Author Topic: The Veins of the Earth BETA 12!  (Read 71191 times)

getter77

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Re: The Veins of the Earth BETA beta 5
« Reply #90 on: April 18, 2014, 02:13:38 PM »
Definitely some major gains in new content and expansion this release---well done.   8)
Brian Emre Jeffears
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youtoo

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Re: The Veins of the Earth BETA beta 5
« Reply #91 on: April 27, 2014, 12:33:14 AM »
i have a high end pc and the game is really slow. i am unable to change resolution below 1900x1200. it changes, but then as soon as i move the window, the resolutoin changes back. so game is really choppy.

initial screen where it says 'reroll' is white.

Zireael

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Re: The Veins of the Earth BETA beta 5
« Reply #92 on: April 27, 2014, 09:06:09 AM »
i have a high end pc and the game is really slow. i am unable to change resolution below 1900x1200. it changes, but then as soon as i move the window, the resolutoin changes back. so game is really choppy.

initial screen where it says 'reroll' is white.

Sounds like an engine/resolution problem. My resolution is 1366x768 and Seb's was something around 1600x900 or something, so I have no experience with such high resolutions.
What is your experience with ToME 4 proper and what are your specs?

Zireael

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Re: The Veins of the Earth BETA beta 5
« Reply #93 on: May 12, 2014, 08:58:22 AM »
Beta 5.2 is out, grab it from GitHub or BitBucket or wait for ModDB authentication.

Also, I found a workaround which allowed me to upload a module file to te4.org in spite of md5 being reported as nil due to engine bug - the md5 entry accepts anything I type in, it turns out :P



CHANGELOG:

* bug fix - no more point buy popping back up after game start
* bug fix - fix oversight in naming function for drow females
* bug fix - no more "clones" (unkillable monsters)
* bug fix - no more sneaky lua errors related to temporary values
* bug fix - lizardfolk now get a torch
* bug fix - wands and scrolls now work properly
* bug fix - stores now stock properly

* overhauled character creation screen and dungeon generation
*  handle animal and diplomacy skills
*  item creation and enhancement
*  new specific magic items: Holy Avenger, Dwarven Thrower, Flame Tongue, Luckblade, Nine Lives Stealer, Oathbow, Sunblade, Sword of the Planes
*  new magic properties: of resistance, of the Endless Wave, of Detection, of the Eagle, of the Soul, of the Mantis, of the Spur, of Stability, of Contortion, of Magical Aptitude, of Arachnida, of the Bat, of spell resistance, of Frostbite, of Fireburn
*  new spells: create food and water, fly, levitate
*  minimap now has background and shows level exits
*  reduced the CR cap for level 1 to player level +3
*  immunities or resistances as perks
*  debug menu - includes adding creatures, removing them, killing off clones, adding XP, gold, or items to player, identifying all items in inventory, Lua console for other stuff
*  cut down on flasher (top message bar) use
*  add prompt to intro message and expand the pop-up border
« Last Edit: May 13, 2014, 07:31:33 AM by Zireael »

getter77

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Re: The Veins of the Earth BETA beta 5.2
« Reply #94 on: May 12, 2014, 11:44:18 AM »
Nice!

Magic Property "of SR 21" though?....that seems like it is meant to be something else?  Sounds a bit technical/non-lore'ish.   Did you mean just Spell Resistance?
Brian Emre Jeffears
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Zireael

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Re: The Veins of the Earth BETA beta 5.2
« Reply #95 on: May 26, 2014, 11:29:45 AM »
Another beta is out! Grab it from GitHub or Bitbucket or wait for ModDB.

I have a month to spare until the 1st anniversary of starting the work on Veins, and we're getting pretty close to Incursion's level, which was our target. Also, we have something Incursion does not - lore!


