--------------------------------------- v0.918 (6 September 2024) --------------------------------------- Features - Art refresh, focussed on Gatehouse for now - Added character race art for character creation: Mirka, Naga, Triton, Elf, Neotroll, Dwarf - Paladin class abilities: Protect, Combat Command, Shield Block, Consecration - Priest class abilities: Empowered Healing, Sanctify, Patience, Shed Blights, Pray For Miracle, Martyr - Ranger class abilities: Select Favoured Enemy, Guard Duty - Samurai class abilties: Sword Master - Shaman class abilities: Deadly Throw, Battle Master - Shugenja class abilities: Arrow Catching, Displacer - Skald class abilities: Inspiring Blow, Recorder of Great Deeds - Sohei class abilities: Die Hard, Sohei Resistance - Troubadour abilities: Spell Sniping, Spell Stealing - Warlock abilities: Unburdening Kata, Power of Restraint, Focus of Speed, Coiled Spring, Enlightening Kata, No Survivors, Inversion Kata - Witch abilities: Power of the Circle - Acolyte abilities: Beyond Insanity, Cursed Power - Druid abilities: Attune with Nature, Power Summon: Plant, Power Summon: Beast - Enchanter abilities: Power Summon: Illusion, Power Summon: Fey, Reverse Glamour - Crusader engine: wall texture transparencies, walls that are visible but not solid, tiled "high ceiling" sky texture, scrolling textures, wall height, support for post processing filter pipeline (e.g. smooth, sharpen, edge, motion, raised, FXAA), multi-threaded rendering Other - Refactoring action point regen to be consistent with other resources - Resting sleep condition always identified and not an affliction - Added missing game time turn increment during combat - Added "as per spell effect" target type for spell effects - Redesigned the PC widget, so as to fit in a "stance" combo box - Implemented stances in combat: Snakespeed, Act early, Act late, Patience - Refactored inventory management up the hierarchy to UnifiedActor - Added projectile spells that require a hit roll - Added save game condition editing on player characters to the editor UI - Spell results can now apply to only combat/stealth/magic character classes - Refactoring around modifiers that modifiers other modifiers - Editor UI for testing foe entry generation - Only applying the combat event delay while in combat - Added performance logging, off by default - Crusader engine: removing the legacy transparency colour support - Bugfix to background music playback - Many other bugfixes
A party-based, first-person, fantasy CRPG with phased combat, class-based character progression, and programmer-art. I called it "old school" until the term got trendy. It started inspired by Wizardry VII and the lack of a free open source alternative. Today we are living in the indie revolution and there are far more influences, but the game still clearly shows its Wizardry lineage. It's playable end to end, but there is a lot more to do before it's done. This blog tracks that work.
Showing posts with label release. Show all posts
Showing posts with label release. Show all posts
Thursday, September 5, 2024
v0.918 released
Grab it on Github.
Tuesday, April 24, 2018
v0.917 released
Go get it on sourceforce.
---------------------------------------
v0.917 (24 April 2018)
---------------------------------------
Features
- Added Pasht as an unlockable race
- Added character race art for character creation: Faerie, Goblin, Hynobi
- Class abilities: Supply Consumption modifier
- Courtesan class abilities: Sense Motive, Barter Expert, Minor Powder Creation,
Locate Person, Courtesan Skills
- Druid class abilities: Regenerate Self, Wilderness Veil, Entangling Blows,
Aura of Regeneration, Bestial Reincarnation
- Elemental class abilities: Fists of Rock, Channel Elements, Helm of Flames,
Mantle of the Seas, Robes of the Wind, Shield of Ice, Magma Spear, Coat of Ooze,
Mistform, Elemental Transformation
- Enchanter class abilities: Sociable, Illusion Mastery, On the Ball, Mind's Eye,
Mind Control, Fey Mastery, Silver Tongue, Greater Mind Control, Master Diviner,
Dispel Illusions
- Exorcist class abilities: Spirit Form, Dispel Illusions, Weaken Spirits, Anathema
- Gadgeteer class abilities: Bomb Thrower, Ammo Stash, Destroy Traps, Invention,
Grand Invention, Pack Rat
- Hero class abilities: Melee Cleave, Second Wind, Iron Skin, Provisions, KO Blow,
Weapon Master, Toe to Toe, Last Stand
- Monk class abilities: Combo Strike, Self Awareness, Reflexion
- Ninja class abilities: Inner Force Blow, Poison Needles, Taijutsu, Snakespeed,
Flash Powder, Acrobatics, Yubi-Jutsu, Shurikenjitsu
- Paladin class abilities: Lay On Hands, Shield Bash
Other
- Refactored the Value composition into a flat ValueList
- Lightning Strike is now an activated ability, rather than randomly occurring
- Capped NOC inventories to prevent them from growing too large
- Logging now includes a circular buffer that is dumped to the log file on crash
- Added debug logging to every call to Dice.roll(). Very useful.
- Updating packaging to use a specific maze.cfg instead of the general dev one
- Various bug fixes: dual wielding, multiple foe groups
---------------------------------------
v0.917 (24 April 2018)
---------------------------------------
Features
- Added Pasht as an unlockable race
- Added character race art for character creation: Faerie, Goblin, Hynobi
- Class abilities: Supply Consumption modifier
- Courtesan class abilities: Sense Motive, Barter Expert, Minor Powder Creation,
Locate Person, Courtesan Skills
- Druid class abilities: Regenerate Self, Wilderness Veil, Entangling Blows,
Aura of Regeneration, Bestial Reincarnation
- Elemental class abilities: Fists of Rock, Channel Elements, Helm of Flames,
Mantle of the Seas, Robes of the Wind, Shield of Ice, Magma Spear, Coat of Ooze,
Mistform, Elemental Transformation
- Enchanter class abilities: Sociable, Illusion Mastery, On the Ball, Mind's Eye,
Mind Control, Fey Mastery, Silver Tongue, Greater Mind Control, Master Diviner,
Dispel Illusions
- Exorcist class abilities: Spirit Form, Dispel Illusions, Weaken Spirits, Anathema
- Gadgeteer class abilities: Bomb Thrower, Ammo Stash, Destroy Traps, Invention,
Grand Invention, Pack Rat
- Hero class abilities: Melee Cleave, Second Wind, Iron Skin, Provisions, KO Blow,
Weapon Master, Toe to Toe, Last Stand
- Monk class abilities: Combo Strike, Self Awareness, Reflexion
- Ninja class abilities: Inner Force Blow, Poison Needles, Taijutsu, Snakespeed,
Flash Powder, Acrobatics, Yubi-Jutsu, Shurikenjitsu
- Paladin class abilities: Lay On Hands, Shield Bash
Other
- Refactored the Value composition into a flat ValueList
- Lightning Strike is now an activated ability, rather than randomly occurring
- Capped NOC inventories to prevent them from growing too large
- Logging now includes a circular buffer that is dumped to the log file on crash
- Added debug logging to every call to Dice.roll(). Very useful.
- Updating packaging to use a specific maze.cfg instead of the general dev one
- Various bug fixes: dual wielding, multiple foe groups
Sunday, December 18, 2016
v0.916 released!
18 months later, finally another release. Both lots and not much to say about this drop. Lots has changed. Still very much a work in progress. Grab the download at SourceForge.
Without further ado, the release notes.
---------------------------------------
v0.916 (18 December 2016)
---------------------------------------
Features
- Gnome female art and portraits
- Changed NPC attitude system to use states instead of a score
- Added attitudes for all actor encounters (NPC and foe)
- All encounters now on new UI design and standard event processing model
- Support for both windowed and full-screen mode, can be set in maze.cfg
- Dwarves are drinking fit
- Spell data model updated to includes HP, AP and MP costs that are Values
- Added spell results: AttackWithWeaponSpellResult, CreateItemSpellResult
- Implemented Backstab and Snipe as Spells: results in a weapon attack, costs AP
- NPC Inventory Templates can now include Loot Entries
- Added character race images and spell book descriptions to the character creation wizard
- Added Iajutsu special ability
- Added foe information popup on click of the sprite during actor encounters and combat
- Added foe types as configurable objects, can provide modifiers and abilities to foes
- Favoured Enemy modifiers for various foe types
- Added descriptions for player spell books
- Immunity to Criticals is now a modifier, not a Foe Template property
- Added level ability progression preview to the character class selection screen
- Class abilities: Parry & 1H Wield for Sword, Axe, Mace, Polearm & Staff; Threaten; Code of Honour; Code of Dishonour; Hide; Bribe, Dodge; Backstab; Snipe; Riposte
- Acolyte class abilities: Whispers of Evil, Life Leech, Dark Majesty, Hellfire, Power of Darkness, Apotheosis
- Amazon class abilities: Amazon Stamina, Amazon Strength, Amazon Speed, Deadly Aim, Furious Purpose, Amazon Courage, Amazon Willpower, Hail of Arrows, Amazon Fury
- Berserker class abilities: Berserk Powers, Berserk At Will
- Blackguard class abilities: Dying Blow, Finisher, Bloodthirsty, Notoriety, Terrifying Reputation
- Burglar class abilities: Pickpocket, Nondescript, Dirty Attack, Danger Sense, Sap, Quick Wits, Disable, Trap Sense
- Courtesan class abilities: Slip Away, Hidden Blade, Underhand Throw, Hidden Dart, Deadly Dart, Surprise Parry, Surprise Riposte
Other
- Performance improvements for movement mode
- Refactored event text display to centralise into a single UI widget
- Refactored combat to execute on the game thread
Without further ado, the release notes.
