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Articles taggués ‘news’

Tourney Time Again!

Source: Dungeon Crawl Stone Soup

Calling all avid crawlers! The calendar rolls once more towards August, and August means the annual Dungeon Crawl Stone Soup Tournament! It will begin at midnight, August 1st (UTC), and continue through until midnight, September 1st (UTC). All Stone Soup version 0.7.0 games started during this period of time, on both crawl.akrasiac.org and crawl.develz.org, will count [...]

Stone Soup 0.7.0 “Pacific Pachyderm”

Source: Dungeon Crawl Stone Soup

The 0.7 release of Dungeon Crawl Stone Soup is here, complete with elephants, tile awesomeness, and fully recharged electric eels. Edit: 0.7.1 is now out with a fix for a severe bug affecting ziggurats and other Lua-triggered features such as bazaars. Please update to 0.7.1 if you’ve already downloaded the 0.7.0 release. All 0.7.1 release files are [...]

Roguelikefiction on the Road

Source: Legerdemain

So… cheers to all the cool folks we met at Origins last month in Columbus, OH; we had a real blast. Sales of our Legerdemain cluebook package exceeded expectations and we have already sent in a call to our printer here in Atlanta for another run.

Next up is Gen*Con Indy, which runs in Indianapolis from Aug. 5 to 8 and promises to be an even bigger event than Origins. We’ll be in booth #2543 so if you missed us in June drop by and hang out as we peddle our wares and chat about upcoming games and experimental fiction projects we’ve gotten cooking.

Here’s a shot of the booth, with Rabelais holding up the cards and Dr. Zaius holding down the books:






Here’s a shot of Legerdemain’s confused author. I think this was Barley’s, right across the street from Origins.

Categories: Legerdemain, Planet Roguelike Tags: ,

RC3 for 0.7.0

Source: Dungeon Crawl Stone Soup

The third release candidate for 0.7.0 is out, addressing issues with piety gain, slime wall damage, and other miscellaneous fixes. Mac and Windows binaries are on the development builds page as usual. When filing bug reports on Mantis, please attach your save games if you have them. Also, please make your bug reports as detailed as possible [...]

Second release candidate for 0.7.0

Source: Dungeon Crawl Stone Soup

0.7.0-rc2 is out, fixing many of the instabilities and other bugs in the first release candidate. Please pick up Mac and Windows builds for 0.7.0-rc2 on the development builds page. The new Windows installer is also available directly from the development builds page now.

First release candidate for 0.7.0

Source: Dungeon Crawl Stone Soup

The first release candidate for 0.7.0 is here, featuring slick new tiles, a new Sprint map from the strange and terrible Chapayev, Demonspawn with fancy new mutations and chrome wheels, and a new tutorial with Extra Bling (TM). There’s also a detailed list of changes if you enjoy that kind of thing. Mac and Windows builds for [...]

Mac OSX Builds on a regular basis

Source: Dungeon Crawl Stone Soup

We have updated the Development Builds page to also host Mac OSX builds and we intent to keep them updated on a regular basis. Enjoy! And please keep the suggestions and bug reports coming! :)

Around The Web

Source: GearHead RPG

- Over at The Sexist, Amanda Hess and Courtney Stoker (of the blog From Austin to A&M) discuss a question I posed earlier about making dude-dominated subcultures more accessible to women.

Above all, be willing to listen, even if what women have to say makes you feel uncomfortable or challenges your privilege. (Actually, especially if that happens.) The best way to make a community feel welcome is to show that you care what they think and have to say.

Many thanks to both of them for talking about this. You can read the first half of the interview here, and then stick around for the phallic sword infomercial.

- It’s Zombie Day at ScienceBlogs.com! I provided the zombiefied portraits of their bloggers… Collect all 36 pictures! They’re just like Pokemon, but highly educated and undead!

- The GH2v0.628 archives for Linux and Mac OS X have been uploaded to SourceForge. Thanks to Michalis for putting them together.

T-Engine4 / ToME4 beta6 unleashed!

