was a bug in Glich's script (ironically? appopriately?) that
prevented the player from getting an apple.
- When there were a large number of potential creatures that could be
generated, the generation code was overwhelmed with the probabilities
and the probability for each was 0 instead of something arbitrarily
low, like 1%.
-
Here's the latest monthly release. Some bug fixes (haste/slow has been broken since the first public release!), some enhancements to random villages, some quality of life changes. Poison should be less deadly, maps will now load faster, and there are ways to warp back to the main map.
A full list of changes is below. Please let me know if you find any issues or have any suggestions.
Shadow of the Wyrm v1.0.2 "de Falla"
- Version declared December 23, 2018. Version finalized January 26, 2019.
- Automatic movement will now switch or squeeze past friendly creatures
without prompting (kraphead).
- Cleaned up a large number of magic numbers used for action costs.
- Spells previously sorted by an internal ID, which usually (but not
always) gave reasonable behaviour. Now spells sort first by category,
second by name.
- More name combinations.
- Added hints to a couple of NPCs in Carcassia to help out illiterate
PCs.
- Poison now does about half the damage it did before (Kyzrati).
- Deities now consider removing negative statuses like poison and
stoning before considering whether to fully heal (Kyzrati).
- Added a new NPC, Corbett, at the very edge of town, who will teach you
Hunting for a price.
- The character synopsis now displays carrying-related limits (Kyzrati).
- Effects that remove statuses like poison or stoning now always identify
the item (Kyzrati).
- Turned off checkpoint_save in swyrm.ini - users were reporting that
the delay was too much.
- Tweaked the character synopsis when you're not affected by status
ailments.
- Random villages now contain wells.
- Creatures can now be specified to have a number of potential races,
rather than always using a set race ID.
- Maps can also have default race IDs, and when the map default race
ID is in the creature's list, it is always used; otherwise, a random
value from the creature's list is selected.
- The bestiary screen now displays all the possible races when
selecting a creature via search ('B') rather than direct selection.
- Created a number of new creatures that can appear in random villages
next to the appropriate feature: smith (forge), weaver (wheel and loom),
jeweler (jeweler workbench). Houses can also have inhabitants now
as well, and villages should generally feel more "full".
- New effect type (warping), with an associated spell (Arcane) and scroll.
Warping takes you back to your last position on the world map, and is
a convenient way of getting out of deep dungeons and sewers.
- Minor updates to the Guidebook, as well as an expanded magic section
to describe the spell selection screen (Kyzrati).
- Stanzas for "Tel and Floridel".
- New creatures: Calabus, Corbett, smith, weaver, jeweler.
- New items: scroll of warping.
- New spells: warp (Arcane).
- Bug fixes:
- The bestiary would crash when trying to load a creature with an
unspecified race ID.
- Speed potions weren't working correctly - they were being overwritten
immediately by a calculated value based on equipment and the base
speed value.
-
Hey jcd748, I wanted to give this a try after a long hiatus, but I'm on a machine with crazy high resolution and it doesn't look like the UI is responsive at all. Do you have any recommendations for command shells (or what have you) that can do the heavy lifting?
Congrats and thanks for the continued development!
EDIT:
Well, I wasn't about to let a little thing like a tiny console window slow down my appreciation for SotW. I have to say that this is shaping up to be a legit, actual, flavorful, deep roguelike. It's really cool. The writing, though minimalist, is excellent. As a player, you definitely get that Omega feel -- like you're in a world that has plenty of room for variation, but is actually an opinionated, unique world with a history of its own rather than an algorithm that offers either [mysterious cave] or [collapsed basement] on any given playthrough.
So, I enjoyed a great deal and will continue playing. That said - dude - you gotta implement skills. Even if they are just placeholder effects, you should put them in for as many skills as you can. It's the only thing that's really taking me out of the experience, and it's unavoidable as a new player; you gain a level, sink skill points into skills, ask yourself "what does that skill actually do?", and discover that the answer is "nothing."
Anyway, thank you for continuing to build what's clearly a labor of love. It kinda feels like the top is about to pop off this sucker - inasmuch as traditional roguelikes have tops that pop off.
-
Hey jim. A lot of the skills are now implemented. There are still a number to go, though these are now marked in-game so that you can avoid sinking skill points into them. That said, the actual documentation as to what skills do is pretty sparse. I'm trying to find a balance between explanation and mystery. I purposely don't do things like, "you hit Goblin for 17 damage!", and want the game to feel a bit bewildering, for things to not be immediately obvious, but for it to make sense once you kind of figure things out.
This is terribly vague and probably not super helpful, but I'm making the sort of game I've always wanted to play. This is probably going to be at odds from what a lot of people want, and I'm okay with that.
As for the terminal, I'm not sure. Can you just make it larger and then up the font size appropriately?
-
Hey jcd, I just starting playing a few days ago and I'm enjoying it so far. It captures the ADOM feel well, and I particularly like the crafting mechanics. I do have some feedback if you're interested in it, mostly on the UX side of things.
Input
- Some actions would benefit overloaded keybindings in order to reduce hand movement. Some ones that stood out to me are: +/-/PgUp/PgDwn to change pages and spacebar to exit menus.
- Enter on the numpad does not have full parity with the main enter key. Most notably, numpad enter cannot be used to pick up a stack of items.
- Being able to drop more than one item at once, or a way to automatically re-open the drop menu, would be very helpful when managing stashes of items or selling things.
- The y/n prompt when swapping places with friendly units seems unnecessary (in town, at least), or could be disabled as an option in the ini file.
- 'w'alk improvements - it looks like you have some feedback on this already so I'll just add +1 to it, especially the issue where it auto-digs if a pickaxe is equipped.
- 99% of the time when dealing with an item stack, I want to pick up/drop the entire stack. Partial pick-ups could be a different hotkey.
HUD
- The game's default window size is much wider than the in-game maps. Ideally they would match so the player can more easily tell how close they are to the edges.
- Stats seem to render one after another instead of each stat having a fixed location. This is a bit confusing as my HP seems to be the last stat on the first row but sometimes it can be bumped to the second row and it's hard to find.
- Adding color to the message log would be nice.
- Walking on top of an object/feature should put the examine message of that object in the message log.
Gameplay
- If resting with hostiles near took 1 turn, then '5' could effectively be used as a wait command. I realize 's' and '.' can also do this, so maybe I just have to fix my muscle memory for this game.
- If I try to sell an item but refuse the price, I almost always want that item to stay in my inventory instead of dropping it on the shop floor.
- An option to "pause" the game after certain triggers would help people like me who play (too) quickly. When paused the game would ignore all inputs until space bar is pressed. Examples of triggers would be dropping below 15% health, taking more than 50% health in a single attack, beginning to starve, etc.
- Ammo fired by the player should auto-pickup.
Misc/Bugs
- Separating corpses and food into separate autopickup groups would be nice. Corpses weigh too much for me to ever want autopickup for them.
- Sometimes I have multiple stacks of ivory pieces. I'm not sure if this is a bug.
- Auto-pickup triggers when leaving a map on the tile that you're leaving from, which seems incorrect. If you drop an item on the edge of town and then leave town, it will pick the item back up.
- A trap generated on top of the stairs, and the tile showed the trap graphic instead of the stair graphic. I had to examine all the tiles with traps to find where the stairs were.
I might be able to submit pull requests for a few of the simpler ones if you're interested, although I remember reading on the site that you weren't quite ready for pulls yet.
-
New release! The big change this time is the item codex. You can now look up any in-game item via 'c' on the main screen, and it's also hooked up to the inventory and equipment screens. Use lower-case to equipment/unequip/etc items as before, and upper-case to look them up in the codex.
Adding descriptions for many hundreds of items took a very long time. I hope you enjoy.
Full change log:
Shadow of the Wyrm v1.1.0 "Robert Dowland"
- Version declared January 26, 2019. Version finalized June 9, 2019.
- Added a new "item codex" command ('c'), that displays an item synopsis
and description for a particular item (barrabus).
- Dropping items on a cross-aligned altar now generates a messages to hint
at why the items are now cursed (introsp3ctive).
- Put some additional code in to force ivory to always stack (Kyzrati).
- Cynwise's first quest now gives some enchanting scrolls, too.
- When you've got the petrification effect, you're now periodically
reminded of it. (Blue)
- Corpses now are not picked up by default with autopickup. This is
controlled by an .ini setting. (Kyzrati)
- Cursed ammunition can now be thrown/shot as if it were uncursed. This
is configurable by an .ini setting.
- The morgue prompt now requires the user to make a Y/N selection - it
won't default to N as before. (Combat Eric)
- The Primordial skill now gives bonus castings to sages and witchlings
when they gain levels.
- All the major book casters (wizards, pilgrims, mystics, sages) are
guaranteed to start with two books.
- Uncurse and Bless, both mystic spells, have very similar effects.
Uncurse has been toned down to be cheaper and easier to cast, and show
up earlier. Bless is still better in terms of its overall effect, but
it costs 10x the AP to cast (30 instead of 3).
- Stormstaff now deals lightning damage.
- Added creatures to Carcassia to teach literacy (temple tutor) and
cantrips (hedge wizard) (Blue, others).
- Verbena, white basil, stoneflower, and voxflower have had their symbols
changed to 'w' (flower).
- Pick axes now break half as often.
- Stanzas for "Tel and Floridel".
- New creatures: sweet old dog, temple tutor, hedge wizard.
- Bug fixes:
- Specifying a creature in the game XML with an invalid
equipment/inventory item would cause a crash on startup.
- Silari was not listed as an artifact.
- The Literacy skill was incorrectly being shown as unimplemented when
selecting it from the Skill screen (Combat Eric). This was also
true for Intimidation (Blue).
- When finally petrified, the death message wasn't being displayed
properly, making it seem like a death out of nowhere (Blue).
- Currency now always stacks regardless of any underlying flags on the
items, so while these flags will be lost, currency now neatly stacks,
always (Kyzrati).
- Inscriptions could be read when illiterate (Timo).
- Okhoa's key should only be generated once, but there was a bug in the
check (Timo).
- The fortress in Carcassia B1 was diggable (Kyzrati).
- On the inventory screen, the paging functionality could lead to
things being added past the current page, leading to weird paging
issues (Troubler, Kyzrati).
- The player was being referred to as "the player" in various targetting
messages (NoCreativeNames).
- Inventories filtered on the ground were filtering based on the
player's inventory, not what's on the ground. This allowed the
player to duplicate any item as many times as they wanted
(NoCreativeNames).
- The danger level in the infinite dungeon and sewer wasn't being
handled properly, causing ascent not to reduce the new danger
rating (Blue).
-
Hi hapro,
Thanks for the feedback! Sorry I didn't see this until now. Re: your UI items, a lot of the window-size type stuff has to do with the size of your terminal. Officially, my answer is that you should play SotW in 80x25, as that's what's currently supported. But there are a bunch of weird issues with larger terminal sizes, and I've added most of what you've mentioned to my suggestions file.
Hey jcd, I just starting playing a few days ago and I'm enjoying it so far. It captures the ADOM feel well, and I particularly like the crafting mechanics. I do have some feedback if you're interested in it, mostly on the UX side of things.
Input
- Some actions would benefit overloaded keybindings in order to reduce hand movement. Some ones that stood out to me are: +/-/PgUp/PgDwn to change pages and spacebar to exit menus.
- Enter on the numpad does not have full parity with the main enter key. Most notably, numpad enter cannot be used to pick up a stack of items.
- Being able to drop more than one item at once, or a way to automatically re-open the drop menu, would be very helpful when managing stashes of items or selling things.
- The y/n prompt when swapping places with friendly units seems unnecessary (in town, at least), or could be disabled as an option in the ini file.
- 'w'alk improvements - it looks like you have some feedback on this already so I'll just add +1 to it, especially the issue where it auto-digs if a pickaxe is equipped.
- 99% of the time when dealing with an item stack, I want to pick up/drop the entire stack. Partial pick-ups could be a different hotkey.
HUD
- The game's default window size is much wider than the in-game maps. Ideally they would match so the player can more easily tell how close they are to the edges.
- Stats seem to render one after another instead of each stat having a fixed location. This is a bit confusing as my HP seems to be the last stat on the first row but sometimes it can be bumped to the second row and it's hard to find.
- Adding color to the message log would be nice.
- Walking on top of an object/feature should put the examine message of that object in the message log.
Gameplay
- If resting with hostiles near took 1 turn, then '5' could effectively be used as a wait command. I realize 's' and '.' can also do this, so maybe I just have to fix my muscle memory for this game.
- If I try to sell an item but refuse the price, I almost always want that item to stay in my inventory instead of dropping it on the shop floor.
- An option to "pause" the game after certain triggers would help people like me who play (too) quickly. When paused the game would ignore all inputs until space bar is pressed. Examples of triggers would be dropping below 15% health, taking more than 50% health in a single attack, beginning to starve, etc.
- Ammo fired by the player should auto-pickup.
Misc/Bugs
- Separating corpses and food into separate autopickup groups would be nice. Corpses weigh too much for me to ever want autopickup for them.
- Sometimes I have multiple stacks of ivory pieces. I'm not sure if this is a bug.
- Auto-pickup triggers when leaving a map on the tile that you're leaving from, which seems incorrect. If you drop an item on the edge of town and then leave town, it will pick the item back up.
- A trap generated on top of the stairs, and the tile showed the trap graphic instead of the stair graphic. I had to examine all the tiles with traps to find where the stairs were.
I might be able to submit pull requests for a few of the simpler ones if you're interested, although I remember reading on the site that you weren't quite ready for pulls yet.
-
July's release of SotW is here! This is a version of minor tweaks, and a lot of bug fixes. The full list of fixes are below, and it's worth getting this version if not just for a number of crash fixes.
