Author Topic: 7DRL Success: Waaaghammer 02 (bugfix)  (Read 15099 times)

corremn

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7DRL Success: Waaaghammer 02 (bugfix)
« on: March 19, 2012, 01:23:40 PM »
I am pleased to announce the release of my 6th Seven Day Roguelike: WAAAGHAMMER.

http://waaaghammer.googlecode.com/






In this game, you play the role of an orc, awakened to find himself alone and confused. You must guide your orc through Orcish society to find his place in the world, or die trying.

Inspired by Warhammer 40k.

Version 02: Waarghammer
The bugfix release is already uploaded.  As per 7DRL spirit no major changes in the game where added.

Read the Manual before playing.

Windows binary and code available.

http://waaaghammer.googlecode.com/


Changes
-------

ADD: Added abilities screen to key map. (default 'a')
ADD: Marked neutral and team monsters with background colour
ADD: Unblocked 'leave area' and 'dont move' commands

MOD: Fixed spelling errors.
MOD: Slight adjustment to Monster Info page. (highlight some words)
MOD: Modified some Monster colours (gretchin, squig herder, squig)
MOD: Shows teef amount in inventory
MOD: Modified how push ability works
MOD: Reduced Leadership value on a number of creatures
MOD: Potions of Poison are no longer drinkable
MOD: Adjusted player hitpoints and hitpoints/energy upgrades
MOD: Added dead valley colour scheme

BUG: Teef are stackable
BUG: Fixed escalating armour class for our hero.
BUG: Fixed ability selection with arrow keys
BUG: Fixed inventory display did not show body slot.
BUG: Fixed crash looking at pet squig
« Last Edit: March 22, 2012, 10:36:37 AM by corremn »
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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #1 on: March 20, 2012, 04:19:41 AM »
Sweet man. Haven't go to this one yet...looks cool so far.

corremn

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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #2 on: March 20, 2012, 05:08:51 AM »
@Jo yeah, I have not played anything yet. I think this one still has a few bugs to iron out though :-\. Maybe wait for bugfix #2 release.

Hey I just realised I have an "Arena" mode shipped with the game!!. That was not meant to be there!  It is designed for testing of the Warhammer 40k game.
Anyway I might tidy that mode up so it is actually playable!  So if you want that mode to work (correctly), please wait for 03 release. sorry.
« Last Edit: March 20, 2012, 05:17:27 AM by corremn »
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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #3 on: March 20, 2012, 05:53:06 AM »
Oh my Gawd! There's Snotlings!!!!

I remember them from DungeonQuest Catacombs expansion.

I haven't seen one do it yet, but do they multiply too?

corremn

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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #4 on: March 20, 2012, 11:02:29 AM »
Multiplying snotlings hey? No unfortunately not ;)  I used to play a lot of Dungeon quest, but I dont think I played Catacombs,

Anyway below is a small indication of what Waaaghammer looks like in tiles. (It does not ship with these tiles). The tiles are just something I had on hand (mostly thanks to Psiweapon).





Obviously the Orc should not be wearing Space Marine power armour, and the gretchins/snotlings/squigs are represented as mutants.
« Last Edit: March 21, 2012, 09:58:30 AM by corremn »
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getter77

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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #5 on: March 20, 2012, 11:39:11 AM »
Excellent and hilarious at Accidental Arena Mode even being a thing---yet another of so many to look forward to.
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corremn

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Re: 7DRL Success: Waaaghammer 03
« Reply #6 on: March 21, 2012, 02:02:07 PM »
Version 03 is out (bugfix #2)

Excellent and hilarious at Accidental Arena Mode even being a thing---yet another of so many to look forward to.

Yep, strange what you dont see when you are programming like a crazy man.  It was right there on the first menu :P

Anyway I tweaked Arena Mode so you dont think you are starting as an orc, only to find you are a Space Marine. (you can play as both now) I have not really played it at all, so it is very experimental. But since it was there in the first release I will leave it in. Might have to give it a go sometime.  I dont think you have to use the stairs in it.

For the Roguelike Mode I have tweeked combat a bit (removed hidden factors, so now it is only based on strength and teknologee.  Waaagh and Charge should work as intended now.

Quote
MOD: Full healing/energy at level up
MOD: Team members will no longer rest when following leader
MOD: Game is no longer set to exit when exception on user input occurs
MOD: Modification to Arena game so it flow better
MOD: Pickup screen only shows items you can pickup.
MOD: Show explosion damage
MOD: Increased Large Chain Choppa damage
MOD: Increased kick attack damage

BUG: Fixed Squig Lover skills.
BUG: Fixed skills not working
BUG: Fixed crash on ordering a single team member to wander/follow
BUG: 'Dont move!' and 'Leave this place!' where not shown on indiviual units orders.
BUG: Waagh and Charge actuall made players slower :(
BUG: Reduced chance a levelup will be missed.
« Last Edit: March 22, 2012, 01:18:39 AM by corremn »
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corremn

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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #7 on: March 22, 2012, 02:15:35 AM »
Son of a Grot!!!  Bomb squig damage is astranomical :(  I did not realise they were carrying nukes!!

