Author Topic: The Temple of Torment  (Read 233248 times)

Samildanach

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Re: The Temple of Torment
« Reply #255 on: August 14, 2014, 06:23:10 PM »
Yeah, I found 'cute' a strange choice of word for Infra Arcana. I don't see it.

Aukustus

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Re: The Temple of Torment
« Reply #256 on: August 15, 2014, 06:49:44 AM »
Another extra feature coming in the next update is Journal: https://dl.dropboxusercontent.com/u/95372567/Journal.png

It will serve as a log and notes for quests. Basically what's been happening in the game.

Samildanach

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Re: The Temple of Torment
« Reply #257 on: August 15, 2014, 07:24:31 AM »
Useful feature!

Cfyz

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Re: The Temple of Torment
« Reply #258 on: August 18, 2014, 12:21:10 PM »
Aukustus, I'd like you to take a look at my output library attempt: http://foo.wyrd.name/en:bearlibterminal.

From this thread I've noticed you had some troubles with libtcod output (like, 5 months ago? =_=). BearLibTerminal should be able to solve those and a bit more. It supports basic pseudoterminal operations, replacing characters with tiles of arbitrary size (e. g. 8x16 text characters and 16x16 map 'characters'), transparency and stacking, using huge tiles for background, etc. In the latest update I've added a Python wrapper for the library.

Aukustus

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Re: The Temple of Torment
« Reply #259 on: August 18, 2014, 07:42:21 PM »
That's awesome. However it's a major rewrite to use it instead of libtcod as libtcod handles all the fovs also.

pat

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Re: The Temple of Torment
« Reply #260 on: August 19, 2014, 01:29:47 AM »
you could easily keep libtcod for backend stuff and change libraries just for the display.

but if you're going to keep things tightly grid-based, then you can workaround libtcod's limitations to a certain degree: http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html. By doing that, you could double the tile size and keep the text size as is. You would probably need to reduce down the amount of map displayable at once but it isn't a complicated change overall.

Aukustus

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Re: The Temple of Torment
« Reply #261 on: August 19, 2014, 08:17:25 AM »
you could easily keep libtcod for backend stuff and change libraries just for the display.

but if you're going to keep things tightly grid-based, then you can workaround libtcod's limitations to a certain degree: http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html. By doing that, you could double the tile size and keep the text size as is. You would probably need to reduce down the amount of map displayable at once but it isn't a complicated change overall.

That's exactly what I'd want to do now. I have trouble getting the scrolling camera to work correctly though so I'll see what happens.

Aukustus

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Re: The Temple of Torment
« Reply #262 on: August 19, 2014, 08:43:53 AM »
Minor update about the scrolling map, I'm closer than ever to get it work correctly, just one not so minor bug to kill. My walls outside fov repeat when scrolling.

Maybe pat would have idea since I use same scrolling tutorial from roguebasin?

If I get the scrolling map working it basically means that for example Marwal will be one large map instead of being in pieces.
« Last Edit: August 19, 2014, 09:16:06 AM by Aukustus »

Cfyz

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Re: The Temple of Torment
« Reply #263 on: August 19, 2014, 09:21:18 AM »
Quote from: Aukustus
However it's a major rewrite to use it instead of libtcod as libtcod handles all the fovs also.
Well, it is only natural for such a rewrite (if any) to be postponed until the right time. However, now the cumulative potential of tools available to you should be somewhat higher =). As for libtcod's fovs, it is BSD licensed and therefore allows extracting parts of the library. It could be something like BearLibTerminal.dll + libtcod-fov.dll.

Aukustus

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Re: The Temple of Torment
« Reply #264 on: August 19, 2014, 09:49:25 AM »
Quote from: Aukustus
However it's a major rewrite to use it instead of libtcod as libtcod handles all the fovs also.
Well, it is only natural for such a rewrite (if any) to be postponed until the right time. However, now the cumulative potential of tools available to you should be somewhat higher =). As for libtcod's fovs, it is BSD licensed and therefore allows extracting parts of the library. It could be something like BearLibTerminal.dll + libtcod-fov.dll.

