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Messages - Zireael

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7DRLs / Re: Azure7drl [7DRL 2016]
« on: March 14, 2016, 11:02:46 AM »
What is preventing you from working on it outside of 7drl week? I love the concept...

Off-topic (Locked) / Re: still down?
« on: March 11, 2016, 05:24:01 PM »
The site went down again yesterday (10/03). It's still down :(

Incubator / Re: Would you play Pirate Rogue?
« on: March 09, 2016, 02:32:14 PM »
I would definitely play it. I love sailing, even though IRL the difficulties of living on a yacht get to me after about a week.

Tick 'show incompatible' and it'll show up. I don't know why T-Engine thinks it's incompatible - I'm running the module on the very same T-Engine version in another folder with no complaints from the game.

Beta 12 is out!

Grab it from GitHub or ModDB, as usual.

(If running standalone, you might have to tick 'show incompatible' box. I do not know why it's so)


* bug fix - potions/wands/scrolls without effects now never happen
* bug fix - add dummy entry to lower odds of mwk+ items
* bug fix - fix an engine bug preventing force_ego from working
* bug fix - rare Lua error when debug creating an item which is blocked by level_range
* bug fix - use_simple entry from ego not being merged with the parent item
* bug fix - typos in handle animal and stealth skills
* bug fix - ensure every randomly generated vial has poison
* bug fix - character sheet BAB display forgot to describe some modifiers
* bug fix - summoned critters not having wounds and their tiles not showing
* bug fix - typo caused some consumables' and npc tiles to not show
* bug fix - scrolls no longer leaking info about their effects
* bug fix - trying to pseudo-ID already ID'ed items (e.g. starting items)
* bug fix - cross class skills max rank not getting updated
* bug fix - overzealous filters in debug create item
* bug fix - mails having leather paperdoll look
* bug fix - some items not having subtypes
* bug fix - torches are properly removed from inventory when running out of fuel
* bug fix - resurrection diamond costing 10x too much exp
* bug fix - monster info counts egoed monsters together with non-egoed; no longer leaks info

* update to T-Engine 1.4.0
* new tiles: rags, crown, circlet; various gemstones; elven cat, locathah, grimlock, aasimar, tiefling, duergar, deep gnome, azer; piranha bird, bugbear, trog, merfolk, skum; light wooden/light steel/heavy wooden shields; cord/padded/leather armor;
* new item: rags, crown, circlet; gemstones
* new magic properties: graceful (half ACP), featherlight (1/4 weight)
* more potion and scroll types
* potions now stack
* a proper NPC egos implementation
* use shaders for some egos
* barbarians and fighters now get Spot as a class skill, just like Incursion
* backgrounds reworked: now they give you a bonus feat only
* trainer option improvements: class, skills, feats offered and dialogs respecting the limitations
* implement detect magic
* identify spell now takes an hour to work
* implement school-ID'ing if your Intuition is high enough
* implement item hardness and durability
* mithril armors now have all the associated effects per SRD
* implement generating specific egoed items
* all characters now start with a random potion and a potion of cure light wounds
* item tooltips now display average damage and % chance to crit for weapons
* item tooltips notify you of newly picked up items
* increase flying text size based on sensible flying text addon
* popup feedback for skill and class tabs of level up screen
* shortened names displayed in the equipdoll, ToME 4 style
* ability to tag items to prevent selling/dropping them
* shops now pay 66% price for unided items

Early Dev / Re: The Veins of the Earth development feedback BETA 11.5
« on: March 04, 2016, 01:31:59 PM »

The trainer option, which has been in the game for quite some time, is finally playable! (Not completely as I envisioned it, a few rough spots to polish, but still!)

Incubator / Re: My Rouge Like Pixel Art
« on: March 02, 2016, 07:39:29 PM »

This is amazing! I'm using free 32x32 tiles in my own roguelike, but your chairs and barrels, for instance, blow those out of the water!

As for pricing, I suggest a free version (sans animations) and a paid version, between 5 and 15 dollars, with animations.

Early Dev / Re: The Veins of the Earth development feedback BETA 11.5
« on: March 02, 2016, 06:35:08 PM »
I have added some logging to skill points to verify it works as intended. It does.

To prevent player confusion, I made two important changes.

Level up screen reminds you to use the class points first

Backgrounds no longer affect your skill points - all they do is give you a free +2/+2 skill bonus feat

Incubator / Re: My Rouge Like Pixel Art
« on: March 02, 2016, 06:13:55 PM »
What is the tile size? 16x16?

Programming / Re: Simple, stable, energy system
« on: February 29, 2016, 01:43:28 PM »
Found an alternative, and in many cases much improved, solution:

There are some other solutions discussed in that thread but Kodiologist's approach as used in Rogue TV seems to be the best.  If anyone is interested in a Python adaption of the idea or wants an explanation of how to adapt an energy system to an abstract timed system, post a reply and I'll do my best to help.

Hope this helps,
Brian aka Omnivore

I can't recall what programming language Kodiologist uses. I like that approach, it's really good and I think I'll try my hand at a Lua adaptation.

My sanity thanks you for the patch file!

Just a thought - Rogue-like single player MUD anyone?

Happy Holidays,
Brian aka Omnivore

This would be brilliant - I enjoy both roguelikes and MUDs.

Early Dev / Re: The Veins of the Earth development feedback BETA 11.5
« on: February 16, 2016, 08:15:20 PM »
I've done some updating for 1.4.0 - quite a few things broke. Among the good news, I no longer have to maintain the tweaked_ui, which was taking up quite a lot of c&p code.

The item generation is now much more robust, allowing for instance to generate items with specified egos.

My net's flakiness is the main thing preventing beta 12 from being out.
In other news, I've done a ton of bugfixes and UI improvements, and content additions.

Once I pick the option, yes, it does keep it. However, on first launch after re-downloading, getting to the option takes quite some time. (Launch game, wait, click start new game, wait some more...)

Also, some more feedback:
1) the game defaults to full screen. I don't like it, but to change it, I need to start/load a game. No ability to change options from main menu.
2) the game seems to have performance problems (long loading/starting game) on a 4 GB RAM i5 laptop. Gameplay is almost smooth except for creating new levels - and if the game loses focus (i.e. I switch to FF), it starts lagging again.

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