Author Topic: Shadow of the Wyrm v1.7.2 "Michelagnolo Galilei"(formerly Savage Lands)  (Read 290456 times)

jcd748

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Re: Shadow of the Wyrm v0.4.8 "Carulli" (formerly Savage Lands)
« Reply #150 on: March 07, 2016, 12:05:29 AM »
Thanks!  That's always great to hear.

There's a lot going on in the game, but it's still really shallow in a lot of areas, particular class differentiation, skills, etc.  But I'm sure that'll improve as time goes on.

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Re: Shadow of the Wyrm v0.4.8 "Carulli" (formerly Savage Lands)
« Reply #151 on: March 07, 2016, 12:37:15 AM »
There's a lot going on in the game, but it's still really shallow in a lot of areas, particular class differentiation, skills, etc.  But I'm sure that'll improve as time goes on.

That's to be expected from a work in progress. As it is, there's still plenty to do.

jcd748

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Re: Shadow of the Wyrm v0.4.8 "Carulli" (formerly Savage Lands)
« Reply #152 on: March 08, 2016, 03:31:20 AM »
There's a nasty bug in the current version - you can't make your way back from Stoneheim (the dwarven city) and a few other places.  I've put a patched version on the website.  Your savefiles should be compatible, but will have the same problem before, as this is a data issue.  However, new games in the patched version should be okay.  Sorry!

jcd748

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Re: Shadow of the Wyrm v0.5.0 "Molinaro"(formerly Savage Lands)
« Reply #153 on: April 03, 2016, 08:29:15 PM »
Time for the monthly release!  This one's named for Simone Molinaro, a Venetian lutenist of the 16th century.  I just spent a while learning to play his "Ballo Detto Il Conte Orlando", one of my favourite pieces of music growing up, though I originally knew it as the opening theme to Respighi's orchestral "Ancient Airs and Dances".

Anyway, this is a slightly-more-significant-than-usual monthly release, because of two features: NPCs can now do ranged combat (firing bows, throwing spears, etc, with the same mechanics the player uses), and breeding has also been implemented - watch out for fork bugs!  They have a nasty piercing attack, similar to ADOM's claw bugs.

The other major mechanical change this version is dual-wielding.  Thieves and Rovers start with Dual Wield, and this skill now hopefully makes them worth choosing, though it should be noted that they're generally more frail than warriors, and so it might take a bit of creativity keeping them alive.

Breeding and NPC ranged combat were two of the things on my long-term to-do list, so it's nice to get them out of the way.  The crash bug remains, however, but a reminder that the game should now provide dumps, so if you get a crash, you can send me the dump and whether you're using the Win7 or XP build, and I can hopefully make the game a little more stable.

A full list of changes:

Shadow of the Wyrm v0.5.0 "Molinaro"
- Version declared March 7, 2016.  Version finalized April 3, 2016.

- Added a utility to set the username to empty on savefiles, and updated
  the code so that any savefile with an empty username can be opened by
  anyone.

- Save files now persist after loading, and are only removed when quitting
  or dying.  This allows a basic recovery mechanism from crashes.

- Fixed up a number of locations in the Lua API functions where creature
  pointers were being used unchecked.

- Dying stars will change their evade, damage, and speed based on their
  intensity.

- Defined initial equipment for goblin pelters, archers, ogre hurlers,
  and dwarven warriors (these receive slings and rocks/bows and
  arrows/cabers/crossbows and bolts, respectively).

- Updated NPC AI to consider ranged combat when threats are in range and
  when an appropriate ranged weapon is wielded.

- Resting no longer cuts off at full HP or AP when the player has at
  least one status.  This allows players to quickly rest off being
  Spellbound, etc.  Resting still can't be done when afflicted by
  particularly dangerous statuses (Stone, Poison) - in this case, the
  player would need to use an item, pray, manually rest using 's', etc.
  (Antonio Sabochini)

- Creatures can now have skills as well.  Added archery-related skills to
  archers, goblin pelters, ogre hurlers, snakeling sharpshoters, and
  dwarven warriors.

