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Messages - Aukustus

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1
As a side note it's annoying that you need vcruntime140.dll to run a program and I guess it's not possible to include it with the game like for example SDL2.dll and others, because it has to be installed. I'm not saying this, but sometimes some people try these games at work and you can't often install anything by yourself.

Yeah, from what I've gathered, it's not possible. It needs that library because of libtcod.

2
That's very weird. It worked for me with Wine at some point in Debian 64bit and 32bit.

3
Stable 19.0 Released!

Changes:
Code: [Select]
    Previous saves will not work!
   
    ! = major
    * = minor
    - = less than minor
   
    Highlights
    ! Great Spells
    ! Manually Open and Close doors
    ! Spell and Talent balances
   
    Bugs, mistakes and missing things
    ! Fixed Evil Alignment calculation
    ! Fixed summoned monsters having some problems with attacking
    ! Pressing ESC or the Main Menu button, and then returning to the game will not spend a turn
    ! Fixed Decanter of Wonder having a totally wrong graphical tile
    ! Fixed Poison Weapon bug with backstabbing
    * Fixed 6th Talent icon being drawn slighly lighter than others
    * Fixed dropping projectiles causing a harmless error message

    General
    ! Ability to open doors manually with Enter/Right Click
    ! Ability to close doors as well the same way
    ! Dialogue choices that affect Alignment are labeled with [Good] or [Evil]
    ! Spells take into account target's Damage Reduction fully instead of only half of it
    * Negative damage numbers have been changed to display 0 in the message log
    * Added "Last Page" choice to Biography's first page that'll jump directly to Equipment page
    * Added "First Page" choice to Biography's last page that'll jump directly to first page
    * Changed the message that appears when a level up is possible

    Items
    ! New Potion: Vial of Health; increases permanently Hit Points by 1
    ! New Potion: Vial of Magic; increases permanently Mana Points by 2
    ! Spellbook descriptions now have the info if its damage is immediate or over time
   
    Talents
    ! Increased the level based bonus damage from Level / 3 to Level / 2
    ! Switched Paladin's Turn Undead and Holy Shield around; Turn Undead is useless in the earliest game
    ! Moved Warlock's Apocalypse from 6th to 5th Talent, removed Death Coil from Talents, it's a spellbook now instead
    ! New Warlock Talent for 6th Talent: Infernal Might, +3 All Damage for 50 turns
    * Volcano deals 2d8 base damage instead of 1d8
    * Lightning Storm deals 2d10 base damage instead of 1d12
    * Holy Pillar of Fire deals 2d10 base damage instead of 1d12
    * Grenade deals 2d8 base damage instead of 1d12
    * Exorcism deals 2d8 base damage instead of 1d10
    * Song of Piercing Pain deals 2d8 base damage instead of 1d10
    * Place Trap Deals 2d8 base damage instead of 1d12
    * Shield Bash deals 1d8 base damage instead of 1d6
    * Poisonous Gas deals 1d12 base damage instead of 1d8
    * Turn Undead deals 1d12 base damage instead of 1d8
    * Apocalypse deals 2d12 base damage in total instead of 3d12
    - Improved animation for Tornado

    Spells
    ! Added Great Spells that require attributes from equipment as well as the requirements are higher than what can be gained naturally
    ! New Great Spell: Haste; Arcane Spell, grants two actions in one turn for its duration
    ! New Great Spell: Death Coil; Demonic Spell, previous 6th Warlock Talent, deals 3d12 damage with 5% chance to instantly kill the target
    ! New Great Spell: Sacred Hammer; Divine Spell, a spiraling hammer that deals 3d12 damage to all targets in its path
    ! New Great Spell: Plague; Druidic Spell, a damage over time spell that deals 2 damage for 3d12 turns
    ! New Great Spell: Devouring Swarm; Shamanic Spell, a damage over time spell that deals 2 damage for 3d12 turns
    * Fireball deals 2d8 base damage instead of 1d10
    * Frozen Orb deals 2d10 base damage instead of 1d12
    * Holy Strike deals 2d10 base damage instead of 1d12
    * Pain deals deals 2d8 base damage instead of 1d12
    * Earthquake deals 2d12 base damage instead of 1d12
    * Poison Cloud deals 2d8 base damage instead of 1d10
    * Decay deals 2d8 base damage instead of 1d10
    * Fire Rain deals 2d10 base damage instead of 1d10
    * Blight deals 2d10 base damage instead of 1d10
    * Chain Lightning deals 2d12 base damage instead of 1d12
    * Ice Storm deals 2d12 base damage instead of 1d12
    * Insect Swarm reduces target's AC and THB by 10 instead of 5

