Author Topic: Shadow of the Wyrm v1.2.1 "Lully"(formerly Savage Lands)  (Read 89465 times)

jcd748

  • Rogueliker
  • ***
  • Posts: 206
  • Karma: +0/-0
    • View Profile
Re: Shadow of the Wyrm v1.1.2 "Tarrega"(formerly Savage Lands)
« Reply #345 on: November 02, 2019, 07:37:56 PM »
Hi Troubler!  Good to hear from you again.  Sorry for the late reply - I was away on vacation the last couple of weeks, and didn't think to check.

These are great, and I've updated my suggestions file with a lot of these.  I've already fixed a couple.  The next version will have a few enhancements and fixes over the last, but is mostly for adding graphics support so that I can eventually add tileset support later on.  But, I'll work on more of these in the release after that.

jcd748

  • Rogueliker
  • ***
  • Posts: 206
  • Karma: +0/-0
    • View Profile
Re: Shadow of the Wyrm v1.1.5 "Losy"(formerly Savage Lands)
« Reply #346 on: November 22, 2019, 08:31:29 PM »
I'm pleased to announce the first (technically) graphical release of SotW.  It should look like every other version, but it launches in a new window and uses SDL to render the output using a font spritesheet.  This will allow me to work towards actual tileset support in future releases.

Note that curses support is still available - just switch a setting in swyrm.ini - and it'll always be available, as it's my own preference.

The other major change is that the game is now available on GitHub instead of Bitbucket.  Atlassian ended support for Mercurial, and since that was the real reason for me to use the platform, I migrated from hg to git moved to GitHub, as there's no compelling reason to use Bitbucket anymore.

Other than that, there are a number of small improvements and bugfixes.  Please report any issues you find - there have been some alpha builds that shook out a number of SDL issues, but I don't ever expect things are perfect.  Thanks!

Release:
https://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-1.1.5.zip

Full changelog:

Shadow of the Wyrm v1.1.5 "Losy"
- Version declared August 11, 2019.  Version finalized November 22, 2019.

- Vigarion, the undersea guardian, now generates with an amulet of the
  sea (Grond).

- You can no longer inscribe when you are illiterate (TauReaver).

- The incorporeal damage message is now a little better - it no longer
  implies that you should take damage, given that the damage might be
  shrugged off (Grond).

- On maps where you cannot pray (e.g. Telari), you can now violate divine
  laws with impunity (Grond).

- Spell damage is now also affected by the Magic skill, the school
  associated with the spell, and the average of intelligence and
  willpower.

- New option (confirmation_require_capitalization) to force capitalized
  confirmation, for vi key players (Twelve).

- Items acquired by fishing now go directly to the player's inventory, with
  a message indicating what was caught.

- Due to some SDL/curses differences, scrolls now show their read message
  at the end.

- The item codex now includes material (Troubler).

- Migrated from hg to git and moved the project's repository from
  Bitbucket to GitHub.

- Miscellaneous post-migration and gcc strictness fixes.

- Made some significant per-turn performance improvements.

- Initial graphical support using SDL.  Right now, this imitates the curses
  interface.  Tileset support will come in a future release.  SDL and
  curses will always live side-by-side and curses will always be supported.

- Stanzas for "Tel and Floridel".

- Bug fixes:

  - Various typos in the codex and guidebook, as well as formatting in
    the in-game texts (Grond, Twelve, Troubler).

  - Resting on the world map gave a "Resting." message before telling you
    that you can't do that.

  - Senators' speech text wasn't triggering (Troubler).

  - Skinning a stack of corpses was removing the entire stack, rather than
    reducing the quantity appropriately (Grond).

  - Tile-specific messages weren't being shown properly when e.g. moving from
    a particular map back to the world map (Grond).

Troubler

  • Rogueliker
  • ***
  • Posts: 99
  • Karma: +0/-0
    • View Profile
    • Email
Re: Shadow of the Wyrm v1.1.2 "Tarrega"(formerly Savage Lands)
« Reply #347 on: November 28, 2019, 01:49:53 AM »
Hi Troubler!  Good to hear from you again.  Sorry for the late reply - I was away on vacation the last couple of weeks, and didn't think to check.

