Difference between revisions of "Veins of the Earth"

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The Veins of the Earth is a module for T-Engine 4.0.1.
+
The Veins of the Earth is a module for T-Engine 4.
 +
It is inspired by d20 and Incursion by Julian Mensch.
  
'''Updated''': 16 Sep 2013 (v.0.0.13 aka beta 2.8)
+
{{Module
 +
|name=Veins of the Earth
 +
|developer=[[User:Zireael|Zireael]]
 +
|version=0.33.0 (January 2016)
 +
|engine=1.3.3
 +
|standalone=[https://github.com/Zireael07/The-Veins-of-the-Earth/releases]
 +
|page=[http://te4.org/games/veins]
 +
|link=[http://forums.te4.org/viewtopic.php?f=40&t=38225]
 +
}}
  
  
Line 8: Line 17:
 
The game is a playable beta.
 
The game is a playable beta.
  
'''Contributors WANTED!''' The to-debug branch contains WIP code which isn't working properly for some reason. Any help debugging it is welcome!
+
----
 +
 
 +
 
 +
Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around
 +
 
 +
* tiles and spell icons
 +
 
 +
* infinite dungeon
 +
 
 +
* infinite leveling with a soft cap around 40-50 character levels
 +
 
 +
'''Contributors WANTED!''' Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!
  
 
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.
 
Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.
Line 20: Line 40:
 
----
 
----
  
 +
Key features:
  
 +
Based on the OGL license
 +
 +
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&D-derived games (Baldur's Gate, Icewind Dale, Angband)...
 +
 +
Tiles
 +
 +
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.
 +
 +
Tooltips
 +
 +
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.
 +
 +
Help
 +
 +
Still stuck? Press F1 or H.
 +
 +
Turn-based
 +
 +
You make your action and enemies take theirs.
 +
 +
Grid-based
 +
 +
In true roguelike spirit.
 +
 +
 +
 +
 +
---
 
Features currently implemented include:
 
Features currently implemented include:
 
* brand-new start-up screen and menu [standalone version only]
 
* brand-new start-up screen and menu [standalone version only]
* 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock
+
* new old gold and black UI skin [phased out with the updates for T-Engine 1.4.0]
* 2 prestige classes: shadowdancer, assasin
+
* TILES - David E. Gervais with some edits by me
* 10 races: human, half-elf, elf, dwarf, half-orc; drow, duergar, deep gnomes
+
* controls displayed automatically at game start
* a random name generator, taking into account your race and sex
+
* 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman
 +
* 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage
 +
* 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc
 +
* backgrounds for quicker character creation
 +
* attributes can be generated either via rolling or via resettable point buy starting at 10
 +
* better starting equipment, taking into account class and race; magic items as starting perks
 +
* a random name generator, taking into account your race and sex, now with an option to type the name yourself
 
* working ECL (Effective Character Level)
 
* working ECL (Effective Character Level)
* multiclassing & prestige classes
+
* Luck stat affects generation of rare loot (but not magical properties)
* colored character sheet
+
* XP for killing monsters, descending deeper, disarming traps, seeing monsters
* randomized unarmed and weapon damage; archery and weapon finesse
+
* multiclassing (with attribute scores requirements) & prestige classes & bonus feats based on class
* attack roll & AC & critical hits & offhand attacks & iterative attacks
+
* complete, colored character sheet with tooltips displaying rules info
* saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
+
* randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties & feats
* hp, exp, dungeon level on-screen display
+
* attack roll & AC & critical hits & offhand attacks (including double weapons) & iterative attacks
 +
* death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats
 +
* saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
 
* inventory & encumbrance
 
* inventory & encumbrance
* spellbook, an iconed hotbar for spells, some 0 and 1st level spells [Seb]
+
* spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells
* armor spell failure chance; key stat must be 9 to cast spells
+
* armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level
* attributes roller before character creation; now guarantees higher stats
+
* spell-like abilities for drow & duergar; other spell-likes as random perks at start
* some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses
+
* Spellcraft test required to identify spells cast by others
* feat and skill select [Seb]
+
* skill checks (printed to log) including armor check penalty & racial or feat bonuses; opposed checks
* skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level
+
* stealth & sneak attacks
* skill tests printed to log; max skill ranks implemented
+
* all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items
* most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]
+
* all feats from SRD except archery feats and unarmed combat feats
* ranged weapons as starting equipment; deep-dwelling races no longer get a torch
+
* working item creation feats
* most melee & skill enhancing feats from SRD
+
* most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)
* working Intuition skill and item identification
+
* pre-made d20-style encounters of more than 1 monster
* colored in-game help screen; legend screen
+
* humanoid NPCs can now have character classes
* stairs have a chance of not changing the dungeon level [Seb]
+
* shopkeepers can now sell & buy items
* calendar
+
* item identification in two stages, auto-destroying known cursed items
* colored tooltips; colored log messages
+
* CR displayed in tooltips; monsters drop equipment and corpses
* item tooltips
+
* monster info screen, showing number of monsters killed and seen
 +
* hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
 +
* colored in-game help screen; legend screen; basic rules info
 +
* colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips
 