Shadow of the Wyrm v1.1.1 "Campion"
- Version declared June 12, 2019. Version finalized July 16, 2019.
- Recharging a wand now gives a very small number of charges, with extra
charges possible from high Wandcraft skill.
- When checking to see whether the player can eat something, the check
is now vs. the internal numerical hunger level, and not the more
general hungry/stuffed/etc. This will allow you to eat food while
stuffed as long as it doesn't take you over the maximum satiation.
- Moved Catara further up Telari.
- Intimidation now also considers opposed creature levels in its
calculation (Nules).
- The chance to automatically score a hit has increased to 5% (was 2%).
- Reduced the maximum chance to hide when there are creatures nearby.
- Multi-map areas like Carcassia can now have NW/NE/SW/SE exits,
accessible at the edges by using the respective direction.
- Bows made by Bowyer are a little bit better (Grond), and items can
now be smithed/crafting-improved, on average, as much as they can
also be enchanted.
- Dealing damage now has a chance to reveal you, if hidden (Grond).
- Tweaked the minimum danger level calculation - this used to vary
wildly, and the minimum is now closer to the maximum, meaning you
should get creatures closer to your level.
- Boughs can now be used to make a wand, if you don't havea a branch
available.
- Lua errors now dump tracebacks for easier bug-chasing.
- Stanzas for "Tel and Floridel".
- New items: amulet of the sea.
- Bug fixes:
- Some dead code was causing string substitution issues in the weapon
synopsis message (Blue).
- There were issues with the carrying capacity calculations (Rob
Ayres).
- It was possible to bypass all the available options at character
creation via the windows key, allowing for a raceless, classless,
skill-less, godless, water-breathing, flying glitch-character
(Grond).
- A number of items weren't properly classified as plants/herbs.
- Plants and herbs weren't included in the keyboard-based filtering
('#') because the code was only returning the first matching item
type.
- When pit opponents killed themselves (e.g. via stunning), the
player wasn't being teleported out of the arena (Grond).
- There were some inconsistencies in quest descriptions (Yan Zhang).
- Removed a door in the middle of the air in the tower at Wintersea
(Yan Zhang).
- Ancient beasts' generation wasn't considering depth, so they were
being found far too early, in places such as wells in towns. They
were also being generated in places other than underworld maps,
which was not intended (Grond).
- Ranged weapon attack difficulty calculations were incorrectly
using the values from a creature's melee weapons.
- Snakeling warriors started with both a long spear and a buckler,
despite long spears being 2H. Snakeling warriors now start with a
spear (Grond).
- The definition of the shop in Isen Dun was too wide, triggering the
message about leaving with unpaid merchandise in unexpected places
(Grond).
- Scything was buggy and could lead to crashes in certain situations
(Grond).
- There were some general bugs around hiding that meant that the longer
you were hidden, the more likely you were to stay hidden permanently,
until you went on to the world map (Grond).
- Wands with spells that didn't require targetting were always taking
a range of 1, and were not reflecting the range of the underlying
spell (Grond).
- The Lua API function for teleporting to a specific location could
cause crashes if there was already a creature present there (Grond).
- You can no longer switch places with creatures when it would put them
on a dangerous tile (open air, etc) (Grond).
- Malediction was causing the game to freeze (Grond).
- Fixed a freeze when moving on to a map where the target tile was
covered by a blocking feature such as a statue (Grond).
- Ancient beasts weren't appearing properly in some types of areas due
to some old code that kept incrementing the danger level down until
creatures were found (Grond).
- Fixed some script errors when attacking turtles and luring them off
the track (Grond).
- Cleaned up some internal code around Lua error handling.
-
August release time! v1.1.2 is here with improvements to Medicine (helps automatically avoid poison, stoning, etc), some minor mechanical tweaks (swamps can generate bog iron, which can be used in smithing), as well as a large number of bug fixes for issues reported by the community.
Full list of changes:
Shadow of the Wyrm v1.1.2 "Tarrega"
- Version declared July 16, 2019. Version finalized August 11, 2019.
- Cabers and huge rocks are now harder to hit with, and slower.
- The Medicine skill can now help automatically avoid negative statuses.
- Giants start with more initial Strength.
- Sages no longer get Brewing, but get Medicine. Pilgrims and Gnomes
also now start with Medicine.
- Beefed up The Smith's rewards for thrown bludgeons/rocks considerably -
they now do double the damage, and have a considerable effect bonus.
- The prompts to continue adventuring after the regular and godslayer
endings now default to "yes" (Grond).
- When trying to move down without an exit/shovel, the message now hints
at the use of a shovel.
- Smiths start off with 3 iron ingots instead of 1.
- The ploughman's quest now provides additional rewards in the form of
Herbalism and possibly magici shards (Yan Zhang).
- There is now a small chance to find an item while fishing. How good
it is depends on the danger of the area in which you're fishing
(Naughtyusername).
- There is now an option in swyrm.ini to require capitalization for
skill selection, for those using vi keys for movement (Twelve).
- Along with difficulty, you can now get a general sense of how wounded
a creature is when you examine it (Yan Zhang).
- Swamps have a chance to generate bog iron, which can be used like
regular iron ingots, but are heavier and less valuable.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- The minimum danger level was being properly constrained in Telari,
but the maximum was not, causing inappropriate creatures to be
generated for the current floor (Grond).
- Counter-strikes and intimidation could fire even when a creature
was paralyzed.
- Shops were generating over top of existing buildings in towns, leading
to strange layouts (Grond).
- Resistances from consumables weren't being properly carried over to
a creature's individual resistances (Grond).
- Cabers were listed as one-handed weapons.
- Cross spells weren't terminating properly immediately when hitting a
blocking tile (Grond).
- Wands of digging weren't properly considering the tile's no-dig
property, after the first tile in the beam (Klapaucius).
- Resting was treating all statuses as requiring rest, rather than
only considering only negative statuses (Grond).
- The chaotic flag was a little too chaotic - it would change the
damage type, display the combat message, but when calculating the
actual damage dealt, it could cause the damage type to flip again
(Grond).
- Various bestiary/codex typo fixes (Twelve and others).
- Reading was available on the world map, which if you failed
spectacularly could lead to summonings around you (Grond). Wands
could also be evoked on the world map, which was not intended.
- Angering your deity while on the world map no longer has the
possibility of summoning creatures (Klapaucius).
- Death scripts could fire multiple times if multiple statuses would
cause death (Grond).
- An exception was being thrown when trying to select a skill from
a subsequent page (Grond).
- When you had Weaving > 80 and were in a position to complete Hild's
quest, a Lua error prevented completion (Grond).
- Capped the amount of experience that could apply to the high score
value.
- The inexact search for the codex wasn't properly considering whether
the partial matches were identified items (Grond).
- Smithing now works on a single item instead of a stack (Grond).
- Selecting an item in the codex and then exiting the screen was
unintentionally selecting that item for any screen that had support
for using the codex (eat, evoke, etc) (Klapaucius).
- Colours no long shimmer when timewalking (Grond).
-
I decided to play another game of SoTW a few days ago. I actually found the ultra ending, which I now wonder how I ever missed.
I ended up discovering it by accident with a pretty weak character, thinking I was just in for some side quest. That was a surprise!
I later got to the end but really underestimated how beefy those final bosses were going to be, and got wrecked by the first of them in 2 hits.
It looks like my stats and armor were about half of what they were supposed to be based on some other posts here.
I'm gonna give it another shot, but dive deep into that infinite dungeon for better gear and stats this time.
I enjoyed exploring all of the new content. The codex was a good addition and it's descriptions were fun to read. I always wanted to know how some of the armors worked.
The world is also feeling more "full" now, particularly with Carcassia. Anyway, I took a few notes while playing. It's good to see a lot of the old bugs have been fixed.
I would post my character dump, but I forgot to get it before I died. Oh well, I will get it next time. Though in my opinion it should automatically save any victories.
v 1.1.2
(Notes)
1.It would be nice if the codex said what material each type of item is made of.
For example there is no way to tell with ethereal armor until you are already at the forge.
2.Some characters, like Scamander, give quests where you do something like kill uniques and then they give you a reward.
Sometimes though you already complete all of the requirements before meeting them for the first time.
It would be nice if they gave the mission info anyway or had unique dialogue explaining why they are rewarding you when this is the case.
3.The default key for the item codex 'c' is annoying because the 'C' chat function is used so often.
I kept mixing them up initially. I eventually just switched the key to be F5. Not a big deal, but I thought I would mention it.
4.The guidebook says Charisma effects if enemies are spawned initially hostile or not.
But if I recall correctly, you removed this function in an earlier update.
5.The key for the item codex is not listed on the keybinding screen yet.
6.I accidentally converted the altar in Isen Dun but nobody seemed to care or notice.
(Bugs)
1.Occasionally the doors in the dungeon get spawned in a big long line.
I also once saw a line of elven brandy spawned in a shop the same way. Don't know if these are related.
Really I don't know if the elven brandy was a glitch at all or just unlikely, but the doors are definitely not right.
2.I remapped the bestiary to KEY_F6. But using it does not work normally, with the game still accepting 'B'.
However when I use 'x' to look around, the game now accepts F6 for monster descriptions. Here it does not respond to 'B' anymore.
(Cosmetic)
1.Senators do not talk at all.
2.The steel helm description says "Steel, being harden than iron" instead of harder.
3.Small lumps of gold do not sell, even though they still appear to have value according to the lore.
Or is it that all the shop-keepers I have found are just not interested in them? I don't know.
-
Hi Troubler! Good to hear from you again. Sorry for the late reply - I was away on vacation the last couple of weeks, and didn't think to check.
These are great, and I've updated my suggestions file with a lot of these. I've already fixed a couple. The next version will have a few enhancements and fixes over the last, but is mostly for adding graphics support so that I can eventually add tileset support later on. But, I'll work on more of these in the release after that.
-
I'm pleased to announce the first (technically) graphical release of SotW. It should look like every other version, but it launches in a new window and uses SDL to render the output using a font spritesheet. This will allow me to work towards actual tileset support in future releases.
Note that curses support is still available - just switch a setting in swyrm.ini - and it'll always be available, as it's my own preference.
The other major change is that the game is now available on GitHub instead of Bitbucket. Atlassian ended support for Mercurial, and since that was the real reason for me to use the platform, I migrated from hg to git moved to GitHub, as there's no compelling reason to use Bitbucket anymore.
Other than that, there are a number of small improvements and bugfixes. Please report any issues you find - there have been some alpha builds that shook out a number of SDL issues, but I don't ever expect things are perfect. Thanks!
Release:
https://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-1.1.5.zip (https://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-1.1.5.zip)
Full changelog:
Shadow of the Wyrm v1.1.5 "Losy"
- Version declared August 11, 2019. Version finalized November 22, 2019.
- Vigarion, the undersea guardian, now generates with an amulet of the
sea (Grond).
- You can no longer inscribe when you are illiterate (TauReaver).
- The incorporeal damage message is now a little better - it no longer
implies that you should take damage, given that the damage might be
shrugged off (Grond).
- On maps where you cannot pray (e.g. Telari), you can now violate divine
laws with impunity (Grond).
- Spell damage is now also affected by the Magic skill, the school
associated with the spell, and the average of intelligence and
willpower.
- New option (confirmation_require_capitalization) to force capitalized
confirmation, for vi key players (Twelve).
- Items acquired by fishing now go directly to the player's inventory, with
a message indicating what was caught.
- Due to some SDL/curses differences, scrolls now show their read message
at the end.
- The item codex now includes material (Troubler).
- Migrated from hg to git and moved the project's repository from
Bitbucket to GitHub.
- Miscellaneous post-migration and gcc strictness fixes.
- Made some significant per-turn performance improvements.
- Initial graphical support using SDL. Right now, this imitates the curses
interface. Tileset support will come in a future release. SDL and
curses will always live side-by-side and curses will always be supported.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Various typos in the codex and guidebook, as well as formatting in
the in-game texts (Grond, Twelve, Troubler).
- Resting on the world map gave a "Resting." message before telling you
that you can't do that.
- Senators' speech text wasn't triggering (Troubler).
- Skinning a stack of corpses was removing the entire stack, rather than
reducing the quantity appropriately (Grond).
- Tile-specific messages weren't being shown properly when e.g. moving from
a particular map back to the world map (Grond).
-
Hi Troubler! Good to hear from you again. Sorry for the late reply - I was away on vacation the last couple of weeks, and didn't think to check.
These are great, and I've updated my suggestions file with a lot of these. I've already fixed a couple. The next version will have a few enhancements and fixes over the last, but is mostly for adding graphics support so that I can eventually add tileset support later on. But, I'll work on more of these in the release after that.
I've been pretty busy myself, and haven't had much time to play roguelikes.
I played some more before the update, but I forgot to post about it.
I died to some of the indescribable monsters of the infinite dungeon.
Those were pretty cool, I hope you do more with that idea.
If you go really deep in any dungeon, it can get pretty repetitive, so that kind of thing was a nice touch.
Speaking of that, I have never had a good reason to explore "cave" style dungeons, or others without items.
v 1.1.2
(Notes)
1.If you end up on a desert island, without a boat or anything, you wont be able to fish.
2.The golems guarding the treasury in Carcasa will open the door and attack you outside of it.
3.Ammo fills out your "max items" count very quickly. If you grab a bundle of 64 arrows for example, you wont be able to get much else.
(Bugs)
1.The first 3 values of a weapon (x,x,x) are ignored when stacking, and two weapons of the same kind will stack together and then share the same values.
(Cosmetic)
1.The Inn in Carcassa does not have beds.
-
Hi Troubler! Good to hear from you again. Sorry for the late reply - I was away on vacation the last couple of weeks, and didn't think to check.
