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  1. - Top - End - #31
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Churning out bugfixes rather than new content. Some things have escaped notice until now, others were annoying but relatively simple to fix once I spotted how (difficulty selection).

    Pile of notes in CintaNotes is growing. I think I'll tackle the player's offspring next - that's right, you'll be able to take over as your kid once you die, if the kid's old enough (I guesstimate ~12 for starting as a young/teen templated character or ~16 as roughly adult)

  2. - Top - End - #32
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    http://www.moddb.com/mods/the-veins-...r-kids-listing

    (The header has since been changed to say "Offspring" instead)

    Stage one of the player's offspring is done. Time to make it possible for your kid to take over after you die without starting a whole new game.
    The kid's age and the pregnancy time (~9 months) are not yet taken into account, and the kid is named just that, "kid", as a placeholder until I figure out how to make it access the random names list.

    Oh, and the character sheet now lists all the effects on you in a nifty tab.

    You can now take over as your kid when your first character dies. Then said new hero can breed more kids... you get the idea? ;)
    The functionality is almost complete, the only thing left to do is random names for the offspring.

    Next beta will arrive after 6th May at the earliest (MA draft due 5 May).

    I have been fixing assorted spelling mistakes, such as decimals in elemental damage log or superfluous "a" before item names.

    I have also added lots of weapon egos - you can now enjoy bane weapons, aligned weapons, elemental weapons and elemental burst weapons, I think that's around 20 egos total.

    ***
    And on the d20 end of things, I discovered Trailblazer and Challenging Challenge Rating in my folder of OGL stuff. Therefore, since I need to adjust the CRs either way to account for having one character and not a 4-man party, I am now making a spreadsheet of monster CRs (SRD/Incursion/Pathfinder/Challenging Challenge Rating).

    The other idea that's been floating around my mind is making a listing of skills in various d20 OGL variants (SRD/Incursion/Pathfinder/Pathfinder Unchained/... you get the drift)

  3. - Top - End - #33
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    My supervisor agreed to me handing in the complete MA draft by 12 May instead, so...

    Beta 8 "Mayfly-December Romance" is here! Grab it from here or wait for ModDB.

    CHANGELOG:
    * bug fix - no more artifacts dropping on dlvl 1
    * bug fix - init sound on loading game from a save
    * bug fix - give humanoid NPCs weapon proficiencies
    * bug fix - no more errors on log in healer chat
    * bug fix - damage logged now includes all increases
    * bug fix - effects outside sight range are now forced to be silent
    * bug fix - shoot no longer throws a Lua error if you have a shooter but not ammo
    * bug fix - can now drag items to hotbar without errors
    * bug fix - hotbar will not burp errors when there are no charges at all
    * bug fix - increase rarities of large+ vermin
    * bug fix - amulet ASCII symbol not showing up
    * bug fix - difficulty selection not being saved/displayed properly
    * bug fix - Oathbow not counting as ranged weapon
    * bug fix - personal reaction not used at all, leading to attacked neutrals not turning hostile
    * bug fix - don't show talent cooldown if it's 0
    * bug fix - no more option to wear things with INVEN slot
    * bug fix - adjust food rarities and add a message on eating
    * bug fix - spending a night with a courtesan counts now as resting
    * bug fix - buttons overlapping in Help screen
    * bug fix - encumbrance no longer considered detrimental
    * bug fix - update the tutorial to mention wounds
    * bug fix - add sex to character screen
    * bug fix - wrap up Power Attack rework and update description
    * bug fix - don't display pseudo ID tags on paperdoll
    * bug fix - make the specific class resolver actually work
    * bug fix - fix the HP allotted by both random and specific class resolver
    * bug fix - don't show decimals in special damage messages
    * bug fix - assorted spelling fixes
    * bug fix - blindness/deafness now allows a save and uses the same TalentDialog code as other spells
    * bug fix - cheat resurrect now restores mana, if any, and wounds

