Author Topic: The Veins of the Earth development feedback BETA 13  (Read 231688 times)

Zireael

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The first thing I did after the loong hiatus was update my ToME to 1.1.5 and update the init.lua to require this version.

In the last two days, I fixed several bugs, bigger and smaller. Also, actor generation now is more sensible - no more golems on dlvl 1.

Zireael

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Re: The Veins of the Earth development feedback v.0.12.0 beta 4)
« Reply #76 on: March 13, 2014, 06:29:09 PM »
Lots of bugfixes and improvements made in the last week. I also managed to cross out a big thing from the checklist:

http://www.moddb.com/mods/the-veins-of-the-earth/images/monster-info-screen

Yeah, it's Sil-style XP for seeing monsters!

Gr3yling

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Re: The Veins of the Earth development feedback v.0.12.0 beta 4)
« Reply #77 on: March 15, 2014, 04:40:18 PM »
Very cool Zireael.  It's good to see that you're back.  Keep up the good work!

Zireael

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Re: The Veins of the Earth development feedback v.0.12.0 beta 4)
« Reply #78 on: March 15, 2014, 07:34:42 PM »
Very cool Zireael.  It's good to see that you're back.  Keep up the good work!

Thanks. It seems I'm getting shit done - I just made stealth work. It's not perfect, but it works!

... once I don't have the MA hanging over my head - that is, it's still not done, but the next deadline is end of April, so I have some free time again!


Zireael

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Re: The Veins of the Earth development feedback v.0.12.0 beta 4)
« Reply #79 on: March 20, 2014, 02:56:27 PM »
The bleeding edge builds can now handle character saving & loading. This is gonna make testing much easier!

Zireael

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Re: The Veins of the Earth development feedback v.0.13.0 beta 4.5)
« Reply #80 on: March 28, 2014, 03:37:45 PM »
I was forced to take out Luck implementation since it caused some items to stop spawning completely.

On the plus side, bleeding edge builds now can give you a random magic item as a starting perk.

Zireael

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Re: The Veins of the Earth development feedback v.0.15.0 beta 4.7)
« Reply #81 on: March 31, 2014, 10:41:37 AM »
New release is out! I am aware of a peculiar bug with monsters on very high dungeon levels but haven't had time to look into it (and BIG thanks to the player who loved the game so much as to descend to dlvl 77 and further)

Zireael

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Re: The Veins of the Earth development feedback v.0.15.0 beta 4.7)
« Reply #82 on: April 04, 2014, 07:18:39 AM »
Some time ago, I actually set up a second git repo on bitbucket to make use of their excellent issue tracker.

You can find it here and you can download the newest release from there, too.
The issue tracker on bitbucket, however, is set to private, as I use it as my own TO DO list.

getter77

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Re: The Veins of the Earth development feedback v.0.15.0 beta 4.7)
« Reply #83 on: April 09, 2014, 12:31:15 PM »
Looks like a good deal of updating went down on the Heroes/Witchery front:

http://www.dcrouzet.net/heroes-witchery/?page_id=83
Brian Emre Jeffears
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Zireael

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Re: The Veins of the Earth development feedback v.0.15.0 beta 4.7)
« Reply #84 on: April 12, 2014, 05:26:45 PM »
Quote
I have tried veins. I didn't like it much unfortunately.

Legend, would you mind telling me what did you dislike?

getter77

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Brian Emre Jeffears
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Zireael

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Re: The Veins of the Earth development feedback v.0.15.0 beta 4.7)
« Reply #86 on: April 15, 2014, 02:16:56 PM »
All that OGL goodness to take a look at and continue developing in hopes of eventually supporting three things that the revived Incursion does not:

1. tiles and graphic icons
2. infinite dungeon
3. nearly infinite leveling (with a soft cap around 40-50 character levels)

Also, thank you getter for starting a thread on HeroicFantasyGames - link.

getter77

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Re: The Veins of the Earth development feedback v.0.15.0 beta 4.7)
« Reply #87 on: April 15, 2014, 06:06:23 PM »
No problem as always---seemed like a fitting time to give it a mention over there as the incredibly small tribe that is OGL-folks might as well stick together to reach greater heights.  I also invited chooseusername to this topic from the big Bay12 Incursion one to avail as needed or curious to this growing mass of OGL fare.  Perhaps at some point I can be more directly useful to both Veins and Incursion as I was/am in the KoTC realm of things...some point.

Another way to go about Infinite Leveling might be something of a Retirement system where a character picks up a new class and gains new special/unique intrinsic perks/feats from the previous based on what the prior class was.  Less of a Multi-Classing notion and more of a Reincarnation one I suppose in a sense?  Advantage being greater flexibility for exotic builds going forward more and more over time, no sense of "waste" from time spent on each generation, etc.
Brian Emre Jeffears
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chooseusername

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Re: The Veins of the Earth development feedback v.0.15.0 beta 4.7)
« Reply #88 on: April 15, 2014, 08:32:27 PM »
No problem as always---seemed like a fitting time to give it a mention over there as the incredibly small tribe that is OGL-folks might as well stick together to reach greater heights.  I also invited chooseusername to this topic from the big Bay12 Incursion one to avail as needed or curious to this growing mass of OGL fare.  Perhaps at some point I can be more directly useful to both Veins and Incursion as I was/am in the KoTC realm of things...some point.
I looked over all the OGL links, but nothing grabbed me.  I'm not really looking for new content for Incursion anyway, more just getting it stable, polished and filling in the gaps.  Once that is done, maybe I'll make a module and take a look at some of this stuff.

getter77

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Re: The Veins of the Earth development feedback v.0.15.0 beta 4.7)
« Reply #89 on: April 15, 2014, 08:55:52 PM »
Yep, it is all under the auspices of The Long Haul moreso than the here and now since there was definitely lots left to implement from the partials in Incursion proper.
Brian Emre Jeffears
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