Author Topic: Shadow of the Wyrm v1.7.2 "Michelagnolo Galilei"(formerly Savage Lands)  (Read 289943 times)

kraphead

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #90 on: November 08, 2015, 07:05:55 AM »
Hi, first time posting on Rogue Temple here, just wanted to say what a great job you've done on the game so far.

I've told some friends about it and we all like it a lot. I especially enjoy how lore-heavy the game is (because yes, I am that kind of person) and every time I run into a new monster, I make sure to read the bestiary (the bestiary, btw, is fantastically detailed and real fun reading). I also reallyenjoy the ADOM-esque feel to it, as other people have said above. What I enjoy most of all, however, is FREEDOM. When I realized that there was nothing like background corruption to push you forward, I was pretty happy. However, when I got a better feel for the scale of the game, I knew this was going to be a great game (at least for me), and that I should register to Rogue Temple ASAP.

There was one small problem when I started playing:
There was no sort of source of previously gathered player knowledge. I've spoiled myself with pretty much every roguelike game I've ever played, and I got quite a shock when "shadow of the wyrm wiki" came up with only a few relevant results (which pointed me here). The lack of a wiki really deterred me, but I kept playing, and I'm glad I did. If you or someone else were to start up a wiki, I'd gladly contribute.

I've only noticed one real bug and another that might be already known. I've noticed that after sailing, I keep getting the message, "You feel comfortable on the open seas," or something like that while walking on dry land. All in all, not too major, just a little something I've noticed. I've also noticed that dual-wielding doesn't actually make you dual-wield. I'm assuming you probably already know this, due to you marking the dual-wield skill as unimplemented within the guide. Other than those two things, the game is actually a lot more stable than I thought it would be.

I'm gonna close with a few things I noticed in the game that COULD use some improvement, though I think it's fine the way it is:
- Bumping into friendly monsters: Is there an option to auto-displace them? If not, it might be something you could consider adding to the game.

-The early game is ridiculously hard: Seriously, it took me about a dozen deaths to get my bearings in the game, and a dozen more to realize what to do, and another death for every time I ran into something new. I guess this is sort of the spirit of roguelikes, but man, the only way I've been succeeding with my current character is a lucky dragon armour drop, which has pretty much carried me to the end of the game, and great HP rolls. This could sort of be rectified with a good wiki.

-Monsters don't cast spells: Similarly to the dual-wielding thing, I'm not too clear whether or not this is intentional. If it is, please consider making monsters cast spells, as it adds a ton of flavor and fun to the game. If it isn't, my bad, just ignore what I said  ;D

-Dodge is overpowered: It's hugely effective at stopping melee attacks, which is evident from the fact that I was not hit a single time while fighting Amaurosis, nor in any of the fights with his guardians. It's so effective, I was able to press the left and right directional keys to clear the quest area of a certain orb found in a certain abandoned city. In fact, I can't recall I single time I was hit after reaching 60 Dodge. It's that overpowered.

-Can there be an option for you to keep adventuring after killing Amaurosis? It was a nasty shock, suddenly being faced with the high score screen.

In closing, this game is great even in its early stages of development, and I'll be watching it closely  8)

tl;dr This game rocks.

P.S. I created a rogue temple account just to comment on this game.

jcd748

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #91 on: November 08, 2015, 04:12:56 PM »
Hey kraphead!  Thanks for all your input!

The game is basically the game I always wanted to play, but which nobody ever made: a big, open-world, ADOMish game where you can kind of do whatever you want.  The lack of a mechanic like ADOM's corruption mechanic was intentional, as that was always something I didn't like about the game (though ADOM remains my favourite roguelike by a mile).  Even though there's a large open world, with a lot of "set" areas, there's a lot that needs to be improved upon in terms of what's randomly generated.

It's interesting that you say dodge is overpowered - one of the other players I know of likes to load up on Soak, though that's become less effective in the current release, with incorporeal attacks (spirits, etc) only respecting a quarter of the soak value.

The early game can be viciously hard and is meant to be.  Warriors have an easy time of it; merchants and minstrels, not so much.  I usually grab a pile of rocks to protect myself for the first few levels while I wait for a reasonable armour drop.

There is definitely a lack of a wiki.  The game's only been officially "released", and I use that term loosely, for a couple of months.  It's still very much an alpha.  The "You feel comfortable on the open seas" message is actually a message that indicates that your seafaring skills have improved.  Again, this really being an alpha, there are a lot of rough edges.  I'm glad you haven't run into any huge show-stopper bugs (as some people found after I first released!), and I'm seriously impressed that you got all the way to Amaurosis.  What race/class combo did you choose?  I think the furthest I've ever legitimately got was around level 15.  I'm pretty bad at roguelikes, my own included.  And as far as I can tell, you're the first person to report that you've won!

I've added your suggestions (wiki, displace-on-bump option, overpowered evade?, implement dual wield, monster spells, continue after Amaurosis) to my suggestions.txt file.  I track this in source control and definitely look at this every day or two when deciding what to work on next.  Definitely monster spells and ranged attacks are on my radar for the near to medium term.  I try to balance useful and useless things, to ensure that both the game and the sandbox progress at an equal pace.
« Last Edit: November 08, 2015, 04:29:19 PM by jcd748 »

akeley

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #92 on: November 08, 2015, 10:06:50 PM »
Congrats on a spiffy new release, my initial skepticism is all but gone and I`m pretty sure this project will go on and only get stronger. Hell, it`s already very solid...amazing.