- Amulets now have randomized unidentified descriptions.

- Changed amulet symbol to '#'.

- Added configuration settings to allow the selection of a default race,
  class, deity, and sex.  If these aren't set appropriately, the user
  is prompted to select a value.

- Creatures can now attack with two weapons.  There is a to-hit penalty
  on the secondary weapon, as well as a speed penalty.  These are both
  reduced by the Dual Wield skill (kraphead).

- Rovers now start with skill in Dual Wield as well.

- Thieves now start dual-wielding daggers, with some extra daggers in
  their inventories.  Rovers start with an extra dagger in their
  inventory.

- There is now a simple in-game help, accessible via '?'.  All keybindings
  shown are the default values (AgingMinotaur/Mateusz Lagowski).  The
  help menu also includes an introduction to roguelike games, a history
  of Shadow of the Wyrm, and a basic strategy guide.

- Creatures can now be defined as breeders.  Breeders have a small chance
  to create another creature of the same type onto a surrounding tile.
  Breeding respects when the creature generation rate is 0 (via the
  Cleansing spell), so even if a creature decides to breed, breeding will
  be suppressed on the level by this spell.

- Added the breeder flag to fork bugs, as well as a piercing attack.

- Added another entrance to the boathouse in Isen Dun.

- Increased the amount of currency per drop, as well as ammunition.

- New conduct type: silent (broken on chatting and spellcasting).

- New creatures: dying star, puca, tentacled spider, fork bug, ogre
  hurler.

- New items: holy amulet, shadow amulet, lightning amulet, flame bolt,
  arcane bolt, barbed spear, winged javelin, caber.

- Bug fixes:

  - Combat/Archery was not affecting the combat to-hit calculations.

  - Off-hand equipment specified in the configuration XML wasn't being
    equipped properly.

jcd748

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Re: Shadow of the Wyrm v0.5.0 "Molinaro"(formerly Savage Lands)
« Reply #154 on: April 24, 2016, 01:07:01 PM »
Thanks to the efforts of Redfeek, I'm delighted to make available a Russian-localized version of v0.5.0.

http://www.shadowofthewyrm.org/releases/ru/ShadowOfTheWyrm_0.5.0_rus.zip

To run this, you'll need to ensure that your console font is Lucida Console (ie, not the default raster font).  Run the game with "run.bat".

jcd748

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Re: Shadow of the Wyrm v0.5.0 "Molinaro"(formerly Savage Lands)
« Reply #155 on: April 28, 2016, 11:58:00 PM »
Again due to the efforts of Redfeek, there are now Russian versions of the command reference and the guidebook, available in the docs folder of the Russian version of v0.5.0.

jcd748

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Re: Shadow of the Wyrm v0.5.1 "Beauvais"(formerly Savage Lands)
« Reply #156 on: May 02, 2016, 12:17:52 AM »
Monthly release time!  This release focuses on making skills more visible, and adds some content as well.  There is a new skills screen that you can use to see/use/get info on your skills.  Some of these skills are still unimplemented, but there are a lot more skills that actually have an in-game effect, now.

So, the change log:

Shadow of the Wyrm v0.5.1 "Beauvais"
- Version declared April 3, 2016.  Version finalized May 1, 2016.

- Added a new area, the Caldera, in the dwarf lands.  Guarding the centre
  of the lake are four ageless giants: Weyg, Rhone, Phole, and Carne.
  Weyg and Carne are warriors, while Rhone is an archer and Phole a
  witchling.

- Added a quest to the caravan master, which will fire after the Cithriel
  quest is complete, to slay the four avernal giants in the Caldera.

- In adding the Caldera and the associated mythology, I noticed there were
  now two distinct "underworlds": the underworld of Greek and Roman myth,
  and the one of Dungeons & Dragons and other fantasy games.  Reworked the
  texts so that demons are now from a parallel world known as the black
  plains, while the underworld is now the place where spirits go after
  death.

- The player can now view his or her skills (default keybinding is F3).
  This shows all trained and trainable skills.  Trainable skills are those
  that can advance from 0. (AgingMinotaur)

- Skills can be selected from the skill screen as well.  Selecting a skill
  gives a message as to how it's used (for weapon skills, magic, etc),
  actually does something (no skills take advantage of this, yet), or
  throws up a message about how the skill is not yet implemented.

- Appropriately 0-valued skills (weapon skills) are now shown in the
  character dump as well.

- Implemented the crafting skill.  This is a secondary skill for a lot
  of crafting-type skills, and increases the chance of creating something
  useful.

- Implemented the blind fighting skill.  This helps negate the large
  evade penalties associated with blindness, as well as the to-hit
  penalties.

- As weaving and tanning now consider both a primary skill as well as
  crafting, the items created can now be more powerful.

- Working at a jeweler's workbench now considers the Jeweler skill instead
  of Smithing.

- The player now needs literacy as a basic prerequisite to read scrolls
  and spellbooks.  The Literacy skill now also affects how quickly a
  readable item is read, and is also now checked when determining if a
  creature is able to learn a spell from a spellbook.

- One more inhabitant of Isen Dun wants the Sun Gem.  Cynwise's first
  quest is now for the Gem, and she gives a number of identify scrolls.
  She also teaches the player about Literacy, if that skill is 0.

- Since there is now additional incentive to do Cynwise's quest for
  Literacy, the Blacksmith's reward, Forger, now does a bit more damage.

- The Escape skill is now also checked when trying to ascend/descend
  while adjacent to hostile creatures.  Previously, this movement could
  always be performed.  Now, there is a base chance to ascend/descend,
  and if that fails, the Escape skill is checked for a second chance.

- Awareness now plays a large part in calculating the target number for
  magical combat, so creatures with very high awareness and/or evade
  will be very difficult to attack with magic.

- Religion now plays a part in your relations with your deity.  After
  praying, a multiplier is now applied to the piety gain (sacrificing)
  and loss (praying).

- Being favoured by the Nine and spoken to in visions and in their dreams,
  Shepherds now start with skill in Religion.

- Most of the general skills are now marked on use, or in certain use
  cases, meaning that their repeated use will improve them over time.

- Rejected sacrifices now no longer disappear, but are left on the altar.

- Rovers and Seafarers now start with fishing rods.  There is also a
  guaranteed fishing rod in the boathouse in Isen Dun.

- Implemented fishing.  To fish successfully, you will need to have a
  fishing rod and be standing by water.  It also helps a great deal if
  you have skill in Fishing.  Fishing on a map makes it permanent, if it
  was not before.  If you catch a fish while on land, the fish will appear
  on your tile; if you're in the water, the game will add the fish to
  your inventory.  If you lack the space in your inventory, you will toss
  the fish back.

- Artifacts are now always generated as either uncursed or blessed
  (Sean McKeague).

- The Hunting skill now improves combat skills against animals, and also
  helps find more corpses.

- Wood Elves and Fae now start with Hunting.

- Bug fixes:

  - Fixed a crash bug in a Lua API test function.

  - The resource string for the Foraging skill's name was incorrect,
    pointing at Escaping instead.

  - To-hit modifiers weren't being properly applied in the magical to-hit
    calculations.

  - Sacrificing a low-value item and receiving 0 piety was incorrectly
    generating a "you feel pious"-type message.

  - Both currency and ammunition were generating in much larger piles
    than expected, due to calling the RNG "dice" function instead of
    "range".  This led to stacks of three hundred or more cabers weighing
    18000 lbs. (Sean McKeague)

- New creatures: Weyg, Rhone, Phole, Carne, avernal bat, mist wraith, fox
  mage.

