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Topics - Zireael

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Early Dev / Veins of the Earth LOVE2D port - feedback
« on: February 11, 2017, 02:37:31 PM »
This is a thread for the LOVE2D port of my roguelike that used to be in T-Engine.

I made a separate thread as the old one was getting quite unwieldy.

(Links lead to the old thread)
1. Humble beginnings
2. Pathfinding
3. Basic FOV
4. Beginnings of inventory screen
5. Visible grid and toggleable labels, Cogmind-style
6. RPG ruleset musings
7. Character creation screen and some musings on ToEE character creation
8. Zooming in and out, and Shockbolt tiles
9. Post #1 of current thread

Veins of the Earth is a d20-based module for T-Engine.

The new beta is out!

Grab it from GitHub or ModDB.

The downloads are standalone, so you don't need a copy of T-Engine (ToME 4) itself.


* bug fix - item getting equipped in weird slots
* bug fix - display gameplay tab when starting game; add confirmation for settings
* bug fix - errors when cause fear spell works on an enemy
* bug fix - no more keeping old zone name displayed for 1 turn after changing
* bug fix - no more superfluous saving throws in log with many spells
* bug fix - Lua error when increasing stats on level up
* bug fix - intro message was supposed to be colored but a typo rendered it all white
* bug fix - warning message pops up in log every time you spot a monster, not just the very first one
* bug fix - traps no longer throwing up errors

* update to T-Engine 1.4.8
* the game now counts level generation attempts and aborts after too many (default is 50)
* quests: main quest, tutorial
* achievement for completing either quest
* the game now has a win condition
* new zones: Vatic Wastes, thieves guild
* new tiles: ring, signet ring, house insignia, greaves, cave floor, cave wall
* new items: signet ring, house insignia, gloves, greaves; waterskin
* new item slots: bracers, legs; bracers are now won in the bracers slots
* Iron Will etc. now scale with character level; restore Toughness as a separate feat; fold Dodge into Mobility
* implement climbing, opening locks on chests and doors
* a generic interact with environment button (e.g. get apples from a tree)
* NPCs in noble compound now have a correct faction
* adjust many rarities
* kids' spawn is now delayed

Programming / Atom/Sublime Text linters
« on: February 24, 2015, 08:17:07 PM »
Help! I need a step-by-step guide how to get Atom/Sublime Text Lua linters working.

I already have the linter plugin and the lua linter plugins. I tried installing Lua from and the Lua binaries from SourceForge, but I can't configure the linters to work. I even tried luacheck linters, but failed to get luarocks to work so that I could get luacheck...

Whichever program I can get to lint with minimum fuss and time lost will be the one I will stick to.

(I'm fed up with silly small typos stealing A LOT of my programming time, which has become rather limited as of a week ago)

Programming / Random portrait generator
« on: December 21, 2014, 12:52:59 PM »
I found this old thread and started wondering, what portrait size would be the best?

Implementing something similar in T-Engine seems really easy (just use the playerdoll code), but I'd love to know what size I should use. 32x32? 64x64? Something else?

Early Dev / The Veins of the Earth development feedback BETA 13
« on: July 05, 2013, 09:22:26 AM »
As the Veins of the Earth is getting better with every passing day, I'd like to ask for feedback.

If you want the bleeding edge instead of the beta releases, use this link
If you already have a beta downloaded, replace the VotE folder with the contents of the zip. If you just have T-Engine, drop the contents of the zip in the modules/VotE folder.

To play it, download the Windows standalone from ModDB and click on t-engine.exe.

Tested only on Windows. Linux/Mac users might experience more bugs.

If you have Linux or OS X, you'll need to download T-Engine 1.3.1 and the ZIP from Git

Traditional Roguelikes (Turn Based) / The Veins of the Earth BETA 12!
« on: June 27, 2013, 01:14:56 PM »
The Veins of the Earth module for T-Engine 1.4.0 boasts the following key features:

Based on the OGL license
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&D-derived games (Baldur's Gate, Icewind Dale, Angband)...

The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.

Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.

Still stuck? Press F1 or H.

You make your action and enemies take theirs.

In true roguelike spirit.


Features implemented:
    random worldmap different for every character
    multiple dungeons, some of them persistent
    towns and buildings
    death is not an end - you can continue adventuring as your child, if you had any
    brand-new start-up screen and menu [standalone version only]
    new old gold and black UI skin
    32x32 tiles by Daniel E. Gervais & my edits
    moddable player tiles
    tiles/ASCII switch
    controls displayed automatically at game start
    13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist classes); warlock, shaman
    6 prestige classes: shadowdancer, assasin, arcane archer, blackguard, loremaster, archmage
    16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc
    backgrounds for quicker character creation
    improved starting equipment taking into account class and race; magic items, immunities or resistances as perks
    random name generator taking into account your character's race and sex
    Effective Character Level
    XP for killing monsters, descending deeper, disarming traps
    multiclassing & prestige classes & favored classes & bonus feats by class
    colored character sheet with tooltips displaying rules info
    randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties & feats
    attack roll & AC & critical hits & offhand attack (including double weapons) & iterative attacks
    death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats
    saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
    hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
    inventory & encumbrance
    spellbook now with spell information included and an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells
    armor spell failure chance; key stat must be 9 to cast spells
    casters gain access to next spell level every 3rd level
   spell-like abilities for drow & duergar; other spell-likes as random perks at start
    Spellcraft test required to identify spells cast by others
   clerics now pick from 16 deities which limit their alignment and domain choices (44 domains total)
    some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses
    feat and skill select [Seb]
    skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level
    skill tests printed to log; max skill ranks implemented; feat bonuses applied on top of skill ranks
    stealth & sneak attack
    most weapons from SRD; magic armors and shields; magic weapons; light sources; wondrous items; specific magic items
    all feats from SRD except archery feats and unarmed combat feats
    working item creation feats
    most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)
   pre-made d20-style encounters of more than 1 monster
  humanoid NPCs can now have character classes
 shopkeepers can now sell & buy items
   item identification in two stages, auto-destroying known cursed items
   CR displayed in tooltips; monsters drop equipment and corpses
   hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
    colored in-game help screen; legend screen
    colored tooltips (color-coded relative monster stats and CR); colored log messages
    item tooltips both on ground and in inventory
    in-character monster info screen
    terrain effects
    speed bonuses
    resting takes 8 hours, monsters respawn on rest
    cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp
    stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures
    level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)
    Diplomacy and Handle Animal skills

You can download it from

README, issue tracker and wiki available at GitHub.
Feedback and contributors welcome!

Programming / An Underdark roguelike in development
« on: June 18, 2013, 08:04:59 AM »
Anyone knows a roguelike engine easy to mod? I love Incursion, but alas, it's not really moddable.

I'd like to introduce the following:
- new races (drow, deep gnomes, deep orcs, kobolds, goblinkin)
- levels being random, whether you go up or down
- no final boss
- no level cap
- stairs having a chance of not changing the depth, but generating a new level (I call it 'horizontal passages' in my drafts)
- vaguely d20 style feats
- (possibly) multiclassing and prestige classes

Around a year ago, I tinkered with NPPAngband, but then the studies came and I didn't have time to do it.

My programming skills are enough to mod some or contribute to an already existing open source, but I don't know enough to start from scratch (unless there's an ABSOLUTELY AMAZING step-by-step guide of some sort)


Traditional Roguelikes (Turn-based) / Incursion
« on: June 17, 2013, 03:59:20 PM »
Ok, as the only stuff I could find was old and buried...

Anyone play this?

Is it possible to mod this?

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