--------------------------------------- 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.
Thursday, September 5, 2024
v0.918 released
Grab it on Github.
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