"Interruptions in the darkness will no longer reveal the name of the source. Targeting mode now displays the health of any monster at the cursor. Fixed a bug where it was not possible to cancel quitting with ctrl-Q. Fixed the resume game bug after a death or win. An issue with incorrect door alteration messages has been fixed, and doors have their contrast forced during display so they will appear more distinct from the surrounding terrain." - Alpha 0.7.8 changelog
@MaiZure: Sorry for the short response earlier, I was only able to post from my mobile phone at the time. There is a door in one of your rooms, but the graphics do not set it off well enough from the surrounding walls - I've included a feature in the latest version(a0.7.8 at the time of this post) which will help with that.
As far as your CPU usage, that seems quite good - my development computer is a fairly powerful Alienware desktop and I use ~20% of both CPU(Intel i7-8700 3.2GHz) and GPU(NVIDIA GeForce GTX 1080) running the game.
When the game locked up, did it generate an error file in your save directory? If so, can you please send it to me?
I am not particularly familiar with the effects of different Java environments, unfortunately - if you decide to update to the latest version, I'd be interested to know if you experience an improvement in performance.
@Tormuse:
I played a game of 0.7.7 last night. (That's the version that's up right now, although your other post made a reference to 0.7.8; did you neglect to upload it or is that a typo?)
I was able to make some changes to the code, but I did not have a chance to complete and upload the new version that night - as of now(~21:00CST 10 FEB 2019) that version is up, with the changes listed at the top of this post.
Anyway, I died from a combination of wanting to find out what happens when I break my weapon (I got to level 10 killing everything with my starting cinquedea and it got down to "severely damaged") and just generally messing around with the torches and plunging myself into darkness in a moment I probably shouldn't have. :P Side note: The cinquedea is not very good against the undead; they took a lot of pounding to go down, compared to when I was using a falchion like in the other game. Does your weapon do less damage when it's degraded?
Damage types are important - undead aren't generally bothered much by stabbing attacks like the cinquedea performs, since they have no functioning internal organs to damage. In general, I intend to create monsters with intuitive strengths and weaknesses along those lines. And yes, as your weapon(and armor) degrades, it will become less useful - think armor threshholds in DRL (where, say, a red armor would drop from 4/4 to 2/4 below 50%, if memory serves). However, my armor generally has a lot more base durability than in DRL and more thresholds where its performance deteriorates, so it's probably a good idea to replace your gear well before the point of falling apart on its own.
It doesn't take very many switches of "compressed mode" to slow the game down down; after 5 or 6 switches, it even made music that was playing in another window stutter and start to get crackly.
Interesting - I have not been able to reproduce this, unfortunately, and I do not know why it could be occurring. I hate to wave it off by saying, just don't use it that many times, since that's not addressing the underlying issue - but in this case, there's not actually much of a reason to be adjusting that particular setting more then once or twice a run(and honestly I sort of intended it to be a preference setting, where you'd pick the one you like best, then never mess with it again).
Out of curiosity, are you using the most up to date JRE? I can't help but wonder if there's an issue with an older version of Java, maybe not properly garbage collecting or something...
"Gilded door with a lock" (or "with an open lock") is the one that does the "You fail to close the door" and "You fail to open the door" thing. It does this while opening and closing it. "Ancient door" also does it.
"The giant red rat's attack interrupts you!" (It still says this while the light is out and I shouldn't be able to see it)
These should both be fixed as of the current release.
Text in the "Messages" box doesn't wrap properly. (It cuts words in two when going to the next line)
I'll have to look at updating the underlying console utility that runs this type of display. It's probably going to be fairly straightforward to upgrade, although not trivial, but it's also not my biggest priority just now. I'll tack it on to the to-do list.
Oh, hey! Another Atlantean torch! And this time, I have fire water for it! :D Looks like it lets you see further and turns everything green. Cool. :) Then I tried using sacred oil and it turned everything purple. Aww... I kinda liked the green. :( Oh well, purple can be a cool colour too. :) (I wasn't really expecting the sacred oil to work; I guess the Atlantean torch is the superior light source in that it accepts more fuel types)
Yes, and as I continue to add light sources, expect different ones to be compatible with a different range of fuels. You may also notice that the light produced by burning sacred oil in an Atlantean torch is slightly different than from burning the same fuel in an oil lamp.
EDIT: Oh yeah, I almost forgot... in the above game, I had the "Continue game" bug after dying. (And again, I died at the same time as trying to heal myself, though I don't know if that's related)
This is another issue that I believe I've solved for the current release - as always, if you continue to notice it, do please let me know.
EDIT2: Played another game. Died against the Necrocrat. :(
I used a falchion and Lemurian noble cuirass that I found in chests on level 2 all the way to the end, killing every single monster I encountered, including every monster on the last level besides the Necrocrat himself. I got them both down to "severely damaged." I don't think it's possible to fully break any of your equipment with the current length of the game. I found the embermace in a chest on the last level and was a bit disappointed that I didn't get a chance to try it out. (I mean I swung it a couple times at the Necrocrat, but it missed both times)
I'm now convinced that my amulet of protection in the other game was responsible for my victory, considering that in this game, the Necrocrat was able to bring me from full health down to "critically injured" with one hit, even through my Lemurian Noble Cuirass. (Maybe that's a sign that I should use armour that favours speed over protection? Hmm...) Anyway, the battle (such as it was) consisted of me taking a single swing at him, then him almost killing me with one hit, then cue the Benny Hill theme music as I ran wildly around the whole level, trying to get some distance between us so I could heal myself and try again. When I ran out of healing sources, I started opening chests and urns around the place and a couple times, that caused him to get a couple free hits on me, annoyingly. (That's when I found the embermace) I only hit him once and it brought him down to slightly wounded. Oh well, better luck next time...
