As I stated in the previous thread, I'm level 3 now and don't die to random monsters anymore.From what I've seen pretty interesting vaults and artifacts await.
I feel like I'm done, as deeper dungeon levels seem to be the same as dungeon lvl 1. What should I strife for now?
PTW even if I don't play Inc at the momentPowered two wheelers?
Posting to watch.PTW even if I don't play Inc at the momentPowered two wheelers?
Did I see dependencies updated and Inc being moddable??The recent changes are mainly removing most of the compilation warnings, which also fixed about three real bugs along the way and which I stupidly did not keep track of. Using & instead of && and similar. Or using >> instead of <<. And also providing the tool to allow modifying the IncursionScript grammar, and I've used this to extend the language in a minor way. But the game was already moddable through the IncursionScript language, which could already be used to define a new module and to add races and so forth.
Soooo, about what % of this game is finished?No idea. The game can be played to completion. So 100% and less than 100% both at the same time.
Soooo, about what % of this game is finished? Because it looks super complex, but at times it feels like it should have ten times what it does, like there are big gaps in the game. Probably because I cannot look up what things do. Wiki is barren.The answer is kinda' wibbly. Mechanics wise, Inc was probably a good 60-70% complete, maybe more (but less than 90%, I'd say) at the point the original dev set it free. Much of the remaining stuff, so far as I was aware, was AI (re)development, finishing up prestige classes, subraces, etc., and those bits of skills and/or spells and/or abilities that would only function in the greater game.
Concerning stability...i´m getting an occasional CTD i´ve not seen in the old versions; a strange error in room weight calculations (something along that line) when descending to a new level.And which version are you using?
Are you interested in any balance style changes, or are we stuck in 3.0?Well, any balance changes have to be proposed by someone else, and debated by the community. If I am convinced after that, I am happy to incorporate them. Otherwise, someone else can release their own balanced version.
Rogues monks and warriors are ass haha
Wiki upgrade would make this game a lot more popular. I stopped playing because most of the things I looked up weren't there.Like? If you were to list the things you expected to find there, then maybe the gaps could be filled.
Aye, pretty much all passive DC stuff like that -- both for traps and locks, and probably some other junk -- increase with depth. I think the rationalization is that the earlier levels kill off the less competent lockmakers.Yes, but you would think that the DC would stay the same for a lockable object found on level X and carried up and down levels. Consistency is important from my perspective.
The big rub with multitude right now is there's pretty much zero benefit to worshipping them as a primary god.
Next is stairs spawning in a dangerous area, like a chasm so you go down some stairs and fall 6 floors, great.Already reported (https://bitbucket.org/rmtew/incursion-roguelike/issue/160/stairs-can-be-generated-in-inaccessible). This is a legacy bug, and while I have a save file kindly provided by Vasiliy Kardanov, it does not help in debugging the issue. The problem is that I need to debug a level actually in the process of being generated, but to have a save file where someone has encountered it, the level will have to already have been generated. Map levels are generated on demand, and not in a deterministic way.
Also, stairs spawning completely surrounded by walls, that seems wrong
Oh, right now my number 1 fix is reach weapons being able to hit large sized creatures, it always says I can't hit adjacent things, and when I step one square away they are out of rangeIf you want something fixed first, you need to make it as easy as possible for me to fix it. Get in the situation. Save the game. Compress the save file. Go to the issues site (listed in my signature), look for an issue which covers this. Create one, if you cannot see one. List the commands I should do to see the problem, and describe how they should work. Attach the compressed save file.
So uh, what is the actual win condition? Is there a win screen or anything?Now you have to get back out of the dungeon.
I killed the king and the two mind flayer mages, and I am sitting on the throne. Maybe I have to destroy it?
So uh, what is the actual win condition? Is there a win screen or anything?Go to the in-game help, and read the introduction. It's the first thing covered there. From the main menu 'h' followed by '1'.
I killed the king and the two mind flayer mages, and I am sitting on the throne. Maybe I have to destroy it?
Wiki upgrade would make this game a lot more popular. I stopped playing because most of the things I looked up weren't there.Like? If you were to list the things you expected to find there, then maybe the gaps could be filled.
... transcribe and hotlink-enable the manual, basically. Could maybe stand some usability work, I guess.There was some talk about being able to generate the in-game manual into an HTML output. The code to do it, may be there. Or it may be that Julian was planning to also release that in his next batch of files.
No the manual does not contain what I am talking about. I loaded the game up again to figure out exactly how I want, and int he process, I found this page.
http://incursion.wikidot.com/manual-index (http://incursion.wikidot.com/manual-index)
See all those grey links under "Reference Lists"? All of that is very valuable information that I would love to have access to.
See all those grey links under "Reference Lists"? All of that is very valuable information that I would love to have access to. I make a new character and all I see is a list of feats, talents, abilities, and items in which I have no idea what they do. I made a random character and in order to understand everything he could do, I spent at least 10 minutes looking through the help menus and wiki, just to figure out what my guy could currently do. This is a huge turn off.All this should be accessible directly in the character creation process. I have no idea what half the stuff does, and wish for the same information. But I don't want to have to go away and find the information, when I should be able to see the information in situ.
And how would one figure out what extra abilities do? I had to search the wiki for a description of "strong soul +2", and could not locate it on the help menus. Heck, maybe all that is needed is a search engine on the in-game help menus.
This issue (https://bitbucket.org/rmtew/incursion-roguelike/issue/129/order-of-journal-entries) suggests reversing the order of journal entries. Any objections? Speak up or get some change you prefer not to happen.Sounds like a good idea to me, actually.
And how would one figure out what extra abilities do? I had to search the wiki for a description of "strong soul +2", and could not locate it on the help menus. Heck, maybe all that is needed is a search engine on the in-game help menus.Strong soul is explicitly described in the halfling racial description (http://incursion-roguelike.org/man/Races.html#HA) :-\
* Strong Soul -- Halflings may seek to avoid discomfort whenever possible, but the truth is that they also survive through ordeals that would break the spirit of your typical human. They love life with a passion, and refuse to let go of that spark in the face of things which threaten their spirit, debilitate their mind or weaken their body.
In game terms, halflings have a kind of innate hardness rating against ability score damage. This value begins at 1 and increases by +1 every third level thereafter (2 at 4th, 3 at 7th, etc.) This value is subtracted from any damage the halfling might suffer to one of his abilities, and if it exceeds the damage, no harm is done. They also recieve a +2 bonus to save versus fear, and a +4 bonus versus death effects.
This issue (https://bitbucket.org/rmtew/incursion-roguelike/issue/129/order-of-journal-entries) suggests reversing the order of journal entries. Any objections? Speak up or get some change you prefer not to happen.
Should stat bonuses stack (as the negative stat bonuses imply)? Or should the best stack bonus be chosen and used in place of any of the others (as the positive stat bonuses imply)?
Positive stat bonuses: does Incursion have the concept of different bonus types? Like, the inherent bonus, the circumstance bonus etc.?
Should stat bonuses stack (as the negative stat bonuses imply)? Or should the best stack bonus be chosen and used in place of any of the others (as the positive stat bonuses imply)?
Negative bonuses from different sources (even of the same type) should stack. Only positive bonuses of different types should stack.This... mostly. It should take the best of each type (so, no stacking) except with explicit ability damage (ala poisons and diseases, and things like bonebat attacks or that one green thing that damages your dex when you attack it, stuff like that). So you wouldn't have curses or cursed equipment penalties stacking on top of each other, but poisons and diseases would do their thing properly.
Why can this character not worship Xavias?
https://dl.dropboxusercontent.com/u/7131649/Incursion/Quevven.sav
I haven't read the whole topic but:Mage armor provides an armor bonus to AC, and Bark skin works by giving a natural bonus to AC through enchantment. As odd as it sounds, those two bonuses stack. (Bark skins Natural armor even stacks from other sources of natural armor except enchantment bonuses). That's how it should work in 3.5 at least.