These are great, and I've updated my suggestions file with a lot of these. I've already fixed a couple. The next version will have a few enhancements and fixes over the last, but is mostly for adding graphics support so that I can eventually add tileset support later on. But, I'll work on more of these in the release after that.
I've been pretty busy myself, and haven't had much time to play roguelikes.
I played some more before the update, but I forgot to post about it.
I died to some of the indescribable monsters of the infinite dungeon.
Those were pretty cool, I hope you do more with that idea.
If you go really deep in any dungeon, it can get pretty repetitive, so that kind of thing was a nice touch.
Speaking of that, I have never had a good reason to explore "cave" style dungeons, or others without items.
v 1.1.2
(Notes)
1.If you end up on a desert island, without a boat or anything, you wont be able to fish.
2.The golems guarding the treasury in Carcasa will open the door and attack you outside of it.
3.Ammo fills out your "max items" count very quickly. If you grab a bundle of 64 arrows for example, you wont be able to get much else.
(Bugs)
1.The first 3 values of a weapon (x,x,x) are ignored when stacking, and two weapons of the same kind will stack together and then share the same values.
(Cosmetic)
1.The Inn in Carcassa does not have beds.
Noted - thank you!
-
Quick patch release - there was an issue with the SDL code and nvidia cards that I've (hopefully) sorted out and fixed.
There's also a couple of small changes, including a Glow spell/scroll, which allows you to apply the Glow flag to items and therefore see them when blind.
-
The first release of 2020 is both a major release and a nothing release all at once: it adds hopefully full support for tilesets, but does not yet include a tileset. One of my major goals over the coming releases will be either the purchase or implementation of a tileset to bring SotW kicking and screaming into 1999. Curses will still always be supported (it's how I play).
The other big change is that SotW shouldn't eat CPU while idling in SDL mode, which it was doing before because I was repeatedly calling non-blocking SDL functions, which was very expensive. I've fixed that up, and made some other minor enhancements and fixes. The full list is below.
Shadow of the Wyrm v1.1.6 "Paganini"
- Version started November 27, 2019. Version finalized January 11, 2020.
- The inn in Carcassia now has a couple of beds (Troubler).
- You can no longer fix the turtle races by attacking two of them and letting
the third one win.
- Constructs, animals, birds, and jellies now start with 1 Intelligence, and
low intelligence creatures are now unable to open doors, not knowing how
they work.
- Added several new fonts in 16x24 in preparation for adding 16x24 sprites
later, as well as instructions on how to add font spritesheets.
- Initial weather implementation. Weather can be checked via the "T"ime/Date/
Weather command. High winds will cause colour changes for rivers, seas,
springs.
- Full spritesheet support, though no spritesheets yet. All creatures, tiles,
features, and various system-generated symbols (magical bolts/bursts, etc)
can now have their own sprites and colours.
- Performance improvements for SDL input handling (JoeMaro).
- The message buffer ('M') now maintains its original message colours when
displayed in-game (hapro). The character display ('@') does not, as it
mirrors what gets dumped to disk.
- Shopkeepers now actively dislike when you do cast spells/evoke wands
that might cause damage to the items in their shops.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Summoning traps could sometimes fail to summon creatures when the
triggering creature's level was much lower than the map's danger level.
- The new weather-shimmer code fixes an issue in previous versions with
shimmer colours whereby a tile or feature could "flicker" several times
before the player's next turn due to multiple redraws due to other
creatures' turns. There is now a symbol cache that gets cleared at the
start of the player's turn, and this cache is used to maintain consistent
tile colourings between turns, even when there are "random" colourings
due to weather, torchlight, etc (Grond).
- Weapons had a stacking bug where to-hit/damage/speed bonuses from the
parent Wearable class weren't being considered properly (Troubler).
-
Monthly version update for February! This version adds shops and beer halls to dungeons, makes unstoning potions more available (sometimes they're hidden in clay pots), adds a lot of updates to automove in consultation with the community, and has lots of other fixes and improvements.
Here's the full list:
Shadow of the Wyrm v1.1.7 "Boccherini"
- Version declared January 11, 2020. Version finalized February 16, 2020.
- Teleporting is now disallowed in Telari and Zaeda's Tower (fiamma).
- The masters of the high tower now have an assortment of spells (fiamma).
- Nobles no longer start with scribing, which was useless to them as they could
not cast any magic. Instead, they are better at short and long blades, at
whips, and also start with a leather whip for keeping the peasants in line
(NoCreativeNames).
- Shops can now appear in dungeons.
- Dungeons can now have beer halls. These contain a lot of booze and
sometimes a few restorative-type potions as well.
- Beer halls may also be generated the public and low-income residential
sectors of Carcassia.
- Booze symbol colours have been tweaked to be more colourful.
- Unstoning potions can now occasionally be found when breaking clay pots.
- Holy damage from spells can now curse items on the ground.
- Arcane damage from spells has a chance either to destroy items on the
affected tile, or to enchant them.
- Destroying or em-baddening items in a shop will now generate shopkeeper
wrath.
- Automove remembers items. The first time you move over an item, you'll
stop. Subsequent auto-movement over that item won't halt unless there is
another, new item there (Avagart).
- Automove should now also stop at (natural, anyway) intersections in
dungeons, sewers, etc. It also aborts before any movement that
would require a prompt (Grond).
- More name combinations.
- Shrine creatures have been buffed a bit:
- Extra damage: golgothan.
- Piercing damage: archangel, divine avenger, shadow wyrm.
- Spells: archangel, divine avenger, dragon, shrine hag.
- Extra status effects/bonuses: unicorn, black unicorn, spectral emperor,
titan, mist wraith.
- Speed boost: avernal bat, mist wraith.
- New spells/spellbooks: stun bolt (Mystic).
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Weather colouring wasn't respecting time-of-day overrides (Grond).
- Falling damage wouldn't actually kill you when your current HP exceeded
your max.
- Bestiary wasn't showing via 'B' (Jay Ferro).
- Various typos (Jay Ferro, others).
- Automove wasn't properly terminating without digging (naughtyusername).
- The dungeon room-connecting code was digging as it should, but wasn't
transferring any existing items as it went.
- Every time the FeatureGenerator was called to create a barrel, a bed
was produced instead.
- Scribing and wandcraft weren't checking whether the Nine were still
present when creating a scroll/wand with a divine spell (Grond).
-
******SPRITES RELEASE!******
Shadow of the Wyrm v1.2.0 "Rodrigo"
- Version declared February 16, 2020. Version finalized June 20, 2020.
- 1-bit sprite set now the default display mode.
- Reflective beams such as lightning now bounce differently - they should
look more "connected" when looking at the output of diagonal beams.
- Failing to learn a spell, or reading a spellbook for an unfamiliar magic,
now annotates the item as (tried). (Grond)
- Mountain tiles now block line of sight.
- F9 can be used to switch between a number of predefined colour palettes
in SDL mode.
- F10 can be used to switch between tiles and ascii when using SDL (IceBox).
- F12 now also reloads existing texture references.
- Celeste, Aurelion, The Lady, and Vedere now dislike skinning humanoids
(hbholland).
- Aeschburh now has a chaotic altar in the centre, courtesy of the new
inhabitants.
- Shimmering clouds are now spirits, so they won't leave corpses and
can move through walls.
- Snakeling sharpshooters now use crossbows.
- The mortuary in the character details now notes your first kill.
- The tombs at Wintersea are a bit more populated.
- Changed the symbol for each of the Nine.
- The help screen is now available on startup (YARD).
- Sages now start with a little skill in Rods and Staves (YARD).
- You can now use the escape key on user prompts (YARD).
- Emperor's guard and Carcassian guards have now flipped colours (YARD).
- Poison now stays in your body for less time.
- Dual wield now adds some damage to the secondary weapon.
- It's now possible to quaff items off the ground, similar to what's done
for eating.
- There are no longer any racial deity restrictions: any race can select any
deity.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- In the skill screen, selecting Lore would erroneously describe it as
unimplemented.
- Inscriptions were broken in SDL.
- Creatures could start with more weight than they could carry, would be
overburdened, and couldn't shed the weight on the world map. The player's
strength is now adjusted upward when the game starts until the player
is no longer burdened.
- Gamblers and gnomish sailors were missing bestiary descriptions (YARD).
-
After the big sprites release a month ago, I'm releasing 1.2.1, which is some quality-of-life updates and a few other changes. Probably the most notable is that Beastmastery is now implemented. Beastmastery will allow you to tame various creatures (though not humanoids, divine, or demons) and get experience equivalent to if you had killed them.
https://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-1.2.1.zip
Shadow of the Wyrm v1.2.1 "Lully"
- Version declared June 21, 2020. Version finalized July 17, 2017.
- More name combinations.
- Paging now "wraps around" - going back on page 1 takes you to the last page,
and forward on the last page goes to page 1 (yarpblat).
- Page up/down now work for paging through screens (yarpblat).
- Literacy now helps you get additional spell castings.
- The numpad enter key is now recognized.
- In addition to healing you, fairy spirits increase your max HP and AP by 1.
- Springs can also generate magical spirits, who grant some castings in a pair
of randomly-determined spells.
- You can now name places on the world map via 'N', the same way you'd
do inscriptions on other maps.
- Villages now have an extra description to indicate its predominant race.
- Monster traps are now cyan instead of bold green to differentiate them
visually from teleport traps.
- Corpses now also leave a small amount of resistance to the dead creature's
damage type, as long as it's not physical (slash/pierce/pound).
- Beastmastery is now implemented, allowing you to tame many (but not all)
types of creatures. Tamed creatures give experience as if killed, and
grant no experience if later killed. The amount of experience depends
on your Beastmastery score.
- New trap type: cursing (curses equipment).
- New conduct, pacifist, broken when you kill another creature.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Trying to automove while affected by poison or stoning displayed a message
differently than other conditions that stopped automove (yarpblat).
- Trap triggers were still using only ASCII - set these to use a variety of
existing and new sprites.
-
Almost two months since the last release! There's a little more heft in here than the usual monthly releases - creature AI is improved (creatures can pick up and use weapons, wands, armour, etc, appropriately), you can use ivory to acquire hirelings that will follow and fight for you, and Leadership both allows you to get progressively more experience for your followers' kills, and also makes their attacks more powerful.
I'm hopeful this will open the game up to new kinds of strategies and playstyles!
https://www.shadowofthewyrm.org/downloads.html
Full details:
Shadow of the Wyrm v1.2.2 "Borrono"
- Version declared July 17, 2020. Version finalized September 12, 2020.
- More name combinations.
- Added support for curses-only configurations in both Visual Studio and in
the premake configurations. These exclude SDL when building, resulting in a
smaller, asset-less build that has no dependencies on SDL (Larzid).
- NPCs may now pick up items if they consider them "good". This depends on
the item type, but in general, NPCs avoid cursed and autocursing items.
- NPCs can now evoke wands, equip weapons and ammunition, and wear rings and
amulets. They can also pick up and wear armour.
- Nobles now start with a higher starting leadership value (40).
- The Music skill now gives experience for pacification, like Beastmastery,
and sets the no-exp flag.
- Pacified/Tamed are now displayed when examining a creature.
- Pacification still works on many creatures, but not constructs, undead,
or the divine.
- There is now a narrative_mode setting in swyrm.ini that restores you to full
health and removes negative statuses at death, allowing you to play for as
long as you want.
- You can now give 'o'rders to your followers, and they'll follow you between
maps if adjacent to you when you left the previous. Your followers will get
a bonus to their attack damage based on your Leadership skill, as long as
you're in their line of sight.
- When NPCs gain levels, they now get extra HP, AP, and damage dice in line
with the progression used in the game data.
- Starting location is now included in the synopsis on the naming screen.
- Hirelings can now be found in a few fixed areas (Isen Dun, Carcassia, Yew,
Gnordvar). Hirelings will follow you - for a fee - and can be ordered around
using the 'o'rder command. They have an enchanted set of initial equipment,
and have improved versions of their initial race and class skills.
- The quit message now references that the game won't be saved (Echo38).
- Villages can have orchards as well as vegetable gardens.
- When unstacking wands after use, the new wand now goes to the front of
the inventory (Echo38).
- Added a bit more heat resistance to Forger, toned down Goblincrusher's
damage a touch.
- The ranged animation is now a little faster (Grond).
- Wands now show the total as well as the current charges, which makes it much
more clear why they don't stack (Echo38).
- Merchants now start with full knowledge of the game's items.
- Pilgrims now start off with 100 Lore, meaning they will always know an
item's B/U/C status.
- Tradesmen are now bold red.
- New poem fragment for the title screen.
- Now that creatures can put on armour, created a new, common weapon (whisper-
thin dagger) that is slightly better than a normal dagger, and has the
piercing flag set.
- Added info on updating the sprites to howdoi.txt
- Max score is now 100000000.
- Reworked the code around applying status identifiers. This is more
sophisticated and can now have multiples of the same status in effect at
once (eg, poisoned by creature/spell, wearing a poison ring) and the game
will correctly undoing the status only when 0 instances of that status
remain in the set of active modifiers. Undoing eg the creature's poison
won't undo the permanent poison associated with the ring (until that's
taken off), and so on.
- The character synopsis now shows modifiers, which are time-based effects that
modify stats or apply statuses. These can include spells, statuses applied by
creature attacks, and those added by wearing certain pieces of equipment.
- Urchins now start with a sling and a handful of stones.
- Stanzas for "Tel and Floridel".
- New items: narcotic amulet (speed penalty, a little soak), voiceless amulet
(mutes the wearer).
- Bug fixes:
- When evoking a stack of wands, the new wand had the old stack size set,
effectively creating a way of duplicating wands.