The bomb squig bumps into you and explodes.The bomb squig is caught in the blast. (13210 dam)The bomb squig is on fire. The squig is caught in the blast. (7001 dam)The squig is on fire. You are caught in the blast. (1481 dam)You are on fire. The bomb squig burns. (1 dam)


 Looks like another bug fix is on the way.   All I did was add bomb damage to the message screen, who would of though I could stuff up the damage aswell. Note to self, regression test, regression test.

Fix:
 
Code: [Select]
int damage = Random::getInt(damage + 1, 2); oh what a great programmer i am not. Using an uninitialised parameter to initialise itself.


Quote
Waaarghammer 7DRL!!! 7DRL 03
============================

Comeavyset the orc burnt to death.
Hit Points:   -1472/33
AC:            3

Level: 0
Experience: 11

Statistics
----------

Strength:      2
Energy:        1
Health:        2
Teknologee:     1
Leadership:     1

Last Messages
-------------

You chop the squig. (2 dam).
The squig misses you. The squig scratches you. (4 dam).
The squig misses you.
You miss the bomb squig.
The squig misses you. The squig scratches you. (3 dam).
The bomb squig bumps into you and explodes.The bomb squig is caught in the blast. (13210 dam). The bomb squig is on fire. The squig is caught in the blast. (7001 dam). The squig is on fire. You are caught in the blast. (1481 dam). You are on fire. The bomb squig burns. (1 dam)
The bomb squig dies.
You die.

Kill List
---------

  2 snotlings
  2 wild squigs
« Last Edit: March 22, 2012, 03:19:04 AM by corremn »
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corremn

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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #8 on: March 22, 2012, 09:48:29 AM »
Son of a Grot!!!  Bomb squig damage is astranomical :(  I did not realise they were carrying nukes!!

Fixed and uploaded.
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7DRL Success: Waaaghammer 04 (bugfix & tile support)
« Reply #9 on: March 28, 2012, 12:49:24 PM »
I have finally gotten around to uploading another bug-fix binary. (it has been ready to go for 5 days but I have been too ill to do it :(

I have fixed the remaining known crash bug when wielding weapons (AI or player) as well as a few other combat issues.

Plus I added TILE "support". Tiles are supported but I don't have very good ones (except for the excellent squig ones  ;D ). (I forgot to add ammo tiles, so the are just a white selection box :(

Thanks to "arthandas9" for some ideas/bugs/support.

Cheers.

http://waaaghammer.googlecode.com/

Code: [Select]

version 04
----------

ADD: Tile mode support (not really playable with current tile set)

MOD: Removed anti-aliased fonts (rename ascii8x12AA.bmp to ascii8x12.bmp to get them back)
MOD: Modified starting Armour Value in arena
MOD: Sped up visual trajectories
MOD: Removed terrain resistance information from player and replaced with description.
MOD: Only items in your left hand will now be used for melee attacks. (i.e melee weapons orxx 2 Handed)

BUG: Fixed equipping items crash bug :(
BUG: Armour Values from items did not stack.
BUG: Very large explosion damage.
BUG: Ranged weapons were using their melee damage for damage
BUG: Ranged weapons had a tendency to have no name.
BUG: Drinking potions now removes only one from inventory
« Last Edit: March 28, 2012, 12:52:25 PM by corremn »
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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #10 on: April 04, 2012, 08:36:24 AM »
Last version has no config file or folder.

corremn

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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #11 on: April 05, 2012, 12:17:31 AM »
Hmm weird, ok, thanks. 

To anyone who cares just copy the directory from a previous version.

Also apparently the 'i' key is undocumented :)  And it appears I made the game too easy in the later stages.  Or it could of been the fact I had me a "Gorked" large chain choppa, or was that "Morked".
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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #12 on: April 05, 2012, 06:00:57 AM »
Quote
or was that "Morked".

Nanu-nanu?

corremn

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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #13 on: April 10, 2012, 10:27:55 AM »
Quote
or was that "Morked".

Nanu-nanu?

Mork was an Orkan right? Gork and Mork are the twin gods of the Orks, I wonder if that is where they got it from.
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getter77

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Re: 7DRL Success: Waaaghammer 02 (bugfix)
« Reply #14 on: April 10, 2012, 10:18:03 PM »
Tangential, but:

http://www.bluesnews.com/s/131453/dungeonbowl-announced

Somehow, they seem to be zeroing in ever so slightly and slowly.   :P
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