* bug fix - nil table in EntityTracker
* bug fix - no more errors caused by mobs trying to level up
* bug fix - lua error on trying to manually adjust stats lower than 8
* bug fix - no longer possible to manually adjust stats that were rolled
* bug fix - spellbook now accounts for levels gained every 3rd level
* bug fix - no lua errors should spells gain and spell slots gain ever mismatch
* bug fix - plant critters no longer as fast; shrieker stuck down in a spot
* bug fix - lua errors on pressing Space

* new tiles - altar, note, horse, griffon
* new spell - Ignizarr's fire
* in-game user chat now works!
* chat keys added to Help
* polymorphing & wild shape
* Ride skill and mounts
* lore framework added
* DR x/magic implemented; framework ready for other DR types
* coded locked doors
* auto-search for traps coded
* coded party support
* calendar changed to match Incursion's
* enabled creature templates, both from SRD and from Incursion
* Knowledge check necessary to be aware that the monster *HAS* a template
* show lore and show achievements screens
* added a test zone
* change zone capacity added to debug menu
* revised the README to be more readable; split off complete features listing

getter77

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Re: The Veins of the Earth BETA beta 5.4
« Reply #96 on: May 26, 2014, 11:53:23 AM »
Wow, lots of progress on this release---definitely on pace to reach that "initial" target level and beyond to come a month out from now.   8)
Brian Emre Jeffears
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Zireael

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Re: The Veins of the Earth BETA beta 5.4
« Reply #97 on: May 28, 2014, 07:10:27 PM »
A hotfix for those with 1366x768 or similar resolutions:

https://bitbucket.org/Zireael07/the-veins-of-the-earth/downloads/Birther.lua

Save to /modules/VotE/dialogs and overwrite the existing file.

Zireael

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Re: The Veins of the Earth BETA beta 5.4
« Reply #98 on: June 08, 2014, 01:00:31 PM »
Yet another beta is out, this time NOT on Monday :)

Great kudos to Supermini from te4.org forums, who has been an excellent tester, providing invaluable feedback.

Grab it from GitHub or Bitbucket or wait for ModDB.

Also available from te4.org or in the in-game browser that T-Engine now offers.

CHANGELOG:

* bug fix - character screen on 1366x768 and similar resolutions
* bug fix - not being able to close the load premade screen
* bug fix - party info not being saved leading to weird bugs [DarkGod]
* bug fix - no lua errors on clicking spell names in spellbook
* bug fix - no more silent lua errors due to an oversight in encumbrance logic
* bug fix - check if item exists before trying to ID it (kudos to lucianogml for reporting)
* bug fix - naming box in character creation now picks female names correctly
* bug fix - perks not being cleared correctly
* bug fix - skill points going into negatives if half-points are present
* bug fix - add shield proficiency to the classes that were missing it
* bug fix - no longer able to progress past char creation screen without a name

* update to T-Engine 1.2.1
* auto-explore [DarkGod]
* spell rework [framework by DarkGod]
* rework hunger clock
* silenced the pseudo-ID Intuition checks
* changed the font and background of lore notes
* add tooltips to attributes and feat/spell perks in character creation
* add 'are you sure?' pop-ups to feat, skill and class dialogs
* add healthbars display
* make the death dialog a tombstone
* make tooltips more informative
* axed the duplicate naming box

getter77

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Re: The Veins of the Earth BETA beta 5.5
« Reply #99 on: June 08, 2014, 06:42:11 PM »
Congrats, good deal that you were able to get everything upgraded to v1.2.1 so soon after release---bound to help having Veins show up in the random startup mod spotlight from here on as being current.
Brian Emre Jeffears
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Zireael

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Re: The Veins of the Earth BETA beta 5.5
« Reply #100 on: June 29, 2014, 06:23:55 PM »
A new beta is out!

Grab it from GitHub or Bitbucket or wait for ModDB.



CHANGELOG:
*  bug fix - naming box not accepting keypresses [kudos to Castler]
*  bug fix - bonus feats button now available only to fighters
*  bug fix - no more lua error due to a typo in one of the poison defs
*  bug fix - play button being unclickable in some resolutions
*  bug fix - charges not shown for some spells in spellbook [Castler]
*  bug fix - using Diplomacy/Animal Empathy on invalid target no longer wastes a turn [Castler]
*  bug fix - using Diplomacy on yourself no longer leads to amusing stuff [Castler]
*  bug fix - bards not receiving spells
*  bug fix - paladins and rangers missing the spellbook button
*  bug fix - club not being listed as simple weapon; dual-wielding quarterstaves
*  bug fix - two last entries not clickable in stat increase dialog
*  bug fix - typo in water elemental description
*  bug fix - fireball and light spells working as intended
*  bug fix - no more spellbooks for NPCs; clarified raven familiar description
*  bug fix - give specific magic items unided names
*  bug fix - correct lantern tile
*  bug fix - make prestige class levels show up in character sheet

