Author Topic: Kharne Alpha 1 Available  (Read 58594 times)

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #15 on: April 08, 2009, 09:32:20 PM »
Yep, its that time again.

Kharne v0.01e is now available at http://kharne-rl.blogspot.com/2009/04/kharne-alpha-001e-available.html
or direct from http://rapidshare.com/files/219045807/Kharne001e.zip

Its an interim release showing mainly the first iteration of melee combat, but its the first release where I actually feel there's a game underneath starting to peek though..

Here are the changes from the previous version:

* Melee-based Monsters now have basic AI (monsters that reply on Ranged Combat or Magic are still AI-less).
* The UI has been completely redesigned.
* The Town Level is now persistent.
* The Monster Display and the Minimap have been incorporated into the main window.
* The inventory, statistics and magic screens have been redesigned.
* The Combat system has now been implemented for Melee Attacks.
* A Death Screen has been added.
* A Character Dump has been added.
* Added a help screen in-game.
* There are now regularly re-stocked shops in The Nexus.
* Gold has been implemented and can be found through the various Dungeons.
* Version info can be displayed in-game.
* Characters are now equipped with class and skill-appropriate (mundane) starting equipment.
* Internal Monster Stats have been rebalanced.
* Some Monster Symbols (mainly types of demons) have been reallocated.
* Added additional lesser vaults, which can now occur occasionally at all levels.
* HP and MP now regenerate slowly. The rate of HP Regeneration is based upon Character Endurance and MP upon Intelligence.
* Resting has now been implemented (to rest for one turn or many, press 0 or 5 on the Keypad with Numlock on).
* The Monster Display now collates like-type monsters together.
* You can no longer access monster details via the Monster Display.
* Spell Details and Descriptions have now been added.
* Monsters can no longer be generated on top of stairs.
* The Character always starts the two lowest-level dungeons (The Keep and the Wilderlands) in a safe vault.
* Monsters are now displayed on the mini-map as red dots.
* The Character can no longer have negative abilities or characteristics.
* The Main Window will no longer be sensitive to key presses when it does not have focus (e.g. when it is minimised or in the background).
* Fixed a bug where you could pick up an infinite number of items.
* Picking up more items than there are Inventory slots free no longer corrupts the Inventory.
* You can now open adjacent doors by pressing 'o'.
* Visible squares are now recalculated properly when opening and closing doors.
* Dropping an item on top of another item no longer causes an error.
* Dropping an item successfully will now close the inventory window.
* Picking up items now takes time.
* Weapons now have Damage Ranges.
* Magic Items that give bonuses to Evasion are no longer as powerful.
* Item Locations are now displayed correctly in tooltips.
* Shields now give a bonus to Deflection and Blocking.
* There are two new brands added: Goblin Slaying and Outsider Slaying.
* The Character's current mana (as opposed to maximum mana) is now used to calculate which spells are available to cast.

Best,
P.


getter77

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Re: Kharne Alpha 1 Available
« Reply #16 on: April 08, 2009, 10:01:22 PM »
Congrats on making it to this next step...keep up the good work!   8)
Brian Emre Jeffears
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Re: Kharne Alpha 1 Available
« Reply #17 on: April 09, 2009, 10:16:16 AM »
Very nice work! This game is coming along fantastically so far. I still remember when the old Kharne changed its name to Kharne, though I forget the old name... Anyway, great work, awesome to see Kharne so actively developed!

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #18 on: April 09, 2009, 10:41:38 PM »
Very nice work! This game is coming along fantastically so far. I still remember when the old Kharne changed its name to Kharne, though I forget the old name... Anyway, great work, awesome to see Kharne so actively developed!

Shadowdale. And yes, that was back a bit. 1999 I think?

Best
,P.

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #19 on: April 18, 2009, 10:18:43 PM »
v0.02 of Kharne is now available via http://kharne-rl.blogspot.com or direct via http://rapidshare.com/files/222990944/Kharne002.zip

Here are the changes over the previous version (0.01e):

