Author Topic: Shadow of the Wyrm v1.6.5 "Reusner"(formerly Savage Lands)  (Read 226638 times)

jcd748

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #315 on: May 26, 2018, 11:26:43 PM »
Hi,

Notable (1) and the grammar/spelling issues are fixed.  I've also added a fix for cosmetic (3).

I think the rest of the cosmetic issues are all right as is, at least for now.  The door issue is already fixed.  I'll add the other notable issues to my backlog and will look at potentially fixing them before the next release.

Good luck with the ultra ending!  There are actually a pair of alternative ending.  The Godslayer one was trivial last version, due to a bug, but might be a lot harder now...

jcd748

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #316 on: May 27, 2018, 12:09:19 AM »
I created a Lua function to allow me to quickly add all the spells to the player.  I can see the spells issue - looks to be a general issue with my option-handling code.  Thanks for catching this!  I'm assuming you were playing a sage or something like that.  It's not something I've seen before.

Troubler

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #317 on: May 27, 2018, 01:18:57 AM »
Yes, a sage. Over the course of searching around I've found lots of spellbooks.
Speaking of options handling, that reminds me of something that's been an issue for a while.

Occasionally when trying to drop(or use perhaps?) items, the inventory goes blank and doesn't respond to your choice.
This isn't a big problem though, since pressing the letter corresponding to the item again follows through, but there's that.
I think it's been around since the first time I played so you probably already heard of it, but just in case.

jcd748

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #318 on: May 27, 2018, 03:32:29 AM »
Hmm, I haven't heard of that one before.  Is that related to e.g. filtering by item type?  If not, is there a way to reproduce this?

Troubler

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #319 on: May 27, 2018, 05:58:03 AM »
Maybe both. I'm trying to see what's going on right now. There is another thing happening that's similar, and right on my current save. Very easily repeatable.
I have 5 pages of items. I hit '.' to go down through pages and eventually it hits a blank page labeled "wands - \" when I should land on page 5. I hit '.' again and land on page 5.
When I scroll back up using ',' it hits the blank "wands" page again when I am supposed to hit page 3. Hitting the ',' button again continues to the correct page.

It's not like a filtered items screen, but it does say wands on it, has the normal inventory screen keybindings along the bottom, and nothing else.
I have wands in my inventory, but the wands page is blank. Something similar to this occurs occasionally when interacting with items in some way as well.
In those cases it is also repeatable like this, and I'm not certain, but I think it's the same "wands - \" screen.

jcd748

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #320 on: May 27, 2018, 12:48:15 PM »
Thanks, I'll add that to my list as well.  It might be related - issues around updating the end of an internal "page" of components to be displayed.  Most of the menus in game share a common, abstract base to avoid having to re-implement the same code for displaying inventories, spells, pages of text, etc.

Apart from general issues (and these reports are extraordinarily helpful - most users don't report bugs!), do you have any thoughts on the general balance, the game itself, anything like that?  I'm always looking for good feedback about the content and how it's laid out.
« Last Edit: May 27, 2018, 12:56:20 PM by jcd748 »

Troubler

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #321 on: May 27, 2018, 11:23:09 PM »
I just jot down what I see on a notepad as I play, no problem. As for balance?
Well, I try to make characters who would be optimal for the late-game. This just speaks to my play-style though. Long story short:
Combat/Spells+Awareness = Gold standard, Combat/Spells alone = Silver, Awareness alone = bronze, anything else is just bad.

-Races-
Typically I choose snakelings to play as, because they have awareness and dish out 10 skillpoints per level.
Humans are similar, but lack a decent skillset with awareness, a necessity. They also lack a snake for a head.
I've experimented a bit with faes, who turned out too wimpy for the early game and don't have that skillpoint bump I like for the late.
I also tried "combat" mages with ogres and giants. These just didn't cut the mustard for some reason, and I dropped them.
I haven't messed around too much with warrior classes outside of snakelings, but I assume most races can be a decent warrior.
Even the weaker ones could probably make it with some time investment. That is, if they have awareness.
In fact it looks like it pays to "cross" races with classes that go against their strengths in the long run.