I played the new version a lot over the weekend - funnily enough alongside ADOM, which I had a long break from. The "feel" is of course there, but your game is no mere clone - and that`s great too.

Regarding difficulty, I  wouldn`t say the game is super hard, it`s more of a factor that depends on class, loot, and other stuff. Sure, it needs tweaking and balancing, but that`s rather obvious in this stage. Also, harder is better than easier - easy first dungeons might work in cRPGs since you don`t revisit them, but in RLs it can be a real chore.

I think perhaps special item drops need curbing a bit (in some areas?) - since my current char found a Shadow Staff (?) its steamrolling everything in the SE dungeon making the game bit too easy. There`s also plenty other tasty looking loot generated in this dungeon - too much in my opinion. But, again, maybe it was just a random outcome.

Some random stuff:

-any chance of a fullscreen option?

-space for bucklers and such (bracers?) - atm it goes into "off hand", could be "arms" as another equip area

-dedicated "wait" key for skipping turns...I`m using "search" key now, but not sure how you`re handling time units - seems to work though since monsters move once.

-resting/regeneration: hmmm...100 turns is the default in the .ini, that seemed bit excessive so I changed it to 10, but now it`s super slow. Will try 100 again, however observed that when you hold the rest button it will go into repeat loop for a while and that works for regenerating, if I try single keypresses it takes forever (same for using "search" thought this doesn`t loop). HP is not as slow as AP  which takes forever to replenish. What governs that? My char is lvl11 Snakeling Wizard (17Wil 23 Int).

- to consider: items and other bits staying on the map in "memory" instead of disappearing. Personal preference, guess I`m conditioned by other RLs

-"w" autowalk can be quite wild atm - maybe  "stop at walls" could help, now sometimes it goes for quite a ride, especially in open areas

-random char generator request - next to fullscreen my perennial Most Wanted.  Saves me bashing the keyboard while not looking to "randomize"

- excessive mob spawning occasionally - once I made a move and about 6 new monsters parachuted in all around me...ouch. Personally I much prefer cleared dungeons to stay clear, with maybe an occasional spawn, but I suppose balanced respawns can work too...

-more meaningful monster variety - it`s nice when critters have their special gimmicks (Crawl/Brogue wise). Thief is a good example from your game, more like that please.

-too much food around. And spellbooks!

-burden status - does it work? At first I watched it closely but then gave up and now I run around totally Burdened with seemingly no consequence. Also, can`t seem find it`s value anywhere, is it just the "Burdened" flavour?

Seeing as this is shaping to be a really serious/awesome game I might abandon it for now and come back much later, when it`s even more advanced/balanced - bit  scared of spoilers at the moment. All the best either way ;)


jcd748

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #93 on: November 09, 2015, 01:05:47 AM »
Hi akeley,

- Balance is unbalanced, but that's part of what I want.  I like ADOM and picking gnomish merchants and expecting to die
- Loot's random.  Nothing really special about shadow staves - they're better than some of the other weapons, but are found deeper, generally, to compensate
- No chance of fullscreen for a while.  I use pdcurses, which is entirely dependent on the terminal you use.  If I ever have a proper graphical front end, full screen will be investigated.
- AP regeneration is currently 1 AP per 40 in-game minutes.  It's currently not affected by stats or anything like that.
- I like the idea of another equip area, but I don't want too many, which is why bucklers, etc., are off-hand.
- rest (5) is the wait key
- Random generation is a great idea.  I'll update my suggestions file to allow a new, random character, or just randomizing individual steps (random sex, race, class).
- 6 around you seems unlucky, but can happen I suppose!
- More meaningful monsters will start to happen when creatures can use ranged combat and spellcraft.
- I'll look into reducing the amount of food and spellbooks.  Something I noticed as well.
- Burdened status definitely works - just checked.  You get a speed penalty, so creatures will get more and more hits the more burdened you are.
- You can abandon for now, if you want, but I really appreciate the feedback I've been getting in the early going!
« Last Edit: November 09, 2015, 03:27:23 AM by jcd748 »

kraphead

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #94 on: November 09, 2015, 03:56:24 AM »
Hey jcd!

Regarding the lack of a wiki, I pretty much typed everything I did in my first game, so again, if you or someone else were to start a wiki, I'd gladly contribute my knowledge.

Regarding my win: Am I seriously the first one to win? Jeez, that's a first. I My race/class combo was a Woodland elf noble, a couple of days ago. I ended at level 40. I know, I know, pretty trashy combo, but I couldn't resist! I love duelists from ADOM, and the noble was pretty much the closest thing that got to it. What I did (actually what I do for everything that I want to get right) was to get a sheet of note paper, and to write down every mistake I made every time I died.

For example, the first time I started playing, I went to that small keep north west of the starting town. I pretty much instantly died. So, on my paper, I wrote: "Don't set foot in the keep until a higher level". Next time I played. I accidentally attacked a person living in the town, got torn apart, and died. So, I wrote, "Don't attack NPC's in town". Next time, I tried to climb a mountain, promptly fell off, and died. So, I wrote, "Don't try to climb mountains". So on and so forth. Those were the no-brainers, but I wrote some more complex notes if anyone's interested.

