Author Topic: The Temple of Torment (Now at Stable 19.0)  (Read 157958 times)

Avagart

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #105 on: September 25, 2015, 03:39:41 PM »
After rescue Eremadas, Arabeth still asks 'Have you found my husband yet?'.

I thought about save system. In roguelikes you have to pay for your mistakes. So, when you want to exit game, you have to save game. In TToT is possible to exit game, without saving, and don't lose the character. And then is possible to load game and make different decisions. It's ok for me, especially if standard mode don't have permadeath, but... What do you think about changing save system for hardcore mode?

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #106 on: September 25, 2015, 03:57:19 PM »
After rescue Eremadas, Arabeth still asks 'Have you found my husband yet?'.

I thought about save system. In roguelikes you have to pay for your mistakes. So, when you want to exit game, you have to save game. In TToT is possible to exit game, without saving, and don't lose the character. And then is possible to load game and make different decisions. It's ok for me, especially if standard mode don't have permadeath, but... What do you think about changing save system for hardcore mode?

Bug fixed.

Regarding save system, I can definitely do that, but since it's still possible to exploit also by killing process or closing window, and then loading again I think exiting without saving is just a simplified way of doing the same thing, but I'll add it.

Avagart

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #107 on: September 25, 2015, 04:15:20 PM »
Great :)

Avagart

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #108 on: September 25, 2015, 07:47:50 PM »
Strange thing. When player is in the city, closing character sheet always moves player into World Map. Seems that this works for every type of non-wilderness location (I check village and Ankheg Nest).
To make matters worse, this 'action' takes turn!
So, I checked my stats, close charsheet, and... was immediately attacked by enemy. I had only few HPs, and my character died :<

Bug: Error drawing Ankheg

One more thing. Probably I mentioned it earlier, but I think you didn't answer this question. This time I'm not sure, this is only my memory, but maybe you should check it? Anyway, Shephard Dagarig who gives Ankheg quest tells about 'grandfather's magical boots' as a reward, and if I remember correctly Shephard gives magical book instead of boots...

Do you remember how I wrote about covering some tiles (items on floor) by enemies, when area was out of FOV? Yet another clue. I was on first special level in temple (5 level deep) and I noticed that sometimes floor tile is replaced by empty tile (black space, without dot); I think this was caused by presence of monster.
« Last Edit: September 25, 2015, 07:55:13 PM by Avagart »

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #109 on: September 25, 2015, 08:11:04 PM »
Ankheg bug fixed.

Strange thing. When player is in the city, closing character sheet always moves player into World Map. Seems that this works for every type of non-wilderness location (I check village and Ankheg Nest).
To make matters worse, this 'action' takes turn!
So, I checked my stats, close charsheet, and... was immediately attacked by enemy. I had only few HPs, and my character died :<

Regarding closing the sheet inside cities, I guess you are closing the menu while standing on an area transition tile?

Yeah, it's a bug, the Enter key passes the command accidentally also outside of the function where it takes key commands for menus and it takes the command as an in-game action and also as a turn-spending one, so if you press enter to close the menu while standing on an item it will actually pick the item also. It seems to work if you use mouse to get out of the menu. I have to figure out how to fix it.

Edit: It's fixed now. It was a simple thing.

One more thing. Probably I mentioned it earlier, but I think you didn't answer this question. This time I'm not sure, this is only my memory, but maybe you should check it? Anyway, Shephard Dagarig who gives Ankheg quest tells about 'grandfather's magical boots' as a reward, and if I remember correctly Shephard gives magical book instead of boots...

There's no mention about book, the quest is as it should be only about boots.

Do you remember how I wrote about covering some tiles (items on floor) by enemies, when area was out of FOV? Yet another clue. I was on first special level in temple (5 level deep) and I noticed that sometimes floor tile is replaced by empty tile (black space, without dot); I think this was caused by presence of monster.

I can't seem to be able to recreate it in the special Altar Room, I know about the issue yeah, the code checks if there's an visible item in the same tile with an outside-of-fov-monster, it should draw the item. I have to look into this.
« Last Edit: September 25, 2015, 08:15:02 PM by Aukustus »

Avagart

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #110 on: September 25, 2015, 09:21:19 PM »
Quote
Regarding closing the sheet inside cities, I guess you are closing the menu while standing on an area transition tile?
I'm not sure, but probably yes. I cannot replicate this bug when I'm standing on another tile.

Quote
Yeah, it's a bug, the Enter key passes the command accidentally also outside of the function where it takes key commands for menus and it takes the command as an in-game action and also as a turn-spending one, so if you press enter to close the menu while standing on an item it will actually pick the item also.
I have another one question about this (good to know it's fixed now) bug. This turns which is taken by [enter] is spent BEFORE location changes? I don't see any other reason for death after closing charsheet.

Quote
There's no mention about book, the quest is as it should be only about boots.
You're right, I checked it just now. I must remember incorrectly ;)

Quote
I can't seem to be able to recreate it in the special Altar Room, I know about the issue yeah, the code checks if there's an visible item in the same tile with an outside-of-fov-monster, it should draw the item. I have to look into this.
Hm, to be precise - instead of item (or plain floor tile, as in mentioned situation) nothing is drawn. Empty, black space.

