Chaosforge Forum

  • May 31, 2020, 13:14
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1] 2 3 ... 5

Author Topic: AliensRL 0.8 Beta 2  (Read 23299 times)

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4539
    • View Profile
    • http://chaosforge.org/
AliensRL 0.8 Beta 2
« on: June 10, 2007, 15:29 »

If you wonder why you missed beta 1 - it is in the Chaos-access part of the forum. I decided to make the AliensRL beta versions public, to recieve more feedback. Please comment! This is unstable beta version, so please do not advertise it outside of the board.

Due to popular demand it's time to resume development of AliensRL! I hereby bring you the second beta version for the upcoming release. Test it 'till it dies!

aliensrl-win-0.8-beta2.zip

Major changes in this version include the introduction of enhanced radiation, inc grenades, master skills and finally the much anticipated save/load. I know that the gameplay enhancements are very unbalanced, please help me to balance them!

Compared to Beta 1 this version includes all the fixes mentioned in the Beta 1 thread, and target remembering and XP dingbat.

The zipfile contains only the non-media files to reduce download time. You should copy the music/sound/voice directories into it.

I also decided to change my naming scheme -- "0.8 beta 2" means "second beta version on the road to 0.8".

Full changes list
-- save/load added!
-- max medpacks reduced to 5
-- medpack use in combat is half effective
-- radiation made more deadly
-- radiation suits
-- added exploding fuel barrels
-- master skill levels unlocked
-- heavy weapons master skill added
-- sidearms master skill added
-- medical master skill added
-- light weapons master skill added
-- temporary technical master skill added
-- initial grenade capacity = 3/type
-- fitness increases grenade capacity by 1/level
-- implemented inc grenades
-- varied starting ammo/medcount between classes
-- XP dingbat added
-- fire mode remembers last target
-- typo fixed
Logged
at your service,
Kornel Kisielewicz

Blade

  • Tester
  • Elder Chaos Guard
  • Brigadier General
  • *
  • *
  • Offline Offline
  • Posts: 691
    • View Profile
    • Upyachka
Re: AliensRL 0.8 Beta 2
« Reply #1 on: June 10, 2007, 16:50 »

Wow! Have played a little and here are what i noticed:

Auto-aiming seems to never work when there are more than one enemy in sight. It also not always works even with one enemy(haven't noticed any dependance when it not works).
You still start your game inside the wall.))
Incenerate grenades rocks!

That's all for now.))
Logged
Low orbit ion cannon damaged my brain!!1
Now i'm an idiot!1 Kill me, somebody!!11

DaEezT

  • Local Inquisitor
  • Colonel
  • *
  • *
  • Offline Offline
  • Posts: 565
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #2 on: June 11, 2007, 00:09 »

* DaEezT downloads so he can play at home.

Stupid ISP D:
Logged
"Morality is merely a convention with which men mutually agree to delude themselves. There are no moral facts, just preferences, and one is no better than any other."

Behrooz Wolf

  • Elder
  • Lance Corporal
  • *
  • *
  • Offline Offline
  • Posts: 35
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #3 on: June 11, 2007, 19:21 »

Picking up a "Suicide?  Too Easy" self-targeting message then points the auto-aim at the player as the last target, even when you've moved somewhere else and a valid enemy target is visible.
Logged

Karry

  • First Lieutenant
  • *
  • Offline Offline
  • Posts: 206
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #4 on: June 12, 2007, 06:07 »

When i switch to fullscreen - the DOS mouse cursor is shown. This always nagged me in ADoM sage, but this bug didnt exist in DooMRL.
Logged

Newts Revenge

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 26
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #5 on: June 18, 2007, 14:30 »

Finally got a chance to play through the new version. YAVP below :)

Firstly, congrats on the excellent update :) With one exception, the new features all work really well. If there is any instability then I didn't find it. The balance is also pretty good, and I didn't find the game any harder or easier than the previous version. The incendiary grenades ROCK, but their awesome power is balanced by the reduced carrying capacity for grenades overall.

Here are my observations and suggestions so far:

-The new aim cursor is really a problem. It almost got me killed several times by automatically jumping to an alien miles away instead of the one that was in my face. It should always preferentially target an alien right next to you, most dangerous first. It would also be nice if the aim cursor never automatically started on a Worker that hadn't seen you. It's damn annoying to accidentally shoot a worker who was previously no threat :(

-Grenades should go off properly even if they're targeted on an empty space. Why should the player have to throw a grenade directly at an alien for it to work? This was not too great an annoyance with the old grenades, but with the inc grenades it can be really galling. I threw an inc grenade next to a group of aliens expecting to wipe them all out in the ensuing inferno, but nothing happened :(

-Shooting range shouldn't be limited by visual range. If the player knows where something is, even if it's beyond their light radius, they should be able to shoot at it with reduced accuracy. It's annoying in the storage tower where the only safe way to set those barrels off is with grenades (unless there's another way that I missed).

