Author Topic: Incursion (open source) 0.6.9Y15 - Festivus release!  (Read 4501 times)

chooseusername

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Incursion (open source) 0.6.9Y15 - Festivus release!
« on: December 22, 2014, 08:45:15 PM »
Incursion (open source) 0.6.9Y15 - December 23rd / Festivus release!

An updated download is available on bitbucket: 0.6.9Y15.

This release should be the most stable one yet.  A lot of bugs introduced while cleaning up the code since taking up the project, have been fixed.  In addition to a good raft of legacy bugs.  Even one feature!  Does not include tacky Christmas nonsense!   Also does not include classy Festivus nonsense!

Changes:
  • Issue 4: Implemented 'amplify spell' metamagic feat.  This reduces the target's magic resistance by 25%.
  • Issue 44: Added note to empty handed warning about ability to switch warning off in the options.
  • Issue 46: Character sheet recall monster option allows a user to read a card detailing the selected monster type.  However, certain monster categories were not displaying correctly because the value was bumped 100000 as an indicator and the value's variable was an int16.  Reported by Stone_Dog@Bitbucket.
  • Issue 179: Legacy bug!  If you provide an assignment operator overload, then you should provide a matching copy constructor.  The reason for this is that you are sometimes likely to assign in a variable declaration, which uses the latter not the former.  Not providing the copy constructor, will do a bitwise copy which will result in this case in EventInfo instances sharing the same string references.  The first to get destroyed, will destroy the strings it thinks it owns, and either corruption or crashing will then happen.  Reported by Felius@Bay12.
  • Issue 183: If the user set 'Roguelike Keyset' to 'ON' and 'Shift Arrow Keys' to 'Run', shift and any of the 'vi keys' would not result in the player running.  This is an artifact of the move from Allegro to libtcod.  There's a special place in hell reserved for the SDL developers and their new API which goes lowest common denominator in order to cram in support for the mobile experience.  If someone presses 'h' it is a text event, if someone presses shift+'h' it is a key event with the shift modifier.  Ugh.  Reported by dck k, with reproduction case.
  • Issue 185: The victim oriented message shown to bystanders when an attack attempt was towards a weapon, rather than it's wielder, was about the actor rather than the victim.   This meant a mud elemental attacking a weapon would result in a message describing the weapon to be the mud elemental's rather than the wielders.  Reported by Georgy Vlasov.
  • Issue 186: 'One body, one soul' feat was intended to substitute best attribute value out of wisdom and constitution in some circumstances, but the code was wrong.  Reported by Karagy, with patch.
  • Issue 187: Doing an enter action via the 'y' use menu did not validate the target object type before sending the event, and the script engine would choke when it found that whatever it was the player was trying to enter, was not a portal.  Reported by Karagy, with handy save file.
  • Issue 188: Selecting an item from the inventory would crash if there were more than 100 items in there somewhere.  This was a hard-coded limit added in a previous bug fix, for some reason.  Now buffer is reallocated by enumeration function and problem goes away.  Reported by Felius@Bay12, with handy save file.
  • Issue 189: Precision strike had no range constraint, allowing it to be used against distant targets.  It uses the wielded weapon, otherwise the default attack of the racial type.  If the wielded weapon was ranged, then it was used as a brawl weapon naively.  For now precision strike cannot be used if the wielded weapon is ranged.  Reported by Felius@Bay12, with handy save file.
  • Issue 190: If a god is angry but decides to act later, then a stati was registered for it. Unfortunately, it wasn't checked if there was already such a stati from a previous decision to act and act later, so they accumulate and the maximum number of stati that can be present on the player is hit, resulting in a red box.  Reported by Felius@Bay12, with handy save file.
  • Issue 191: When people use the roguelike keyset, this overrides all the keys that comprise the roguelike keyset to do arrow key movements.  Unfortunately this means that any menu that expects these keys gets the movement character instead.  Including in this case, the learn spell option in the character sheet.  Now if roguelike keyset is in use, 'E' is advertised as the key instead of 'L'.  Reported by Thyme Oregano@Bitbucket.
  • Issue 192: Compilation warning fixes broke money transfers, resulting in bugged amounts being transferred due to signed/unsigned variable interaction.  Reported by Felius@Bay12, with handy save file.
  • Issue 193: Compilation warning fixes broke casted touch attacks, resulting in crashes.  Reported by Felius@Bay12, with handy save file.
  • Issue 194: Compilation warning fixes broke praying for aid.  Reported by Felius@Bay12, with handy save file.
  • Issue 195: Observed messages where the action for some reason could be observed, but the actor could not be identified, would report the action as 'It blah blah..' as a substitution for 'The thing blah blah..'.  Now, the message observed is 'Something blah blah..' in this case.
  • Issue 196: When someone successfully counterspells, they get the act factored into when their next action happens, as a delay. The problem was that counterspell has benefits over and above the advertised ones, where the delay is reduced as the skill level of counterspell increases. This then goes negative at a certain level, and puts the player out of commission with a permanent timeout.  Reported by Felius@Bay12, with handy save file.
  • Issue 199: The poison doses requires to coat each 10 missiles, required 1 dose for the first 20 and an additional dose for each additional 10. This is bad math. It should be 1 dose per 10. Reported by Felius@Bay12.
  • Issue 200: Undefined 141 appeared in character abilities listing, this is because Master Artisan lacked an entry in the naming table.
  • Issue 201: The code which considers paralysis of a target as valid for coup de gras checked skills on the actor, rather than the victim.  Reported by Felius@Bay12, with handy save file.
  • Issue 202: The attribute rolling animation took a strangely long time.  The animation display update, and display delay were the same, but just seemed more effective (and slower) under libtcod.  This is fixed by only updating the animation for the first 0.5 seconds of the roll, as it's all a super fast graphical affectation anyway.
« Last Edit: December 22, 2014, 10:02:13 PM by chooseusername »