1) Barkskin spell gives much more armor than it reads in the description
2) Should Mage Armor & Barkskin stack? Because druid/mages can pull some insane armor ratings with the Empower spell metamagic (empower spell should also be made more costly since it can significantly boost buffing spells)
I've finally layed my hands on 3.5 Player's Handbook
Dual spiked chain? Sounds really iffy and dangeroys.From a realism perspective, yes. From a gameplay/mechanics perspective, it absolutely wrecks all the faces once it gets off the ground (which happens somewhere in the level 4-6 range, iirc -- and before then, you can just use one, probably with a shield once you get monkey grip).
PTW new thread.
I don't know what you are talking about coverage - normal armor doesn't give you ac bonus, and coverage makes you better at avoiding armor-punching hits, and is increased by shields.Shields and armor both give coverage -- and specifically, if you have no coverage, stuff like bonebat attacks -- most special melee attacks, from what I can recall, among other things -- pretty much automatically hit (barring dodging, of course). With coverage, though, there's a chance to actually block the effect, sometimes.
Well, see, that's just it... Hesani won't nuke you on a whim or summon a bunch of dire panthers on top of your head. Also, Hesani is a cinch to please if you have companions and disabled transgressions... You can get your followers to absolutely slaughter everything and he won't give a damn. Also, Hesani at least doesn't give two puffs if you have evil critters with you, s'long as you're not fighting them he's good with it (so far as I can recall, at least).They won't let me sacrifice to them. When I try to sacrifice gold, by praying on their altar and hitting 's', that's when I'm told I'm not worthy.
Just make a couple appropriate sacrifices on each of their altars. The way gods are viewed in Incursion is basically that they have no influence outside of their "scope", and their "scope" is those individuals and places that have interacted with them in some way. So all the nice quelling and allying you've been doing hasn't been seen. All they see is some stranger walking in asking for divine attentions.
Sacrifice some lovely gold coins to Hesani, and some evil creatures to Essiah (NOTE: Stuff like goblins, orcs and the like? Not inherently evil. There are neutral and even good-aligned goblinoids that get spawned, and Essiah is NOT happy about you attempting to sacrifice them), then try converting again.
Is that build Y12? I'm running Y11 and the savegame isn't showing up for me.Yeah, its Y12. I thought that was the most recent build?
I still need to do that "all-access diplomat" character idea I had a while back... Diplomacy-oriented druid of Mara. Animal empathy for beasts, diplomacy for living creatures and Mara worship for being able to quell/talk to the dead. Plus you get the permasummons from both Druid class and Mara abilities to help bolster your forces.
is chooseusername still bugfixing this? Or has he moved onto other stuff. Compared to how buggy incursion was what state is it in now?
is chooseusername still bugfixing this? Or has he moved onto other stuff. Compared to how buggy incursion was what state is it in now?There's several problems which aren't easy to fix, which require a lot of research. Or mindless playing, in order to try and reproduce them.
Edit: On a different note, getting a red square freeze when I try to use my identify wand or read one of my identify scrolls in this save:
https://www.dropbox.com/s/olu9p0og0nvi6g9/Wuyondra.sav?dl=0
You can check what's craftable by taking a Dwarf race and leveling to lvl 8 or thereabouts. That's how Julian made it - choose, are we going to get some content additions ever?I've been thinking that throwing in the odd content addition is valuable, as posting lists of bug fixes with each release feels a bit soulless. However I got involved to make it stable, not to put my own spin on the game.
Yay! Speedy fix is speedy.Edit: On a different note, getting a red square freeze when I try to use my identify wand or read one of my identify scrolls in this save:
https://www.dropbox.com/s/olu9p0og0nvi6g9/Wuyondra.sav?dl=0
Fixed in bug 188 (https://bitbucket.org/rmtew/incursion-roguelike/issue/188/more-than-100-items-in-inventory-would).
No idea about Drow thing.
Also, taking the opportunity to do the odd bug report: When using precisions strikes and choosing to pick the target by targets (instead of direction or the like), the game doesn't seem to check if the enemy is in range, which makes all characters kinda able to do the equivalent of the anime style "wind cut" from afar. :PIt'll probably get lost, unless it gets added in the bug tracker. And the likelihood of it getting fixed is directly proportional to how easy it is for me to reproduce, so if you could add a compressed save file with instructions on what to do, it would be appreciated ;D
Just try to finish up the classes that are implemented [but not finished] first and I'll be fine with anything else you do that doesn't break Incursion. :]
Just do a precision attack (p in the extended combat menu opened by c) when an enemy would be outside range, no matter what you have equiped or whatsoever. Not quite necessary, but here's a save with a warrior wielding just a shield as a weapon with an enemy in the screen but not so close that it could be attacked without one of them moving first:Also, taking the opportunity to do the odd bug report: When using precisions strikes and choosing to pick the target by targets (instead of direction or the like), the game doesn't seem to check if the enemy is in range, which makes all characters kinda able to do the equivalent of the anime style "wind cut" from afar. :PIt'll probably get lost, unless it gets added in the bug tracker. And the likelihood of it getting fixed is directly proportional to how easy it is for me to reproduce, so if you could add a compressed save file with instructions on what to do, it would be appreciated ;D
Just do a precision attack (p in the extended combat menu opened by c) when an enemy would be outside range, no matter what you have equiped or whatsoever. Not quite necessary, but here's a save with a warrior wielding just a shield as a weapon with an enemy in the screen but not so close that it could be attacked without one of them moving first:Fixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/189/precision-strike-tactical-combat-command).
https://www.dropbox.com/s/wn6g7m2dhtjl4sx/Joan.sav?dl=0
Edit:When you do this, it says "an hour passes" and the time is added to the turn count. Can you provide a way of verifying that this does not actually happen? Note in this case, after researching 8-9 times, you should hit the allowed awake time.
And on another misc bug report:
Using the "knowledge (magic)" to identify items in the library don't seem to actually take any time. Here's a save in a good position to test it:
https://www.dropbox.com/s/dwu8vqhm6vigm41/Wuyondra%20%282%29.sav?dl=0
Edit2: And on yet another red square bug report with a save:Fixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/190/god-anger-pulses-get-registered-multiple).
https://www.dropbox.com/s/loydq9mom4nvpl8/Wuyondra%20%283%29.sav?dl=0
Trying to attack the priest just south of my character gives the red square and crashes the game.
On the version I have (Y14), while it does give the "an hour passes", and it does hit the "allowed awake time", it does not add to the turn count. Not a major bug to be fair, and don't know if fixing this might end having unintended side effects.Edit:When you do this, it says "an hour passes" and the time is added to the turn count. Can you provide a way of verifying that this does not actually happen? Note in this case, after researching 8-9 times, you should hit the allowed awake time.
And on another misc bug report:
Using the "knowledge (magic)" to identify items in the library don't seem to actually take any time. Here's a save in a good position to test it:
https://www.dropbox.com/s/dwu8vqhm6vigm41/Wuyondra%20%282%29.sav?dl=0
Edit: And on a bit of a different subject, could you make a compiling tutorial for those who have absolutely no idea of what they are doing with compilers? Trying to compile the last source code for these bug fixes that will stop my game from breaking, but I managed to do is to grapple with VS2010 and mingw for hours without getting any closer to actually doing it. :PThe problem with this is that it's a endless time sink. Ever had a relative that had a "computer problem" and "it'll only take five minutes"? Unfortunately, the possibilities of what might have gone wrong are endless, and you end up spending hours if not days. And so it is, for compiler problems. It would suck whatever enjoyment I have for working on Incursion right out of me. :'(
Ok, just need need a few answers then, for when you have time of course:Edit: And on a bit of a different subject, could you make a compiling tutorial for those who have absolutely no idea of what they are doing with compilers? Trying to compile the last source code for these bug fixes that will stop my game from breaking, but I managed to do is to grapple with VS2010 and mingw for hours without getting any closer to actually doing it. :PThe problem with this is that it's a endless time sink. Ever had a relative that had a "computer problem" and "it'll only take five minutes"? Unfortunately, the possibilities of what might have gone wrong are endless, and you end up spending hours if not days. And so it is, for compiler problems. It would suck whatever enjoyment I have for working on Incursion right out of me. :'(
You are wasting your time with mingw. If you have Visual Studio 2010, it should pretty much just compile, once you follow the instructions in the readme file.