Regarding dodge is overpowered: It is SERIOUSLY overpowered. I had 90 evasion when I won the game, 98 when geared up without resists and stuff. 90 evasion was enough to make me untouchable for the entire game. Untouchable, as in not a single monster was able to hit me. Not a single monster, including Amaurosis. I was able to hold down period in the center of a mass of demogorgons and shadow wyrms, without losing a single point of HP. It's pretty ridiculous considering how easy it is to get to 90 evasion.

I'm on my way to a second win with a gnome pugilist, and I was wondering about a few things:
- Sometimes on every level-up (every three level-ups?) you get a stat-up. Is the stat-up based on class? Example: Int-up for a wizard and Str-up for a warrior.

-Pressing 5 to regain full hp takes a long time. Is it just me, or is it intentional?

-Is weapon speed implemented?

-Is it possible to have a quick way to find the up/down stairs and travel to it? It takes a pretty long time to go from less than -2000 feet up to the surface.

-Are all of the quests you're able to take completed? I'm mainly thinking of the quest involving a certain stone of the cosmos.

-Is there another way to increase stats other than leveling up?

-Does following a conduct add to your score?

-What is the max level? I'm guessing level 50 based on the ADOM-ish background, and if that's true, does it mean I get a 1d100 melee attack once I reach level 50 pugilist? Currently at 1d80.

-Finally, gear gets way too powerful. Does enchantment on the gear scale with depth? If so, monsters don't scale in difficulty as quickly or well enough to compensate for the massive Evasion and Soak values one can get. Some notable ones I saw was a (18, 16) leather helm, and a (0, 57) colossus armor, as well as a beastly (34, 0) cap, which I'm wearing. This sort of falls in with the "Dodge is overpowered" but I think this is a pretty different issue. See my dump for my gear (and check out the "Latest Messages" section while you're at it as well.

EDIT: Updated dump. Found a bug, you can equip shields in your ammunition slot and your main-hand slot while retaining pugilist melee capabilities. You also get Ev and Sk values from a shield in the ammunition slot. When talking to Altus, it presents the text: Chirstof says, "New visitors? Welcome!" or something like that, after completing the quest. While travelling, all of the trees suddenly turned red. Bug or autumn? Also, another question: Is it possible to fight a certain something guarded by an eternal elven guard? Finally, I'm immensely impressed with you writing skills. As in, semi-awed. The lore, bestiary, basically everything has (nearly) flawless grammar, evocative imagery, and, surprisingly, it's all linked! (talking about the lore)  Super impressed. Still haven't found the giant village, looking forward to that.

Code: [Select]
                       Shadow of the Wyrm 0.4.3 "Carcassi"

                              Alex, the Pit Fighter
                               L47 Gnome Pugilist

Age: 20                       Sex: Male                     Size: Medium
Deity: The Trickster          Hair Colour: White            Eye Colour: Blue
Alignment: Neutral

Strength: 20                  Hit Points: 365/365                               
Dexterity: 15                 Arcana Points: 108/108                           
Agility: 19                   Speed: 48                                         
Health: 14                    Evade: 233                                       
Intelligence: 16              Soak: 49                                         
Willpower: 16                                                                   
Charisma: 9                                                                     
Statuses: Full


                         Resistances and Vulnerabilities

Slash: 0.95
Pierce: 0.7
Pound: 0.95
Heat: 0.5
Cold: 0.82
Acid: 0.79
Poison: 0.63
Holy: 0.3
Shadow: 0.37
Arcane: 0.31
Lightning: 0.63


                                Current Conducts

You have never requested divine aid.
You have never disturbed the dead.


                                     Skills

Awareness: 30
Blind Fighting: 15
Carrying: 10
Combat: 64
Detection: 26
Disarm Traps: 15
Dungeoneering: 30
Escape: 15
Hiding: 19
Intimidation: 20
Mountain Lore: 15
Spelunking: 20
Stealth: 15
Swimming: 10


                                  Weapon Skills

Short Blades: 7
Daggers: 7
Unarmed: 63


                              Ranged Weapon Skills

Rocks: 5


                                  Magic Skills

                                        -



                                     Spells

                                        -


                                 Current Quests

The Black Orb (Gildi): Find the Black Orb in the dwarven tombs of Wyrmeswraec,
and return it to Gildi.

The Cosmos Stone (Thengil): Locate the Cosmos Stone, and bring it to Thengil.



                                Completed Quests

Zaeda's Tower (Altus): Open the lock to the tower, then slay the ancient
sorceror Zaeda.

The Black Manticore (Christof): Slay the black manticore in the Gnordvar Mines.

Lights at Aeschburh (Cynwise): Destroy the leader of the corpse-stealers at
Aeschburh.

The Wintersea Tree (Cynwise): Retrieve a silver branch from Wintersea Keep, and
 bring it to Cynwise.

Bandits in the Barrows (Hrimgar): Defeat Garros, last seen in the Barrows of
Isen Dun.

Voices in the Dark (Kew): Slay Siriath in the dungeons south-east of Isen Dun.

The Gathering Horde (Kirin): Slay the goblin captain in the ruined monastery of
 Stonewall, north-west of Atua-Elar.

Lalo's Grotto (Ilru): Slay Lalo in the grotto north-west of the Forest of Yew.

He Feeds Us All (the ploughman): Bring the Sun Gem to the ploughman in Isen
Dun.

