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 ... 38 39 [40] 41
In case you want to know how exactly the development goes, check this dev log.

Quite impressive how quickly this is coming together and I wish the project all the best!  Who knows, this may eventually become the first such project to fill the void that Incursion left...  8)

Lua is not that hard to learn, besides there are numerous other modules and a vibrant community of people who gave me their tips and allowed me to peek at their code.

Also, there is an invaluable contributor named Sebsebeleb (who does mostly bugfixes and spells)

Programming / Re: An Underdark roguelike in development
« on: June 27, 2013, 01:16:29 PM »
MODS: Topic to close or delete, thank you.

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 / Re: An Underdark roguelike in development
« on: June 27, 2013, 01:09:27 PM »
Combat and roller now work as designed. Tooltips were revised for clarity.

In addition, there's some new items, monsters and classes. Leveling up actually has some effect now.

Encumbrance code was also added, now only need it to display...

Programming / Re: Adaptive bosses
« on: June 26, 2013, 07:13:17 AM »
That way the bosses are equally difficult no matter what choices you make!

So it doesn't matter what choices you make? That sounds like the opposite of a game I'd like to play.

The choices would matter, just not when fighting bosses. This makes sense because bosses are things you have to fight exactly once, whereas other monsters you can avoid if they're too strong for your particular character, or farm if they're too weak. It would be unfair to the player to force him to make the same set of choices every time just so he can beat all the bosses!

I agree that the bosses should be equally hard no matter your choices.
However, have you thought that the solution might be: include no bosses? Certainly easier to code than adaptive bosses!

Programming / Re: An Underdark roguelike in development
« on: June 24, 2013, 07:12:49 PM »
Thanks to Sebsebeleb, player display now works. He also added some spells and, therefore, an implementation of saving throws.

I spent most of today doing an attributes roller and trying to make combat work satisfactorily.

Programming / Re: An Underdark roguelike in development
« on: June 22, 2013, 03:33:51 PM »
Fixed tooltips and some other minor bugs yesterday.

Got the random weapon damage working.

You can grab a working, bug-less version from GitHub:

My notes:
- tie hit points to hit die
- limit total hitpoints at start (limited from 2nd turn onwards)

- feat select
- feats  talents_types = {
      ["general"]={true, 0},
- Favored Classes'work by being +10% exp to that class
- skills  +5, +10, +15, +20 [handle them with talents and maybe loops]

- d20 rolls
- saving throws (Fort Ref Will)
- crits
- randomize attributes in base
- XP charts ( ActorLevel.exp_chart = function(level) return 1000*level*(level+1)/2 end )
- on-screen hp, level, exp, depth display
- level up screen

- ranged combat
- hide/move silently
- sneak attack
- some spells
- flanking
- flat-footed (foes in range?)
- metamagic as sustains...and just assume every 'mage' is a sorcerer; have the Empower Spell sustain, you turn it on, cast a spell,
it treats all variable as *1.5 but calculates cost as if it was 2 higher. Just for ease of use I'd suggest turning the sustain off after that

- randomized item names
- level feelings
- eating corpses
- bones

- stairs having a chance of not changing the depth
- remove staircases from which you arrived

As I said before - any helpers are welcome.

Traditional Roguelikes (Turn-based) / Re: Incursion
« on: June 21, 2013, 08:30:33 AM »
A better approach, and likely much quicker, would be to have someone manually extract all the game data (races, map generation rules, etc) from just visual observation from playing the game

Races, feats and the like are easy to get and note down from just playing or reading the manual.

I love the map generator, though.

He's ruled out releasing the source, but it's a pity there's no-one he knows and trusts who can make bug fixes to the last release for him.  If anyone's got his ear, that might be an approach to whisper in it.

That's the real pity.

Programming / Re: Easy to mod engine for an Underdark roguelike
« on: June 20, 2013, 05:08:05 PM »
@ Hajo:
Modding a game has the benefit that it works right from the start, and you have a complete game already. The drawback is that an existing codebase has limited flexibility, and you'll have to stay more or less close to the original game.

Exactly why I wanted a ready engine.


I'm plugging along, in spite of running into some setbacks. (one version has working FOV and buggy tooltips, the other one has buggy FOV in spite of being based on the example module and working tooltips.

Folks over at the #tome IRC are very helpful, but I could use someone more experienced to fix bugs, not only point out what to do to fix the easier ones.

If there's anyone interested in helping me out in their free time, I could make use of my Github. Any contributors will be duly noted and mentioned in the readme/on the site.

What I have so far:
- working char gen (gender, race, class)
- working char sheet (name, race, class, gender, hp, HD, exp, level, attributes)
- default T-Engine combat
- default dungeon generator

What I'm trying to make work:
- tooltips
- HP/EXP onscreen display

Programming / Re: Easy to mod engine for an Underdark roguelike
« on: June 19, 2013, 07:24:38 AM »
Mmkay, I started working on it.

After some copy&paste brainfarts, I got the example module with renamed init to show up.

Now to create working chargen...

Programming / Re: Easy to mod engine for an Underdark roguelike
« on: June 18, 2013, 06:48:05 PM »
Check the T-Engine Modules board actually. It's fairly easy to make your own complete game separate from ToME. It has a lot of functions you can borrow, and a lot of stuff you can ignore.

I found the ToME 2 port but I can't get it to run, it says it's not compatible with T-Engine 0.9.43, even though it should be, according to what the author wrote on the board! What's the problem?

Also, how do I unpack the .team files? I was hoping to poke around the ToME port and around ToME 4, too...

EDIT: Great, can't register on ToME forums cuz 'summoner' and 'wilder' are both wrong answers to the automated question. Help?

Programming / Re: Easy to mod engine for an Underdark roguelike
« on: June 18, 2013, 02:04:13 PM »
T-Engine sounds promising, as it's written in lua and it has a neat documentation.

The question is, would it be possible to code new races, classes and talents?

Would it be possible to base combat on d20?

Traditional Roguelikes (Turn-based) / Re: Incursion
« on: June 18, 2013, 08:06:41 AM »
Nope, Incursion remains pretty much one of a kind at this point in time.

Either he'll eventually do something more with it, somebody will somehow start hacking or reverse engineering it, or one or more persons will take a crack at something in the spirit of it and hopefully fare a bit better.   :-\

That's sad news.

(Ok, I've started a thread in development for my idea, as modding Incursion seems impossible, any help or pointers?)

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)


Pages: 1 ... 38 39 [40] 41