---------------------------------------
v0.916 (18 December 2016)
---------------------------------------
Features
- Gnome female art and portraits
- Changed NPC attitude system to use states instead of a score
- Added attitudes for all actor encounters (NPC and foe)
- All encounters now on new UI design and standard event processing model
- Support for both windowed and full-screen mode, can be set in maze.cfg
- Dwarves are drinking fit
- Spell data model updated to includes HP, AP and MP costs that are Values
- Added spell results: AttackWithWeaponSpellResult, CreateItemSpellResult
- Implemented Backstab and Snipe as Spells: results in a weapon attack, costs AP
- NPC Inventory Templates can now include Loot Entries
- Added character race images and spell book descriptions to the character creation wizard
- Added Iajutsu special ability
- Added foe information popup on click of the sprite during actor encounters and combat
- Added foe types as configurable objects, can provide modifiers and abilities to foes
- Favoured Enemy modifiers for various foe types
- Added descriptions for player spell books
- Immunity to Criticals is now a modifier, not a Foe Template property
- Added level ability progression preview to the character class selection screen
- Class abilities: Parry & 1H Wield for Sword, Axe, Mace, Polearm & Staff; Threaten; Code of Honour; Code of Dishonour; Hide; Bribe, Dodge; Backstab; Snipe; Riposte
- Acolyte class abilities: Whispers of Evil, Life Leech, Dark Majesty, Hellfire, Power of Darkness, Apotheosis
- Amazon class abilities: Amazon Stamina, Amazon Strength, Amazon Speed, Deadly Aim, Furious Purpose, Amazon Courage, Amazon Willpower, Hail of Arrows, Amazon Fury
- Berserker class abilities: Berserk Powers, Berserk At Will
- Blackguard class abilities: Dying Blow, Finisher, Bloodthirsty, Notoriety, Terrifying Reputation
- Burglar class abilities: Pickpocket, Nondescript, Dirty Attack, Danger Sense, Sap, Quick Wits, Disable, Trap Sense
- Courtesan class abilities: Slip Away, Hidden Blade, Underhand Throw, Hidden Dart, Deadly Dart, Surprise Parry, Surprise Riposte
Other
- Performance improvements for movement mode
- Refactored event text display to centralise into a single UI widget
- Refactored combat to execute on the game thread
Tuesday, June 23, 2015
v0.915 released
Get it over at SourceForge, as usual.
It's pretty rough around the edges, but I'm in the middle of a multi-year feature-packing mission. Time later for stability! :)
---------------------------------------
v0.915 (23 June 2014)
---------------------------------------
Features
- Redesigned Resting as a more interesting encounter
- Introduced supplies as a party resource, consumed while resting
- New consumable items are automatically converted to party gold or supplies
- Added progress bar to load game screen
- Added Journals: Logbook, NPCs, Zones and Quests
- DIYLabels support drawing both an icon and a text string
- Defined Affliction conditions as Curse, Disease or Poison
- Hostile Affliction conditions begin unidentified
- Conditions can repeatedly inflict spell effects
- Unlockable character races
- Added Gnome race, unlocked on talking to Mnesus
- Foes now reliant on their inventory, spellbooks and natural weapons
Other
#101 Lost spellpicks on level up
#104 Crash after changing class
#105 Crash in regenResources
#108 Vendor inventories unusable
It's pretty rough around the edges, but I'm in the middle of a multi-year feature-packing mission. Time later for stability! :)
---------------------------------------
v0.915 (23 June 2014)
---------------------------------------
Features
- Redesigned Resting as a more interesting encounter
- Introduced supplies as a party resource, consumed while resting
- New consumable items are automatically converted to party gold or supplies
- Added progress bar to load game screen
- Added Journals: Logbook, NPCs, Zones and Quests
- DIYLabels support drawing both an icon and a text string
- Defined Affliction conditions as Curse, Disease or Poison
- Hostile Affliction conditions begin unidentified
- Conditions can repeatedly inflict spell effects
- Unlockable character races
- Added Gnome race, unlocked on talking to Mnesus
- Foes now reliant on their inventory, spellbooks and natural weapons
Other
#101 Lost spellpicks on level up
#104 Crash after changing class
#105 Crash in regenResources
#108 Vendor inventories unusable
Saturday, June 28, 2014
v0.914 released
v0.914 is out the door, available on SourceForge.
