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Author Topic: AliensRL 0.8.2 RELEASED!  (Read 17885 times)

Kornel Kisielewicz

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AliensRL 0.8.2 RELEASED!
« on: September 07, 2012, 15:13 »

Ladies and Gentlemen of the Forge of Chaos!

AliensRL 0.8.2 has been RELEASED!

AliensRL has too long lingered in the shadow of it's older cousin. Time to resume active development, for among all of ChaosForge roguelikes, this is the one with the most potential. The 0.8.2 release brings you several notable changes, and despite that is just a stepping stone on what AliensRL can become with your support!

Go download it now from the AliensRL webpage, and read below for detailed change info!

http://alien.chaosforge.org/

The most obvious change is the completely rewritten level generator, which not only produces much more interesting levels to explore, but also gives every tower a distinctive style. To compliment the generator, several new features were added, such as glass walls that you can see through and a basic terminal implementation.

The terminals themselves are a start of the implementation of a very antcipated feature. Along with them come the first possibilities of hacking -- a hero with some technical skill (boosted by a few multi-tools) can now power down proximity doors, locate elevators or even restore light to levels that are dark! Even broken elevators can be fixed if you have the right skills and equipment.

The equipment section was standarized as well as expanded. Several consumable items have been added, among them the forementioned mult-tools, armor packs (that can fix your armor which does degrade now), a few medical items (stimpacks!) and even a portable sentry turret!

To go with the new equipment we upgraded and streamlined the interface. Items now operate on user modifiable quickslots, general game options have been moved to a game menu, running is now SHIFT+direction, SPACE for using elevators and closing doors and several other tweaks have been added, some of them forshadowing the changes to come!

The arsenal has also been severly augmented, by two new major weapons -- the 5.56 ammo weapons which serve as middle ground between 9mm and pulse weapons, and the eagerly awaited flamer (which is a bit overpowered now, so take advantage of this :). Additionaly several variants of the existing weapons are to be found. Oh, and everything can be now destroyed (with the right firepower).

The game now runs in pseudo-console by default, but die-hard-ASCII fans will be happy to learn that the same executable can run in standard console by running with the -console parameter or editing you config.lua.

Versions for Windows, Linux (32 and 64 bit) and Mac OS X (64 bit) are provided.

Like us on Facebook, Twitter ( @epyoncf / @chaosforge_org ) and/or Google+ to be updated with further developments! And don't forget to donate to keep the ChaosForge going!

Most of all, good luck and have fun!

Full change list follows:

Code: [Select]
0.8.2
[add] -- TR#035 : completely new level generator, with separate styles for every tower!
[add] -- TR#046 : Lua AI implemented - different AIs present
[add] -- TR#028 : scent based AI! Beware, they can smell you...
[add] -- TR#--- : glass material added - rooms can be separated with glass!
[add] -- TR#--- : new async animation system - much smoother!
[add] -- TR#--- : slot system instead of hardcoded quickkeys!
[add] -- TR#--- : game menu (Escape) - no more Quit, Save, Help and Character screen keybindings
[add] -- TR#--- : running now is SHIFT+direction
[add] -- TR#--- : multi-tools - with some basic tech skills you can bypass doors and fix elevators!
[add] -- TR#--- : you can powerdown proximity doors with basic tech skill and multitool (or without with expert)
[add] -- TR#--- : added terminals -- with higher tech skill allow to do some fancy stuff (there'll be more!)
[add] -- TR#--- : reworked effect (e.g. Pain) system and display
[add] -- TR#--- : 'u'se command added (grenades, packs and other stuff)
[add] -- TR#--- : stimpacks, painkiller and military medpacks and stimpacks to be found!
[add] -- TR#--- : autonomus sentry turret kit to be found!
[add] -- TR#--- : medical skill increases stim effectiveness, fitness reduces withdrawal effects
[add] -- TR#014 : new fire mechanics and Flamer added!
[add] -- TR#014 : napalm barrels added
[add] -- TR#022 : 5.56 ammo and 5.56 weapons
[add] -- TR#--- : weapon variants - M4A4 and M4A5, MK 88 pistol, M3A and M12 Beretta SMG, H&K G32 rifle and Mk 12 sniper rifle and model 1894 rifle
[add] -- TR#--- : added -console command line switch, and related config.lua options
[add] -- TR#057 : smart in-game hints (dissapear with character experience)
[add] -- TR#--- : new config file format
[add] -- TR#--- : shotguns and explosions cause knockback! many variables influence it
[add] -- TR#052 : different alien attacks
[add] -- TR#054 : a *really* deadly attack for preatorians and the queen!
[add] -- TR#048 : armor is damaged over time!
[add] -- TR#048 : armor packs for reparing armor
[add] -- TR#048 : armor has different durability and repair ease, technical skill helps
[add] -- TR#057 : random helpful hints are displayed during level generation
[add] -- TR#017 : mission and log interface added (nothing new though)
[add] -- TR#--- : new config options - clear_messages, more_prompt, message_buffer, message_coloring (with DoomRL style coloring)
[mod] -- TR#--- : sidearm master skill reduces reload time instead of increasing damage
[mod] -- TR#--- : technicians start with 3 multi-tools
[mod] -- TR#--- : tech skill cost increased
[mod] -- TR#--- : removed DROP ARMOR - 'd' is a common drop with menu (harder to accidentaly drop)
[mod] -- TR#--- : military keys and doors made light magenta
[mod] -- TR#044 : doors, crates, lockers now destroyable
[mod] -- TR#--- : bonus equipment for techs, medics and hw
[mod] -- TR#--- : SPACE is used to activate lifts
[mod] -- TR#--- : ASCII mode and GFX mode are now in same executable
[mod] -- TR#--- : 9mm ammo made weaker, mp5 slightly more accurate
[mod] -- TR#--- : alien movement made a bit smarter
[mod] -- TR#--- : pain mod may be up to -5
[mod] -- TR#--- : reduced amount of aliens, temporarily reduced spawns by 10%
[mod] -- TR#044 : full level destruction possible with the right firepower
[mod] -- TR#037 : non-proximity doors open/close/unlock in unison
[mod] -- TR#--- : ammo on ground shows amount
[mod] -- TR#--- : picking up a weapon equips it
[mod] -- TR#--- : medpacks are a lot more common in medical lockers
[mod] -- TR#--- : crates and lockers have more often goodies too
[mod] -- TR#--- : military/security crates will at least have ammo
[mod] -- TR#--- : security crates have +1 roll level
[mod] -- TR#--- : player color dependent on class (and lighter)
[mod] -- TR#--- : better brightness calculation (squared)
[mod] -- TR#--- : gradual_brightness value can be changed in config.lua (although the default should be pretty good)
[mod] -- TR#--- : pain reduces vision range
[mod] -- TR#--- : Perception reduces pain and low-light vision penalty
[mod] -- TR#--- : skill advancement screen shows [maxed] or [mastered] for maxed out skills
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Kornel Kisielewicz