    * added Symbola font and used it on map
    * new zones: temple, drow temple
    * new magic properties: weapons - bane corresponding to all monster types, aligned, elemental, elemental burst; wondrous items - of slow digestion
    * uncommented fortification code, spiked armor and shields egos
    * new item tiles: belt, girdle, club, helmet, mushroom, long composite bow, short composite bow, hand crossbow
    * new NPC tiles: drow noble male, phantom fungus
    * changed ASCII symbol for bullets
    * changed ASCII symbols for grick, azer, djinn, efreet, xorn
    * changed ASCII colors for lillend, barghest, some vermin
    * changed ASCII symbols and colors for drider, will o'wisp, quasit, thoqqua
    * added distinctive colors to individual mephit and formian classes
    * added paperdoll graphics for almost all weapons (except double sword)
    * added tips on loading zone level
    * implemented the Luck stat
    * implemented Monkey Grip feat
    * implemented proper DC calculations for spells
    * random and default buttons in character creation screen
    * increase spellcaster classes skill points allotment to 4
    * ammo capacity is now randomized
    * some bags now limit what can be put in them (so an ammo belt will accept only ammo)
    * the HUD now informs you that you are on the worldmap or gives you the zone name itself for other zones
    * many dialog lists are now colored to help distinguish between good/bad/neutral options
    * character sheet now takes all attack modifiers into account when displaying your attack
    * the character screen now has a tab listing all effects you have
    * the player character can now have children of his/her own
    * if you die but have a child(ren), you can keep playing as one of the kids
    * improved the loot generator
    * skills are no longer hardcoded
    * AI can now pick up items from the floor and swap weapons
    * players can keep a ranged weapon in the shoulder slot and swap weapons with a keypress
    * you can now wield, take off or use items with a keypress giving you a list of all applicable items
    * improved combat messages
    * neutral NPCs can now be told to move aside/swap places with you
    * neutral NPCs who turned hostile due to attacks will slowly decay towards neutral again if not attacked
    * add specific class levels to sages, courtesans, guards
    * add more skill kits/update their descriptions
    * giant ant queen CR bumped up and brought closer to PF version
    * the player will now stop running automatically in some cases (chats, nasty stuff happening)
    * worldmap now uses its own sight range
    * code attacks of opportunity
    * added outline to ASCII entities

    In other news, while brainstorming monster CRs, I discovered our monster listing (not counting neutrals/townies) is already longer than Incursion's :)

    P.S. Build name is totally on purpose - it's 1 May, after all!

  4. - Top - End - #34
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Polishing my MA (complete text due for review June 9), but found some time to poke around the chat code.



    Yes, that's the beginning of NPC portraits I've been planning to implement for the longest time.

    Next step: make the overlays (eyes, brows, nose, mouth) work, then randomize them, then make them depend on race.

  5. - Top - End - #35
    Ogre in the Playground
     
    GreenSorcererElf

    Join Date
    May 2011
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    Somewhere Warm

    Default Re: Veins of the Earth - OGL roguelike

    Just wanted to say this is a very nice job. I played to be a level 9 Wizard.

    A few things, though: The second level fire-line spell doesn't work, I get a bug report anytime a summoned monster disappears and Craft (Wand/Scroll) appears to make nameless items of cure light wounds.

    Those seemed odd.
    On a quest to marry Asmodeus, lord of the Nine Hells, or die trying.

  6. - Top - End - #36
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Wow, wizard 9, it means you were pretty dedicated (and lucky, starting as a wizard is really difficult).

    Craft Wands/Scrolls is not finished yet, I will take a look at the bugs, too.

  7. - Top - End - #37
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Rogues now get Weapon Finesse for free at 1st level.

    I'll take a look at the bugs soon.

  8. - Top - End - #38
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    /Had no time for more testing, sorry, paperwork :( /

    Beta 9 is here and it seems ModDB changed something on their end as I don't have to wait for the verification - yay!

    Download



    The portraits are procedurally generated, with elements depending on the NPC's profession or race.

    CHANGELOG:

    * bug fix - made fire outsiders straight out immune to fire
    * bug fix - wyvern now has poison
    * bug fix - tendriculos and choker have proper descriptions
    * bug fix - rejecting filters due to exceeding cost led to no filters being applied at all when creating loot
    * bug fix - take into account item level ranges when creating loot
    * bug fix - adjust item levels and rarities since some were out of whack with the item's real power
    * bug fix - NPCs and monsters should now drop level-appropriate gear
    * bug fix - cost filters now operate on the baseline price in coppers (i.e. what e.cost is expressed in)
    * bug fix - add currency symbols (pp, gp, sp) in item tooltips; display store purse in silver coins
    * bug fix - unify flavors capitalization
    * bug fix - add subtype to those outsiders which were missing it
    * bug fix - magic armor now reduces armor check penalty by 1 for being masterwork already
    * bug fix - wearing cloaks no longer messes up the player doll display
    * bug fix - feat granting items (e.g. boots of dodging) actually grant them
    * bug fix - drag-and-drop inventory sometimes not working