Ok, just need need a few answers then, for when you have time of course:This should answer all but the last two.
What is the _dependencies folder? Or rather, where it is located? Do I create it in the incursion folder? What's exactly are the libtcod source files? Everything inside the SRC folder? And how do I tell the VS2010 to build libtcod? The project file in the incursion folder doesn't seem to include it as a project?
Thanks! :DEverything in my _dependencies folder except for libtcod is not used. And the only things which are used are the things in the 7z file, which is the pick of the libtcod source code and the prebuilt binaries.
Edit: But no luck. Possibly some alteration in the VS2010 configs that I'm not doing, possibly some environment variables that would need to be changed, possibly some things that would need to commented out, possibly some extra dependency I'm missing (since the only subfolder in my _dependencies folder is the libtcod one, and it isn't alone in yours), but I think I'm giving up trying to compile it and will just wait patiently for next version. :P For how much I'm struggling with this, by the time I manage to figure out how to do it, you'd release a few extra versions already. :P
Unhandled exception at 0x006d87d6 in Incursion.exe: 0xC0000005: Access violation reading location 0x00000000.
Taking me to line 550 in magic.cpp if (e.EMagic->eval == EA_BLAST || e.EMagic->eval == EA_DRAIN)
For the actions being taken: Had just walked into a room, going to check in the save if I can reproduce it. Error: Assert failed: 'iStrBufDelQueue <
STRING QUEUE SIZE' in file e:\roguelike\incu
rsion\rmtew-incursion-roguelike-744341f5251c\serc\
base.cpp, line 68.
While fighting a bunch of zombies, with a break, exit and continue options. BREAKOUT;
Reloading haven't managed to reproduce it. In my experience, when you update/recompile, you have to start a new game. No savegame compatibility across versions.Unless there's some issue I'm missing (which is not unlikely at all), my Y14 character seems to be functioning normally in the compiled "latest" version.
In my experience, when you update/recompile, you have to start a new game. No savegame compatibility across versions.The options.dat text is noise.
As for options.dat, hmm, no idea.
Hmm, I was trying to compile from the vcxproj instead of the sln. Furthermore, I was trying to compile from the 66201ed which seemed to die by trying to find some files that weren't present (possibly the unused paths). Using Visual C++ 2010 Express.To me, it is as relevant to Incursion, as a section on updating Windows.
Still getting some errors, but these seem to be related to the need to update the VS2010. Will let it be known as soon as the update finishes (might be nice to add a "update Visual Studio" line for those completely ignorant like me (or worse :P ), but that's details :P ).
For oneThe instructions on the project page on bitbucket are pretty much definitive, telling you what to do. What they probably don't say, and which you won't know if you aren't experienced with Visual Studio, is that it is only sufficient for running within Visual Studio. I can add that.lastquestion: Do I take everything out of the debug folder and put it in the main folder, just the Incursion.exe, or do I copy the dlls to the debug folder?
Edit3: Well, I think most things are correct now, running the game from inside the Visual Studio instead directly from the .exe, and it seems to be kinda working, so this is probably a bug report, not a compilation issue:I can do nothing with this, unless there's a reproduction case.Code: [Select]Unhandled exception at 0x006d87d6 in Incursion.exe: 0xC0000005: Access violation reading location 0x00000000.
Taking me to line 550 in magic.cppCode: [Select]if (e.EMagic->eval == EA_BLAST || e.EMagic->eval == EA_DRAIN)
For the actions being taken: Had just walked into a room, going to check in the save if I can reproduce it.
Edit4: Didn't managed to reproduce, but here's the save anyway:
https://www.dropbox.com/s/x8hg84kuggcg7rh/Wuyondra%20%284%29.7z?dl=0
Had killed the warhorse and walked into the forge room.
I can do nothing with this, unless there's a reproduction case.I think it's a bug in some spell one of the npcs is casting somewhere in the map, but since the game crashes when he does, I'm having difficulty to identify which npc and which spell. If normal play doesn't manage to zero on it by the week after the next, I'll try extensive monster by monster testing with the wizard mode since I'll have much more free time to do so.
I think it's a bug in some spell one of the npcs is casting somewhere in the map, but since the game crashes when he does, I'm having difficulty to identify which npc and which spell. If normal play doesn't manage to zero on it by the week after the next, I'll try extensive monster by monster testing with the wizard mode since I'll have much more free time to do so.I don't think it's worth your time. Better would be to save regularly through normal gameplay, and when it happens see if it can be reproduced quickly with the last save.
Already do that. :P It does happen every so often, but it's never immediately reproducible, which is what led me to believe it's one of the npcs casting some spell, since it's far from guaranteed that they will do the same things and get the same rolls once you reload the last save.I think it's a bug in some spell one of the npcs is casting somewhere in the map, but since the game crashes when he does, I'm having difficulty to identify which npc and which spell. If normal play doesn't manage to zero on it by the week after the next, I'll try extensive monster by monster testing with the wizard mode since I'll have much more free time to do so.I don't think it's worth your time. Better would be to save regularly through normal gameplay, and when it happens see if it can be reproduced quickly with the last save.
I've just made a check-in which should identify what magic is being invoked and what creature.Already do that. :P It does happen every so often, but it's never immediately reproducible, which is what led me to believe it's one of the npcs casting some spell, since it's far from guaranteed that they will do the same things and get the same rolls once you reload the last save.I think it's a bug in some spell one of the npcs is casting somewhere in the map, but since the game crashes when he does, I'm having difficulty to identify which npc and which spell. If normal play doesn't manage to zero on it by the week after the next, I'll try extensive monster by monster testing with the wizard mode since I'll have much more free time to do so.I don't think it's worth your time. Better would be to save regularly through normal gameplay, and when it happens see if it can be reproduced quickly with the last save.
if ((e.isSpell || (e.isItem && e.EItem->isType(T_SCROLL))) && e.EMagic == NULL)
Error("Crash imminent, id=%l, effect='%s', num=%d, actor='%s'", e.EActor->myHandle, NAME(e.eID), e.efNum, e.EActor->Name());
I've just made a check-in which should identify what magic is being invoked and what creature.Sadly, I can't really say I would know how to use this code. On the other hand, on got a save in which, while not perfectly reproducible, getting into a fight with the dwarf barbarian to the north while in the line of sight (but not the line of fire) of the mobs in the room seem to trigger the crash fairly often, even if not every time.Code: [Select]if ((e.isSpell || (e.isItem && e.EItem->isType(T_SCROLL))) && e.EMagic == NULL)
Error("Crash imminent, id=%l, effect='%s', num=%d, actor='%s'", e.EActor->myHandle, NAME(e.eID), e.efNum, e.EActor->Name());
Sadly, I can't really say I would know how to use this code. On the other hand, on got a save in which, while not perfectly reproducible, getting into a fight with the dwarf barbarian to the north while in the line of sight (but not the line of fire) of the mobs in the room seem to trigger the crash fairly often, even if not every time.I'll take a look. Thanks for your efforts! :)
The file:
https://www.dropbox.com/s/mg4l2f9vkh24mes/Laele%20%2812%29.7z?dl=0
In theory that code would tell you what monster is the problem, what magic they're doing, if you play with it compiled in and the crash were to occur.Main problem is that I have no idea where I would add the code. :P
Main problem is that I have no idea where I would add the code. :PIt's already checked in.
Edit: And on yet another bug report, this time back to gold issues: That whenever you spend currency, it uses all of your coins is already known. What is apparently new is that it happens to npc vendors when you sell stuff to them.Fixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/192/).
Sadly, I can't really say I would know how to use this code. On the other hand, on got a save in which, while not perfectly reproducible, getting into a fight with the dwarf barbarian to the north while in the line of sight (but not the line of fire) of the mobs in the room seem to trigger the crash fairly often, even if not every time.Thanks for the reproduction case, fixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/193/).
Couple questions:Normal. They're probably unimplemented, and referenced in some spawning situation. I think an older crash bug was related to this, but I've vetted these two and they're probably on some list that is never used.