---------------------------------------
v0.914 (30 June 2014)
---------------------------------------
Features
- Implemented DIYComboBox
- Redesigned player character Widget
- Rearranged zone info, movement options, and combat options
- Redesigned player character action selection in and out of combat
- Implemented the level ability progression code for character classes
- Renamed Yeti race to Mirka
- Renamed Troll race to Neotroll
- Renamed Salamander race to Hynobi
- Renamed Warrior class to Berserker
- Renamed Thief class to Burglar
- Renamed Gypsy class to Kitsune
- Renamed Illusionist class to Enchanter
- Renamed Adept class to Kamunushi
- Implemented StoryBoardEvent and added a new introduction sequence
- Implemented Quick Start with random party generation
As I mentioned previously, in many ways this is one of the roughest releases since v0.9. A lot of features have gone in.
Progress has been stalled this last month, partly due Xenonauts being released. More features will come before stability returns. The second half of 2014 will be a busy one, not the least as our second child is arriving in August. If all goes according to plan I will be releasing another cut of Maze in December, we will have to see how many features get in.
---------------------------------------
v0.914 (30 June 2014)
---------------------------------------
Features
- Implemented DIYComboBox
- Redesigned player character Widget
- Rearranged zone info, movement options, and combat options
- Redesigned player character action selection in and out of combat
- Implemented the level ability progression code for character classes
- Renamed Yeti race to Mirka
- Renamed Troll race to Neotroll
- Renamed Salamander race to Hynobi
- Renamed Warrior class to Berserker
- Renamed Thief class to Burglar
- Renamed Gypsy class to Kitsune
- Renamed Illusionist class to Enchanter
- Renamed Adept class to Kamunushi
- Implemented StoryBoardEvent and added a new introduction sequence
- Implemented Quick Start with random party generation
As I mentioned previously, in many ways this is one of the roughest releases since v0.9. A lot of features have gone in.
Progress has been stalled this last month, partly due Xenonauts being released. More features will come before stability returns. The second half of 2014 will be a busy one, not the least as our second child is arriving in August. If all goes according to plan I will be releasing another cut of Maze in December, we will have to see how many features get in.
Friday, December 20, 2013
v0.913 released
In the grand tradition of rapidly releasing in order to fix a couple of serious bugs, I've dropped v0.913 on SourceForge. Thanks to the tireless Rob Ayres for reporting them.
---------------------------------------
v0.913 (22 December 2013)
---------------------------------------
Other
- Increased spell casting stats for Parched Vultures
- Flagged Goblin throwing knife attacks as ranged instead of melee
#81 NPX in combat
#86 NPX when foe carries non-equipable item
#89 Editor: warning on close window
#90 NPX trading with Stenelaus
#95 Many bombs have infinite charges
#99 NPX climbing stairs in CoC
Family commitments over the festive season are probably going to bring development to a standstill for the next few weeks, but I'll see what I can do. Top of the list right now is implementing the long awaited combo box, in preparation for a combat UI revamp, which in turn is in preparation for a richer set of combat options.
Compliments of the season to all, see you on the other side :)
---------------------------------------
v0.913 (22 December 2013)
---------------------------------------
Other
- Increased spell casting stats for Parched Vultures
- Flagged Goblin throwing knife attacks as ranged instead of melee
#81 NPX in combat
#86 NPX when foe carries non-equipable item
#89 Editor: warning on close window
#90 NPX trading with Stenelaus
#95 Many bombs have infinite charges
#99 NPX climbing stairs in CoC
Family commitments over the festive season are probably going to bring development to a standstill for the next few weeks, but I'll see what I can do. Top of the list right now is implementing the long awaited combo box, in preparation for a combat UI revamp, which in turn is in preparation for a richer set of combat options.
Compliments of the season to all, see you on the other side :)
Sunday, December 1, 2013
v0.912 released
As usual, you can head over to SourceForge to get it.
