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! :)
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v0.915 (23 June 2014)
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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
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.
Tuesday, June 23, 2015
Monday, June 22, 2015
Foe template refactor
It's finally (more or less) done. Foes are now entirely reliant on either their inventory, natural weapons, spell-like abilities and spellbooks for actions in combat. FoeAttack is no more!
Going to checkpoint and release v0.915. It'll be rough, but it's time to get something out there again.
Going to checkpoint and release v0.915. It'll be rough, but it's time to get something out there again.
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