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Messages - Zireael

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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

Early Dev / Re: The Veins of the Earth development feedback BETA 11.5
« on: August 24, 2016, 09:06:36 AM »
You made the beer a trap???
Oh that's so unfair, turning beer against us.  :)

The beer and the trap just happened to share (a space) :D

Early Dev / Re: The Veins of the Earth development feedback BETA 11.5
« on: August 23, 2016, 03:33:50 PM »
Untrusted, thanks for the kind words!

In other news, I finally sat down and made a zone exclusively for testing traps. Turns out there was a TON of stupid goofs there - no wonder since those files date back to the very beginning of Veins development, when I was a complete noob in terms of programming.

The lower level of thieves guild is a maze full of easy traps. This one is under the beer

Any news when non-backers will get an update? They're still at r58 or thereabouts...

Early Dev / Re: Souls Rescue
« on: August 11, 2016, 12:37:44 PM »
Are the maps static or randomized?

I've had the game freeze on me twice in Catacombs when resting. I think it's related to getting Regeneris Prohib :(

Incubator / Re: My Rogue Like Pixel Art
« on: August 08, 2016, 08:06:48 AM »
Any updates on this? It looked awesome!

Early Dev / Re: The Veins of the Earth development feedback BETA 11.5
« on: August 07, 2016, 03:37:35 PM »
Thanks getter, for being the voice of support I can always count on.

Updated to whatever the newest ToME version it is now.
Anyway, the game now counts how many times it attempted to generate a level and bails out after too many. Currently the limit is 50. More testing is required to determine a more appropriate number.

Also, the events (random effects on dungeon levels) seem to be working AT LAST - to think I started working on them in 2013 and never noticed that the function was being called too early :D

I am still leery of putting a new beta out, I think it needs more testing... On the other hand, players might have forgotten there was even such a game :P

Early Dev / Re: Souls Rescue
« on: August 07, 2016, 03:32:28 PM »
I like it, even though I don't prefer ASCII over tiles anyway. I just like the ability to choose :)

Early Dev / Re: The Brikverse
« on: August 06, 2016, 05:08:54 PM »
Wow, that's some cool ideas! (I love the passage of time thing!)

Is combat in or is it world generation/exploration for now?

Traditional Roguelikes (Turn Based) / Re: Numenfall 0.3.8
« on: August 06, 2016, 09:43:43 AM »
Xan, the without music link goes to the music version :P

Early Dev / Re: The Brikverse
« on: August 06, 2016, 09:38:58 AM »
Nice! Where's the roguelike-y stuff in this, though?

Early Dev / Re: The Veins of the Earth development feedback BETA 11.5
« on: August 06, 2016, 09:36:40 AM »
As you probably noticed, VotE was put on hiatus as I found a job and needed something less intensive to occupy my free time.

Right now the job let up a bit and I'm trying to bring VotE up to speed with all the updates to ToME that happened in the meantime :D

Design / Re: Item randomization
« on: March 31, 2016, 07:18:33 PM »
I am using rarities (aka. weights), as well as min and max level.

I think there is some code that was supposed to make "common", "ego", "rare", "greater" etc. items, but it isn't perfect and I will likely comment it out as it creates more problems than it solves.

NPCs equipment is determined by categories. Tags sound like a neat idea!

Traditional Roguelikes (Turn Based) / Re: Numenfall 0.3.5
« on: March 24, 2016, 11:15:24 AM »
It is possible to click the grayed out classes, upon which the game crashes at the end of character creation. :(

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