* terrain effects
 
* terrain effects
 
* speed bonuses
 
* speed bonuses
 +
* resting takes 8 hours, monsters respawn on rest
 +
* cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp
 +
* stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures
 +
* level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)
 +
* calendar
 +
* hunger counter and display
 +
* integrated most of Marson's Bosses AWOL functions
 +
* Diplomacy and Handle Animal skills
 +
  
 
[[Category:Modules]]
 
[[Category:Modules]]

Latest revision as of 19:59, 29 January 2016

The Veins of the Earth is a module for T-Engine 4. It is inspired by d20 and Incursion by Julian Mensch.

Veins of the Earth
Developer Zireael
Current Version 0.33.0 (January 2016)
Engine Version 1.3.3
Standalone Version [1]
Module Page [2]
Forum Link [3]


The standalone version (T-Engine + module) can be downloaded from https://github.com/Zireael07/The-Veins-of-the-Earth/releases. The ModDB site downloads come later due to their authorization process.

The game is a playable beta.



Since Incursion went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focusing around

  • tiles and spell icons
  • infinite dungeon
  • infinite leveling with a soft cap around 40-50 character levels

Contributors WANTED! Various branches contain WIP code which isn't working properly for some reason. Any help debugging it is welcome!

Just fork the repo, make your changes and then make a pull request back. There's a list of issues (bugs and ideas) available on git, too.

Remember, do NOT include anything that's not OGL (i.e. no kuo-toa or illithids).

Anything that IS OGL - for example, SRD, Incursion, or the D&D Wiki portions marked as Open Game Content - is fine.

Any contributors will be credited in the Readme.


Key features:

Based on the OGL license

If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&D-derived games (Baldur's Gate, Icewind Dale, Angband)...

Tiles

The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.

Tooltips

Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.

Help

Still stuck? Press F1 or H.

Turn-based

You make your action and enemies take theirs.

Grid-based

In true roguelike spirit.



--- Features currently implemented include:

  • brand-new start-up screen and menu [standalone version only]
  • new old gold and black UI skin [phased out with the updates for T-Engine 1.4.0]
  • TILES - David E. Gervais with some edits by me
  • controls displayed automatically at game start
  • 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock; shaman
  • 6 prestige classes: shadowdancer, assasin, rcane archer, blackguard, loremaster, archmage
  • 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc
  • backgrounds for quicker character creation
  • attributes can be generated either via rolling or via resettable point buy starting at 10
  • better starting equipment, taking into account class and race; magic items as starting perks
  • a random name generator, taking into account your race and sex, now with an option to type the name yourself
  • working ECL (Effective Character Level)
  • Luck stat affects generation of rare loot (but not magical properties)
  • XP for killing monsters, descending deeper, disarming traps, seeing monsters
  • multiclassing (with attribute scores requirements) & prestige classes & bonus feats based on class
  • complete, colored character sheet with tooltips displaying rules info
  • randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties & feats
  • attack roll & AC & critical hits & offhand attacks (including double weapons) & iterative attacks
  • death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats
  • saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
  • inventory & encumbrance
  • spellbook now with spell information included, an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells
  • armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level
  • spell-like abilities for drow & duergar; other spell-likes as random perks at start
  • Spellcraft test required to identify spells cast by others
  • skill checks (printed to log) including armor check penalty & racial or feat bonuses; opposed checks
  • stealth & sneak attacks
  • all weapons from SRD; magic armors and shields; magic weapons; light sources; magic items
  • all feats from SRD except archery feats and unarmed combat feats
  • working item creation feats
  • most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)
  • pre-made d20-style encounters of more than 1 monster
  • humanoid NPCs can now have character classes
  • shopkeepers can now sell & buy items
  • item identification in two stages, auto-destroying known cursed items
  • CR displayed in tooltips; monsters drop equipment and corpses
  • monster info screen, showing number of monsters killed and seen
  • hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
  • colored in-game help screen; legend screen; basic rules info
  • colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips
  • terrain effects
  • speed bonuses
  • resting takes 8 hours, monsters respawn on rest
  • cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp
  • stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures
  • level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)
  • calendar
  • hunger counter and display
  • integrated most of Marson's Bosses AWOL functions
  • Diplomacy and Handle Animal skills