What changed
0 fixes0 additions1 change0 removals
changedAfter a bit of a break from development, I've been back into the swing of things and have just released a new version. The main features of this version are picking up a bunch of small big fixes and changes that I've been making slowly over the last few weeks (while notionally not working on the game) and a big development push into expanding the categories and variety of magic items available in the game. These now include: * wands of web, fireballs, lightning bolt and magic missiles; * dwarven plate armour; * dragon scale armour of all kinds; * elven chain mail; * mithral armour of all kinds * oil of sharpness; * rings of poison resistance, invisibility and protection; * potion of giant strength (with different strengths for hill, frost, stone, fire, cloud and storm giants); * potion of heroism; * scimitar of speed. There are two categories of magic items with common and rare having different chances of being placed in the dungeon. I still haven't finalised how items get distributed because there is new stuff being added all the time so you might find that magic items might prove too powerful and common in the current build and that'll be addressed in due course. Until then, it's probably a good chance to try things out! One thing that I'm actively monitoring is the strength of wands - the rules say that you get 7 charges and they can recharge after a long rest. In game, this means that you might get, for instance, 7 fireballs each and every rest and this seems a bit too powerful to me. I'm thinking that I'll potentially turn off item recharging, maybe on a case by case basis because it's a poor fit for the game but I'm still undecided. Next things on my list are to add more druid spells, add more magic items, expand on map generation, and maybe look at implementing barbarians and monks... All feedback, bug reports or suggestions are more than welcome. Full change list: * Hopefully (!!!) fixed bug where it won't exit properly in Steam. * Amended stealth formulas so that it should be much harder to spot a hiding creature. * Reworked item generation code. * Fixed long-standing bug where dropping an equipped item wouldn't properly clear the equipped status so it would be automatically equipped when picked up again. * Implemented ring of protection which gives +1 AC and +1 to saving throws. * Fixed crash bug to do with lighting going up levels. * Implemented system of damage immunities, vulnerabilties and resistances to be checked each time damage is applied. * Implemented system of remembering when an NPC has joined party previously. Implemented dismissal of NPC's, them returning to a neutral state but with a flag that they can always be recruited again. * Implemented ring of invisibility which grants on demand invisibility as an ability. Needed to add an adds_trait variable to equipment to give the fighter this ability which is potentially a bit messy if equipment is removed and equipped taking this into account. * Implemented wand of web. Required some background work to implement multi-use items but otherwise was very quick to put together. * Implemented wands of fireballs, lightning bolt and magic missiles. * Implemented enchantments for armour to have various forms of resistance to magical damage. * Added restriction on sidebar printing to make sure that long names didn't go over in to the map display. * Added new rare magic items: dwarven plate armour, dragon scale armour, elven chain mail, mithral armour, oil of sharpness, ring of poison resistance, potion of giant strength (with different strengths for hill, frost, stone, fire, cloud and storm giants), potion of heroism, scimitar of speed. * Changed the way in which the e'x'amine function works to properly display enchantments on items. * Fixed bug where dropping equipped items wasn't working properly. * Played around behind the scenes with items which give bonuses (or maluses) to stats to allow base stats to be recorded. * Fixed bug with magic wands where a rework of how item functions were called had a flow on problem with spells.
The Red Prison changes
changedAfter a bit of a break from development, I've been back into the swing of things and have just released a new version. The main features of this version are picking up a bunch of small big fixes and changes that I've been making slowly over the last few weeks (while notionally not working on the game) and a big development push into expanding the categories and variety of magic items available in the game. These now include: * wands of web, fireballs, lightning bolt and magic missiles; * dwarven plate armour; * dragon scale armour of all kinds; * elven chain mail; * mithral armour of all kinds * oil of sharpness; * rings of poison resistance, invisibility and protection; * potion of giant strength (with different strengths for hill, frost, stone, fire, cloud and storm giants); * potion of heroism; * scimitar of speed. There are two categories of magic items with common and rare having different chances of being placed in the dungeon. I still haven't finalised how items get distributed because there is new stuff being added all the time so you might find that magic items might prove too powerful and common in the current build and that'll be addressed in due course. Until then, it's probably a good chance to try things out! One thing that I'm actively monitoring is the strength of wands - the rules say that you get 7 charges and they can recharge after a long rest. In game, this means that you might get, for instance, 7 fireballs each and every rest and this seems a bit too powerful to me. I'm thinking that I'll potentially turn off item recharging, maybe on a case by case basis because it's a poor fit for the game but I'm still undecided. Next things on my list are to add more druid spells, add more magic items, expand on map generation, and maybe look at implementing barbarians and monks... All feedback, bug reports or suggestions are more than welcome. Full change list: * Hopefully (!!!) fixed bug where it won't exit properly in Steam. * Amended stealth