These are great, and I've updated my suggestions file with a lot of these.  I've already fixed a couple.  The next version will have a few enhancements and fixes over the last, but is mostly for adding graphics support so that I can eventually add tileset support later on.  But, I'll work on more of these in the release after that.
I've been pretty busy myself, and haven't had much time to play roguelikes.
I played some more before the update, but I forgot to post about it.
I died to some of the indescribable monsters of the infinite dungeon.
Those were pretty cool, I hope you do more with that idea.
If you go really deep in any dungeon, it can get pretty repetitive, so that kind of thing was a nice touch.
Speaking of that, I have never had a good reason to explore "cave" style dungeons, or others without items.

v 1.1.2

(Notes)
1.If you end up on a desert island, without a boat or anything, you wont be able to fish.
2.The golems guarding the treasury in Carcasa will open the door and attack you outside of it.
3.Ammo fills out your "max items" count very quickly. If you grab a bundle of 64 arrows for example, you wont be able to get much else.

(Bugs)
1.The first 3 values of a weapon (x,x,x) are ignored when stacking, and two weapons of the same kind will stack together and then share the same values.

(Cosmetic)
1.The Inn in Carcassa does not have beds.

jcd748

  • Rogueliker
  • ***
  • Posts: 206
  • Karma: +0/-0
    • View Profile
Re: Shadow of the Wyrm v1.1.2 "Tarrega"(formerly Savage Lands)
« Reply #348 on: November 29, 2019, 04:38:21 AM »
Hi Troubler!  Good to hear from you again.  Sorry for the late reply - I was away on vacation the last couple of weeks, and didn't think to check.

These are great, and I've updated my suggestions file with a lot of these.  I've already fixed a couple.  The next version will have a few enhancements and fixes over the last, but is mostly for adding graphics support so that I can eventually add tileset support later on.  But, I'll work on more of these in the release after that.
I've been pretty busy myself, and haven't had much time to play roguelikes.
I played some more before the update, but I forgot to post about it.
I died to some of the indescribable monsters of the infinite dungeon.
Those were pretty cool, I hope you do more with that idea.
If you go really deep in any dungeon, it can get pretty repetitive, so that kind of thing was a nice touch.
Speaking of that, I have never had a good reason to explore "cave" style dungeons, or others without items.

v 1.1.2

(Notes)
1.If you end up on a desert island, without a boat or anything, you wont be able to fish.
2.The golems guarding the treasury in Carcasa will open the door and attack you outside of it.
3.Ammo fills out your "max items" count very quickly. If you grab a bundle of 64 arrows for example, you wont be able to get much else.

(Bugs)
1.The first 3 values of a weapon (x,x,x) are ignored when stacking, and two weapons of the same kind will stack together and then share the same values.

(Cosmetic)
1.The Inn in Carcassa does not have beds.

Noted - thank you!

jcd748

  • Rogueliker
  • ***
  • Posts: 206
  • Karma: +0/-0
    • View Profile
Re: Shadow of the Wyrm v1.1.5.1 "Losy"(formerly Savage Lands)
« Reply #349 on: November 29, 2019, 04:39:41 AM »
Quick patch release - there was an issue with the SDL code and nvidia cards that I've (hopefully) sorted out and fixed.

There's also a couple of small changes, including a Glow spell/scroll, which allows you to apply the Glow flag to items and therefore see them when blind.

jcd748

  • Rogueliker
  • ***
  • Posts: 206
  • Karma: +0/-0
    • View Profile
Re: Shadow of the Wyrm v1.1.6 "Paganini" (formerly Savage Lands)
« Reply #350 on: January 11, 2020, 08:27:17 PM »
The first release of 2020 is both a major release and a nothing release all at once: it adds hopefully full support for tilesets, but does not yet include a tileset.  One of my major goals over the coming releases will be either the purchase or implementation of a tileset to bring SotW kicking and screaming into 1999.  Curses will still always be supported (it's how I play).

The other big change is that SotW shouldn't eat CPU while idling in SDL mode, which it was doing before because I was repeatedly calling non-blocking SDL functions, which was very expensive.  I've fixed that up, and made some other minor enhancements and fixes.  The full list is below.

Shadow of the Wyrm v1.1.6 "Paganini"
- Version started November 27, 2019.  Version finalized January 11, 2020.

- The inn in Carcassia now has a couple of beds (Troubler).

- You can no longer fix the turtle races by attacking two of them and letting
  the third one win.

- Constructs, animals, birds, and jellies now start with 1 Intelligence, and
  low intelligence creatures are now unable to open doors, not knowing how
  they work.

- Added several new fonts in 16x24 in preparation for adding 16x24 sprites
  later, as well as instructions on how to add font spritesheets.

- Initial weather implementation.  Weather can be checked via the "T"ime/Date/
  Weather command.  High winds will cause colour changes for rivers, seas,
  springs.