---------------------------------------
v0.912 (1 December 2013)
---------------------------------------
Features
- Refactored Foe and PlayerCharacter to share common data model
- Added a proper Inventory class, for use by PCs and foes alike
- Added suggested names per race+gender to character creation
- Added alignment, font and text colour properties to text areas
- Redesigned the character creation wizard
- Refactored starting kits into a first class data item
- Detailed names and flavour text for class starting kits
- Improved searching by name on spell display widget
- Swapped available spellbooks of Sorcerer and Magician
- Swapped available spellbooks of Priest and Adept
- Swapped available spellbooks of Witch and Cultist
- Added font size config property
- Increased default screen resolution to 1024x768
Other
#53 Display class changing requirements in UI
#54 Monster counting bug
#57 Cannot edit some modifiers on level up
#58 Chivalry never practised
#59 Combat modifiers not practised
#60 Kepnasha encountered in COC
#61 List things affecting a modifier
#64 Spellbooks to indicate which magic school they belong to
#65 Many spellbooks have "to equip" requirements
#68 Examine balance of combat modifier practise
#70 Steal modifier does not practise
#71 Critical hit modifiers do not practise
#72 Powercast not practising
#73 Golden apples and Magic Nectar crash the game
#74 Theft spell hangs the game
#75 NPC speech detection is case sensitive
#76 Spell level limits to not work
#77 Cure poison spell crashes the game
#78 Sporadic crash opening waterfront villa chest
#80 Chamois Skirt has "reserved15 +1" modifier
---------------------------------------
v0.912 (1 December 2013)
---------------------------------------
Features
- Refactored Foe and PlayerCharacter to share common data model
- Added a proper Inventory class, for use by PCs and foes alike
- Added suggested names per race+gender to character creation
- Added alignment, font and text colour properties to text areas
- Redesigned the character creation wizard
- Refactored starting kits into a first class data item
- Detailed names and flavour text for class starting kits
- Improved searching by name on spell display widget
- Swapped available spellbooks of Sorcerer and Magician
- Swapped available spellbooks of Priest and Adept
- Swapped available spellbooks of Witch and Cultist
- Added font size config property
- Increased default screen resolution to 1024x768
Other
#53 Display class changing requirements in UI
#54 Monster counting bug
#57 Cannot edit some modifiers on level up
#58 Chivalry never practised
#59 Combat modifiers not practised
#60 Kepnasha encountered in COC
#61 List things affecting a modifier
#64 Spellbooks to indicate which magic school they belong to
#65 Many spellbooks have "to equip" requirements
#68 Examine balance of combat modifier practise
#70 Steal modifier does not practise
#71 Critical hit modifiers do not practise
#72 Powercast not practising
#73 Golden apples and Magic Nectar crash the game
#74 Theft spell hangs the game
#75 NPC speech detection is case sensitive
#76 Spell level limits to not work
#77 Cure poison spell crashes the game
#78 Sporadic crash opening waterfront villa chest
#80 Chamois Skirt has "reserved15 +1" modifier
Monday, June 3, 2013
v0.911 released
I've rolled up the last six months of incremental changes and uploaded it to SourceForge.
---------------------------------------
v0.911 (4 June 2013)
---------------------------------------
Features
- Added 'forget' spell result that removes auto mapped area
- Character speech in NPC conversation now appears in speech bubbles
- Conversation dialogue for Ideaus and Stenelaus
- Added NPC: Pandarus the tobacconist in Aenen
- General Options event that presents a dialog of options to the player
- Numerous small content additions in various zones
- Renamed Merfolk race to Triton
- Added Amphibious property, assigned to Tritons
- Attribute modifiers are no longer editable on level up
- Increased race and class impact on attribute modifiers
- Introduced a level up bonus option to increase a base modifier by one
- Removed ATTACK RATE modifier, attacks and strikes are now explicit
- Removed Spell shortcuts, replaced by Display Name
- Source distro can now compile and package from scratch
---------------------------------------
v0.911 (4 June 2013)
---------------------------------------
Features
- Added 'forget' spell result that removes auto mapped area
- Character speech in NPC conversation now appears in speech bubbles
- Conversation dialogue for Ideaus and Stenelaus
- Added NPC: Pandarus the tobacconist in Aenen
- General Options event that presents a dialog of options to the player
- Numerous small content additions in various zones
- Renamed Merfolk race to Triton
- Added Amphibious property, assigned to Tritons
- Attribute modifiers are no longer editable on level up
- Increased race and class impact on attribute modifiers
- Introduced a level up bonus option to increase a base modifier by one
- Removed ATTACK RATE modifier, attacks and strikes are now explicit
- Removed Spell shortcuts, replaced by Display Name
- Source distro can now compile and package from scratch
Friday, December 28, 2012
v0.910 released
Version 0.910 is out, get it on SourceForge. Some interesting new features in there.