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Re: AliensRL 0.8.2 RELEASED!
« Reply #1 on: September 09, 2012, 06:36 »

Wow, what an awesome feature list! I just played through a short game but haven't had the chance to try everything yet. The reduced pain vision is great. I'm not quite sure yet what "Upload map" at the terminals means, will have to try that. Special thanks for keeping ASCII mode and making it an option. :)
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Kornel Kisielewicz

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Re: AliensRL 0.8.2 RELEASED!
« Reply #2 on: September 09, 2012, 09:09 »

Wow, what an awesome feature list! I just played through a short game but haven't had the chance to try everything yet. The reduced pain vision is great. I'm not quite sure yet what "Upload map" at the terminals means, will have to try that. Special thanks for keeping ASCII mode and making it an option. :)
ASCII mode is still there particularly because *you* asked for it last time :P.

Upload Map should reveal every second square on the map. I'll retest it to see if it didn't break somewhere along the way.

Thank you for your support :)
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Kornel Kisielewicz

skarczew

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Re: AliensRL 0.8.2 RELEASED!
« Reply #3 on: September 09, 2012, 10:34 »

Upload Map should reveal every second square on the map. I'll retest it to see if it didn't break somewhere along the way.
It was working, as far as I remember o.o .
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Re: AliensRL 0.8.2 RELEASED!
« Reply #4 on: September 10, 2012, 14:35 »

I made a quick (quick for me anyway) preview of the latest version. If you want to see some of the new content, or perhaps you haven't seen AliensRL at all, check it out right here!
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GustavEnzling

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Re: AliensRL 0.8.2 RELEASED!
« Reply #5 on: September 11, 2012, 13:24 »

I am very happy to see this project alive. Nice new version!
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lowtalker

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Re: AliensRL 0.8.2 RELEASED!
« Reply #6 on: September 11, 2012, 13:57 »

It's good to see you are not giving up your old projects!
Hope to see other as well.
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Kornel Kisielewicz

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Re: AliensRL 0.8.2 RELEASED!
« Reply #7 on: September 11, 2012, 16:33 »

DiabloRL is being worked on as we type :P
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Kornel Kisielewicz

gotdamnmiracle

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Re: AliensRL 0.8.2 RELEASED!
« Reply #8 on: September 23, 2012, 00:20 »

I'm having trouble getting it to run on Mac OSX. I'm new to the game, not a tech wizard, and have found remarkably little info on how to get it running. I have the main file as well as all of the SDL files sitting on my desktop. After that I am lost. Please help me. I am excited to start slaughtering aliens.
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Kornel Kisielewicz

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Re: AliensRL 0.8.2 RELEASED!
« Reply #9 on: September 23, 2012, 14:25 »

I'll try to make the next version into a normal Mac bundle, but at the moment you need to follow the instructions of SDL pack installation as they are in the readme, and afterwards you *need* to run it from the terminal.

This post sums it up a little - http://forums.somethingawful.com/showthread.php?threadid=3470175&userid=0&perpage=40&pagenumber=8#post401313918

No worries though - I hope the next DoomRL/AliensRL releases should be completely Mac OS friendly
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Kornel Kisielewicz

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Re: AliensRL 0.8.2 RELEASED!
« Reply #10 on: September 24, 2012, 17:34 »

Still having trouble. I can navigate to it but it always says unable to locate image.

I realize this is a bit of a prodding question but when do you expect the next installment to come out so I can start rigging it up?
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