    * new zones: Plane of Air, Plane of Earth, Plane of Fire, Plane of Water; kobold warrens, bank
    * new monsters: succubus, incubus; dragons (complete with age categories and breath weapons)
    * new NPCs: drow house guard, drow house captain, drow priest, drow banker
    * new magic item properties: masterwork (weapon/armor/shield), muleback, of heavyload; of powerful grip, of the Dervish, of neutralization, of grounding; efficient, of Maeve, returning;
    * new original tiles: blood ape, formian, howler, brass dragon, vargouille, bulette, cockatrice, copper dragon
    * new monster tiles: giant ant soldier, giant ant queen, will-o-wisp, grick, spectral panther, white dragon, tojanida, hag, sphinx, shambling mound, harpy, basilisk, behir, hyena, jackal, viper, ankheg, aranea, gray render, lamia, winter wolf, naga;
    * new NPC tiles: drow female noble, drow commoner, drow house guard;
    * new terrain tiles: chasm, tiled floor, iron door, drow door, fountain, worldmap floor, worldmap wall, worldmap stairs up/down, worldmap ruins, barred door, cobblestone floor, water floor, water wall, fire floor, fire wall, earth, earth wall, air, cloud, mud;
    * new tiles: glaive
    * humanoid NPCs now have portraits (kudos to /u/Ozymandias79)
    * implemented languages
    * implemented a way to self-resurrect within the normal rules
    * implement item compare
    * implement butchering corpses
    * add money weight switch
    * new scroll flavors
    * change ASCII color for chaos beast, howler, rast
    * change ASCII symbol for nightmare
    * gave breath weapons to hell hound, dragon turtle
    * gave immunities to delver, gibbering mouther, mimic, nagas; ghaele, lillend; tojanida; assassin vine, shambling mound, tendriculos; fire elementals, magmin; night hag
    * marut and fire elementals now deal additional damage on hit
    * implement low-light vision
    * implement Craft, Survival skills
    * rogues now receive Weapon Finesse for free
    * item creation feats now pick from all possible egos
    * item's tooltip now tells you where you found it (from ToME 2 port)

    P.S. MA almost done - some paperwork left and preparing for the thesis defence on the 23rd. After that, I will vacation a bit and then will have loads of free time to work on Veins!

  9. - Top - End - #39
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    I have implemented Pick Pockets some time last month.

    Today I've done a big leap and done the background skills variant from Pathfinder as a default rule. This should make Craft (and other non-immediately useful skills) much more viable.

  10. - Top - End - #40
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    I've drafted a new class over the last week.

    Magus draft

    As you can guess, it draws on the Pathfinder magus, but also on the vanguard class.

    Once again, the goal is to have every level be significant (i.e. no "dead levels").

    **
    On the game end of things, shuffled around some effects and hard at work adding more spells.

  11. - Top - End - #41
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    I need the esteemed homebrewers who frequent these forums to point me to good Tier 3/high Tier 4 fixes for most martial classes (or wholesale 3.x/PF fixes like Grod's fixes thread).

    Since this is a computer game, some of the high-level spells will not translate well and will not be abusable so much, so I believe the casters will be Tier 2 and the others should fall somewhere around Tier 3, for the game to be balanced.


    ---
    Chipping away at spells while improving spellbook UI.

  12. - Top - End - #42
    Ogre in the Playground
     
    Jurai's Avatar

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    Aug 2013

    Default Re: Veins of the Earth - OGL roguelike

    I tried it once, and maybe it's just my luck with dice (Give me a D20 that is 20s on all sides, and I'll still roll a 1), but I couldn't get into it.
    Quote Originally Posted by DigoDragon View Post
    It's like Amazon.com around here; free 2-day shipping on all orders no matter how trivial.
    Quote Originally Posted by u/s_SoNick
    Dr Mog: Hey, spiffy new threads you got there Tyro.

    Tyro: Pie jesu domine smacks book against forehead Dona eis requiem

  13. - Top - End - #43
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    While adding spells, I noticed the hotbar was getting more and more clustered while many of the skills and spells are only situationally useful. I then thought of Baldur's Gate UI where you could pull up the list of spells with a single icon.

    Here's what I arrived at.



    The HLW icon is there because it's an innate ability. The spellbook icon stays, as well.

    The sword brings up a menu of attack options. The expand icon brings up a menu of skills and the one which looks vaguely like a crescent shows the list of spells.

    Pleasantly surprised that this only took 3h to do in all.

  14. - Top - End - #44
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Beta 10 is here! Many player requests are coming true and bugs are squashed!

    Download

    CHANGELOG:
    * bug fix - spellbook doesn't show a second tab if the second class happens to be shaman/sorcerer
    * bug fix - prevent using items on worldmap
    * bug fix - prevent picking up items when asleep
    * bug fix - opposed Move Silently check no longer bugs out; introduced a safeguard against further skill misspellings
    * bug fix - detect x spells now work properly
    * bug fix - reducing copy&paste errors in descriptions
    * bug fix - limit attacks of opportunity to moving away
    * bug fix - no more negative skillpoints upon gaining a level
    * bug fix - gameplay tab in options is now properly hidden after game starts
    * bug fix - Intimidate now works as intended
    * bug fix - reduce tojanida AC
    * bug fix - hunger now increases on the worldmap
    * bug fix - no more Lua error on using Ignizzar's fire spell
    * bug fix - sorcerer/shaman spell points now update when gaining a level
    * bug fix - more safeguards to visibility detection for log messages
    * bug fix - map no longer goes under hotbar
    * bug fix - inventory screen no longer closes when doing most stuff
    * bug fix - adjust some CRs up, most notably ogres, to reduce early game difficulty
    * bug fix - restore log message when killing an NPC
    * bug fix - crafting items no longer shows curses as option

    * new tiles: fungi, handwraps, monk robes
    * new zones: inn; drow outpost, drow metropolis, cave grove, fungi maze, fungi forest; goblin barracks
    * new spells: entangle, charm animal, delay poison, longstrider, detect poison, detect magic, shield, protection from alignment, true strike, endure elements, resist energy, protection from energy,
    * new NPCs: city seller (can sell from most of the shops defined except armor/weaponsmith and library)
    * new magic item properties: minotaur, of physical perfection
    * new items: handwraps, monk robes, archmage robes; a lot of consumables (foods, drinks)
    * new feats: Arcane Armor Training, Arcane Armor Mastery
    * bards now ignore spell failure from light armor
    * implement Pick Pockets, Decipher Script skill
    * split skills into adventuring and background per PF variant rule
    * new variant rule: Pathfinder feats - every two levels instead of every three levels
    * implement confused, cowering, dazed, dazzled, deafened, entangled, exhausted, petrified, prone conditions
    * darken tiles outside FOV for better differentiation
    * implement level map screen
    * move mage armor spell to abjuration school
    * overhaul nutrition system
    * more ways to earn XP - dealing hp damage, making successful skill checks
    * items display special requirements
    * change potions and drinks ASCII symbols
    * change bear endurance, summon creature icons
    * implement menu buttons on hotbar, especially useful for spellcasters; skills/spells no longer get auto-added to the bar
    * spellbook now shows a pop-up if you can't memorize a spell due to exceeding limits
    * spellbook shows school in descriptions
    * level up screen is now tabbed instead of using buttons to go to various parts (skills, feats)
    * patch Birther class to allow dynamic (i.e. function) descriptions (like talents)
    * generate class descriptions procedurally
    * shuffled character creation class help to a separate tab
    * torches now show the amount of fuel left in them and count down properly; corpses rot (but are not removed properly)
    * update help screen to cover switching tiles on/off
    * debug create item screen now makes you pick item type first

  15. - Top - End - #45
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Beta 10.5 is out, just in time for ARRP! Players made some requests in last Feedback Friday and they are coming true here!
    Download

    CHANGELOG:
    * bug fix - enforce life being equal to max_life when initing a NPC
    * bug fix - fix wizard not getting his spells
    * bug fix - use elevated level for addons pick (e.g. in stores)
    * bug fix - give wounds to the tutorial boss (kudos to guessingo on Bay12 forums)
    * bug fix - restore use of provided fonts in the ASCII display
    * bug fix - fix dungeon level display for areas with long names
    * two small Lua fixes from DarkGod (one affecting only Linux/Mac)
    * bug fix - restore the confirmation pop-up in level up dialog