Yeah. I suck very badly at coding so staying at the current model is the only option.

pat

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Re: The Temple of Torment
« Reply #265 on: August 19, 2014, 11:19:45 AM »
Minor update about the scrolling map, I'm closer than ever to get it work correctly, just one not so minor bug to kill. My walls outside fov repeat when scrolling.

Maybe pat would have idea since I use same scrolling tutorial from roguebasin?

If I get the scrolling map working it basically means that for example Marwal will be one large map instead of being in pieces.
is it open source? id be happy to look the code over if you want help fixing that bug? it's been a while since i played around with that part of the code but im sure it'd come back to me

Aukustus

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Re: The Temple of Torment
« Reply #266 on: August 19, 2014, 11:47:42 AM »
Minor update about the scrolling map, I'm closer than ever to get it work correctly, just one not so minor bug to kill. My walls outside fov repeat when scrolling.

Maybe pat would have idea since I use same scrolling tutorial from roguebasin?

If I get the scrolling map working it basically means that for example Marwal will be one large map instead of being in pieces.
is it open source? id be happy to look the code over if you want help fixing that bug? it's been a while since i played around with that part of the code but im sure it'd come back to me

It's not open but I'm willing to share it with you if you want to help me out. I can send it to you. Email or private message?

pat

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Re: The Temple of Torment
« Reply #267 on: August 19, 2014, 12:13:43 PM »
could you pm me a link and ill take a look tomorrow

Aukustus

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Re: The Temple of Torment
« Reply #268 on: August 23, 2014, 01:01:16 PM »
I've almost finished the class talent additions. Each class receives extra talent and ranger receives one extra in place of stealth. Talents are at levels 1, 6, 12, and 18. Passive talents will be at 3, 9 and 15. Level cap is at 18 instead of 9 but levels are gained at double rate.

After I've released this update I'll start adding more side quests and make Marwal larger.

I have also plans for two new classes, barbarian and warlock. Barbarian will be pure melee and warlock a charisma based caster with spells like WoW's and D&D's warlock.

I've also had some success for ally AI which would mean summons or such at some point.

Aukustus

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Re: The Temple of Torment
« Reply #269 on: August 26, 2014, 12:59:20 PM »
Here's the complete list of active talents and passive talents. Pretty good compared to the only 3 active talents every class previously had.

Code: [Select]
-----------------------------------------
Fighter
1- Overpower
3- Armor Mastery (Passive)
6- Shield Bash
9- Melee Mastery (Passive)
12- Cleave
15- Hardiness (Passive)
18- Power Attack
-----------------------------------------
Paladin
1- Turn Undead
3- Aura of Resistance (Passive)
6- Lay on Hands
9- Aura of Might (Passive)
12- Holy Shield
15- Aura of Regeneration (Passive)
18- Smite Demon
-----------------------------------------
Monk
1- Pain Tolerance
3- Unarmed Parry (Passive)
6- Stunning Palm
9- Unarmed Mastery (Passive)
12- Circular Kick
15- Perfect Body (Passive)
18- Palm of Death
-----------------------------------------
Ranger
1- Steady Aim
3- Long Trek (Passive)
6- Place Trap
9- Ranged Mastery (Passive)
12- Multiple Shot
15- Point Blank Shot (Passive)
18- Aimed Shot
-----------------------------------------
Rogue
1- Stealth
3- Light Step (Passive)
6- Evasion
9- Backstab (Passive)
12- Hamstring
15- Backstab Mastery (Passive)
18- Poison Weapon
-----------------------------------------
Bard
1- Song of Bravery
3- Great Personality (Passive)
6- Song of Demoralize
9- Jack of All Trades (Passive)
12- Song of Piercing Pain
15- Great Voice (Passive)
18- Song of Sleep
-----------------------------------------
Cleric
1- Turn Undead
3- Mana Efficiency (Divine) (Passive)
6- Holy Barrier
9- Spell Mastery (Divine) (Passive)
12- Exorcism
15- Aura of Holiness (Passive)
18- Holy Pillar of Fire
-----------------------------------------
Mage
1- Magical Armor
3- Mana Efficiency (Arcane) (Passive)
6- Fire Shield
9- Spell Mastery (Arcane) (Passive)
12- Drain Life
15- Inner Power (Passive)
18- Invisibility
-----------------------------------------
Druid
1- Shapeshift
3- Mana Efficiency (Druidic) (Passive)
6- Pacify Animal
9- Spell Mastery (Druidic) (Passive)
12- Nature's Will
15- Shapeshift Mastery (Passive)
18- Lightning Storm
-----------------------------------------

