Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Xan

Pages: [1] 2 3 ... 6
1
Traditional Roguelikes (Turn Based) / Numenfall 0.4.0
« on: May 13, 2017, 12:27:34 AM »
Numenfall 0.4.0 is now released!

Download 0.4.0 with music
Download 0.4.0 without music

Changelog:

New features:

Implement wands properly
Implement gems
Implement smithing
Add spell type mastery talents
Add new encounters
Add new artifact

Interface changes:

Add recent activity log to Tower tab
ASCII UI now shows hp bars, and also changed markers for self and ally
Improve final death message for high score entries
Add spellpower to character sheet
Standardize some descriptions
Added more tutorial messages
Artifacts now show their effects in the standard format
NPCs that can join you now show potential benefits before you accept the offer to join
Conservatory grow option now shows colored tiers

Gameplay changes:

Decrease base vision range to 80% of previous value
Increased the number of voronoi points used in generating the overworld
Decrease global overworld movement cost multiplier to 100 from 200
Increase foraging bonus overworld movement speed to 100% from 20%
Allow healing buffs to stack
Increase raw mana torrent cone width from 30 to 60 degrees
Arcanist initial wand slots from 3 to 1
Multiple item modifiers on a single item now won't almost always match tiers
Greatly reduced flat damage reduction from items
Reworked spellbooks, now learning spells does not take talent points, but you are limited in how many you can know at once
Throwing an item now takes a standard turn (previously 120% of a turn)
Tiles can no longer be blocked by piles of items
Armor pool now absorbs a base of 60%, can be increased by modifiers
Rework and add some item modifiers
Added differentiation between actions that require mobility and those that don't
Swapping places with an ally now takes a standard turn (previously 150% of a turn)
Reduced the monetary value of materials
Reduced the impact of character level on maximum magical saturation/imbalance

Bugfixes:

Fixed a bug where the information pane would have the wrong title
Fixed a bug where you would gain 1 gold coin per week from a non-existent mine
Fixed a bug where allies could take loot
Fixed a bug that prevented missile weapons from receiving item modifier effects
Fixed pricing of variable item modifiers
Fixed a bug where incompatible modifiers would be applied to an item
Fixed a bug with modifiers unstable sort
Fixed a bug that allowed you to get over 100% magical imbalance
Fix bug with finding memorable features to goto
Fix bug with selecting multiple items
Fix spell icons not being dimmed when unavailable on overworld
Fix talent info display for particular talents
Fixed a bug with NPCs not being allowed to level talents over rank 1

2
Traditional Roguelikes (Turn Based) / Re: Numenfall 0.3.8
« on: August 06, 2016, 03:00:24 PM »
Ah yes, the perennial danger of copy/paste.  Fixed, thanks.

3
Traditional Roguelikes (Turn Based) / Re: Numenfall 0.3.8
« on: June 29, 2016, 04:01:17 PM »
Numenfall 0.3.8 is now released!

Thanks to the Feedback Friday players for all the valuable feedback! This release focuses on addressing many of the issues raised by them, as well as including several bug fixes and content additions.  Of particular note is the new tutorial system, which attempts to explain new game mechanics as you encounter them.  As always, feedback, bug reports, suggestions and any other comments are welcome.

How to report a crash: Check 'kernel.log' in the game directory for any error information.

All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.
I have not been able to test this version on Linux.  It will require you to install at least SDL2 as a dependency.

Download 0.3.8 with music
Download 0.3.8 without music

Changelog:

New tutorial mode
Transferring items to or from containers moves the whole stack by default; hold shift to move part of a stack
Items can now be used from within containers
Add Vi keys for movement control
Add specific death messages for bleeding and poison
Add terrain info to look mode
Targeting UI now prints a cancellation message
Improved some areas and added new stuff
Improved loot generation
Improved page scrollbars
Improved keybinding display
Learning spells now requires confirmation
Reduce toxicity generated by a few potions
Arcanist-Alchemy now starts with ingredients for potions
Fixed a couple bugs with collapsable categories in the inventory screen
Fix a crash bug with some items not setting stat modification info correctly (thanks to an uploaded bug report)
Fix a crash bug with certain monster melee attacks (thanks to an uploaded bug report)

Remove Monogame dependency, requires SDL2

4
I just uploaded v0.0.1...here`s the Magnet link:

http://mgnet.me/bvR9dDV

I never used Magnet links before and can`t test if this is working on not (seems so, but since I`m seeding I can`t tell), would appreciate if somebody had a go, even only just clicked and see if it leads to the torrent client.