- New items: avernal arrow, fishing rod, rainbow trout, river carp,
  nothern pike, sockeye salmon, yellowfin tuna, southern cod.

- New artifacts: the ruby amulet "Eunoia".

jcd748

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Re: Shadow of the Wyrm v0.5.1 "Beauvais"(formerly Savage Lands)
« Reply #157 on: May 12, 2016, 11:18:47 PM »
Thanks to Redfeek, a Russian translation of v0.5.1 now available: http://shadowofthewyrm.org/releases/ru/ShadowOfTheWyrm_0.5.1_rus.zip

jcd748

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Re: Shadow of the Wyrm v0.5.2 "Le Roy" (formerly Savage Lands)
« Reply #158 on: June 04, 2016, 06:24:58 PM »
Monthly release - v0.5.2.  The big change this time is probably the implementation of skill points, which allow you to improve general, melee, ranged, and magical skills with each level.

Full list of changes:

Shadow of the Wyrm v0.5.2 "Le Roy"
- Version declared May 1, 2016.  Version finalized June 4, 2016.

- Added support for reading a random file for a resource string.  This
  won't be used in many places, but is currently being used for allowing
  a number of different title poems.

- Deities now grant +2 to a statistic at the start of the game, instead
  of +1.

- The locked room in Kew's house now always contains an unstoning
  potion.

- Goblin trappers can now, as part of their AI, set a trap.  Whether or
  not the trap is seen is dependent on the Detection checks of the
  creatures the trapper can see that the trapper is hostile towards.
  Trappers don't set traps when there are no hostile creatures present.

- When skills are checked for improvement, if the number of marks is less
  than the amount required for a skill increase, the skill still has a
  chance to improve, based on the number of marks accumulated.

- Witchlings get a new wide-beamed spell, Umbra, starting at level 26.

- Created support for beam spells with radii greater than 1.

- Updated the pathfinding code to use a greater cost when considering
  a search node that contains a dangerous feature like a trap.

- The player must now be standing on a trap to apply it - traps can't
  be applied while the player is adjacent.

- Traps now give a message regardless of whether they're triggered by the
  player or another creature, so long as the player can see the triggering
  creature.  Reworked the trigger messages so that they no longer assume
  that the player is the triggering creature.

- Created a new epic poem, to be added to with each release, found in
  the library of Atua-Elar.

- Each race now has an associated number of skill points that they gain
  per level.  Humans and Snakelings are the most adaptive, and gain skill
  the fastest this way (10 points each).  Fae and Giants are the most
  hidebound as a people, and very set in their ways (7 each).  Between the
  two extremes are:
 
  - Dwarves, Ogres, and Wood Elves ( 8 )
  - Goblins, Gnomes, and Mountain Elves (9).

- When creatures gain levels, they now gain a certain number of skill
  points.  Each skill point can be used to gain skill in a previously-
  learned skill, or learn a new skill when trainable from 0 (melee and
  ranged weapons).  The number of skill points is determined by the
  creature's race.  Unused skill points have an effect on the game's
  final score.

- Looking at a tile with multiple items now results in a message about
  this, rather than an ugly list of all the items in the stack.

- Tiles can now have inscriptions, and the player can create inscriptions
  ("N" by default).

- Added more name syllables, so there are more possible random names.

- Graveyards weren't properly hooked up to world generation.  Now there
  are lots of lovely graves to plunder.  These now have inscriptions, so
  you can see whose grave you're trying to plunder.

- New creatures: goblin trapper, corpse fiend, Shale, Marvelle,
  changeling.

- New traps: crossbow trap, blackwater trap, electric field trap.

- New spells/spellbooks: blast (Cantrips), umbra (Primordial), absolute
  zero (Arcane).

- New items: wand of poison, wand of shadow, epic poem "Tel and Floridel".

- Bug fixes:

  - Randomizable items (potions, etc) placed on custom maps weren't
    being randomized properly.