4
Stable 18.0 Released!

Changes:
Code: [Select]
    Previous saves will not work!
   
    ! = major
    * = minor
    - = less than minor
   
    Highlights
    ! Real Mouse support in menus
    ! New Traits
    ! New Companion
    ! New Difficulties
    ! "Path of Torment" Hall of Fame ranking
    ! Equipped items no longer spend inventory slots
    ! Inventory improvements
    ! Firearm improvements
    ! Monster improvements
    ! General polishing
   
    Bugs, mistakes and missing things
    ! Fixed the crash with Gunslinger's Ricocheting Shot
    ! Fixed summoned companions scaling up an extra 1.5 times the monster HPs when summoned
    ! Fixed Eastdale Tower boss respawning after death when revisiting the area
    ! Fixed reloading leaving 0 bullets when reloading the rotating pistol with 5 bullets in inventory
    ! Fixed two-handed weapons being unequipped when equipping something else
    ! Fixed Unarmed skill being trained by also having a shield in off-hand and no weapon in main hand
    * Fixed Songblade giving bonus to Song of Turning without being equipped
    * Fixed Aimed Shot not benefitting from Bows proficiency
    * Fixed Blunderbuss not benefitting from Firearms proficiency
    * Added mention of Constitution being required for firearms in the Attribute descriptions
    * Fixed Ricochet's Ricochet not critting
    * Fixed Off-hand attack not having the correct proficiency damage bonus
    * Added Damage Reduction to Arthudin
    * Fixed Shaman's starting Quarterstaff not having a weight
    - Fixed Prodigy's slightly wrong bonus description
    - Fixed a rounding error when scaling down monsters when a party member dies
    - Fixed a very small memory leak in menus
   
    General
    ! Some dialogue enhancements, grammar fixes, typo fixes
   
    UI
    ! Ability to hover menu options with mouse and click them directly, if mouse menus are enabled in the options
    ! Talents that are active are drawn with gold color in the UI
    * Added a lot of titles to dialogues
    * Added UI Health and Mana tooltips when hovering the globes with mouse
   
    Inventory
    ! Equipped items no longer spend inventory slots
    ! Equipped items are displayed in a different menu than unequipped
 
    Difficulty
    ! New Difficulty levels: Story, Easy, and Torment
    ! Random characters are always with Normal Difficulty
    * Adjusted Nightmare and Hell Difficulties

    Traits
    ! New Trait: Heir; gives class specific unique starting item
    ! New Trait: Observant; gives +5% Critical Hit Chance
   
    Monsters
    ! New Monster: Blood Knight; a monster that can heal itself from critical hits by the same amount as the damage dealt
    ! Monsters can spawn up to 3 monsters in a room (chances are 20% for 0, 30% for 1, 40% for 2, 10% for 3)
    ! Improved Eilinmyr boss fight summon mechanics
    * Reduced the chance of having a room without monsters from 33% to 20%
    * More possible random names for unique monsters
    * Improved End boss fight's end
    - Renamed Hellknight to Hell Knight
    - Used unique monster names won't generate again

    Companions
    ! New Companion: Iris; a pistol firing bard that can buff self, player, and allies
   
    Help
    ! Added Attribute explanations

    Online Features
    ! Difficulty mode is also uploaded upon victory/death
    ! Special "Path of Torment" Hall of Fame for Torment/Hardcore/Open World combination winners

