* Wizards/Generals could level up during a game. How many points should be scored before they do? (depending on their current level of course)
* Should humanoid creatures (orcs, dwarves etc) be allowed to use Mounts?
I like your ideas. I'd say about 3 or so "average" creature kills should raise the wizard
a level. And being higher level should make casting easier, along with stat increases.
And what about an options menu, where you can select whether you want to include leveling,
as well as other things, like whether humanoids besides wizards can mount and so forth?
-Mike
- Thinking about Centaur got me onto an idea: Imagine casting Centaur and being asked if you want to have a Centaur Archer or a Centaur Knight? Or casting Elf and having a choice between an Elf Archer or Elf Wizard?
So the creature dialogue box might have up to six icons on it: Two monster types by the three cast types (Normal / Illusion / Multiple).
Mike here again! :) It's awesome to see that you are still working on this, and I can't wait to play it with the generators. I have two requests, though. One is a feature, and the other is a slight modification.
1. Could you have an option to just have static images, rather than the animating ones?
2. Could you implement some sort of "cycling" system, where instead of casting a spell, you can choose to throw it away to get a new one next turn?
Keep up the good work!
Hi Mike; Yes and yes. Hope you don't mind me crediting you as a playtester ;>
I don't mind at all! And thanks for already adding the sprite animation option!
Still to do:
1. For the chaos modes, have it where we can divide the wizards into two or more teams. -Mike
Best chaos remake ever well done! An option for unlimited spells - we like to have long games, and an option for independent monster generators would be awesome
Thanks for your support! Generators should be in by
- Need to check ranged attack collision detection; sometimes goes through walls, but only when going horizontally.
* Creatures attacking over impossible distances
* Instances of 'invisible' creatures and raised dead appearing in wrong place.
* Animate Tree is sometimes screwy; however is always OK when I test it.
* I teleported while mounted, and it created a double of me, but the double just stood there, then it gave me the option to dismount and made me invisible when I did. -Mike
- AI creatures head towards their targets OK most of the time; in late-game they often just stand there.
V1.82 (12/7/07)
- Out of bounds check in target_auto()
- Expanded canvas for terrain tiles (so water has a curvy edge, for example)
V1.81 (2/5/07)
- New pre-game options:
- Can turn sprite animations off.
- Can change order of play between Initiative and Original.
- Initiative order: Units with the highest initiative move first, regardless of owner.
- Original order: Units move in order of owner. This means less swapping about of the mouse and keyboard when there are multiple human players, but makes big, slow monsters more poweful and small, fast creatures less useful.
- Before moving a unit, you can press Space to delay it's movement until later.
V1.8 (26/4/07)
- Change: wizard graphics allows a larger variety of colours (and got rid of some sprites I didn't like)
- Changed player setup to match
- Characters now have an 'objects' field; this includes magic swords, bows, knifes, flame blade etc.
- Wizards start with a random magical object
- Start with less spells, but Magic Wand will increase number of spells
- AI wizards will always reassess their spell targets at the time of casting (which fixes casting bug after turmoil / teleport)
- Subverted Mounts will eject their old passenger during movement.
- Meteor explosion will now occur where bullet stops (should that be a wall)
V1.75 (19/4/07)
- Bugfix: Corrections with Magic Fire (should no longer attack at a distance) and disengage (should no longer be stranded after being moved/teleported in battle)
- AI tweaks; will asses casting daylight, darkness, magic wood and black library.
- Graphics: Windstorm overlay
- New spells:
- Black Library: A source of new spells (and some protection), which was introduced since Chaotic wizards cannot enter Magic Woods
- Meteors: This is intended to be the highest level attack spell (level 9) At present it can easily kill an unprotected wizard at range.
- Gameplay changes:
- Magic Wood and Black Library are 'unowned' when created, but change ownership when entered. This shouldn't change things too much.
- Casting spells of a higher level than the wizard requires a turn of preparation. This is intended to allow wizards to prepare a counter to powerful spells and summonings.