  - The Magic skill didn't have its resource string properly defined,
    resulting in empty text when that skill was selected from the Skills
    screen (Redfeek).

  - Untriggered traps were being displayed when moving out of view of
    that tile.

  - When using +/- to cycle between creatures using Look, the message
    manager details were not being updated correctly.

  - Tomatoes weren't red.

  - When a trap killed a creature, the redraw was not immediate and the
    projectile might end up being redrawn in the wrong location.

  - Resource strings for NPC paralysis were missing.

  - Poison dart traps now deal piercing damage instead of pound damage.

  - Fixed a bug where renaming with Nama wouldn't redraw the screen
    properly when inputting a name consisting of many lines of text.
« Last Edit: June 04, 2016, 06:33:24 PM by jcd748 »

Aleksanderus

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Re: Shadow of the Wyrm v0.5.1 "Beauvais"(formerly Savage Lands)
« Reply #159 on: June 04, 2016, 07:15:14 PM »
Inscriptions on floors? Finally nethack players will love this game fully!

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Re: Shadow of the Wyrm v0.5.2 "Le Roy"(formerly Savage Lands)
« Reply #160 on: June 04, 2016, 08:45:11 PM »
Always good to see the impressive assortment roll on in---soundly beats flipping a page in the old calendar for a sense of progress.   8)
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jcd748

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Re: Shadow of the Wyrm v0.5.1 "Beauvais"(formerly Savage Lands)
« Reply #161 on: June 04, 2016, 09:23:53 PM »
Inscriptions on floors? Finally nethack players will love this game fully!

Owlbreath nowhere in sight though...

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Re: Shadow of the Wyrm v0.5.2 "Le Roy"(formerly Savage Lands)
« Reply #162 on: June 05, 2016, 06:28:10 AM »
One thing that is a little irksome is that a lot of the game commands require capitol letter presses that seem needless since they are the only commands using that particular letter key.  Such as (K)ick, (L)ook, (C)hat, and i(N)scribe. All of these commands are the only commands which use those particular letter key to be pressed, yet they require Shift+Key to be pressed rather than just the regular lower case version of the key to be pressed.

Also, when there are multiple items on the ground, is there a way of picking up everything? If so, I couldn't figure it out. If not, it would be nice.

On a related note, when there is a stack of several of the same item, it would be nice to be able to specify how many of said item instead of picking them all up. I came across a stack of 49 javelins weighing 147 pounds. I didn't realize it was actually 49 javelins at first. Took me a minute to figure out that I had to pick up the whole sbundle, then drop 48 of them just to keep one of them.
« Last Edit: June 05, 2016, 07:27:18 AM by Legend »

jcd748

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Re: Shadow of the Wyrm v0.5.2 "Le Roy"(formerly Savage Lands)
« Reply #163 on: June 05, 2016, 12:51:02 PM »
Re: capital letters.  SotW allows vi keys for movement, so hjklyubn are reserved for that.  Because movement is more common than kicking, it gets the lower case.

No excuse for chatting, though, and that's common.  I'll make that lower case.

There's no way of picking up everything, but that's a great idea (maybe ":"...)

I'll add that to my backlog.

At some point, I'm planning on adding pickup prompts, but only when there are more items that can be carried (the reported case I had was, "there's a pile of 343 tabers here, weighing 18000 pounds.  I just want to pick up one.").  I do it that way because when I play roguelikes, picking up the entire stack is generally more common for me than just wanting one thing.  E.g., if there's a pile of arrows, it's more common to pick up the stack of 12 than just 2-3.  Do you think it would be useful to add a .ini option to always prompt for number?

Thank you for the feedback!

akeley

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Re: Shadow of the Wyrm v0.5.2 "Le Roy"(formerly Savage Lands)
« Reply #164 on: June 05, 2016, 03:24:57 PM »
One thing that is a little irksome is that a lot of the game commands require capitol letter presses that seem needless since they are the only commands using that particular letter key.

You can edit all the keybindings in swyrm.ini