-Fuel barrels shouldn't be visible outside the light radius. If the player wants to safely shoot barrels in the storage tower, they should have to first go into the room, and then remember exactly where the barrels are when they retreat :)

-When entering look mode and no aliens are in visual range, but some items or objects are, the look cursor should automatically jump to the nearest item or object that is in visual range.


Code: [Select]
-- AliensRL (0.8 (BETA 2)) Post Mortem -------------------------------

  Name     : Apone
  Class    : Marine
  Rank     : Veteran
  Result   : Killed the alien Queen and escaped

  Total Experience : 11275
  Experience left  : 335
  Game length      : 70281 truns

  Armor   : Plasteel armor [3]
  Sidearm : M4A3 pistol (11/12)
  Primary : M41-A pulse rifle (60/60)
  Medpacks: 5

-- Graveyard ---------------------------------------------------------

  .............#-########
  #######-###............
  ..........#..##########
  ...%...|..#..#.........
  ..........#..#.........
  ..|.......#..#...|.....
  ###########..#.........
  #....#....#..##########
  #....#....#..#A........
  #....#....#..#........%
  #....#....#..#.].......
  |....|....#..|...A.....
  #....#....#..#.........
  #....#..A%#..#...%.....
  #....#....#..#######-##
  #....#....#..#...A.....
  #-#########..#.........
  ..A..A....#..#.........
  ..........#..#.....A...
  ..........#..#.........
  ..........#..#.........
  ###########  ##########

-- Skills ------------------------------------------------------------
  Sidearms      : advanced
  Light weapons : basic
  Heavy weapons : untrained
  Technical     : basic
  Medical       : advanced
  Fitness       : expert
  Perception    : advanced

-- Ammunition --------------------------------------------------------

  9mm ammo      : 273/400
  .44 ammo      : 14/150
  M309 ammo     : 245/500
  M250 ammo     : 450/500
  60mm gren.    : 36/40
  12g. shells   : 200/200
  frag grenade  : 4/3
  inc grenade   : 2/3
  krak grenade  : 2/3

-- Kills (620) -------------------------------------------------------

  226 juveniles
  7 workers
  123 warriors
  173 hunters
  90 elites
  1 queen

-- Messages ----------------------------------------------------------

 Choose direction to open/close or
 activate... You close the door.
 You open the door.
 Choose direction to open/close or
 activate... You close the door.
 You open the door.
 Choose direction to open/close or
 activate... You close the door.
 You enter the corridor. Entering
 Civilian Tower, level 1...

Logged

Newts Revenge

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 26
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #6 on: June 25, 2007, 08:42 »

Something else I noticed when playing another game (I'll post YAVP later, don't have it on this machine right now) is what seems to be minor bug with the radiation. When it lowers your max health, your max health displayed at the top right of the screen doesn't change.

Also, the new radiation turns out to be not really very evil at all :-/... Because you're using medkits regularly anyway, the damage is always healed before it becomes noticeable. I searched a whole irradiated floor without a rad suit and was never under any real threat from the radiation damage.

Another almost inconsequential bug that you can see in my YAVP above, is that the extra grenade capacity from the Fitness skill isn't shown in the mortem.
Logged

SaThaRiel

  • Private FC
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #7 on: August 16, 2007, 04:22 »

Hm, will you compile this version on linux someday? Also i fear that after all those hardening changes i wont survive the first level i really need the save function.
Looking forward to more improvement, AliensRL is really great :)
Logged

Fjell

  • Private
  • *
  • Offline Offline
  • Posts: 1
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #8 on: August 24, 2007, 22:56 »

I LOVE THIS GAME! I recently tried to get into rouge-likes, downloaded nethack but hated it. I cant seem to get any further then the first few rooms of the civ tower. Keep running out of ammo like an a**hole. ummmm I thought aliens spit acid? I dont know if they do or not, but it didnt seem like it... Would be cool if you could search bodies... ummm i think thats all i have to say... keep up the great work!

ewwwww I just download this beta and i get 

critical error: <tsound/0/0> registermusic<music\abta.mod>: Couldnt read from 'music\abta.mod'

nm im retarted....
« Last Edit: August 25, 2007, 13:40 by Fjell »
Logged

archaon

  • Private FC
  • *
  • Offline Offline
  • Posts: 7
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #9 on: September 01, 2007, 22:44 »

Sorry guys, but where do I get the abta.mod file?

edit:
Nevermind, lol. I guess I should have spent longer than 3 minutes searching for it before asking.

Wish me luck in the game! :)
« Last Edit: September 01, 2007, 22:50 by archaon »
Logged

Beppo

  • Private
  • *
  • Offline Offline
  • Posts: 1
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #10 on: December 11, 2007, 15:46 »

YASD! Unfortunately the map doesn't seem to work properly. Or are the aliens just roaming aroung after they've eaten the hero's remains?