V1.74 (17/4/07)
- Just some message tidying up; attack roll modifiers now displayed near the attacking creature, some other minor changes.
V1.73 (8/4/07)
- Fixed some AI behaviour
- Fixed decree/vengeance damage
- Grid alignment is now shown as a bar to the left of the board.
- Wizards/Generals may gain some abilities as they level up (including before the game starts)
- New spell = Rock Skin
V1.72 (4/4/07)
- Added some music (hence the big file size leap, but I really wanted some)
- Added Quetzalcoutl (since there weren't enough high-level Law creatures)
- Slightly altered flame effect.
V1.71 (1/4/07)
- Trying my hand at some sprite effects:
- Different death effects for regular creatures and illusions/wizards/undead
- Alpha blended overtexture which brightens in daylight and fades in bad weather/darkness
- Nicer spell beam.
V1.7 (30/3/07) Decided to stop adding spells and start fixing bugs.
- Fixed: Subversion, Magic Bolt, Terrain spells at edge of board, various other minor.
- Visuals:
- Wizards with Magic Shield flicker yellow(ish).
- Creatures with Incorporeal fade in and out.
- Damaged creatures shake.
- Illusion/Multiple request box now displays over other sprites.
- Tweaks:
- Card battle is now an option rather than a scenario.
- Allow creatures to Mount is now an option:
- Humanoids and goblinoids may mount Mounts.
- No-one can mount a Mount of opposite alignment.
- Petrified creatures have a harder time with reflex/dodging.
- Movement accepts Chaos keys (those centred around the S key)
- For diagnostic purposes, an AI creatures target is displayed at the bottom if it's infobox.
- AI creatures will try a different target if it finds itself blocked. They don't bother at all with ownerless targets now.
V1.63 (28/3/07) This is the 'Poison Pack'
Tidied up poison effects (Venom damages health, Poison damages attack ability)
Wraiths now have wraithtouch (constitution drain)
New Spells: Cerantes (a huge snake), Spider, Tarantula, Venom Touch, Muspeli (a fire giant)
Prephase check for death from poison or weakness.
Wizard gaining level now also gains a spell.
Magical attacks now correctly hurt incorporeal creatures half the time.
Spells now have a rarity (with spells of power being the rarest). Gaining spells from magic wood + kills improves availability
Reworked the way creatures are valued and their spell difficulty and level.
Prettyness when earning points from a kill.
V1.62 (25/3/07) This is the 'Petrification Pack'
Misc bugfixes, including the one that could cause a freeze on starting a game.
Some creatures have Fortitude, Reflexes, Willpower (replaces the elf 'resists enchantment')
Creature spell difficulty now adjusts for creatures with DR, Spellcasting, Engulfing
New spells: Gargoyle, Basilisk, Petrify, Unpetrify
V1.61 (24/3/07)
Bugfix: Fixed light vs. dark mode
Bugfix: Wizards level up correctly
Magic fire should now hurt creatures moving into it; Creatures should now correctly attack into fire.
In addition, only creatures immune to fire should be able to enter Magic Fire.
New Spells: Finally added Centaur, Vampire and Magic Shield
V1.55 (23/3/07)
Bugfix with AI targetting
Bugfix with Acid Orb targetting
New name, prettier frontscreen and level selection
V1.54 (26/01/07 as well!)
Addressed issue with wizard being killed whilst in bat form.
Bugfix with teleporting from a mount
Bugfix with Negative Energy
V1.53 (26/01/07)
New Spells: Acid Orb (lev 0), Teleport (lev 10), Fire Shield (lev 8)
Being knocked by windstorm also disengages from combat,
Bugfix with creatures natural spells
Bugfix: Acid dart now has correct damage type
Rudimentary 6-card battle mode
V1.52 (14/01/07)
Wizards initial spell selection is better spread across spell levels.