*  update to T-Engine 1.2.2
*  new spell: mount, haste
*  new spell icons: mage armor, ghoul touch, alter self
*  make player tiles change depending on player equipment ("moddable" as in ToME 4)
*  add stack number display
*  add settings
*  integrate parts of Marson's UI addon
*  add full framebuffer shaders
*  rearrange the UI a bit; add log fade
*  add equipdoll to inventory screen
*  add information pop-ups to char creation screen
*  enable right clicking when manually selecting attributes [Castler]
*  add tutorial level
*  shuffle events stuff to GameState.lua
*  shuffle item perks stuff to Player.lua
*  remove the flasher (top message bar) since it wouldn't clear properly
*  clicking spell name in spellbook now has the same effect as clicking spell icon [Castler]
*  display fractional CR as fractions not decimals [Castler]
*  add spell level tabs to spellbook
*  add tooltips to store interface

There are a few remaining issues I'm aware of but I'm leaving for holidays for a month. Keep that sweet feedback coming!

Zireael

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Re: The Veins of the Earth BETA beta 5.7
« Reply #101 on: August 07, 2014, 07:36:52 AM »
Another beta with lots of juicy additions, which means:
a) I need feedback
b) there may be bugs

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

CHANGELOG:

* bug fix - all skills triggering the spell failure checks
* bug fix - specific items had a typo in their on_wear
* bug fix - look around key throwing a lua error
* bug fix - locked out of inventory sometimes
* bug fix - plate armor being worn causing an error in the moddable tiles resolver
* bug fix - poison code not checking for immunity

* random worldmap
* humanoids now use A* pathing
* add ranged AI code inspired by DataQueen
* new monsters: babau, dretch, quasit
* new items: throwing axe, throwing knives; mushrooms, rods; enabled tattoos; mithril coins, emeralds, sapphires;
* new egos: dwarven, elven; of the Winterland, of the Druid, of the Hin; of brightness
* reduced the CR cap for dungeon level 1 to player level +1 and to player level +2 for dlvl 2-5
* tiles/ASCII switch finally works!
* split off thrown weapons into a separate file
* add a hint when a cursed item is auto-destroyed
* prevent clicking on learned feats in feat selection screens
* character creation screen improvements - highlight Cleric/Ranger/Paladin as newbie friendly; darkened Luck as it's not implemented yet; color-code high & low stats; highlight bad choices (spellcasting classes who wouldn't be able to cast spells) in dark red

Zireael

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Re: The Veins of the Earth BETA upcoming beta 6
« Reply #102 on: September 12, 2014, 09:05:09 AM »
A test build has been uploaded to te4.org.

Grab it here: http://te4.org/sites/default/files/game-modules/veins/veins-0.21.5.team

The changelog is pretty long and I'd like to know if there are any outstanding bugs/issues that should be fixed before Oct 1 at the latest, when BETA 6 proper will arrive.
« Last Edit: September 12, 2014, 01:10:22 PM by Zireael »

Zireael

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Re: The Veins of the Earth BETA upcoming beta 6
« Reply #103 on: September 14, 2014, 10:13:53 AM »
Thanks to StarKeep for reporting on a few minor issues.

***
Beta 6 is here NOW because the changelog was growing unwieldy!

Grab it from GitHub or Bitbucket or wait for ModDB.

