Author Topic: Legend of Siegfried 0.2.6 Released!  (Read 32624 times)

Xan

  • Rogueliker
  • ***
  • Posts: 78
  • Karma: +0/-0
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #15 on: June 22, 2012, 04:07:55 PM »
The Legend of Siegfried 0.2.5 is now released!

Release summary:  saving/loading now 10x faster and smaller, improved interface, tileset support

Changelog:

 * Added ability to perform possible actions with an object from the inventory
 * Complete rewrite of save routines
 * Mouse can now be used to select items from lists, as well as target
 * Added 1 new city feature
 * Added goto function
 * Added option to use graphical tileset
 * Added auto-pickup for items matching equipped ammunition and treasure
 * Added 2 more minor unique items
 * Increased hp gain per level
 * Added activatable combat feats and other new feats
 * Added 2 new creatures
 * Made gray mushrooms edible
 * Rework prices for items
 * Slightly increased levels of kobold and gnoll bosses
 * Added first part of yeti quest
 * Fixed a bug that prevented some items from stacking
 * Fixed a bug that allowed the same unique to spawn more than once
« Last Edit: December 03, 2012, 06:52:27 AM by Xan »

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #16 on: June 22, 2012, 04:35:21 PM »
Excellent!   8)  I would guess the "Visible" mode in the last screen needs some eventual tinkering though when using graphical Tile mode to display mini tile representations instead of the unused ASCII?
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Xan

  • Rogueliker
  • ***
  • Posts: 78
  • Karma: +0/-0
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #17 on: June 22, 2012, 05:36:10 PM »
Excellent!   8)  I would guess the "Visible" mode in the last screen needs some eventual tinkering though when using graphical Tile mode to display mini tile representations instead of the unused ASCII?

Yes, exactly.  That shouldn't be too hard to do, and it will be useful for some other things as well.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #18 on: June 22, 2012, 06:00:46 PM »
Great.  Is the tileset complete at this point outside of ongoing new content that I'd also reckon is assuredly coming as the game matures further?  Self-tackled or have you an artist or so hard at it like Psiweapon or the few others making a name for themselves on the likes of here, Rephial,and Bay12?
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

AgingMinotaur

  • Rogueliker
  • ***
  • Posts: 805
  • Karma: +2/-0
  • Original Discriminating Buffalo Man
    • View Profile
    • Land of Strangers
Re: Legend of Siegfried 0.2.5 Released!
« Reply #19 on: June 22, 2012, 08:43:55 PM »
Yay! I've been playing LoS for a bit lately, and enjoying it quite a lot. Just fired up the new version, which looks nice. "Goto" command in the city is a huge boon – exploring the (IMHO too big) city was a real chore in 0.2.4. Saving and restoring used to take ages on my netbook pc, so I'm excited about you having sped up the engine. I'd say the game is pretty polished. I would love some more documentation (The mark of the wanderer, as well as certain potions/spells, I've no idea what they do). But I even enjoy finding stuff out by trial and error.

In version 0.2.4, I got two chracters (neophytes, but both at full health and with decend gear) instakilled when autoexploring, which I thought worthy of mention.

Feats are a nice system, although I'm not crazy about the shield feats of the fighter types, since they seem to just be called randomly. A nice feat, and easy to implement, maybe learnable as reward for a side quest, would be swimming, allowing you to move over water.

May comment more later. Anyway, keep up the good work.

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #20 on: June 22, 2012, 09:14:38 PM »
Speaking of other random thoughts Xan:  Have you given any consideration to throwing in with the Roguelike Incubator side of things for the looming ARRP 2012 some months from now?  It would seem like a good idea on the surface at the very least as far as more feedback and whatnot.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Xan

  • Rogueliker
  • ***
  • Posts: 78
  • Karma: +0/-0
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #21 on: June 22, 2012, 09:34:40 PM »
The tileset is almost complete (I consider the whole set a placeholder as it is, until I have time to make the graphics myself or find someone talented enough and willing to work on them), except for a few creatures or items that will still show up as ASCII, but I don't think they will generally show up in a game.

