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 - magellan

Pages: [1] 2 3 ... 6
And here I thought I was just being paranoid :P

Anyway: 2.2c is out

    * new rumors about special planets
    * you now can save the star-creatures with environmental problems
    * game now actually reads savescumming option
    * some cave entries were invisible in tiles mode
    * special planets now get marked in tiles mode too
    * some balancing
    * Camo (including the artifact) and firing several weapons at once in space combat works now
    * Some minor bugs fixed

Any feedback of course welcome!

Another bugfix release.
Also now there is a precompiled linux version (again)

New Version out. I tried to make the early game easier, and improve on the documentation mainly.

    * You can now circumnavigate planets east to west
    * Critters don't blame you anymore if someone else killed their friends
    * 5 Easy Systems close to the starting station should make the early game easier
    * Companies pay bonuses for certain milestones reached
    * New PDF Manual
    * Shouldnt crash anymore on doomed planet & with ship fire
    * Firing weapons on a planets surface now generates heat, and causes reload time
    * New unique planet
    * Dying planet is now a semi special
    * Improved Logbook and Autopilot for more comfy exploration of the universe
    * New Item: Gas Giant Mining probe
    * Some portals that were invisible now have the tiles they need
    * Some bugs and glitches fixed

Traditional Roguelikes (Turn Based) / Re: Prospector 0.2.1 released
« on: March 13, 2011, 03:00:47 PM »
Prospector now (really, this time) has tiles! Deon volunteered to draw them. so you can actually recognize what they are supposed to depict!
But I guess this is best shown with a picture:

So, if you need a break from all the 7DRLs, give it a spin!

Traditional Roguelikes (Turn Based) / Re: Prospector 0.1.17 released
« on: March 02, 2011, 06:42:14 PM »
Hello guys and gals!
A minor update to prospector
This is what happened:

    * 2 New semi-unique planets
    * reading ctrl+ combinations finally works
    * Enemy ships no longer fly into their own plasma streams (as often)
    * And they even go towards you now, when they get you on their sensors!
    * Stations buy undeliverable cargo
    * Some bugs fixed

So mainly squishing so minor bugs and glitches here and there, making your prospecting experience more enjoyable :)

Traditional Roguelikes (Turn Based) / Re: Prospector 0.1.16 released
« on: January 21, 2011, 07:26:18 PM »
Hi folks!

Prospector 0.1.16 is here.

And this is what happened since 0.1.15b
    * New Items: Deep space probes
    * Each ship gets some specific starting equipment (TT still gets 5 vets, nothing added there)
    * redesigned diseases
    * Intelligent critters now build castles too, not just pyramids
    * Passengers hang around in bars
    * Some UI improvements
    * Some bugs fixed

And here a little vid of the new probes in action:

Traditional Roguelikes (Turn Based) / Re: Prospector 0.1.15b released
« on: December 25, 2010, 10:44:48 AM »
Happy holidays!
My present: A bugfix release. Stock market related game crashes should be a thing of the past now.
I also tried to make the halls of the ancients a bit more interesting.
Hope you guys enjoy it!

Also if you wonder what the endgame looks like:

Traditional Roguelikes (Turn Based) / Re: Prospector 0.1.15 released
« on: December 09, 2010, 05:56:18 PM »
Thanks Chex.
Unfortunately a lack of testing showed rather clear in the latest release
So today I uploaded 1.15a, with some bugs fixed.

Traditional Roguelikes (Turn Based) / Re: Prospector 0.1.15 released
« on: December 05, 2010, 03:07:39 PM »
I just decided to release Prospector 0.1.15
The big news is of course the ship-hull designer. You can now design your own hulls.
But some more options in Awayteam building are present as well.

New in 0.1.15

* 3 New types of crewmembers
* New Items
* New radio command
* Ship Designer allows you to create your own hulls
* Crewmembers voice their displeasure at your command
* Fixed biodata and some other bugs

Enjoy, and please report any bugs you may find!

Classic Roguelikes / Re: Dear Mr. Biskup
« on: November 24, 2010, 02:15:51 PM »
Have to disagree and claim it's a design choice.
Canceling other commands doesn't cost a turn afaik. It's just spells.
And since casters are ultrapowerfull anyway, it's really a minor thing to loose some time if you interrupt a spell in the middle of casting (At least thats how I always saw it. You start casting, realize that this will seriously exhaust you to follow through and stop, thus loosing time.)

Programming / Re: My new roguelike
« on: October 08, 2010, 01:09:31 PM »
There are quite a few approaches.
One for wilderness maps (That i find rather good, and can't remember where I stole it) is this:

Draw random circles, one after the other. each circle has a height of 1, and adds to the underlying terrain.
So if 2 circles overlap, you have 2 areas with height 1, and a small ridge of 2 in between.
Do this very often.
Then assign a certain terrain type to each height. Very low is going to be water, very high is mountains, between is grasslands, woods, hills.
Looks pretty neat.

A very simple way is this.

Dig a first room
   Check for another place to put a room, that doesn't overlap with existing rooms
   Dig that room
   Dig Tunnel from that room to the closest none-wall tile
loop until no more rooms can be placed or room/wall ratio is met

Traditional Roguelikes (Turn Based) / Re: Prospector 0.1.14 released
« on: October 01, 2010, 04:58:01 PM »
Hehe, i was wondering if you were in the wrong thread or mixed the names up :)
So, in that case: thanks :)
Also, i just released a version with some bugs fixed. (And some minor additional stuff to do/happen on small space stations)

Traditional Roguelikes (Turn Based) / Re: Prospector 0.1.12 released
« on: September 27, 2010, 01:23:01 PM »
... And a mere 8 days after the ARRP deadline, a lone scoutship, engines heavily damaged, limps into the docking bay. It's hull shows the scars of a new space combat system. Hard to recognize tiles scream "Turn me on, turn me on" from the cargo hold.
On it's side you can make out the proud designation of the ship: "Prospector 0.1.14"

+ Graphical Tiles (Almost for real this time)
+ PPMMIHTML (Prettier Post Mortems Made in HTML)
+ 3 New grenade types: Flash and 2 for stunning
+ Maneuvering Jets no longer take up weapon turrets, but generate heat
+ New Crew Augments
+ New Item prefixes: Sturdy and Acidproof
+ New Shop: Item Customizer
+ Bones Files make it possible to run into the remnants of your former missions
+ New stuff to sell: ID Tags
+ sleeping critters now get marked with a pink z
+ You can now order items in space station shops
+ It's night in caves now
+ Some minor and major bugs discovered and squished
+ Added a list of babylon 5 ship names to feed to the autonaming routine. Just add the filename as a second line to your register file

Early Dev / Re: Prospector public Beta-Beta
« on: September 12, 2010, 12:20:42 PM »
Sounds like you are enjoying the game Drag :) You just gave me 100 MP, i used on debugging.
I hope I managed to fix the Bleeding Hullpoints and the unfriendly pirates bugs. (And some other smaller ones)
Any other bugs please do report, guys.

Early Dev / Re: Prospector public Beta-Beta
« on: September 10, 2010, 08:03:06 PM »
... having a german keyboard makes it easier to hit that key accidently  ;D

Thanks for the new crash.
I now see how that could happen, but its a rather rare event (And that explains why it didn't happen when I tested that part around 10 times)

Thanks again for lending a hand!

Pages: [1] 2 3 ... 6