General > Off Topic
Working on a roguelike...
ZicherCZ:
Ah well, yet another freeze, and this time completely out of the blue. I just downloaded version a104 and was happily walking in a corridor, when the game froze. And again, char.sav and game.sav were generated (and attached here) and the game allowed me to continue after relaunch.
One more little piece of feedback: Potions lying on the floor are now displayed as a dot, which makes them easy to miss among all those broken chests, urns and doors, even with the potion displayed in the upper-right Detail window. In a number of traditional roguelikes, potions are instead displayed as an exclamation mark (!), so I'd suggest changing the symbol to that. Unless, of course, the symbol is deliberate and justified by potions being small and easy to miss :) .
Sereg:
That's unfortunate - I have experienced a freeze on rare occasions, but never often enough to pinpoint what might be causing it... I'll examine the program flow and see if I can track it down. Certainly don't want those in the game =\
Currently flasks display as a comma, while reagent containers display as a period. Flasks are closer to what you'd call a potion, but I think I'll go ahead and adjust the reagent containers to an exclamation point, since the comma is already a bit more distinct from the surrounding environment, and reagents being exclamation points complements grimoires being question marks a bit better. This should leave both in a recognizable state and make more sense thematically.
Again, thanks for the feedback - if your freezes do keep occurring, and you notice any kind of pattern to it, please let me know. Such a pattern would be of immense help in finding out what's going wrong =\
Edit: I've checked the savefile, and the only similarity I see between it and the previous one is that the last message before the freeze is about movement blocked by terrain. I can't seem to get the issue to repeat from that state. However, I do appreciate you sending it... please keep them coming if, god forbid, this keeps happening =P hopefully with enough information I'll figure this one out.
Edit: Did you attempt to study a book at all? I found one oddity in the code the might have been the culprit in such a case...
Edit:
26 FEB 2019 - Alpha 1.0.5:
Implemented the rooting mechanic - affected monsters or players will be unable to move, but all other actions will function properly. All melee attacks and all attempts to move will attempt to break the root. Depending on the initial power, this may be a very brief hold or an almost permanent one. Implemented the fourth spell in Black Moon. Added fifth spell which is not yet implemented. Fixed a bug where spells having multiple reagent types would fail to properly consume their reagents. Added some guards on certain blocks of code to reduce freezes - they still occur, but this should minimize the number of occurrences.
Freezes are still occurring, but I've noticed something odd - player input apparently continues to affect the game state. This most likely means that, for some reason, the code that refreshes the screen is failing to function correctly. While this is unexpected, it gives me a new approach to solving the problem... hopefully by the 1.0.6 release, freezing will be a thing of the past.
ZicherCZ:
--- Quote from: Sereg on February 26, 2019, 08:25 ---I've checked the savefile, and the only similarity I see between it and the previous one is that the last message before the freeze is about movement blocked by terrain. I can't seem to get the issue to repeat from that state. However, I do appreciate you sending it... please keep them coming if, god forbid, this keeps happening =P hopefully with enough information I'll figure this one out.
Edit: Did you attempt to study a book at all? I found one oddity in the code the might have been the culprit in such a case...
--- End quote ---
Hello Sereg,
the last message was indeed the "Movement blocked by terrain", but I'm quite certain that my last action was walking along the corridor, into free space. I'm not certain whether I did study the book in that run.
Edit: More feedback incoming :).
So I got a105, found the dark grimoire and cast the moonglobe. As a light source with no need for fuel, it is quite useful, especially for actions with long durations (unlocking a "very complex lock" took almost 2000 turns). However, when I looted a chest, the ancient falchion could not fit my backpack and ended on the floor. When I moved away, the falchion was not displayed at all - it was still lying there, but invisible from even a single tile away. I tried dropping a few different items, and they were also invisible. It looks as if the items were "displayed" with a black character on a black background. Is this intentional?
Also, the fighting log while using the moonglobe shows a minor inconsistency. The monsters are only displayed with their eyes ("), and the player knows what he hit or missed ("The tomb serpent misses you" and "You hit the tomb serpent"), when the creature dies, it is only referenced as a "source of [color] eyes", as in "The source of green eyes convulses in the throes of death". It's looks even worse with the "swarm of tiny scarabs" - these are not displayed at all, effectively invisible, you know that you hit the swarm, but the death message goes "The source of <no visible monster> convulses in the throes of death".
The third thing I noticed is that under moonglobe, a mummified swordsman is only seen as "a faint eldritch glow". Seeing one did not seem to affect my sanity, making the moonglobe even more useful.
Sereg:
--- Quote from: ZicherCZ on February 27, 2019, 02:04 ---So I got a105, found the dark grimoire and cast the moonglobe. As a light source with no need for fuel, it is quite useful, especially for actions with long durations (unlocking a "very complex lock" took almost 2000 turns). However, when I looted a chest, the ancient falchion could not fit my backpack and ended on the floor. When I moved away, the falchion was not displayed at all - it was still lying there, but invisible from even a single tile away. I tried dropping a few different items, and they were also invisible. It looks as if the items were "displayed" with a black character on a black background. Is this intentional?
--- End quote ---
Yes. Under lower light conditions, items on the floor are not visible until you are actually on top of them.
--- Quote from: ZicherCZ on February 27, 2019, 02:04 ---Also, the fighting log while using the moonglobe shows a minor inconsistency. The monsters are only displayed with their eyes ("), and the player knows what he hit or missed ("The tomb serpent misses you" and "You hit the tomb serpent"), when the creature dies, it is only referenced as a "source of [color] eyes", as in "The source of green eyes convulses in the throes of death". It's looks even worse with the "swarm of tiny scarabs" - these are not displayed at all, effectively invisible, you know that you hit the swarm, but the death message goes "The source of <no visible monster> convulses in the throes of death".
