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Messages - jocke the beast

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1
Early Dev / Re: Wanderers / open world RL
« on: September 26, 2014, 07:17:43 PM »
Looks great!

2
Classic Roguelikes / Re: Dwarf fortress ( 0.40.1 released 7/7 2014)
« on: July 10, 2014, 09:37:23 AM »
Right now it's extremely buggy and Toady is working on squashing the bugs.
It's really hillarious at the moment, alot of crazy conversations and spitting and eagles crashing into trees and so on :)

3
Classic Roguelikes / Re: Dwarf fortress ( 0.40.1 released 7/7 2014)
« on: July 08, 2014, 08:53:48 AM »
At last...after more then 2 years a new version is done :)

---- from bay12games.com/dwarves  ------


Here is the world activation release! Lots of processes from world generation -- birth, invasions, succession, site foundation, and so on -- now operate in the world after play has begun. Getting all of that to work led to a meandering route through various pieces of the game, some of which are described below. Aside from any bugginess, a lot of it will still feel rough and unfinished as things bump around.

New stuff
World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims, basic succession and appointments/etc., invasions, as well as some more detail beyond world gen, like patrols, banditry and animal population handling. We still don't have army battles -- the invasions are all successful right now, unless they are locally interfered with by you.
The game advances two weeks before each play -- the calendar there still moves slowly when there's a lot of action, as there is in larger worlds, but there are quite a few things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some shenanigans with the caravan (or you'll just have to wait a year in an autumn fort for your first one) until we sort it out.
Fortresses can be retired and unretired. Losing is still fun but if it doesn't happen when you want, you can put it off for a while. Retired forts can be conquered (much more easily than they would be if you still controlled them), so don't be surprised if you have to reclaim instead of being able to unretire sometimes. You can reclaim forts that didn't make it through world generation.
Site maps for dwarves, elves and goblins. These are very basic, but they are there, anyway.
Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that fall in little clouds. I had to put off dwarf mode tree harvesting, but we should get to that before long.
Megabeasts/forgotten beasts can attack, destroy and then reside within world gen sites like dwarf fortresses.
Various movement changes. Climbing/jumping/sprinting in both modes, though invaders still require a line of site to use them. Adventure mode has a stealth rewrite, and some elements of that are present in dwarf mode (it is generally easier to spot thieves and ambushers, and I'll probably need to make them smarter about finding cover). Movement and combat are separate now. Startled people climb up the walls of their homes a little too often.
Tracking information in adventure mode. You can pull up a little window and see tracks (capital K), and you can also have it describe the freshest track that isn't yours to more easily stay on a trail (alt K). Tracks are also part of the regular look command.
Different levels of conflict -- your opponents in adventure mode will be listed with the current status (non-lethal, lethal, no quarter, etc.).
Combat moves take place over a period of time now, and you can do things like catching an opponent's attack -- you have to do that by targeting a grab at the offending part now (reactions used to have a menu, but that was before combat got more smeared out). You can get information about what attacks your opponent is doing in the attack menu -- the quality of the information depends on your situational awareness skill. You can add adjective modifiers to your attacks (quick/heavy/etc.) and you can perform more than one attack at a time for a significant penalty to its force. It might make sense with two adamantine swords or something, twirling them about.
Rumors of incidents can be spread, and the rumors need to be spread before you gain reputation (good or bad). Killing all of the witnesses to an event will effectively remove it from play if you don't let them get off the screen. People are a little psychic as it regards ongoing conflicts, so that they can make decisions non-stupidly. Your liaison can share rumors with your fort, but I still need to set up the screen for reviewing them after you've seen them the first time... not that you can do much with the information.
You can travel through tunnels.
You can get a guide to travel with you to a faraway place -- it still ended up being too cumbersome, so locals continue to be able to tell you the location of sites, but only within a certain distance of their home town.
In general, conversations have been redone. They no longer have their own screen, but run along with other actions, and there are many more options.
The mind has been rewritten quite a bit -- people now experience emotions according to different circumstances (lots of awkward monologues there), and they consider actions differently. The main outstanding issue is that I didn't get around to converting existing dwarf mode thoughts, so they sort of exist concurrently with the new emotions and that needs to be changed. I'll get to that before job priorities (which was one of the main shorter-term reasons for the rewrite). Some dwarves have life-long dreams and it is possible for them to recognize that they've accomplished the ones relating to skills and family. They cannot yet realize their dreams of taking over the world.
The paragraph at the beginning of adventure mode was marginally more useful, but that slipped a bit at the end as things were tweaked. I think it'll still describe certain invasions and abductions, but it needs to be redone.
Lots of new arena options -- not just the conflict state, but you can set the temperature etc. to all sorts of extremes.
Some experiments with procedural items, though the new demon-type sites are still quite un-fun now. The knowledge on the slab at the bottom can be used, but it is probably not worth the trouble.
The stuff I forgot


Bug fixes
I'm sure several old bugs were "fixed" as large portions of the code was rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will commence in earnest now, and everything will be handled over at the bug tracker.