---------------------------------------
v0.910 (28 December 2012)
---------------------------------------
Features
- Initial work on automated balancing
- Added configurable and persistent user settings, plus a Settings screen
- Added user settings: combat speed, music volume, personality chattiness
- Added Tip Of The Day to main menu
- Added an OK/Cancel dialog when the player quits to the main menu
- Initial implementation of the automap
- Moved difficulty level implementations into the default campaign module
- Difficulty level implementation can now swap in a new foe combat AI
When I initially released v0.9, I planned for v0.91 to be the first beta. Needless to say, that hasn't happened yet. But we're on the road. I'll just keep adding versions in 0.001 increments, leaving me 89 releases until the big 1.0!
---------------------------------------
v0.910 (28 December 2012)
---------------------------------------
Features
- Initial work on automated balancing
- Added configurable and persistent user settings, plus a Settings screen
- Added user settings: combat speed, music volume, personality chattiness
- Added Tip Of The Day to main menu
- Added an OK/Cancel dialog when the player quits to the main menu
- Initial implementation of the automap
- Moved difficulty level implementations into the default campaign module
- Difficulty level implementation can now swap in a new foe combat AI
When I initially released v0.9, I planned for v0.91 to be the first beta. Needless to say, that hasn't happened yet. But we're on the road. I'll just keep adding versions in 0.001 increments, leaving me 89 releases until the big 1.0!
Sunday, July 29, 2012
v0.909 released
Release early release often, they say.
---------------------------------------
v0.909 (28 July 2012)
---------------------------------------
Features:
- Music and musical instruments
Other
3545088: NPX in loot items widget
Well, it's been a good few monthly 'often' releases. v0.909 is out the door.
The next feature, as I mentioned, is Balance. This will take a while and monthly releases are hereby on hold until further notice.
I will post now and then about progress. Hopefully with pretty graphs.
---------------------------------------
v0.909 (28 July 2012)
---------------------------------------
Features:
- Music and musical instruments
Other
3545088: NPX in loot items widget
Well, it's been a good few monthly 'often' releases. v0.909 is out the door.
The next feature, as I mentioned, is Balance. This will take a while and monthly releases are hereby on hold until further notice.
I will post now and then about progress. Hopefully with pretty graphs.
![]() |
Weapon strength (scored by a custom algorithm) grouped by attack modes. Stats as of v0.909 |
Tuesday, June 26, 2012
v0.908 released
Not a lot of bullet points in these release notes, but still a nice update to functionality.
The next feature I'm going to wrap up is Music - mostly adding instruments to the item database, since the plumbing for the rest is done. After that I think it's on to Game Balance and Campaign Extension.
---------------------------------------
v0.908 (26 July 2012)
---------------------------------------
Features:
- Player character personality speech
The next feature I'm going to wrap up is Music - mostly adding instruments to the item database, since the plumbing for the rest is done. After that I think it's on to Game Balance and Campaign Extension.
---------------------------------------
v0.908 (26 July 2012)
---------------------------------------
Features:
- Player character personality speech
Saturday, May 19, 2012
v0.907 released
Head over to SourceForge to get it.
The wife and I are backpacking in Malawi for a couple weeks, so there may not be an update in June. I've started on the Music and Character Personality features, we'll see how it goes.
Release notes:
---------------------------------------
v0.907 (19 May 2012)
---------------------------------------
Features:
- Normal damage split into Bludgeoning, Piercing and Slashing.
- Craft Recipes and Item Enchantments refactored into separate database table
- Implemented carrying capacity penalties
- Gadgeteer character class
- Engineering modifier, gadgets and gadget components
- Added axes, hammers and javelins as throwing weapons
- Added darts, knives and stars as recognised ammo types
- Implemented wild magic spells.
Other
3513860: Many modern weapons have bow type
The wife and I are backpacking in Malawi for a couple weeks, so there may not be an update in June. I've started on the Music and Character Personality features, we'll see how it goes.
Release notes:
---------------------------------------
v0.907 (19 May 2012)
---------------------------------------
Features:
- Normal damage split into Bludgeoning, Piercing and Slashing.
- Craft Recipes and Item Enchantments refactored into separate database table
- Implemented carrying capacity penalties
- Gadgeteer character class
- Engineering modifier, gadgets and gadget components
- Added axes, hammers and javelins as throwing weapons
- Added darts, knives and stars as recognised ammo types
- Implemented wild magic spells.
Other
3513860: Many modern weapons have bow type
Monday, April 30, 2012
No April Release
A combination of bathroom renovations, house hunting, and a camping weekend away have kept me busier than usual, so this month I'm skipping a monthly release. The Gadgeteer stuff is approaching halfway done, but not in a state where they really add anything to the game. It should be there by end-May, so even if it isn't done I'll pitch the next release at that stage.
