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  #1  
Old 07-31-2018, 06:57 PM
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Shadow Shadow is offline
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Join Date: Jun 2007
Location: Dallas, TX
Posts: 8,742
Default Version 0.709 done list

The previous done list is here.
  • made female skins point to something valid while waiting for real skins
  • made female & male mail & plate skins point to something valid while waiting for real skins
  • added bandits and bandit quests
  • changed bridges to special rooms with bandits, guardians, or packed with monsters, etc.
  • changed save version to 226
  • now auto figure out what class the character is based on what skills they are using (displays top 3 specialties)
  • hooked up 2 skill icons
  • hooked up win/lose icons
  • world can now go west/east from starting town (when there is a town)
  • AreaDesertUnique9 / Shankar's Wasteland missing translation
  • world can now go south from town
  • changed all references to Mutant to Mutated/Mutation
  • fixed adjacent levels not being set correctly
  • added VictimShaderFemale
  • added different skin for cold imbued mutation
  • added model for horns mutation
  • fixed alpha on cold imbued skin
  • changed skin.tga to greyscale so could control coloring better
  • removed level vertical monster level mult when can go up and down
  • changed object height to be the lowest of its bounding box instead of height at the origin
  • changed entity height to be the average of its bounding box instead of height at the origin
  • increased shadow mapping fov from 5.0 to 6.0 (will eventually calculate needed amount based on scene)
  • turned off ground causing shadows (looks bad sometimes and doesn't really add much)
  • changed hills MaxTileHeightChange from 48.0 to 36.0
  • changed caves MaxTileHeightChange from 36.0 to 30.0
  • made a lot of bushes no longer have collision
  • now model can specified heightType - default (lowest for static models, average for entities), center, average, lowest
  • changed pretty much all plants to center height type
  • increased mana potion mana amount by 50%
  • fixed forest rock2a & rock2b collision
  • fixed collision on all outdoor rocks
  • reworked levels to handle height and new model collision better - deserts, forests, & grasslands
  • reworked levels to handle height and new model collision better - graveyards, roads, ruins, and tropics
  • reworked levels to handle height and new model collision better - towns
  • tightened up some rock random sizes
  • changed scorpion model to HeightType Center
  • now use also center when calculating average or lowest for object height placement
  • now when editor loops from last to first or first to last it beeps
  • added HeightType LowestSafe (changed all fences & long walls to use)
  • fixed sounds in editor (might have also fixed some issues where sounds at player shift back and forth from left
  • to right speakers)
  • now projectiles explode when they hit world objects
  • now monster/trap projectiles don't follow ground height (are completely straight)
  • updated donation lists from Patreon
  • changed Berserker icon on new character screen
  • hooked up 7 new skill icons
  • rearranged advanced graphics options screen to fit all options
  • fixed mutation experience glowing shader
  • testing out drawing all entities, even if "out of view"
  • fixed pits in cave having problems with height changes
  • added lowest center safe height option
  • fixed some problems with lowest safe and lowest center safe height options
  • increased chances of NPC in house back to Zombasite level
  • changed Slaughter skill to be able to use any time not just when have enemy
  • showCollisionGrid command now takes into account height
  • sped up falling rocks in collapsing caves scenario
  • hooked up 8 new male mail skins
  • brought over demonhorn, demonwalker, demonwing, demon, rapter, styrac, scorpid, and drakes
  • fixed a bunch of blocks in opening screen area being marked as has house
  • added Vortar Warlock
  • added pain sounds for rapter, styrac, scorpid, and drake
  • added regneration to Krall Warriors
  • added Rylor Defender
  • added footstep sounds
  • added matchAttackSpeedIfFaster/matchRandomSpeed to new monsters
  • added some color variants of the chaos lord
  • saved out MailTurtleScale_d.tga again (game complained incorrect image type 10)
  • cleaned up enhancements on new monsters to not add effects to every monster
  • changed monster levels a little
  • added young and ancient drakes
  • fixed NoRandomEnhancements stuff
  • fixed which Kralls Vortar Warlocks can spawn
  • changed to allow loose connections (any open block can connect to any other open block)
  • now levels can be marked to SharedOnly
  • fixed styrac trying match anim speed for moving
  • added forts
  • fixed village names
  • towns now get gates
  • added fort variants
  • increased chances of towers
  • fixed getting all villages and no towns
  • fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
  • fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
  • fixed collision on palisade & palisade2 models
  • made torvas more aggressive, faster, and have faster attacks
  • increased Styrac armor mult from 1.25 to 2.0
  • added Chaos Lord skill to Warlock and Summoner
  • added Elder Drakes
  • changed drake levels some to fit in Elder Drakes
  • fixed raptor move/anim speed
  • added a lizard critter from rapter
  • added small spider variant
  • added small scorpion variant
  • moved Krall levels down some (mostly Krall Scouts)
  • moved Rylor levels down and Rylor Defender levels up
  • moved Stalker and Stalker Hunter to higher levels
  • fixed Giant Obelisk aura
  • fixed AnyLevel monster stuff to not spawn them all of the time just in the specific instances meant to
  • replaced bottle1 with breakable jar
  • replaced sack/sakes with openable sacks
  • fixed demon walker normal map
  • hooked up 2 more male mail skins
  • hooked up 8 skill icons
  • now monsters/objects sink through the ground instead of fading out
  • now fixing entity position that go out of level takes block level into account
  • partially fixed gate names not matching real location
  • fixed gates in shared areas
  • fixed issue with gate names
  • fixed a rare infinite loop in generateCaveLevel
  • sped up Level::finishGenerateOutdoorLevel a little
  • fixed a randomness not staying consistent in Area::buildBlockTypeMults
  • fixed buildBlockTypeMults not getting called correctly for shared levels
  • fixed buildBlockTypeMults not reseting values correctly each time run
  • fixed not getting v next to some level names (quest in dungeon under different section of an area)
  • now only 1 gate in each area
  • hooked up footstep sounds for spiders, scorpions, and demon walker
  • fix positions can now move entities out of fake levels
  • sped up sinking on death/destroyed/used up a little
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon

Last edited by Shadow : 08-30-2018 at 06:17 PM.
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  #2  
Old 08-17-2018, 06:32 PM
Shadow's Avatar
Shadow Shadow is offline
Super Moderator
 
Join Date: Jun 2007
Location: Dallas, TX
Posts: 8,742
Default

  • added VictimShaderFemale
  • added different skin for cold imbued mutation
  • added model for horns mutation
  • fixed alpha on cold imbued skin
  • changed skin.tga to greyscale so could control coloring better
  • removed level vertical monster level mult when can go up and down
  • changed object height to be the lowest of its bounding box instead of height at the origin
  • changed entity height to be the average of its bounding box instead of height at the origin
  • increased shadow mapping fov from 5.0 to 6.0 (will eventually calculate needed amount based on scene)
  • turned off ground causing shadows (looks bad sometimes and doesn't really add much)
  • changed hills MaxTileHeightChange from 48.0 to 36.0
  • changed caves MaxTileHeightChange from 36.0 to 30.0
  • made a lot of bushes no longer have collision
  • now model can specified heightType - default (lowest for static models, average for entities), center, average, lowest
  • changed pretty much all plants to center height type
  • increased mana potion mana amount by 50%
  • fixed forest rock2a & rock2b collision
  • fixed collision on all outdoor rocks
  • reworked levels to handle height and new model collision better - deserts, forests, & grasslands
  • reworked levels to handle height and new model collision better - graveyards, roads, ruins, and tropics
  • reworked levels to handle height and new model collision better - towns
  • tightened up some rock random sizes
  • changed scorpion model to HeightType Center
  • now use also center when calculating average or lowest for object height placement
  • now when editor loops from last to first or first to last it beeps
  • added HeightType LowestSafe (changed all fences & long walls to use)
  • fixed sounds in editor (might have also fixed some issues where sounds at player shift back and forth from left
  • to right speakers)
  • now projectiles explode when they hit world objects
  • now monster/trap projectiles don't follow ground height (are completely straight)
  • updated donation lists from Patreon
  • changed Berserker icon on new character screen
  • hooked up 7 new skill icons
  • rearranged advanced graphics options screen to fit all options
  • fixed mutation experience glowing shader
  • testing out drawing all entities, even if "out of view"
  • fixed pits in cave having problems with height changes
  • added lowest center safe height option
  • fixed some problems with lowest safe and lowest center safe height options
  • increased chances of NPC in house back to Zombasite level
  • changed Slaughter skill to be able to use any time not just when have enemy
  • showCollisionGrid command now takes into account height
  • sped up falling rocks in collapsing caves scenario
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon
Reply With Quote
  #3  
Old 08-27-2018, 06:41 PM
Shadow's Avatar
Shadow Shadow is offline
Super Moderator
 
