Status

April 7, 2008 - Current version is V 0.9.1 for alpha18

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Summary of changes from V 0.9.0 to V 0.9.1

(For a complete change log, see changelog.txt)

Systems:

Rulechanges/Balance:

New, or Newly-Implemented Content:

Firearms:

Bugfixes:

Newly Observed Issues:


Bug Reports

Bug reports are most welcome. Advice on the known bugs is *welcome*. Please feel free to post bug reports right here rather than the official bug reporting forum.

Known Bugs: Please see /Bug discussion for a current bug discussion.

SCREEN ISSUES There are several dialogues which can break the display, and they are in the process if being resolved...but in the meantime, if your display is broken, yes it's extremely inconveient, but your savefile is ok. To recover the display, save the game, exit and start back up. You may have missed out of dialogue options, but the display should be fixed, and you can continue playing.

This may be a recurring issue, due to limitations of the dialogue subsystem that I built for Dragonball T.

Discussion

BucketMan: The discussion was getting long, so I've divided it into the four different categories above. Please feel to post here, or in whichever subcategory you feel is appropriate. Apologies for the inconvience.

Thank you...

Sirrocco: had some stuff that didn't quite fit in any of the above, so I'm creating a new pagelet - "Strange Ideas", for random thoughts about Things That Might Be Cool. I also split off the Tips archive from the Gameplay Discussion page.

SkizzaltixZaxali: BucketMan, would it be okay with you if I gave Faehen DBT's dialogue system? Not only do I find ToME's highly confusing and illogical, but the missing two letters on the end are starting to drive me crazy :)

BucketMan: Yes, please feel free. You'll find it in scripts\subsystems\dialogue.lua. About two thirds of the script is comments on how to use and adapt it to other modules. :) I recommend you use the version of the file included in DBT V085. It is slightly more intelligent than the version in V084. In theory, it should no longer be necessary to manually execute dialogue.prep(), as dialogue.answer() now calls it at the appropriate time. The only thing that you really need to pay close attention to, is that for every term.save() there is exactly one term.load(). Miss, or double up just once, and your screen will corrupt. There should be plenty of examples in DBT, but please feel free to ask questions if you'd like any help. :)

SkizzaltixZaxali: Thanks! I've spent many ages of men reading through the DBT dialogue file, and it does seem much more intuitive than the ToME one...

ReenenLaurie: OOOOohhhh... I am excited! v088. It's going to be SO much fun! New content!!

TheMimic: Haha! It's out! I've been eagerly waiting for this, checking the page regularly since the beginning of November. Thanks, BucketMan! =)

SkizzaltixZaxali: Holy cheese on rice, you're up to v090 already? Maybe I need to reinstall ToME...

Sirrocco: new page for sharing spoilers. You can't test what you can't find, after all.

Sirrocco: Sooo... now that DarkGod's come back from his vacation, any idea when the next version of DBall T might be out? *puppy-dog eyes*

BucketMan: Unfortunately alpha18 does not fix the problem that causes uniques to permanently vanish. Consequently, all the problems relating to Rosshi, the turtles, Buruma, Lunch, Chichi, Ox King...every unique and every quest requiring a unique to appear on a non SAVE level, is pretty much unfixable. After nearly a year of waiting since alpha17 I am extremely discouraged.

Sirrocco: Wow. That really sucks. Though... there is a workaround thought. Instead of starting with TOME uniques and woring back, you could try starting with normal monsters and working forwards. You'd need uniques in two forms. The first only shows up when and where specifically generated, and doesn't show up if the number killed >= 1. (that gets tracked in the monster memory, if nowhere else). The second never gets generated if it has already been generated once on the current level and doesn't show up if number killed >= 1. That's all you really need. Mind you, I don't have any real idea how much of a pain that would be to code - I really don't - but if it's doable without too much work, that'd fix the issue, wouldn't it?

...alternately, if you could have some proc that would unflip the "this unique exists somewhere" bits, that should work too, I'd think. Throw something in to make sure that uniques don't spawn on SAVE levels unless specifically generated, and you're set. (Not that I have any reason to believe that that's particularly easy either). If it does work well, though....