- Full spritesheet support, though no spritesheets yet.  All creatures, tiles,
  features, and various system-generated symbols (magical bolts/bursts, etc)
  can now have their own sprites and colours.

- Performance improvements for SDL input handling (JoeMaro).

- The message buffer ('M') now maintains its original message colours when
  displayed in-game (hapro).  The character display ('@') does not, as it
  mirrors what gets dumped to disk.

- Shopkeepers now actively dislike when you do cast spells/evoke wands
  that might cause damage to the items in their shops.

- Stanzas for "Tel and Floridel".

- Bug fixes:

  - Summoning traps could sometimes fail to summon creatures when the
    triggering creature's level was much lower than the map's danger level.

  - The new weather-shimmer code fixes an issue in previous versions with
    shimmer colours whereby a tile or feature could "flicker" several times
    before the player's next turn due to multiple redraws due to other
    creatures' turns.  There is now a symbol cache that gets cleared at the
    start of the player's turn, and this cache is used to maintain consistent
    tile colourings between turns, even when there are "random" colourings
    due to weather, torchlight, etc (Grond).

  - Weapons had a stacking bug where to-hit/damage/speed bonuses from the
    parent Wearable class weren't being considered properly (Troubler).

jcd748

  • Rogueliker
  • ***
  • Posts: 206
  • Karma: +0/-0
    • View Profile
Re: Shadow of the Wyrm v1.1.7 "Boccherini"(formerly Savage Lands)
« Reply #351 on: February 16, 2020, 02:28:59 PM »
Monthly version update for February! This version adds shops and beer halls to dungeons, makes unstoning potions more available (sometimes they're hidden in clay pots), adds a lot of updates to automove in consultation with the community, and has lots of other fixes and improvements.

Here's the full list:

Shadow of the Wyrm v1.1.7 "Boccherini"
- Version declared January 11, 2020.  Version finalized February 16, 2020.

- Teleporting is now disallowed in Telari and Zaeda's Tower (fiamma).

- The masters of the high tower now have an assortment of spells (fiamma).

- Nobles no longer start with scribing, which was useless to them as they could
  not cast any magic.  Instead, they are better at short and long blades, at
  whips, and also start with a leather whip for keeping the peasants in line
  (NoCreativeNames).

- Shops can now appear in dungeons.

- Dungeons can now have beer halls.  These contain a lot of booze and
  sometimes a few restorative-type potions as well.

- Beer halls may also be generated the public and low-income residential
  sectors of Carcassia.

- Booze symbol colours have been tweaked to be more colourful.

- Unstoning potions can now occasionally be found when breaking clay pots.

- Holy damage from spells can now curse items on the ground.

- Arcane damage from spells has a chance either to destroy items on the
  affected tile, or to enchant them.

- Destroying or em-baddening items in a shop will now generate shopkeeper
  wrath.

- Automove remembers items. The first time you move over an item, you'll
  stop.  Subsequent auto-movement over that item won't halt unless there is
  another, new item there (Avagart).

- Automove should now also stop at (natural, anyway) intersections in
  dungeons, sewers, etc.  It also aborts before any movement that
  would require a prompt (Grond).

- More name combinations.

- Shrine creatures have been buffed a bit:

  - Extra damage: golgothan.

  - Piercing damage: archangel, divine avenger, shadow wyrm.

  - Spells: archangel, divine avenger, dragon, shrine hag.

  - Extra status effects/bonuses: unicorn, black unicorn, spectral emperor,
    titan, mist wraith.

  - Speed boost: avernal bat, mist wraith.

- New spells/spellbooks: stun bolt (Mystic).

- Stanzas for "Tel and Floridel".

- Bug fixes:

  - Weather colouring wasn't respecting time-of-day overrides (Grond).

  - Falling damage wouldn't actually kill you when your current HP exceeded
    your max.

  - Bestiary wasn't showing via 'B' (Jay Ferro).

  - Various typos (Jay Ferro, others).

  - Automove wasn't properly terminating without digging (naughtyusername).

  - The dungeon room-connecting code was digging as it should, but wasn't
    transferring any existing items as it went.

  - Every time the FeatureGenerator was called to create a barrel, a bed
    was produced instead.