- Animations (for spells, wands, etc) could be drawn offscreen even if none
of the tiles were in the player's FOV.
- The "seen for automove" flag wasn't being set on initial items, so
there were issues when comparing items and multiple stacks would form
when they shouldn't have.
- The free hidden actions counter could get out of whack. Capped that so
the player couldn't get lots of free actions while safely hidden (Grond).
- Drinking potions off the ground was buggy (Echo38).
- The examine command was giving too much information when the player was
blind.
- The unarmed combat improvement message wasn't firing properly (Grond).
- Various typos in the bestiary and "Tel and Floridel" (Echo38).
- The messages for special in-game days were broken (Grond).
- When plazas were generated, fountains could be generated on wall tiles
(Grond).
- Entering an invalid pickup quantity was causing the turn to advance
(Echo38).
-
Small usability note:
When you are immobilized, and hostile creatures are in sight, there is no easy way to waste time. Trying to move doesn't take a turn, so I resorted to dropping an item, picking it up, dropping it again, etc.
Odd message:
When you use 'a'pply to disable a trap you get the message "You are standing too far away to apply that" and it doesn't tell you whether you succeed in disabling the trap or not. At least I assume 'a'pply is supposed to be able to disable traps? Because it disables traps. :P
-
Hi Paul,
's'earch is the best way to burn turns in this situation.
'a'pply doesn't really disable traps as such - but it does apply (triggers) them. the trap might then eventually be depleted due to lack of uses.
-
Big release! In terms of number of changes, that is. Lots and lots of bug fixes and small improvements make this version a little bit better than the last one in a lot of ways.
Download: https://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-1.2.4.zip (https://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-1.2.4.zip)
Shadow of the Wyrm v1.2.4 "Britten"
- Version declared September 12, 2020. Version finalized November 1, 2020.
- The pickup code is more restrictive, and now only fires for humanoids
(Josh Engdahl).
- Evergreen trees now have their own unique sprite.
- You can no longer find hiding places while blind (Josh Engdahl).
- Races can now be defined to have an increased chance to generate packs of
creatures.
- Corpses are worth a little more piety; ivory is worth a lot more.
- There's now a pair of warning signs outside the treasury.
- Various code updates to make items stack in a more intuitive way, creating
fewer stacks overall.
- Draining and ethereal damage flags now have a greater chance to fire - 30%
and 70%, respectively (was 20 and 20).
- Insects now generate with 1 Intelligence to prevent them from being able to
open doors (Josh Engdahl).
- Effects now broadcast properly when applied to NPCs.
- Ancient Beasts now show up as "Unknown" difficulty, regardless of their
level.
- Crumbling spells/digging wands will now crumble items and tile features
in their path as well, so long as they're made of marble or stone. The
Nine won't like you destroying their altars this way, though.
- Praying when you've got a cursed, status-bearing item (e.g. voiceless
amulet) might now cause your deity to uncurse your equipment (Vestphiliac).
- Flying now adds some evade as well.
- The food/hunger counter now has a (very large) cap, instead of just max int.
- The item codex is now available on tile selection (YARD).
- NPC AI improvements.
- Kicking an open door now causes it to slam shut.
- Version info now includes the build date to easily distinguish different
builds with the same build number (e.g. prerelease builds).
- Hirelings now all start with boats (Blue).
- It's now clearer when something can't be pacified, and the musical failure
message now only triggers when you fail to pacify any pacifiable creatures.
- The usage string for ivory pieces has been tweaked to work better with
enchantments (Grond).
- You can now swim a little longer, and the damage that's dealt after you're
exhausted is now reduced by the Swimming skill.
- Cancelling a spell via an invalid direction no longer advances the turn
(Josh Engdahl).
- Stanzas for "Tel and Floridel".
- New items: uncursing potion.
- Bug fixes:
- Custom underground maps (Siriath's level, etc) didn't set the terrain
type appropriately.
- The ordering of messages around kicking, especially when dealing with a
tile with a hidden trap, was off (Josh Engdahl).
- Thief titles were missing (Red).
- Singing had a couple of missing messages (Josh Engdahl).
- Freshwater tiles such as rivers were still being listed as "dangerous"
in winter, despite being frozen and therefore passable.
- The time of day LOS code was incorrectly firing when not on an overworld
map (Josh Engdahl).
- One of the areas in Carcassia A1 could generate over the road.
- Leviathans were incorrectly appearing in dungeons (Josh Engdahl).
- When moving between maps, followers could vanish when there were other
creatures present (various).
- Various bestiary/codex/manual typos and improvements (various)
- When tiles/maps had preset items to be generated, this property wasn't
being cleared properly after generation, causing duplication (Josh
Engdahl).
- Stopped randomizing Intelligence when generated at 1 so that golems and
other unintelligent creatures can no longer figure out how to work doors.
- Bargaining was showing an "unimplemented" message when selected on the
skills screen (Josh Engdahl).
- NPCs will no longer pick up items while blind.
- Trying to view the codex when there are no items caused a crash.
- Draining, ethereal, and explosive attacks were grammatically weird when
a stunned creature attacked themselves (Josh Engdahl).
- Hirelings were very enthusiastic about following your orders to attack,
to the point of attacking you to get at the creature they're supposed to
be killing (Josh Engdahl).
- Seafarers' titles weren't properly defined (Josh Engdahl).
- Cypress trees were incorrectly defined as deciduous (Josh Engdahl).
- Bestiary/codex typos (various).
- Melura's stats option text wasn't displaying properly (Josh Engdahl),
and her chat script was also not gracefully handling garbage input or
offering 0 ivory.
- Blindness wasn't properly restricting NPCs' FOV maps (Josh Engdahl).
- Ancient Beasts can get random damage flags when they're generated, but
this was including chaotic, which would shift the damage type around,
and was confusing for very damage-specific type creatures (Josh
Engdahl).
- Esc-ing out of inscription no longer advances the turn (Josh Engdahl).
- The change to make mountains visually blocking was causing it to be
unable to move on to them. Separated out visually-blocking from
movement-blocking.
- Some digging strings weren't defined and were showing the default value
(Josh Engdahl).
- Gildi's cloak was missing lightning resistance (Josh Engdahl).
- Special creature statuses (such as avernal bats: flying) weren't being
properly applied at creature creation.
- Deities were angered when throwing beneficial potions (Josh Engdahl).
- Bazaars weren't generating correctly on scrublands (various).
- On the equipment screen, using the codex was improperly advancing the
turn (Josh Engdahl).
-
Monthly release time! This version has a bunch of quality of life changes, and some minor content changes. You can now pick up or drop all items within the inventory menu, allowing finer grained control when working with those actions. Finally, you can pick up e.g. all the scrolls on the ground, or drop all the weapons you're holding. Inventory management should be quicker and easier. As well, corpses now weigh a more reasonable amount, based on the creature; walled settlements have guards and barracks (and the walls can now be earth as well as stone); and much more!
Shadow of the Wyrm v1.2.5 "Arnold"
- Version declared November 1, 2020. Version finalized December 13, 2020.
- Rocs now have the "flying" flag (Josh Engdahl).
- More name combinations.
- When doing the Carcassia start, you now start on it instead of 1n (Grond).
- Hamlets have a chance to generate with earthen (sod) buildings.
- The glow effect now properly combines the glowing item(s) into similar
stacks in the inventory (Josh Engdahl).
- Weaving was previously doing its free enchant "in one shot", leading to
items that are weighted in the extreme: all soak, all evade, etc. Updated
this so that it goes point-by-point, creating more diverse items, and also
updated it so that there is a small chance per enchant to apply a brand.
- Whiteflower is a little more common, and there is some guaranteed in Isen
Dun.
- An individual jelly is now properly referred to as "itself" rather than
"himself", as they are sexless (Josh Engdahl). Race-based flags have also
been set for insects, constructs, and plants, not all of which are actually
asexual, but for which "himself"/"herself" feels awkward.
- Woven items will now start off a little more powerful (2-4 EV, 1-2 SK) even
before the free enchantments are applied.
- Instead of robes, the body-slot woven item is now wayfarer clothes, and you
can weave for the head slot (cap) as well.
- Rarer, healing herbs can now generate naturally in fields, though with a
very low probability.
- Updates to the premake script to fix postbuild steps when run with premake 5
(Larzid).
- Traps will no longer generate in random shops.
- Auto-identification on equip is no longer restricted to wearables (Josh
Engdahl).
- You can now use '~' to list your unpaid items in the inventory view (Josh
Engdahl).
- When picking up/dropping items, you can now use '*' in the inventory screen
to select all the items in the current view and pick them up or drop them
all at once.
- Created a new colourblind-friendly SDL palette (CB Reader) based on Paul
Tol's work at https://personal.sron.nl/~pault/
- A settlement's walls can now be made of earth as well as rock.
- Walled settlements generate a barracks in one of the corners of the town.
- Walled settlement barracks generate a few mobile guards, and a few sentries
are now placed along the walls.
- Races now have a reasonable default size, with support on the creature
definitions to override this. Previously most corpses were 100 lbs. (the
default for size medium) and there should be more variety now (Josh Engdahl).
- Level has been added to the bestiary, as well as the creature's name, when
that's been defined (shopkeepers, hirelings, etc).
- Signposts no longer block.
- Spellbooks are now heavier (5 lbs - they were always meant to be big and
tome-like). The Magic skill can now be used to incinerate spellbooks and
absorb the AP, though this always has a chance to backfire and cause a bit
of damage. The amount of damage, and the chance to backfire, increases with
the number of spellbooks you're trying to incinerate at once.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- The spellcasting message wasn't properly displaying "something" when an
NPC cast a spell, you were blind, and it was adjacent (Josh Engdahl).
- when kicking a creature, knockback was prevented into dangerous tiles
because the game was querying the NPC for permission.
- NPC spellcasting for attack spells could cause a crash when the caster
was blinded (Josh Engdahl).
- Quislings' chat text was written, but not set in the game configuration.
- Guardsmen were explicitly gender-neutral in their description but called
"guardsman"/"guardsmen"; an instance is now simply a "guard". Previously
they were always human, and can now be any playable race.
- An invalid action selection in the Order screen was advancing the turn
(Josh Engdahl).
- Pegasus was missing flying.
- The game could lose track of creatures in a map's internal set of
locations, leading to issues like duplication, non-removal, etc (various).
- Applying traps while adjacent would eventually disarm them (Larzid).
- A couple of characters still referenced "Hrothgar" in their chat text.
- Typo fixes in bestiary/codex/manual (various).
-
Pleased to announce the latest version of SotW!
There is a lot of cleanup this release - around the Linux build processes and the code itself (world generation should be faster, and the game might feel a little bit faster, too).
There are also adventurers! Squishy level 1 NPCs, who, unlike hirelings, will happily join you for free. These appear in a number of fixed locations, and can also appear in dungeons and the wilderness. With the increased amount of adventurers in the world, there are now a couple of questlines (one in Isen Dun, and one in Carcassia, for now) that require groups of people. You can work with either adventurers or hirelings, but you'll definitely need a group.
There are also taverns, which can generate either in Carcassia or in the random villages you find throughout the world. These will often have adventurers as well, because what fantasy world isn't complete without an alehouse you can meet adventuring companions at?
Full list of changes:
Shadow of the Wyrm v1.2.8 "Holborne"
- Version declared December 13, 2020. Version finalized February 20, 2021.
- Cleaned up some issues around the Linux premake build file (Larzid).
- When using the codex in the inventory, the inventory page is remembered
on exit, rather than returning to the first page (Josh Engdahl).
- Cathedrals can now have libraries generated behind the priest's quarters,
and generally feel less empty (more features in various places).
- Libraries can now appear in the Carcassia religious district.
- Toned down the number of potions available via barrels.
- NPC adventurers are now available around the world (e.g. in the inn in
Carcassia, at Wintersea Keep) and will join you for free. They are squishy
and have just the base equipment for their race and class, so they may take
some care to keep alive.
- Drunks and bartenders can now be any race (as they're now considered
townfolk).
- Taverns can now be generated in Carcassia (in the north-east sector)
as well as in random settlements. Each tavern is likely to have at least
one adventurer looking to form a party.
- Updated the comments in the Lua premake file based on some feedback
(Ezequiel Birman).
- Isen Dun now has a sea-captain on the east pier who can give quests to
adventuring parties.
- Added Acey, in the Carcassia thieves guild, who offers quests to
adventuring parties.
- Guards are now vigilant for stolen and contraband goods, and will attack you
if they see any.
- Certain classes can now start with animal followers (think of them as pets,
familiars, etc). Currently, rovers start with a falcon or boar, shepherds
start with a sheep, and witchlings and wizards start out with a cat, owl,
or xither.
- Adventurers and hirelings of these classes should have their own pets
generated. Happily, these will not try to kill you.
- Deities may now grant a divine companion. You will need high piety for
this to happen, and be not generally afflicted by anything else.
- Shopkeepers can be generated from any of the user-playable races.
- Creatures previously breathed either water or air - there is now a
breathe-all option, and this is set when praying for a companion, so you
can take them anywhere.
- Performance improvements to world generation and other areas.
- New creatures: adventurer, sea captain, gnomish seatrader, Acey, Snakes,
Koris, Balabin, Carcassian blackknife, owl, cat, sheep.
- New items: ivory tusks, stolen goods, powdered snowcap, fake snowcap,
forged documents, alabaster key.
- New spells: paralyze (Mystic).
- Stanzas for "Tel and Floridel".
- Bug fixes:
- When a cathedral had stairs to the crypt, the player was being placed
on those steps after entering the map (Josh Engdahl).
- Fixed issues with crypt generation in cathedrals.
- The game was using the view map (a subset of the full map) for determining
NPC actions, which was cheating, because this wasn't taking into account
things like line of sight.