formulas so that it should be much harder to spot a hiding creature. * Reworked item generation code. * Fixed long-standing bug where dropping an equipped item wouldn't properly clear the equipped status so it would be automatically equipped when picked up again. * Implemented ring of protection which gives +1 AC and +1 to saving throws. * Fixed crash bug to do with lighting going up levels. * Implemented system of damage immunities, vulnerabilties and resistances to be checked each time damage is applied. * Implemented system of remembering when an NPC has joined party previously. Implemented dismissal of NPC's, them returning to a neutral state but with a flag that they can always be recruited again. * Implemented ring of invisibility which grants on demand invisibility as an ability. Needed to add an adds_trait variable to equipment to give the fighter this ability which is potentially a bit messy if equipment is removed and equipped taking this into account. * Implemented wand of web. Required some background work to implement multi-use items but otherwise was very quick to put together. * Implemented wands of fireballs, lightning bolt and magic missiles. * Implemented enchantments for armour to have various forms of resistance to magical damage. * Added restriction on sidebar printing to make sure that long names didn't go over in to the map display. * Added new rare magic items: dwarven plate armour, dragon scale armour, elven chain mail, mithral armour, oil of sharpness, ring of poison resistance, potion of giant strength (with different strengths for hill, frost, stone, fire, cloud and storm giants), potion of heroism, scimitar of speed. * Changed the way in which the e'x'amine function works to properly display enchantments on items. * Fixed bug where dropping equipped items wasn't working properly. * Played around behind the scenes with items which give bonuses (or maluses) to stats to allow base stats to be recorded. * Fixed bug with magic wands where a rework of how item functions were called had a flow on problem with spells.
After a bit of a break from development, I've been back into the swing of things and have just released a new version. The main features of this version are picking up a bunch of small big fixes and changes that I've been making slowly over the last few weeks (while notionally not working on the game) and a big development push into expanding the categories and variety of magic items available in the game.
These now include
* wands of web, fireballs, lightning bolt and magic missiles; * dwarven plate armour; * dragon scale armour of all kinds; * elven chain mail; * mithral armour of all kinds * oil of sharpness; * rings of poison resistance, invisibility and protection; * potion of giant strength (with different strengths for hill, frost, stone, fire, cloud and storm giants); * potion of heroism; * scimitar of speed. There are two categories of magic items with common and rare having different chances of being placed in the dungeon. I still haven't finalised how items get distributed because there is new stuff being added all the time so you might find that magic items might prove too powerful and common in the current build and that'll be addressed in due course. Until then, it's probably a good chance to try things out! One thing that I'm actively monitoring is the strength of wands - the rules say that you get 7 charges and they can recharge after a long rest. In game, this means that you might get, for instance, 7 fireballs each and every rest and this seems a bit too powerful to me. I'm thinking that I'll potentially turn off item recharging, maybe on a case by case basis because it's a poor fit for the game but I'm still undecided. Next things on my list are to add more druid spells, add more magic items, expand on map generation, and maybe look at implementing barbarians and monks... All feedback, bug reports or suggestions are more than welcome.
Full change list
* Hopefully (!!!) fixed bug where it won't exit properly in Steam. * Amended stealth formulas so that it should be much harder to spot a hiding creature. * Reworked item generation code. * Fixed long-standing bug where dropping an equipped item wouldn't properly clear the equipped status so it would be automatically equipped when picked up again. * Implemented ring of protection which gives +1 AC and +1 to saving throws. * Fixed crash bug to do with lighting going up levels. * Implemented system of damage immunities, vulnerabilties and resistances to be checked each time damage is applied. * Implemented system of remembering when an NPC has joined party previously. Implemented dismissal of NPC's, them returning to a neutral state but with a flag that they can always be recruited again. * Implemented ring of invisibility which grants on demand invisibility as an ability. Needed to add an adds_trait variable to equipment to give the fighter this ability which is potentially a bit messy if equipment is removed and equipped taking this into account. * Implemented wand of web. Required some background work to implement multi-use items but otherwise was very quick to put together. * Implemented wands of fireballs, lightning bolt and magic missiles. * Implemented enchantments for armour to have various forms of resistance to magical damage. * Added restriction on sidebar printing to make sure that long names didn't go over in to the map display. * Added new rare magic items: dwarven plate armour, dragon scale armour, elven chain mail, mithral armour, oil of sharpness, ring of poison resistance, potion of giant strength (with different strengths for hill, frost, stone, fire, cloud and storm giants), potion of heroism, scimitar of speed. * Changed the way in which the e'x'amine function works to properly display enchantments on items. * Fixed bug where dropping equipped items wasn't working properly. * Played around behind the scenes with items which give bonuses (or maluses) to stats to allow base stats to be recorded. * Fixed bug with magic wands where a rework of how item functions were called had a flow on problem with spells.