Hi! As some of you may already know, I’m the release manager for the 0.6 release, and I’m here to announce that the 0.6.0 release is coming very soon! I’ve just uploaded the first release candidate version (0.6.0-rc1) to the CDO server and to the Windows Builds page. What this means is that 0.6 is [...]
We were quite surprised when the unexpected announcement for Dungeon Sprint showed up on our mailing list a few days ago! It got installed on CDO early and it was extremely well-received! It sends you off into the dungeon and the big show starts immediately – no waiting, no resting – immediate death or victory [...]
I’ve just uploaded v0.623 to SourceForge. This is mostly a bugfix release, since v0.622 had a couple of serious problems. It also includes a new way for mercenary lancemates to bug the player, and the first ever pirate mission. Even better, the police patrols haven’t been added yet! Enjoy your easy plundering while it lasts, ya scurvy dogs.
The time has come to finally close down our SourceForge bug, patch and feature request trackers.
We have migrated our bug and feature-request tracking to a Mantis Tracker – please sign up there to contribute! In addition to the tracker, we have created a DokuWiki for play-testing feedback and for suggesting and discussing new features and [...]
The space pirate stuff I said I’d try to complete for the next release? Not ready yet. However, since there’s a whole lot of other stuff worth releasing and since the space pirate stuff is going to require some deeper changes than I originally thought, I’m making a release now.
Here’s an overview of the changes:
More components and better connections in the core story. All deadends reported to me so far should be resolved this time around. Core story missions now tell you their rewards up front, and the dreaded “Mansion of Fetch” episode has been altered to become less arbitrary.
New character development plots for lancemates. If you have a lancemate who owes you a favor, they now have a chance to pay you back.
Some script bugs fixed. Repair skills used by lancemates will now display the correct message.
If you’re a follower of the crawl-ref-discuss mailing list or a regular reader of commit logs (I know that I am!) you may have noticed the creation of a new branch of Dungeon Crawl Stone Soup. The branch in question is “stone_soup-0.6″, and its creation means a variety of things for players of the trunk [...]
I’ve just uploaded GH2 v0.621 to SourceForge. This release fixes a lot of bugs from v0.620, adds some new content to the core story, and should be less disjointed overall. Also, I’ve been building some really tiny giant robots. The guy on the left looks like a Transformer but I’m afraid I can’t make a positive identification.
Full list of changes below the fold.
- Fixed BuildRobot messages (robotics.pp)
- Props with undefined sprite now get one (cutegfx.pp)
- Added ERSATZ_MOUSE config option (cutegfx.pp)
- World map working in 2D mode (cutemap.pp)
- NPCs can tell PC to buzz off (arenascript.pp)
- Seeking rumors uses SocSkillTarget (arenascript.pp)
- Added \EXACT_SCENE message formatting command (arenascript.pp)
- Fixed crashing bug with monologue (arenascript.pp)
- Mullins is no longer invisible
- Create New Pilot now works in ArenaHQ (gh2arena.pp)
- Added title screen (cutegfx.pp,glgfx.pp,vidgfx.pp)
- Added ifGSealed, SayPlotMsg ASL commands (arenascript.pp)
- Removed unused NUMPLOTS config option (ui4gh.pp)
- Out of scale characters represented by small sprite (cutemap.pp)
- Updated readme file with config options and troubleshooting
Commentary will be posted over at the GearHead forum. As usual, try it out and let me know what you think.
Roguelikefiction will be attending IGDA Atlanta’s Open Mic party on Saturday, February 6th from 7:00 to 10:00 PM at W. Atlanta Midtown. Come out and show your support as we provide a presentation of Legerdemain and talk shop with lots of other indie-game developers all around Atlanta.
You can find out more at the Facebook page for this event, available here: http://bit.ly/c1qMBP
Players, who have joined us in ##crawl or ##crawl-dev on Freenode, already know there are two additional sources of information about Stone Soup available in IRC: Henzell & Gretell!
Our bots – willing to answer all kinds of questions you may have about monster, uniques, items, even about skills and branches and strategies.
All those gory details [...]
A new version of GearHead2, the roguelike with more giant robots per tile than any other, has just been uploaded to SourceForge. The big changes this time around are a 2D isometric interface (useful to people without 3D graphics cards, or who just prefer the look) and a new “Dramatic Choice” mechanic in the core story. Important note: You should do a clean install with this version, i.e. delete the previous GH2 files before upgrading.
Here are some of the highlights:
Dramatic Choice: At the end of an episode, your character will now be able to decide the next course of action. These choices affect the progress of the core story and ultimately its ending.
The PC’s Home: Your player character now starts the game at home. There’s not a lot you can do with the home yet, and your parents/guardians/landlord don’t have much to say, but at least you now have a couple of places for stashing loot.
2D Graphical Interface: Classic isometric. Aside from a couple of props which don’t have sprites yet, it’s completely working.
Full 3D Interface: There is a config option to turn on meshes for all characters and mecha.
Numerous Bugfixes: That “Unknown script value +1 -1″ thing? Gone.
Note that RPG save game compatibility is broken, and previously created CHA character files can’t be used in a new RPG campaign. Arena mode save files should be unaffected.