- If you had items made from skins, but no actual skins, applying a tannery
was giving an empty inventory screen instead of the usual no-skins
message.
-
Well, I have a question about the religion skill. I've leveled it to 100 in a human shephard playthough, but never really noticed any changes So what does it do, exactly? Furthermore, is there any way to build it besides spending skill points on it?
-
In situations where you lose piety, a high Religion score lets you lose less. In situations where you'd gain it (e.g. having very low piety - piety slowly regenerates to a base level) you gain more.
There's no way to train it outside of using skill points right now.
-
Pleased to announce v1.3.0 is now released. This version adds names for settlements, range to some melee weapons, as well as quests, bug fixes, a resizable display when using SDL, and more! Full list of changes:
Shadow of the Wyrm v1.3.0 "Kapsberger"
- Version declared February 20, 2021. Version finalized April 23, 2021.
- Settlements are now named during world generation.
- Cloak of Shadows now adds a little evade and soak as well as the Shadow
resistance, making it more useful as a general-purpose buff.
- Items generated for the player (via NPCs, quest rewards, and so on) are
now prevented from having cursed status (Mythrrinthael).
- The tick message for stoning is now displayed in red, to be more visible
against other messages (Poser Destroyer).
- Dropping items in water now generates a "Splash!" message.
- The hireling and adventurer generation functions have been updated so that
optional race and class IDs can be specified. A random value will be chosen
for each if not specified or if the ID is bad.
- Additional name combinations.
- Defined a new "meat" material type, and named the wood one "wood/plant".
- A number of locations now have advisor NPCs. Set a group quest for the
advisor in Isen Dun.
- Drinking a large quantity of alcohol at once can now inflict immediate
poison status.
- Certain items (wildflowers) metabolize alcohol, for reasons not fully
understood. Eating these metabolizes a portion of the unabsorbed alcohol
in your system and can help sober you up.
- Weapons now have an associated melee range. Typically 1, this can also be 2
(spears, greatswords, great axes) or 3 (whips). This will let you attack
creatures to up to x distance away in a straight line. Range information is
shown in the item codex. Range is only considered for the primary melee
weapon (KikuMorgana).
- The display can now be resized, and should scale to larger sizes nicely.
It will stretch the sprites so things may not look perfect; there's also
a setting in swyrm.ini allowing for integer scaling, which allows for
cleaner scaling but will letterbox the game until it reaches a new integer
multiple of 1280x600 (ACID GRIND).
- Created display_sdl_window_size to allow setting the window size at
startup. When this isn't set, the window size will be created based on
the size of the sprites.
- New creatures: advisor.
- New items: Isen Dun whisky, bread, flower bread, dwarven amulet "Protector".
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Cats shouldn't have been aggressive by default (YARD).
- Scroll-stacking issues (Mythrrinthael).
- Cyrillic text wasn't working in SDL when bitmapped fonts were placing
the characters > 127 (Meklon2007).
-
Minor release with various fixes, but there are some crafting updates (kilns, which let you bake pots, shot, or even make fire and shadow bombs); mechanical changes (tanning's bonus calcs are less confusing/more linear); and some hidden stuff that's there if you want it (screens for selecting hair and eye colour, which are off by default).
https://www.shadowofthewyrm.org/downloads.html (https://www.shadowofthewyrm.org/downloads.html)
Shadow of the Wyrm v1.3.2 "del Liuto"
- Version declared April 23, 2021. Version finalized June 13, 2021.
- Default hair and eye colour can now be set in swyrm.ini, as well as an
option that brings up a menu for each, in case you want to select these
values for each character (Echo38).
- Damage messages will now be displayed in red when you are criticalled and
take damage, when you take >= 20% of your max HP, or when your HP falls
below 40% of the maximum. Each of these settings can be configured in
swyrm.ini.
- Knockback has been expanded from being possible only on kicks, to
potentially firing on regular melee attacks when the size differential
between the attacker and attacked is great enough.
- Knockback has a chance to apply the stun and exposed statuses.
- When attacking an adjacent creature with a regular attack, there is now
a chance, based on the unarmed combat skill, to get an additional, free
kick attack.
- More name and settlement name combinations.
- Primordial creatures (those dealing shadow damage or knowing primordial
spells) have a chance to leave primordial essence when they die. This can
be used as a projectile on its own, or in the manufacturing of shadow
bombs.
- Tagged Urlac's robes/staff on generation. Now when doing a specific quest,
those specific items will be removed from the player.
- You can now dig up clay along riverbeds. Clay also occasionally appears
when you dig on regular ground, and is more likely to appear near other
clay deposits.
- Added kilns, which can be used to create clay pots and shot, as well as
fire and shadow bombs, if you have the right components.
- To be in line with kiln behaviours around item components, forges, jeweler
workbenches, wheels and looms, etc., will no longer prompt you for the
component (ingots, whiteflower, etc) when there is only one available in
the inventory. Pulpers will still prompt because selecting the item
destroys it, and the player needs an option to cancel out.
- Tanning bonus have been simplified, and are now based on a min/max
range that varies with the tanning and crafting skills.
- You can now create whips at tanneries.
- A couple of the houses near the water in Isen Dun now have a shared flower
garden, with a shovel left out for their use.
- New material type (clay). Clay pots, fire bombs, and shadow bombs are now
made of clay.
- New creatures: potter.
- New features: kiln.
- New items: raw clay, clay shot, wisp of primordial essence.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- The danger level of wilderness tiles was always intended to scale the
further you got from your starting location, but due to a casting bug,
the danger was always being defaulted to 1 instead (Echo38).
- The value of the saved ASCII mode setting wasn't being properly set
after loading a saved game, reverting things back to whatever the
system default was.
- Mono colour settings weren't working properly in the SDL display.
- Issues with stacking due to value increasing for item types that don't
actually improve with enchanting (potions, scrolls) (인수태).
- Stream generation occasionally wouldn't work correctly, as it would start
beyond the edge of the map.
- Brightblade didn't have reach 2, as it should have (Grond).
- Various typos in the codex/bestiary.
-
From a user perspective, this release is mostly bugfixes. Most of the features this release are around making SotW behave better on multi-user systems, with an eye on tournament play:
- configurable settings for various directories
- more info in character dumps to allow DCSS-like stats (username, death details), if someone wanted to write stats-type scripts
- setting for automatic character dumps at death
- per-user swyrm.ini that gets merged with the game's copy when starting the game
- settings that can be set in the system copy of swyrm.ini and can't be overridden by the user, for cheating-type reasons
- user savefiles and user-initiated char dumps (ie, not the automatic ones at death) are now saved to the user's home directory
Full list of changes:
Shadow of the Wyrm v1.3.3 "de Sarlat"
- Version declared June 13, 2021. Version finalized July 14, 2021.
- The log file location can now be configured via log_dir and will give the
player an error if there are problems writing to that location (Larzid).
- The location for savefiles and char dumps has been updated. Instead of
being in the main game directory, this now defaults to .sotw under the
user's home directory. This can be reconfigured via a new setting,
userdata_dir (Larzid).
- Added the setting use_default_name to allow you to bypass name selection
and use the default/generated value, based on the default_name setting.
- Changes to character dumps:
- The character dump command now displays the directory to which the file
was written.
- Dumps now contain the user's username.
- There is now a setting to always take system character dumps when the
game ends. These are stored to a directory specified by syschardump_dir
and are intended to be used for stats, etc. on multi-user systems.
- Character dumps taken after death now record what killed you, and where,
and at what depth.
- Added a new setting to disallow score generation for a character when
either narrative mode is set, or the Lua console has been used. This
setting (_disallow_score_on_exploration) is off by default, and is intended
for use on multiuser systems and in tournaments to enforce fairness.
- Each game's total playing time is now tracked and available in the
character dump.
- Your status as Holy Champion/Fallen Champion is now displayed in the
Memberships section of the character dump.
- New name and settlement name combinations.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- When automelee was off, the player was being prompted when NPCs were
attacking at range (Echo38).
- Digging gave a weird message when you used it over another creature
(Echo38).
- Hide whips weren't being suppressed during regular item generation (Red).
- Petrification wouldn't kill you when your current HP was greater than the
max value.
- Fireball traps were leaving fire bombs, when these had item destruction
percentages that should've prevented that (Echo38).
-
Here's a question for you all: as I work on 1.3.5 (or whatever number the next version ends up being), I'm adding fullscreen mode. What are your expectations for a roguelike? Would you expect windowed SotW to be the default, or fullscreen?
-
I wasn't planning to take so long to release, but a number of factors combined to make this a large release the size of a small release. There are some niceties for playing on multiuser systems, improved pickup logic, and a number of other features, but the biggest change is probably that deities now have likes (not just dislikes). That's right! You can now please your deities passively, generating piety for yourself without actually having to haul the corpses of your enemies to the nearest aligned altar!
As usual, there are lots of bug fixes as well, including some fun ones that have been around since the very earliest versions (close misses never worked!). Enjoy.
Shadow of the Wyrm v1.3.6 "Valderrabano"
- Version declared July 14, 2021. Version finalized October 19, 2021.
- A copy of swyrm.ini is now created in the user's .sotw directory, with some
hints on how to get started with overriding settings.
- New swyrm.ini setting (display_sdl_window_mode) to allow the SDL display to
be either windowed (default) or fullscreen.
- NPCs that start with spells now start with some skill in those categories,
plus Magic if the spell isn't Cantrips, to allow the NPC to pick up and
read appropriate spellbooks.
- The spell Dig and digging wands are now range 5, rather than 4. Crumble is
still range 1, but now a ball rather than a directional spell.
- Dropping an item and refusing the shopkeeper's item now keeps the item in
your inventory (krwak).
- Pickup all/pickup/autopickup now smartly pick up the right number of items.
If the stack is too large, the maximum quantity of items is selected (Sean
McKeague).
- You can now occasionally stumble across the corpse of a hapless adventurer.
- Artifact weapons are now more effective at inflicting status effects,
giving a minimum bonus even if not explicitly specified in the game
configuration.
- Shops are closed for business at night. More generally, the game now supports
night-time chat text and chat scripts.
- Deities now have likes as well as disikes. Doing something a deity likes
will grant a small amount of piety if you follow them. This allows you to
gain piety passively, rather than having to camp out at an altar and
sacrifice repeatedly (though this can still be done to supplement your
piety as needed!).
- Burying remains (corpses, skeletons, etc) removes the remains and may give
piety depending on what you're burying and your active deity.
- The three good deities will give you piety when you heal your companions.
- The evil deities enjoy cruelty, and attacking friendly creatures will make
your god happy if you follow Shiver, Urgoth, or Sceadugenga.
- Additionally, Sceadugenga rewards cannibalism, desecration, and
graverobbing.
- Aurelion and Celeste both like smiting. Celeste likes it when her followers
learn spells, and Aurelion likes stunning.
- Urgoth likes stunning, and revels when his followers rage.
- Vedere enjoys the planting of seeds.
- Voros likes inflicting blinding.
- The Lady smiles on pacification via Beastmastery and Music.
- Shiver enjoys bloodletting, learning spells, and inflicting slowness.
- The Trickster likes sneak attacks and learning spells.
- Shiver's artifact list has been pared down, and the weapons are now only
daggers and staves.
- Dungeons can now have orchards and vegetation rooms.
- The guidebook now includes information on how to read the equipment screen,
as well as detailing what each of the damage flags does (krwak).
- Settlements now have signs at the perimeter with their names.
- Added vegetable gardens to Isen Dun, Gnordvar, Yew.
- Dwarves now start with a very small Smithing value, and smiths much more.
- Settlements can now have pens with sheep or chicken.
- World generation can now specify hermitages on certain types of terrain,
where a hermit either lives, or used to.
- World generation can also place storehouses, where large quantities of food
are kept for long-term storage, as well as cottages, where witchlings
retreat to live in peace, and welcome friendly visitors.
- Witchlings (and sages, who also learn primordial spells) now form their own
association, which other characters can automatically join by learning
primordial spells.
- Creatures who worship a particular deity and share that deity with you will
no longer be hostile.
- When deities summon creatures around you, their deity ID now reflects who
summoned them.
- Enchanting and glowing now start on the equipment screen, allowing you to
selected equipped items as well as inventory items (Paul Blay).
- Added the ability to set custom scripts for a particular creature in its
placement details, and added another scholar to the library at Atua-Elar to
prove this out.
- Multi-page chat speech is now available (split using "%") - the game will
split the text before displaying each page.
- More name/settlement name combos.
- Stanzas for "Tel and Floridel".
- New creatures: chicken, hermit, witchling.
- New features: fencing.
- New items: board with a nail in it.
- Bug fixes:
- Fixed a couple of cases where items would be added to a tile without
checking for stacking.
- Tree and weed species had an extra period at the end of their synopsis.
- There was a long-standing issue with gates not closing properly, or being
kickable.
- Special settlement features weren't being tracked properly and could be
partially overwritten on the map by other buildings and structures.
- Settlement generators are now better at placing new buildings and features
without colliding with previously placed structures.
- Bazaars were rarer than they should have been, due to a quirk in the world
generation algorithm. This has been refactored a bit, and things like
bazaars, hermitages, etc., should now be slightly more common.
- Fixed an issue with the current danger level and bazaar item generation.
- The creature generation algorithm could lead to empty areas in some
circumstances. Updated the algorithm so that when the creature list
is empty, the minimum danger level is halved, repeating until creatures
are generated or we hit danger level 1.
- Beastmastery anger was turning pets (RelicWraith).
- Hiding could be very difficult even if the only nearby creatures were
friendly/allied (RelicWraith).
- Pulsars were mapped to the wrong sprite.
