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« Last post by jcd748 on January 07, 2023, 02:18:34 PM »
I apologize - I ended up working on this release a lot longer than expected. Life took some turns. I didn't have the steady week-to-week cadence I usually do.
So here's the biggest stuff in 1.5.2. Full info in version_info.txt, as always. There was a lot this time: randarts, randomized descriptions for hirelings and adventurers, shipwrecks, treasure hoards, being able to fly to open sky, being able to swim underwater, dolmens, smarter forest generation based on where you are on the map...anyway! Here's the full list:
Shadow of the Wyrm v1.5.2 "Satoh"
- Version started May 15, 2022.
- Deserts have a small chance to generate a spring.
- When removing items from the player (typically for fetch-type quests), the
game now checks inventory first, then worn equipment.
- There are no longer climbing danger prompts at skill 100 (Josh Engdahl).
At 100 climbing there are no longer exhaustion/etc checks: you will be
safe to climb mountains indefinitely.
- More names.
- Exiting the codex or bestiary during tile selection no longer exits tile
selection. This behaviour is configurable in swyrm.ini (Josh Engdahl).
- You can no longer use the Music skill underwater.
- Updated mawgrawls to use "itself" (Josh Engdahl). Set this flag as well on
birds and animals.
- Hirelings and adventurers now have a good chance to have personalized
bestiary entries. When they don't, they'll continue to use the existing
respective entry.
- When you drop an item a shopkeeper doesn't want, it's now added back to your
pack (Josh Engdahl). This also happens if the shopkeeper wants to buy it
but can't afford it.
- Boating now has an initial implementation, and allows faster movement over
water when not flying.
- When digging via non-magical means in a shop, the player is now prompted
to continue (Grond).
- Wandcraft now affects to-hit when evoking a wand (Josh Engdahl).
- The in-game start date and current date are now shown in the character dump,
and the date message formats in-game have been tweaked to also show the
numerical month.
- Random artifact (randart) generation.
- The terrain lore skills (Desert Lore, Forest Lore, Marsh Lore, Mountain Lore)
will now help you find treasure hidden across the world. These treasure
caches contain a variety of useful items, the centrepiece being either a
huge sum of ivory or a randart. Dungeoneering can also help improve the
quality of the cache.
- Ocean Lore lets you find sunken shipwrecks. These are located on the ocean
floor near coastlines - you'll need to dive down to find them.
- Mountains can now be generated with southern and eastern clifflines that
drop off into nothing. Mountains may now also have streams and springs.
- There are now different messages for using > and < on springs, open sea,
and the cosmos.
- Bargaining reduces the cost of hirelings (RelicWraith).
- Pelicans have a better sprite.
- The Forest of Yew is a reasonably well-known place and its tile message has
been updated to be slightly more specific about what's there.
- If you now have a way of flying, you can move up to open sky. Losing the
ability to fly in such cases is not recommended, and deadly. If you have
some swimming, you can go underwater, assuming you're in shallow water,
though you can only hold your breath so long.
- Carcassia now has "sky maps" above the ground-level maps, that can be
accessed either via stairs from the appropriate place, or ascending while
flying.
- Set the flying flag on creatures where it made sense, so long as they didn't
get it already from their race.
- There is now a skill trainer located by the fighting pits in Carcassia. He
will let you train any of your skills - for a price.
- The inner teleporter in Carcassia A1 now has unlimited uses, so you won't
get stuck in an exitless room (JovanM).
- Character dumps now show the date and time when you started your character,
as well as the current time.
- The Fletchery skill now influences how many items get created when using
Fletchery. A similar calculation is applied to the creation of clay shot,
with the key skill being Crafting.
- More weeds.
- Dolmens can be generated in the hills.
- Oceanography has been renamed to Ocean Lore, and given to goblins.
Snakelings will now also start with Desert Lore, in addition to Marsh Lore.
- Forests at the northern and southern extremes are now rockier, their
appearance closer to something like the Canadian shield. Fields and
scrublands, too.
- Mountaineering as a separate skill has been eliminated, and has been folded
into Mountain Lore (RelicWraith).
- Added some additional Lua functions for modding: set_creature_size,
get_creature_size, get_nutrition.
- Updated the spell ending descriptions to "Ending after" instead of "Ending
at", to better indicate that the spell doesn't end at exactly that time.
- Autopickup now excludes unpaid items by default. This is configurable in
swyrm.ini and in-game via '!'.
- Wrote a Python script for checking the blank resource strings against the
English ones, to ensure everything from the latter is in the former.
Updated the blank strings to add a few dozen missing resource strings.
- Killing The Sorceror transports you back from Telari, and prevents you from
re-entering.
- New items: amulet of the sky, conch.
- New creatures: Pern, stylite, ancient sage, Carcassian magistrate, hermit
crab.
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Some of the Nine's special creatures were unable to spawn in the rift in
the cosmos.
- Removed some wand enchantment code that was causing stack issues.
- Setting age via swyrm.ini was also overriding the maximum, leading to
death after one year (Josh Engdahl).
- When sentries were considering allies, they weren't considering their own
ID, leading to e.g. Carcassian guards attacking each other.
- After paying off shopkeepers, hostility was removed from the shopkeeper
but not the player.
- The NPC Callara was too close to "Calara", used in Lish's quest. Callara
is now called Callisa (YARD).
- The buy-in message for Blackjack wasn't clearing properly before starting
the game.
- Turned off an SDL hint that was causing sprite blurriness on high
resolutions/large monitors.
- Wand speed was using the magical speed calculator, so wand speed would
unintentionally vary based on the last spell cast. If you had never cast
a spell, the wand speed would be very fast. Wand speed has been updated
to use its own calculations, with Wandcraft positively affecting the speed
at which you can evoke wands.
- Creatures with ranged weapons would sometimes attack you even when that
didn't make sense (Josh Engdahl).
- Fixed an issue with elements not being cleared from the Lua stack after
a call into the Lua code from the engine.
- Wintersea Tower is now properly connected/situated to the main Wintersea
map, allowing you to either take the stairs or fly up to the top level.
- Wild orchards and mountains weren't generating coastlines like fields,
forests, etc.
- A bug with death-causing statuses was causing crashes in narrative mode,
where the player is immediately revived.