Wyrmeswraec (Skaal): Find evidence of what destroyed Wyrmeswraec, and bring it
to Skaal.

A Taste of Blood (Wispe): Kill four uniques for their unspoken sins.



                                    Equipment

Head: cap [34, 0]  [0.44 lbs]
{0.21Sh}
Neck: evasive amulet [19, 4]  [0.25 lbs]
{0.05Ar}
Right Finger: uncursed fencer's ring (15, 0) [13, 3]  [0.13 lbs]
{0.10Ar}
Left Finger: fencer's ring (15, 0) [10, 4]  [0.13 lbs]
{0.04Ar}
Wielded: Faerie Shield [20, 5]  [2.00 lbs]
{0.15He 0.15Sh 0.15Ar}
Off Hand: spirit shield [21, 6]  [2.00 lbs]
{0.15Ho 0.07Sh 0.14Li}
Body: behemoth hide armour [54, 12]  [2.00 lbs]
{0.03Co 0.03Ac 0.05Ho}
Around Body: heavy cloak [22, 3]  [4.00 lbs]
{0.13Ac 0.13Li}
Feet: thief's boots [29, 1]  [2.00 lbs]
{0.05Ac 0.07Ps 0.05Sh}
Ranged: august longbow "Lora" (6d6)  [4.00 lbs]
{0.10Pi}
Ammunition: dwarven shield "Wyrm-Ward" [7, 10]  [2.00 lbs]
{0.20He}




                                 Items Available

ivory pieces (90) [5.63 lbs]
ivory pieces (10) [0.63 lbs]
boathouse key [0.19 lbs]
rowboat [50.00 lbs]
spotted, silver flower (9) [0.56 lbs]
tourmaline ring (2) [0.25 lbs]
tourmaline ring [0.13 lbs]
jade ring [0.13 lbs]
fencer's ring (15, 0) [5, 0]  (2) [0.25 lbs]
tourmaline ring [0.13 lbs]
malachite ring [0.13 lbs]
malachite ring [0.13 lbs]
malachite ring [0.13 lbs]
old iron key [0.19 lbs]
glowing potion [1.00 lbs]
dwarven key [0.19 lbs]
Black Orb [3.00 lbs]
handful of gleaming wyrm scales [2.06 lbs]
ivory pieces (16) [1.00 lbs]
ivory pieces (17) [1.06 lbs]
elven hammer "Goblincrusher" (2d10+10)  [10.00 lbs]
History of Yew [3.00 lbs]
History of Gnordvar [3.00 lbs]
History of Stoneheim [3.00 lbs]
literary text "On the Faerie Fragments" [3.00 lbs]
philosophical tract "On Eternalism" [3.00 lbs]
fencer's ring (15, 0) [10, 0]  [0.13 lbs]
black sabre "Bloodsinger" (6d4+6)  [3.00 lbs]
Atuan silver chain mail "Silari" [9, 10]  [2.00 lbs]
stone key [0.19 lbs]
tourmaline ring [0.13 lbs]
Cynehild's Shroud [5, 0]  [2.00 lbs]
granite-shafted spear "Stonespear" (4d10+12)  [15.00 lbs]
heavy spellbook [3.00 lbs]
rune stone [0.19 lbs]
stone key [0.19 lbs]
Amulet of the Two Moons [10, 4]  [0.25 lbs]




                                 Latest Messages

The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.
You look around.
The ancient wyrm, Amaurosis misses you.


