Author Topic: The Veins of the Earth BETA 12!  (Read 75682 times)


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Re: The Veins of the Earth BETA 6.2 is here!
« Reply #105 on: November 09, 2014, 04:19:59 PM »
Uh, I know I said at the end of October that the next beta will probably arrive in December...

Turns out I lied (or rather, my university obligations let up a bit and I realized the changelog was getting unwieldy).

So here's beta 6.4 "Still chasing Incursion".

Loads of content additions, AI fixes, UI improvements and loads of bugfixes.

Grab the standalone version from GitHub or Bitbucket or wait for ModDB.

* bug fix - ID counters don't tick down anymore when resting
* bug fix - hunger is properly reduced when resting
* bug fix - typo in zone definitions re: marble wall
* bug fix - starting mundane items being unidentified
* bug fix - give poison vials their proper unided name
* bug fix - no longer logging off-screen combat or damage
* bug fix - nix all references to default ToME from options
* bug fix - item level feelings now working as intended
* bug fix - combat log now hints at damage reduction if present
* bug fix - anger on hit properly
* bug fix - templated critters can no longer exceed a zone's max CR cap
* bug fix - some templates were missing HD bonuses
* bug fix - fix otyugh, satyr, aranea, chaos beast, janni, arrowhawk, achaierai, barghest, vargouille; orc, kobold, goblin, human, drow, hobgoblin; shocker lizard, basilisk, bulette, giant owl, purple worm XP rewards
* bug fix - give the inevitables their feats
* bug fix - change spider eater, dragonne, goblin tile
* bug fix - UI issues upon loading premade chars (except minimap dot wrong color)
* bug fix - bring save formulas in line with expected d20 values
* bug fix - Bard has Will as a good save now, as intended

* update to T-Engine 1.2.4
* new terrain - torch, faerie lantern, pillar, rock pillar
* new tiles - doppelganger, tiger, cobra, constrictor, xorn, troll
* new spells - detect evil/good/chaos/law
* new templates - shaman, curate, half-fey; outlaw, brigand; veteran, elite, master, paragon, legendary; feral, dire; flame, earthen, gaseous, aqueous; three-eyed, pseudonatural from Incursion
* new monsters - jackal, mastiff from Incursion; hyena, short-faced hyena from PF
* new feat - Stunning Fist
* angels, fey and unicorn no longer hostile to good or neutral characters
* implemented bonus spells for high stats
* implemented Appraise & Listen skills
* implemented monk class features
* increased starting food amount
* increased XP rewards for low CR monsters in line with Pathfinder rewards
* death messages
* use ToME log functions
* add path string, emotes support
* adapt ToME panic code as an AI
* use an UIset based on Classic ToME
* appraise, craft and decipher script skills added
* add more flavors from Incursion (cloaks, bracers, boots, rings, amulets)
* add object tracker to debug menu
* add code for ID'ing item schools, Incursion-style
* add lesser vaults code
* add entry chamber and hells entry chamber from Incursion
* implement fasting for rangers, Incursion-style

Known problems:
* Summon Monster spell monster selection doesn't really do anything - the spell summons a wolf, regardless
* some players reported problems with keybinding screen - I would like an error report or part of the log


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Re: The Veins of the Earth BETA 6.4 is here!
« Reply #106 on: November 09, 2014, 09:10:17 PM »
Excellent spread of fixes/improvements/additions!   8)   December can still have some nice stuff to look forwards too, but hey, I'm essentially counting every nifty release in November towards making the b-day/month good as it is~   :P
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Re: The Veins of the Earth BETA 6.4 is here!
« Reply #107 on: December 07, 2014, 05:41:15 PM »
This is not a new version announcement - the world and spells are still being worked on.

On the other hand, Mod of the Year voting at ModDB is underway, so can you VotE?

Hopefully the next version will be called stable and will come out sometime during Christmas break (until 6 Jan, that is!)


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Re: The Veins of the Earth BETA 6.4 is here!
« Reply #108 on: December 22, 2014, 06:40:44 PM »
Alas, the next version is not called "stable" yet...

Here's beta 6.5 "More to see in the universe". Grab it from GitHub or Bitbucket or wait for ModDB.

