Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 57 58 [59] 60 61 ... 221

Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 596256 times)

Smashness

  • Bay Watcher
  • [ETHICS:SLEEP:UNTHINKABLE]
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #870 on: September 09, 2012, 08:42:36 pm »

Hey, just wondering, do human civilizations and eras really even exist yet?
Logged

WraithLord24

  • Bay Watcher
  • I appear then disappear without a trace.
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #871 on: September 09, 2012, 08:56:33 pm »

Hey, just wondering, do human civilizations and eras really even exist yet?
Nope not yet at least yet.
Logged
Im a Lurker I tend to disappear dont just assume im totally gone cause Ill then pop up at odd times.

Ultima Ratio Regum

  • Bay Watcher
  • Game Studies Lecturer, "Ultima Ratio Regum" person
    • View Profile
    • Ultima Ratio Regum
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #872 on: September 11, 2012, 07:16:06 am »

Hey, just wondering, do human civilizations and eras really even exist yet?
Nope not yet at least yet.

The downloads page lists everything in place; history and civilizations will start to appear in 1.0.x around the beginning of next year :).
Logged

Smashness

  • Bay Watcher
  • [ETHICS:SLEEP:UNTHINKABLE]
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #873 on: September 11, 2012, 12:20:55 pm »

Hey, just wondering, do human civilizations and eras really even exist yet?
Nope not yet at least yet.

The downloads page lists everything in place; history and civilizations will start to appear in 1.0.x around the beginning of next year :).
That is, if the world doesn't END.
*dun dun duuuuuuuuuuuuuunnnnnn*
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #874 on: September 11, 2012, 12:29:10 pm »

The world won't end in 2012, that's just when world gen stops and some hero is going to start adventuring around the world.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

WraithLord24

  • Bay Watcher
  • I appear then disappear without a trace.
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #875 on: September 11, 2012, 03:43:37 pm »

life is, in a word, death.
I've always liked that quote but I cant remember for the life of me who said that.
Logged
Im a Lurker I tend to disappear dont just assume im totally gone cause Ill then pop up at odd times.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #876 on: September 11, 2012, 03:57:23 pm »

life is, in a word, death.
I've always liked that quote but I cant remember for the life of me who said that.

Some random NPC in Dwarf Fortress, I think.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Techhead

  • Bay Watcher
  • Former Minister of Technological Heads
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #877 on: September 11, 2012, 04:36:23 pm »

life is, in a word, death.
I've always liked that quote but I cant remember for the life of me who said that.

Some random NPC in Dwarf Fortress, I think.
Linkage
Logged
Engineering Dwarves' unfortunate demises since '08
WHAT?  WE DEMAND OUR FREE THINGS NOW DESPITE THE HARDSHIPS IT MAY CAUSE IN YOUR LIFE
It's like you're all trying to outdo each other in sheer useless pedantry.

Ultima Ratio Regum

  • Bay Watcher
  • Game Studies Lecturer, "Ultima Ratio Regum" person
    • View Profile
    • Ultima Ratio Regum
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #878 on: September 12, 2012, 05:14:32 pm »

The world won't end in 2012, that's just when world gen stops and some hero is going to start adventuring around the world.

True story. OR IS IT?! Mini-update: enjoyed a day of adding awesome but pointless feature-bloat today. I think everyone will really like it, but I'm not going to say what it is pre-0.2.0. In the mean time, this coming Monday's blog will still be on all the skill trees. I've also finally separated world generation and character generation!
Logged

Ultima Ratio Regum

  • Bay Watcher
  • Game Studies Lecturer, "Ultima Ratio Regum" person
    • View Profile
    • Ultima Ratio Regum
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #879 on: September 17, 2012, 06:48:23 pm »

Four skill trees! I've taken (I hope) the advice on-board, and there have been some changes to some of the trees - I think each of the four directions now offer interesting decisions in themselves, though I am still undecided about how special attack requirements work out. Feedback would be awesome:



http://www.ultimaratioregum.co.uk/game/2012/09/18/medieval-skill-trees-13/

EDIT: updated skill tree graphics.
« Last Edit: September 17, 2012, 07:05:13 pm by Ultima Ratio Regum »
Logged