* Dungeon Levels are now persistent within each Branch - exiting a Branch entirely will generate new levels.
* Food & Hunger have been implemented. Whilst starving, HP and MP do not regenerate naturally.
* Ranged Combat has now been implemented (left click on a monster to fire a projectile at it - for now, ammunition is infinite).
* The amount of HP and MP that characters gain on level up is now also dependent upon Fighting and Magic Skill levels.
* Added a Wizard Mode (accessible by pressing W)
* Monsters can no longer be generated in the walls of Vaults.
* Monster HP and Damage has been rebalanced.
* The XP required to gain a level has been increased substantially.
* Level Feelings are no longer immediately generated if you have recently navigated more than one set of stairs.
* Reduced the amount of gold that is generated.
* The elapsed game time (in real terms) is now displayed at the top of the Main Game Window. This pauses whenever the Inventory or any other subscreen is shown.
* Character Dumps now display the correct version number.
* Character Dumps now show the elapsed game time (in real terms).
* Digging now updates the visible areas of the dungeon correctly..
* Turns elapsed is now displayed in a more appropriate colour.
* Fixed a few minor grammatical errors in the Combat Text.

Best,
P.

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #20 on: April 20, 2009, 10:26:12 PM »
A bugfix for 0.02, conveniently called 0.02a is now available at:

http://kharne-rl.blogspot.com/2009/04/kharne-002a-available.html

or directly via http://rapidshare.com/files/223762778/Kharne002a.zip

Fixes are:

    * Item Anonymity and Identification has now been implemented (wear/wield an item to identify)
    * Item stacking now works properly.
    * Eating stacked food now only consumes one of the stack.
    * Defense Skill is now listed properly in the Skill Screen.
    * Food is now listed in the inventory in one colour. It remains colourful on the dungeon floor.
    * The font size of the message window has been reduced.
    * Wands are temporarily no longer generated in the dungeons (it makes no sense for them to be there whilst their functionality has not yet been implemented).
    * The Inventory Screen has been redesigned slightly

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #21 on: May 03, 2009, 08:57:00 PM »
v0.02b is now available.

See http://kharne-rl.blogspot.com/ for version information.

The direct download link is http://rapidshare.com/files/228826277/Kharne002b.zip

This is mainly a refactoring and bugfix version, with the only major change being the introductions of fountains found throughout most of the dungeons. The next version will be a big release with the implementation of proper ranged combat (complete with ammunition)

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #22 on: July 08, 2009, 09:03:51 PM »
Finally got a v0.02c out the door. Get it at http://sites.google.com/site/kharneroguelike/Kharne002c.zip

Not a biggie in terms of changes (that will be the next few version), but it's nice to get something out (its been a while since the last release)

Changes:


- Gold is now automatically picked up.
- Varying Radius FoV has been implemented - randarts with the 'alertness' property can increase and decrease (if cursed) the radius of the FoV.
- Moving the mouse over a creature or item in the dungeon now displays pertinent information on the main screen.
- Food found in the dungeon is no longer flagged as unidentified.
- Fountains that have been drunk from cannot be drunk from again.
- The player avatar ('@') is now transparent.
- The main menu has been given a graphical overhaul.

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #23 on: July 23, 2009, 11:11:44 PM »
Alpha 0.03 now available.

Get it at http://sites.google.com/site/kharneroguelike/Kharne003.zip

Full change log is at http://kharne-rl.blogspot.com/2009/07/kharne-003-available.html, but to summarise:

New Front End
Uniques
Monsters can wield items.
Hi-Scores
New Wizard Console
Many Atmospheric Touches added
Combat Balancing.

getter77

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Re: Kharne Alpha 1 Available
« Reply #24 on: July 23, 2009, 11:30:39 PM »
Awesome, keep on ascending the ladder!  Roadmap looks good too---I shall dine upon eventual theoretical tile graphics mode methinks!
Brian Emre Jeffears
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mariodonick

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Re: Kharne Alpha 1 Available
« Reply #25 on: July 25, 2009, 08:32:50 AM »
Very good improvements, and I'm happy that you got rid of the toolbar. It looks way better without. However, I very often get access violations after character creation (both in full and quick mode); I tried 8 times to play a human knight or warrior, but it did not work. I then had success starting a game with a half-orc mage.

Edit: And you should not use , and . to use portals and stairs ... it is confusing that < and > do not work on my QWERTZ keyboard.

Edit 2: Try to make consistent item names. "Rusted Silk Pantaloons" seem somehow strange ;-) LambdaRogue once had such random item name modifiers, but I removed it, because people got confused. Now I understand why.