    * new class - magus
    * new spells: stoneskin
    * new items: tome of gainful exercise, tome of understanding, tome of bodily health etc.
    * new lore: a guaranteed piece tells you about the worldmap & other areas
    * new zones: flooded cavern, lava cavern
    * add two new fonts, remove the ASCII without backgrounds option
    * character creation screen: the "Next" button brings you to the tab you need to check if something is missing
    * bring resists in line with d20 and log them
    * show AC sources in character sheet
    * more use for Knowledge and Heal skills
    * tutorial improvements - make opponents less dangerous, less numerous, replace some water with shallow water
    * no more L-shaped buildings in the city; the city is now walled and gated
    * new debug option - monster character sheet

  16. - Top - End - #46
    Dwarf in the Playground
    Join Date
    Nov 2014

    Default Re: Veins of the Earth - OGL roguelike

    Forgive me if i have missed something,
    is there a known bug list somewhere that i have managed to overlook? somewhere here or in the downloaded documentation?(i swear i've followed all the links, etc for what thats worth). I've encountered a couple just foolng around but don't want to bog you down with what you already know.

    an observation, experience awards seem really out of whack. I fought a couple of drow who couldn't put up the slightest fight and leveled, but then fought a bunch of smaller more annoying creatures, one i think was a hyena(dog anyway) that one hit my first character, and got next to nothing. really the small spiders put up more of a fight, but after killing quite a few i still don't seem to have the same amount of xp as after killing a single drow. In my last game i got swarmed, from the start, by a host of kobolds and drow and made level 4 taking only 1 hit the entire time.(they jumped me right at the staircase, so starting equipment and stats, i thought i was dead right off the bat)

  17. - Top - End - #47
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Wobner, sorry for missing the post.

    XP rewards are for now static, so more similar to AD&D than d20, and if you're interested you can find the listing in the wikidot site.

    In other news, Beta 11 is now out!

    Download

    CHANGELOG:
    * bug fix - correct generator path for drow outpost
    * bug fix - typos in drow lore entry
    * bug fix - "not delved much further" triggering for zone changes and/or non-infinite zones
    * bug fix - worldmap info lore piece spawning in all zones
    * bug fix - lore pieces not having names
    * bug fix - logic in health descriptions
    * bug fix - NPC FOV code erroneously marking stuff as seen for player's map code
    * bug fix - wolf, hyena, jackal, hell hound tiles not showing up

    * new tiles: noble wall, building floor; worldmap floor, worldmap walls, elven floor, elven wall, drow child, warded wall, air portal, earth portal, fire portal, water portal, 2 worldmap entrance variations, altar; tattoo, wand, rod, beer, biscuit, wine, meat ration, throwing dagger, throwing axe, shortsword, sickle, water flask, drow wine, elven wine, blood, bed, table; chasm
    * new zones: small tunnels, elven outpost, wizard tower, drow village
    * new NPCs: elf sage, elf healer, elf hireling, elf guard, drow child
    * new splash screen by Ozymandias79
    * import T2 port's dungeon generator by Zizzo
    * change starting zone to small tunnels, make it use the T2 generator
    * use the T2 weighting code in other generators
    * skew the generator in drow city areas towards generating more drow; neutral vermin, elementals, fiends roaming the city; the brothel should now have more courtesans
    * skew the generators in Elemental Planes towards outsiders of the element and forbid opposing elementals
    * classes shown in character creation in a tree form
    * add lore entries to those monsters that were missing them
    * implement being resurrected by your divine patron
    * implement xp tick
    * implement a proper starting equipment resolver
    * implement "take 10" rule
    * hotbar button menus no longer offer unusable talents; show talent status
    * add a message when a monster enters your sight
    * torches light up your map on screen
    * add one-liners (aka emotes) to most monsters
    * add a scrambling function to chat
    * display skills used in chat

  18. - Top - End - #48
    Dwarf in the Playground
    Join Date
    Nov 2014

    Default Re: Veins of the Earth - OGL roguelike

    No worries, and my apologies, i wasn't clear
    One of the bugs i encountered i believe i narrowed down to the feat that gives you an a.c. bonus when using shields, as i recall(its been a little bit, i need to reinstall) when taking it and entering combat(with a shield), i received a infinite error message, close one, ten more open. It also gave me some grief when i tried to open the character sheet. You were basically crashed. Theres no submitting a bug in this instance, so i was wondering if you had a list somewhere to avoid getting repeat complaints. As i hit more than one of these.

    anyway, keep up the good work and i'll put the new version on when i get a chance.

