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Old March 8, 2014, 11:06   #11
Zireael
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I'm back to coding, fixed some things already.
Actor generator is now better-behaved, no more golems at dlvl 1 and some other fixes.
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Old March 13, 2014, 18:53   #12
Zireael
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Lots of bugfixes and improvements made in the last week. I also managed to cross out a big thing from the checklist:

http://www.moddb.com/mods/the-veins-...er-info-screen

Yeah, it's Sil-style XP for seeing monsters!
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Old March 19, 2014, 10:03   #13
Zireael
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I've made a new version, nicknamed "Can't see me"
Grab it from modDB

CHANGELOG

* bug fix: no longer freezing on actor gen
* bug fix: ranged combat now works properly again
* bug fix: decrease hp properly if your Con is lowered
* bug fix: right click menu now works properly
* bug fix: no more "unknown actor" spawning
* bug fix: no more trying to log on critters drowning

* XP awards for seeing first 4 monsters of a kind
* stealth
* you can now receive Weapon Focus in a random weapon as a random perk
* you can now check how many monsters of a type you've killed or seen
* in-character monster info screen
* class feats are now color-coded in character sheet
* implemented ASCII/tiles switch
* more work on poisons (don't work yet)

EDIT: Moderators, could I get the thread title changed to "Veins of the Earth"?
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Old March 20, 2014, 14:59   #14
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The bleeding edge builds can now handle character saving & loading. This is gonna make testing much easier!
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Old April 1, 2014, 20:00   #15
Zireael
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Another Monday, another release!
This time, it's named "More power to fighters".

Get it from Git now or from ModDB later.

CHANGELOG:

* bug fix - reverted Luck influencing items
* bug fix - undead, elementals and others made immune to criticals

* new tiles: centipede, krenshar, displacer beast
* new feats: Armor Optimisation, Shield Focus; Improved Strength, Improved Dexterity, Improved Constitution, Improved Intelligence, Improved Wisdom, Improved Charisma, Improved Luck
* fighter bonus feat selection
* wizards can now select familiars
* improved starting equipment selection, now taking race into account
* magic items as starting perks
* magic items can now increase Luck, too
* types and subtypes now influence immunities

P.S. T-Engine still not giving me md5, reported the issue to DarkGod as Grey has had the same with his 7drl, DataQueen.
P.P.S. A lot of this wouldn't happen without access to Incursion source code, which gave me ideas on how to implement some stuff.
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Old April 18, 2014, 16:53   #16
Zireael
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We're waiting for T-Engine 1.2.0 but it's still some time away and Easter is here!

Here's the beta 5! The code name has already been given !
Grab it from GitHub or Bitbucket or wait for the ModDB authorization.

CHANGELOG:

* bug fix - summon monster dialog no longer appears if NPCs are trying to use it
* bug fix - fix trying to perform calculations on nil stat_points
* bug fix - wands and scrolls being unusable (but they don't work 100% properly yet)
* bug fix - negative damage when DR x/- is applied
* bug fix - load penalty is no longer incorrectly applied to skills such as Diplomacy or Intuition
* bug fix - finished implementing ghoul touch spell

* chests (and mimics)!
* you can now buy and sell from shopkeepers!
* poisons! watch out for spiders and centipedes
* implemented sneak attack and added flanking code in
* monsters now flee if reduced to below 50% max hp
* spellbook screen now contains spell information in a separate column
* kill count screen implemented; item manager screen implemented but non-functional yet
* implemented Spellcraft
* drow and duergar got (some) spell-like abilities
* new tiles: chest, bolas, shuriken, iron door, warded door, darkwood door
* new races: lizardfolk, kobold, orc
* new class: shaman (a divine equivalent of a sorcerer)
* new prestige classes: archmage, loremaster, blackguard, arcane archer
* new spells: darkness, faerie fire, invisibility, light, charm person
* character sheet now colors increased/decreased stats
* can go back to rolling/buying stats screen from the load character screen
* failure/success messages are now color-coded in log
* log messages no longer tell you what exactly damaged you if you can't see the source actor
* particle effects added to bleeding out and faerie fire
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Old May 14, 2014, 17:55   #17
Zireael
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Beta 5.2 is out, grab it from GitHub or BitBucket or wait for ModDB authentication.

Also, I found a workaround which allowed me to upload a module file to te4.org in spite of md5 being reported as nil due to engine bug - the md5 entry accepts anything I type in, it turns out :P



CHANGELOG:

* bug fix - no more point buy popping back up after game start
* bug fix - fix oversight in naming function for drow females
* bug fix - no more "clones" (unkillable monsters)
* bug fix - no more sneaky lua errors related to temporary values
* bug fix - lizardfolk now get a torch
* bug fix - wands and scrolls now work properly
* bug fix - stores now stock properly

* overhauled character creation screen and dungeon generation
* handle animal and diplomacy skills
* item creation and enhancement
* new specific magic items: Holy Avenger, Dwarven Thrower, Flame Tongue, Luckblade, Nine Lives Stealer, Oathbow, Sunblade, Sword of the Planes
* new magic properties: of resistance, of the Endless Wave, of Detection, of the Eagle, of the Soul, of the Mantis, of the Spur, of Stability, of Contortion, of Magical Aptitude, of Arachnida, of the Bat, of spell resistance, of Frostbite, of Fireburn
* new spells: create food and water, fly, levitate
* minimap now has background and shows level exits
* reduced the CR cap for level 1 to player level +3
* immunities or resistances as perks
* debug menu - includes adding creatures, removing them, killing off clones, adding XP, gold, or items to player, identifying all items in inventory, Lua console for other stuff
* cut down on flasher (top message bar) use
* add prompt to intro message and expand the pop-up border
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Old May 15, 2014, 02:40   #18
Malak Darkhunter
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I am really interested in this as a lifelong AD@D and Forgotten Realms fan. Never played a T-Engine module, what exactly do you have to do? download Tome? and then put this mod in the modules folder?
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let me try this workaround...oh crap computer just went black
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Old May 15, 2014, 20:55   #19
fizzix
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Quote:
Originally Posted by Malak Darkhunter View Post
I am really interested in this as a lifelong AD@D and Forgotten Realms fan. Never played a T-Engine module, what exactly do you have to do? download Tome? and then put this mod in the modules folder?
You should be able to get t-engine without Tome, but yeah, put the mod in the modules folder. I've actually not had good luck with T-Engine mods. Mosaic worked fine, although it was really light weight. I couldn't get veins of the earth to work at all.
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Old May 16, 2014, 14:56   #20
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Veins of the Earth has a standalone download, which is the one linked to.

Fizzix, what version did you try and what were your problems? (i.e. crashed/froze/couldn't open main menu or whatever)
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