                                    Mortuary

abomination: 3
acolyte: 1
Akojo: 1
ancient guardian: 4
angel: 2
animated armour: 6
antlion: 2
apprentice: 1
archer: 4
armoured beetle: 12
astral horror: 7
barrow spider: 3
barrow wyrm: 10
beholder: 4
Bel: 1
black creeper: 5
black devil: 5
black manticore: 1
black monk: 6
black priest: 2
black servant: 11
black unicorn: 2
blackguard: 7
blood hawk: 3
boar: 1
bog spirit: 12
cave troll: 1
chaos beast: 2
chaosling: 2
clockwork monstrosity: 3
colossus: 3
corpse bird: 11
corpse rat: 5
cosmic inferno: 8
cougar: 1
crone: 5
cyclops: 2
deep crawler: 7
deep wizard: 2
demogorgon: 8
demon lord: 1
dire wolf: 2
divine avenger: 2
divine spirit: 15
drakheen: 2
dryad: 3
dwarf: 2
dwarven hero: 2
dwarven warrior: 1
earth elemental: 3
falcon: 4
fell lord: 1
fire devil: 2
fire elemental: 2
fire spirit: 18
firebird: 1
floating eye: 1
forerunner: 8
fox: 17
frost devil: 1
gargoyle: 4
Garros Barrows-Thief: 1
ghost: 11
ghoul: 12
giant frog: 2
giant griffinrider: 3
giant stonetosser: 1
gnome: 3
gnomish adventurer: 3
gnomish miner: 2
goblin: 3
goblin champion: 9
goblin elite guard: 4
goblin impaler: 2
goblin pelter: 2
goblin raider: 2
golden eagle: 2
golem: 1
grave worm: 12
graverobber: 12
great serpent: 17
green slime: 10
grey glider: 15
griffin: 2
hollow man: 4
holy shade: 7
hound: 7
hydra: 2
imp: 19
iron horror: 3
kalath: 3
kestrel: 14
king slime: 3
Kraal: 1
Lalo: 1
large ant: 10
lich: 3
lich king: 4
lichling: 13
liger: 1
lightning bug: 6
lion: 1
mammoth: 2
mawgrawl: 2
mirshi: 3
mole: 19
mountain elf: 3
mountain elf explorer: 2
mountain elf vanguard: 1
mummy: 2
Murk: 1
naga: 3
nightmare: 1
ogre: 6
ogre bonegrinder: 1
ogre savage: 2
ogre war captain: 3
old lord: 3
oread: 1
Pallas: 1
pegasus: 3
piercing eye: 6
Pirrha: 1
pit fiend: 4
planewalker: 4
quaalis: 1
quadriga: 1
quisling: 13
quivering blob: 3
ram demon: 1
rat: 18
red lady: 3
red ooze: 3
redcap: 1
roc: 3
rock adder: 1
rock crawler: 3
rook: 7
satyr: 11
screamer: 13
sellsword: 1
shade: 2
shadow beast: 1
shadow demon: 4
shadow snake: 1
shadow wyrm: 4
shapeshifter: 4
shrike: 4
Siriath: 1
skeletal dragon: 12
skeletal warrior: 1
skeleton: 13
skeleton king: 3
skraeling: 1
snakeling: 2
snakeling assassin: 3
snakeling conjurer: 8
snakeling magus: 1
snakeling sharpshooter: 1
snakeling thief: 5
snakeling thug: 3
sorceror: 1
a spearman: 36
spectral emperor: 2
spectral knight: 1
spectral lord: 4
spectral wizard: 2
spook: 7
squire: 3
star beast: 8
steel golem: 1
steel slime: 3
stone golem: 8
stone ooze: 5
stone worm: 8
sword-eater: 1
sylph: 1
tangleweed: 2
Taro wraith: 10
temple guardian: 3
thaumaturge: 3
thief: 10
thrall: 25
troll: 1
Vigarion: 1
virequus: 1
voidling: 8
war mammoth: 1
water elemental: 3
will o' the wisp: 15
windwalker: 2
witch king: 1
witchthorn: 2
wood elf: 1
wood elf sage: 2
wood elf swordsman: 40
woodsman: 3
wraith: 146
wrecker: 14
wyvern: 110
xither: 8
Zaeda: 1
zealot: 156

Total: 1392


« Last Edit: November 09, 2015, 09:29:09 AM by kraphead »

jcd748

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #95 on: November 09, 2015, 02:40:56 PM »
Hey kraphead.

I'll look at getting a wiki set up at some point soon, then!  In the meantime:

- Looks like the formula for extra enchantments needs to be scaled down.  Will add that to my to-do list.  It was always intended that stuff you find later is better than before, but maybe not +34 better!
- Takes a while, definitely.  I'm going to tweak the HP/AP regeneration formulas, based on feedback from you and Akeley.  Should be a bit quicker next version (though not ADOM trolls fast).
- Stat-ups are based on class, yes.
- Weapon speed is implemented.  Doesn't make an enormous difference at the moment, but it's there.
-Autotravel is something I'll need to think about.  In general, I don't like it, and auto-walking (ADOM/nethack style) are as far as I like to go.  But we'll see.
- Cosmos stone quest should be doable.  I remember testing it when I implemented it a while back.  The location is non-obvious, but it's supposed to be.  It's an ocean prison from ancient times - have you found the Fae caravan at all?  Check the ocean around there.
- There are potions that allow you to increase your stats.  Stat training (via fighting, kicking doors, etc) is planned, but not yet implemented.
- Conducts are just there for your reference right now, but having a small bonus to the score per conduct makes sense.  I'll add that to my list.
- Max level is, like ADOM, level 50.
- Shield in ammo slot is definitely a bug.  Shield in off hand for pugilist isn't a bug, to me - once I get dual wield implemented, I'd like it to be a choice whether the player wants the effects of the shield, or of the extra attack.
- Will look into the Altus/Christof bug
- Don't look too hard - Giant (and Ogre) villages aren't implemented, yet.
- Red trees not a bug - you're the first person who's also had a character last long enough to report seeing autumn!
- The thing guarded by the eternal elven guard - I believe you've found something else you're looking for (the cosmos-stone quest).
- Thanks very much for the compliment on the writing.  Just having a game isn't enough for me - I'd like an interesting and coherent world, and I think great descriptions are important in terms of realizing that.  And if there's anything grammatically incorrect, please report it, and I'll fix it.

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #96 on: November 11, 2015, 01:45:50 AM »
EDIT: Tried to use the repository's wiki, but that requires repo write access.

So I created a wiki on Wikia for now:

http://shadow-of-the-wyrm.wikia.com/wiki/Shadow_of_the_Wyrm_Wikia
« Last Edit: November 11, 2015, 01:24:44 PM by jcd748 »

kraphead

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #97 on: November 12, 2015, 04:38:03 AM »
Thanks for putting up the wiki! I will get to making pages shortly, though they won't be as saturated with information as other wikis probably.

Since I last posted on the forums, I've run into a few bugs. One was "game-breaking", and the others were mainly inconveniences.