Join Date: Jun 2007
Location: Dallas, TX
Posts: 8,742
Default

  • hooked up 8 new male mail skins
  • brought over demonhorn, demonwalker, demonwing, demon, rapter, styrac, scorpid, and drakes
  • fixed a bunch of blocks in opening screen area being marked as has house
  • added Vortar Warlock
  • added pain sounds for rapter, styrac, scorpid, and drake
  • added regneration to Krall Warriors
  • added Rylor Defender
  • added footstep sounds
  • added matchAttackSpeedIfFaster/matchRandomSpeed to new monsters
  • added some color variants of the chaos lord
  • saved out MailTurtleScale_d.tga again (game complained incorrect image type 10)
  • cleaned up enhancements on new monsters to not add effects to every monster
  • changed monster levels a little
  • added young and ancient drakes
  • fixed NoRandomEnhancements stuff
  • fixed which Kralls Vortar Warlocks can spawn
  • changed to allow loose connections (any open block can connect to any other open block)
  • now levels can be marked to SharedOnly
  • fixed styrac trying match anim speed for moving
  • added forts
  • fixed village names
  • towns now get gates
  • added fort variants
  • increased chances of towers
  • fixed getting all villages and no towns
  • fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
  • fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
  • fixed collision on palisade & palisade2 models
  • made torvas more aggressive, faster, and have faster attacks
  • increased Styrac armor mult from 1.25 to 2.0
  • added Chaos Lord skill to Warlock and Summoner
  • added Elder Drakes
  • changed drake levels some to fit in Elder Drakes
  • fixed raptor move/anim speed
  • added a lizard critter from rapter
  • added small spider variant
  • added small scorpion variant
  • moved Krall levels down some (mostly Krall Scouts)
  • moved Rylor levels down and Rylor Defender levels up
  • moved Stalker and Stalker Hunter to higher levels
  • fixed Giant Obelisk aura
  • fixed AnyLevel monster stuff to not spawn them all of the time just in the specific instances meant to
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon
Reply With Quote
  #4  
Old 08-30-2018, 06:16 PM
Shadow's Avatar
Shadow Shadow is offline
Super Moderator
 
Join Date: Jun 2007
Location: Dallas, TX
Posts: 8,742
Default

  • replaced bottle1 with breakable jar
  • replaced sack/sakes with openable sacks
  • fixed demon walker normal map
  • hooked up 2 more male mail skins
  • hooked up 8 skill icons
  • now monsters/objects sink through the ground instead of fading out
  • now fixing entity position that go out of level takes block level into account
  • partially fixed gate names not matching real location
  • fixed gates in shared areas
  • fixed issue with gate names
  • fixed a rare infinite loop in generateCaveLevel
  • sped up Level::finishGenerateOutdoorLevel a little
  • fixed a randomness not staying consistent in Area::buildBlockTypeMults
  • fixed buildBlockTypeMults not getting called correctly for shared levels
  • fixed buildBlockTypeMults not reseting values correctly each time run
  • fixed not getting v next to some level names (quest in dungeon under different section of an area)
  • now only 1 gate in each area
  • hooked up footstep sounds for spiders, scorpions, and demon walker
  • fix positions can now move entities out of fake levels
  • sped up sinking on death/destroyed/used up a little
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon
Reply With Quote
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