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Messages - Aukustus

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61
Traditional Roguelikes (Turn Based) / Re: Javelin 1.6
« on: July 20, 2016, 02:35:03 PM »
I was just writing a long-ass post telling you how to overcome this problem in a few simple steps but then I noticed you're doing closed-source development. Bummer. I guess your best bet then is to provide a pre-compiled .deb that requires the proper packages of each library. Of course you'd have to do this too with .rpm and other formats if you want to support the full Linux spectrum.

If you ever consider making the game open-source (not necessarily free software, you can keep your copyrights to the game and release the source anyways) I'd be more than glad to make it Linux-friendly. Linux users don't expect a pre-compiled version (though it's always nice to have one) - if you just give them a Linux download which is the source code and easy to build (standard being ./configure;make;make install) it is a 100% fair game - a lot of games and other projects do this for their Linux versions. I'd even offer myself to do the Linux build-tool work for you if I could get it to compile here first.

There isn't a single license for source codes that would be sufficient for preventing any harmful actions. I could release the source if there was a way to prevent anybody from selling it etc. CC licenses look good but they are only for the source. The compiled game wouldn't have the CC license.

I don't have much experience from linux families but I would support only debian/linux based distros.

62
Traditional Roguelikes (Turn Based) / Re: Javelin 1.6
« on: July 18, 2016, 11:57:35 PM »
I'm sure it's easy once you know how to do it but still there is a question of getting the Windows copy and I'm not looking to spend money or pirate a version if I can avoid it - as I'm also very happy to avoid having Windows installed in my computer in any way, shape or form, even emulated as I've told you. I simply don't need it.

I know you're trying to be a nice guy here, I really get it :) but chill out... I'll see about playing ToT next time I am around a Windows box and have some time to spare.

I've tried to make a native linux build but I never figured out how to make it non-dependent on the local file structure. Those who tested the linux build had error messages with my Debian installation's folders etc.

63
Traditional Roguelikes (Turn Based) / Re: Javelin 1.6
« on: July 18, 2016, 06:16:43 AM »
Wow it's a honor to be talking with you! I didn't realize at first you were the dev for ToT! I've first heard of your game when I was doing a Javelin release a while ago - since then Javelin is often compared to Temple of Torment and Veins of the Earth, because of the party features / d20 system. Incursion too has been mentioned once but not nearly as much.

And now I've also ventured to the Pathfinder stuff too (Gunslinger class, and the upcoming Shaman), as you are. I recall getter77 posting The Temple of Torment somewhere a long long time ago where you posted your game. I recall it was on some RPG forum. There were some traffic from that forum on my website :).

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I really wanted to try your game out but since I'm on Linux and I don't do Wine (really, the 32/64 bits packages/libraries are a pain the ass to deal with, not to mention it rarely works well or out-of-the-box so I pretty much give up on Wine whenever I try to use it. I also remember it being real slow too when I managed to make it work once a long time ago). I only hear good stuff about your game! Congrats on being featured on RogueBasin too! I guess that's the biggest honor a roguelike can receive? :)

The Temple of Torment actually works on wine out of the box if I recall correctly. I was fairly surprised to see it on RogueBasin, but much less surprised it was Avagart's (from this forum / VedVid on reddit) doing :).

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Sorry I haven't played your game (though I really was looking forward to it) but I'd love to trade war stories of roguelike-development with you some time! Hit me up on javelinrl@gmail.com if you ever wanna chat!

You should actually join the FAQ Fridays at reddit :).

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Also, even before I saw this message I'm replying to I did take your previous feedback to heart, here is the current development screenshot of 1.7, without the solid backgrounds. I'm still working on it.. I think this looks better but now it's kind of hard to distinguish the enemies from the normal background...

EDIT: what the screenshot doesn't show is the health bars now "go down" as you take damage. Sorry was too lazy to think of that before uploading the image.

I absolutely like them, much better now :). They're not at all hard to distinguish from background.

64
Traditional Roguelikes (Turn Based) / Re: Javelin 1.6
« on: July 17, 2016, 06:37:13 PM »
There are other party-based roguelikes instead of single character (4.1) - like Temple of torment.