Another mode of play : "High Chaos"
Fixed various bugs related to DB Pro swapover
New spells of power: Truth, Shadow Realm
New spells: Slow (lev 6), Confuse (lev 8)
Acid dart now has lingering damage (washed off by water tiles)
Justice; Creatures that hit a Justice creature may be Slowed
Dark Power; Creatures that hit a Dark Power creature may be confused
V1.51
Changed creature info display: Didn't like the bars, so switched to numbers.
It also shows info for ranged attacks, damage types and damage resistance.
And creature level and class.
(Note how the little attack power icon changes from dagger to sword if attack >=6? Perhaps do that for other icons too)
Hopefully fixed some tragic errors with Decree and Vengence. Should work now, honest.
Hopefully fixed problems with touchmass spells like Toughen and Agility.
New Spells: Scorching Rays, Dark Power, Justice.
Dark Power and Justice are now high-level spells that give a big boost to your creatures defense.
V1.5
Animation and display cleanup
Level up!
Fixed vengence and decree
Fully converted to DB Pro.
New spells: Windstorm, Ettin, Pixie, Treant, Combat Form
Shamblers, skeletons and zombies no longer leave corpses (as they cannot be raised)
Fixed problem with AI multiple summoning.
Some AI spell selection tweaks.
:Will focus on using Chaos or Law spells (until they run out, then they switch)
:Will avoid casting transformation spells whilst mounted
:Will avoid casting multiple enterable structures.
:Will attempt to move to a better-aligned square
:Will decide to go to a magic tree depending on closest distance and number of remaining spells.
Engulfers consume corpsesThree new maps (Crater Lake, Ruins, Dread Forest)
Graphics: Hyrda now has a less cluttered 4 heads; Ogre is now grey-ish (to make it look Giant type and not Goblinoid)
V1.4
Fixed engagement bug with mounted wizards attacking and moving away, leaving victim 'stranded'.
Bonus second attack hits at -5 (except for multi-attack creatures)
Spell range display uses dots rather than squares (less obtrusive)
Added dismount warning message during mounted wizards movement.
Added hills (difficult terrain; higher ground attack bonus; shooting range bonus)
Mounted attack bonus when attacking creatures smaller than the mount
Added flanking bonus
Added 'Move Earth', 'Flood' and 'Flame Blade' spells.
V1.31
Better windows mouse cursor visibility (makes it a bit easier to hit the maximize button)
Fixed bug with Bat Form ending causing removal of wizards creations.
Introduced some simple pre-generated maps.
Messaging looks a bit better.
V1.3
Runs in a window. Keypad control for character movement.
V1.22
Forced ownership of summoned creatures (to fix possible bug with raise dead ownership)
Added clear mouse buffer before player movement (hopefully to fix bug with skipping character movement)
V1.21 (16/4/06)
Terrain grid now in use: we have water that slows down movement, except for aquatic creatures.
Shambler, Hyrda, Cobra, Gold and Green dragons are now aquatic.
NEW CREATURE! Added crocodile (aquatic)
Only aquatic creatures can be summoned onto water. Fire cannot spread onto water.
NEW SPELLS! Added Shadow Form, Aid, Toughen, Agility, Strength, Consecrate, Acid Dart
Obfuscated internal structure for targetting in an attempt to tidy it up (bugs expected)
Movement calculation is different, (bugs expected)
Decree and Vengeance now deal damage instead of polymorphing.
Altered spell ranges, and spell range is displayed on screen when selecting spell.
Creatures can now be 'engaged in combat'
The first couple of screens of text flicker on my machine - Derek
Not sure how to fix :/
The number that appears after you select wizard number tends to clip over the question text - Derek
Fixed!
V1.2 (15/3/06)
preview version to test water terrain.
V1.1
Sprites for wizards on mounts are now handled correctly (oops, should've been in 1.0)
Fire-immune creatures are no longer made unavailable by being engulfed by magic fire.
V1.0
Added End-game; some minor bug-fixes. Ape went on a diet.
V0.92
Added Shambler (moving plant) and Troll.
Shamblers are plants, so cannot be effected by mind-effecting spells.
Trolls have DR 5 against everything but fire and acid.
