Out now: LoSt v. 9 «Broken Windows»So, I've uploaded a new release
windowssourcesThis is kind of an urgent bugfix release. There is a bit more content, but the world is still very barren. It's becoming noticeable how stupid the NPCs are (they haven't quite understood how to use their equipment yet, but I'll be working on that for version 10). And dynamite is back on track, among other things.
@akeley: The positioning of the action log is now configurable, defaulting to go near the top, as per your request.
@Avagart: I did some crash testing on my old Windows netbook, but didn't find it notably more buggy than on the Linux computer I'm working on. I did however squash a few crashing bugs, and I got rid of the warning you notified me about, as well as another warning I was getting from Windows. And LoSt now leaves a fat old log file. Anyway, I hope this version plays better with your machine. Maybe you get the time to give it a spin during the holidays
I'm also experimenting with the tileset, replacing some placeholder art. In particular, I've made props look much more abstract, and they're now color coded. It may mean losing some of the comic-y style the game had in the previous build, but this will above all make it easier for me to add new props, and just telling the game to use tile number X with color Y, instead of hand drawing every single tile. In the long run, I'll probably try to make the visual design resemble a field map, with rather abstract representations of everything, houses perhaps modelled to look like blueprints. I'm always interested in comments, even from the most cursory observer. So there's a screenshot below, showing the direction I'm taking with the visuals at the moment.
Unless I get some very pressing bug reports, this will probably be the last release this year. I think I'll be working on AI and more content for version 10.
Changes* Bug: Game would sometimes crash when unloading gun in hand
* Bug: Chainhook critical hits could cause a crash
* Bug: Chainhooks could drag victims over/onto obstacles
* Bug: Crash when actions executed without a proper target/tool
* Bug: Spirit stone displayed false tile when carried
* Bug: Items would sometimes be generated in water
* Bug: Windows version warned about duplicate files
* Bug: Holy site animals would sometimes get "prickly plant" AI
* Props and features: Dynamite, rubble, smithereens, sledge hammer, elephant gun, sniper rifle, gun slits, windows
* Place template: pillbox bunkers
* Game: Inventory items can grant flags/intrinsics
* Game: Stackable inventory items
* Game: Simplified day/night cycle
* Game: Carrying heavy items encumbers the player
* Game: Demolishing house walls
* Game: Beings can trigger actions upon destruction/death
* Game: Worked on corpses and rubble
* Kits: Each species gets a random disposition (ornery, shy, docile)
* Kits: (Some) animal families now have set special abilities (cats sprint, dogs charge, horns penetrate, bears deal more damage etc.)
* UI: Placement of text log now configurable to center, top or bottom
* UI: Status line in menu displays timer for temporary flags
* UI: Menu displays current place and time
* UI: File structure for prop tiles now much more orderly
* UI: Testing out another style for prop tiles
* System: Game now keeps a log file
* System: Config and save files now track release version, tries to repair obsolete options
And if anyone wants to give me a piece of their mind, which looks best in the following image: the tiles on the left, or the tiles on the right?
As always,
Minotauros