Edit 3: When i died, I could neither press 'i' nor 'I' to view my inventory a last time.
« Last Edit: July 25, 2009, 08:45:33 AM by mariodonick »
https://mariodonick.itch.io/lambdarogue-the-book-of-stars
-- LR: The Book of Stars graphical roguelike RPG

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #26 on: July 25, 2009, 10:34:22 PM »
Very good improvements, and I'm happy that you got rid of the toolbar. It looks way better without. However, I very often get access violations after character creation (both in full and quick mode); I tried 8 times to play a human knight or warrior, but it did not work. I then had success starting a game with a half-orc mage.

Edit: And you should not use , and . to use portals and stairs ... it is confusing that < and > do not work on my QWERTZ keyboard.

Edit 2: Try to make consistent item names. "Rusted Silk Pantaloons" seem somehow strange ;-) LambdaRogue once had such random item name modifiers, but I removed it, because people got confused. Now I understand why.

Edit 3: When i died, I could neither press 'i' nor 'I' to view my inventory a last time.

Cheers Mario, I'm going to release a version as soon as I can, with those fixes

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Re: Kharne Alpha 1 Available
« Reply #27 on: July 27, 2009, 06:47:24 PM »
0.03 is out:

http://kharne-rl.blogspot.com/2009/07/kharne-003a-available.html

Changes in this version are:

    * Fixed the crash that occurs sometimes in character creation (hopefully!).
    * The Main Window no longer accepts keyboard input when it is not active (for example, if the character creation window is active).
    * The cursor is now positioned correctly when the main window is maximised.
    * Non-magical items no longer have extraneous item descriptions (e.g. bloodstained, gashed, rusted or corroded).
    * Monster speech is now coloured white in the Message Log.
    * The Quit (Suicide) menu option now works.
    * It is no longer possible to cause an error by pressing random keys whilst in the Hi Scores screen.
    * Fixed an error that could occur when entering a level where no unique is present. As a result the "You feel a brooding presence..." message that displays whenever a unique is present on the level is no longer displayed.
    * Starting a new game after finishing an old one will now clear the Message Log properly.
    * A Welcome Message is displayed in the Message Log when you start or continue a game.
    * The Player score calculated on the Farewell screen and the Player Score recorded in the hi-score table are now the same.
    * Monsters listed as cause of death in the hiscore table are now prefixed properly.
    * Removed the Show Inventory option on the Death Hiscore screen (Inventory Details can be viewed via the character dump opption instead).

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #28 on: July 29, 2009, 09:43:57 PM »
v0.03b is now available from http://kharne-rl.blogspot.com/2009/07/kharne-003b-available.html

Or directly from: http://sites.google.com/site/kharneroguelike/Kharne003b.zip

Another version mainly consisting of bugfixes, the changes are as follows:

* Ranged Combat now works again.
* More monsters now have actions and speech.
* Using stairs now requires < and > instead of , and ;
* The particular set of stairs taken to go down and up levels in the dungeon are now remembered.
* The standard 0 and 5 keys now allow resting as well.
* Keyboard commands that previously were only responsive to capital letters (e.g. 'S') now work with lower-case letters as well (e.g. 's').
* Font size and typeface have been made consistent across all the main window interfaces.
* The Status Bar has been redesigned.
* Attributes are no longer displayed on the Status Bar.
* There is now a short pause after death and before the Character Summary is displayed.
* Skills that are 100% progressed to the next skill level no longer have their progress indicators clipped.
* Artifact Names are now prefixed correctly whilst unidentified.

Best,
P.

Perdurabo

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Re: Kharne Alpha 1 Available
« Reply #29 on: August 07, 2009, 09:02:11 PM »
0.03c is out.

Full info at: http://kharne-rl.blogspot.com/2009/08/kharne-003c-available.html

Changes in this version:

* Added milestones to the Character Log.
* Multiple Items can now exist on the same square.
* Firing a ranged combat weapon now correctly updates the turn count.
* The maximum damage a monster can do to a player in a single hit is now (Maximum Hit Points - 1).
* Piles of Silver and Bronze can now be found throughout the dungeons.
* Items have been reduced in cost by a factor of five.
* There is now a wider variety of entry vaults.
* Amulets can now be found in fountains.
* Combat Text is now much more descriptive.
* Monster attacks that hit you and cause damage are now displayed in a different colour.
* Co-ordinates are now only displayed if the Wizard Window is displayed.
* The number of hit points and magic points gained per level has been slightly increased.
* The effect on speed of carrying weights greater than maximum load has been reduced slightly.
* Monsters will use ranged attacks less often.