  - Scribing and wandcraft weren't checking whether the Nine were still
    present when creating a scroll/wand with a divine spell (Grond).
« Last Edit: February 16, 2020, 02:45:34 PM by jcd748 »

jcd748

  • Rogueliker
  • ***
  • Posts: 206
  • Karma: +0/-0
    • View Profile
Re: Shadow of the Wyrm v1.2.0 "Rodrigo"(formerly Savage Lands)
« Reply #352 on: June 20, 2020, 12:38:09 PM »
******SPRITES RELEASE!******


Shadow of the Wyrm v1.2.0 "Rodrigo"
- Version declared February 16, 2020.  Version finalized June 20, 2020.

- 1-bit sprite set now the default display mode.

- Reflective beams such as lightning now bounce differently - they should
  look more "connected" when looking at the output of diagonal beams.

- Failing to learn a spell, or reading a spellbook for an unfamiliar magic,
  now annotates the item as (tried). (Grond)

- Mountain tiles now block line of sight.

- F9 can be used to switch between a number of predefined colour palettes
  in SDL mode.

- F10 can be used to switch between tiles and ascii when using SDL (IceBox).

- F12 now also reloads existing texture references.

- Celeste, Aurelion, The Lady, and Vedere now dislike skinning humanoids
  (hbholland).

- Aeschburh now has a chaotic altar in the centre, courtesy of the new
  inhabitants.

- Shimmering clouds are now spirits, so they won't leave corpses and
  can move through walls.

- Snakeling sharpshooters now use crossbows.

- The mortuary in the character details now notes your first kill.

- The tombs at Wintersea are a bit more populated.

- Changed the symbol for each of the Nine.

- The help screen is now available on startup (YARD).

- Sages now start with a little skill in Rods and Staves (YARD).

- You can now use the escape key on user prompts (YARD).

- Emperor's guard and Carcassian guards have now flipped colours (YARD).

- Poison now stays in your body for less time.

- Dual wield now adds some damage to the secondary weapon.

- It's now possible to quaff items off the ground, similar to what's done
  for eating.

- There are no longer any racial deity restrictions: any race can select any
  deity.

- Stanzas for "Tel and Floridel".

- Bug fixes:

  - In the skill screen, selecting Lore would erroneously describe it as
    unimplemented.

  - Inscriptions were broken in SDL.

  - Creatures could start with more weight than they could carry, would be
    overburdened, and couldn't shed the weight on the world map.  The player's
    strength is now adjusted upward when the game starts until the player
    is no longer burdened.

  - Gamblers and gnomish sailors were missing bestiary descriptions (YARD).

jcd748

  • Rogueliker
  • ***
  • Posts: 206
  • Karma: +0/-0
    • View Profile
Re: Shadow of the Wyrm v1.2.1 "Lully"(formerly Savage Lands)
« Reply #353 on: July 17, 2020, 11:51:38 AM »
After the big sprites release a month ago, I'm releasing 1.2.1, which is some quality-of-life updates and a few other changes. Probably the most notable is that Beastmastery is now implemented. Beastmastery will allow you to tame various creatures (though not humanoids, divine, or demons) and get experience equivalent to if you had killed them.

https://www.shadowofthewyrm.org/releases/ShadowOfTheWyrm-Win-1.2.1.zip

Shadow of the Wyrm v1.2.1 "Lully"
- Version declared June 21, 2020.  Version finalized July 17, 2017.

- More name combinations.

- Paging now "wraps around" - going back on page 1 takes you to the last page,
  and forward on the last page goes to page 1 (yarpblat).

- Page up/down now work for paging through screens (yarpblat).

- Literacy now helps you get additional spell castings.

- The numpad enter key is now recognized.

- In addition to healing you, fairy spirits increase your max HP and AP by 1.

- Springs can also generate magical spirits, who grant some castings in a pair
  of randomly-determined spells.

- You can now name places on the world map via 'N', the same way you'd
  do inscriptions on other maps.

- Villages now have an extra description to indicate its predominant race.

- Monster traps are now cyan instead of bold green to differentiate them
  visually from teleport traps.

- Corpses now also leave a small amount of resistance to the dead creature's
  damage type, as long as it's not physical (slash/pierce/pound).

- Beastmastery is now implemented, allowing you to tame many (but not all)
  types of creatures.  Tamed creatures give experience as if killed, and
  grant no experience if later killed.  The amount of experience depends
  on your Beastmastery score.

- New trap type: cursing (curses equipment).

- New conduct, pacifist, broken when you kill another creature.

- Stanzas for "Tel and Floridel".

- Bug fixes:

  - Trying to automove while affected by poison or stoning displayed a message
    differently than other conditions that stopped automove (yarpblat).

  - Trap triggers were still using only ASCII - set these to use a variety of
    existing and new sprites.