4
Classic Roguelikes / Re: Dwarf fortress
« on: December 11, 2013, 09:51:00 AM »
Post-worldgen history continuation, complete combat overhaul, complete personality overhaul, complete conversation overhaul in adventure mode, complete tree overhaul (now multi-tile!), dwarf sites in adventure mode, elf sites in adventure mode, goblin sites in adventure mode, new Hidden Fun Stuff in adventure mode, complete movement overhaul, small trading overhaul, complete questing overhaul, complete politics overhaul.....and more :)

5
Classic Roguelikes / Re: Dwarf fortress
« on: December 10, 2013, 11:20:47 AM »
Very much devlog updates lately over at bay12...wonder if the new version will arrive before 2014.
Anyways, the next release will be awesome and I can't wait...
World gen activities during play, site overhauls, climbing...it's gonna be crazy!


6
Brogue is a beauty.

When it comes to tiles I prefer DCSS.

7
Other Announcements / Re: My current top five roguelikes
« on: September 15, 2013, 07:02:41 PM »
1. Dwarf Fortress
2. DCSS
3. Brogue
4. Infra arcana
5. Prospector

8
Traditional Roguelikes (Turn Based) / Re: PabloQuest (now at v0.4b)
« on: February 23, 2013, 08:20:17 PM »
Perhaps you can share some information about your game? Since the game-website is quite empty on information and there's no info on roguebasin.
Is it still Python you use? What libs?

Looks great but it's always nice with some in-depht information about the game features etc.

9
Programming / Re: 7DRL Development Kit
« on: January 31, 2013, 11:27:06 PM »
It sounds very good to me. Exactly what I've been hoping (and praying) for a long time.
Please make it!

10
Found a "ragged shoe" or similar. checked in my inventory and pressed the accurate letter for the shoe and the game crashed.

Quote

___________________________________________
ERROR in
action number 1
of Keyboard Event for <any key> Key
for object o_player:

In script player_controls:
In script disp_inventory:
In script item_disp_stats:
In script items_compare:
Error in code at line 10:
   diff= ds_list_find_value(item1,stat) - ds_list_find_value(item2,stat)
                                          ^
at position 41: Wrong type of arguments to -.

Otherwise cool game.

11
You made it!!! Congratulations  :)

So, after perhaps a well-deserved break...what's next?
A new game?

I wish for making t-engine more user-friendly and perhaps one day it can become the first "real" roguelike-game-maker... Just my wish 😄

But for now...horray!!! All hail Darkgod 😄

12
It's amazing.
I don't understand how you can keep up development-speed like this. Where almost all fail to ever get a roguelike to version 1.0 you do a crazy good work fixing the bugs, balancing and adding all sort of new cool features and content.

TOME is one of the big ones and you really deserve all credits for your great work (not just t4 but the previous Tome's as well).

Merry Christmas DarkGod!!!


13
It crashed two times for me. Both times was when the game loaded a new map-portion...
Seems cool though  ;D

14
Off-topic (Locked) / Captain Forever
« on: May 28, 2012, 05:32:45 PM »
Far out! Just came across this beauty. Quite cool, in many ways.


Quote
In each game in the series, with the exception of Captain Impostor, the player pilots a ship with the ability to be expanded by attaching 'modules' (such as lasers or boosters) gained from defeated enemies to a command module, represented by a box containing a broken heart. The goal in the game is to keep your ship alive for as long as possible. As the game progresses, stronger enemy ships (labeled according to letters from the NATO phonetic alphabet) arrive. Destroying stronger ships increases the Law (levels within the game), until Protectors (Peacekeepers in the original game) arrive to attack. The game effectively ends after the first Protector is destroyed (replacing the command module's broken heart with a complete one) but the player may continue accumulating parts indefinitely. If the player's ship is destroyed, it explodes, destroying all ships in the immediate area and clearing the area for the player to begin rebuilding their ship from scratch. The default background is a grid of green lines over a black background with a faint image of a pilot's face in the middle. The background can be changed, however, to an image taken by the player's webcam.







Game here: http://www.captainforever.com/captainforever.php

Devlog forum: http://forums.tigsource.com/index.php?topic=8095.0

15
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v12.0
« on: May 27, 2012, 06:54:16 PM »
Awesome news!
Thanks a bunch, been waiting awhile for this  ;D

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