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Messages - Zireael

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421
The module has been updated to work with 1.1.0 (the version which is available from Steam).

422
Another hotfix is out, and as an additional feature you now get automatic attempts to ID items in your inventory every X turns.

423
Traditional Roguelikes (Turn Based) / Re: Elite RL (7DRL 2013) Success.
« on: December 12, 2013, 10:40:40 AM »
Hey there Zireal. I'm not sure this guy still visits this forum.

That's a pity.

424
A new hotfix is out!

* Fixed the inflict X wounds bug.
* Intuition check to identify an item in your inventory is now made every X rounds automatically, with the X depending on your class.

Grab it from te4.org

425
Eeek! I just released a hotfix for Veins and does that mean all module makers in the contest have to upgrade to 1.0.6?

426
Traditional Roguelikes (Turn Based) / Re: Elite RL (7DRL 2013) Success.
« on: December 10, 2013, 07:46:05 PM »
This sounds awesome, would love to take it for a spin. Is there a save/load feature yet?

427
Oooh, achievements sound nifty! Grabbed.

428
Incubator / Re: RL Incubator Twenty-Fourteen Proposal
« on: December 06, 2013, 05:41:50 PM »
I like the idea :)
Please make a sticky thread explaining what the incubator is and how it works :)

429
Incubator / Re: Intro to the Incubator
« on: December 06, 2013, 05:40:43 PM »
Sorry for digging up such an old topic, but I honestly think this should be sticked up on the top of the subforum as an introduction to it. I had to scrounge a bit through the threads to finally dig up what's this all about. As I understand the Roguelike Bundle is dead-ish, but I think the incubator idea still works?

I agree that this should be stickied.

430
DG put up the link to the voting section quite late, so I don't blame you for failing to find it!

I've just uploaded a hotfix to te4.org as I've fixed some annoying inventory bugs.

431
A hotfix has been released because I managed to pin down and fix the cause of intermittent inventory bugs and/or lua error messages.

432
Have you considered trying out/contributing to Veins of the Earth? We're trying to recreate the goodness that is Incursion in an easily moddable engine and in an open source way...

Never played Veins of the Earth but I got curious on how can one contribute to it?

1) We need some tiles - I'm not much of an artist and I think around 10 monsters are still missing tiles.
2) There are issues listed here, if you know some Lua, you could help us with fixing them (by sending pull requests via git or just posting your patches to the feedback thread)
3) Some of the game's inner workings are explained in here so that you can contribute new items/spells/egos/whatever

433
Version 0.12.0 ('There's a lot of monsters out there") is out, just in time for the modules contest!

I expanded some descriptions to clear up some misunderstandings and added the feat description tooltips.

A message after eating is a very good idea, to come whenever there's a next release! This month has been really hectic, with a record-breaking number of commits in order to make it as enjoyable as possible for the players...

434
A new version is out, just in time for the modules contest! Grab it from te4.org or from here

CHANGELOG:

* bug fix: not being able to use the mouse in some parts of the map
* bug fix: map being covered by the log/HUD
* bug fix: cross-class code now checks for the last leveled class
* bug fix: encumbrance penalties no longer stack ad infinitum for some weird reason
* bug fix: no more freezes due to running out of potion flavor names
* bug fix: no more lua error on stack tooltip
* bug fix: all innate spells now have a cooldown of 5

*  player tile changes depending on his/her race and class (from 2nd turn onwards)
* new monsters: all monsters from SRD except demons, devils, dragons, lycanthropes, swarms & most animals which don't fit the dungeon theme
* new classes: monk & paladin
* you can now name your character yourself and/or reroll the random name multiple times
*  loading tips added
*  lowered ice DC as a temporary solution to the "fall-lock"
*  water and stale foodstuffs are now edible
* more randomized magic items
* added feat description tooltips to character sheet
* added loading screen to module file
* added intro depending on player race

Play, vote and most importantly: don't forget to leave feedback!

435
Zirael, I had a question for you.  have you thought about adding some documentation to the game to explain the mechanics in a little more detail?  I don't have much of a background in D&D, and finding out the details about how certain mechanics work (like how a dex bonus is applied to armor), was surprisingly difficult.

There is an in-game help (press F1), which shows controls first and then rules under one button and ASCII legend under the other. Point out any things you'd like to see added to the rules screen. I will add more on dex bonus if you want.

By the way, Dex bonuses in Veins do follow this formula, right?

1. Subtract 10 from the ability
2. Divide by 2
3. Round down
4. Bonus can't go above the max allowed for the type of armor equipped.
Yes, they do.

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