-Warriors-
I generally consider a "warrior" character as belonging to any class/race with the "combat" skill.
I've come to think of them as a safe choice for noobs, albeit not an incredibly interesting one.
I've beaten the game my first time with a warrior(snakeling smith). He was generally well rounded.
I actually beat the game illiterate, not knowing there was a cure. It made for a very unique experience.
Awareness though, is still a necessity, because ~70% of damage I end up taking is from spells even with it at 100%.

-Mages-
As for the magic classes, I tend to define these as Wizards, Witchlings, Oracles, Pilgrims, and Sages.
Its been hard justifying using any of the magic classes other than the sage.
Although their inclusion of awareness, which synergies with the combat of ogres and giants, is temping.
I have had a few combat mages that were somewhat successful, although in the end they just didn't cut it.
And if you're not using an ogre or a giant, you are needlessly handicapping yourself not to choose sage.
Not to mention it's kind of a downer when you get a spellbook, only to find you can't use it.

-Rogues-
All of the other classes that don't fall into the other two categories. They feel too gimmicky at the moment.
I tend to overlook these, as a lot of their key features either don't help much with combat or are unimplemented.
Some of them have magic, but it's not terribly impressive. Cantrips or something like this. May as well go with a mage then.
In combat they might have awareness, but no great source of damage. So they get in trouble with melee somehow as well.
Archers and thieves both have combat related abilities "archery" and "duel wield", but I haven't tried them out yet.
I can't see how duel-wield would be all that great, it just looks like a better roll for the off-hand, but who knows.
My sage has recently gone double daggers(imperial one and the evil one) without this skill, and did okay.

-Misc-
You've already heard my opinions on weapons and buffing items. Basically some ways of doing things are just superior with foresight, for now.
Also once I get pretty deep in a dungeon, the enemies are a bit underwhelming(Other than magic users). Although they are probably just not fleshed out yet.
The thing is, I am fighting some kind of cosmic horrors, yet most of them only do bump attacks and fall to them just as easily.
I'm more worried about the liches and fantastic beasts on the way back up than I am of the unspeakables at the bottom, even at a high level.
But I'm sure as development continues those things will get more balanced, so it's no big deal. In fact, that sentiment goes for the rest as well.
Haven't had the patience to go down the infinite dungeon yet, as it would be a pain to climb all the way back up. Might give it a shot once you get recall implemented.

And finally, a bit controversial of an opinion: But I enjoy that the game hasn't felt like too much of a frustrating "great undertaking" to win, like a lot of roguelikes.
There are still tense moments, but it can be pretty relaxing to play. There is no hurry, looming fear your character is a dud, no ascension kits to worry about, or anything like that.
Feels like an ordinary RPG, but with procedural generation and permadeath. Something I've been looking for a while. It has been a nice change of pace.
Though, maybe not everyone would appreciate it being so straight-forward. I would definitely recommend it to people new to the genre.
« Last Edit: May 28, 2018, 12:45:22 AM by Troubler »

jcd748

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #322 on: May 30, 2018, 12:50:36 AM »
Quote
Feels like an ordinary RPG, but with procedural generation and permadeath. Something I've been looking for a while. It has been a nice change of pace.

Excellent.  That's what I'm going for - a continuation of the feel of games like ADOM and Omega, which have always been my favourites.

The races and classes are not meant to be particularly balanced.  Warriors are easy.  With a bit of patience, Witchlings and Sages are easy.  Other classes (Shepherd, etc) are meant to be more challenging.

This is great feedback.  Thanks a lot!

Troubler

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #323 on: June 03, 2018, 08:31:39 AM »
One last thing before i forget. There was this monster called a Drakklyn or something like that.
It tends to appear with dwarf heroes in dungeons. I think their character was a green 'D'.

I noticed in the description it says they breath (green?) dragon-fire when angry.
But I don't think I've ever seen this actually happen.

There is however a green dragon-fire spell that I've used.
I'm not sure if those two go together or not. Just to check if this is because of a bug.

jcd748

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #324 on: June 03, 2018, 02:50:56 PM »
Whoops.  I'd intended to give Drakheen castings of dragon breath, but apparently never did.  Fixed for the next version.

jcd748

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Re: Shadow of the Wyrm v0.7.3 "de Murcia"(formerly Savage Lands)
« Reply #325 on: June 30, 2018, 12:08:49 PM »
5. Monsters attracts to left-upper adjusting cell near hero, not for hero cell.

