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 - Zireael

Pages: 1 ... 35 36 [37] 38 39 ... 41
Early Dev / Re: The Veins of the Earth development feedback
« on: August 15, 2013, 10:07:33 AM »
v. 0.0.8 is now available as a standalone from Github, and soon from ModDB.

Feedback welcome!

Beta 2 now available!

- skill checks printed out to log
- level-up bonuses applied properly
- halved xp needed to gain level

How surprising---based on the current milestones page I figured this was farther out, but hey, no harm in sniping at various milestone goals so long as it all works and keeps apace.   :D

I've found a friend willing to help us iron out bugs, as a ToME player took the game for a spin and uncovered 2 bugs already known and 2 new ones. The nasty one is, level-up bonuses aren't applied for some reason.

Also, highscores will probably not work until T-Engine 1.0.5.

In the future, probably best to have the resulting zip file labeled accordingly to the version in question.

Yup, a friend already pointed it out to me.

Standalone version just released!

Download it from

EDIT: The 100 hp bug has been killed.

Temple of the Roguelike / Re: Send your banners!
« on: August 13, 2013, 11:40:33 AM »
I have zero drawing skills, but I would be interested in having a banner for the Veins of the Earth....

Early Dev / Re: The Veins of the Earth development feedback
« on: August 13, 2013, 11:29:42 AM »
... and we're now at 0.0.7b, very close to 0.0.8.

Changelog in the announcements section.

The mod is also available from ModDB.

Version 0.0.7b has just been made available from and should soon be available from ModDB, too.


* implemented darkvision
* ranged attacks now use Dex instead of Str to determine bonus
* racial skill bonuses implemented

0.0.7b - 13/08/2013
* bugfixes
* ranger, rogue and wizard now get ranged weapons as starting equipment
* FOV fixes
* new items: amulet of natural armor
* deep-dwelling races no longer get a torch at game start
* colored help screen
* item identification
* usable Intuition skill
* item tooltips
* multiclassing

Belay that. I just got item identification to work, which means you have a working skill to see how skills work in VotE.

In other words, we only need multiclassing (class-dependent level-up) and skill select screen to work and you'll get beta 2.

It looks awesome!

I've been rolling out some small improvements over the past few days (mostly to do with the colors and with character generator).

I've also coded some new content (ecl, log display, achievements, random name generator, item identification), however, the code seems to be buggy.
Seb's almost done bugfixing the multiclassing code, however.

Traditional Roguelikes (Turn Based) / Re: Lips of Suna (now at 0.7.0)
« on: August 11, 2013, 08:49:54 AM »
Sounds interesting, now if only there was a Windows binary...

We're over halfway to beta2, as GIT says, and we even managed to get some stuff done which was planned for beta 2.5.

Also, the mod now has a page at ModDB.

Other Announcements / Re: Roguelike Radio podcast
« on: August 08, 2013, 01:10:51 PM »

Also, I'd like to see a round up of the current Mobile RL's

Currently got this collection ("channel") together over at for Android RL's

Thanks for this, there's a couple on here that I didn't know about yet. Now I need to go on a trip so I have an excuse to play on my android :)

I wish infinite dungeons wasn't for $.

A salient move on the name change, even besides the fact that this now frees your hand to eventually work in other sorts of underground venues and happenings beyond just the canonical sort of Underdark.

Heh, just keep that progress pace and changelogs rolling and all should work out just fine---those milestones in particular should wind up extra delicious ones as they'll mark serious new levels of progress and polish.

You mean you actually looked at the GIT milestones? I thought it was only us 2 who used them.

Early Dev / Re: Underdark development feedback
« on: August 05, 2013, 08:13:39 AM »
... aand now we're at 0.0.7.

Can I haz some feedback?

Pages: 1 ... 35 36 [37] 38 39 ... 41