Source: T-Engine 4 - Tales of Middle-Earth

As promised here comes T-Engine4 and ToME4 beta6 !
See http://tome.te4.org/ http://te4.org/ http://blog.te4.org/

OSX binaries will come hopefully tomorrow and the linux binaries are suspended for now until I find a good way to make them.

This release is mostly beta5 without the bugs, plus a few other nice display things to make your wait worth it :)

Changelog:

  • Fixes random crashes and load errors
  • Reworked the internal CMap, it now does not know what a terrain or an actor is, instead the map objects are just textures, positioned on a z-order, each map object can tell if it can be seen, remembered, …
  • Trees are now made of two or more map objects, a patch of grass and one or more tree, randomly placed on the tile, to make forests look less tilish
  • Fix shaders to always use floats
  • Fix dual shot to only use 2 arrows
  • Random tree layout will try to place lower trees on top
  • Fixed FOV update when running
  • Don’t allow jumpgate to work between levels
  • Fix lots of monsters that did not deal damage
  • Download without music (for slow connections) are available

Have fun !

T-Engine4 / ToME4 beta5 unleashed!

Source: T-Engine 4 - Tales of Middle-Earth

As promised here comes T-Engine4 and ToME4 beta5 !

OSX binaries will come hopefully tomorrow and the linux binaries are suspended for now until I find a good way to make them.

Release highlights:

  • Much balancing and fixes
  • Changed spells and physical damage formulas to be less dangerous at low level and to scale better
  • Split talents into talents (combat oriented) and skills (utility oriented) with points for each
  • First use of opengl shaders
  • Lots of new high level content to advance the story

Expanded changelist:

  • Window resizable again
  • Gates of Morning now has a unique map
  • Talents level screen now show next level and current level
  • Actors can now have no max level (and they do not in ToME)
  • Switch to left mouse click to move
  • Can keybind to mouse buttons
  • Moving the mouse in target mode will do freemode targetting
  • Left click in target mode cancels, any others accept
  • Using stacked objects will now give a correct message
  • Fix cloned actor placement
  • Objects default to price 0
  • Only one hymn is usable at a time
  • Fixed wilderness encounter chance
  • Unremarkable cave is now exitable
  • Fix chat dialog mouse input
  • Gems added, useless for now(well they can be sold), will be used for crafting later
  • Ego items now vary in price based on their level of bonus
  • Fixed shadow similacrum
  • Actor’s Emote system
  • Chain lightning does not hit the caster
  • Tweaked exp chart, later levels should be easier to gain
  • Ardhungol is no more fully lited and rememberd
  • Most texts are now anti-aliased
  • Engine can outline ASCII tiles to make them more visible
  • Quick Weapon Set Switch key (x by default)
  • Chat class will give better error if it can not load a chat
  • Temporary effects last their correct durations
  • Changed all damage formulas to be less linear
  • Melee damage is now fully dependent of stats. A 15 STR actor wielding a mithril sword will not do devastating attacks (but still have powerful ones)
  • Melee/archery damage stat on weapons is renamed “power”
  • Refitted all damage formulas to use more explicit and generic (and bound) functions
  • Players now start with all talents & stats assigned
  • Quick Birth
  • Water now uses OpenGL shaders
  • Changed some spell cost
  • Sandworm Tunnellers are now invulnerable
  • Confirmation prompt to stores
  • Allow the UseItemDialog to handle mouse correctly
  • OpenGL Framebuffer Object (FBO) support available to modules
  • New zone: Mount Doom
  • New zone: Eruan
  • New zone: Rak’shor Pride
  • New quests to advance the story
  • NPC stat leveling is limited in the same way the player is: natural max of 60
  • Sand drakes are now a ‘D’
  • Split talents into talents and skills. Both have their own points. Talents are class defining stuff, mostly combat oriented while skills will be learnable by more classes and are mostly utility
  • Increasing stats/talents will recast sustained talents (with a few exceptions)
  • Archmages now get access to Enhancement school
  • Stealth & invis are now only checked every few turns, giving miore chances to rogues
  • Display hp/stamina/mana/… as color bars

Have fun!