  19. - Top - End - #49
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Yes, I'm keeping a list of complaints, but it's either in my notebook in front of my laptop or in my head :)

    Also I'm sorry to say that a bug snuck into Beta 11, to fix it download this file and drop it into the install.

    (I'm practically my own tester since spikes in playing only occur when betas are released, and the time between betas ranges from 1 to 4 months)

  20. - Top - End - #50
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Happy New Year - beta 11.5 is here!

    Grab it from GitHub or ModDB, as usual.

    * bug fix - inability to use stairs (reported by Avagart)
    * bug fix - heal/inflict potions now print a message to log
    * bug fix - Shield Focus feat causing an error in AC code (reported by wobner @ GitP forums)
    * bug fix - log feedback when inflicting wounds
    * bug fix - wounds being applied thrice in a single round
    * bug fix - combat attack printout shows all the situational stuff (it was being overwritten by the generic)
    * bug fix - due to copy and paste error, actors in FOV weren't being stored for the player, which broke a lot of functions (such as a check for being able to hide, being threatened or triggering AoOs)
    * bug fix - the message for a powerful item on level never showed up due to bad logic

    * implement throwing potions at enemies
    * implement touch AC and touch attacks
    * implement spell focus feats
    * enable delayedLogMessages
    * add yellow highlight to items and red highlight to actors
    Last edited by Zireael; 2016-01-04 at 03:21 AM.

  21. - Top - End - #51
    Colossus in the Playground
     
    Eldan's Avatar

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    Jan 2007
    Location
    Switzerland
    Gender
    Male

    Default Re: Veins of the Earth - OGL roguelike

    Both your links go to moddb, where I, atl east, can't seem to be able to download the file. Something about file not existing on any mirrors.
    Resident Vancian Apologist

  22. - Top - End - #52
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Whoops, c&p! Fixed!

    I am aware that ModDB sometimes fails to distribute the files properly (or at least quick enough), hence I always provide the alternative link.

  23. - Top - End - #53
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Item generation has been made more robust (among other highlights, every character starts with a potion of CLW and a random potion).

    The only thing delaying beta 12 is my net's flakiness.

    I have added some logging to skill points to verify it works as intended. It does.

    To prevent player confusion, I made two important changes.


    Level up screen reminds you to use the class points first


    Backgrounds no longer affect your skill points - all they do is give you a free +2/+2 skill bonus feat

  24. - Top - End - #54
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike







    The trainer option, which has been in the game for quite some time, is finally playable! (Not completely as I envisioned it, a few rough spots to polish, but still!)

  25. - Top - End - #55
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Beta 12 is out!

    Grab it from GitHub or ModDB, as usual.

    (If running standalone, you might have to tick 'check incompatible' box. I do not know why it's so)

    CHANGELOG:

    * bug fix - potions/wands/scrolls without effects now never happen
    * bug fix - add dummy entry to lower odds of mwk+ items
    * bug fix - fix an engine bug preventing force_ego from working
    * bug fix - rare Lua error when debug creating an item which is blocked by level_range
    * bug fix - use_simple entry from ego not being merged with the parent item
    * bug fix - typos in handle animal and stealth skills
    * bug fix - ensure every randomly generated vial has poison
    * bug fix - character sheet BAB display forgot to describe some modifiers
    * bug fix - summoned critters not having wounds and their tiles not showing
    * bug fix - typo caused some consumables' and npc tiles to not show
    * bug fix - scrolls no longer leaking info about their effects
    * bug fix - trying to pseudo-ID already ID'ed items (e.g. starting items)
    * bug fix - cross class skills max rank not getting updated
    * bug fix - overzealous filters in debug create item
    * bug fix - mails having leather paperdoll look
    * bug fix - some items not having subtypes
    * bug fix - torches are properly removed from inventory when running out of fuel
    * bug fix - resurrection diamond costing 10x too much exp
    * bug fix - monster info counts egoed monsters together with non-egoed; no longer leaks info