- I was playing an ogre warrior, when I walked down the stairs of a dungeon. The game suddenly crashed, and my character was lost. No matter what I tried, I couldn't reproduce the crash. I don't remember doing anything out of the ordinary, other than pressing the > button 2 times instead of once.

- I can't seem to complete a certain quest involving a caravan master. I've cleared the quest area of all monsters, yet he simply gives me the same dialogue he had before the quest.

- A minor one: When hitting an incorporeal monster, stunning it, and causing it to hit itself, the message reads: The monster hits himself! The attack passes through himself's armor!

-Another minor one: There's a typo in the second line of an ogre mage's description. It reads "sagres" instead of "sages".

And a few questions:

- One of the conducts you can keep is to not disturb the dead. I'm assuming that means not breaking open sarcophagi, tombs, and stuff. How does one do that in the first place? I didn't see the command (if there is one) to do so in the guide.

- Why do fae have such a high experience multiplier?

- Does size have any effect?

- Finally, is there an artifact for every inventory slot?

Still having a fun time with this game, keep up the good work!

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #98 on: November 12, 2015, 02:34:14 PM »
[edit: dup]
« Last Edit: November 12, 2015, 06:30:51 PM by jcd748 »

jcd748

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #99 on: November 12, 2015, 06:29:54 PM »
The crash bug is something that's been around since the beginning.  I've never been able to reproduce it and am not sure yet what's causing it.  The game tries to panic-save in a lot of cases - did you get a savefile (.sws) for your character? One other thing to try (with a character you don't care about) - there's an infinite dungeon north-east of the starting island.  It's on an island that looks like:


~%~
%>%
~%~


It's an infinite dungeon, ADOM-style, so each floor is different, and there's no persistence.  Are you able to reproduce this issue at all if you go up and down stairs say, dozens or a hundred or whatever times there?  You don't need to do anything between ascending or descending, just alternate the commands to repeatedly regenerate floors.  Before I ever take the "alpha" flag off the game, I need to figure out what's causing that weird crash bug and fix it.

I'll look into the caravan master quest and get back to you in a day or two - do you know how many of the summoners you killed?  I'll also add the grammatically incorrect self-attack message to my to-fix list, as well as the ogre mage description.

Fae have a huge experience multiplier because they live a very long time (so once I add attacks that age, it won't be an issue), and because they don't require food, both of which are huge in-game advantages.

Size has some effect in-game, but it's a minor thing right now.  The disturbing the dead thing is grave-robbing (digging up a grave tile with a shovel).

And I think there's just about one artifact per inventory slot.  I can't remember offhand if there are any artifact rings.
« Last Edit: November 12, 2015, 06:31:43 PM by jcd748 »

kraphead

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #100 on: November 13, 2015, 01:35:57 AM »
I have not been able to reproduce the crash bug ever since that crash, unfortunately (or fortunately, depending on your perspective).

I killed all 5 black summoners, I remember going back through the message log and counting each individual kill.

I found another potential bug, but I'm not sure. When talking to the exile, you receive the sword he gives without you giving up the amulet. Not sure if that's intended or no.

How do you dig up a tile using a shovel?

Also, eating corpses gives you repeated messages about gaining the same resistances over and over again, but I see no change in my resistances after eating.

I don't believe there are any artifact rings in this game. You should consider adding some, although nothing ridiculous like the ring of the Master Cat.

Finally, mountains are the deadliest things in the game. I was mashing keys in that mountain elf village, when I pressed y two times by accident. Alex, level 42 fae adventurer, carrier of nearly all of the artifacts in the game (including two artifacts which I had totally missed in my previous games) died to inept mountaineering skills. Go figure.

Anyway, this told me two things:
1. There is a mountaineering skill implemented in the game.
2. I should use the numpad.

I know this could be an unreasonable request due to the fact that the traditional rogue-like keyset is optional, but could you add an extra safeguard for this? For example, making you press the @ key instead of the y key, or adding an option to give no prompts for mountains at all, etc.

Otherwise, still having fun, managed to survive all the way to winter this time, before my untimely death. Glad, that I know my vocab as well, because I managed to recognize and pick up a lighter boat. Who knew vocabulary would come in handy?

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #101 on: November 13, 2015, 02:28:00 AM »
To dig, wield a shovel, and use ">".

Right now you can only grave-rob, but once I get through a bunch of suggestions from you and akeley, I'm going to finish up tree-planting for the next monthly release.

Is the "sagre" still there in 0.4.3?  It doesn't seem to be there in my default branch - I seem to remember fixing it.

If I recall correctly, eating corpses, only gives you some of that creature's resistance, and you can't go over it.  I'll add a check so that eating a corpse with resists that doesn't increase or decrease a value doesn't trigger the message.

Just checked the XML - yup, no artifact rings.  That'll give me something fun to add for the next version.  And nothing as aggravating as the master cat ring.  I never got that, and always kill the first cat I see to avoid the temptation.

I'll add an option to always disallow moving on to dangerous terrain to my suggestions file.

The amulet not being removed is definitely a bug.  If you killed 5 of the Cithriel summoners, you should definitely get the quest reward, so I'll look into that.  Message log aside, do you have 5 in your mortuary in the character screen/character dump?  I'm wondering if they were maybe not killed by you, somehow (poison, etc)?  But the Lua API function call just considers global kills, it shouldn't matter if they're your kill or not.  Weird.  I'll look into it for sure.