- The logic around close misses was broken (and always had be), so now
periodically combat should generate "you barely miss <x>"-type messages.
-
This version has the usual assortment of small changes, but also some larger ones. These include:
- Weapon masteries - extra bonuses at 100 skill in a particular melee or ranged weapon
- Coastline generation on most world maps
- Skill details available from the selection/improvement menus, similar to item/creature descriptions
- Same for spells
Merry Christmas!
Shadow of the Wyrm v1.4.0 "Pisador"
- Version declared October 19, 2021. Version finalized December 24, 2021.
- The display is now centered on the monitor when started in SDL windowed mode.
- Via swyrm.ini, you can now select the display the game should start on
in SDL (Larzid).
- Maps will now usually generate coastlines based on their placement on the
world map, and your placement will vary based on where the most land is at
the edge.
- Islets (tiny islands surrounded by sea in the cardinal directions) are now
generally uninhabited, and random creature generation on these is restricted
to the naturally-occurring races: birds, animals, insects, plants, jellies,
dragons.
- The Rage status now provides immunity to Intimidation.
- Total number of random items has been toned down.
- For spellcasters, spellbook generation is now biased so that unusable
spellbooks are much less likely to be generated (but will still be allowed
by the item generation algorithm). Spellbooks are generated as before for
non-spellcasters.
- Ancient beasts now have some variation in their evade and soak, based on
the current danger level.
- Updates to weapons when a creature has 100 skill in a particular weapon
skill:
- Axes give a chance at vorpal - half the chance as if the weapon had a
dedicated vorpal flag.
- Spears add piercing to all attacks
- Daggers give an extra 30% chance to sneak attack
- Bludgeons and exotic weapons give an increased chance to apply their
damage statuses
- Short and long blades help to deflect attacks, increasing evade
- Rods and staves get +1 range
- Unarmed attacks get a slight boost to their damage, and allow knockback
without explicitly kicking
- Whips get the same slight damage boost and have a chance to inflict
Exposed and Bloodied statuses
- Ranged weapons add an additional level/2 damage
- The chance to sneak attack based on Stealth has been improved from
<skill %>/10 to <skill %>/5.
- When deciding on a random movement direction, intelligent creatures will
look to move away from any threats they can't directly reach.
- Both skills and spells now have descriptions similar to those of creatures
and items. They can be accessed by using the associated capital letter
of a skill/spell on the respective screen.
- New name and settlement name combinations.
- Bug fixes:
- Pregenerated items weren't properly considering whether they'd persist
when placed on a particular tile (Gokajern).
- swyrm.ini gave incorrect instructions on how to set default_sex to prompt
the user to select their character's sex (RelicWraith).
- Weather conditions no longer cause water to shimmer underwater.
- Selecting 0 for a stack pickup size would duplicate the item into your
inventory (RelicWraith).
- When creatures were randomly placed in dungeons, if the creature couldn't
be placed due to eg a wall tile being selected, this would still count
against any maximums, with the effect that uniques could be generated,
not placed, and then you'd never see them.
- Damage messages could get displayed in an unintuitive ordering - this has
been fixed so the damage-related message comes first ("You slash..."),
followed by any knockback or status effect related messages.
- Shops could be generated over top of shops, leading to situations where
shopkeepers might not accept items of the types displayed in the shop,
or where two shopkeepers could be created (RelicWraith).
- The Arcane skill increment message wasn't working properly.
-
Hi, I enjoyed your game enough to create an account just to give feedback.
So far, have won once each with a Human Pugilist worshipping Urgoth for all 3 endings. Questions and comments so far:
1) Except for incorporeal enemies, I never seem to attract enemies before I can see them. Is this a case of "If I can't see you, you can't see me?"
2) Worshipping evil deities seem to come with too few drawbacks.
a)Their sole dislike is something that you practically have to commit on purpose
b)There's a certain named orge on a certain island on the west side of the world that's always generated friendly, which I think is due to us sharing the same diety. This gives me impunity to slaughter his comrades before I need to focus on him.
c) I can attack and slaughter hirelings for their enchanted gear, and not only not get penalised, I even gain piety for it.
3) Wouldn't it be more intuitive to have base speed be 100?
4) The gods seem to be all melee. They do hit hard, but when you are a pugilist who's been boosted by the Smith, you hit back harder, and you end up being more afraid of their spellcasting goons, since the gods do you the favour of walking up to you so you can punch them in the face.
5) Possibly related to 1), but I found that half the time, entering the shrines from the bottom entrance allowed me to grab the gems without a fight.
6) Would it be possible to set your own keybindings? I lost a couple of characters due to accidentally double-pressing Y on to a mountain before I learnt to give them a wide berth.
7) Weaving seems like it doesn't scale well. I raised it to 100 for 1 game, and promptly decided to stick with having it in the teens for my future games. (I did read your previous comment about revisiting crafting skills when the game is more mature though)
8) Food seems really plentiful and easy to get. This was already the case before I figured out where the Hunting trainer was. This turned the starvation counter into more of a "how long do I have to wait before I can consume this corpse for resists?"
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1. Right now as a performance tweak, only nearby enemies get actions - this is so there isn't huge amounts of long pathfinding going on. So yeah, your suspicion is correct.
2. Yup. Evil deities let you do just about anything you want. That's the tragedy of evil - it thrives on a lack of constraint.
3. Perhaps, and especially if you come from eg ADOM. But this is so embedded in the calculations that it's not likely to ever change.
4. Mmm, good point. I'll look at maybe boosting them.
5. Hmm.
6. You can set keybindings in swyrm.ini
7. Yeah, at some point in the future I need to revisit and balance these some more.
8. True. This isn't rogue where starvation is a real possibility. Food's necessary but plentiful. If it's too annoying, you can always go fae and not have to eat.
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First release of 2022! Lots of changes in this one. The most useless (for now, anyway) would be building: if you dig and drop sod or a stone block, you can build a wall. Drop lumber and you can build a door, or over water and you can build a pier. You can pry apart wooden features with crowbars. This is something I wanted to add to make the world feel a bit more alive and open.
On a similar note, certain "useless" low-level townsfolk-type NPCs might now give quests. The rewards might be middling, or good, but it's a reason to talk to people and it (again) opens up the world a little more.
Other than that, most of the rest of the major changes are around followers. Divine companions' power is now influenced by the Religion score. You can bless monster summoning scrolls and you'll get followers rather than a dangerous situation.
It's been a few months since the last release, but I think this one will add a lot more variety. I hope you enjoy.
Shadow of the Wyrm v1.4.3 "da Milano"
- Version declared December 24, 2021. Version finalized March 27, 2022.
- Stone blocks can be obtained by digging in solid rock, while sod can be
harvested by digging in fields.
- Digging through trees provides a source of lumber (as well as branches and
boughs).
- You can now build, and only need building materials (stone blocks, sod
bricks, lumber):
- Dig and drop the building material on a tile containing buried remains
and you'll be asked if you want to make a grave.
- Dig and drop the building material and you'll be asked if you want to
build a section of floor.
- Drop building material and if you can't/don't want to build a floor,
you'll be prompted to build a section of wall. Stone and sod let you build
rock/earth walls, respectively, while dropping lumber near water allows
you to build a pier.
- If maps have a very low danger level, traps will not be generated when
requested.
- Lituus is now rods/staves rather than bludgeons.
- Pick axes are now much less likely to break, and dwarven mattocks will not
break at all.
- Blessed weapons now make it a little easier to hit, and cursed weapons a
little harder.
- Rewrote the Hunting skill to be clearer that it's about corpse drops
(Wolpertinger).
- Skinning now provides a chance to preserve the corpse afterward.
- Hunting is now passively trained each time you get a corpse.
- Some creatures now have a small chance of providing a quest. Right now,
this is limited to townfolk-type NPCs: tradesmen, farmers, potters,
travellers, tanners, commoners, jewelers, smiths, weavers, scribes,
thatchers, fishermen.
- The scrimshander in Whaling's End now has a small quest as well.
- Certain NPCs (generally, the ones listed above) now have a chance to run
some common quests as well. These quests can be be repeated: you can do the
quest for a fisherman in Isen Dun, a tradesman in a random village, etc.
- Added a loading splash image and an .exe icon, courtesy of Kenny Dalman.
- Character age can now be specified in swyrm.ini. This lets you either
directly set an age, or set a value that triggers an age selection screen
(RelicWraith).
- Creating items via tannery now properly adjusts their value based on the
quality of the crafted item (RelicWraith).
- Long spears are now range 3.
- Shard of Starlight deals more damage.
- If you're wielding a pick axe or mattock, you can knock stones loose from
the ceiling when underground.
- When a particular tile has been dug, small or tiny creatures get a bonus to
their hiding checks (RelicWraith).
- Blessed scrolls of monster summoning now provide you with companions.
- New name and settlement name combinations.
- Dragonbane's range is now 3, keeping in line with other two-handed spears.
- Divine companions get additional bonuses to HP, AP, and damage based on
your Religion skill (RelicWraith).
- Characters with Leadership can now use a command in the order menu to summon
followers on the current map to nearby tiles. This works even if the
followers can't currently be seen (RelicWraith).
- Tamed/summoned creatures now start out in the at-ease state, which will have
them decide what they want to do. Generally, they'll follow you, attack
threats in range, and so on.
- NPC AI has been updated so that creatures that were once a threat to a
creature's leader, but aren't any longer (via taming, etc) are removed
as threats.
- The Carcassian recruiter has a new quest to put down a peasant uprising.
- The speed difference between the attacker and defender now plays a part in
determining whether an attack becomes a sneak attack.
- Added support for running a script when a creature is created to allow for
more complex behaviours, if needed. Added a creation script for cats to
randomize their colour between brown/grey/black/white.
- The manual, keybindings, and confirmation text now make it more clear that
quitting will abandon your character (Echo38).
- New creatures: thatcher.
- New items: stone block, sod brick, lumber, crowbar, speed ring, speed
amulet.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Acey's imperial stash quest wasn't displaying the reminder string.
- Opponents in the arena were generating friendly if they shared your
deity.
- The changes to the ambient danger level were messed up the danger levels
of mines, sewers, and dungeons - these were intended to give you 1 danger
level per 50' of depth, but the danger level was starting at the ambient
danger level, causing the first 50' to give you wildly different creatures
based on where the dungeon was.
- Display-related errors weren't being shown properly before exiting
(RelicWraith).
- The Stoneheim wizard quest could require you to slaughter the new wizard
if they were generated as a goblin. The quest is now smarter and sets
a flag on all the generated hostile creatures, with the quest completion
condition now checking the value of this rather than relying on race
(RelicWraith)
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Monthly(-ish) release!
Shadow of the Wyrm v1.4.5 "Fuenllana"
- Version declared March 27, 2022. Version finalized May 12, 2022.
- Created a splash screen for curses mode.
- Killing a questmaster will now remove their quests from your active list
(oooby).
- Improving items either by enchanting or smithing now has a very small
chance to add extra speed.
- Creatures will now consider moving through traps if they think the damage
won't be too much (Josh Engdahl).
- Added another poem for the title screen.
- Removed the use_default_name setting - this was unnecessary and the game
will now just check to see if the default_name setting is populated.
- When calculating ranged damage, the effect bonus of the launcher now
gets added to the total.
- Meat now floats, so you can now get eg corpses generated on water tiles.
- There is now an optional setting to prompt prior to quest completion
(Josh Engdahl).
- Created a new map flag, "divine forbidden". This flag blocks NPCs not
considering other NPCs threats if they have the same deity, and is used
in the shrines.
- Re-added traps to caverns and mines (sewers will remain trap-free).
- Hostile creatures no longer follow and take orders.
- Additional person/place names.
- Additional townsfolk quests.
- Updated creature description via 'x' so that Friendly and Follower show
outside the statuses section (since they're not technically statuses).
- Various typo fixes/text improvement.
- Sewers can now have drainage basins.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- When default_name was set, and you already had a character of that name,
the game would hang (Josh Engdahl).
- Fixed the same issue with the username_is_character_name setting.
- Traps weren't generating in dungeons (Josh Engdahl).
- NPCs in corridors might try to cast a refective beam in such a way that
they thought it would hit the target, but it ends up just bouncing and
targetting themselves (Josh Engdahl).
- Air-breathers could be generated on water (Josh Engdahl).
- Cosmos generation sometimes caused the game to hang in SDL mode.
- The "It feels peaceful here." message wasn't checking if there were any
pre-existing hostile creatures.
- Random villages' names weren't being set correctly, causing issues on the
quest list screen when receiving quests from NPCs in those villages.
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Just released 1.4.5.1 - this fixes a bug with eating things other than corpses near adventurers and hirelings, where this would cause them to become hostile to you. You might also run into hermits in sewers, now!
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I apologize - I ended up working on this release a lot longer than expected. Life took some turns. I didn't have the steady week-to-week cadence I usually do.
So here's the biggest stuff in 1.5.2. Full info in version_info.txt, as always. There was a lot this time: randarts, randomized descriptions for hirelings and adventurers, shipwrecks, treasure hoards, being able to fly to open sky, being able to swim underwater, dolmens, smarter forest generation based on where you are on the map...anyway! Here's the full list:
Shadow of the Wyrm v1.5.2 "Satoh"
- Version started May 15, 2022.
- Deserts have a small chance to generate a spring.
- When removing items from the player (typically for fetch-type quests), the
game now checks inventory first, then worn equipment.
- There are no longer climbing danger prompts at skill 100 (Josh Engdahl).
At 100 climbing there are no longer exhaustion/etc checks: you will be
safe to climb mountains indefinitely.
- More names.
- Exiting the codex or bestiary during tile selection no longer exits tile
selection. This behaviour is configurable in swyrm.ini (Josh Engdahl).