Code: [Select]
-- AliensRL (0.8 (BETA 2)) Post Mortem -------------------------------

  Name     : Amiodarone
  Class    : Scout
  Rank     : Veteran
  Result   : Killed the alien Queen and died while escaping
  Died on  : Main Tower, level 1

  Total Experience : 11430
  Experience left  : 1010
  Game length      : 37367 truns

  Armor   : Gyro-stabilizer [0]
  Sidearm : .44 colt (5/6)
  Primary : 12g. combat shotgun (reload)
  Heavy   : M56 smartgun (45/50)
  Medpacks: 5

-- Graveyard ---------------------------------------------------------

  ########  #############
  .......#..|............
  .......#..#............
  .......#..#....%.......
  ..+....#..#............
  .......#..#............
  .......#..#............
  .......#..#.....]......
  .......#..#############
  ########..#............
  |....|.#..#............
  .......#..#............
  .......#..#............
  .......#..#.......%....
  ########..#..........+.
  .......#..#######.#####
  ..%..+.#..#A....#.#..+.
  .......#..#.....#.#....
  .......#..#.....#.|%...
  ......A#..#.....#.#%...
  ########..#.....#.#....
  ..........#.....#.#....
  ########..#.....#.#....
  .......#..#.%...#.#####
  .......#..#.....#.#...%
  .......#..#.....#.#....
  .......#..#.....#.#....
  .+.....|..#.....#.#....
  ##-#####..#.....#.#-###
  ..........#....%#.%....
  ########..#...../.#####
  .....A.#..#.....#.#AAA.
  .......#..#.....#.#A...
  .......#..#.....#.#....
  .......#..#.....#.#....
  .......#..#.....#.#....
  .......#..#.....#.#....

-- Skills ------------------------------------------------------------
  Sidearms      : advanced
  Light weapons : basic
  Heavy weapons : basic
  Technical     : untrained
  Medical       : expert
  Fitness       : advanced
  Perception    : advanced

-- Ammunition --------------------------------------------------------

  9mm ammo      : 400/400
  .44 ammo      : 126/150
  M309 ammo     : 60/500
  M250 ammo     : 30/500
  60mm gren.    : 1/40
  12g. shells   : 119/200
  frag grenade  : 3/3
  inc grenade   : 5/3
  krak grenade  : 5/3

-- Kills (677) -------------------------------------------------------

  266 juveniles
  18 workers
  127 warriors
  191 hunters
  74 elites
  1 queen

-- Messages ----------------------------------------------------------

 The hunter dies. The hunter shreds
 you! The hunter shreds you!
 Your weapon is empty!
 Move around the cursor and look
 below the map screen.
 You let go of your weapon and grab
 the sidearm!
 You lightly hit the hunter! The
 hunter shreds you! The hunter shreds
 you! You die. Press <Enter>...

This far three of my space heroes have got bored to death after they've searched for the power armor with no avail. This one pulled himself together, fried the alien queen but got killed while trying to spare some smartgun ammo. I think the game works excellently when it comes to tactics about choosing weapons and armor. Maybe your armor should also affect your movement or does it do so already? That way it wouldn't necessarily be wise to look for the power armor. At least there would be some solace after discovering that you can't find one.

Also it would be great if you could find a sound for the alien crawling out of the ventilation. I think it's one of the best features adding to the atmosphere of the game. They get me almost every time as I'm tap-tap-tapping along a once cleared corridor or room.

There's a minor bug with the autoaiming: When you shoot aliens in a row, aiming at the closest one, next time your target is the last one of the row. I figured that the autoaimer simply reckons the last alien that got hit but you might know better.

Anyways, by far the most annoying thing is what Newts already mentioned: the grenades act quite absurdly when thrown past a target. It doesn't make sense that they only deal damage when aimed at an alien. It would really add to the tactics if you could clear dark rooms by blindly throwing frags from outside. Though it would make the storage tower somewhat unruffled. I like the idea of dud incendiaries. Only they shouldn't occur so often, when you throw an inc against the wall or on the floor. Maybe they could also burn down walls, if thrown against one? And maybe the technician skill should affect the chance of failing to detonate the grenade.

Kornel, I deeply thank you for your efforts. You have the aptitude and patience that most roguelike geeks only dream of. The features you've been promising for future releases seem marvellous. I'm really looking forward for new betas to be tested!
Logged
I am kind to spacemen.
I am kind to spacemen.
I won't ever be evil.

kyosenmurasame

  • Private
  • *
  • Offline Offline
  • Posts: 4
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #11 on: July 14, 2008, 12:41 »

Hi Roguelikers! I have downloaded the ++ version, it's older than 0.8 beta 2 version?
Logged

Malek Deneith

  • Grand Inquisitor Emeritus
  • Grand Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1256
  • Lost Seraph
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #12 on: July 16, 2008, 14:57 »

Yep, it's older... ++ is stable, this is a beta
Logged
Inquisition - saving your soul, one bolter shell at a time.
Spoiler: "Hackmaster Kills" (click to show/hide)

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #13 on: October 18, 2008, 09:43 »

Question about this beta:
Are all skills unlocked on master level ? Or just the one that depends on the starting class ?
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #14 on: October 24, 2008, 03:11 »

I would really like to have my question answered :) .
Logged
Pages: [1] 2 3 ... 5