Hi Karagy,

#5 has been fixed.  While the paths they were following were optimal, the kinds of paths that were generated caused a massive problem in some new content I'm adding (betting on turtle races), as the turtles would all swerve diagonally off the track, then diagonally back.

I've fixed this up so that pathfinding prefers cardinal directions over diagonals when there are multiple optimal routes.

jcd748

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Re: Shadow of the Wyrm v1.0.0 "Dalza"(formerly Savage Lands)
« Reply #326 on: November 24, 2018, 02:02:16 AM »
Okay, I feel comfortable enough in the scope of all the new content that I'm calling this v1.0.0.  This release contains the start of the Carcassian empire.  In particular, it defines the Isle of Carcassia, and the city of the same name.  This city is reasonably populated, with lots of quests and things to do (fighting pits, guilds, gambling on the outcome of snapping turtle races).

Carcassia and the god-slayer ending were always two things that I wanted in place before I moved out of the v0.x releases.  And since those are now in place, I'm comfortable calling this v1.0.0.

Because I haven't released anything since January, I'm afraid there might be bugs.  Please report them!  I'll put out another release in December, and in general I'm going to try to go back to smaller and more regular releases.

I hope you enjoy this.

Full changelog:

Shadow of the Wyrm v1.0.0 "Dalza"
- Version declared January 20, 2018. Version finalized November 23, 2018.

- There are now two starting locations: on Little Island, as before; and
  on the Isle of Carcassia.

- On the south-eastern tip of the Isle of Carcassia is the great city of
  Carcassia.  Carcassia is home to a great fortress, and four city
  sectors:

  1. The public sector.

  - The public sector contains a sealed room with no obvious way in, the
    tower of high sorcery, the guild of thieves, as well as a number of
    potential public areas such as plazas, parks, and shops.  The public
    sector is also, it's said, built above the ruins of a much older
    settlement, one which has long since sunk deep into the earth.

  - The guild of thieves is said to be difficult to enter, difficult to
    leave.  It's also said that the ground there is cursed, and that at
    night, those that dwell there hear strange scratches sounds past the
    basement walls.

  - The Floundering Catfish is a source of rumour and gossip, as well as
    a few quests.

  - In the centre of the sector is the great Tower of High Sorcery, where
    those with magical aptitude from across the world come to study the
    arcane school of wizardry.

  - The tower extends high into the air.  It's said that a number of great
    creatures make their roost platforms anchored in the air by old
    magics.  The students study at the base of the tower, while the
    masters make their homes above.

  2. Old Town

  - The oldest part of Carcassia.  The nobility left this area years ago,
    and it's grown a bit ramshackle and untended.  There are few roads.
   
    - The old gambling house still stands, recently renovated.  Its
      winnings are locked away in a vault, and closely guarded.  There
      are tables for dice and card games, as well as a number of slot
      machines, with varying payouts and probabilities.
     
  - Besides some old houses and a graveyard, there is an ancient sewer
    from an earlier empire by the east gate.

  3. New Town

  - The New Town is home to the second-in-command of the Carcassian
    Empire, the praetor Dantus, uncle of the Emperor.  He maintains
    a palatial residence in the western part of the sector.

  4. Temple District

  - Home to an interfaith temple, the Fellowship of the Nine.  Considered
    by some to be an unwelcome front for the leadership of the Empire, it
    is ostensibly an organization dedicated to the promotion of religion
    in everyday life.  Membership in the Fellowship causes one's piety
    to increase faster and decrease less quickly.

  - In a small hut lives an old woman considered to be the holiest person
    in the world: the blind oracle.  Part of an unending line of oracles
    chosen by the Nine to be their direct speaker on earth, she can both
    speak with and as them, her voice shifting from her own creaky tones
    to the sweet music of The Lady, or Urgoth's horrifying roar.

  The fortress of Carcassia is the home of the Emperor Titus. 
 
  - Surrounded by his Emperor's Guard, he rules from within his pillared
  court.  It stands on the remains of the old Carcassian senate, long
  since neutered by the absolute rule of the emperors.

  - Beside it is his altar to Celeste, the favoured deity of the
  Carcassian people.