Quite possibly nitpicking, but it's a solo game with optional party members :). I've balanced the game to solo play and made the game artificially harder with party members with scaling monsters.

65
Traditional Roguelikes (Turn Based) / Re: Javelin 1.6
« on: July 16, 2016, 07:38:19 PM »
What bothers me is the backgrounds of characters. I guess they are to differentiate them from background objects, but I don't like the look of solid color behind them. I guess the tiles are stackable? I suggest tinting the background instead.

66
Tenth Stable Release is here! http://www.thetempleoftorment.net/downloads/

Changelog:

Code: [Select]
--Highlights--
* Autoexplore
* Single mouse click movement
* Online Features       
* Traits       
* Ranged combat improved with balances and new missiles and ranged weapons

--Full log--
Bugs, mistakes and missing things
* Rewritten Gold handling, fixed multiple wrong price calculations
* Fixed a crash when firing the last crossbow bolt
* Magical weapons found in the dungeon are too +2
* Fixed some targeting crashes when playing without mouse support
- Fixed a bug where time advanced too fast while passed out from beer or waiting during a certain quest
- Fixed a bug where recovered bolts were found at player's coordinates
- Added a missing dialogue with the Alchemist
- Fixed a bug with some monster spawns in the Flowing Cavern

General
* New Merchant: Fletcher that sells ranged ammunition
* Autoexplore; press 'e' to toggle on/off, toggles off also when seeing a monster
* Single mouse click movement over long paths instead of holding mouse button down
* No fast mouse movement if monsters are in FOV, movement must be done with single clicks
* Monsters in the path will be attacked if they block the path when clicking on other tile than monster
* Lowered all the gold amounts and prices by 66%, everything is roughly the same relative price but amounts of money in circulation are lower
* Months are added, each month is 28 days, this has no effect on game, but immersion
* Smith and Captain Shop prices fluctuate with possibly a different price each day if the same item is on sale
* If item is equipped, it weighs less when counting towards being overencumbered
* External Help .txt file
- Less loot in the Caverns
- Traps are triggered only once
- Ranged ammo must be equipped before using, excluding special ammo

Online Features
* Upload a victorious Hardcore character to the Hall of Fame at the website       
* Upload a dead Hardcore character to the Hall of Fame at the website
* Main dungeon contains graves based on other player's Hardcore deaths
* These can be toggled off in Options

Items
* New Missile: Stunning Bolt; -1d4 damage, but can stun enemies
* New Missile: Acid Bolt; +1d6 damage
* New Missile: Frost Arrow; +1d6 damage and in addition deals 150% damage to fire monsters
* New Missile: Leafblade Arrow; general bow ammo, +1 damage
* New Missile: Broadhead Arrow; general bow ammo, +2 damage
* New Missile: Barbed Bolt; general crossbow ammo, +1 damage
* New Missile: Diamondhead Bolt; general crossbow ammo, +2 damage
* New Weapon: Arbalest; 1d12 damage dealing ranged weapon
* Recovering arrows: Everybody can recover missed arrows with 33% chance, but Ranger talent allows recovering hit arrows too       
- Muskets are no longer -5 To Hit Bonus because of misfire system
- Start arrows reduced to 48 from 100, start sling bullets reduced to 40, and start pistol bullets to 48
- Arrows are renamed to Bodkin Arrows
- Bolts are renamed to Bodkin Bolts
- Bullets are renamed to Lead Bullets

Traits
* Added 10 different Traits, that give different bonuses, upon character creation

Talents
* Arrow Recovery now applies to hit arrows too
* Arrow Recovery now applies only to normal shooting instead of also Multiple Shot
* Arrow Recovery has now 33% chance instead of 25%


67
Just posting two things that will be in the next release:

Autoexplore: toggle on/off to explore the current area.

Single click mouse movement: Click the tile you want to move into. Fairly similar to the one in Brogue.

68
Design / Re: Info line idea
« on: June 13, 2016, 07:06:05 AM »
Oh, cool that he's still going strong. I only checked out TToT a little bit some time ago, but really liked what I saw back then.

As always,
Minotauros

TToT is going stronger than ever currently :).