Documentation is certainly something I have to work on, but one thing you can do right now is view detailed information on attributes, skills and feats by pressing '?' in the character sheet view.  There you can see how the shield feats work.  There is definitely some randomness involved, but it's certainly not all random, just like say, normal attacks have a certain chance to hit.  

Death by autoexplore... well, that certainly one disadvantage to using it for dangerous dungeons, like the zombie levels, where a hit can not only do a lot of damage, but can inflict a disease that reduces your effective constitution, resulting in an immediate drop of max hp, etc.  It's best with low hp chars especially to avoid walking around blind corners.  Also, using a torch or lantern can help, if you didn't have one.  In 0.2.5, I have also increased base HP per level, so that should make it easier to survive with neophytes after gaining a few levels.  And if you manage to learn a summoning spell, that's a tremendous aid.


Update:  The tiles are mostly taken from the AngbandTK sets (credit goes to David Gervais, Creative Commons license), and from The Battle For Wesnoth (GPL).  Some other miscellaneous ones are just quick work done by me.
« Last Edit: June 22, 2012, 09:57:47 PM by Xan »

Xan

  • Rogueliker
  • ***
  • Posts: 78
  • Karma: +0/-0
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #22 on: June 22, 2012, 09:43:21 PM »
Speaking of other random thoughts Xan:  Have you given any consideration to throwing in with the Roguelike Incubator side of things for the looming ARRP 2012 some months from now?  It would seem like a good idea on the surface at the very least as far as more feedback and whatnot.

I saw the discussion about that, but I'm not sure I want to do that for a few reasons.  I'm not sure I understood it correctly, but it seemed like it was meant for more complete games.  Also, I don't know if I would have time to do everything that would be involved with it, e.g. providing detailed feedback on other games, and I don't think the interface will be up to par for a while.  I have just added more mouse support in this version, but there's still quite a ways to go.

So, I was just going to stay out of it, although I would of course welcome more people playing and more feedback, especially regarding interface.  I don't think that I want to commit to anything special for the ARRP this year though, as I don't know how much time I can spend working on it over the next few months.

AgingMinotaur

  • Rogueliker
  • ***
  • Posts: 805
  • Karma: +2/-0
  • Original Discriminating Buffalo Man
    • View Profile
    • Land of Strangers
Re: Legend of Siegfried 0.2.5 Released!
« Reply #23 on: June 22, 2012, 10:20:03 PM »
Hm. Trying to load a saved character currently crashes on my pc:
Code: [Select]
simen@coupdepoudre:~/data/spill/TLoS_0.2.5-linux$ mono IInfinity.exe

Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at IInfinity.Core.Kernel.Save.GetMetaInfo (System.String fileName) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Manager.Initialize (System.String[] args) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
  at IInfinity.Core.Kernel.Save.GetMetaInfo (System.String fileName) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Manager.Initialize (System.String[] args) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0

I have tried to save and restore two characters so far. The saves/ directory branch seems to be in order.

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

Xan

  • Rogueliker
  • ***
  • Posts: 78
  • Karma: +0/-0
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #24 on: June 22, 2012, 11:02:59 PM »
Yep, it was a bug that only affected Linux.

I've uploaded 0.2.5.2, so you can get it by updating.

Changelog:

 * Mouse can now be used for movement and attacks
 * Diseases now take several hours to fully set in
 * Movement noises are now only reported for allies when message detail is set to All, and for enemies when it is set to High or All
 * Autoexplore now stops for noises heard
 * Fixed a bug with parsing meta info files

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #25 on: June 23, 2012, 12:50:57 AM »
Speaking of other random thoughts Xan:  Have you given any consideration to throwing in with the Roguelike Incubator side of things for the looming ARRP 2012 some months from now?  It would seem like a good idea on the surface at the very least as far as more feedback and whatnot.

I saw the discussion about that, but I'm not sure I want to do that for a few reasons.  I'm not sure I understood it correctly, but it seemed like it was meant for more complete games.  Also, I don't know if I would have time to do everything that would be involved with it, e.g. providing detailed feedback on other games, and I don't think the interface will be up to par for a while.  I have just added more mouse support in this version, but there's still quite a ways to go.