    Options
    ! Option to disable or enable the new mouse menus
   
    Shops
    ! Alchemist shop sells ingredients now
    * Base cost increased for all potions
   
    Alchemy
    * Lowered some ingrendient requirements for crafting
   
    Lore
    ! New Lore: Fragmented God Theory

    Quests
    ! Added an alternative reward to the Quest "New Firearm Design"
   
    Items
    ! 15 new uniques; a class specific heirloom item given by Heir Trait
    ! Added "Deadfire [1d20+4]" to the Captain merchant selection; a twin barrel musket that can be fired twice before reloading
    ! Added "Flintlock Revolver [1d12+4, +5 THB]" as a quest reward; a pistol that can be fired five times before reloading
    * Rotating pistol can be reloaded still if there are less bullets remaining than it's clip can hold
    * Matchlocks become Flintlocks
    * Items that provide a light source are labeled with [LIGHT] instead of [+2 FOV]
   
    Spells
    ! More than one summoned ally is possible if they are cast from different spellbooks

    Talents
    * Circular Kick requires now being unarmed

    Hardcore Mode
    ! Potions replenish 5 HP and 5 MP each turn instead of 2 HP and 3 MP

5
Stable 17.3 Released!

Code: [Select]
    ! = major
    * = minor
    - = less than minor
   
    Bugs, mistakes and missing things
    ! Fixed the crash when winning the game
    ! Fixed Chain Lightning to check Shamanic Language instead of Arcane Language
    ! Fixed Evasion having wrong name (Dodge) and AC bonus in character screen
    ! Fixed Temple shop selling two same spellbooks which broke the menu
    ! Fixed casting Battle Orders twice to give double AC bonus
    ! Fixed Thorns spell bug
    ! Fixed casting Rally twice to give double damage bonus
    * Fixed Abandoned Sawmill having two exits
    * Fixed Unending Singularity quest '?' icon being placed in the wrong location initially
   

6
Stable 17.0 Released!

Changes:
Code: [Select]
    Previous saves will not work!
   
    ! = major
    * = minor
    - = less than minor
   
    Highlights
    ! Beginner's Guide written by one of the players
    ! Restart previous characters
    ! Injuries from receiving critical hits
    ! New Light Sources
    ! Return of the unzoomed ASCII mode
    ! Multi-tile world map villages
    ! Disease improvements
    ! Talent improvements
    ! Companion epilogues
    ! New Lore
    ! Single Dungeon Mode improvements
   
    Bugs, mistakes and missing things
    ! Fixed a tricky bug that could cause autoexplore to stop working
    ! Fixed Lava ASCII tiles from green '.' to red '=' or '~'
    ! Summoned monsters from spellbooks are properly labeled as allies in the context of monsters resurrecting player's enemies
    ! Rottus Infernum disease properly worsens every six hours instead of every two hours
    ! Fixed Warlock's Corpse Explosion dealing 1d12 damage instead of 2d8
    ! Fixed Shaman's Evil Eye slow chance not being tied to player's Level
    * Fixed Praying to cure all diseases if there are more than one
    * Fixed a smallissue with talent use count related to regenerating mana fully without resting and not being able to rest to gain Talent uses
    * Bard song activation messages now display the real duration if the player has Songblade
    * Fixed a bug with resurrected monsters that could leave them be visually behind terrain features
    * Fixed a bug with the placement of summoned monsters
    * Fixed being teleported to Deity Realm when in a quest that cannot be escaped
    * Dismissing party members through dialogue or them leaving due to no money will now properly scale enemies down
    * Fixed a minor graphical bug in the Demon's Fall Gate
    * Fixed Port Victory temple area ASCII area transition symbols
    * Fixed stacking "poisoned" conditions where curing removed only one of the conditions leaving the player still poisoned
    * Fixed archcleric quest's wrong question mark icon location
    * Fixed archaeologist quest's wrong question mark icon location

