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51
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
52
Picking SotW up again to help me get through some long COVID.

I encountered a nasty softlock when I submerged myself in a pond in the infinite dungeon.  As far as I can tell, this causes the rest of the dungeon to cease to exist.  I get `something blocks your exit` whenever I hit `<`.  I was mildly distraught about losing my follower but opted to use an Elfland's Exit to leave the dungeon.  I stepped in to see if I could get my follower back and found myself returned to the same inescapable lakebed!  This time, without a means of warping, I'm stuck.

EDIT:  I did some script diving.  It's possible to get back to the world map with the following command, which is equivalent to an escape spell.  I haven't been able to determine a command for resurfacing, teleporting between floors or re-generating the infinite dungeon to unbreak it.

> load_map(PLAYER_ID, WORLD_MAP_ID)


I also noticed another quirk with followers %u2014 in tight quarters they can accidentally target through the player with a ranged attack such as a rock throw.  This makes the PC hostile to the follower, enabling promptless attacks, until they leave the area %u2014 in my case I speared the poor fool and had to reconcile.

Ack, that sucks, I'm sorry! I'll make a note to investigate and fix both of these things when I start working on the next version. Thanks so much for reporting them!
54
Wake up babe, new Warsim meme video just dropped!
https://www.youtube.com/watch?v=V-zQx1PpnTw
55
Traditional Roguelikes (Turn Based) / Re: Hokuto No Rogue v0.7.0 released!
« Last post by getter77 on August 08, 2024, 10:32:09 AM »
What a tremendous surprise!   8)
56
Traditional Roguelikes (Turn Based) / Hokuto No Rogue v0.7.0 released!
« Last post by ZolfriK on August 08, 2024, 07:36:44 AM »
Hello everyone,
12 years after the last release, we have decided to release a new version of Hokuto no Rogue.
You can download it from: http://hokuto-no-rogue.sourceforge.net/

There are two links available for downloading this version: the first is platform independent and more 'lightweight' but you need to download and configure the correct version of Java; the second is more 'heavyweight,' specific for Windows x64 systems, and includes Java, requiring no configuration.
In the game's archive, there is a file called 'Letter to the players' which briefly explains why we have resumed working on this project.

Here is the changelog:

ver. 0.7.0 (8/8/2024)
- The game core has been completely rewritten
- All character animations have been removed (yes I know, but I have neither the skills nor the tools to handle them)
- The use of the mouse has been introduced
- Combat schools and attacks have been revised
- Is it possible to change the resolution of the game and use it full-screen (desktop resolution)
- Is it possible to start the game on an external screen (at the moment only by manually editing the properties file)
- It is possible to change the movement speed of the characters
- In the list of items that can be taken, better armor than those worn is displayed in green and worse armor in red
- Added "exit building" action (right click on the stairs going down)
- Added "ask to follow/ask to leave" actions (right click on non-hostile characters)
- Added Raoh
- Added Heart
- Added Kenshiro's story mode (work in progress)
- Added "Revenge" main quest for Kenshiro's story mode
- Added "Free roaming" mode
- Added game logs files
- Added "Paypal donation" menu entry (if you like the game and want to offer us a coffee)

Enjoy! :D
57
Traditional Roguelikes (Turn Based) / Epyx Rogue for Switch
« Last post by Legend on August 08, 2024, 05:53:24 AM »
I was very excited when I saw the old Epyx version of Rogue was coming to switch.

Unfortunately, in recent years, I find myself without a pc. So I have been missing out on all of my favorite rougelikes, such as nethack, zinfra Arcana, Moria, and the original Rogue.

I was so psyched when my friend told me the original Rogue was coming to Switch.

I bought it automatically.

It turns out that it is a very poory emulated port of the commercial amiga version.
It has several really bad bugs. The RZ and LZ button functions do not work at all as stated on the overlay.
Plus, there are instancces that require "clicking" on yes or no that is simply not possible.

A very shoddy port. I emailed the devs and publishers with no reply from them. And still no update.

I thimk it cost $8 or $10. Still too much for such a poor port in my opinion.

Plus, the scaling is terrible and no ASCII option. Good luck identifying things while playing handheld.

Just putting it out there.

I've not seem anyone mentioning it and how poorly it was done.

P.s. I've been away from the site for many years due to lack of ability to stay up to date with the current climate.

Plus, the whole "rogue-lite" situation.
58
Hey guys

Huge announcement, New Warsim update and the game is being featured on the front page of steam today, this is a huge moment for Warsim!

Thank you all for the love and support leading up to this! <3

See the update and more here - https://store.steampowered.com/news/app/659540/view/4349999796876913469
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Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Beta 13)
« Last post by Kyzrati on August 06, 2024, 02:11:09 AM »


Cogmind Beta 14 "United Federation of Derelicts" is released!

Huge expansion adds new faction with more robots, map areas and tons of new content including a 50% lore increase and more than 80 new items to build with.

For more details and demo images check out the release notes.
60
Player's Plaza / Re: hello i'm new here! :D
« Last post by leomartius on August 02, 2024, 02:02:22 PM »
Hello, I'm new too. I'm coding along with the Tutorial Tuesday event on Reddit as well. Good luck with your project!
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