First: When compiling the resources after compiling the debug build, it accuses to be unresolved references, specifically: Dryad, Snow Angel.
Is that normal? Or have I done something wrong?No idea! :-)Secondly, back on the Options.dat: How do I generate a fresh new Options.dat? Or is my only option to grab an already existing one from a previous compiled version?
Nevermind, saw the that game made it's own Options.dat now. Was having a crash when trying to do it previously, but I'm guessing it was some issue with the resource compiling and/or some other non-related issue on my end.
On a low priority bug (or something went wrong on my build). Tried to use holy water on a zombie:So.. no throwing when stuck? Or is there something else?
I see screen corruption in the lines beginning with Kobold zombie's Damage:On a low priority bug (or something went wrong on my build). Tried to use holy water on a zombie:So.. no throwing when stuck? Or is there something else?
Ehh, that too, but fixed the image now for the screen corruption. o.OOn a low priority bug (or something went wrong on my build). Tried to use holy water on a zombie:So.. no throwing when stuck? Or is there something else?
On a low priority bug (or something went wrong on my build). Tried to use holy water on a zombie:Fixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/179/). This was a high priority bug which caused crashes in some circumstances, but I was unable to reproduce it until now. Throwing holy water at a zombie was a consistent reproduction case.
Edit: Image was apparently broken. Fixed now I think.
And on a semi-related question for anyone who knows the answer: Is there a way to use strength instead of escape artist to get out of entanglements? It's rather annoying for heavy armor users to simply get stuck for far too long if they get hit with said effect.Not that I can tell. You may be able to use 'universal solvent' should you find some, but I doubt it works.
Could swear there was an option to try to brute force breaking free, specially given the example of what trains strength in the manual. In this case, a suggestion: Adding a strength option to breaking free, removing the armor penalties to escape artist, at least for some of the cases and/or adding escape artist to all classes, or at least allow it to get some points.And on a semi-related question for anyone who knows the answer: Is there a way to use strength instead of escape artist to get out of entanglements? It's rather annoying for heavy armor users to simply get stuck for far too long if they get hit with said effect.Not that I can tell. You may be able to use 'universal solvent' should you find some, but I doubt it works.
Shows what I know. Thought it was merely a bug with the text. ^^On a low priority bug (or something went wrong on my build). Tried to use holy water on a zombie:Fixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/179/). This was a high priority bug which caused crashes in some circumstances, but I was unable to reproduce it until now. Throwing holy water at a zombie was a consistent reproduction case.
Edit: Image was apparently broken. Fixed now I think.
This was a long term legacy bug for Incursion BTW from before my time.
Thanks again!
Double post because this is rather critical:Minor typo, should be fixed.
New build seems to have broken the stat modifiers, no matter the character you make. Only very a handful of derived characteristics avoided it. Screenshot of the character sheet for reference:
Still have some issues with stats. Most penalties, including natural and morale penalties doesn't seem to be actually accounted, magical bonuses aren't either, and more. Here's a wizard mode (to grab a few items) save that exemplifies what I'm saying: https://www.dropbox.com/s/sdae5aq0ev0z8ne/Balderk.7z?dl=0Double post because this is rather critical:Minor typo, should be fixed.
New build seems to have broken the stat modifiers, no matter the character you make. Only very a handful of derived characteristics avoided it. Screenshot of the character sheet for reference:
Can you direct me to specific things to look at?The character stats, specifically as is seen here:
Fixed, thanks again.Not a problem, it's me who should thank you for the immediate fixes. :)
On a side note, any news on hand crossbow bolts?What about them? Got a link to a post or something?
Edit: On a suggestion: Giving Animal Empathy's pacify ability XP gain similar of that of Diplomacy's quell.Not sure what to do with these types of suggestions. To act on them requires a better insight into balancing than what I currently have.
What about them? Got a link to a post or something?I had mentioned them before I think. They are not available for crafting and more than a bit rare in the dungeon itself, meaning drow characters that start with them have to conserve their shots to a rather unhealthy degree, even considering the possibility of recovering at least some of the fired bolts.
Not sure what to do with these types of suggestions. To act on them requires a better insight into balancing than what I currently have.I get what you mean. It's just that playing Druids is a bit extra-painful if you are trying to keep animal killing to a minimum, mostly because pacifying them doesn't give you any XP at all.
And bug report time again. Crash upon praying for aid, probably related to the god trying to replace spell books since VS2010 took me to line 935 of prayer.cppFixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/194/).
Here's the save: https://www.dropbox.com/s/bfsht7x45uf8qmi/Una_2.7z?dl=0
And gotta a bug to report.When the games locked up and you're running under the debugger, select break option from the debugging menu. It will suspend the game for introspection. Then look for a window or tab called "call stack". Look at it, select all the rows, copy and paste them. It will give the state of the program, what lines it is at in the different functions. The save game still helps for more dynamic recreation of the program, but the call stack gives a instant insight into where the code is, when there is a program.
Game seems to get stuck like if it was on an infinite loop, triggered apparently by trying to counter the spells of, I guess one or more of the undead around, when we move south near a group of them. Countering every spell after a while triggers said loop-like freeze.
Mm... it's something to do with the transfer to... lbtcod? Or whatever it was. Pre-shift (.H4, etc.) rolls are significantly faster. Couldn't give a guess as to the why of it, though.
Here:And gotta a bug to report.When the games locked up and you're running under the debugger, select break option from the debugging menu. It will suspend the game for introspection. Then look for a window or tab called "call stack". Look at it, select all the rows, copy and paste them. It will give the state of the program, what lines it is at in the different functions. The save game still helps for more dynamic recreation of the program, but the call stack gives a instant insight into where the code is, when there is a program.
Game seems to get stuck like if it was on an infinite loop, triggered apparently by trying to counter the spells of, I guess one or more of the undead around, when we move south near a group of them. Countering every spell after a while triggers said loop-like freeze.
> Incursion.exe!NArray<long,1000,10>::operator[](long index) Line 53 + 0x1d bytes C++
Incursion.exe!Map::VisionThing(short pn, Creature * c, bool do_clear) Line 358 + 0x51 bytes C++
Incursion.exe!Player::CalcVision() Line 261 C++
Incursion.exe!TextTerm::ShowMap() Line 911 C++
Incursion.exe!Map::Update(short x, short y) Line 751 + 0x3e bytes C++
Incursion.exe!Map::VUpdate(short x, short y) Line 732 C++
Incursion.exe!Creature::StatiOn(Status s) Line 631 C++
Incursion.exe!Thing::GainTempStati(short n, Thing * t, short Duration, char Cause, short Val, short Mag, unsigned long eID, char clev) Line 201 + 0x3a bytes C++
Incursion.exe!Thing::GainPermStati(short n, Thing * t, char Cause, short Val, short Mag, unsigned long eID, char clev) Line 232 C++
Incursion.exe!Creature::Hide(EventInfo & e) Line 2777 C++
Incursion.exe!Creature::Event(EventInfo & e) Line 847 + 0x16 bytes C++
Incursion.exe!ThrowTo(EventInfo & e, Object * t) Line 284 + 0xc bytes C++
Incursion.exe!ThrowEvent(EventInfo & e) Line 243 + 0x2b bytes C++
Incursion.exe!RealThrow(EventInfo & e) Line 343 + 0x9 bytes C++
Incursion.exe!ThrowVal(short Ev, short n, Object * p1, Object * p2, Object * p3, Object * p4) Line 476 + 0x18 bytes C++
Incursion.exe!Monster::ChooseAction() Line 1132 + 0x1f bytes C++
Incursion.exe!Game::Play() Line 292 + 0x12 bytes C++
Incursion.exe!Game::StartMenu() Line 2181 C++
Incursion.exe!main(int argc, char * * argv) Line 395 C++
Incursion.exe!__tmainCRTStartup() Line 278 + 0x19 bytes C
Incursion.exe!mainCRTStartup() Line 189 C
kernel32.dll!76ad338a()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
ntdll.dll!777c9f72()
ntdll.dll!777c9f45()
Incursion.exe!ResourceHasFlag(unsigned long xID, short fl) Line 771 + 0x1b bytes C++
On a directly related note: Further in-game testing seems to indicate it's related to counter spelling, setting it to never bypass the issue, but even if it's set to ask, as long as you counter at least one, even if you answer no to every request to counter afterwards it still seems to get stuck into a loop until the game freezes.Fixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/196/)
And on an unrelated bug report, bug that still uses the same save:Well, look at it this way. When you try and turn undead and they are destroyed, you've asked the god to do it, and they did. When you kill an undead, you are saying you know better than the god. Of course, that's unhelpful sophistry.