* bug fix - fix the isThreatened() function
* bug fix - add "or 0" to item price appraisal
* bug fix - drow and elves now receive racial proficiencies properly
* bug fix - restore targeting display
* bug fix - stores for wandering shopkeepers now work as intended (no more insta-restocking)
* bug fix - no longer capitalizing target names in log
* bug fix - restore feat descriptions in feat select dialog

* new tiles: drow noble female, drow noble male
* new spells: expeditious retreat, dimension door, magic mapping, detect monsters, detect objects, know alignment
* new terrain: shallow water
* new zone: drow city, drow noble compound, tavern, brothel
* new NPC: drow sage; drow noble female/male, drow commoner, drow guard, drow courtesan
* implement class titles
* implement stats training
* implement trap sense for rogues
* display seen NPCs in a list on-screen
* implement racial dolls
* add towns to worldmap
* saves are now timestamped and time played is tracked
* good player characters of traditionally evil races have a special intro text
* randomize notes drop
* implement a level spots tracker debug functionality
* testing encounter-based generator

The main reason it's not labeled as stable is that I can't fix a few lingering issues (level being displayed under the UI, for example) and that some content (metamagic feats, archery feats, dragons, swarms) is still missing.


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Re: The Veins of the Earth BETA 7 is here!
« Reply #109 on: March 21, 2015, 10:52:15 AM »
Beta 7 is out!

Enjoy a load of bugfixes and content additions!
Metamagic feats, archery feats, (more) usable skills, spell points system, wounds and vitality system and more!

Grab it from GitHub or Bitbucket. Alternately wait for ModDB.


* bug fix - FBO lua error on save load
* bug fix - Lua error & nil exp for creatures with CR in-between table values
* bug fix - character creation screen now does check if a character save already exists
* bug fix - flavored amulets spelling
* bug fix - incorporate the engine fixes for ActorSeenDisplay, making the switch work
* bug fix - shooting not using the weapon's designated crit damage
* bug fix - flyers showing for critters outside lite range
* bug fix - assassin name typo
* bug fix - charges being displayed off or not displayed at all for multiple lines of spells in a spellbook
* bug fix - training stat tracker values are now properly zeroed when increasing stat
* bug fix - no more Lua errors on right clicking talents
* bug fix - no longer having to drop the fireball on yourself
* bug fix - visited zones not being saved leading to Lua errors when changing level
* bug fix - spell failure not canceling spells properly
* bug fix - cheat resurrect no longer throws errors if you happened to die while encumbered
* bug fix - Summon Monster I works as intended
* bug fix - used up arrows and/or thrown weapons are now properly removed
* bug fix - summons' tooltips no longer throws an error [Castler]
* bug fix - mage armor spell no longer warns you when you use it on yourself [Castler]
* bug fix - map no longer going under UI on left-hand side [kudos to Castler for pointing out the fix]
* bug fix - level up achievements now achievable

* update to T-Engine 1.3.0
* make use of engine updates, including room generator & ego functions
* enable sound capabilities
* new spells - divine favor, entropic shield, doom, shield of faith, deathwatch, summon monster II,
* new feats - Master Craftsman
* new NPC: human/dwarf/drow healer, drow tavernkeeper
* sorcerers and shamans now use a spell points system instead of Vancian spellcasting
* implement room descriptions
* hirelings now use party member code from ToME
* implement vitality/wounds system
* implement metamagic feats - Extend, Empower and Maximize Spell
* implement Precise Shot and Far Shot feats
* implement Jump, Intimidate, Heal skills
* implement spell points & psionic power
* consumables now stack
* humanoid NPCs now carry food & light sources
* some animals are now neutral and vermin now constitute their own faction
* unwearable items are highlighted in red; unusable ones in blue
* drow noble house is now named after the House that inhabits it
* can now throw thrown weapons
* low Int characters get separate answers now
* log message is shown when player gains EXP
* UI improvements and bugfixes for feat select screen [Castler]
* stair tooltips show where they lead to if you've been there at least once
* AI no longer walks into chasms/lava/water
* game options screen displayed before the first level is generated
* implement talent configuration from ToME
* item creation debug screen now allows hand-picking egos to be generated
* fixes and improvements to magic item generation


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Re: The Veins of the Earth BETA 7 is here!
« Reply #110 on: March 21, 2015, 12:06:58 PM »
That's quite a nice balance struck in terms of bug fixes and new content outright.   8)
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Re: The Veins of the Earth BETA 7 is here!
« Reply #111 on: May 01, 2015, 12:27:23 PM »
I know I said next beta would be after I hand in the MA draft, but my supervisor agreed to me handing in the complete MA draft by 12 May instead, so...

Beta 8 "Mayfly-December Romance" is here! Grab it from here or wait for ModDB.