Alternatively I`m told you can paste it into the client manually: magnet:?xt=urn:btih:CDCOHFDGPL43X7IA6FK7Z3LDOAMWNHSM

I'm only able to see one peer (you?) but can't make a connection to it.

Edit: appears to be working now.

5
Incubator / Re: Intro to the Incubator
« on: April 12, 2016, 06:43:45 PM »
I like this idea.  Once my game has a specific end goal, I'll probably get around to trying to do something like this.

6
Traditional Roguelikes (Turn Based) / Re: Numenfall 0.3.6
« on: April 04, 2016, 07:18:47 PM »
I've uploaded a new zip (same version number) due to a bug that caused the game to crash when entering any of the random event areas.  So if anyone has downloaded the game between the initial release and now, they'll have to do so again to get the fix.

7
Traditional Roguelikes (Turn Based) / Re: Numenfall 0.3.6
« on: April 04, 2016, 01:36:57 PM »
Numenfall 0.3.6 is now released!

Notes for this release: graphical tiles are no longer fully supported.

How to report a crash (on windows): run Event Viewer (should show up if you type “Event Viewer” into the start menu search bar), and navigate to ‘Windows Logs’ -> ‘Application’. Look for an error with the ‘Source’ being “.NET runtime” around the time you ran it. Copy the info from the general tab, and also in the details tab, there should be some EventData listed; just copy that as well and post all that information either in the release thread or a new thread on the forum. If the game crashes on startup, also check 'kernel.log' in the game directory for any additional error information.

All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.

Download 0.3.6 with music
Download 0.3.6 without music

Changelog:

Add more content (quests, abilities, areas)
Add resource bar icons
FoV and AoE -> square
Fatigue -> Stamina, for consistency
Fixed some minor UI issues
Fixed a bug in character generation
Fixed a bug in overworld region generation
Fixed a bug that allowed you to take 2 turns in a row after waiting
Fixed a rare bug in text color formatting that could crash the game
Fixed a rare bug that could crash the game when re-entering a map you had just left on the same tick
Fixed a subtle bug that affected turn scheduling in nasty ways

8
Traditional Roguelikes (Turn Based) / Numenfall 0.3.8
« on: March 23, 2016, 11:50:45 PM »
Numenfall 0.3.5 is now released!

The focus in this release has been on reworking the early game to be much more interesting (possibly as a result of playing Operation Gatecrasher one too many times).

Some objects don't have graphics right now, so if you play in graphical mode they will appear as ascii characters.

All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.

Download 0.3.5 with music
Download 0.3.5 without music

Changelog:

Rework game start
Add new items
Add new spells
Improved font rendering
You now get feedback if you can't gain a talent
Reworked accuracy and defense
Fix bug where magic items were not highlighted when pressing left alt if you weren't standing on any items
Fix UI not updating correctly after character death
Fix RMB action conflicts in some cases
Fix bug that prevented you from using the mouse to select tiles/ascii options

9
I didn't know about the other cases; interesting!

Here's the reasons I chose the new name:

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

I'd say the most important reason for changing at all is simply that as I fleshed out the lore/thematic setting of the game, I found the previous name to be inadequate.

10
Traditional Roguelikes (Turn Based) / Re: Numenfall 0.3.4
« on: March 28, 2015, 02:49:51 PM »
Version 0.3.4 is released, and the game title is also changing to Numenfall.

Changelog:

Add new experimental armor mechanic
Rework throwing net and caltrops to be feat granting equipment items
Add solar system
Shield feats are now active
Mouse input now works for direction prompt
Simplify lighting
Rework herbalism and alchemy
Improve talent points page
Improve cooldown display
Improve dungeon generation
Add value tracking for statistics
Add option for limiting FPS
Remove strictly inferior weapon types
Fix finding another path on mouseover if a path already exists
Fix goto command working while carrying unpaid items
Fix nasty bug in pageable text
Fix mistakes in some feat descriptions
Fix shields not allowing you to equip them at the same time as a ranged weapon

11
Programming / Re: Programming graphical effects with delays
« on: March 21, 2015, 05:30:30 PM »
In this issue, you're probably best served by forgetting that you're doing a roguelike and looking to modern turn based graphical games for examples.  It basically isn't a roguelike problem.

I agree.  In fact, many turn-based games will be more demanding of the animations required than a roguelike will.  The third model I mentioned is also used in real-time games as well; Starcraft 2, for example.  But it is a lot harder to implement correctly than the other two.

12
Programming / Re: Programming graphical effects with delays
« on: March 20, 2015, 01:18:12 AM »
I do something a bit like this, which is essentially my own simplified version of the MVVM pattern used by WPF.  This allows me to 'bind' properties of two different objects together.  The way it is implemented is something a bit like this:

- Each game object has getter and setter functions for all of its properties.
- In the setter function, I raise a 'propertyChanged' event, passing the property name as an argument
- Other objects can then subscribe to that event.  These maintain a list of bound property pairs.  When a 'propertyChanged' event gets raised, I use reflection to get the new value of the source property and apply it to the target one.

Very interesting.  I haven't implemented this in my own RL yet, and I didn't know of any others that had before.  The last time I did this was with a multi-player turn based game, and there I had the visual system receive the same data from the server that the game logic does, so in effect it sounds very similar to what you did, but at the level of game commands rather than class properties.  (The server was completely authoritative; nothing ever changed the game state on the client except at the request of the server.)

13
Programming / Re: Programming graphical effects with delays
« on: March 19, 2015, 02:38:30 PM »
I think there are three major approaches you can take here, but each accomplishes something a little different, so you have to sure of what you want:

1) Animations are synchronous with game logic: whenever the game logic does something which would start an animation, it waits until the animation is complete and resumes.
Pro: Very simple.
Con: Only one animation can be happening at once (this can result in having to wait a long time between turns).  Hard to distinguish between different kinds of animations and whether some should be skippable, etc.
Examples: ADoM, Dungeonmans (IIRC); a lot of other turn based games use this as well.

2) Animations are fire-and-forget: animations are completely independent of the order of game logic and each other; e.g. the game logic moves a monster and starts the animation for that, and then (almost instantly in real time) starts the explosion animation at the destination tile.
Pro: Simple.  Can have many animations at once.
Con: Animations are independent of each other (they do not necessarily happen in order).  Not clear what should happen when two different animations are related to the same game objects (e.g. if one animation wants to move a monster to one tile, and a different one wants to move it somewhere else).
Examples: ToME.

3) A visual actor system that works with the rest of the visual presentation to the player independently of game logic and data: the visual aspects of the game are maintained separate from any game logic code; the visual actor system simply listens for game events that it is interested in and makes decisions about what animations to start, queue, replace, skip, etc.
Pro: Far more flexible than the alternatives.  Can be much nicer looking.
Con: Much, much more complicated and prone to subtle bugs.  Hard to determine if the visual state accurately represents the logical state of the game.
Examples: none that I know of.

14
Traditional Roguelikes (Turn Based) / Re: The Legend of Siegfried 0.3.3
« on: February 19, 2015, 10:05:03 PM »
Well, that's an interesting bug.  It looks like stealing didn't update the AI state for the area if you're not in that area at the time, which is what happens in this case.  So in fact the town was hostile, but the AI still thought it was an area where it doesn't need to care about the possibility of enemies.  So goto would stop because you would spot an enemy, even though they wouldn't deliberately attack you.

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

Edit:  I'll have to do something about shops/stealing at some point anyway, since one game I found enough good items and artifacts (some of which would have cost >300k gold) that I just equipped them all and was able to defeat the whole town.

15
Traditional Roguelikes (Turn Based) / Re: The Legend of Siegfried 0.3.3
« on: February 07, 2015, 12:13:05 AM »
Version 0.3.3 is up.

Changelog:

Added visual actor system
Add category folding to inventory page
Remove skills (corresponding feats have been added)
Ranged weapons can now be used while using a shield, but attacking with melee or ranged will prevent you from attacking with the other for a short time
Rework weapon combat stats and critical hits
Change zombie graphics, so that the type is recognizable
Add time correlation and setting
Settings page improved
Improve overworld generation
Fix minion kill events not registering on their boss
Fix shop generation region selection
Fix looking/targeting not recentering screen when done
Fix bug with mouse over
Fix minor content bug
Fix bug with plague duration
Fixed a bug with clicking off the edge of the map
Fix an AI exploit
Included fix for NVorbis
Included fix for Monogame

Pages: [1] 2 3 ... 6