Veins of the Earth
The Veins of the Earth is a module for T-Engine 4.0.1. It is inspired by d20 and Incursion by Julian Mensch.
| Veins of the Earth | |
|---|---|
| Developer | Zireael | 
| Current Version | 0.8.0 (21 Oct 2013) | 
| Engine Version | 1.0.4 | 
| Standalone Version | N/A | 
| Module Page | [1] | 
| Forum Link | [2] | 
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.
The versioning has been recently overhauled, therefore old file names don't match the version numbers.
Contributors WANTED! The to-debug branch contains 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.
Features currently implemented include:
- brand-new start-up screen and menu [standalone version only]
 - new old gold and black UI skin
 - controls displayed automatically at game start
 - 8 classes: fighter, rogue, mage, ranger, cleric, barbarian, druid, warlock
 - 2 prestige classes: shadowdancer, assasin
 - 10 races: human, half-elf, elf, dwarf, half-orc; drow, duergar, deep gnomes
 - backgrounds for quicker character creation
 - a random name generator, taking into account your race and sex
 - working ECL (Effective Character Level)
 - XP for killing monsters, descending deeper, disarming traps
 - multiclassing & prestige classes
 - 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
 - saving throws [Seb]; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
 - hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
 - inventory & encumbrance
 - spellbook, 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
 - attributes roller before character creation; now guarantees higher stats
 - some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses
 - feat and skill select [Seb]
 - skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level
 - skill tests printed to log; max skill ranks implemented; feat bonuses applied on top of skill ranks
 - most weapons from SRD; magic armors and shields; light sources; amulet of natural armor; cure x wounds potions [Seb]
 - ranged weapons as starting equipment; deep-dwelling races no longer get a torch
 - most melee & skill enhancing feats from SRD
 - working Intuition skill (now for one item only) and item identification
 - colored in-game help screen; legend screen
 - stairs have a chance of not changing the dungeon level [Seb]
 - calendar
 - 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