Friday, March 30, 2012
v0.906 released
Get the monthly drop at the SourceForge site. This wraps up most of the UI refresh for now. There's always more to do on that front, but I have some fun stuff to tackle next.
---------------------------------------
v0.906 (31 March 2012)
---------------------------------------
Features:
- UI Refresh: main menu, character detail screens, all dialogs, mana display, level up, character creation, crafting items
- Background music: main menu
- Non-castable spells can now still be queried for their details
Other
3277594: Random encounter interrupts NPC appearance
3497105: Linux .WAV incompatibility
3477638: Linux: Invalid display mode, again
3277593: Widget focus problem makes UI unresponsive
3277584: Early resurrection powders
3277581: More accessible loot in starting dungeon
3510779: EmptyStackException on quitting to main menu
3510781: NPX on save/load screen
3511270: Merge item invokes the second item
3495593: Implement item stack splitting
---------------------------------------
v0.906 (31 March 2012)
---------------------------------------
Features:
- UI Refresh: main menu, character detail screens, all dialogs, mana display, level up, character creation, crafting items
- Background music: main menu
- Non-castable spells can now still be queried for their details
Other
3277594: Random encounter interrupts NPC appearance
3497105: Linux .WAV incompatibility
3477638: Linux: Invalid display mode, again
3277593: Widget focus problem makes UI unresponsive
3277584: Early resurrection powders
3277581: More accessible loot in starting dungeon
3510779: EmptyStackException on quitting to main menu
3510781: NPX on save/load screen
3511270: Merge item invokes the second item
3495593: Implement item stack splitting
Tuesday, February 28, 2012
v0.905 released
Version 0.905 is up on SourceForge.
The UI refresh is not complete, but things already look a bit better.
--------------------------------------- v0.905 (28 February 2012) --------------------------------------- Features: - UI Refresh, part 1 Other 3482612: Sohei "Short Spear" kit bug 3482613: Idenfity spell not working 3483469: Crash while saving 3483079: NPX selling items to Ideaus 3484570: Hero class missing Melee Master modifier 3484571: Remove Curse spell always fizzles 3484572: Spell selection widget not updating casting cost 3484609: Many foes have insufficient magic points
The UI refresh is not complete, but things already look a bit better.
--------------------------------------- v0.905 (28 February 2012) --------------------------------------- Features: - UI Refresh, part 1 Other 3482612: Sohei "Short Spear" kit bug 3482613: Idenfity spell not working 3483469: Crash while saving 3483079: NPX selling items to Ideaus 3484570: Hero class missing Melee Master modifier 3484571: Remove Curse spell always fizzles 3484572: Spell selection widget not updating casting cost 3484609: Many foes have insufficient magic points
Tuesday, January 31, 2012
v0.904 released
The official release date is 4 Feb, but I've kicked v0.904 out the door tonight. Get it over at the SourceForge project page. It's a rollup of stuff reported since v0.903.
Compatibility: Save games from older versions won't load correctly on v0.904 unless you manually fix them by editing data/default/save/<savename>/conditions.txt, deleteing all the contents and saving it as an empty file.
---------------------------------------
v0.904 (4 February 2012)
---------------------------------------
Features:
- Additional hints for quest Red Ear's Taxes
- Event display delay is configurable in maze.cfg
Other
3477194: Crash when saving and loading
3477638: Linux: Invalid display mode
3477642: Died while swimming in water and it crashed
3477652: Magic modifiers not being practised
3478229: Crash while fighting gnoll hunters
3479204: Shopping bug: scroll pane to small
3480742: Charm and Beguilement spells fizzle
3480942: Broken chest in Ichiba Domain North
3480946: Item enchantments not loaded from save games
3481288: Invalid item in Ichiba villa chest
3481715: Martial Arts not being practised
3481725: Item enchantments include old modifiers
It strikes my fancy to give the engine and default campaign a break and work on the skin for a while. The basic renderers weren't even anti-aliased, and all the dialog boxes are using obscene stretched versions of the same PNG. Hopefully I can get it looking a lot more polished.
Compatibility: Save games from older versions won't load correctly on v0.904 unless you manually fix them by editing data/default/save/<savename>/conditions.txt, deleteing all the contents and saving it as an empty file.