Alignment and god issues with merciless attacks and the like: It really shouldn't apply to mindless, specially mindless abominations like zombies and other mindless undead. For example, if an undead survives the turning and you proceed to kill them and/or use turn again to finish them off (possible in cases of multiple enemies), the game acts as if this is an evil and chaotic act for attacking fleeing opponents. I'm guessing it's due to how zombies and skeletones are actually templates over other creatures that might be otherwise sapient, but it does create quite some trouble for a good character, specially clerics and paladins, who would theoretically focus on cleansing the world from the walking dead.
For reproduction, on the room the character is in in the save I submitted for the counter-spell issue, just use turn undead once and it should kill most, but leave at least one zombie alive. Then using turn undead again (or two times at most, if the rolls are unlucky), should destroy it and cause the character to feel guilty and Xavias angry with the character.
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Edit: Correction, the undead in question that is tending to survive the first turning is a crypt thing, not a mindless skeleton, so that's probably the issue. On the other hand, I do find troubling lore wise how so many undead are neutral and protected by chivalry while all the good gods offer the ability to downright blast them to bits by turning, with no ability to discriminate between the ones you want to turn and the ones you want to just kill.
Which also calls one thing to mind: It could be interesting if on the issue of attacking fleeing enemies for the purpose of alignment and angering most good gods (Erich aside probably) to differentiate from natural fear from magically created fear. The latter probably shouldn't eliminate them from the valid target list.
And since I seem to be rather talkative today, on a quick suggestion mostly related to mounted combat focused paladins: Prone enemies: Mounted charges tend to knock down your opponents, and paladins are pretty much blocked from attacking such save against rather rare exception of enemies. As such, it'd be interested to allow at least some leeway on such instead, even if just relaxing the chivalry issue exclusively on the matter of prone opponents, but maybe even keeping trip attacks as not allowed.Sounds reasonable (https://bitbucket.org/rmtew/incursion-roguelike/issue/197/).
Edit: And for a completely different bug report: Enemies that get paralyzed but due to some characteristic don't count as "helpless" can't be targeted for normal attacks. Here's a save, just try to attack the paladin to the immediate south:Will take a look.
https://www.dropbox.com/s/34cm9jmkyb93ki0/Charinida.7z?dl=0
And on an unrelated bug report, bug that still uses the same save:Bug report (https://bitbucket.org/rmtew/incursion-roguelike/issue/198/).
Alignment and god issues with merciless attacks and the like: It really shouldn't apply to mindless, specially mindless abominations like zombies and other mindless undead. For example, if an undead survives the turning and you proceed to kill them and/or use turn again to finish them off (possible in cases of multiple enemies), the game acts as if this is an evil and chaotic act for attacking fleeing opponents. I'm guessing it's due to how zombies and skeletones are actually templates over other creatures that might be otherwise sapient, but it does create quite some trouble for a good character, specially clerics and paladins, who would theoretically focus on cleansing the world from the walking dead.
For reproduction, on the room the character is in in the save I submitted for the counter-spell issue, just use turn undead once and it should kill most, but leave at least one zombie alive. Then using turn undead again (or two times at most, if the rolls are unlucky), should destroy it and cause the character to feel guilty and Xavias angry with the character.
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Edit: Correction, the undead in question that is tending to survive the first turning is a crypt thing, not a mindless skeleton, so that's probably the issue. On the other hand, I do find troubling lore wise how so many undead are neutral and protected by chivalry while all the good gods offer the ability to downright blast them to bits by turning, with no ability to discriminate between the ones you want to turn and the ones you want to just kill.
Which also calls one thing to mind: It could be interesting if on the issue of attacking fleeing enemies for the purpose of alignment and angering most good gods (Erich aside probably) to differentiate from natural fear from magically created fear. The latter probably shouldn't eliminate them from the valid target list.
If you turn undead, they may become panicked, they may get damaged or get destroyed. If you turn undead who have become panicked, then it is the same as attacking a fleeing sapient. Logic dictates that killing an undead you have turned and made panicky, should be okay.
Add to the mix that when you turn undead, it does a poll of whats around and assays if the action may be alignment changing, and asks the player if they are sure. The checks used in this poll differ from those used in the damage logic.
And for another bug report, this time one less critical, some combinations of the priest class seems to screw up the maximum ranks allowed of some skills. Example in question:Can you tell me exactly what should be different, as you see it?
https://www.dropbox.com/s/vzt74uwd6uoo7ni/Maryam.7z?dl=0
Edit: Screen showcasing the issue:
(http://imageshack.com/a/img538/8827/ffrfSD.png)
And on an unrelated note, a "not quite a bug" to report: How many poison doses it take to poison a given stack of missiles: It scales a bit weirdly, or to be more specific, the first "bracket" is bigger than the others. While this still need further testing for the exact behavior, from what I've noticed so far it goes something like that:Fixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/199/).
1-19: 1 dose.
20-29: 2 doses.
30-39(?): 3 doses.
It creates a rather "gamey" and laborious behavior when poisoning missile stacks to make the most economical use of your poison, with a little bit of variability created by the skill rolls.
And on a related note about game balance: Poison on melee or returning thrown weapons is far less economical than poison on ammo. With ammo stacks, the projectiles have each the same number of uses (approximately if you set them to stack) that you'd give a melee weapon with the same poison and skill roll to apply it, giving each dose of poison 10 to 19 times more "uses", so to speak, as long as the stack have at least 10 projectiles in it.Well, the way I see it, with projectiles you'd dip them 10 at a time as a bunch - the tips. It would be awkward to do the same with melee weapons. Not too concerned about this.
Can you tell me exactly what should be different, as you see it?Craft 4, Decipher Script 3. Mind you, that's during the character creation, that is, a level 1 character, not during a level up.
Well, the way I see it, with projectiles you'd dip them 10 at a time as a bunch - the tips. It would be awkward to do the same with melee weapons. Not too concerned about this.It's not a crippling problem, specially if you don't mind using different poisons for your weapons, given how many vials you find when killing Kobolds and the like, but nonetheless, at least if you are trying use some specific poison it does get expensive. Not to mention that with the current usage, your blade will run out of poison far before you actually go for the second enemy.
Craft 4, Decipher Script 3. Mind you, that's during the character creation, that is, a level 1 character, not during a level up.Read the domain focus feat. It explains both cases.
Edit: And for a completely different bug report: Enemies that get paralyzed but due to some characteristic don't count as "helpless" can't be targeted for normal attacks. Here's a save, just try to attack the paladin to the immediate south:This is because of the following code:
https://www.dropbox.com/s/34cm9jmkyb93ki0/Charinida.7z?dl=0
(e.EVictim->HasStati(PARALYSIS,PARA_HELD) && !(max(SkillLevel(SK_CONCENT),SkillLevel(SK_ESCAPE_ART)) >= 15)) ||
The type of paralysis is correct, but the level of the actor's concentration skill is 2 and the level of the actor's escape artist skill is 15. So the ability to coup de gras fails.After creating a number of characters there's one thing I've been wondering: Why does the random stat rolling take so long? A handful of random numbers, even with a bunch of attached conditions shouldn't take that long if my understanding is correct.Not sure. Best I can figure Allegro wasn't incorporating all of the roll animation delays that were asked for, so when libtcod came in, what was asked for was given and it was as slow as it was meant to be. I've hard coded the animation duration for each attribute to 0.5 seconds, let me know if you think it should be longer.
