Author Topic: The Veins of the Earth development feedback BETA 13  (Read 221455 times)

mounta1nman

  • Newcomer
  • Posts: 14
  • Karma: +0/-0
  • [._.]
    • View Profile
Re: The Veins of the Earth development feedback beta 5.6)
« Reply #135 on: July 25, 2014, 01:02:21 AM »
Regarding Brigand's problems with Solstice and Chrome, I would like to know if anyone here uses Chrome and had problems with the browser flagging the download as suspicious/malware.

Problem with which download? Brigand's? I gave it a try a few minutes ago without a problem; no warnings. (Chrome is up to date, and the phishing/malware toggle is enabled...).

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback beta 5.6)
« Reply #136 on: July 25, 2014, 01:37:34 PM »
No, mine :)

mounta1nman

  • Newcomer
  • Posts: 14
  • Karma: +0/-0
  • [._.]
    • View Profile
Re: The Veins of the Earth development feedback beta 5.6)
« Reply #137 on: July 25, 2014, 11:40:39 PM »
ok ok :) I didn't get any warnings when downloading from your links either.

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback beta 5.6)
« Reply #138 on: July 29, 2014, 06:42:15 PM »
ok ok :) I didn't get any warnings when downloading from your links either.

That's cool, great to know!

I've added a few new egos and monsters and made humanoids use A* for pathing. I'm not likely to get much done before the weekend as there's only so much I can do with GitHub's online API and a pretty crappy computer.

I plan to work on the worldmap and moddable tiles once I get back to my own computer.

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback beta 5.6)
« Reply #139 on: August 03, 2014, 12:02:11 PM »
I'd had a feeling that the year mark passed when I was away and I was right.

The first commit is dated 21 Jun 2013 and the first beta was dated 15 Jun 2013.

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback beta 5.6)
« Reply #140 on: August 04, 2014, 07:14:46 PM »




That's two of Retropunch's (from Bay 12) requests now realized, and another one which doesn't lend itself to pictures well (lowering the CR cap).

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback beta 5.6)
« Reply #141 on: August 07, 2014, 07:41:38 AM »
A new beta is out - with a random worldmap. I need the feedback on it!

Also, what dungeons would you like to see next? Classic, themed (fire/ice/jungle/orc barracks/whatever), town, persistent, non-persistent?

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: The Veins of the Earth development feedback beta 5.7)
« Reply #142 on: August 07, 2014, 01:01:26 PM »
For the sake of momentum, start with the easiest, relatively, to implement and take it from there.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback beta 5.7)
« Reply #143 on: August 23, 2014, 07:11:44 PM »
A town level is now in. I plan to add some variations to it, however. All town levels are persistent. I also added an arena level purely for the sake of testing combat.

***





That's right, hirelings are now in! Getting them to a working state was surprisingly easier than I thought, just yesterday and today in between some UI improvements. (Shopkeepers have been made notably less chatty, too!)

Next: trying to figure out how to give casters spells at game start.

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback beta 5.7)
« Reply #144 on: September 03, 2014, 08:23:22 AM »


Character creation, now 100% better! Tabs, deity selection, asterisks and more!

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback beta 5.7)
« Reply #145 on: September 04, 2014, 07:20:06 AM »
In trying to deliver a bug-free upcoming beta 6, I ran into an engine bug, the same that's plaguing players of ToME itself, where the game will sometimes lose track of the player completely, leading to no player on map or turns running by insanely fast.

That's the only bug left, however, so the question is: do you want beta 6 now or do you prefer to wait for an engine fix?

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: The Veins of the Earth development feedback upcoming beta 6
« Reply #146 on: September 04, 2014, 01:39:26 PM »
Better to wait I'd think---ideally each update will be all it can be and all that.  You might come up with yet more good content or fixes in the meantime.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback upcoming beta 6
« Reply #147 on: September 05, 2014, 06:05:03 PM »


Deity and favor are now shown in character screen. That's right, you can gain favor with certain deities by killing enemies.

It's a start to a complex deity system just like Incursion's. More to come soon!

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback upcoming beta 6
« Reply #148 on: September 12, 2014, 09:04:30 AM »
Incursion's deity system has been 80% ported (the only thing missing is the insight framework and the ability to bless items on the altar).

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: The Veins of the Earth development feedback for new BETA 6
« Reply #149 on: September 15, 2014, 10:16:27 AM »
Beta 6 is out due to changelog getting unwieldy.

Right now I am not feeling overly well, so no progress towards next release, just brainstorming and reading up on the following things:
  • fixing ASCII oversights and missing tiles - compiled a master Excel table to help me keep track of all the monsters
  • monster AI in roguelikes
  • item costs in AD&D vs 3.5 - gonna make a comparison table because I am thinking of switching over to basing all prices on silver pieces (sp) as opposed to gold pieces (gp)

Also I've returned to playing Forgotten Kingdoms - a d20-based MUD I've played for a few years and then nearly forgot last year due to MA and Veins. So more ideas may be forthcoming due to FK - such as using AD&D prices in a d20 setting.