---------------------------------------
v0.904 (4 February 2012)
---------------------------------------
Features:
- Additional hints for quest Red Ear's Taxes
- Event display delay is configurable in maze.cfg
Other
3477194: Crash when saving and loading
3477638: Linux: Invalid display mode
3477642: Died while swimming in water and it crashed
3477652: Magic modifiers not being practised
3478229: Crash while fighting gnoll hunters
3479204: Shopping bug: scroll pane to small
3480742: Charm and Beguilement spells fizzle
3480942: Broken chest in Ichiba Domain North
3480946: Item enchantments not loaded from save games
3481288: Invalid item in Ichiba villa chest
3481715: Martial Arts not being practised
3481725: Item enchantments include old modifiers
It strikes my fancy to give the engine and default campaign a break and work on the skin for a while. The basic renderers weren't even anti-aliased, and all the dialog boxes are using obscene stretched versions of the same PNG. Hopefully I can get it looking a lot more polished.
Sunday, January 1, 2012
v0.903 released
This version ships to fix the windows launcher, and includes generally better and more repeatable packaging.
Also, happy 2012!
I'm done and married now, still catching my breath after the event. Perhaps updates to this hobby project of mine will be a little more frequent. 2011 was a busy year for me and 2012 promises more of the same, but Maze is close to my heart and I'll try and carve space for it out of the chaos.
---------------------------------------
v0.903 (1 January 2012)
---------------------------------------
3467452: Broken maze.exe
Also, happy 2012!
I'm done and married now, still catching my breath after the event. Perhaps updates to this hobby project of mine will be a little more frequent. 2011 was a busy year for me and 2012 promises more of the same, but Maze is close to my heart and I'll try and carve space for it out of the chaos.
Sunday, June 26, 2011
v0.902 released
I've packaged up the latest changes and released v0.902. Head over to SourceForge to get it.
As noted in the release notes:
---------------------------------------
v0.902 (26 June 2011)
---------------------------------------
Features
- Character Class Refactor
- Resistance/Saving Throw Refactor
- New special abilities: Lightning Strike, Berserker, Deadly Strike, Dodge, Master Archer, Divine Protection, Ki Fury, Fey Affinity, Arcane Blood, Displacer, Parry, Melee Master, Deadly Aim, Master Thief, Poison Touch, Obfuscation, Shadowmaster, Charmed Destiny, Channelling
Other
3277586: Mouse click indicator for item movement
3299359: Traps spells always fizzle
3299363: Guild list box is broken
As noted in the release notes:
---------------------------------------
v0.902 (26 June 2011)
---------------------------------------
Features
- Character Class Refactor
- Resistance/Saving Throw Refactor
- New special abilities: Lightning Strike, Berserker, Deadly Strike, Dodge, Master Archer, Divine Protection, Ki Fury, Fey Affinity, Arcane Blood, Displacer, Parry, Melee Master, Deadly Aim, Master Thief, Poison Touch, Obfuscation, Shadowmaster, Charmed Destiny, Channelling
Other
3277586: Mouse click indicator for item movement
3299359: Traps spells always fizzle
3299363: Guild list box is broken
Monday, May 2, 2011
v0.901 Released
Primarily a bugfix release, plus most of the Stealth Point Refactor.
I have stopped shipping the "Windows sans JRE" release, if you're interested in a build that runs on Windows but do no want to download the JRE with it, grab the platform independent version and write some .cmd scripts.
Get it at the SourceForge page.
I have stopped shipping the "Windows sans JRE" release, if you're interested in a build that runs on Windows but do no want to download the JRE with it, grab the platform independent version and write some .cmd scripts.
Get it at the SourceForge page.
Wednesday, March 30, 2011
v0.9 is released (9 March 2011)
The time has come to toss it over the fence. You can find v0.9 at SourceForge.
First, the bad news: for now things are a little rough. It needs Java 6 to run. The Windows distribution should help you download that if your machine doesn’t have it installed. If you feel confident running Java applications, you can download the platform independent distro and run it yourself from the command line args on any Java 6 platform.
Now, the good news. The default campaign has been implemented end to end. Some numbers, at last count:
It ships with an editor with which you can add, edit and delete any of the above, including adding your own campaign from scratch. This is effectively an “open beta” test – take it and play with it.
First, the bad news: for now things are a little rough. It needs Java 6 to run. The Windows distribution should help you download that if your machine doesn’t have it installed. If you feel confident running Java applications, you can download the platform independent distro and run it yourself from the command line args on any Java 6 platform.
Now, the good news. The default campaign has been implemented end to end. Some numbers, at last count:
- 869 items
- 280 spells across 7 spellbooks
- 225 foes
- 36 NPCs
- 30 character classes (13 heroic and 17 retainer)
- 25 zones to explore
- 12 player races
- 3 genders
It ships with an editor with which you can add, edit and delete any of the above, including adding your own campaign from scratch. This is effectively an “open beta” test – take it and play with it.
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