So, I was just going to stay out of it, although I would of course welcome more people playing and more feedback, especially regarding interface.  I don't think that I want to commit to anything special for the ARRP this year though, as I don't know how much time I can spend working on it over the next few months.

Well, in theory the current run of it leans towards more complete as your say, but the general notion is to be inclusive to projects at all stages of development so as to give a good shot in the arm to keep things lively and heading in a generally good direction----a fair example that I'd hope ends up working out being the likes of Bardess.

But yeah, you've solid reasoning to let it be for the time being at least, perhaps down the line in 2013 more things will align in such a manner.  ARRP aside, I reckon many good updates will happen for LoS here in due course given how well things have gone since the start of 2012.   :)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

jim

  • Rogueliker
  • ***
  • Posts: 380
  • Karma: +0/-0
    • View Profile
Re: Legend of Siegfried 0.2.5 Released!
« Reply #26 on: September 08, 2012, 12:25:20 AM »
Holy crap, what do I do about the rotting plague? I squandered every last sovereign I had on a potion of cleansing and nada.

Xan

  • Rogueliker
  • ***
  • Posts: 78
  • Karma: +0/-0
    • View Profile
Re: Legend of Siegfried 0.2.6 Released!
« Reply #27 on: December 03, 2012, 06:54:38 AM »
The Legend of Siegfried 0.2.6 is now released!

Release summary:  tons of graphical/interface improvements, more detail to current content

Download 0.2.6 for Windows; requires .NET framework 4.0

This release is currently Windows-only, as a bug in the Mono runtime prevented me from getting a working executable for Linux.

Screenshots:






Changelog:

* Added hp bar
* A* optimization
* You no longer need to restart to change font size, window size, or fullscreen
* Added basic playback functionality
* Metal items can now melt
* Added option to scale graphics
* Added error handling to allow you a chance to attempt a save in case of a fatal error
* Reworked cave generation
* Added containers
* Reworked score system
* Added AI-based dungeon generation
* Added trees
* Added AI usage for all implemented feats
* Added AI usage for all implemented spells
* Added more content
* Added required time to cast spells to spellcraft page
* Reworked how modifiers are applied to various types of equipment
* Combine inventory and equipment screens
* Right click on adjacent tiles will now attempt to open/close/operate or talk to a person there
* Finish yeti quest
* Change "open" command to "operate" command
* Remove "close" command
* Added cross training to combat skills
* Add tooltips to most statuses
* Many GUI improvements, fuller mouse integration
* Complete rewrite of low-level display and input
* Critical hits no longer do any bonus damage, but will always deal maximum damage at +75% armor penetration
* Improved UI for various menus
* Added active DM AI
* Make number of shops in city more consistent and reduce size of city
* Added descriptions for most potions
* Visible creatures and items now show graphical tiles
* Added more feats
* Improved AI (fleeing)
* Going up or down no longer takes two turns
* Decreased wolf strength and agility
* Fixed a bug with pathfinding and traps
* Fixed some issues with displaying extended tiles
* Fixed a minor grammer issue
* Fixed save game meta info for some backgrounds
* Fixed a display bug that only manifested at certain resolutions
* Fixed a minor bug with automation
* Fixed a minor bug with targeting in non-visible areas

mrrstark

  • Rogueliker
  • ***
  • Posts: 66
  • Karma: +0/-0
    • View Profile
Re: Legend of Siegfried 0.2.6 Released!
« Reply #28 on: December 03, 2012, 11:44:21 AM »
I tried to give this a go, but it won't launch properly.
Windows 7, I doubleclick IInfinity.exe. I see the settings.cfg be created, and the mouse does the little "loading" animation, but then nothing happens, and no window is launched.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Legend of Siegfried 0.2.6 Released!
« Reply #29 on: December 03, 2012, 01:00:56 PM »
Hey hey, it made it out well ahead of New year's afterall----congrats on what appaears to be a release of a great many steps forward!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training