Shame we can't reproduce the crash bug, but I plan on repeatedly going down/up in the infinite dungeon when I have some time to try to trigger it that way.  I have a sneaking suspicion it's something related to dungeon special features, or maybe traps or something.

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #102 on: November 13, 2015, 03:16:59 AM »
I do indeed have a dump from before I died, luckily. The mortuary registers 5 black summoners killed.

Code: [Select]
                       Shadow of the Wyrm 0.4.3 "Carcassi"

                                Alex, the Voyager
                               L39 Fae Adventurer

Age: 1364                     Sex: Male                     Size: Medium
Deity: The Trickster          Hair Colour: Red              Eye Colour: Green
Alignment: Neutral

Strength: 11                  Hit Points: 253/253                               
Dexterity: 24                 Arcana Points: 99/99                             
Agility: 22                   Speed: 54                                         
Health: 9                     Evade: 91                                         
Intelligence: 24              Soak: 41                                         
Willpower: 19                                                                   
Charisma: 11                                                                   
Statuses: Stuffed! Burdened


                         Resistances and Vulnerabilities

Slash: 0.9
Pierce: 1
Pound: 1
Heat: 0.29
Cold: 0.75
Acid: 1.15
Poison: 0.85
Holy: 0.4
Shadow: 0.73
Arcane: 0.6
Lightning: 0.8


                                Current Conducts

You have never requested divine aid.
You have never disturbed the dead.


                                     Skills

Awareness: 30
Boating: 70
Carrying: 10
Detection: 10
Dungeoneering: 15
Escape: 30
Fishing: 10
Escape: 15
Forest Lore: 25
Herbalism: 10
Hiding: 10
Jumping: 10
Magic: 15
Night Sight: 15
Spelunking: 10
Stealth: 25


                                  Weapon Skills

Short Blades: 5
Long Blades: 5
Bludgeons: 5
Daggers: 10
Spears: 42


                              Ranged Weapon Skills

                                        -

                                  Magic Skills

                                        -



                                     Spells

                                        -


                                 Current Quests

Cithriel - the Underground Hall (the caravan master): Slay the five summoners
deep in the hall of Cithriel

The Black Orb (Gildi): Find the Black Orb in the dwarven tombs of Wyrmeswraec,
and return it to Gildi.

A Matter of Whiteflowers (Hild): Retrieve twenty whiteflowers for the weaver of
 Isen Dun.

The Cosmos Stone (Thengil): Locate the Cosmos Stone, and bring it to Thengil.



                                Completed Quests

The Black Manticore (Christof): Slay the black manticore in the Gnordvar Mines.

Lights at Aeschburh (Cynwise): Destroy the leader of the corpse-stealers at
Aeschburh.

The Wintersea Tree (Cynwise): Retrieve a silver branch from Wintersea Keep, and
 bring it to Cynwise.

Bandits in the Barrows (Hrimgar): Defeat Garros, last seen in the Barrows of
Isen Dun.

Voices in the Dark (Kew): Slay Siriath in the dungeons south-east of Isen Dun.

The Gathering Horde (Kirin): Slay the goblin captain in the ruined monastery of
 Stonewall, north-west of Atua-Elar.

He Feeds Us All (the ploughman): Bring the Sun Gem to the ploughman in Isen
Dun.

Wyrmeswraec (Skaal): Find evidence of what destroyed Wyrmeswraec, and bring it
to Skaal.

A Taste of Blood (Wispe): Kill four uniques for their unspoken sins.



                                    Equipment

Head: dragon helm [9, 5]  [5.00 lbs]
{0.10He}
Neck: Amulet of the Two Moons [10, 4]  [0.25 lbs]
{0.15Ar}
Right Finger: onyx ring [0.13 lbs]

Left Finger: tourmaline ring [0.13 lbs]

Wielded: -
Off Hand: elemental shield [8, 6]  [4.00 lbs]
{0.11He 0.10Co 0.10Li}
Body: Atuan silver chain mail "Silari" [9, 10]  [2.00 lbs]
{0.10Sl 0.10He 0.10Co}
Around Body: hunter's cloak [9, 1]  [1.00 lbs]
{0.05Ps}
Feet: magic boots [15, 5]  [2.00 lbs]

Ranged: -
Ammunition: dwarven shield "Wyrm-Ward" [7, 10]  [2.00 lbs]
{0.20He}




                                 Items Available

uncursed food ration (2) [2.00 lbs]
uncursed trail ration [1.50 lbs]
uncursed healing potion (2) [2.00 lbs]
blessed scroll of identify [1.00 lbs]
uncursed scroll of enchanting [1.00 lbs]
tomato (2) [0.13 lbs]
potion of juice (2) [2.00 lbs]
apple [0.38 lbs]
peach [0.38 lbs]
cabbage (2) [0.13 lbs]
ivory pieces (182) [11.38 lbs]
carrot [0.06 lbs]
food ration (2) [2.00 lbs]
trail ration (2) [3.00 lbs]
turnip [0.06 lbs]
pear [0.38 lbs]
tomato [0.06 lbs]
scroll of enchanting [1.00 lbs]
peridot ring [0.13 lbs]
malachite ring [0.13 lbs]
cherries [0.38 lbs]
driftwood wand [1.00 lbs]
spinach (2) [0.13 lbs]
rowan wand [1.00 lbs]
diamond ring [0.13 lbs]
spinach [0.06 lbs]
potato [0.06 lbs]
apple (2) [0.75 lbs]
plum (2) [0.75 lbs]
jade ring [0.13 lbs]
topaz ring [0.13 lbs]
jade ring [0.13 lbs]
ivory pieces (10) [0.63 lbs]
plum [0.38 lbs]
salted fish (4) [2.25 lbs]
silverweed (15) [0.94 lbs]
healing potion (2) [2.00 lbs]
rowboat [50.00 lbs]
dwarven key [0.19 lbs]
handful of gleaming wyrm scales [2.06 lbs]
gnarled wand [1.00 lbs]
Black Orb [3.00 lbs]
black sabre "Bloodsinger" (6d4+6)  [3.00 lbs]
turnip [0.06 lbs]
Cynehild's Shroud [5, 0]  [2.00 lbs]
granite-shafted spear "Stonespear" (4d10+12)  [15.00 lbs]