- You can no longer use the Music skill underwater.
- Updated mawgrawls to use "itself" (Josh Engdahl). Set this flag as well on
birds and animals.
- Hirelings and adventurers now have a good chance to have personalized
bestiary entries. When they don't, they'll continue to use the existing
respective entry.
- When you drop an item a shopkeeper doesn't want, it's now added back to your
pack (Josh Engdahl). This also happens if the shopkeeper wants to buy it
but can't afford it.
- Boating now has an initial implementation, and allows faster movement over
water when not flying.
- When digging via non-magical means in a shop, the player is now prompted
to continue (Grond).
- Wandcraft now affects to-hit when evoking a wand (Josh Engdahl).
- The in-game start date and current date are now shown in the character dump,
and the date message formats in-game have been tweaked to also show the
numerical month.
- Random artifact (randart) generation.
- The terrain lore skills (Desert Lore, Forest Lore, Marsh Lore, Mountain Lore)
will now help you find treasure hidden across the world. These treasure
caches contain a variety of useful items, the centrepiece being either a
huge sum of ivory or a randart. Dungeoneering can also help improve the
quality of the cache.
- Ocean Lore lets you find sunken shipwrecks. These are located on the ocean
floor near coastlines - you'll need to dive down to find them.
- Mountains can now be generated with southern and eastern clifflines that
drop off into nothing. Mountains may now also have streams and springs.
- There are now different messages for using > and < on springs, open sea,
and the cosmos.
- Bargaining reduces the cost of hirelings (RelicWraith).
- Pelicans have a better sprite.
- The Forest of Yew is a reasonably well-known place and its tile message has
been updated to be slightly more specific about what's there.
- If you now have a way of flying, you can move up to open sky. Losing the
ability to fly in such cases is not recommended, and deadly. If you have
some swimming, you can go underwater, assuming you're in shallow water,
though you can only hold your breath so long.
- Carcassia now has "sky maps" above the ground-level maps, that can be
accessed either via stairs from the appropriate place, or ascending while
flying.
- Set the flying flag on creatures where it made sense, so long as they didn't
get it already from their race.
- There is now a skill trainer located by the fighting pits in Carcassia. He
will let you train any of your skills - for a price.
- The inner teleporter in Carcassia A1 now has unlimited uses, so you won't
get stuck in an exitless room (JovanM).
- Character dumps now show the date and time when you started your character,
as well as the current time.
- The Fletchery skill now influences how many items get created when using
Fletchery. A similar calculation is applied to the creation of clay shot,
with the key skill being Crafting.
- More weeds.
- Dolmens can be generated in the hills.
- Oceanography has been renamed to Ocean Lore, and given to goblins.
Snakelings will now also start with Desert Lore, in addition to Marsh Lore.
- Forests at the northern and southern extremes are now rockier, their
appearance closer to something like the Canadian shield. Fields and
scrublands, too.
- Mountaineering as a separate skill has been eliminated, and has been folded
into Mountain Lore (RelicWraith).
- Added some additional Lua functions for modding: set_creature_size,
get_creature_size, get_nutrition.
- Updated the spell ending descriptions to "Ending after" instead of "Ending
at", to better indicate that the spell doesn't end at exactly that time.
- Autopickup now excludes unpaid items by default. This is configurable in
swyrm.ini and in-game via '!'.
- Wrote a Python script for checking the blank resource strings against the
English ones, to ensure everything from the latter is in the former.
Updated the blank strings to add a few dozen missing resource strings.
- Killing The Sorceror transports you back from Telari, and prevents you from
re-entering.
- New items: amulet of the sky, conch.
- New creatures: Pern, stylite, ancient sage, Carcassian magistrate, hermit
crab.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Some of the Nine's special creatures were unable to spawn in the rift in
the cosmos.
- Removed some wand enchantment code that was causing stack issues.
- Setting age via swyrm.ini was also overriding the maximum, leading to
death after one year (Josh Engdahl).
- When sentries were considering allies, they weren't considering their own
ID, leading to e.g. Carcassian guards attacking each other.
- After paying off shopkeepers, hostility was removed from the shopkeeper
but not the player.
- The NPC Callara was too close to "Calara", used in Lish's quest. Callara
is now called Callisa (YARD).
- The buy-in message for Blackjack wasn't clearing properly before starting
the game.
- Turned off an SDL hint that was causing sprite blurriness on high
resolutions/large monitors.
- Wand speed was using the magical speed calculator, so wand speed would
unintentionally vary based on the last spell cast. If you had never cast
a spell, the wand speed would be very fast. Wand speed has been updated
to use its own calculations, with Wandcraft positively affecting the speed
at which you can evoke wands.
- Creatures with ranged weapons would sometimes attack you even when that
didn't make sense (Josh Engdahl).
- Fixed an issue with elements not being cleared from the Lua stack after
a call into the Lua code from the engine.
- Wintersea Tower is now properly connected/situated to the main Wintersea
map, allowing you to either take the stairs or fly up to the top level.
- Wild orchards and mountains weren't generating coastlines like fields,
forests, etc.
- A bug with death-causing statuses was causing crashes in narrative mode,
where the player is immediately revived.
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It's been a while since I've done a release, and this is almost more just to cut a version and move on to the next. There are a bunch of smaller features, but also a lot of bug fixes, so take a look!
Shadow of the Wyrm v1.5.8 "Testagrossa"
- Version started January 7, 2023. Version finalized July 8, 2023.
- Additional names for things.
- Added an option "full_stop_after_options" (off by default) which, when the
game is running in curses-mode, will add a period to allow screenreaders to
read the text with pauses (George White).
- Some creatures are generated cowardly, and will try to flee when their HP
becomes too low (Josh Engdahl). Fleeing creatures may turn to fight when
cornered.
- The table of contents in the guidebook now contains links to each section
(Dimm_ddr).
- Allowed "template creatures", which are creatures for which the ID, short
description, description, speech text, night speech text, and text details
are CSV strings. This makes it easier to specify a number of variations of
the same sort of creature without having to copy-paste the rest of the
specification in the configuration. To see an example of this, search for
"seagull" in ShadowOfTheWyrm_Creatures.xml.
- Wooden items can now be transformed into paper pulp (JovanM).
- Added a setting to always stop on items when using automove (Xvordan).
- Thieves and seafarers now start with bandanas. This is purely flavour:
bandanas are basically the same as caps.
- Creatures may decide to kick if doing so could insta-kill their opponent.
- Set a weight limit allowing the player to exclude heavier items from
autopickup (Xvordan).
- New material type, plant. "Wooden" items (clubs, crossbows, coracles, etc)
are now specified properly as wood, with plant-type items (vegetables,
wildflowers, etc) specified as plants.
- New items: Selrin's bandana.
- New creatures: guillemot, puffin, barn centipede, metallic centipede, great
centipede, smallsailor, peddlar, Varra, Athel, Thena.
- Small memorial in Gnordvar for an old friend.
- The naming screen now references your selected class instead of just
"adventurer" (Xvordan).
- Unimplemented skills are now disabled and can't be improved after levelling
(Josh Engdahl).
- Deities may now grant knowledge of divine magic after prayer (JovanM).
- Added a small write-up to the docs around map permanence (Josh Engdahl).
- Stanzas for "Tel and Floridel".
- Bug fixes:
- A missing Lua script was causing an error to be emitted to the logs.
- Hoard/shipwreck tiles weren't displaying correctly (Grond).
- Fix an issue with being unable to drop items in shops when overburdened,
which would lead to a slow and ignominous death (Benjamin Derge).
- Wands weren't restacking properly when dropped from a larger stack -
the wand was being given a new charge as if it were a newly-created item.
- Shop generation wasn't checking the safety of the shopkeeper tile.
- Carcassia C1A and C2A didn't have an east-west linkage (though they
currently can't be co-reached in these directions).
- Having autopickup include rings would cause an issue with displaying that
option in the automatic actions menu.
- The boating skill wasn't showing a proper description when selected on
the skill screen (Xvordan).
- Option descriptions would repeat when an invalid key was pressed.
- A player-specific confirmation message was showing when enemies decided
whether to kick you or not.
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Thankfully, I had a number of people report crash bugs, which I was able to investigate and fix. Apart from that, there are a lot of smaller changes in this one. The biggest ones include plantable plants, fungi (regular and magical), and an expansion of the way that an item's status affects things in-game. Please let me know if you run into any issues!
Shadow of the Wyrm v1.6.2 "Daca"
- Version started July 8, 2023. Version finalized December 10, 2023.
- The game now shows "a vanished god" if you worship one of the Nine and they
are gone from the game.
- Added a new religion option, godlessness (Josh Engdahl). Godless characters
receive no divine help via prayer, and cannot be crowned. They are still
subject to divine wrath if they do particular disliked things, such as
kicking altars. Godless characters have a much harder time learning divine
magic, and receive far fewer castings. When they drop items on altars, those
items will be cursed, as when doing this on a cross-aligned altar.
- A while ago, the breakage chance of regular pickaxes was reduced to 1%, and
that of dwarven mattocks to 0%. Tthis made Delver less useful, so it's been
buffed up: it now offers resistances to all the physical damage types, does
a bit more damage, and has the piercing flag.
- Made some improvements to the menu options in curses mode when
"full_stop_after_options" is set, so that they sound better when read by a
screen reader.
- Added a "display_simplified_splash_screen" setting which in curses-mode will
present a much simpler splash screen suitable for screen readers (no ASCII
art) (Stephen Shaffer).
- Added a "show_distance_on_examine" setting (off by default) to display the
distance of the selected tile from your current position when examining.
- Added mushrooms to fields, and fungus to tree generation.
- Added a special mushrooms room type to dungeons.
- The base chance for an enchantment to brand a wearable has been halved.
- Amaurosis has been buffed up a bit: he can now cast spells, has a greater
chance to blind on a successful hit, and is faster.
- A weapon/armour's status now affects the chance of that piece being branded
when enchanted.
- A weapon's status now affects whether it gives a bonus or penalty to the
application of the damage type's status.
- When digging, an item's status now affects its breakage chance.
- Blessed scrolls of recharging now increase the minimum number of charges
when recharging a wand. The wand's status now affects the potential number
of extra charges.
- A consumable's status now affects its nutrition, though this does not affect
what the item is worth to the divine.
- The status of the item selected for the Bowyer/Fletchery skill now affects
both the quality of the item produced, as well as (for fletchery) the
quantity.
- Your fishing rod or spear's status now influences your fishing outcome.
- Most plants and vegetables are now plantable, and when dropped in a hole
will yield more of the same the next summer.
- Non-weapons that you can wield (such as shovels and fishing rods) and now
properly treated as exotic weapons when using them in combat. Previously,
the game treated you as unarmed.
- Added a temple master to the top of the temple in Carcassia - she takes
donations to the temple, which are rewarded with piety; particularly large
donations will bless the player's equipment, or inventory.
- When specifying symbol information in the configuration file, if no Row and
Col are provided, a default of 0 for each is assumed.
- Externalized a bunch of world-generation settings into swyrm.ini for modding
and/or just messing around.
- Created trap traps, which are traps that generate other traps nearby.
- Allowed for a per-class symbol which overrides the defaults applied to the
player (Paddy).
- Added an option (off by default) that allows the game to save and then
prompt for quitting.
- Tweaked a few sprites.
- More name combinations.
- New creatures: temple master.
- New items: mushroom, shelf fungus, Shiver's kiss, deathbloom, chanterelle,
morel, elfcap, pufftop, elfland's exit, scroll of trap summoning.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- The game would crash if an invalid race was specified for a creature being
generated.
- Fixed an auto-death issue involving mountains where you could be generated
on an air tile, instantly killing you if you didn't have flying.
- Pov wasn't handling invalid input nicely (Sofistico).
- When notifying a deity about a pleasing action, the piety was incorrectly
always getting applied to the creature's active deity.
- The '%' character was being duplicated on screen in curses mode.
- Cursed scrolls of enchanting completely prevented branding.
- You could farm piety with Sceadugenga by continually digging on the same
grave tile (Quartzartine).
- The HP indicator (when using e'x'amine) sometimes wouldn't return a valid
description.
- Targetting via ranged combat could target a creature outside the field of
view if they move (Hems).
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Just to say that SotW now has initial, limited sound support - just sound effects right now. It does however let you extend this how you want via regex matching text to the message area, so there's all kinds of stuff you can do if that's something you're interested in.
A couple small fixes, too. But, sound!
Shadow of the Wyrm v1.6.5 "Reusner"
- Version started December 10, 2023. Version finalized February 18, 2024.
- Added sound support. The game has support for a number of events (hit, miss,
etc) and the sounds for each can be configured in the game's main XML config.
Sound effects can also be played on arbitrary regex matches on in-game
messages.
- Various new name, ship name, etc possibilities.
- Bug fixes:
- Digging and dropping a stone block/etc would allow you to build over
stairs (RelicWraith).
- Made certain API functions safer to call without checks.
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Picking SotW up again to help me get through some long COVID.
I encountered a nasty softlock when I submerged myself in a pond in the infinite dungeon. As far as I can tell, this causes the rest of the dungeon to cease to exist. I get `something blocks your exit` whenever I hit `<`. I was mildly distraught about losing my follower but opted to use an Elfland's Exit to leave the dungeon. I stepped in to see if I could get my follower back and found myself returned to the same inescapable lakebed! This time, without a means of warping, I'm stuck.
EDIT: I did some script diving. It's possible to get back to the world map with the following command, which is equivalent to an escape spell. I haven't been able to determine a command for resurfacing, teleporting between floors or re-generating the infinite dungeon to unbreak it.