Smashness

  • Bay Watcher
  • [ETHICS:SLEEP:UNTHINKABLE]
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #880 on: September 17, 2012, 06:59:39 pm »

Four skill trees! I've taken (I hope) the advice on-board, and there have been some changes to some of the trees - I think each of the four directions now offer interesting decisions in themselves, though I am still undecided about how special attack requirements work out. Feedback would be awesome:



http://www.ultimaratioregum.co.uk/game/2012/09/18/medieval-skill-trees-13/
This looks really awesome. Aaaah, when's the next version coming out?
Logged

Ultima Ratio Regum

  • Bay Watcher
  • Game Studies Lecturer, "Ultima Ratio Regum" person
    • View Profile
    • Ultima Ratio Regum
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #881 on: September 17, 2012, 07:00:41 pm »

Four skill trees! I've taken (I hope) the advice on-board, and there have been some changes to some of the trees - I think each of the four directions now offer interesting decisions in themselves, though I am still undecided about how special attack requirements work out. Feedback would be awesome:

http://www.ultimaratioregum.co.uk/game/2012/09/18/medieval-skill-trees-13/
This looks really awesome. Aaaah, when's the next version coming out?

If we're lucky, October; if we're realistic, November :).
Logged

Nighthawk

  • Bay Watcher
  • INT Score: Yes
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #882 on: September 17, 2012, 08:22:32 pm »

Skill trees look balanced and make sense, what with the knockback bonus for heavy weapons and the dismounting bonus for long weapons. But I'm wondering - will all weapons basically start out the same and only differ where the tree differs, or will certain weapon types have higher/lower stats, like, maces have higher damage but lower accuracy.

Also, I'm wondering how character stat progression is going to work. Will it be procedural and go up as you use the skills (like DF) or will you be raising whatever stats you deem fit once you gain enough points?
Logged

racnor

  • Bay Watcher
    • View Profile
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #883 on: September 17, 2012, 10:25:21 pm »

This seems interesting. I ran around, stabbed a cyclops to death, picked up a tempered steel stiletto, and crashed the game by attacking another cyclops.

Errorlog is here
Spoiler (click to show/hide)
Logged
Compromise position: Turn the mother bear, train the babies to use pyromancy and then eat Alice.
Right, the !!☼ARMCHAIR☼!!. I forgot.

Ultima Ratio Regum

  • Bay Watcher
  • Game Studies Lecturer, "Ultima Ratio Regum" person
    • View Profile
    • Ultima Ratio Regum
Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #884 on: September 18, 2012, 07:58:14 am »

Skill trees look balanced and make sense, what with the knockback bonus for heavy weapons and the dismounting bonus for long weapons. But I'm wondering - will all weapons basically start out the same and only differ where the tree differs, or will certain weapon types have higher/lower stats, like, maces have higher damage but lower accuracy.

Also, I'm wondering how character stat progression is going to work. Will it be procedural and go up as you use the skills (like DF) or will you be raising whatever stats you deem fit once you gain enough points?

Cool - no, each class of weapon has a different emphasis (or rather, will come 0.2.0) and each weapon in a class (e.g. swords/scimitars for slashing weapons) will be slightly different too. I know how slashing/heavy/long weapons will work, and I'm just working on balancing out short weapons atm. The progression was of that form previously, but now you will collect XP from various things and you can then invest them wherever you want.

NO! luck shall not play a part! you shall, I pay you to be utterly overworked and underslept!

I don't pay you money, but I do pay you respect!

:P

Haha; I am already overworked (though I try not to become underslept) but November is likely. I should have most of the skills stuff done by the end of this month, though... if we're lucky.

This seems interesting. I ran around, stabbed a cyclops to death, picked up a tempered steel stiletto, and crashed the game by attacking another cyclops.

Errorlog is here
Spoiler (click to show/hide)

Thanks - interesting, I'll check that one out!
Logged
Pages: 1 ... 57 58 [59] 60 61 ... 221