    General
    ! Added a beginner's guide that was written by one of the players
    ! Ability to restart a previous character again; every new character is saved into a template that can be used to start it again
    ! Added Injuries as an effect from receiving a critical hit
    ! Added an option to play the ASCII mode without 2x sized text so the screen won't scroll and will display everything in one screen
    ! Villages are multi-tiled in the world map, with the ability to enter a specific district from the world map
    * Increased in-game feedback character limit to 300
    * Map window can be both opened and closed with 'm'
    * Biography window can be both opened and closed with 'c'

    Items
    ! Added "All-Seeing Eye [+2 FOV]" to the ship merchant, an amulet that works as a light source that also allows rogues to stealth
    ! Added "Shield of Light [+15 BC, +2 FOV]" to the unique shop in Westerfall (Undershire in Single Dungeon Mode), a shield that works as a light source
    ! Added "Magical Lantern [+2 FOV]" to possible loot in the main dungeon, requires no oil to work
   
    Single Dungeon Mode
    ! Shops refresh daily instead of weekly
    * Removed lore notes from Single Dungeon mode
    * Foreign Coins no longer spawn; instead it spawns gold
   
    Diseases
    ! Changed Regeneris Prohib from no regeneration to 33% chance to miss regenerating HP
    * Changed Rottus Infernum to reduce Max HP by 3 instead of 1, with the bug fix this is as much as it was in the earlier versions
    - Added word "Disease" in the beginning of the disease contract message
   
    Companions
    ! Each companion that survives the fight against the end boss (provided they don't die after it to something else) receive an ending epilogue
    ! Resting now takes into account if there are hurt companions also
    ! Melisath's Purify deals 2 damage each turn instead of 1
    * Added diary entries when meeting the companions for the first time
   
    Spells
    ! Decay deals 2 damage each turn instead of 1
   
    Talents
    ! Reduced Talent Mana costs from 35, 40, 45, 50, 55, 60 to 20, 25, 30, 35, 40, 45 respectively
    ! Battle Orders increases ally Armor Class by 10 instead of 5
    ! Evasion increases Armor Class by 10 instead of 5
    ! Song of Demoralize lowers Armor Class by 10 instead of 5
    ! Place Trap is 1d12 damage instead of 1d6
    ! Rend is 2 damage each turn instead of 1
    ! Poison Weapon is 2 damage each turn instead of 1
    ! Cleansing Fire is 2 damage each turn instead of 1
    * Rogue Stealth activation message now displays the duration
   
    Quests
    * Added some clarification dialogue to the quest Lover's End
   
    Injuries
    ! Added Concussion, reduces To Hit Bonuses by 10 for 12 hours
    ! Added Winded, reduces Armor Class by 10 for 3 hours
    ! Added Dislocated Shoulder, reduces Block Chance by 10 for 6 hours
    ! Added Sprained Ankle, small chance of movement being prevented when attempting to move for 2 hours
   
    Graphics
    ! Added 2 new tiles that transition from grass to water to make shores look better
    ! Added 24 new village tiles making each village in the world map unique in looks
   
    Lore
    ! Added 3 new Lore entries

7
Stable 16.0 Released!

Changes:
Code: [Select]
    Previous saves will not work!

    ! = major
    * = minor
    - = less than minor

    Highlights
    ! Lore notes
    ! Increased Talent Damage
    ! Firearm changes

    Bugs, mistakes and missing things
    ! Fixed the crash with thrown weapons
    ! Fixed the crash when buying Scrolls of Phase Door from the stronghold temple
    ! Fixed a bug that allowed equipping items without meeting attribute requirements if the previous item in the same slot had attribute boosts that allowed to meet the new item's attribute requirement
    ! Fixed Fire Shield damaging 1 instead of 2 as described
    ! Fixed a keyboard targeting bug by centering the camera
    ! Fixed curing diseases only curing one disease if you have multiple diseases
    ! Cursed items are no longer unequipped if unequipping an item reduces the attribute the cursed item depends on but will be unequipped if it becomes uncursed again
    ! Fixed a bug in which bolts that increase damage were counted in thrown weapon damage
    * Fixed a bug in month changing after a couple of months
    * Fixed bullets given in the gunsmith quest being automatically equipped if you don't have any bullets