> load_map(PLAYER_ID, WORLD_MAP_ID)
I also noticed another quirk with followers %u2014 in tight quarters they can accidentally target through the player with a ranged attack such as a rock throw. This makes the PC hostile to the follower, enabling promptless attacks, until they leave the area %u2014 in my case I speared the poor fool and had to reconcile.
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Picking SotW up again to help me get through some long COVID.
I encountered a nasty softlock when I submerged myself in a pond in the infinite dungeon. As far as I can tell, this causes the rest of the dungeon to cease to exist. I get `something blocks your exit` whenever I hit `<`. I was mildly distraught about losing my follower but opted to use an Elfland's Exit to leave the dungeon. I stepped in to see if I could get my follower back and found myself returned to the same inescapable lakebed! This time, without a means of warping, I'm stuck.
EDIT: I did some script diving. It's possible to get back to the world map with the following command, which is equivalent to an escape spell. I haven't been able to determine a command for resurfacing, teleporting between floors or re-generating the infinite dungeon to unbreak it.
> load_map(PLAYER_ID, WORLD_MAP_ID)
I also noticed another quirk with followers %u2014 in tight quarters they can accidentally target through the player with a ranged attack such as a rock throw. This makes the PC hostile to the follower, enabling promptless attacks, until they leave the area %u2014 in my case I speared the poor fool and had to reconcile.
Ack, that sucks, I'm sorry! I'll make a note to investigate and fix both of these things when I start working on the next version. Thanks so much for reporting them!
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I feel like I've had four "big" releases of SotW: the initial release in 2015, the 1.0 release that included Carcassia, the release that added full sprite support, and now this one, which includes music.
I've spent my evenings for the last six months hunched over my laptop, working on pieces and effects in MuseScore 4 (with MuseSounds for realistic-sounding instruments). That wasn't actually my intention: early on, I'd always envisioned an 8-bit soundtrack for SotW. But after spending a week learning FamiStudio, and creating what I think is a pretty good piece of 8-bit music, I came to the same conclusion as some of the people in the Discord: I don't know; this doesn't quite work. And so I set about trying to create a "real" soundtrack. I figured this might take eight months to a year. Instead, I went at it with all my energy, largely put aside my regular musical practice and writing work, and finished it quicker.
After six months, I'm done, and very proud of the result, which in places hovers somewhere between video game and traditional "classical" music, the latter very heavily informed by my tastes and preferences over a lifetime of playing and listening. I wasn't sure I could do this, but I did. I'm very proud of it. I hope you enjoy it.
Shadow of the Wyrm v1.7.2 "Michelagnolo Galilei"
- Version started February 18, 2024. Version finalized August 25, 2024.
- Evergreen trees are now cyan in winter, to mimic the appearance of snow on
their branches.
- If you leave followers behind on an overworld map that isn't permanent (a
random forest, etc), that map will be flipped to permanent if you leave any
followers behind when exiting the map (dionje5).
- Cursed wands now have a chance to explode, lessened by Wandcraft, which can
also (for higher values) prevent this altogether.
- For this reason, NPCs won't chance using cursed wands.
- You can now dig through non-blocking diggable tiles (trees, etc) if you have
a digging implement equipped (sr.mafioso).
- Axes can now be used to cut down trees. Axes more suited to this purpose
(woodsman's axe, briar axe) will not break, though others might.
- Digging through weeds no longer gives lumber, branches, and boughs.
- Digging through trees, bushes, and weeds gives different messages than when
digging through earth and rock.
- Working with traps now trains Disarm Traps (hemsio).
- Improved the way in which Foraging and Herbalism train: these now train when
herbs or foragables are generated during map creation.
- You will no longer be crowned if standing over a tile (eg, open water) that
would cause your crowning gift to disappear.
- Shopkeepers now get additional ivory when shops repop and they're below a
certain threshold (hemsio).
- Shepherds start with slings and a few stones (Paul Raymond-Robichaud).
- Crowning gifts are now generated blessed.
- Creature respawns now generate a message (with associated music effect).
- Full support for music and an initial soundtrack.
- New names, etc.
- New creatures: chamber ensemble.
- The danger level now scales properly from Isen Dun or Carcassia to its
furthest point at the edge of the map (previously, a fixed value was used,
and Carcassia starts resulted in slightly less powerful creatures at the
furthest point).
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Smithing was training far less frequently than it should (hemsio).
- The message for NPCs kicking objects wasn't working correctly (Paul
Raymond-Robichaud).
- The guidebook didn't note that Shepherds get Weaving (Paul Raymond-
Robichaud).
- Skinning stacks of corpses of the same type led to duplicatoin (Paul
Raymond-Robichaud).
- Planting seeds wasn't displaying a message, and wasn't also checking to
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ebalster, I've fixed those issues for the next version.
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Recently came back to the game, and just cleared the Godslayer ending with a Godless Human Wizard yesterday. Some things I wanted to mention
1) Athel starts off hostile if you don't have the same god as him. He converts to non-hostile once you Chat with him and activate his quest turning him into a follower. Not sure if that's intended.
2) Saw that you turned off cursed status for NPC generated items a few versions ago. Not sure if you intend them to be non-cursed as well, but the Kew starter pack still has a chance to be generated cursed, due to them not being generated by him.
3) It seems like godless aren't able to join the thieves guild, due to them not being able to pray and break all their conducts. Or did I miss some way for them to join?
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A few issues related to aggro that I have noticed
1) Consuming the corpse of the same race aggros the entire map, regardless of whether they are in LOS, or whether they are your followers.
2) Attacking a friendly doesn't provoke aggro from nearby friendlies. The friendly that's attacked does get aggro-ed, and guards nearby will attack this former friendly for their act of self-defense while ignoring you.
3) (2) Leads to some counterintuitive approaches. The second mission that Acey gives you is easier if you attack and kill off the guardians one by one before you pick up the quest item.
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thank you
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Thanks, iakul! Re: your first message
1) I'll fix this
2) Likewise (these are specified in the map data, and items generated this way don't have the same safeguards; I'll find another way to generate these)
3) I'll fix this too.
I haven't looked at the 2nd msg in detail yet but I'll add them to my backlog of items. Thanks so much for reporting these, and welcome back. :)
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Thinking about #3 - I think it makes sense that they can't join. You can't break the conduct anymore, and that's a precondition of joining.
Recently came back to the game, and just cleared the Godslayer ending with a Godless Human Wizard yesterday. Some things I wanted to mention
1) Athel starts off hostile if you don't have the same god as him. He converts to non-hostile once you Chat with him and activate his quest turning him into a follower. Not sure if that's intended.
2) Saw that you turned off cursed status for NPC generated items a few versions ago. Not sure if you intend them to be non-cursed as well, but the Kew starter pack still has a chance to be generated cursed, due to them not being generated by him.
3) It seems like godless aren't able to join the thieves guild, due to them not being able to pray and break all their conducts. Or did I miss some way for them to join?
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First of all, thank you for this amazing game! :3
I've had a lot of fun exploring and figuring out the lay of the land (and sea :V).
I'm taking it slow, so I did not confront endgame bosses yet.
I've read through this thread and I would like to point out a few things which did not come up before.
1. Using "active" skills, like fishing or disarm trap, is not covered in the manual and was not very obvious. This might be a me thing, as I don't have a history with more old-school roguelikes like Adom, but just adding a blurb about how you can use skills from F3 menu would have helped me a lot.
2. More or less the same as above, "Apply a nearby terrain feature" is a single line in manual which does not elaborate on what a terrain feature even is. I'm pretty sure I figured that it is for using crafting stations by accident, and opening/closing doors was an accident too. On the other hand, bed is not a terrain feature, while I expected that using "a" near a bed would make me rest on it.
3. It would be nice if merchant's dialogue hinted on the restock somehow, maybe something along the lines of "I'm getting new wares delivered in a couple of weeks, come back again!".
4. Ivory stacking was brought up quite a few times already, but still: wouldn't it make sense to always pick up the whole stack without confirmation? It always drops in stacks, and pretty much never want to pick up, for example, slings from goblin peltasts, so using "pick up all" is not always feasible.
5. If there is only 2-3 items in the cell, maybe you can just list them instead of a "There is a number of items here"? Checking what I dug exactly quickly get tedious when most of the time it's just a couple of different rocks, but there can be an ingot there too.
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Sorry this one took a bit! The general synopsis:
- Several new pieces of music
- Tweaked levels in a number of pieces
- Some additional sound effects
- There is now a water breathing cantrip
- NPCs will try to cast water breathing/flying when it makes sense, and may decide to cast buff spells when hostiles are present
- Orders can now be given to creatures individually (when examining them)
- Wheat fields
- Various other changes
- Lots of bug fixes
But there are a lot of changes, and I spent a solid couple of weeks dealing with the consequences of my actions after deciding to up the warning level to MSVC's strictest setting (so many fixes!). That said, there's a lot of good stuff in this release, and some great new music, too.
The full info:
Shadow of the Wyrm v1.8.0 "Sergio Assad"
- Version started August 25, 2024. Versoin finalized March 8, 2025.
- Made a couple of tweaks to "A Black Mark" so that there was less of a high,
shrill violin sound in Violin 1, and a small update to "My Love's Gone
Away".
- Wrote a new piece of music for the Barrows/Asher's Islet/Siriath's Lair,
and another for the shrines.
- There are now sound effects for eating and drinking.
- Jumping into water now yields a "Splash!" in addition to the sound effect.
- Kew's special items will no longer generate cursed (iakul).
- The level of the corpse's original creature now influences the amount of
piety received (gghana2).
- More names.
- There is now a Water Breathing cantrip/spellbook.
- When water breathing wears off, the time-in-water counter is reset so that
if you've been swimming for a long time, you don't immediately start to
drown.
- When the floating effect wears off, it'll no longer potentially kill you:
the player will have one turn to react. (if automatic movement is engaged,
it becomes disengaged at this point)
- NPCs will no longer try to cast divine magic once the Nine have been
destroyed.
- NPCs will now cast water breathing and flying when it makes sense, and when
they are not following other orders.
- NPCs may choose to cast statistic buff spells when there are hostiles in
their FOV.
- Added support for ambient sound effects based on map details.
- Added "waves" music to the overworld part of the exile's island.
- Replaced the music for the Caldera with a new composition.
- Updated premake script for v5.
- Increased MSVC warning level from /W3 to /W4.
- The location of the scorefile (scores.dat) can now be specified (Larzid).
- Orders can now be given to individual followers via examine.
- Divine prayed-for smites are now lightning-based and carry a large effect
bonus for paralysis. There is now also a message that the creatures are
hit with divine fury.
- Towns now have a chance to have wheat fields generated nearby.
- The ploughman in Isen Dun is now surrounded by wheat.
- Jellies, plants, insects, constructs, and the undead are all considered
mindless, and immune to intimidation.
- Branding an item adds a bit more resistance than it did before.
- Enchanting an item now increments the status (cursed to uncursed, uncursed to
blessed).
- New creatures: living scarecrow.
- New items: scarecrow, wheat berries.
- Bug fixes:
- Creating items with Bowyer/Fletchery wasn't setting their status
appropriately.
- Fixed an internal issue with getting the season colour.
- Followers with ranged attacks will no longer fire through a square that
contains a grouped creature (ebalster).
- There was an inconsistency around Cynwise's background (sc95837).
- Diving is no longer possible in the infinite dungeon/sewer (ebalster).
- Fixed new/delete mismatches throughout the codebase. These were causing
small but persistent memory leaks in terrain generation and in other
scenarios.
- Athel was incorrectly generating as hostile (iakul).
- Newer versions of boost::filesystem weren't including directory_iterator
(sxnwlfkk)
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First of all, thank you for this amazing game! :3
I've had a lot of fun exploring and figuring out the lay of the land (and sea :V).
I'm taking it slow, so I did not confront endgame bosses yet.
I've read through this thread and I would like to point out a few things which did not come up before.
1. Using "active" skills, like fishing or disarm trap, is not covered in the manual and was not very obvious. This might be a me thing, as I don't have a history with more old-school roguelikes like Adom, but just adding a blurb about how you can use skills from F3 menu would have helped me a lot.
2. More or less the same as above, "Apply a nearby terrain feature" is a single line in manual which does not elaborate on what a terrain feature even is. I'm pretty sure I figured that it is for using crafting stations by accident, and opening/closing doors was an accident too. On the other hand, bed is not a terrain feature, while I expected that using "a" near a bed would make me rest on it.
3. It would be nice if merchant's dialogue hinted on the restock somehow, maybe something along the lines of "I'm getting new wares delivered in a couple of weeks, come back again!".
4. Ivory stacking was brought up quite a few times already, but still: wouldn't it make sense to always pick up the whole stack without confirmation? It always drops in stacks, and pretty much never want to pick up, for example, slings from goblin peltasts, so using "pick up all" is not always feasible.
5. If there is only 2-3 items in the cell, maybe you can just list them instead of a "There is a number of items here"? Checking what I dug exactly quickly get tedious when most of the time it's just a couple of different rocks, but there can be an ingot there too.
Thanks for this, Lustrecia, and sorry I didn't respond earlier.
1, 2, and 3 are all good points. I'll add them to my list of suggestions for future versions.
For 4 and 5, I'm unlikely to change item display behaviour, and you can pick up everything on a tile via ";". If you just want individual stacks to always pick up the maximum, there is a setting in swyrm.ini that you can update:
; When enabled, picking up a stack will always prompt the player for the
; number to take, assuming no autopickup.
prompt_on_stack_pickup=1
There should be a swyrm.ini in your user directory. You can set that setting to 0 for the behaviour you're looking for.
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Hello there, my good mate, finally on vacation and I'm diving in this great roguelike of yours! First impressions are stunning, outstanding. Man, this thing is a time killer for sure! Thank you for this game, it's gonna bring me so many hours of joy ^_^