* bug fix - no more artifacts dropping on dlvl 1
* bug fix - init sound on loading game from a save
* bug fix - give humanoid NPCs weapon proficiencies
* bug fix - no more errors on log in healer chat
* bug fix - damage logged now includes all increases
* bug fix - effects outside sight range are now forced to be silent
* bug fix - shoot no longer throws a Lua error if you have a shooter but not ammo
* bug fix - can now drag items to hotbar without errors
* bug fix - hotbar will not burp errors when there are no charges at all
* bug fix - increase rarities of large+ vermin
* bug fix - amulet ASCII symbol not showing up
* bug fix - difficulty selection not being saved/displayed properly
* bug fix - Oathbow not counting as ranged weapon
* bug fix - personal reaction not used at all, leading to attacked neutrals not turning hostile
* bug fix - don't show talent cooldown if it's 0
* bug fix - no more option to wear things with INVEN slot
* bug fix - adjust food rarities and add a message on eating
* bug fix - spending a night with a courtesan counts now as resting
* bug fix - buttons overlapping in Help screen
* bug fix - encumbrance no longer considered detrimental
* bug fix - update the tutorial to mention wounds
* bug fix - add sex to character screen
* bug fix - wrap up Power Attack rework and update description
* bug fix - don't display pseudo ID tags on paperdoll
* bug fix - make the specific class resolver actually work
* bug fix - fix the HP allotted by both random and specific class resolver
* bug fix - don't show decimals in special damage messages
* bug fix - assorted spelling fixes
* bug fix - blindness/deafness now allows a save and uses the same TalentDialog code as other spells
* bug fix - cheat resurrect now restores mana, if any, and wounds

* added Symbola font and used it on map
* new zones: temple, drow temple
* new magic properties: weapons - bane corresponding to all monster types, aligned, elemental, elemental burst; wondrous items - of slow digestion
* uncommented fortification code, spiked armor and shields egos
* new item tiles: belt, girdle, club, helmet, mushroom, long composite bow, short composite bow, hand crossbow
* new NPC tiles: drow noble male, phantom fungus
* changed ASCII symbol for bullets
* changed ASCII symbols for grick, azer, djinn, efreet, xorn
* changed ASCII colors for lillend, barghest, some vermin
* changed ASCII symbols and colors for drider, will o'wisp, quasit, thoqqua
* added distinctive colors to individual mephit and formian classes
* added paperdoll graphics for almost all weapons (except double sword)
* added tips on loading zone level
* implemented the Luck stat
* implemented Monkey Grip feat
* implemented proper DC calculations for spells
* random and default buttons in character creation screen
* increase spellcaster classes skill points allotment to 4
* ammo capacity is now randomized
* some bags now limit what can be put in them (so an ammo belt will accept only ammo)
* the HUD now informs you that you are on the worldmap or gives you the zone name itself for other zones
* many dialog lists are now colored to help distinguish between good/bad/neutral options
* character sheet now takes all attack modifiers into account when displaying your attack
* the character screen now has a tab listing all effects you have
* the player character can now have children of his/her own
* if you die but have a child(ren), you can keep playing as one of the kids
* improved the loot generator
* skills are no longer hardcoded
* AI can now pick up items from the floor and swap weapons
* players can keep a ranged weapon in the shoulder slot and swap weapons with a keypress
* you can now wield, take off or use items with a keypress giving you a list of all applicable items
* improved combat messages
* neutral NPCs can now be told to move aside/swap places with you
* neutral NPCs who turned hostile due to attacks will slowly decay towards neutral again if not attacked
* add specific class levels to sages, courtesans, guards
* add more skill kits/update their descriptions
* giant ant queen CR bumped up and brought closer to PF version
* the player will now stop running automatically in some cases (chats, nasty stuff happening)
* worldmap now uses its own sight range
* code attacks of opportunity
* added outline to ASCII entities

In other news, while brainstorming monster CRs, I discovered our monster listing (not counting neutrals/townies) is already longer than Incursion's :)

P.S. Build name is totally on purpose - it's 1 May, after all!


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Re: The Veins of the Earth BETA 8 is here!
« Reply #112 on: May 01, 2015, 02:54:37 PM »
Excellent and congrats on the early hand in!  The big strides in all directions continues well with this fine month of May.   8)
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Re: The Veins of the Earth BETA 8 is here!
« Reply #113 on: June 14, 2015, 02:49:11 PM »
Beta 9 is here and it seems ModDB changed something on their end as I don't have to wait for the verification - yay!