Nice! But part of the problem was also that they couldn't also be normally attacked either, or at least it seemed so.Edit: And for a completely different bug report: Enemies that get paralyzed but due to some characteristic don't count as "helpless" can't be targeted for normal attacks. Here's a save, just try to attack the paladin to the immediate south:This is because of the following code:
https://www.dropbox.com/s/34cm9jmkyb93ki0/Charinida.7z?dl=0Code: [Select](e.EVictim->HasStati(PARALYSIS,PARA_HELD) && !(max(SkillLevel(SK_CONCENT),SkillLevel(SK_ESCAPE_ART)) >= 15)) ||
The type of paralysis is correct, but the level of the actor's concentration skill is 2 and the level of the actor's escape artist skill is 15. So the ability to coup de gras fails.
This is actually buggy. What it should be is a match to the ability of the victim to break the paralysis, which would be the skill levels checked on the victim.
Fixed (https://bitbucket.org/rmtew/incursion-roguelike/issue/201/).
But didn't have said feat either. Still, checked the description both of the feat and of the domains, don't see why I would be able to put twice as much skill points in craft and nearly so in decipher script. Here's the descriptions:Craft 4, Decipher Script 3. Mind you, that's during the character creation, that is, a level 1 character, not during a level up.Read the domain focus feat. It explains both cases.
But didn't have said feat either. Still, checked the description both of the feat and of the domains, don't see why I would be able to put twice as much skill points in craft and nearly so in decipher script. Here's the descriptions:Ok it's if you have the Domains feat or ability, you get it's level as a bonus to the max ranks for all abilities or whatever relating to your selected domains. It's confusing. But in your case you have Domains, and it's level is 1, so that bumps the max rank up to the next rung.
And on something I'm pretty sure is a bug but I'm not absolutely 100% sure:Go to wizard mode, and examine player data. Scroll down through the Stati listing, and there are two ADJUST CIRC entries of -1 from Aid and a dwarf and hill orc respectively. This looks legitimate.
On the attached save, the character seems to have gotten a permanent -2 conditional modifier to a number of statistics, including all saves and the attack ability, but I can't find a reason for it to have so. I've dropped everything but the weapon I'm wielding, tried to cancel everything that could be cancelled, I've used wizard mode to get a potion of remove curse, checked all possible conditions I have, tried to see if it was something related to the area I was in, among a couple minor others.
Go to wizard mode, and examine player data. Scroll down through the Stati listing, and there are two ADJUST CIRC entries of -1 from Aid and a dwarf and hill orc respectively. This looks legitimate.Found it. Is it supposed to be permanent though? It doesn't seem to be reducing no matter what I do or how much time I let pass.
I hoped you'd know what it was from. Is it possible you disguised yourself as both a dwarf and a hill orc at some time? That's the closest SS_MISC -1 A_AID modifier I can find in the code.Go to wizard mode, and examine player data. Scroll down through the Stati listing, and there are two ADJUST CIRC entries of -1 from Aid and a dwarf and hill orc respectively. This looks legitimate.Found it. Is it supposed to be permanent though? It doesn't seem to be reducing no matter what I do or how much time I let pass.
Actually, yes. Disguised myself as a dwarf to trick a dwarf into Xel's altar, then changed disguise to an orc to consider grabbing another guy without dropping the previous disguise first. Thought the character would do that automatically, but guess I was wrong.I hoped you'd know what it was from. Is it possible you disguised yourself as both a dwarf and a hill orc at some time? That's the closest SS_MISC -1 A_AID modifier I can find in the code.Go to wizard mode, and examine player data. Scroll down through the Stati listing, and there are two ADJUST CIRC entries of -1 from Aid and a dwarf and hill orc respectively. This looks legitimate.Found it. Is it supposed to be permanent though? It doesn't seem to be reducing no matter what I do or how much time I let pass.
Actually, yes. Disguised myself as a dwarf to trick a dwarf into Xel's altar, then changed disguise to an orc to consider grabbing another guy without dropping the previous disguise first. Thought the character would do that automatically, but guess I was wrong.How do you drop a disguise? Only way I can find is to bring up the disguise menu again, which does it automatically. Is there another way? In any case, this is clearly a bug in disguise removal.
I'm fairly sure it's possible to do so with the "x" menu, but lemme check a couple things first.Actually, yes. Disguised myself as a dwarf to trick a dwarf into Xel's altar, then changed disguise to an orc to consider grabbing another guy without dropping the previous disguise first. Thought the character would do that automatically, but guess I was wrong.How do you drop a disguise? Only way I can find is to bring up the disguise menu again, which does it automatically. Is there another way? In any case, this is clearly a bug in disguise removal.
Edit2: On a only tangentially related request: Is there any synergy list for skills? Or any plans for making one? It'd be nice to plan your characters if you knew what skills positively affect each other.No. The reason for half these bugs we are dealing with is the sheer complexity of the source code. Half of the stuff I come across is opaque and I wouldn't realise it was having the effect it was on the player, until someone pointed it out.
I understand. Oh well, I'll try to get a manually generated synergy list when I have the time.Edit2: On a only tangentially related request: Is there any synergy list for skills? Or any plans for making one? It'd be nice to plan your characters if you knew what skills positively affect each other.No. The reason for half these bugs we are dealing with is the sheer complexity of the source code. Half of the stuff I come across is opaque and I wouldn't realise it was having the effect it was on the player, until someone pointed it out.
In an ideal world, these things would be cleaned up, but it's just.. everything. So we are stuck with the complexity. Maybe over time a slow procedural clean-up can be done, but a rewrite would just be insane.
I just downloaded this game and tried it, but I have a problem: the game window always updates one frame behind of what I'm doing. This makes a turn-based game unplayable. Does anyone know of a fix? I found nothing in the manual or "known issues" page on the wiki, and the bug tracker gave me a 404.
Version 0.6.9h. Perhaps a little outdated. That's probably it.
@chooseusername: in your opinion how far have you brought the game since you took it over? Do you consider the game far more stable? The code cleanup... I take this to mean the code was really hard to work with and you made it easier for you to enhance in the future right? Bad variable names, code not normalized, stuff like that right? I am guessing that you have made it alot more structured and easier to work with.I have made lots and lots of minor changes. The code cleanup consisted of me reformatting the code, and fixing compiler warnings. Other than that the changes have been bug fixes, and getting the code to work to begin with.
its hard to tell from lists of fixes how much has been done. Also with the code cleanup its best to ask the developer. Just asking your opinion. In case anyone is concerned I do not mean this as an attack on the original developer.
taking over old foreign unformatted code... ouch. No wonder julian didn't want to keep working on it. He probably got better as a developer as he got older and was looking at his old code and going 'kill me'.The primary problem when it comes to working on it is that the gameplay is deep and detailed. Badly formatted code is a minor detail. The code is actually pretty well written, it just suffers from inevitable complexity given that gameplay.
been there myself.Thank you for doing the really hard work on this.
So... has some group undertaken the development of the game, after the source was released?A group of a single person composed by chooseusername. :P Otherwise, I don't remember any other group handling the maitenance and continued development of Incursion. There's a TOME based remake, but from what I understand it's still heavily WIP.
What's the killer feature of this game?
So it's lore friendly and d&d simmy? Anything else?
What's the killer feature of this game?
What's the killer feature of this game?
The sheer unbridled madness possible when dual-wielding spiked chains---among other possible high spectacle builds that can lead to incredible stories. Pantheon also goes rather deep.
Is the download link on the site the most up to date version? The link proffered in this thread's OP is asking for liptcod.dll.You're probably downloading the Windows XP compatible executable, which you don't need unless you need it. It would only work anyway, if the general release archive was downloaded, and it was put in place of the executable that comes with it (which is predictably not Windows XP compatible).
Ideally, this version should be fullscreen with survivable text size. AHHHHHHHHHHHHHHHHH
What's the killer feature of this game?
Being based on d20?
What's the killer feature of this game?
Being based on d20?
I highly recommend you stop referring to Incursion and Veins of the Earth as d20 games. THat doesn't make any sense to most of us. I don't know why d20 is special. I think you should say 'its based on AD&D 4th Edition rules and character creation is similiar to Never Winter Nights. I think more people will try these games out of you do that. It makes more sense.