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #111 on: September 25, 2015, 09:40:43 PM »
I have another one question about this (good to know it's fixed now) bug. This turns which is taken by [enter] is spent BEFORE location changes? I don't see any other reason for death after closing charsheet.

I'm not sure about it how it worked, there was a missing return statement to stop the code. The code which handles enter while in-game was just below the code which handles using character sheet. So it was supposed to directly go into the level change code before it calls all the AI's. Anyway, it now works as it should in every situation I think.

Hm, to be precise - instead of item (or plain floor tile, as in mentioned situation) nothing is drawn. Empty, black space.

I was able to fix a bug in a situation where the player tries to use a Stone of Recall that is not activated. It caused the turn to be spent as it should, but it didn't update the screen and the monsters moved leaving a black trail, pressing enter for a long time would actually draw the route it traveled during it. I guess this was it.

Aukustus

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Re: The Temple of Torment (Now at Stable 7.2 ARRP)
« Reply #112 on: October 03, 2015, 04:54:31 PM »
I popped out 7.3 release because the stuff I'll be making will take so much time so I release this smaller release containing multiple bug fixes that cannot wait:

Changes:
Code: [Select]
-----Highlights:-----
* Improved AI
* Improved Party members
* New additional name generators

-----Full log:-----
Bugs, mistakes and missing things
* Fixed some issues with party members in cramped locations
* Fixed a bug with closing some menus
* Teleport traps teleport allies too
* Fixed drawing bug with Dark One Stalkers and Ankhegs
* Enemy's Healing Auras no longer heal allies
- Fixed blocked tile left by Eremadas after releasing him
- Fixed multiple minor bugs
- Fixed Fire Aura's not damaging allies
- Added "?" symbols to quartermasters during the supply quest

General
* Additional name generators
* Removed the ability to quit to menu without saving in Hardcore mode

Dungeon
* A new Trap type: Phase Trap; teleports the player to another dungeon floor

Player, Party members, Talents etc.
* Ability to see party member's approximated Health Points
* Party members are colored in ASCII mode
* Party members are capable of disagreeing with the player's choices and can leave the party

AI
* Monsters and Party members are capable of fighting outside of player's FOV

Avagart

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Re: The Temple of Torment (Now at Stable 7.3)
« Reply #113 on: October 03, 2015, 05:21:36 PM »
Just wondering if you release new mini-version with these bugfixes or if you are going to wait to proper 8.0 stable version :)

Aukustus

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Re: The Temple of Torment (Now at Stable 7.3)
« Reply #114 on: October 03, 2015, 05:48:12 PM »
Just wondering if you release new mini-version with these bugfixes or if you are going to wait to proper 8.0 stable version :)

I believe the next release will contain a new village with 5 new quests so doing that much work will take a lot of time. I figured it's best to roll out mini patches if there are any critical bugs :). If there'll be found critical bugs I'll just comment out the new features.

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Re: The Temple of Torment (Now at Stable 7.3)
« Reply #115 on: October 06, 2015, 08:07:26 PM »
Recently thought about new village and earlier mentioned merging city areas... That new village will be one big area, or dividen into districts? And what's about barbarian quest? Did you estimate my thoughts about sense of barbarian village in medieval times?

Aukustus

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Re: The Temple of Torment (Now at Stable 7.3)
« Reply #116 on: October 06, 2015, 08:16:28 PM »
Recently thought about new village and earlier mentioned merging city areas... That new village will be one big area, or dividen into districts? And what's about barbarian quest? Did you estimate my thoughts about sense of barbarian village in medieval times?

There'll definitely be a barbarian village :). The new village will be same size as the other small villages, that is 4 districts separated. The merging thing would need a lot of rewriting because of all the hard-coded stuff.

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Re: The Temple of Torment (Now at Stable 7.3)
« Reply #117 on: October 08, 2015, 05:20:38 PM »
Chrome crashed and my whole post gone :F So - briefly.

Bug. In Waterfall is possible to hire companions. I can have more than one follower same time. I spoke with S... (green) and M... (red) and both followed me. Unfortunately, after speaking with captain about supplies (quest), 'earlier' companion (green) disappears :F

Aukustus

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Re: The Temple of Torment (Now at Stable 7.3)
« Reply #118 on: October 08, 2015, 07:22:10 PM »
Chrome crashed and my whole post gone :F So - briefly.

Bug. In Waterfall is possible to hire companions. I can have more than one follower same time. I spoke with S... (green) and M... (red) and both followed me. Unfortunately, after speaking with captain about supplies (quest), 'earlier' companion (green) disappears :F

I believe Sylwan disappears because of your alignment, acting nice changes your alignment, Sylwan is evil so she leaves if you act good.

Arthan is good, Melisath is good but for lore reasons she doesn't care about your alignment.
« Last Edit: October 08, 2015, 07:24:05 PM by Aukustus »

Aukustus

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Re: The Temple of Torment (Now at Stable 7.3)
« Reply #119 on: October 11, 2015, 05:27:03 PM »
Stuff I'm currently working on:

  • Increased level cap (30)
  • 11 new active talents
  • 11 new passive talents
  • 5 new quests
  • 1 new village
  • x amount of new areas related to quests
  • 1 new party member
  • Special merchant in new town on specific weekdays on a ship docked