DSB Version 0.41
Posted: Fri Apr 16, 2010 3:33 am
What's new:
- Redesigned the test_dungeon into more of a showcase and/or tutorial for DSB
- Added a few useful importable archetypes to the test_dungeon, like rusting rusters and a quiver
- Added ability to specify a sub-skill when giving an attack method's minimum level
- Tried to clean up the base code pertaining to attack methods in general
- Fixed an incorrect and overly low hp bonus when leveling up
- Fixed combat effectiveness against well-armored monsters being much lower than in DM
- Fixed fear-causing attack methods (war cry etc.) giving less experience than in DM
- Classes and stats that have just gotten a level up are highlighted in green
- Clothes now are worn if possible when automatically put away
- Throwable weapons are placed in a more convenient location when automatically put away
- Added shortcut keys for quickly moving party positions around, invoking attack methods, etc.
- Added shortcut keys for quickly saving and quitting
- Fixed a crash when pressing spellcasting shortcut keys
- Fixed a glitch where recently grouped monsters will be left without a boss and do nothing
- Fixed a glitch where monsters would not randomly move around when they were supposed to
- Added "pounces" flag to monsters to allow them to make a quick attack after moving
- Fixed a lot of general object properties that were incorrect
- Fixed a graphics definition problem in the base code with turquoise locks
- Fixed an oversight in the engine causing torches to burn out twice as fast
- Fixed some objects not fitting into locations they did fit into in DM
- Made it harder to walk into your own thrown projectiles
- Added "probability" arch to trigger events only when a certain random chance is met
- Added "item_action" arch to perform various (maybe) useful actions on items
- Can now use opby object as a target for qswapper arch
- Fixed opby_party_carry glitching when you pick up the object while standing on the trigger
- Made Ya potions create a spellshield, not a basic magical shield
- Smoothed out the curve for power reduction of shields cast on top of existing shields
- Slightly decreased chances of a foot injury when falling down a pit
- Added clone_arch helper function for designers to easily expand standard archetypes
- Added regen_mana_boost to ch_exvars to allow for magic items that increase mana regen
- Changed parameter order of failed_attack and failed_attack_idle to be more consistent
- Fixed a typo in naming a monster AI function, danger_evalulate is now danger_evaluate
- Saved game slot names now remember their previous entry
Download it here
- Redesigned the test_dungeon into more of a showcase and/or tutorial for DSB
- Added a few useful importable archetypes to the test_dungeon, like rusting rusters and a quiver
- Added ability to specify a sub-skill when giving an attack method's minimum level
- Tried to clean up the base code pertaining to attack methods in general
- Fixed an incorrect and overly low hp bonus when leveling up
- Fixed combat effectiveness against well-armored monsters being much lower than in DM
- Fixed fear-causing attack methods (war cry etc.) giving less experience than in DM
- Classes and stats that have just gotten a level up are highlighted in green
- Clothes now are worn if possible when automatically put away
- Throwable weapons are placed in a more convenient location when automatically put away
- Added shortcut keys for quickly moving party positions around, invoking attack methods, etc.
- Added shortcut keys for quickly saving and quitting
- Fixed a crash when pressing spellcasting shortcut keys
- Fixed a glitch where recently grouped monsters will be left without a boss and do nothing
- Fixed a glitch where monsters would not randomly move around when they were supposed to
- Added "pounces" flag to monsters to allow them to make a quick attack after moving
- Fixed a lot of general object properties that were incorrect
- Fixed a graphics definition problem in the base code with turquoise locks
- Fixed an oversight in the engine causing torches to burn out twice as fast
- Fixed some objects not fitting into locations they did fit into in DM
- Made it harder to walk into your own thrown projectiles
- Added "probability" arch to trigger events only when a certain random chance is met
- Added "item_action" arch to perform various (maybe) useful actions on items
- Can now use opby object as a target for qswapper arch
- Fixed opby_party_carry glitching when you pick up the object while standing on the trigger
- Made Ya potions create a spellshield, not a basic magical shield
- Smoothed out the curve for power reduction of shields cast on top of existing shields
- Slightly decreased chances of a foot injury when falling down a pit
- Added clone_arch helper function for designers to easily expand standard archetypes
- Added regen_mana_boost to ch_exvars to allow for magic items that increase mana regen
- Changed parameter order of failed_attack and failed_attack_idle to be more consistent
- Fixed a typo in naming a monster AI function, danger_evalulate is now danger_evaluate
- Saved game slot names now remember their previous entry
Download it here