(1) Nevertheless, how can I open my backpack and look through what's contained in there? How to put items in there?Press '?' for help on keypresses. It will tell you what key is used for what. Key words to consider: inventory, get item.
(2) How can I attack monsters?The same way you attack monsters in most games, move into them.
(3) To the author: which is your current objective on features to involve and what will the game look like when it will be finished(compared to the current state)? More dungeon levels or maybe you will add open ranges? Something like a storyline or single quests?The author no longer works on the game. The game is open source, and anyone can work on it, taking it any direction they want.
At the moment gaze attacks are either ineffectual if the player has their eyes closed, or potentially ineffectual if the player has their eyes averted. Or if the player is wearing lenses that achieve the same thing.
Personally, I think that this should only apply to classical gaze attacks, like those of a basilisk or medusa. Or one where something logical like hypnotism is involved - like a devilfish.
I propose to go through the gaze attacks and only have this protection apply where it is classically known to work, or where it is logically expected to work. Objections?
Hmm. Isn't the current module set about killing a goblin king or something? Isn't it practical to limit the gameplay to what's there now, i.e. dealing with the goblin king? No overland? And why are subraces important?
Not saying that this is how it should be or not, just curious of thoughts on the above.
When it comes to the Goblin King module, I guess the only thing remaining is to have subraces, since they have a prominent place in options menu.Another option would be removing sub races from the options menu.
Should Return of the Forsaken ever come, the goblin king dungeon should indeed be cleaned up. :)
It might be a good idea to do so for now, but I will say subraces do sound fun. I would put them as want for if the game progresses past HotGKOkay, this is how I would do it, keeping in mind I do not own Incursion and merely manage an actively developed version of the source code Julian released.
Then there's the post-HotGK target. This is pictured as a whole built on the parts that Julian has described. However, then we come to a quandary. Incursion is Julian's game, and the world he portrayed is.. his. It's interesting and worthwhile to work towards, but I would need him to be okay with it being done, especially under the name Incursion - for me to proceed with it. Perhaps he plans to work on it himself again with his next-gen engine some time in the future, even if it's just loose plans.
Still no joy, but I've also tried compiling some of the earlier versions that have different dependencies, and those aren't working either, with similar errors, so suspect it's something on my endCopy the output window from visual studio, put it on pastebin or some similar site, link it here.
Got the latest build working - in addition to the steps on the bitbucket page I had to do the following before compiling the debug build:Well, if you don't fix this, then you just don't get the not fully working curses exe, and the libtcod one should be built independently and work fine. But thanks for the list of files, I'll put them in the right places next time I make a dependencies archive.
1) put curses.h, panel.h, and pdcurses.dll, from pdc34dllw.zip (http://sourceforge.net/projects/pdcurses/files/pdcurses/3.4/), into the /src project subdirectory.
2) put pdcurses.lib from the same source straight into the project directory
3) put all the files from the /include subdirectory of the libtcod source (https://bitbucket.org/jice/libtcod/src/091673a868a0b487c6e155069ffae1a82943db7c/include/?at=default) into the /src project subdirectory (think this may have been overkill, and not sure if all the files are needed, but it worked)These are already included in the dependencies, and should if extracted in the right location, just work.
4) commented out line 1006 of wlibtcod.cpp from within VS (pretty easy - it takes you straight to the problem line)This one people can guess.
Also, it doesn't look like SDL2.dll is in the latest dependencies zip file but it's pretty easy to find in the libtcod bitbucket page.I'll put this in the dependencies next time I make one.
Actually, this one should just work, if you had extracted the dependencies archive correctly. So really, only pdcurses and sdl2.dll were the remaining things for me to address.4) commented out line 1006 of wlibtcod.cpp from within VS (pretty easy - it takes you straight to the problem line)This one people can guess.
Something else that would be helpful (at least to me) would be establishing what is necessary to get the game to a 1.0 state, and what is bonus content.
what I think Incursion needs right now is not more content, but more streamlined gameplay.In earlier comments above, someone detailed how HotGK is a make-do hodge-podge which was intended to demonstrate the abilities of the game engine - a bland experience representative of the archetypical roguelike like Nethack or Rogue and so on. It is what it is, and it isn't really representative of the direction of gameplay which is more open world, quests and so forth. The Incursion game engine, while certainly never reaching it's full potential, is a D&D oriented game engine. It has quest support, overworld support and so on. It has basic unused multiplayer party support. To spend time polishing it and perfecting it, is not moving towards the end goal - it's getting distracted on a small side project wasting time and energy that could be spent elsewhere.
I've asked Julian to transfer the domain name to me, so that I can refer to a proper web site rather than the bitbucket site. And put decent recent information there, like screenshots and what-not. He's readily agreed. So I guess the name question is also answered.
Thanks for the continuous work on Incursion.Actually, the ? menu in dungeon was something I tested and modified quite a bit just before release. There can't be that much difference between what you are doing and what I am doing, and not having a french keyboard there's no way I can reproduce it. So we're at an impasse.
I just gave a try to the new version ( Incursion-0.6.9Y16 ) and seems to be able to crash it nearly (as it didn't crashed once, but every other dozen of other attempts it did) everytime when i press the key ?
This does not happen in the main menu, only when in the dungeon.
I'm on XP and use a french azerty keyboard if there's anything related ( on my keyboard ? is obtained with pressing Shift and , )
Well, whatever you did to the help menu, it doesn't crash on my end, but looks all mangled:I suspect this is a separate problem to do with the raft of changes to generalise things so that a curses UI can also work.
No sorry those visual studio and compilling piece of code stuffs are a bit beyond me unfortunately.I'll see if I can compile a special binary which dumps out a stack trace when crashing. I'll get back to you about this. I used to use Google Breakpad or Crashpad or something to do this, but I think someone complained it was causing causing crashes itself :o
Now about the crash, it does not appear to be related to the ? after all as i managed to reproduce the crash with the help without having to key press some french keyboard related keys :
In the main menu, i simply move the cursor to " [g] General Help " and press enter , same instant crash as happened ingame with the keypress, same as if i press only g too.
I wonder if it has to do with XP or some opengl support (my "card" supporting only opengl 2.1 )
No sorry those visual studio and compilling piece of code stuffs are a bit beyond me unfortunately.I have added a new download (https://bitbucket.org/rmtew/incursion-roguelike/downloads): Incursion-0.6.9Y16-only-download-if-getting-crashes.7z
Now about the crash, it does not appear to be related to the ? after all as i managed to reproduce the crash with the help without having to key press some french keyboard related keys :
In the main menu, i simply move the cursor to " [g] General Help " and press enter , same instant crash as happened ingame with the keypress, same as if i press only g too.
Well, whatever you did to the help menu, it doesn't crash on my end, but looks all mangled:I suspect this is a separate problem to do with the raft of changes to generalise things so that a curses UI can also work.
By any chance do you change the default window size and font size? If not, what are they set to.
Finally managed to obtain a dmp file that is not empty by doing the ingame help ( key ? ) crash.Thanks! Unfortunately, your dump didn't contain any useful information, but that's Google's fault, not yours. I did manage to find something dodgy looking based on one of the other crash dumps.
It appears that the [g] General Help crash is always creating empty .dmp , only the ingame version of the same help crash can generate a correct .dmp.
I uploaded it on the existing issue report bitbucket as i just noticed someone reported the same problem
Thanks for the update, it works nicely.Thanks for putting up with all the wasted time and effort due to my mistakes! :D
I can't manage to reproduce the reported bug, when i'm in the feats list i press ? ( shift + , for my keyboard ) then after a second the help panel appears, then i press Escape to go back to the feat lists without problems, i did that dozen of times in a row to see if repeating the process would lead into crash but still it works without problems.I think the grey feats are the ones in the help document. Still, nice to get some feedback it's not easy to reproduce. Thanks for trying.
The oddest thing in the report is the mention of the feats in column that are in grey text.
For me the feats are all using a yellow colored text, only the unavailable feats are in grey and aren't even listed by default i need to enable their display first.
I tried the ? then escape with the unavailable feats enabled to see if it had to do with the crash, but still no problem.