    * update to T-Engine 1.4.0
    * new tiles: rags, crown, circlet; various gemstones; elven cat, locathah, grimlock, aasimar, tiefling, duergar, deep gnome, azer; piranha bird, bugbear, trog, merfolk, skum; light wooden/light steel/heavy wooden shields; cord/padded/leather armor;
    * new item: rags, crown, circlet; gemstones
    * new magic properties: graceful (half ACP), featherlight (1/4 weight)
    * more potion and scroll types
    * potions now stack
    * a proper NPC egos implementation
    * use shaders for some egos
    * barbarians and fighters now get Spot as a class skill, just like Incursion
    * backgrounds reworked: now they give you a bonus feat only
    * trainer option improvements: class, skills, feats offered and dialogs respecting the limitations
    * implement detect magic
    * identify spell now takes an hour to work
    * implement school-ID'ing if your Intuition is high enough
    * implement item hardness and durability
    * mithril armors now have all the associated effects per SRD
    * implement generating specific egoed items
    * all characters now start with a random potion and a potion of cure light wounds
    * item tooltips now display average damage and % chance to crit for weapons
    * item tooltips notify you of newly picked up items
    * increase flying text size based on sensible flying text addon
    * popup feedback for skill and class tabs of level up screen
    * shortened names displayed in the equipdoll, ToME 4 style
    * ability to tag items to prevent selling/dropping them
    * shops now pay 66% price for unided items

  26. - Top - End - #56
    Bugbear in the Playground
     
    LordOfCain's Avatar

    Join Date
    Jul 2015

    Default Re: Veins of the Earth - OGL roguelike

    I will try it out if I have time. Seems cool
    Quote Originally Posted by Red Fel View Post
    Imagine how many problems you can solve, how many ways you can help your friends, when not constrained by paltry morality! Imagine how much good you can achieve when you're willing to go to any length to achieve it! Imagine the monsters you can slay when you are the greatest monster of them all!
    Company Website: http://lernaeanstudio.com
    PF 3pp Subreddit I Mod: r/Pathfinder3pp

  27. - Top - End - #57
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Since I am the original poster, I am casting *Resurrection* on the thread.

    Quote Originally Posted by LordOfCain View Post
    I will try it out if I have time. Seems cool
    Did you ever get around to trying it? Your post coincided with me starting a job, and subsequently having no time for Veins.


    The job let up a bit so I can get back to tinkering with Veins.

    In other news, I finally sat down and made a zone exclusively for testing traps. Turns out there was a TON of stupid goofs there - no wonder since those files date back to the very beginning of Veins development, when I was a complete noob in terms of programming.


    The lower level of thieves guild is a maze full of easy traps. This one is under the beer

  28. - Top - End - #58
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Veins of the Earth is a d20-based module for T-Engine.

    The new beta is out!

    Grab it from GitHub or ModDB.

    The downloads are standalone, so you don't need a copy of T-Engine (ToME 4) itself.


    CHANGELOG:

    * bug fix - item getting equipped in weird slots
    * bug fix - display gameplay tab when starting game; add confirmation for settings
    * bug fix - errors when cause fear spell works on an enemy
    * bug fix - no more keeping old zone name displayed for 1 turn after changing
    * bug fix - no more superfluous saving throws in log with many spells
    * bug fix - Lua error when increasing stats on level up
    * bug fix - intro message was supposed to be colored but a typo rendered it all white
    * bug fix - warning message pops up in log every time you spot a monster, not just the very first one
    * bug fix - traps no longer throwing up errors

    * update to T-Engine 1.4.8
    * the game now counts level generation attempts and aborts after too many (default is 50)
    * quests: main quest, tutorial
    * achievement for completing either quest
    * the game now has a win condition
    * new zones: Vatic Wastes, thieves guild
    * new tiles: ring, signet ring, house insignia, greaves, cave floor, cave wall
    * new items: signet ring, house insignia, gloves, greaves; waterskin
    * new item slots: bracers, legs; bracers are now won in the bracers slots
    * Iron Will etc. now scale with character level; restore Toughness as a separate feat; fold Dodge into Mobility
    * implement climbing, opening locks on chests and doors
    * a generic interact with environment button (e.g. get apples from a tree)
    * NPCs in noble compound now have a correct faction
    * adjust many rarities
    * kids' spawn is now delayed

  29. - Top - End - #59
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Veins of the Earth - OGL roguelike

    Casting *Resurrection*.

    I have been porting the game to LOVE2D, and the port then got put on a brief hiatus of two months. It's missing feats/spells and it really needs a better dungeon generation. Other than that, all the basics are in. The port has code to support initiative order and is able to display the order on screen.

    I am also thinking of deviating somewhat from the d20 base and going in the direction of a gritty d% system.

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