CHANGELOG:

* bug fix - Lua errors in load premade
* bug fix - no more xorns showing up without a name
* bug fix - digging works properly now without errors
* bug fix - lance is now named properly
* bug fix - a rare possibility that a base weapon (without combat values defined) would spawn
* bug fix - outdated tiles after loading a premade/saved character
* bug fix - shopkeepers spewing their dialogue every time they bumped into you
* bug fix - tutorial boss not spawning
* bug fix - Lua error due to oversight in combat poison code
* bug fix - increasing stats throwing a Lua error [desophos]
* bug fix - ensured reachability and spawning of dungeon entrances in worldmap
* bug fix - getting messages about unseen enemies using spells/skills
* bug fix - proper tiles for the cavern zone
* bug fix - domain selection working as intended again (last seen in beta 5)
* bug fix - player tiles properly displaying dual-wielded weapons
* bug fix - nixed a debug message for ranger favored enemy
* bug fix - enabled drag and drop in inventory at last
* bug fix - heal log info shown only if you can see source actor
* bug fix - food items now have proper subtype defined instead of nil
* bug fix - no more searching for pseudo traps [kudos to StarKeep]

* new spell: transmute rock to mud
* new zones: labirynth, xorn lair, town, aberrant lair, arena
* new feats: Roll with It, Ignore Wound, Resillient [all from Incursion]
* new tiles: sand, ice; blink dog, barghest, hell hound, yeth hound
* new curse: of weakness
* hirelings
* deity system
* day/night cycle with exotic colors
* color code hit and miss messages
* add monster type to its tooltip
* spellcasters now get spells at start (except Sorcerers and Shamans)
* made character creation screen tabbed
* implement Zizzo's code allowing for hand-picking egos
* many improvements to debug screens
* overhaul actor tooltips code
* renamed existing zones: Upperdark -> compound; Middledark -> tunnels
* change starting zone to tunnels

I am only aware of two minor issues right now - the character sometimes having to make 2 saving throws in a row against falling on ice and one of the change shape spells throwing an error for no obvious reasons.

Zireael

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Re: The Veins of the Earth BETA 6 is here!
« Reply #104 on: October 07, 2014, 07:15:07 AM »
Beta 6.2 "Maybe Easier" is here!

As the codename suggests, changes are mostly focused on increasing survivability at lower levels. Some monster CRs were bumped so that they will no longer appear on dlvl 1-3 and you can switch to easy mode, too.

In related news, I set up a wikidot page and now that I'm starting university year, I will focus on updating documentation more and less on adding content to the game.

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

Or you can grab the module file from te4.org :)



Something that took me 3 days, but means great things moving forward!

CHANGELOG:
* bug fix - spell image list no longer overlaps text spell list [Castler]
* bug fix - no longer able to bypass confirmation of Quit Permanently dialog [Castler]
* bug fix - fix some misspellings [Castler]
* bug fix - Lua error on cancelling mount skill [Castler]
* bug fix - Xavias godpulse causing Lua error [Castler]
* bug fix - fix corpse and bag weights
* bug fix - restore stat descriptions in char creation
* bug fix - DR check not working properly
* bug fix - no longer able to use ranged weapons in melee
* bug fix - pseudo-ID and auto-ID now work for worn/equipped items too [Castler]
* bug fix - saving throws logged properly [Castler]
* bug fix - skills logged properly on a 1 or a 20 [Castler]
* bug fix - proper skill points calculation [Castler]
* bug fix - definite fix for "fall-lock" on ice [Castler]
* bug fix - give subtypes to neutral NPCs
* bug fix - no more 'hit for 0 darkness damage' messages spam
* bug fix - no more being 2-hitted by some monsters with higher speeds
* bug fix - lock out of inventory after shopping bug
* bug fix - attacking or using a feat now breaks stealth
* bug fix - fixed some ASCII letters/colors

* difficulty level selection (easy mode forbids criticals by monsters on player)
* gameplay variant options (defensive roll)
* new magic properties: light/moderate/heavy fortification
* increased CR for some monsters: satyr is now CR 5 (was 3); razor boar is now CR 8 (was 5)
* you can now attack while dying
* weapons grant parry bonuses, Incursion-style
* object flavors, ToME 2/Angband style
* switch to silver-based economy
* color-code skills in character sheet Incursion-style
* color-code max skill ranks in skill dialog, UI improvements
* feat select dialog is now categorized
* backport ActorTalentDialog from ToME 1.2.4 [Castler]

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



I need feedback on new prices!