  - Further into the palace, there are a few small, official shops; and
  a fountain where the nobleman Questare hands out quests to aspiring
  adventurers.

  - The eastern sector contains the fighting pits and a vault protected
  by a moat full of electric eels.  Leading up from the fortress, the
  vaults are protected by strange, lifeless creatures loyal to the
  empire.

- The Isle of Carcassia was inhabited long before the Carcassian Empire
  took hold, and it has a number of other features, including a dungeon
  on the north-east penninsula.

- Off the northern coast of the Isle is a small, rocky islet, known to
  have been the home of an ascetic for a number of years.

- The "no dig" flag can now be set at the tile level, allowing a general
  map that is diggable, but sections that are not.

- There is now a chance to find coal when digging through rock.

- Summoning is now less dangerous: it's the average of the map's danger
  level and the triggering creature's current level.

- The Lua API functions map_set_additional_property and
  map_set_tile_property did exactly the same thing.  Made the former
  set map-level properties, with the former handling setting tile
  properties, and renamed the former to "map_set_property".

- Script errors are now properly logged to disk as well as the UI.

- Hiding can now be cancelled by using Hiding again while hidden (Karagy).

- Unpaid items in the shop can now be "paid for" - no money changes hands,
  and the shopkeeper sees the items as yours (Karagy).

- Unimplemented general skills are now noted (Karagy).

- Gnomish barkeepers are now just called bartenders.

- There is now an option (that default to on) to do checkpoint saves
  whenever a map is loaded.  This ensures that in the event of a crash,
  there is still a reasonably-recent savefile available (Dallas Herrin,
  Alan Charlesworth).

- New poem fragment for the title screen (Pope's "The Rape of the Lock").

- Fire pillars now "shimmer", hooking into the shimmer colour code that
  was added for Telari.

- Guilds/associations are now possible, and will slowly be added to the
  game.  Memberships can be seen in the character display/dump, and
  membership in some organizations will exclude membership in others.

- Ranged combat is now disallowed when overburdened (Troubler).

- Huge rocks are much heavier.

- The various races are now specified as having hair (or not), so races
  like human, divine, demons all have hair.  Snakelings, constructs,
  insects, etc., do not (Troubler).

- Sex selection is now skipped, with the player's sex officially tracked
  as "not specified".  Sex has never had any real impact on the game for
  the player, who is always "you".  There is a setting in swyrm.ini
  controls pre-selecting your sex.  This can be unset to bring back the
  sex selection screen.  Characters created through the "Random character"
  option at the main menu will continue to get their sex specified and
  selected randomly.

- Digging now considers properties of the tile when considering whether
  or not the digging item is broken.  Items now only break when digging
  through solid rock.

- Iron and steel ingots now weigh the same.

- To model their general inappropriateness as weapons, exotic weapons
  now have a speed multiplier that is modified by skill in melee/ranged
  exotics (Troubler).

- Thengil in Stoneheim now appropriately has a forge (Troubler).

- You can now descend into wells.

- Pathfinding has been updated to favour cardinal directions when
  constructing paths.  This prevents some "weird paths" that enemies will
  take to you, that are actually equally optimal, given that diagonal
  moves cost the same as cardinal (Karagy).

- Randomly generated buildings now look like people actually live in them
  and have features such as beds and tables.  They also have the chance
  to have items, such as food, clay pots, inkpots, magici shards...

- New feature, signs.

- New conduct, artifactless.

- Piety regeneration bonuses now have a per-creature component, rather
  than being based entirely on the creature's class.

- When dungeons are repopulated, there is now a check to ensure that
  creatures are not generated close to the player (Troubler).

- Sages can now also start with a spellbook of Electric Arc.

- More possibilities for randomly generated names.

- Stanzas for "Tel and Floridel".

- New creatures: Glich, Carcassian guard, urchin, vendor, Guildmaster
  Caro, Tela, drunk, Serat, Old Tomer, Ffleur, gardening spellstudent,
  evocations student, summonings student, enchantments student, runic
  student, Golgoa, Lorelei, Okhoa, Scheldt, shimmering cloud, Lish,
  gambler, pov dealer, blackjack dealer, racemaster, snapping turtle,
  Asher, Akhra, Axander, Wart, presence, the blind oracle, Praetor's
  footman, coalman, Praetor's scullerymaid, Praetor's cook, Praetor's
  secretary, Praetor Dantus, Emperor Titus, the Emperor's guard,
  Questare, senator, Lycaon, magici merchant, herbalist, Scamander,
  Carcassian recruiter, Pitmistress Ghara, commoner, noble.