Also the upcoming changelog:

Code: [Select]
Bugs and Mistakes
- Hellfire is affected by resting now
- Shield Bash now checks if shield is equipped
- Holy Shield is displayed correctly in character screen if no shield is equipped
- Holy Fire had wrong text
- Area of effect spells no longer damage through walls
- Scroll of visibility refreshes screen now on reading instead of the next turn
- Fixed a bug with not all tiles being revealed with scroll of visibility or pre-revealed maps
- First level of castle had wrong text on exit
- Cleave requires now a weapon that is equipped
- Fixed a bug with melee range auto target for enemies that are out of melee range
- Pain Tolerance is counted now with Damage Reduction in Character Screen
- Casting spells while stealthed now removes Stealth
- Fixed Invisibility being cancelled with some spells even if player cancelled casting
- Fixed being unarmed in some cases if wearing a shield
- Fixed a bug where the wounded man in Undershire died at wrong coordinates
- Monster poisoning is counted at the beginning of its turn as it is with player's poisoning instead of at the end of the turn
- Stealth attack now calculates correctly damage
- Some undocumented bug fixes

General
- Arrows, bolts and bullets are no longer unlimited; each class with starting ranged weapons starts with 50 projectiles and more can be bought
- New feature: internal clock, displayed with diary entries
- New feature: Journal; opened with Tab key and contains open quests previously seen with 'q' and Diary that contains quest information and other stuff
- Walls can be no longer targeted
- Spell graphics now take into account walls
- Targeting without enemies in fov now picks always a tile that's not blocked
- Victory now returns to main menu instead of back to game and requiring to press esc
- Spell Damage is displayed on user interface
- Spell Resistance renamed to Resistance
- Added penalty of 5% to shooting missiles into targets that are in the next tile

Spells and Talents
- Stunning Plam has now targeting tile
- Circular Kick has now graphics on which tiles it hits and also targeting tile
- Cleave has now graphics on which tiles it hits
- Talents are accessed now from keyboard keys 1-4 instead of 'm'
- Some changes and improvements to existing Talents
- Ranger no longer is able to use Stealth
- New Talent Descriptions
- New Talent for Fighter: Overpower; next 6 melee hits do additional 2 damage
- New Talent for Paladin: Lay on Hands; heal self for 33% of maximum health
- New Talent for Monk: Palm of Death; critical hits will slay target
- New Talent for Ranger: Steady Aim; +5 To Hit Bonus for 50 turns
- New Talent for Ranger: Place Trap; place trap that deals damage to one target that steps on it
- New Talent for Rogue: Hamstring; slow enemy's movement rate by 50%
- New Talent for Bard: Song of Piercing Pain; damage dealing song
- New Talent for Cleric: Exorcism; essentially single-target Turn Undead but on demons and possessed humans
- New Talent for Mage: Fire Shield; damages enemies within 1 tile
- New Talent for Druid: Calm Animal; natural animal won't attack player
- Introduction of Passive Talents which are various buffs; 3 for every class at levels 3, 9 and 15 
- Divine Shield renamed to Holy Barrier
- Holy Fire renamed to Holy Pillar of Fire
- Cleave is guaranteed hit
- Circular Kick is guaranteed hit
- Stealth cannot be entered with Armor Penalty greater than 0
- Equipping and unequipping items while stealthed removes stealth
- Shapeshift increases melee damage

Maps
- Castle courtyard redesigned
- New tile for castle wall
- Cottage map redesigned

Players
- Max level is doubled and leveling speed doubled but leveling bonuses halved

Monsters
- Hound enemies receive now only one attack per turn but retain their two moves per turn
- Liches renamed to hellcasters
- Hounds of hell renamed to hellhounds
« Last Edit: August 26, 2014, 01:11:55 PM by Aukustus »