This is much more in line with my experiences with him - that amulet of protection must be doing some serious work(I do remember him being easier back when I was testing different amulets by granting them at the start of the game). There will be quite a lot of balancing to be done, especially as I continue to add more items(an armor that emphasizes speed over protection could certainly be an interesting addition).
FYI, I confirmed that there's definitely no message if your lamp runs out of oil while you're walking around.
This baffles me - I actually went to test this myself to see if I could fix it for the a078 release, but couldn't reproduce it despite running out my fuel under multiple repeat conditions. The message itself is generated as a result of the lamp attempting to burn fuel and finding that it doesn't have any, so it shouldn't matter what conditions cause this to happen - the message should be produced regardless.
Something I've been meaning to ask: Do different weapons have different attack times? For example, the cinquedea is described as "fast" on the equipment screen, whereas the falchion is described as "slow." I would expect that to mean enemies get more free hits on me if I'm using the falchion, but that doesn't seem to be the case.
Yes, weapons do have different attack speeds - I don't make that information directly available, but the interested player is welcome to find out for himself by observing the game clock. It's possible that as a result of my contraction of the gap between base move and base attack times, the difference in speeds isn't meaningful enough to make a significant difference. Then again, it's not *really* meant to be about minmaxing your weapon choice - it's more about the idea that you'll need to use multiple different weapons throughout the game, and the experience should be different from weapon to weapon - each will have a slightly different flavor. Still, this will be another area where I'll be seeking balance as I move the game forward, so I welcome feedback on it.
I witnessed an item vanish from the ground again. Still haven't noticed a pattern, but here's the sequence in this case: I killed a mummified swordsman, dropped my leather vest on an empty square so I could sort through the pile of stuff he dropped. I picked up his ancient chestplate, moved over to an empty square and dropped it. After noting that there was nothing besides the khopesh in the pile, I picked up my leather vest again. The chestplate vanished from the ground exactly the same time I picked up the leather vest. Oooh... even more interesting... when I drop the leather vest again, the chestplate reappears. I can repeatedly pick up and drop the leather vest and make the chestplate appear and disappear over and over again... but... only when I drop the leather vest on a specific square? O_o I'm experimenting with moving around and dropping both the chestplate and the vest on different squares. Sometimes, it makes the chestplate disappear and sometimes it doesn't. I'm still not seeing a pattern. I recorded a short 2 minute video to demonstrate the effect.
I'll check out the video, and I'll double check the hashing algorithm I use to access the floor inventories - there's most likely a bug on my end, but I'm sort of hoping I can blame this one on an out of date JRE, too =P Thanks for taking the trouble to create that - hopefully, it'll help give me an idea as to what might be the problem.
Edit: Ok, I have a theory - would it be possible for you to send me a savefile capturing a game state where that is happening?
Edit2: Nevermind, I've replicated the issue. Should be soluble now that I've got it to occur for me.
Edit3: Fixed, I've uploaded a patched version. Turns out what was happening was that I was trying to clean up old piles by removing them from memory once the last item was withdrawn. Unfortunately, I didn't consider the impact this would have on the hashing algorithm - I actually was properly handling collisions, but once I removed an existing data entry, the collision no longer happened because the earlier entry no longer existed to collide with, and the result was non-sensical - the hash table still contained the dropped items, but the method the rest of the game was using to access them was reporting the wrong index, so the pile wasn't displayed. When you dropped an item back at the original coordinate, suddenly the collision occurred as expected and the real index was again being returned, so the lost items would become visible again.
Once again, thank you for making the video - makes my job so much easier when I can clearly see what's going wrong.
Edit4:
11 FEB 2019 - Alpha 0.7.9:
Fixed a problem with dropped items sometimes disappearing if other dropped items were picked up. Oil lamp once again uses fuel at a reasonable rate. Engineering pass to de-clutter the game engine. Added several new items. Adjusted certain lamplight values. It is now possible to empty fuel from a lamp, whether in inventory or equipped, with the 'l' command from an item mode. Dropping something you don't have room for now gives better messages.
Edit5: Found a bug and added some new content.
11 FEB 2019 - Alpha 0.8.0:
Introduced a new Vault room type, new loot types, and a new door. Fixed a bug with removing fuel from an equipped light. Ensured that inventory display will not write out of bounds if too many items are carried.
Edit6: More updates -
12 FEB 2019 - Alpha 0.8.1:
Reworked the loot system - more dangerous monsters have a significantly higher chance of dropping decent loot, and loot containers may dispense more than one item. Message pane messages now wrap more intelligently.
Edit7:
Found some really cool stuff thanks to finding one of the new vaults on level 1, but it wasn't enough to save me from an errant viridian aura(especially with the new upgrades designed to offset the new higher loot chance!). However, it appears that the autopsy writer can skip items if your inventory is open at the time of death - that'll be corrected for the next release:
Autopsy: 12 Feb 2019 10:50:18
Game time played: 0 days 01:16:35.488
Killed by viridian aura on level 6
Total XP: 769
Equipped Items:
an embermace (+3, 9d2+4) [Slightly Damaged]
<no item equipped>
a Lemurian censer <sacred oil:6%>
a Lemurian noble cuirass [Moderately Damaged]
an amulet of precision
Carried Items:
<136> 17x clay jar [healing ointment] (100%)
Kills:
36x giant red rat
10x cave worm
1x grave worm
2x tomb serpent
[checksum: 234bc26c]
Edit8:
12 FEB 2019 - Alpha 0.8.2:
Fixed a bug where the autopsy file could fail to write inventory items if the inventory was open at the time of death. Implemented free camera mode.
Thereyago, Tormuse, you can look around all you want now.