69
Design / Re: Info line idea
« on: June 12, 2016, 08:12:09 PM »
I remember that guy who left the forum in anger after aborting a discussion about rape in games by saying he had just been pulling our legs :o I wonder whatever became of his game – it seemed to be headed in a truly grandiose direction.

He's the artist of my The Temple of Torment, his roguelike is on a hiatus currently.

70
9.1 Released! A mini patch to fix some things:

Bugs, mistakes and missing things
* Fixed memory issues when starting a new game after death
- Barracks are consistently made of castle wall

Items
* New Item: Scroll of Identify Item
* Unique items must be identified before using, this does not apply to magical items
- Scroll of Uncurse Item uncurses a random item instead of the first cursed item in inventory

71
Yeah, I totally understand that. I'd add that if there was a simple way to exit the area without making it weird, out of place, or unintuitive in-game.

72
Stable 9.0 Released! http://www.thetempleoftorment.net/download/TToTd20_Stable090.zip

Changelog:

Code: [Select]

!!!!Saves from previous versions are not usable!!!!

--Highlights--
* Alchemy Feature
* Extended Main Quest
* New Character Class: Gunslinger
* 3 new Backgrounds
* Weapons overhauled
* Difficulty settings overhauled
* Backgrounds overhauled
* Ability to take all ground items instantly

--Full log--
Bugs, mistakes and missing things
* Fixed Hamstring's slowing
* Fixed bug with Scroll of Recall after the main quest
* Resting decreases Thirst as it should
* Fixed a bug when teleporting to god realm through prayer leaves quest items on the floor and forever gone
- Fixed Vault's targeting
- Added a mention of the chance to slow the target with Hamstring
- Fixed a bug with resting
- Fixed a missing location text when dying in the Enchanted Forest
- Fixed a bug with unequipping items that boost hit and mana points and the values not correctly negating the amount right away
- Fixed a bug when stepping into a teleport trap and doesn't move the camera to the player
- Added a mention of thirst reduction when buying a horse
- Fixed a small graphical bug when using a horse
- Oathbreaker sword now properly gives +2 STR
- Fixed missing shop names in signs

General
* Alchemy is added: potions can be brewed using recipes
* New Merchant type: Alchemist
* Health and Mana potion effects are over time on Hardcore instead of instantaneous
* Random character now selects difficulty at random too
* Ability to leave some areas without picking up quest item
* Start gold is randomized to 100 + 5d20
* Added "Take all" option when picking items from a stack of multiple different items
* Backgrounds have more distinctive bonuses
* 3 new Backgrounds: Romanthia, Taoquria and Aqkadia
* Penalty of firing into an adjacent tile increased by 5
- Map displays now the area name
- Difficulty settings are explained better

Classes
* New Class: Gunslinger: ranged musket focused class

Quests
* Additional quest in the main quest line

Areas
* New area: Mount Devil's Mouth
* Added plants that can be harvested for alchemical ingredients

Talents
* Point Blank Shot no longer affects firearms

Items
* Adjusted the stat requirements of spellbooks
* Muskets have a small chance to misfire
* Unique weapons become +3 damage instead of +2
* Magical weapons become +2 damage instead of +1
* New Potion: Elixir of Levitation; only through alchemy
* New Item: Mortar and Pestle
* New Item: Distilled Water
* New Items: 6 different alchemical ingredients
* New Items: Alchemical Recipes

73
So, when do you suppose to release new version on TToT, Mr Aukustus?

Hopefully soon, I'm working on the Alchemy feature currently, which is the last thing that's not completed for the next release. It will allow creating potions from herbs using recipes.

74
Quick update on stuff that's coming:

  • New Class: Gunslinger
  • Guns get misfire chance though they won't break but just fail to shoot
  • Extended Main Quest
  • 3 new Backgrounds
  • Difficulty setting selection improved into new screens that explain the settings
  • Difficulty settings improved
  • Backgrounds improved
  • Unique and magical weapons more powerful by becoming +3 and +2 respectively instead of +2 and +1
  • Game mode selection improved into new screens that explain the modes

75
Ouh, I didn't figure out... Another minor thing - about changelog. Wolves, not wolfs :)

I actually fought internally about this :). I decided to go with wolfs without checking which one is correct.

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