Here's the latest incarnation of grue.g (Which, when it
reaches a stable and fun point, will be renamed
XConqHack). It's already very feature-rich, I think,
and includes items, countless enemies and even a couple
good guys. I'd love feedback on gameplay, bugs, et cetera.
Known issues that will be fixed include the
omnivoristic hero, who gains food and gold with every
kill. The next release of XConq will allow for the
hero to only gain gold when he 'kills' a pile of
treasure and only gain food when he 'kills' a piece of
food. Also, the merchants will eventually move between
cities and allow for a simple economy that, if they're
protected, will allow for Dwarven Cities and Towns to
grow and change. Also, units will be more aggressive
with Eric's new combat code (I cannot explain why Ogres
always ignore the hero if the Ogre is Independent.
It's one of the great mysteries of life).
Problems which I'd love some help solving are:
The Speed Issue. The game slows down. I actually want
to expand the map (Including ocean travel) but I'm wary
even of adding Undead and Drow Elves given how slow the
game has already grown. GDL solutions, such as setting
ai-bad-task-retry and such to very low levels, result
in quick turns but inactive enemies.
The Severely Boring Early Game. Sometimes, you end up
being spawned far away from any lairs, which means you
wander around, trying desperately to catch fleeing
ogres. Not fun.
Otherwise, I think it shows how robust the XConq engine
has grown. You'll notice a few features:
Your hero can swim, at level six. (Likely, I'll change
this so he can swim at level one, but only for short
durations). Just move onto some water and see the
glory of the swimming hero.
A Living (albeit clumsy) World to adventure in.
Various humanoids fight with each other, nests of
random monsters, some lonely bits of civilization, and you!
Items. Whether you find them or purchase them (Or run
afoul of them in use by other units) there are a few
useful bits. The most obvious is armor, which is found
occasionally in possession of Orcs and other humanoids
and will deflect a blow or two. There's also a working
Scroll of Protection (Which freezes units around you,
though they can still attack) and a not-working Potion
of Speed.
A simple economic system. You can 'purchase' items
around inns, paying in gold to build them. Eventually,
this will be location specific, so you'll have to
travel to a Dwarven City to purchase the best armor
while you'll need to go to a Town for useful tools.
There are also Beholders and Swamp Creatures but no
Hyrdae... yet.
Also, one feature you likely won't see, but that exists
in the game, is the ability of Crusader units (Which
are civilized strategic units) to knock holes in castle
walls. Eventually, if the castle is unoccupied,
they'll take over and provide a new group of civilized
units (The Knightly Order).
Feedback is, again, hoped for.
More XConqHack! With swimming!!!
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Warning: Changing file data in 32x32 image of
"ang-armor-cloak-blue".
Warning: Changing file data in 32x32 image of
"ang-armor-breastplate-studded".
Warning: grue:2624-2708: Undefined table
`treasury-gain-per-destroy'.
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The Ogres are not really running away; they are exploring.
In the current state of the code, exploring units do not
respond to tactical situations. Obviously, I do not intend
to leave things in their broken state. If you play the game
with 'see-all' turned on, units should be much more
aggressive, as they will not be exploring.
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The undefined table had to do with my lack of updating CVS.
The armor issue had to do with a problem with my
dg_armor32.imf, which I'd updated but forgotten to post.
It's attached (And I'll fix the treasury table in about a week).
Fixed dg_armor32.imf
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I don't see these errors when I run grue.g off the latest
CVS. I've been gone for a little while, but I didn't notice
any changes on the mailing lists. I'm not seperately
compiling the EMCDONALD_AI branch, where I suspect the
change to the treasury table has taken place.
I have noticed, though, that with the latest CVS update,
there are a lot more units going into exploratory mode...
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As far as going into exploratory mode is concerned, the CVS
mainline is not as bad as the AI development branch, since
operational roles are more aggressively canceled if they are
not doing anything than plans are. Of course, this will
mostly be balanced out, when explorers get to use the
target-of-opportunity code.
But, like I said, if you make the game see-all, then there
should not be much exploring going on.