--- End quote ---
I'll take a look at the relevant areas and address the inconsistencies... not sure which way I'll go yet, but probably if you are in melee range I'll treat it as high light conditions.
--- Quote from: ZicherCZ on February 27, 2019, 02:04 ---The third thing I noticed is that under moonglobe, a mummified swordsman is only seen as "a faint eldritch glow". Seeing one did not seem to affect my sanity, making the moonglobe even more useful.
--- End quote ---
Good catch. This is, of course, a consequence of the previously noted inconsistencies, and should be fixed with the next release as well, but for now you're right, there is an added utility to it.
I've got some updates ready to go, but I'm still correcting a couple of issues that arose, and I'm hoping the freezing condition will occur for me again and I can do something more decisive to deal with it... I'll add these in and hopefully have a new version out tonight. If I can't find the source of the freeze, I'll at least be generating some better error logs about the condition of the game when they occur.
Thanks again for your feedback, please keep it coming.
Edit:
26 FEB 2019 - Alpha 1.0.6:
Implemented the final spell in Black Moon Grimoire. Added error logging in the case of forced window closing to help identify the source of freezes. Manipulating equipment other armor can no longer be interrupted.
27 FEB 2019 - Alpha 1.0.7:
Fixed a bug where consumption of spell reagents was working improperly. Fixed a bug where bypassing interruption on equip and remove actions caused other item based interruptible actions to break. Standardized message patterns based on available lighting. Fixed a bug where killing the Lemurian Necrocrat with magic didn't properly end the game. Error logging for freezes is even more comprehensive. Inventory capacity and item bulk have been scaled to gave greater capacity for reagents while keeping remaining items equivalent to their current space costs.
Edit:
28 FEB 2019 - Alpha 1.0.8:
Freezing may occasionally still occur, but it will now self-correct and unfreeze rather than forcing a manual exit. Corrected a bug where an error log might be unnecessarily generated by a check after player death. Added two new fuel producing spells to the starting Grimoire. Increased the power of the alchemical medicine. Wrote lore for and added six spells to Cleansing Rituals of the Atlantean Priesthood. Cursor redesigned to show white on player, green on valid target, red when out of range. Fixed a major bug related to attack spell projection. Separated lore splash screens for undead and viridian, which are now based on type not sanity loss. Casting a spell now brings up a much more informative menu. The sanity toll for seeing certain enemies has been slightly increased.
Edit:
2 MAR 19 - Alpha 1.0.9:
Wrote lore and implemented all spells for Black Testament. Implemented the temporary effect system and updated the interface to display active effects. Reduced the stat modifications of spellbooks. Horrifying books now negatively impact eldritch resistance. Found the true source of the lamp message bug and fixed it.
Edit:
03 MAR 2019 - Alpha 1.1.0:
Implemented lore and spells for Viridian Testament. Reorganized spellbook rarities for layer one. Added Atlantean scroll at Scarce.
mihey1993:
Finally got to trying out the newest version - was surprised to find containers are now actually locked it seems? at least if you dont seem to damage a container message is anything to go on. was a bit surprised by text log structure too - with x111 and so numbers being detached from what they are supposed to relate to.
Now i see there is small "this weapons seems to be very effective against this opponent" - helpful and nice touch! it sure helps figuring out what works on what!
If last time all i had was fuel and healing items, this time I had almost all ingredients for things i do not know of yet:D
I never knew that having 0% oil in the lamp meant there is still some oil for it to light my way:D
Looking in the rooms with slow phlogiston in your oil lamp makes it very jarring and heavy on the eyes sadly.
edit: it seems that if you accidentally tries to alter the enemy, it still wastes your time and produces "enemy interrupts you!" message as well as letting them score a hit on you.
Spoiler (click to show/hide)Autopsy: 04 Mar 2019 16:02:30
Game time played: 0 days 02:52:20.725
Killed by mummified noble on level 6
Total XP: 2832
Equipped Items:
an ancient falchion (+2, 4d6+4) [Slightly Damaged]
a text of alchemical wisdom <R>[Lat - 100%]
an oil lamp <slow phlogiston:93%>
a Lemurian noble cuirass [Critically Damaged]
an amulet of focus
Carried Items:
<210> an ancient khopesh (+3, 2d8+2) [Slightly Damaged]
<120> a bone knife (+2, 3d3+1) [Moderately Damaged]
<255> a leather vest [Slightly Damaged]
<6> an ancestral pendant
<60> 6x flask [sacred oil] (100%)
<30> 3x flask [fire water] (100%)
<16> 2x flask [slow phlogiston] (100%)
<8> 1x vial [medicine] (60%)
<24> 3x ancient vial [clear elixir] (100%)
<30> 1x clay jug [healing ointment] (62%)
<3> 1x vial [mercury] (35)
<20> 5x pouch [bone dust] (180)
<40> 5x casket [Lemurian incense] (60)
<18> 6x vial [scarab ichor] (120)
<12> 3x pouch [sulfur] (75)
<50> 10x cluster [foam-scoured shells] (150)
<6> 1x sac [worm bile] (18)
<21> 3x beaker [cobra's milk] (48)
<15> 3x hourglass [prismatic sand] (66)
<36> 4x satchel [whalebone] (16)
<7> 1x pouch [frost mushrooms] (7)
<6> 1x shard [splinters of obsidian] (6)
Kills:
49x giant red rat
8x cave worm
3x grave worm
9x tomb serpent
3x swarm of tiny scarabs
1x albino tiger
2x mummified swordsman
[checksum: 271305b7]
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