The portraits are procedurally generated, with elements depending on the NPC's profession or race.


* bug fix - made fire outsiders straight out immune to fire
* bug fix - wyvern now has poison
* bug fix - tendriculos and choker have proper descriptions
* bug fix - rejecting filters due to exceeding cost led to no filters being applied at all when creating loot
* bug fix - take into account item level ranges when creating loot
* bug fix - adjust item levels and rarities since some were out of whack with the item's real power
* bug fix - NPCs and monsters should now drop level-appropriate gear
* bug fix - cost filters now operate on the baseline price in coppers (i.e. what e.cost is expressed in)
* bug fix - add currency symbols (pp, gp, sp) in item tooltips; display store purse in silver coins
* bug fix - unify flavors capitalization
* bug fix - add subtype to those outsiders which were missing it
* bug fix - magic armor now reduces armor check penalty by 1 for being masterwork already
* bug fix - wearing cloaks no longer messes up the player doll display
* bug fix - feat granting items (e.g. boots of dodging) actually grant them
* bug fix - drag-and-drop inventory sometimes not working

* new zones: Plane of Air, Plane of Earth, Plane of Fire, Plane of Water; kobold warrens, bank
* new monsters: succubus, incubus; dragons (complete with age categories and breath weapons)
* new NPCs: drow house guard, drow house captain, drow priest, drow banker
* new magic item properties: masterwork (weapon/armor/shield), muleback, of heavyload; of powerful grip, of the Dervish, of neutralization, of grounding; efficient, of Maeve, returning;
* new original tiles: blood ape, formian, howler, brass dragon, vargouille, bulette, cockatrice, copper dragon
* new monster tiles: giant ant soldier, giant ant queen, will-o-wisp, grick, spectral panther, white dragon, tojanida, hag, sphinx, shambling mound, harpy, basilisk, behir, hyena, jackal, viper, ankheg, aranea, gray render, lamia, winter wolf, naga;
* new NPC tiles: drow female noble, drow commoner, drow house guard;
* new terrain tiles: chasm, tiled floor, iron door, drow door, fountain, worldmap floor, worldmap wall, worldmap stairs up/down, worldmap ruins, barred door, cobblestone floor, water floor, water wall, fire floor, fire wall, earth, earth wall, air, cloud, mud;
* new tiles: glaive
* humanoid NPCs now have portraits (kudos to /u/Ozymandias79)
* implemented languages
* implemented a way to self-resurrect within the normal rules
* implement item compare
* implement butchering corpses
* add money weight switch
* new scroll flavors
* change ASCII color for chaos beast, howler, rast
* change ASCII symbol for nightmare
* gave breath weapons to hell hound, dragon turtle
* gave immunities to delver, gibbering mouther, mimic, nagas; ghaele, lillend; tojanida; assassin vine, shambling mound, tendriculos; fire elementals, magmin; night hag
* marut and fire elementals now deal additional damage on hit
* implement low-light vision
* implement Craft, Survival skills
* rogues now receive Weapon Finesse for free
* item creation feats now pick from all possible egos
* item's tooltip now tells you where you found it (from ToME 2 port)

P.S. MA almost done - some paperwork left and preparing for the thesis defence on the 23rd. After that, I will vacation a bit and then will have loads of free time to work on Veins!


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Re: The Veins of the Earth BETA 9!
« Reply #114 on: June 14, 2015, 11:41:35 PM »
Very nice---solid assortment of gains that should stand well indeed until after your academic and vacation duties are situated well and true.   8)

What does the hazy vision of Beta 10 look like considering the state of 9 now in those times?
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Re: The Veins of the Earth BETA 9!
« Reply #115 on: June 14, 2015, 11:47:44 PM »
Didn't see it in your changelog, but I reported bugs in tutorial level. Lot of crashes during boss fight... There is fixed now?


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Re: The Veins of the Earth BETA 9!
« Reply #116 on: August 21, 2015, 06:19:52 PM »
Beta 10 is here! Many player requests are coming true and bugs are squashed!