    General
    ! Added Lore section to the journal
    ! Weapon Proficiency gives +3 Damage instead of +1
    * Year changes after the last month
    * Character has a birthday which causes the age to go up by 1 each birthday (in-game time passes so slowly that death by old age won't happen but I just wanted to implement this)

    Maps
    * Changed the ascii symbols of the Ancient Garden stairs to more clear
    * Switched temple altars and clerics around to make access to clerical services easier
    * Added a boss to the Darkwind Caves

    Quests
    * Added loot to a certain escort quest
    * Changed slightly Port Victory gunsmith dialogue to fit the firearm changes

    Monsters
    * Monsters that can age player will age player by 3d3 instead of 1d6

    Items
    ! Added 5 Lore notes that explain the backstory inside the main dungeon
    ! Removed Gunpowder and Musket/Pistol Bullets, replaced with a historical "Paper Cartridge" that fits both musket types and contains gunpowder and bullet in a single item
   
    Talents
    ! Talent's bonus damage based on character level is up to 10 instead of 5
    * Bard's Song of Heroes increases damage by 3 instead of 2
    * Alchemist's Heighten Senses increases damage by 3 instead of 2

8
Stable 15.6!

Code: [Select]
   Previous saves will not work!
   
    ! = major
    * = minor
    - = less than minor

    Highlights
    ! Dual rings
    ! Branch boss rooms connected to the Main Dungeon
    ! Cook in Stronghold
    * XP adjustments
    * Longer Message Log visible in the Journal (last 30 entries)
   
    Bugs, mistakes and missing things
    ! Fixed items dropped on certain things being hidden from sight
    * Fixed a bug in level transitions that happened after the final Stronghold quest
    * Fixed finally the targeting issue on the northern and the western border of the map
    * Fixed found and the starting lanterns having different price than bought ones
    * Fixed the double digit input problem in the Bank
    - Fixed a small typo in Dagodin's Musket
   
    General
    ! Two rings can be worn at the same time instead of one
    * XP is adjusted so that the maximum Level is reached later in the game
    * Added a longer Message Log to Journal
    - Boots renamed to Feet in character screen
    - Ammo renamed to Missile in character screen
 
    Items
    * 1 new item for the Port Victory ship merchant
 
    Maps
    ! Added exits back to the dungeon to the branch boss rooms, works two ways but is locked until the respective boss is killed
    ! Added a Cook to the Stronghold, gives one special food ration each day
    * Added a well to the first area of Westerfall
 
    Monsters
    * Toned down slightly some of the late game boss resistances

    Engine
    ! Switched Python's xml.etree.ElementTree XML parser to self-written one
    ! Added support for upcoming lore notes

9
Stable 15.5 Released!
The development is stalling a bit so I decided to release the halfway 16.0 version as 15.5 for the time being.

Code: [Select]
    Previous saves will not work!
   
    ! = major
    * = minor
    - = less than minor

    Highlights
    ! Multi-socket items
    ! Runes
    ! Runewords
    ! Ability to send feedback from in-game
   
    Bugs, mistakes and missing things
    ! Fixed a bug in autoexplore that caused the player to run between two tiles if there are two unseen tiles at the same distance
    ! Fixed Gunslinger Talents not removing Bullet or Gunpowder items from inventory if the Talent spends the last Bullet or Gunpowder
    ! Fixed a crash on identifying cursedness status of missiles if it was cursed
    ! Fixed a bug where a shield was accidentally placed in main hand if it was in off-hand and main hand weapon was unequipped
    ! Fixed Mayor of Laketown Tyrant quest giving repeatedly gold if spoken again and again after completing the quest
   
    General
    ! Added Feedback option to Main Menu; allows players to send feedback from in-game
   