->Added 'regeneration' special for Troll and Gooey Blob and Hyrda.
This is 2 HP per turn. (D&D regen is faster, but might not heal all forms of damage)
Hydra ->Added 'extra attack' special (in d&d terms anything with more than 5 attacks)
Quick fix that stops Ai casting attack spells at trees etc (really I want them to intelligently decide)Fixed AI ground movement from ending too soon.
Caught out-of-bounds error when Ai moving randomly near the edge.
Fixed error with calculating magic strength of spells (which had made them easy to resist)
Ai spell targetting no longer considers targets that have just been removed.
V0.91 (3/3/06)
wizard/general level/attack/hp now correct.
hide/show sprites now correctly handled for Bat Form.
Dead mount sprites now hidden correctly.
Wyvern went on a diet.
Engulfers spread multiple times in chaotic areas. Reordered engulfing attacks.
Saving throws now distinguished between Reflex, Fort and Will; calculated from level and monster type.
Illusions now cannot be spellcasters.
V0.9 (28/2/06)
Added a non-magical Battle mode (light vs. dark).
fixed out-of-bounds error with mount/mountee check
Changed character display to Sprites instead of Paste Image.
-> so now we can have smooth moving and attack
Fix: Incoporeal attacks now hurt Incorporeal bodies.V0.8
Reduced initial HP for blob and fire, but it increases by 1 on every turn which it doesn't split.
Splitting halves the HP for the original and new unit.
reduced grid a little to give space around the edges
Ownership of magic wood changes when enemy wizard enters.
V0.7
AI can predict results of attacking.
Multisummons are known not to be illusions
Now leaves creature grid alone if passenger gets killed (doesn't overwrite with 0)
Added Gold dragon, Green dragon
V0.61
Fixed bugs: Reset player cspellmulti (multiple fortresses, anyone?)
Attack now reduces Movement Points again.
V0.6
AI: Only targets creatures slower than source creature unless can attack this turn.
ranged attacks no longer hit source square
mounted creatures displayed over mount during their turn.
attack dice roll of 20 = always hits (result = 999)
flame animation shifted a little. gettlocation tidied up (possible targetting error with target=9)
No score for killing things like castles, walls, blobs etc.
Added 'Wall' spell.
combined armour and natural armour into one stat.
Can be played as a 0-player game.
Ai check for illusions is now proportional to targetlev-wizlev and tested for within targets strike range rather than 6.
tidied up ai move routine
added vengeance and decree (and lasthurby / lastkilled)
multi-summon
V0.51
More game setup improvements; now multiplayer
V0.5
added electrical zap effect and blue dragon
added cone-shots, flame effect and red dragon
cleaned up killcreature routine
improved gamesetup with random names, different numbers of wizards etc
V0.41
added clear mouse buffer before spell location selection.
V0.4
Ownership displays (hold down keys 1 to 9)
Added lion, wolf (and their dire versions), gryphon, pegasus, unicorn, giant rat
AI tries to move out of magic fire
Faun with 'panic' song
Spectres with energy drain. Negative Energy spell.
removed initiative stat - now use dexerity for initiative now with a special for 'improved initiative'
removed 'type' stat - types are now embedded in cs$ "U" for undead, "P" for plant, etc.
added chance of second attack based on initiative comparison
V0.3
Added spell beams, score, stat bars
Spellcasting creatures (harpy with captivating song)
levelled out law/chaos saturation
added illusionary monsters
Ai avoids attacking things it can't hurt.
alignment display
V0.2
Wizards should move away from engulfers.
Fixed error with passengers and Turmoil
V0.1
Raise dead shouldn't work when creature occupies space with dead body
"Ai Player selecting spell' message
Everything owned by a killed wizard should now vanish. I think.
Resolved issue with wizard altering form whilst a passenger, and entering a mount.
AI avoids attacking immobile things and tries to get to magic wood
chaoswarschangelog, Rev. 79, Last changed on 2007-07-12 12:12, 1321 page hits