BucketMan: Unfortunately monster placement is handled in the C code, so I don't think it's accessible for modification. If I were to create a workaround...probably the easiest way to do it would be to eliminate the UNIQUE flag from all uniques, and simply make them extraordinarily rare, so that the RNG tended to never actually place them without specifically being told to. It wouldn't be correct, but it would be far more playable. Half a dozen quests would instantly become accessible, Buruma and Lunch would still be available, and no trainers would be affected by it. On the down side, it would mean that places like Muscle Tower would suddenly get a lot easier, every now and then you'd encounter two of a unique at once, and fixed uniques like Mr. Satan could be killed infinitely many times. But that probably wouldn't be worse than it is now. Really though...it's more of a motivational problem than a mechanical one. This problem is old. I shouldn't have to deal with it. It's a recurrence of Galadriel's Shopping Spree BugReport717 which I reported and was fixed back in the days of alpha seven. October of 2006. And it came back in alpha17, which was released back in May of 2007, and it's been plaguing the engine for the nine months since then. And it's STILL not fixed in alpha18. It's frustrating. It doesn't encourage me to want to spend time developing workarounds. And then I look at that date...October of 2006. The engine has problems that were around two calendar years ago. It's mind boggling. And, let's be realistic. DarkGod is getting married soon. I don't see a lot of engine development taking place over the next six months. So I ask myself how much time do I want to spend developing modules for an engine that isn't going to be functional for maybe another year? And the answer that I come up with is "not very much." I wanted to make a module out of Dragonball T. Not a lifestyle. So am I abandoning DBT? No. But I think I'm going to wait for the engine to catch up some.

EtMarc: Are you talking about Bug 108? If so, then I will have a go at finding a workaround this evening, maybe I will find something and force you to resume work on DBT *grin*.

EtMarc: And I got it. I added a workaround in the bug report. It worked for the Barrow King, can you check if it works for DBT?

BucketMan: Bugs 65, 108 and 110 were the deal breakers. 65 claims to be fixed, and I'll check your workaround for 108. A solution for 110 would be very nice, but that one doesn't rear its ugly head until the middle game, so if the first two are resolved or workaroundable, I could probably be convinced to release the next version. Who is still interested in Dragonball T?

SaricRitzden: I would be interested, but I have not been following DBT development nearly as closely as some others. I am quite interested in technomancers but have never been too successful in getting them to survive. The only time I have seen even midgame content was in wizard mode.

Shoob: Me too, what made me somewhat lose focus was that certain things were removed (fan lady, rra headquarters, etc, so basically I could do no end game content, or level up fast enough to keep me from boredom. Now I am not saying to re-implement the fan lady, but it would be nice to be able to get a decent enough fire resistance to fight in the volcano, and I miss all of Gero's fighting robots too...

JackLohman: I am definitely still interested, though I never seem to survive very long. If we were to see a new version I'd give it another chance, and see if I can get a character to survive past that first bad guy...

NerdanelVampire: I'm interested too in seeing development in Dragonball T. (Suggestion: A mid-level melee dungeon.)

Sirrocco: I am likewise still interested. The Dragonball T build structure is interesting, and only grows moreso as new features are implemented and then balanced. I would enjoy a reason to put a few together and try out their paces.

ReenenLaurie: I am, though the slow development of 3.0.0 has left me not playing any of the modules or roguelikes recently. But to eventually get to version 1.0.0 in DBT would be very cool.

BucketMan: Yes, it would. But a DBT V 1.0.0 would probably require about another two to three hundred hours of development time. Which is kind of a lot.

BucketMan: Well, according the the change log, the last change I made to the Development Version of DBT was February 16th. But, EtMarc's solution appears to fix the most heinous of the engine issues plaguing DBT, and I've started cleaning up for a V091 release. Probably will release this weekend.

BucketMan: It's 6:00am. V091 will be a little late. But Nerdanel is getting the melee dungeon she requested. :)

BucketMan: V091...Sanjo!

SaricRitzden: Yeah! A new version. The firearms look quite interesting.

BucketMan: Well, yes. Sadly, as was realized in the hours after release, I updated to alpha 18 two weeks after all the firearms changes. I'm afraid they're completely broken. : /

Sirrocco: It appears someone has posted a "this is how you do that" for bug 110 (player comes back in where they left from in save levels) - specifically: "Assigning player.py and .px during LEVEL_GENERATE_POST accomplishes this."

Modules/Dragon Ball T (last edited 2008-07-15 07:02:42 by c-69-137-233-159)