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Traditional Roguelikes (Turn Based) / Re: Shadow of the Wyrm v1.7.2 "Michelagnolo Galilei"(formerly Savage Lands)
« Last post by jcd748 on August 25, 2024, 03:26:46 PM »I feel like I've had four "big" releases of SotW: the initial release in 2015, the 1.0 release that included Carcassia, the release that added full sprite support, and now this one, which includes music.
I've spent my evenings for the last six months hunched over my laptop, working on pieces and effects in MuseScore 4 (with MuseSounds for realistic-sounding instruments). That wasn't actually my intention: early on, I'd always envisioned an 8-bit soundtrack for SotW. But after spending a week learning FamiStudio, and creating what I think is a pretty good piece of 8-bit music, I came to the same conclusion as some of the people in the Discord: I don't know; this doesn't quite work. And so I set about trying to create a "real" soundtrack. I figured this might take eight months to a year. Instead, I went at it with all my energy, largely put aside my regular musical practice and writing work, and finished it quicker.
After six months, I'm done, and very proud of the result, which in places hovers somewhere between video game and traditional "classical" music, the latter very heavily informed by my tastes and preferences over a lifetime of playing and listening. I wasn't sure I could do this, but I did. I'm very proud of it. I hope you enjoy it.
Shadow of the Wyrm v1.7.2 "Michelagnolo Galilei"
- Version started February 18, 2024. Version finalized August 25, 2024.
- Evergreen trees are now cyan in winter, to mimic the appearance of snow on
their branches.
- If you leave followers behind on an overworld map that isn't permanent (a
random forest, etc), that map will be flipped to permanent if you leave any
followers behind when exiting the map (dionje5).
- Cursed wands now have a chance to explode, lessened by Wandcraft, which can
also (for higher values) prevent this altogether.
- For this reason, NPCs won't chance using cursed wands.
- You can now dig through non-blocking diggable tiles (trees, etc) if you have
a digging implement equipped (sr.mafioso).
- Axes can now be used to cut down trees. Axes more suited to this purpose
(woodsman's axe, briar axe) will not break, though others might.
- Digging through weeds no longer gives lumber, branches, and boughs.
- Digging through trees, bushes, and weeds gives different messages than when
digging through earth and rock.
- Working with traps now trains Disarm Traps (hemsio).
- Improved the way in which Foraging and Herbalism train: these now train when
herbs or foragables are generated during map creation.
- You will no longer be crowned if standing over a tile (eg, open water) that
would cause your crowning gift to disappear.
- Shopkeepers now get additional ivory when shops repop and they're below a
certain threshold (hemsio).
- Shepherds start with slings and a few stones (Paul Raymond-Robichaud).
- Crowning gifts are now generated blessed.
- Creature respawns now generate a message (with associated music effect).
- Full support for music and an initial soundtrack.
- New names, etc.
- New creatures: chamber ensemble.
- The danger level now scales properly from Isen Dun or Carcassia to its
furthest point at the edge of the map (previously, a fixed value was used,
and Carcassia starts resulted in slightly less powerful creatures at the
furthest point).
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Smithing was training far less frequently than it should (hemsio).
- The message for NPCs kicking objects wasn't working correctly (Paul
Raymond-Robichaud).
- The guidebook didn't note that Shepherds get Weaving (Paul Raymond-
Robichaud).
- Skinning stacks of corpses of the same type led to duplicatoin (Paul
Raymond-Robichaud).
- Planting seeds wasn't displaying a message, and wasn't also checking to
I've spent my evenings for the last six months hunched over my laptop, working on pieces and effects in MuseScore 4 (with MuseSounds for realistic-sounding instruments). That wasn't actually my intention: early on, I'd always envisioned an 8-bit soundtrack for SotW. But after spending a week learning FamiStudio, and creating what I think is a pretty good piece of 8-bit music, I came to the same conclusion as some of the people in the Discord: I don't know; this doesn't quite work. And so I set about trying to create a "real" soundtrack. I figured this might take eight months to a year. Instead, I went at it with all my energy, largely put aside my regular musical practice and writing work, and finished it quicker.
After six months, I'm done, and very proud of the result, which in places hovers somewhere between video game and traditional "classical" music, the latter very heavily informed by my tastes and preferences over a lifetime of playing and listening. I wasn't sure I could do this, but I did. I'm very proud of it. I hope you enjoy it.
Shadow of the Wyrm v1.7.2 "Michelagnolo Galilei"
- Version started February 18, 2024. Version finalized August 25, 2024.
- Evergreen trees are now cyan in winter, to mimic the appearance of snow on
their branches.
- If you leave followers behind on an overworld map that isn't permanent (a
random forest, etc), that map will be flipped to permanent if you leave any
followers behind when exiting the map (dionje5).
- Cursed wands now have a chance to explode, lessened by Wandcraft, which can
also (for higher values) prevent this altogether.
- For this reason, NPCs won't chance using cursed wands.
- You can now dig through non-blocking diggable tiles (trees, etc) if you have
a digging implement equipped (sr.mafioso).
- Axes can now be used to cut down trees. Axes more suited to this purpose
(woodsman's axe, briar axe) will not break, though others might.
- Digging through weeds no longer gives lumber, branches, and boughs.
- Digging through trees, bushes, and weeds gives different messages than when
digging through earth and rock.
- Working with traps now trains Disarm Traps (hemsio).
- Improved the way in which Foraging and Herbalism train: these now train when
herbs or foragables are generated during map creation.
- You will no longer be crowned if standing over a tile (eg, open water) that
would cause your crowning gift to disappear.
- Shopkeepers now get additional ivory when shops repop and they're below a
certain threshold (hemsio).
- Shepherds start with slings and a few stones (Paul Raymond-Robichaud).
- Crowning gifts are now generated blessed.
- Creature respawns now generate a message (with associated music effect).
- Full support for music and an initial soundtrack.
- New names, etc.
- New creatures: chamber ensemble.
- The danger level now scales properly from Isen Dun or Carcassia to its
furthest point at the edge of the map (previously, a fixed value was used,
and Carcassia starts resulted in slightly less powerful creatures at the
furthest point).
- Stanzas for "Tel and Floridel".
- Bug fixes:
- Smithing was training far less frequently than it should (hemsio).
- The message for NPCs kicking objects wasn't working correctly (Paul
Raymond-Robichaud).
- The guidebook didn't note that Shepherds get Weaving (Paul Raymond-
Robichaud).
- Skinning stacks of corpses of the same type led to duplicatoin (Paul
Raymond-Robichaud).
- Planting seeds wasn't displaying a message, and wasn't also checking to