    Item
    ! Added Runes in addition to Gems
    ! Items can have up to two sockets instead of just one
    ! Shields can have sockets
    ! Added Runewords that add extra bonuses to equipment in addition to regular bonuses if the Runes inserted form a Runeword
    * Studded Leather Armor is renamed into Brigandine
    * Increased the chance of finding gems
    * Missiles cannot be cursed any more
   
    Runes
    ! Added Thet Rune, adds +6 HP to any socketed equipment
    ! Added Yu Rune, adds +12 MP to any socketed equipment
    ! Added Ved Rune, adds +1 DR to any socketed equipment
    ! Added Es Rune, adds +3 AC to any socketed equipment
    ! Added Sha Rune, adds +5 RES to any socketed equipment
   
    Runewords
    ! Added Runeword "Deliverance"; adds +5 Crit Chance to a weapon if the runes Thet and Ved are inserted in this order
    ! Added Runeword "Damnation"; adds +5 To Hit Bonus to a weapon if the runes Ved and Yu are inserted in this order
    ! Added Runeword "Guardian Angel"; adds +10 Block Chance to a shield if the runes Yu and Sha are inserted in this order
    ! Added Runeword "Flesh"; adds +2 Life on Hit to an armor if the runes Es and Thet are inserted in this order
    ! Added Runeword "Spirit"; adds +2 Mana on Hit to an armor if the runes Sha and Es are inserted in this order
   
    Religion
    * Sacrificing items gains 1.5 piety instead of 0.5 per item

10
Stable 15.1 Released!

This is a smaller release containing some bug fixes and balances by making Talents level scaling somewhat.

Changes:
Code: [Select]
    ! = major
    * = minor
    - = less than minor

    Bugs, mistakes and missing things
    ! Fixed when choosing weapon proficiency that thrown proficiency option increases firearm damage and vice versa
    ! Fixed buying 5 scrolls of recall
    ! Fixed Demon Parts quest when playing a female character
    ! Fixed War Cry increasing damage by only 1 causing it to permanently lower damage when the Talent ends
    * Fixed Overpower's description that indicated the damage increase is 1 instead of 2
    * Fixed Exorcism's description that indicated there was no Wisdom bonus to damage
    ( Fixed earlier with reupload: XP bar reacts to click throughout its length )
    ( Fixed earlier with reupload: Removing Quest items upon completing a quest no longer crashes )
   
    Talents
    * Holy Barrier increases Damage Reduction by 2 instead of 1
    * Poisonous Gas receives a damage bonus of Level / 6
    * Shield Bash receives a damage bonus of Level / 6
    * Drain Life receives a damage bonus of Level / 6
    * Exorcism receives Wisdom bonus to damage but Level bonus is reduced from Level / 3 to Level / 6
    * Holy Pillar of Fire receives a damage bonus of Level / 6
    * Lightning Storm receives a damage bonus of Level / 6
    * Corpse Explosion receives a damage bonus of Level / 6
    * Tornado receives a damage bonus of Level / 6
    * Death Coil receives a damage bonus of Level / 6
    * Cleansing Fire receives a damage bonus of Level / 6
    * Volcano receives a damage bonus of Level / 6
    * Apocalypse receives a damage bonus of Level / 6
    * Demonic Grasp receives Charisma bonus to damage but Level bonus is reduced from Level / 3 to Level / 6
    * Fire Shield damages by 2 instead of 1

11
Stable 15.0 Released!

http://www.thetempleoftorment.net/downloads/

Changes:
Code: [Select]
    Previous saves will not work!

