This version was once planned as the last one before 1.0, i.e. an "almost final" release. This won't happen, we're still far away from 1.0. There's much to change and even more to add. Things must be balanced. Lots of content must be added. So, future versions will be 0.9.10, 0.9.11 and so on, until the game is good enough to be called 1.0. Quite challenging, but we'll get there!
Working on the new World Map I've had some headache about the content that currently fills up the game's world. Not because there's so little content - I had known it before. It's because the current content is presented in a very poor way. A World Map is typically the most suitable thing for this role. In Fame 0.9.8 the World Map doesn't even show all the locations and it doesn't change much as the player explores the world. I also discovered that some locations are not given any unique name and most of the area is simply named "Unknown lands".
Apart from the dynamic map, the world will no longer be the same every time you start a new game. Now that random settlements have been introduced, you will have some extra reasons to explore the land. Settlements can be occupied by several different races. They may be neutral or hostile towards you. Buildings in settlements can contain some valuable resources (typically locked). Certain citizens may want to trade with the player, others may offer some services (healer, blacksmith), depending on race and alignment. There's still a lot of space left for creativity here, so the next game release will probably contain more of that stuff.
I had lot of thoughts about procedurally generated content. This has been inspired by another game project, but also by my old notes complaining about numerous problems. The subject is actually never closed in a roguelike game, but this particular game hasn't even reached the playability treshold and I believe that problems with procedural generation have contributed big time here. One thing that has already been fixed are partially predefined locations. There were 8 such locations in Fame 0.9.8 (6 in the Forest Dungeon and 2 in the Altar of Fire) and they all looked the same - the procedural part to the left, the predefined part to the right. Very boring. Now the predefined part is placed randomly and can be of any (almost) size. The only limitation is that the part must have a rectangular shape, although this can be easily worked around (a single cell is still a rectangle). I'm very satisfied with the result and most likely this change will increase the total number of partially predefined locations in the game, which, in turn, should make it more interesting.
Another matter is generation of items and monsters. The old algorithm worked, but it did not give the player the feeling that encountered items and monsters are consistent with the difficulty level of the current location. The new algorithm uses normal distribution and should be much better (although it probably could use some tweaking).
Saved games from 0.8.4 up to 0.9.8 are still compatible with 0.9.9.
Quick summary:
- random settlements
- new locations and quests
- World Map improvements
- procedural generation improvements
- trade system bugfixes and improvements
- ASCII mode bugfixes and improvements
Full change log:
- new location(s): Black Tower
- redesigned Akeram Temple, with certain areas not accessible until completing some quests
- item generation based on normal distribution
- new spell: Destruction
- special locations appear on the World Map only when they are visited
- location/region description is available in the World Map
- partially random locations now have their predefined part placed more flexibly (in other words: they are more random)
- added missing Alchemy quests (available after talking with Babeneys)
- some terrain objects are now destructible
- NPCs are now able to cast offensive spells even (making sure they won't hurt their allies)
- Quest Log, World Map and the 'extra info' panel (on the right if Immersion enabled) now drawn entirely using characters in ASCII mode
- items can be kicked or thrown over water or lava
- door cannot be unlocked with a cursed key
- wooden boards and sticks thrown into lava transform into coal
- additional monster information available when looking at it (hostile/ally and experience level)
- additional wound status
- difficulty level tuning: lower parts of Forest Dungeon are somewhat easier, Large Dungeon is much harder
- portals are marked green on the auto-map
- skills not used for too long will not increase anymore when the Hero gains an experience level
- spell tuning: Daylight and Magic Bolt
- hobgoblins are no longer able to steal cursed equipment
- sleep is automatically interrupted when the hero gets attacked (this could happen if new monsters are generated while the hero is sleeping)
- Raylnen now "oficially" gives a quest when offered to be escorted back to town
- prices "per unit" in the Trade window are displayed for Hero's items as well
- Trade: no gold is automatically transferred from the merchant's inventory until all items offered for sale are from the correct category
- Trade: prompt message replaces trade result message as soon as any item is clicked
- reduced chances that early sacrifices would be rejected
- added messages for uncursing an item and teleporting self
- in the post-death statistics a percent of visited locations is listed rather than a number of locations; prayers are counted even if they were ignored
- [bugfix] no more crash when closing certain windows with Esc
- [bugfix] no more crash when starting a new game immediately after quitting a game where the hero had any allies
- [bugfix] no longer possible to cast a spell by using auto-aim when there is not enough focus
- [bugfix] the Elemental Storm no longer crashes the game when cast near the location's edge
- [bugfix] all encountered creatures now have correct AI (especially spellcasters & ranged attackers)
- [bugfix] trying to swap positions with an ally no longer caused them to be attacked by the hero
- [bugfix] grenades no longer fail to explode after being thrown
- [bugfix] red light in the Altar of Fire does not disappear after saving game
- [bugfix] repaired some dialog scripts (Raylnen, Upores) so that they no longer offer options that should appear only once
- [bugfix] prices are displayed correctly in the Trade window
- [bugfix] attacking an enemy by l-clicking it now works for all types of hostile creatures
- [bugfix] wizards no longer appear in the stats as "New Monster"
- [bugfix] items appearing in the stats are no longer unidentified
- [bugfix] the Old Key is no longer "invisible" in the inventory
- [bugfix] editor no longer crashes when entering portal's properties
- [bugfix] editor: clicking "OK" on item's properties automatically applies all recent changes to the selected item
- [bugfix] editor: autopickup no longer used when moving
- [bugfix] editor: door properties no longer display short sword as a default key
- [bugfix] editor: unlocking door from the property window now works correctly
Have fun!