- New items: salted nuts, skewer of mystery meat, wizard staff,
  linothorax, Calara's cloak, Calara's flaming whip, piece of coal.

- New spells: electric arc (Cantrips).

- New features: table, slot machine.

- New artifacts: skeleton key, Amulet of the Carcassian Emperor, famed
  fighting rod "Qaali".

- New traps: teleport.

- Bug fixes:

  - The code to make copies of tiles for view maps was causing sentinel
    creatures' tiles to be marked as unviewed.

  - When confirming whether to move to a dangerous tile, an extra "[y/n]"
    could be added.

  - Teleporting/blinking wasn't disabling automatic movement afterward.

  - In-game keybindings was still referencing "Look" instead of "Examine".

  - All NPCs were erroneously defined as flying.

  - Thrown items weren't stacking properly due to a bug in how the item's
    worn location was processed (Alan Charlesworth).

  - Automovement wasn't being stopped by drowning (Karagy).

  - When checking other creatures' FOV maps for hiding checks, stale
    maps were causing the game to consider the hiding creature in view,
    even if it had moved out of range the turn before (Karagy).

  - Combat skill checks were succeeding even when 0 damage was dealt
    (Troubler).

  - Digging within the current tile wasn't checking for breakage.

  - The spell listing code would crash when given a spell ID that didn't
    have a corresponding entry in the game configuration.

  - Traps were being improperly checked and having usages decremented
    when the player declined to move into a new tile (Troubler).
 
  - Great axes weren't marked as two-handed (Troubler).

  - Various bestiary typos (Troubler).

  - The bestiary entry for Drakheen mentions a breath attack, but this
    wasn't defined in the configuration (Troubler).
 
  - Automove wasn't working correctly on the first attempt after
    teleporting.
 
  - The Lua API function get_creature wasn't checking the current map
    pointer before using it, which could cause a crash when certain other
    functions were invoked before the game had fully started.

  - You can no longer swap places into a race-restricted tile if you
    don't meet the requirements.

  - Fixed a pathfinding crash bug when trying to pathfind to the same
    tile.
 
  - Pickup code was broadcasting further than it should - you could get
    notifications for NPCs picking up items behind walls.

  - Maps weren't being loaded properly when timewalking (Troubler).
 
  - When items were being generated, they could be null, and this wasn't
    checked properly.

  - Fixed a pthread linker issue for the Arch builds (Larzid).
« Last Edit: November 24, 2018, 02:26:54 AM by jcd748 »

getter77

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Re: Shadow of the Wyrm v1.0.0 "Dalza"(formerly Savage Lands)
« Reply #327 on: November 24, 2018, 12:54:50 PM »
Looking forward to where the future goes from here as far as this Empire dev arc and whatever else lies ahead---may the momentum be with you!   8)
Brian Emre Jeffears
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Re: Shadow of the Wyrm v1.0.0 "Dalza"(formerly Savage Lands)
« Reply #328 on: November 26, 2018, 07:23:48 AM »
Big update.
Hmm actually wanted to try this but on my linux mint both windows version don't run with WINE for some reason.
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

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Re: Shadow of the Wyrm v1.0.0 "Dalza"(formerly Savage Lands)
« Reply #329 on: November 26, 2018, 07:49:32 AM »
Hmm actually wanted to try this but on my linux mint both windows version don't run with WINE for some reason.

Probably because it's compiled in Visual C++ which also requires redist package (annoying thing to install in workplaces..). When you compile the project with Code::Blocks & gcc it works better in Wine and more importantly doesn't require vc redist crappage.

But the thing we really need to discuss is this: CardinalDirection::CARDINAL_DIRECTION_NORTH: I mean what's the point, really? You don't need a namespace if you crap the name like that. Write CardinalDirection::North or just CARDINAL_DIRECTION_NORTH without namespace.