    ! = major
    * = minor
    - = less than minor
   
    --Highlights--
    ! Greatly optimized performance
    ! Cultural Talents
    ! Stronghold
    ! 5 New Quests
    ! 7 new Spells
    ! Rewritten Quest mechanics
    ! 1 new Background
    ! Bank is useful once again
    ! Named Currency
    ! UI improvements

    Bugs, mistakes and missing things
    ! Fixed a bug when casting Steady Aim Talent
    ! Fixed a small memory leak with pathfinding when somebody other than player opens a door
    ! Fixed a small memory leak when summoning from spellbooks
    ! Fixed some dual-wield issues
    ! Fixed a bug with unequipping a CON bonus item and it not unequipping an item that depended on that bonus
    ! Updated libtcod to prevent some crashes when quitting
    ! Fixed dehydration damage not happening if starving too at the same time
    * Fixed a bug with level memory that stored multiple times the explored tiles when leaving areas
    * Fixed a bug where casting scroll of recall didn't store a level in Eastdale
    * Added missing "Dehydrated" status effect to the Character screen when dehydrated
    - Fixed Port Victory's ASCII arrows that indicate area transitions
    - Multiple minor bugs fixed

    General
    ! Removed generic fantasy name generation from character generation, only background specific names exist now
    ! The currency is called "Golden Duc" instead of just "Gold Pieces"
    ! Foreign Coins can be exchanged at the bank
    ! Stronghold Taxes are paid to the bank
    ! One tile of travel in the world map lasts 30 minutes instead of 20 minutes, with horse 15 minutes instead of 10 minutes, no changes to food though
    ! Removed buttons for Map and Character, they are accessed through the journal instead
    ! Removed empty spaces from the button rows
    * Renamed Background to Culture
    * Currency is informally called "Duc" or "Ducs" when it makes sense in the dialogues
    * Changed Westerfall Cleric's dialogue tree to be similar to others related to the Eilinmyr quest

    Cultures (Backgrounds)
    ! New Background: Zlavgardia, a musket bonus culture
    ! Background's Ranged bonus no longer affects muskets, instead a new Firearm bonus that's given at background selection does it
   
    Talents
    ! Added Cultural Talents; one Talent for each Culture, can be used once per day

    Dual-Wield
    ! Weapon cannot be equipped in off-hand if main hand is empty
    ! Shield cannot be equipped in main hand if off-hand is empty
    ! Unequipping a weapon in main hand and having a weapon in off-hand will switch the weapon in off-hand to main hand
    ! Unequipping a shield in off-hand and having a shield in main hand will switch the shield in main hand to off-hand
   
    Items
    ! Gold Pieces are renamed to Golden Ducs
    ! Added Foreign Coins items to loot that can be exchanged into regular coins at the bank
    * Small Shield renamed into Rondache

    Quests
    ! 5 new quests, related to the Stronghold
    ! Shaman quest reward from the main quest is changed into a new, more satisfying spell, the previous Seer spell is available otherwise
    ! Mushrooms become quest items, are added into quest items instead of regular inventory, and no longer spawn after picking once
    ! Quests can now be opened from the quest log to see more details
    ! Quests are named

    Stronghold
    ! New feature: a player owned castle

    Spells
    ! New Divine Spellbook: Summon Skeleton
    ! New Divine Spellbook: Light; a magical lantern
    ! New Arcane Spellbook: Summon Blade
    ! New Arcane Spellbook: Recall; a spellbook version of the scroll
    ! New Druidic Spellbook: Summon Wisp
    ! New Demonic Spellbook: Summon Shadowhound
    ! New Shamanic Spellbook: Ice Storm; the main quest reward for Shaman
    ! New Shamanic Spellbook: Scrying; the previous quest reward (renamed Seer)
    * Scroll of Recall (and the book now) can be cancelled when going from a town to a dungeon

    Monsters
    ! New Monster: Fruit Bat
    ! New Monster: Rat

    Areas
    ! New Area: Castle of Amon (3 floors)
    ! New Area: Dungeons of the Castle of Amon (5 floors)
    ! New Area: Abandoned Sawmill
    ! New Area: Pond

12
Quote from: Aukustus
Also, is there a way to empty the queue of input keys or does the library support preventing the following thing?
Yes, you can drain the input queue quite easily:
Code: [Select]
while (Terminal.HasInput())
    Terminal.Read();

Personally, I don't like the idea of just skipping the events. Simply dropping them may lose input randomly. Imagine the user pressing a movement key and then some key combination. If you happen to drain the queue at a wrong time, you may be left with only a part of a combination which can drastically change the meaning (though it is hard to lose a simple state like Shift/Ctrl modifiers since BearLibTerminal keeps them available through Terminal.State).