I can't reproduce the bug either. Even tried pressing Shift+/ when the cursor was on Show all feats...Excellent, let's call that a result. Will downgrade the issue to minor, with a note, and when someone who can give usable reproducibility instructions comes along it'll be a problem for that day.
What is the name of the font that the game uses? I like how many symbols it has...Julian has made a new licensing announcement (http://www.incursion-roguelike.net/news.html) which names it.
I disavow all legal rights associated with the small supply of customized ASCII characters used by the game (the elf, dwarf, halfling, etc.) icons and release them under the same licenses as above to whatever extent I'm legally able to do so. The original glyphs are a screencap of a Microsoft font, however, so my ability to license them is dubious. I would recommend that developers that want to cross legal T's and dot legal I's make new, similar glyphs from an open-license console font.
Loving the site, will probably mail you some screenshots as soon as I get the next MA draft out :)Cheers. Sure, screenshots appreciated! The current ones are 800x600 display, so ideally any received should be the same size. Or enough should be provided at the different resolution that the old ones can be put aside.
I like how you kept a link to the technical whitepaper on the new site. That paper was one of the things that really got me interested in roguelike development.There's a different menu icon for mobile and desktop. Desktop is "Menu =" and mobile is "=". I'll make it a different colour, or something, once I've finished the new Imaginary Realities web site.
From a design perspective, though, hiding the menu links behind a single icon in the top right is not so easy to find (for me). I've been to the site a couple times lately and didn't even notice it until I combed every bit of the design. Maybe the point of that is to make it more mobile friendly?
Is there currently any way to redeem fallen paladins? Becoming good again doesn't seem to help.No. Behold:
// TODO(unimplemented): Paladin atonement.
void Character::PaladinAtone() {
}
How can one atone for such a thing?
Historically a matter of great penance and performing a suicidally dangerous act in service of the church... How to implement that ingame, I'unno... Probably something god-related.
Potentially add in some kind of special transgression event where it spawns a deadly enemy, relevant to the particular paladin's god, somewhere in the level and you need to hunt it down and slaughter it? Also probably some form of penance/sacrifice. First thing that comes to mind in that sense would be losing money, but... Money isn't that big a deal in Inc, really. And losing your magical items would potentially be a game-ender in and of itself.
I'd suggest permanent stat/health loss. It's big enough to be a problem but not so big that it's a game ender. 'Dangerous monsters' can be a bit variable depending on gear, and money isn't much of a big deal.Okay, which stats? How many points? How much health, money? Which consumables? Is there a base amount and does it scale with character level? If there's some consensus on the exact details, I'll implement it (unless someone else volunteers to do it) and it'll be in the next version.
How about a mix of lots of losses. Lose a few stat points, permanent health loss, money and some consumables? It's a sacrifice the player can understand and
There are concerns that the random number generator is low quality:For what its worth I play this game a lot and haven't noticed any problems.
https://bitbucket.org/rmtew/incursion-roguelike/issue/238/dice-generator-issues (https://bitbucket.org/rmtew/incursion-roguelike/issue/238/dice-generator-issues)
Anyone else noticed anything like this?
Hmm, we're talking paladins.
For sacrifice: potions of health/cure whatevers, food items (the most nutritious ones first), antidotes etc, potions of restore mana. Let's demand something you're likely to need regardless of level.
After sacrifice, as penance: I suggest dropping their Wisdom below 11 (essentially taking away their ability to cast spells). In addition to this, we might drop Str and/or Con, let's say 2 points.
I'd suggest a big purge of good potions (maybe just a random selection if there is a 'good potion' label or similar) and definitely a big purge of food.
I'd suggest a big purge of good potions (maybe just a random selection if there is a 'good potion' label or similar) and definitely a big purge of food.
Are you talking about purging from the inventory, or from the level? Because while I don't play Incursion (I just follow along because I think it's cool), the idea of severely cutting the spawn rate of good potions and/or equipment is a really interesting idea that'd also blend in really nicely with ticking off a god.
How that'd play out in practice I don't know, though...
My concern is that a lot of these penalties are vindictive and petty, and not really practical, from the god's point of view. Let's say that you've got a follower and you want to welcome them back into the fold. Do you hobble them? Do you make a whole lot of petty penalties to make their life harder? Or do you take them as they are, but make them work for it?
So, no penalties. Rather just give them paladin status back. But they're on a trial contract, they need to meet their contractual goals in order to go onto the proper employee contract. This might be not engaging in any aggression against non-evil creatures for a certain period of game time. It might be throwing some item into magma within some certain period of game time. And the logic won't check that the action can be done by generating levels ahead and scanning the contents, rather it'd just give them a generous set deadline and
Of course that's not supported by the current game engine, as such. In the short term it might be easier to just keep it loose and simple. They have to have a minimum of favour from the god, and if they have it, just give them paladin status back. Sure thing buddy. If they want to go on short term leave, they need to be on good terms with the employer, to get their job back..
But all in all very well worth playing , the unique atmosphere and the indepth D&D feeling of the game system is still very solid
What's unique? I'm struggling to see the games killer feature.
[lAt this time we cannot distribute a version of the game which allows module compilation. The original plan was to do so. But it's not possible, because the script compiler contains GPL code, as the compiler compiler that was used to make it, is GPL and has a small "runtime" that is GPL licensed. This means we cannot distribute binaries with this code in it, as the GPL does not allow it.
If you're talking about GNU bison, its license specifically allows (http://"http://www.gnu.org/software/bison/manual/html_node/Conditions.html#Conditions") its output to be used in non-GPL "non-free" software.We are not using bison, rather accent. And Incursion is intentionally not GPL, and wishes to avoid the GPL's problems, so.. we need to get rid of this tool and replace it with something that can be more freely used (in the practical sense, rather than the co-opted software freedom sense).
In more general terms, you're allowed to distributed GPL software as binaries as long as the source code is also made available. (link) (http://"http://www.gnu.org/licenses/gpl-faq.html#ModifiedJustBinary")
Sad to see Incursion is deliberately not choosing GPL. Can I ask why?Why would we? There's no advantage or appeal in it.
Interest bump, how's the situation going, in regards to updates and such ?
I have only just discovered Incursion. Considering the source has been available for sometime now, I am sad nobody has yet to take up the mantel and resurrect this gem!
It's the perfect D&D roguelike!
The current problem with the remaining bugs, is that there is little to no context. So fixing them involves prognostication. Also, when people do report bugs, they don't tend to stick around to answer follow up questions, so fixing those involves prognostication. And the problem with prognostication, is that you have to guess what the problem is, and it can more often than not become a big waste of time or just a wild goose change. However, if the reporter had just stuck around or provided a save file and said do this and this and this, when they reported it, I would have fixed the bugs already.I have only just discovered Incursion. Considering the source has been available for sometime now, I am sad nobody has yet to take up the mantel and resurrect this gem!
It's the perfect D&D roguelike!
It's unfortunately - from what I understand, the code base isn't the easiest to work with, and whilst chooseusername has done some excellent work to fix the bugs, I think any proper development would require a lot of determination.
That... sounds about right? Iirc the first dev was in the process of rejiggering things on that front when life/lack of interest/other projects sideswiped Inc itself.Yes, it's quite a remarkable engine, but as you point out it has hard limits imposed by it's design as a tech demo/testing prototype. As such a lot of the design decisions are for that demo, and there would be some rewriting required to get it to do much else.
That said, at least some of the code I saw (during development, back before the source went out) didn't look that bad, at least from a content creation if not mechanics implementation standpoint. Probably could mostly figure out how to put in a new god, ferex, and I'm pretty bloody terrible at coding.
And yeah, it is a shame th'dev went on to other things. As enjoyable as Inc is, it was only ever intended to be a tech demo/testing build, ehehe. Never even really got to the good part, heh.
Which is perhaps unsurprising considering the game's (decade+, mostly-one-man, very much hobbyist) development cycle, heh. From what I recall things got kinda' messy near-ish J's tapering off/heading on to other things, which is why the development more or less ended while they were in the process of (starting) to refactor the lot of it.