getter77

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Re: Incursion (open source) 0.6.9Y15
« Reply #1 on: December 22, 2014, 09:49:41 PM »
Excellent!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

chooseusername

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Re: Incursion (open source) 0.6.9Y15
« Reply #2 on: December 22, 2014, 10:03:41 PM »
Excellent!   8)
Yes, it is.  Don't forget, when you're standing around your aluminium pole tonight with the family, preparing to wrestle with the head of household, you can air any grievances about the bugs still remaining!  Have a Festivus.

akeley

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Re: Incursion (open source) 0.6.9Y15 - Festivus release!
« Reply #3 on: December 26, 2014, 05:11:22 PM »
Learning that Incursion is back from the dead  (okay, kind of) was a definitive highlight of the 2014 RL  for me. So, here to say "thank you!" to chooseusername for his excellent work and quietly hoping I`ll be able to say the same during the next Festivus/Xmas/whahaveya too.

Perhaps if more folks donated and/or participated during 2015 we could see the man motivated even more, project not abandoned (*shudder*) and - holds breath - moving from bug squashing to missing feature implementation. Fantasy? Well, a year ago this great game was dead & buried and now we have it in open-source state with regular updates, so one can perhaps dream ;)

jim

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Re: Incursion (open source) 0.6.9Y15 - Festivus release!
« Reply #4 on: December 27, 2014, 02:10:26 PM »
What kind of a following does the game have? Is it worth kickstarting?

chooseusername

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Re: Incursion (open source) 0.6.9Y15 - Festivus release!
« Reply #5 on: December 29, 2014, 12:27:03 AM »
What kind of a following does the game have? Is it worth kickstarting?
One of my many new years resolutions will be to avoid diverging into an essay on how kickstarter is a scam.

There will be no kickstarter.  No idea how popular it is.  Donations appreciated, but mainly it's just one dude in Russia who gives periodic donations.  People do tend to donate more than they would pay for a game on steam.

What motivates me the most is people participating in the bay12 thread, providing extremely detailed reproduction instructions for bugs and saved games that allow me to just go in there and see the bug with no work on my part.  If I get that, then it seems to me the person who provided it has already done the hardest 90% of the work involved.

DaBeowulf

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Re: Incursion (open source) 0.6.9Y15 - Festivus release!
« Reply #6 on: January 04, 2015, 10:29:48 AM »
Sweet a new build likely with all the commits which made me wish a new one to be getting
upped by you.


Krice

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Re: Incursion (open source) 0.6.9Y15 - Festivus release!
« Reply #7 on: January 04, 2015, 04:44:21 PM »
In what state is this project? I remember being quite interested about this game, but when it was released it turned out to be difficult to play.

chooseusername

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Re: Incursion (open source) 0.6.9Y15 - Festivus release!
« Reply #8 on: January 07, 2015, 07:28:21 PM »
In what state is this project? I remember being quite interested about this game, but when it was released it turned out to be difficult to play.
It's stable and mostly complete.  People play and complete the game, and seem to quite enjoy it.