* bug fix - spellbook doesn't show a second tab if the second class happens to be shaman/sorcerer
* bug fix - prevent using items on worldmap
* bug fix - prevent picking up items when asleep
* bug fix - opposed Move Silently check no longer bugs out; introduced a safeguard against further skill misspellings
* bug fix - detect x spells now work properly
* bug fix - reducing copy&paste errors in descriptions
* bug fix - limit attacks of opportunity to moving away
* bug fix - no more negative skillpoints upon gaining a level
* bug fix - gameplay tab in options is now properly hidden after game starts
* bug fix - Intimidate now works as intended
* bug fix - reduce tojanida AC
* bug fix - hunger now increases on the worldmap
* bug fix - no more Lua error on using Ignizzar's fire spell
* bug fix - sorcerer/shaman spell points now update when gaining a level
* bug fix - more safeguards to visibility detection for log messages
* bug fix - map no longer goes under hotbar
* bug fix - inventory screen no longer closes when doing most stuff
* bug fix - adjust some CRs up, most notably ogres, to reduce early game difficulty
* bug fix - restore log message when killing an NPC
* bug fix - crafting items no longer shows curses as option

* new tiles: fungi, handwraps, monk robes
* new zones: inn; drow outpost, drow metropolis, cave grove, fungi maze, fungi forest; goblin barracks
* new spells: entangle, charm animal, delay poison, longstrider, detect poison, detect magic, shield, protection from alignment, true strike, endure elements, resist energy, protection from energy,
* new NPCs: city seller (can sell from most of the shops defined except armor/weaponsmith and library)
* new magic item properties: minotaur, of physical perfection
* new items: handwraps, monk robes, archmage robes; a lot of consumables (foods, drinks)
* new feats: Arcane Armor Training, Arcane Armor Mastery
* bards now ignore spell failure from light armor
* implement Pick Pockets, Decipher Script skill
* split skills into adventuring and background per PF variant rule
* new variant rule: Pathfinder feats - every two levels instead of every three levels
* implement confused, cowering, dazed, dazzled, deafened, entangled, exhausted, petrified, prone conditions
* darken tiles outside FOV for better differentiation
* implement level map screen
* move mage armor spell to abjuration school
* overhaul nutrition system
* more ways to earn XP - dealing hp damage, making successful skill checks
* items display special requirements
* change potions and drinks ASCII symbols
* change bear endurance, summon creature icons
* implement menu buttons on hotbar, especially useful for spellcasters; skills/spells no longer get auto-added to the bar
* spellbook now shows a pop-up if you can't memorize a spell due to exceeding limits
* spellbook shows school in descriptions
* level up screen is now tabbed instead of using buttons to go to various parts (skills, feats)
* patch Birther class to allow dynamic (i.e. function) descriptions (like talents)
* generate class descriptions procedurally
* shuffled character creation class help to a separate tab
* torches now show the amount of fuel left in them and count down properly; corpses rot (but are not removed properly)
* update help screen to cover switching tiles on/off
* debug create item screen now makes you pick item type first


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Re: The Veins of the Earth BETA 10!
« Reply #117 on: August 22, 2015, 07:57:29 PM »
Congrats on this fantastic and far reaching update!   8)
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Re: The Veins of the Earth BETA 10.5!
« Reply #118 on: September 19, 2015, 03:41:07 PM »
Beta 10.5 is out, just in time for ARRP! Players made some requests in last Feedback Friday and they are coming true here!

* bug fix - enforce life being equal to max_life when initing a NPC
* bug fix - fix wizard not getting his spells
* bug fix - use elevated level for addons pick (e.g. in stores)
* bug fix - give wounds to the tutorial boss (kudos to guessingo on Bay12 forums)
* bug fix - restore use of provided fonts in the ASCII display
* bug fix - fix dungeon level display for areas with long names
* two small Lua fixes from DarkGod (one affecting only Linux/Mac)
* bug fix - restore the confirmation pop-up in level up dialog

* new class - magus
* new spells: stoneskin
* new items: tome of gainful exercise, tome of understanding, tome of bodily health etc.
* new lore: a guaranteed piece tells you about the worldmap & other areas
* new zones: flooded cavern, lava cavern
* add two new fonts, remove the ASCII without backgrounds option
* character creation screen: the "Next" button brings you to the tab you need to check if something is missing
* bring resists in line with d20 and log them
* show AC sources in character sheet
* more use for Knowledge and Heal skills
* tutorial improvements - make opponents less dangerous, less numerous, replace some water with shallow water
* no more L-shaped buildings in the city; the city is now walled and gated
* new debug option - monster character sheet


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Re: The Veins of the Earth BETA 10.5 [ARRP]!
« Reply #119 on: September 19, 2015, 07:21:27 PM »
Woo hoo, welcome to ARRP 2015 Zireael!  8)
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