Maybe a bit more robust solution would be to filter out only the repeats? Something like this:
Code: [Select]
int previous_key = Terminal.State(Terminal.TK_EVENT);
while (Terminal.Peek() == previous_key)
    Terminal.Read();

Code: [Select]
            int key = Terminal.Read();

            if (Terminal.Peek() != key)
            {

Seemed to the trick. I've got no idea how it works, but it works :).

13
Do you put those empty tiles and then print text in the same layer? By default, the library operates in 'replacement' mode in which tiles/characters replace previous ones (in that place within the same layer). If my guess is correct, the log is simply replaces empty tiles you've used to cover the map tiles making them visible again.

Ah, this was it :). I did print the tiles and the messages in the same layer. I didn't think print would be in replacement mode, but I guess it's only logical because "print" works like "put" behind the scenes, if I recall correctly. Now the messages are on a layer above the empty tiles and it works!

Besides more or less obvious solutions (making font opaque or switching to composition to not replace tiles), there is also one less known feature that may be particularly useful here: layer crop region. It instructs the library to show only a portion of a layer, kind of cutting away the rest. It was introduced precisely for such situations where it may be hard to hide extra portions of some complex scene with offset and overlayed tiles.

I need to look into this cropping definitely.

Btw, the Set method supports string formatting:
Code: [Select]
Terminal.Set("window: size=" + Constants.ScreenWidth.ToString() + "x" + Constants.ScreenHeight.ToString() + "; ...");may be
Code: [Select]
Terminal.Set("window: size={0}x{1}; ...", Constants.ScreenWidth, Constants.ScreenHeight);

Awesome :).

I must say, your library is pretty much *the* graphical library when making roguelikes :).

EDIT: Also, is there a way to empty the queue of input keys or does the library support preventing the following thing? I've noticed that if I've got a long lasting for loop, it registers and queues all the key inputs during the loops execution time. When I press a long time a movement key, it begins the movement but if I don't take my finger off the key, it puts the movement key into the queue like a hundred times, and it keeps unloading the queue so it is stuck until all the key presses are removed from the queue. This is because I've got my smooth movement implemented by a for loop and it renders the character at different offsets, so while it is moving one tile, all the keys are registered that are pressed during the movement.

14
Okay, a slight update: I changed transparent=red and it works, it's not even red at all anywhere, but now the black layer in the font file is deemed as non-transparent.

15
I'm not sure if this has been talked earlier, but it seems that there's some "bleeding" through layers with fonts.

Image of the problem: https://www.dropbox.com/s/3qemusoa3khsipt/BLTBleeding.png?dl=0

So what I've done: For a smooth movement there's a "buffer" of one extra row of tiles each direction that are rendered under the UI so that when I move, I use the gradually increasing offset to display them appearing smoothly from behind the UI.

To not display them above the UI, I've got a empty tile in my tileset that I've rendered above the buffer row. However, when I print text to the message log area, the buffer map row is shown only under the text.

In general, it seems that words printed displays everything under it. I've got a png bitmap font that's not even transparent as there's a black layer behind the font file. In addition I've specified the font to be not transparent:
Code: [Select]
Terminal.Set("window: size=" + Constants.ScreenWidth.ToString() + "x" + Constants.ScreenHeight.ToString() + "; font: Cheepicus.png, transparent=black, size=16x16; input.filter={keyboard, mouse}");
The same effect comes with my mouse hover that displays the name of the object below it. The font is clearly transparent still: https://www.dropbox.com/s/j1vuzpshzni4ue3/BLTBleeding2.png?dl=0

Any idea how to fix this, or is this a bug? I don't want my font to be transparent at all when it is printed in the message log.

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