                                 Latest Messages

You pick up Cynehild's Shroud.
You see Cynehild's Shroud.
Action not found: ''
"This shroud belonged to Cynehild, Wulf's mystic and my ancestor.  It is yours now, and should protect you well."
A sense of peace spreads over Cynwise's face.  "Thank you - perhaps now our Aeschburhan kin can rest in their ruins."
You pick up some ivory pieces (150).
Cynwise smiles happily. "A silver branch! Thank you! I am but a poor hedge wizard, and cannot offer much. Take this ivory, little as it is."
You enter a small village.
A small village. Set into the side of a great hill, this is the fishing village of Isen Dun.
You feel more resistant to poison.
You feel thick-skinned.
You feel ready for the thrust of steel.
You feel prepared for the cut of steel.
You feel ridiculously full.
You eat a blood hawk's corpse.


                                    Mortuary

acolyte: 3
Akojo: 1
ancient guardian: 4
animated armour: 4
antlion: 1
apprentice: 5
archer: 3
armoured beetle: 4
barrow spider: 5
black creeper: 3
black manticore: 1
black servant: 9
black summoner: 5
blackguard: 10
blood hawk: 4
blue jay: 1
boar: 1
bog spirit: 13
cave troll: 1
chaos beast: 9
chaosling: 3
chimera: 1
clockwork monstrosity: 3
corpse rat: 5
crone: 1
deep crawler: 4
demon lord: 9
divine avenger: 2
divine spirit: 12
dryad: 2
dwarf: 3
dwarven warrior: 1
earth elemental: 2
falcon: 3
fell lord: 1
fire devil: 2
fire spirit: 9
floating eye: 3
fox: 4
fox maiden: 3
frost devil: 3
gargoyle: 1
Garros Barrows-Thief: 1
ghost: 4
ghoul: 1
githra: 1
gnome: 2
gnomish miner: 3
goblin: 2
goblin champion: 1
goblin elite guard: 2
goblin pelter: 2
goblin raider: 1
grave worm: 10
graverobber: 11
great serpent: 1
green slime: 4
hollow man: 2
holy shade: 4
hound: 4
hydra: 1
imp: 5
iron horror: 4
kalath: 3
kestrel: 2
king slime: 5
large ant: 1
lich: 2
lich king: 1
lightning bug: 1
mirshi: 3
mole: 3
mountain elf: 3
mountain elf spelunker: 1
naiad: 2
ogre: 5
ogre savage: 2
piercing eye: 4
Pirrha: 1
quivering blob: 2
red lady: 1
red ooze: 3
roc: 1
rock adder: 3
rock crawler: 3
rook: 5
satyr: 9
shadow beast: 1
shadow wolf: 1
shrike: 2
Siriath: 1
skeletal dragon: 3
skeletal warrior: 1
skeleton: 2
skeleton king: 1
skraeling: 2
snakeling: 1
snakeling muckraker: 1
snakeling thug: 2
a spearman: 16
spectral wizard: 1
spook: 8
squire: 2
stone golem: 4
stone ooze: 5
sylph: 1
temple guardian: 4
tentacled horror: 5
thief: 8
thrall: 20
treow: 1
troglodyte: 4
Urgrim: 1
Vigarion: 1
voidling: 10
water elemental: 3
will o' the wisp: 6
windwalker: 2
witch king: 1
woodsman: 1
wrecker: 15
xither: 3
zealot: 77

Total: 513



I've also added an article on fae to the wiki, you should check it out. I'm pretty much going to use that article format for all of the races, so if you like it, great. If you don't like it, tell me what to do and I'll do it.


jcd748

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #103 on: November 13, 2015, 04:54:39 AM »
Looks really good.  I'll take a look at the caravan quest issue soon.  Found the issue with the exile and the amulet so I'll get that fixed up over the weekend as well.

EDIT: remembered one of the things size is used for.  The larger the creature, the more blood they have, and thus the more drinks it takes to get drunk.
« Last Edit: November 13, 2015, 04:56:32 AM by jcd748 »

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Re: Shadow of the Wyrm 0.4.3 "Carcassi" (formerly Savage Lands)
« Reply #104 on: November 13, 2015, 02:40:49 PM »
Well, this is embarrassing.  I must've done some refactoring and changed the creature ID on the black summoners without updating all instances.

The quest completion function looks for "cithriel_summoner".

The game data and custom map use "black_summoner".

I'll fix that up tonight.