Thursday, September 5, 2024

v0.918 released

Grab it on Github.
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v0.918 (6 September 2024)
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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
 

Tuesday, August 11, 2020

No progress to report

Unfortunately no progress to report. Not much time for hobbies, and what there is is directed elsewhere right now.

Thanks to Google's sunsetting of Classic Site I have taken the google site offline for now.

Friday, May 15, 2020

Lockdown News

Lockdown news is bad for hobby projects in general, and this hobby project in particular. No progress has been made, my new #1 hobby is childcare and homeschooling.

We'll see how and when progress can be restarted, probably not until the local schools reopen.

I do have a greatly expanded collection of Sisters of Mercy bootlegs, so I guess every cloud has a silver lining.

Stay safe y'all.

Tuesday, March 10, 2020

Better campaign support

Better campaign support is better. A campaign can now specify a parent, and inherits all(*) of the data from the parent campaign.

(*) well not save games, zones, guilds, and user config. For maybe-obvious reasons.

Work will proceed on the "Temple of Wasud" campaign.

Monday, February 3, 2020

Q1 Back Back in Action Again

Well. RL has been busy and I have not made much progress other than a few art assets.

I have decided on the current task though: proper mod support.

How did we get here? I wanted to work on general immersion/fun factor. That seemed to need a better way to play test than the current campaign. I've long had some thoughts on an alternate campaign with randomly generated dungeons, to be used as both a test bed and a palate cleanser. That means a different campaign mod...

But when I got there, mod support was sadly far off from I need it to be. So onwards with that then!

Wednesday, October 16, 2019

Q4 Back In Action

Following a pause in Q3 to attend to another hobby project, I am back in the Maze.

Starting slow by filling in some long missing art assets. The current arc is still immersion but I have yet to see where they goes.

Wednesday, June 19, 2019

Raycaster June

Couple of tweaks to the ray caster.

 - Crusader Engine: tiled "high ceiling" sky texture, scrolling textures, wall height

Have also been migrating to a new PC dev environment. Nothing too fancy, but a big upgrade from the last system that was 9yo.

Here are some screenshots: