The d20 looks ace :D ! It is the perfect fit for the ambience of a pen and paper campaign. Loving it! Allowing - even split - attacks without ending turn adds more tactical options which is always welcome. Like the rolling screen it slows combat down a bit (in case of multiple attacks), but I think ...
Full speed ahead here . The feature and bug lists provide a very helpful overview. They also give confidence for the long term development of the project, well done .
Another good coop game would actually be Valheim. It has a great dark/nordish fantasy vibe to it and is exploration heavy. I played it like for 2 hours singe player a few weeks ago and quite liked. For long term motivation though it is clearly build around the idea of a group of friends playing toge...
Ha, multiplayer is far away (if ever, also it would likely be a "meet in the hub", "exchange paths to points of interest in the Abstrabyss via auction house" and maybe even "decorate little piece of real estate around a central square with trophies from your journeys" t...
Nice one - flexible number of usages (depending on level) allows to replicate D&D classes even better :) . I hope you will not encounter too many bugs, but playtesting of all theses new systems has been limited, so I fear the one or other glitch will still loom there :oops: . It's a good idea to...
So, very slomo here. I am currently trying to learn the animations system of Unreal a bit better (this will be direly needed for eg implementing hit feedback for enemies hit by shots). Furthermore, I have integrated a new plugin that allows for basic dialogue and onscreen object descriptions. The la...
Good to read about your progress (and also about "not progreessing" -> just look at me ). I like to map stuff pen&paper (also I often make notes ideas on the samsung note phone via stylus and my scribbly handwriting).
Again, great progress in short time :) . The "isPublic" for Ibbasic is cool, especially once I will have to spent more time commuting again (less days in homeoffice). Having the "or" logic easily available for dialogue conditions, too, grants a lot more desgin freedom. Uii, looks...
Yeah, crits ranges and multipliers are back! Great work there - they allow for more item diversication and some interesting new traits in the long run. Balancing encounters is a bit harder with them because luck plays an even more important role. Then again, it's very satifying to land a devastating...
Hey Zach, I am just browsing through the forum and it is so delighful to see all the good development and continuity. The map of the woods looks very impressive and makes my mind wander curiously around it in an instant. As always, the icons you made for the spells/traits are top notch, professional...
Like a fine clockwork, Dorateen - very impressive. You have gone the whole distance and it is a pleaqsure to see Hearkenwold up and running on Nexus Mods (using KotC2). Big congratulations !
Wow! Phil - amazing! This looks so fine :). Seems like you fine guys got the ball rolling big time here. The water animations are just mind blowing. And you use the weather - I always looked forward to see made good use of this system (was one of the first things I tinkered with like 10 years ago, o...
Heyho hotmustard! That's impressive stuff you are working on - even more so when considering that the state of IB (toolset and engine) is not easy to get into due to lack of comments and refactoring (which is my fault, not Jers). Keep the good work coming!
Hey, Phil, good to read you! Yeah, I wonder, too, where it will take take me . It is fun while working on it and I learn a lot of new stuff (big question is though whether I learn faster than I forget, which I doubt ).
Wow! Lots of activity, very cool :D ! So, I am a little bit overhwelmed right now and my old brain must get into IB again :lol: . For starters I cloned a fresh IB repo to my desktop (new computer),using Jers's latetst great changes. Unfortunately I get lots of namespace related errors. A heapload of...
Hey dear IBlers, I have dropped out again for much too long. I am very sorry for that. I always feel a bit of guilt when looking at the forum because I have yet not closed this cycle (as in led IB to a point where I think it will be able to float on its own). I know this is unwarranted and you guys ...
A HISMSpawner (on foreach sublevel) has three random streams set up (x,y,z) which are seeded with x,y and z grid positions of this sublevel in the surperstructure respectively (ranging from 0 to 200.000.000). We need three streams because of the int size limit and the size of the superstructure. The...
Yep, the fun is about to begin indeed :D ! I will need your math skills for geometries in sublevels later on, so get ready for my stupid questions :lol: . When a few basic geometries work, I will add a first enemy type (I got a little UFO from a unreal marketplaceplace AI apackage running already). ...
Streaming pause down to 8 to 12 seconds, every 10 minutes of gameplay (or so :lol: ). This is not classic level loading, but just streaming in more stuff in far distance, updating shadows more nearby and forgetting stuff in the opposite far distance. Load game time for inital spawn is about 25 secs....
That is a great idea ! It brings you best of both worlds - fun with your kids and quality programming time. Also, I dont think there are many kid friendly rpgs, let alone toolsets.
Note to self: Each HISMSpawner (72 in worst case for field with radius 4) will spawn its content (HISM or true actor) one piece per tickevent of the correspondent HISMSpawner. An index on the HISMSpawner will remember the position reached last tick (construction progress index). With 5 meter/s max s...
Another one to try: place the destruction logic into actor itself, measuring its distance to centrr and sekf destruct (if that is possible at all) based on distance Crazy thought: What if actors would procdurally spawn their neighbours? A running cascade of self replicating actors reading spawn inst...
Running into stall problems with this approach for streaming. It is odd as loading the much larger whole grid works great at game start. Ideas: - limit destroy and respawn operations per tick, spread them out across several ticks - use alternative to get all objects of class, like adding to separate...
Simpler: Check around new center grid x,y,z with distance condition (maybe 1800 meter). All SLA found that are (stil)l set to spawn HISM have the actros/HISM spawned 500 Meters aorund them remoived and are set spawn (new, real) actors. SEcodn check aroudn new centerBetween 1800 und 3000 Meter. Any A...
Thank you for the update on development ! The new screenies in KotC2 look fresh and shiny. Yeah, time flies, especially when you do something you are really into. So this is a good sign that you are on the right track with bringing a full blown Hearkenwold into the light of the world.
These sound like great tactical options. I always enjoy pondering over the best placement on the battlefield. I think the first games of the Battle Isle series had such ruleset, too (support for neighbours for both sides), or my memory tricks me .
A bit of brainstorming: - Compare OLD nearest SubLevelAnchor x,y,z with NEW SubLevelAnchor x,y,z (<,>,==) - 26 results possible (27 is no move, irrelevant in this context) - these determine a) where to exchange HISM with Actor (moing towareds thsi diretcion) and a) where to exchange Actor with HISM ...
Thank you, Jer :). So, far it's all done with the blueprint visual style of coding. It has proven quite comfortable, but depending on how fast the project needs to run or how far I have to dive into the engine, real coding is likely upcoming. Good thing is that c++ code can work alongside using the ...
Array of Vectors: Vector gridx,y, z (indexed in parallel to hism) SpawnRegister:-> Array of custom Struct: 1. Vector gridxyz, 2. spawnState Flow: 1. Initial anchor build, spawning the hism anchors 2. In parallel intialize SpawnRegister, with transforms for each hism anchor, each spawnstate true 3. I...
A bunch of templates for meshes (spawners) will be placed at a far edge if the level. These are actors with HISM Components. One of them is for sub level anchors. The routines for initializing the 25x25x25 field of sublevel anchors reside currently in the player characters event graph. So do the rou...
Just a little battle plan for next steps: 0. Shortcuts to remember: use ctrl-key down to to rewire nodes, press c for comments inside the blueprints, draw of output pins and select "make" option to turn them into variables (same as promote to variable?) 1. Is world position rebase still wo...
Looks pretty slick. The figure reminds me of a classic Star Wars stormtrooper, with the shiny white and black color scheme. Thank you, Dorateen. Hehe, absolutey, I am loving the stormrooper aesthetic. This one comes will Unreal Engine, it is the standard player character (pawn). The reflectiveness ...
I guess learning c++ wouldn't be the worst thing, but the learning curve for memory handling seems step Yes, this would be a nightmare to manage by hand. Fortunately, UE4 has an inbuild system called "Reflection", which ia handles garbage collection (https://www.unrealengine.com/en-US/blo...
For year's end incoming I did a little video with a quick look into IB v197 (just the village from the tutorial adventure, so you likely know most of the content):
I think Unity will also (or maybe can already) handel ray tracing. Nvidia is doing special development branches for UE4 though (with with Nvidia exclusive RTX optimizations and also DLSS; one needs to register for DLSS access though and on first attempt this did not work out for me). Unity certainly...
Pt0 - or in long form: Paths to Zero - is an action adventure game (3rd and first person) about finding your way to the center of a procedurally generated debris field with mixed elements of single- and multiplayer. The field floats in utter blackness, illuminated by three orbiting lights of unknown...
I am gonna use this thread to keep myself posting and in touch here, even with my thoughts trailing a bit away from IB right now. So, driven by curiosity for the ray tracing tech and triggered by the arrival of a 3080rtx (thank you Jer for the congrats :) ) I dipped a toe into Ureal Engine (UE). I h...
Hey Dorateen, it's so impressive that you are rebuilding Hearkenwold in the KotC 2 Engine! That video was impressive to watch, especially when it comes to the full implementation of all the combat features of D&D. It woule indeed be awesome if Hearkenwold would accompany the official launch of t...
Thank you for the bug reports, Zach - they will not be lost and hopefully not in vain. Sound is a field that needs more fleshing out for sure in the long run.
Hey fellow IBlers, I know - too much time has passed since my last post here. My sincere apologies for that. I think I still feel a bit guilty for taking time off the project and trying out new stuff (with the Unreal Engine). I wish all of you and your beloved ones a wonderful, happy and healthy Chr...
I did not try BG3 so far, going turn based is definetly a plus. The emphasis on heights and pushing stuff over ledges seems a bit too strong from the videos I have seen. But the new dialogue camera and the facial animations as well as voice over look like really high production quality. So does the ...
IB Beta v197 released - no warranties, no liabilities, use at your own risk: https://www.dropbox.com/s/rzfjsnin7qyqlcd/IBBeta197.zip?dl=0 - new light engine for dark areas (see post above, video and explanation on usage will follow) - smoother blending in/out of overgrowth (layer4, think eg tree ca...
Thank you very much for the kind words, guys :) . Feels like this forum stays a home unaffected by moving home in RL which is a very comforting thought :) . I will post a new IB Beta version soon with a few bug fixes (and many new bugs, too, I guess :lol: ). This will also contain the new lighting s...
Dear IBlers, I am so sorry for vanishing from the forum for such a long time. RL was a stressful, especially due to moving into a new appartement. After the longer break I was a bit ashamed which in turn made my disappearance last even longer. Whimsical me :roll: . I am very happy to be back. Please...
Yeah, I am still figuring out myself if this is viable at all. We might need to treat our tiles as cuboids (layer 1 as base texture for all sides) for it to make sense, have a perspectuve flight point right underneath the party, top down camera above party that climbs/descents with the party and dra...
Right now, I am just putting down a crazy idea here (you know the ordeal :lol: ): What if we would draw squares with more than 1 height level difference to current party height level (1 level difference or same height are exempt for clearly readbale ramps/stairs/connections) larger (if higher, ideal...
I have (tried to, must verify on large screen) fixed particle/sprite speeds, mostly relevant for weather effects, so that speed is adjusted to the size of a single square on the player's monitor. Furthermore, I figured out a way to display light/blend out overgrowth very smoothly. This uses a delaye...
IB Beta v196 released - use at your own risk, no liabilities, no warranties: https://www.dropbox.com/s/fboepvjhg4cgic4/IBBeta196.zip?dl=0 - based on Dorateen's feedback (many thanks!) I double checked whether the trait property showOnMainMap (found for reach trait in the trait editor of the toolset...
That's great to hear, Zack. I am relieved that it works out again. It's so easy to break stuff and without you guys' feedback I would easily get lost on the tricky way forward.
Torch system as well as LoS are up and running within the new lighting approach. Darkness is creeping back. Now for integrating prop lights, stationary and moving...
I think I am gonna try to use the overgrowth code for a simplified light and darkness model for areas in utter darkness (eg dungeons). Simplicity will be key here - it will only use squares (not the triangle shape approach I currently have), no colored light, no halos and will have no light flickeri...
IB Beta v195 released, no liabilities, no warranties - use at your own risk: https://www.dropbox.com/s/rjritvizko7fti4/IBBeta195.zip?dl=0 Many thanks to Dorateen and Zach for recent feedback! - added new module property in toolset: "useLayers4And5AsNormalLayers", if set to true, layers 4 ...
Cat is definetly on my mix, too :) . Playing and making games has less space than I would wish for these days, instead I am turning into an ebay power seller of little life pieces while we prepare for the move. In the days of yore I would have readied my fire axe when hordes of masked strangers woul...
I feel you, Jer. @Zach: I made overgrowth and dynamic overlay in layers 4 and 5 optional now (incoming module setting). I hope next version will fix the issue for you. I did not have Malkin crashing though, it was more that some graphics became transparent when I moved closer (likely because they ha...
Thank you very much for the meaty update and the beautiful screenshots, Dorateen. As always it's very inspiring to me. Adding the new gameplay mechanics via traits is awesome and will enrichen the enocunters for sure.
Hey, glad you noticed that one, Dorateen. It's related to the widescreen adjustments. I will look into it. Which resolution are you running? I am a bit out of the loop currently, as RL is really busy here. We move appartments soon and there's so much to do/organize, sigh... I hope it will get better...
Brainstorming on next tasks: - continue work on widescreen support (when coding at big screen) - fix little bug on rightvscreen side when scrolling (main map) - right mouse scrolling in combat - player animations in combat (idle, breath) - voice over option for Npc/narrator text - mouse cursor shape...
I am mostly working with layers 1 and 2, maybe had to use layer 3, but rarely. I don't think I've touched 4 and 5. Thank you for the swift feedback - the first iteration will then change layer 4 to dynamic overgrowth (removing itself when party gets closer, but also creeping back as party moves on)...
Overgrowth is so much fun! I am currently doing it in a regrowing way around the party, with transparency higher the nearer a tile is to the party. It looks very cool when the party moves through a dense jungle this way and the the jungle seems to swallow the party. Lost in the woods comes to mind. ...
Happy to hear, Dorateen :) . I really should do better debugging before releasing updates :roll: . Currently, while commuting and only having the small notebook screen at hand (ie no work on widescreen support), I am looking into giving layer 4 of world map a new functionality: dynamic overgrowth/co...
IB Beta v192 released - no liabilities, no warranties, use at your own risk: https://www.dropbox.com/s/jfb28uhec27nym9/IBBeta192.zip?dl=0 - fixed bug concerning full size effect icons on actors in combat (many thanks to Dorateen) - began implementing code chnages for widescreen/ultra-widerscreen su...
Thank you for the heads up , Dorateen - I certainly botched there, it is intented to work for all creature sizes. I will look into fixing this in the next days .
The groundwork is all there in your flexible systems. Most screens have some kind of glitch, but all in all it looks really promising after a few adjustments already. I will try to make it all fully flexible for all kinds of ratios and resolutions (up to 4k), but I guess alot of debugging and testin...
IB Beta v191 released - no liabilities, no warranties, use at your own risk: https://www.dropbox.com/s/k75jsr58xo9mucz/IBBeta191.zip?dl=0 - (much) more work on lighting - new module property: allEffectsUseFullSizeIcons (this returns all effects on pc/creatures to old full size) - new effect propert...
IB v191 incoming very soon (preparing currently). It will allwo more (old) options for full size effect icons in combat and also (again) center around lighting big time. Next up for me is supporting widescreen/ultrawidescreen resolution (as my main gaming pc is using such a monitor). I made very pro...
The gold pile/gold nuggets(?) in the last screen look dangerously tempting :mrgreen: ... I will add an option to display the effect icons full size again, maybe even as an individual setting for each effect. The icons on the death dogs likely look a bit misplaced (too high) because the death dog is ...
IBBeta v190 released - no liabilities, no warranties, use at your own risk: https://www.dropbox.com/s/m4onscmmpt3nitj/IBBeta190.zip?dl=0 - changes to lighting system (see above for details) - additionally to above notes, I am very happy :D to report the clash between party lights and prop lights in...
I feel more like a master fumbler :lol:, but true words. I have to make some compromises, so the new approach for the lighting will be a give and take thingie: Pros: - smooth scrolling of party light in dark indoors; it feels so much better to move the party in complete sync with the light cone arou...
Still alive and kicking here, I am head over heels into the lighting engine and have biten much more than I can chew this time :roll: .. but after stepping back and reducing complexity/functionality quite a bit, I start to see a light at the end of the tunnel. All these efforts revolve around smooth...
Thank you guys :) - I am trying to uplaod v189 currently, but my connection is crawling these days... The scrolling/camera panning is keyboard only currently, but mouse touch and drag would be really cool to have, too. Maybe I can pull it off later :) ... IB mainmap has a hold left mouse button down...
Great progress with the smooth scrolling in combat (even diagonal with two keys like up and right held down the same time is working). You can also stop the scrolling at any pixel point (more or less), ie you are not forced to scroll in full square chunks. It feels really good to explore the battlef...
Very happy to hear you feel better now, Zach! That sounds terrifying, all the uncertainty and confusion. High fever is one of the worst body sensations I experienced so far (lucky me, I guess) and it made me really just wish to drop out and move time forward. To experience this combined with the fea...
Thank you, Zach :) . Getting the contract freed my mind up again for IB, so that's a good thing indeed :D. I am into combat camera scrolling now. It was painful rethink myself into this, but now I have first (gltchy) prototype up and running. We will get this - only question is at this point how pol...
Thank you, Jer - we signed the contract :D ! We will move into our new home between June and July (well, let's see if Corona/Covid chaos will still allow us to do this). IB Beta v188 released - no liabilites, no warranties, use at your own risk: https://www.dropbox.com/s/pkndgstyh54v1vd/IBBeta188.zi...
Might still be too crowded. I think I will just go with 9 mini icons for effect indicators (ie no normal sized effect indicator at all). This will make reading squares that in the worst case have (1) a trigger icon, (2) a lingering effect icon, (3) a pc and (4) effects on that pc a bit easier...
I am trying to figure out to how display the sprites of multiple effects on the same actor (pc/creature) in the best way. Maybe the effect that was applied the last is dispalyed full size while all other (older) effects are shrunk down to 1/9 (1/3x, 1/3y) of their size (mini-icons). This would allow...
These are some really nice and meaty screenshots there :). I love the waterway shaping the terrain on it's way from the oasis, especially the cliff side looming over it. The new desert mountains fit the burning grounds well, no need to worry. Hehe, and a grappling hook made from a gallows rope is su...
Great to hear, Zach :). I still have to do some proper explanations of how it all works, but it 's reassuring that it's intuitive enough to allow experimenting with it. Distracted here big time by RL, but it looks like we found our new appartment (still waiting for the final version of the rent cont...
I am looking into lingering effects now (think Poison Cloud). One thing I am gonna add is a persistenceBonus for each effect. When two or more lingering effects are applied to the same squre, only one will prevail (otherwise our graphics will look really messy quickly). To decide which lingering eff...
Github is updated now (v186) . I imagine getting the UI work right on the smaller screens is very challenging indeed.Let's hope for mobile phone sizes still increasing in the future .
IB v186 released - no liabilities, no warranties, use at your own risk: https://www.dropbox.com/s/xtase85q193bf1n/IBBeta186.zip?dl=0 - a much more stable iteration of vanish/appear/change walkable state properties than v185 - this (and the recent versions before it) allows for treasures, doors, trap...
Despite RL still being a never ending reconnaissance mission for our new home (keep fingers crossed for upcoming Sunday where we are gona see a potentillay promising appartement) IB is still progressing along steadily. Most of the debugging for anish/appear trigger properties is done now. I must sti...
Great work on getting multiple allies in! The ibscript system is amazing - when all the dust has settled, it will be a cornerstone (but also huge) task to adjust its scope to all the new fucntionalities of the engine.
Still polishing and debugging for upcoming v186. The new combat trigger properties can be combined in many ways (eg create locked, tiem limited chest by assigning a container event and also setting up an enable DC for the trigger and then even making the trigger disappear in 5 rounds). These combina...
First impression is that the fps have improved again by quite a bit (from average 15 to average 20 on my note9), well done :) The movement on the main map feels much more fluent now, proper scroling now working. It might be great to add a "keep walking forward on arrow button held down" fu...
There's nasty crash bug introduced in v185 (related to the counters for vanishing/appearance of triggers, type int/string mismatch between toolset and engine) that I will fix rather sooner than later in v186.
The battle gif is really cool, great fun to watch it :) . More traits to spice up things are always welcome - I look forward to what you come up with. When watching the gif of the battle you set up and skillfully composed, I realize the long way we have come together. Very proud of our little crew h...
IB v185 released - no liabilities, no warranties, use at your own risk: https://www.dropbox.com/s/mx2hx1b6gfprrtp/IBBeta185.zip?dl=0 - triggers can now have container events in battles, too - added vanish and appear in x rounds to trigger properties (they influence enabled and hidden property) - fur...
Oh, i am red now, feels like me v2.0 :lol: 8-) . Great to hear you could resolve the issue with the combat screen. I am still a bit more stressed by RL here than usual, the real estate market in big cities in Germany has simply stopped functioning imho. I already see myself knocking every door in ou...
Great to see you giving this script a testdrive. Adding allied NPC can give battles a special spin (like adding a really poweful ally that's decisive for the battle, as in Blackwinter's first battle) or generally for ambience (like a bunch of city guards fighting alongside the party). I think I will...
That seems very straightforward indeed - still utterly amazing to me how the almost very same code base does its josb on different operating systems and device types, from windows desktop pc to iPhones.
The combat screen in IB currently has smoothly moving creatures (animated in five frames if such frames exist), but no scrolling on player move and no smooth camera panning (in contrast to IBx). I yet have to (try to) implement these later features.
Thank you for keeping me in the loop, guys! I have implemented module settings for always hiding various elements of creature info by now. Also, the optional trait check for unveiling creature details is in (different cretaures can require different fields of knowledge to unveil their secrets this w...
The picture fits the dialogue perfectly. There's a shyness about that dwarf looking down that is properly reflected in his uncertain/insecure choice of words.
Next up is making creature/trigger info more optional (or tying it to traits/global variables). After that, I will go for in-battle treasure chests (or the like) with time limits for getting to them (risk vs reward gameplay).
IB v184 released - no liabilities, no warranties, use at your own risk: https://www.dropbox.com/s/cjqq3quaz80wwlf/IBBeta184.zip?dl=0 - mouse over in combat on creature/pc will only show floaty stats (ini, hp, sp) of this specific actor - tried to fix bug that soemtimes could cause actor info to app...
Get well soon, Jer. The scrolling as well as the party tail code are especially messy, I fear, so this is likely quite cumbersome to port over to IBx. This stuff gets extra tricky in a streaming, seamlessly connected scneario (neighbouring areas set up) and even more so in darkness/night when the li...
Thank you for the great feedback, Zach and Dorateen. I will add a clear stat block call to the check end of encounter method to catch this bug. Might take some time as I am rather crawling currently, but we will get there .
Thank you guys :) , still a bit distracted here. Nonetheless, I am coding away whenever I can - as part of the event squares in enocunters project (see above) I am currently adding a fourth blueprint category to the toolset (triggers). This is harder than it might seem, but i am solwly crawling forw...
Wow, it's really amazing to see you brave and clever guys tackle the prop animation system without a proper documentation! Keep the new animated props coming. We can work on making the system better once you got a bit hands on experience... I am certain there's room for improvment :lol: . Ah, you sh...
Thank you, Zach :) . I will make any entry optional (and also optionally tied to a trait check or global value, this will just take some time...). Edit: Speaking of time... RL is rather unpleasant right now here. A part of the owner/landlord familiy tries to legally force us out of our beloved, rent...
Yeah , i can really feel the potential of this as I try to hammer it into the code. This will take some time though (so much for the smaller commit I planned ).
Amazing work, Dorateen! Hearkenwold is so rich in stories and adventure content by now, it is really a joy to behold. The new areas look very interesting and varied, feeling the tickle to start a new campaign and experience it all again (and much of it for the first time). Oh, animated props are big...
I am currently tryind to add these values to combat triggers (and props later on): private System.Windows.Forms.CheckBox chkTrigHidden; private System.Windows.Forms.TextBox txtTrigFindingTraitTag; private System.Windows.Forms.TextBox txtTrigFindingDC; private System.Windows.Forms.TextBox txtTrigSpaw...
On another note I am currently implementing the same mouse over functionality that exists for pc/creatures also for triggers, props and lingering effects (think poison cloud spell) on the battelfield. Especially the triggers and props are quite unqiue for IB (compared to many other D&D adaptions...
A bug in the save file would be equally severe (or more actually). It would be great if you could send me an affected save file - then I could try to debug it with the visual editor tools and also have look directly in the text of the savefile... maybe some state of music/sound player is saved incor...
Big gratz for synching up to v183 ! The next commits will be smaller again, for sure. The screenshot looks great - it seems like the pc/creature (later: trigger, prop, effect) info works very well on the smaller screens, too.
I fixed the RMB attack bug, but I can still not fully replicate the attack sounds bug. A new party in Hearkenwold using the starter weapons (short swords mostly) seems to properly play the sounds. I think I had an enemy archer (goblin) once not play the attack sound though, so this might a be a symp...
I cast a sleep spell on a creature and right clicked on it during several pc turns. So far everything works as intended (right click does not end turn), but I simply might be lucky. Is the bug happening for you all the time in this constellation? Maybe you can send me a savegame for debugging the is...
The battle effects missing might be related to the separate two toggles music and for sound effects in battle. Do you hear no sounds when effects are on (the speaker icon)? These toggles acted a bit odd for me, too, on first usage when entering a battle, eg the sound fx toggle turned music on, too. ...
Awesome, almost there :) ! I will look into the panning code, it would be really great to get this in. Oh, I fear the last (or maybe even both) commit for IB is quite large as it changes so many log entries in so many places. It's a very tedious work unfortunately (had to do it in chunks to not over...
That's really amazing feedback, Dorateen, many thanks for that :) . I will change the mouse over behaviour to only show the floaty for the creature that the mosue cursor hovers over. I was torn myself whether showing this floaty info for all creatures was the right way to go. I am glad that the litt...
Please forgive me the unfiltered brainstorming on triggers/props in combat (info, functionality, trait interaction): //mouseOverText on top (one liner, count chars) //works for pc/creature/all //charges //every step (With multi square triggers) //for all 3 events //do the following only for scripts ...
I did a first round of test driving, great work :) : - feels much more responsive on my note9 (around 15 fps, ranging from 10 to 20) - combat panning is awesome - wish I could get it in for IB normal (or just free scrolling via key down in combat screen) - double move on up is gone Some observations...
IB Beta v183 released - no warranties, no liabilities, use at your own risk: https://www.dropbox.com/s/cvpsiu8lzfu68ll/IBBeta183.zip?dl=0 - please activate smoothCombatMovement in the module settings to maintain compatibility (no worries, the creature do their idle little steps much less often and ...
That's a really cool looking battle setup there :) . Freing oneself from being surrounded like this or at least shielding casters somewhat is challenging and fun indeed. Dimension door, area slow effects or crowd control hold spells as well as a sneak/shadow trait on a caster can help, but most impo...
Forgive me some mad ramblings, please, need to brainstorm a bit: Creatures show their TYPE (like eg "undead", "animal", "demon", "robot", "corporate lawyer"...) on mouse over. Type is referred to by: effects (affect only, affect never lists) This is ...
Biggest fps gains for me during optimization were related to the drawing of fonts. I dont recall the details right now but I think I reduced the numbers of calls for new writeFactories (or some such) to one 1/9. It was related to the way we draw the bigger letters (slightly shifted, multiple draw ca...
Thank you for cheking this out, Jer. On one hand this is good news as IB performance is good on your laptop, too. On the other hand this underlines that we will need to disable a few cosmetic features for IBx to run well. I will try more ways to turn off scrolling on main map after next IB release. ...
Ncie and shiny here :) - thank you for setting this one up, Jer! I have been heavily coding on different fronts in the last couple of days - the next update will be rather large for sure (inter alia: combat scrolling on creature move and generally new camera behaviour in combat, revamp of combat log...