Chapter 1 v1.04 Release and Poll Results!

Hey look, Chapter 1 v1.04 has been released! This version contains some fixes for longstanding annoying bugs, the much-requested compass functionality, new portraits for important characters and NPCs, a lo-res mode for older machines, and the ability to put notes on save files so you don’t forget which one is which.

You can download it here or go to the downloads page if you’re weird like that.

Mac Users: This is the first release I compiled on High Sierra. There may be bugs. In fact there probably are bugs. Let me know if you encounter any.

Screenshot 104

But wait, there’s more. Last week I asked the Patrons to vote on which optional content they wanted to see in the first prototype of Chapter 5.

Ch5SteeragePollImg0

So it looks like Equinox Labs will be going into the prototype, and if we have spare time, Serenity Crater Observatory. As a development update, I’ve finished the scenario work for Regulus City (polish and editing are still needed) and will be starting on the Long Range Telemetry facility next. I just need some tiles from Urimas first.

Ch5SteeragePollImg1.png

These questions were meant as a rough gauge of interest in each of the optional areas. I provided spoiler-free area descriptions with the bare-minimum detail necessary, and somehow managed to net at least a 6 for all areas. That makes me feel pretty good.

We also got one long-form series of questions from a respondent who shall remain anonymous. The questions are listed here:

Is there a partner [in Chapter 5] like in Chapter 1?

Yes. Chapter 1 and Chapter 5 are the only chapters which have one teammate. Chapters 2, 3, and 4 actually have two partners.

Do any of these quests relate to them?

Without spoiling anything, half of the quests relate a great deal to Christine’s partner. All of them relate to Christine’s themes.

I enjoyed the pie quest because it meant more time chilling with Breanne, I enjoyed the bee quest because it meant helping out the bees and getting a better idea of what was happening the forest, I enjoyed the cultist dungeon because it involved working with the Alraunes and putting the beat down on the cultists.

You’re going to love Regulus City.

The quests as presented don’t tell me much about the characters involved, or what will happen to our main character.

Just because I want to keep it spoiler-free. There are twists and turns, and things will happen that you certainly didn’t expect unless you hacked the game files.

So that’s it for this update. We’re making good progress on Chapter 5 and I definitely think we’ll make the end-of-March time frame. Chapter 5 will likely be finished sometime in the summer at this rate, possibly earlier. Get psyched!

Pandemonium v1.03 Released

Today, we have a bugfix release. Click here to get it, or check out the downloads page.

There may or may not be another round of bugfixes next week, depending on if there are any bugs remaining in 1.03. Otherwise, it’s straight onto development of the next chapter.

Speaking of, Chickenwhite is currently finishing up the character redesign work. I will be releasing that as soon as it’s done. We will be doing a Patron Poll next Monday to vote on the next chapter. 5/10 dollar patrons get to vote, so if you’re considering it, this is your last chance as Patreon will begin charging on November 1st.

Huge thanks to all the forumcreatures who posted bug reports and suggestions. A full changelog is below the break.

Argue about this post on the forums!

Continue reading “Pandemonium v1.03 Released”

Pandemonium: The Adventure v1.00 Release

mackenziethumbsup

UPDATE: Version 1.02 has been released with several bugfixes. Download it here. If your savefiles were corrupted in v1.00, this version should be able to load them safely. Should be.

That’s right, Pandemonium v1.00 is now available to the public! A huge thanks to the many patrons and associates who tested and provided suggestions for this version. It’s considerably better than I had ever expected, and it’s all thanks to you! If you’re not a patron, then you totally should be!

Click here to download it (Mac and Windows), or head to the downloads page if you’re weird like that. (OSX users: This page may provide help if you’re having difficulty running the game.)

With this we will now be working on dealing with any remaining bugs or oversights that come up. Despite all the testing, there are only about 20 people doing it. It’s likely that some errors slipped through, so report them using the forum if you spot one.

Chickenwhite will now be working on finishing the remaining two character redesigns, at which point we will have a Patron Poll to vote on which chapter to do next. That will likely be at the start of November. After that, we start making that chapter, obviously!

Fun statistics: The total development time for all of Chapter 1, including engine and scripting work, is just under 7 months (closer to 6, but all the suggestions and improvements pushed it to 7). I expect future chapters will be of similar development length, though it’s because the chapters get longer and more involved as the game goes on. Since the engine work is done, the two should balance out.

If you are a patron: Please see the Patreon for information on accessing debug mode. Normal users – consider sending the team a dollar a month to access debug mode! It helps support the game’s development and tells the world you love this game.

Full changelog between Prototype 2 and v1.00 is below. It’s a doozy.

Continue reading “Pandemonium: The Adventure v1.00 Release”

Adventure Prototype 2

So here it is, Adventure Prototype 2. Been killing myself to get this one done between my work schedule.

There are several bugs I know about, and probably dozens I don’t know about. Please provide detailed bug reports if you are so inclined.

Please note: Saving and Loading have been disabled as I have not had time to fix the SDL issue nor update the format to match the new combat design.

Download (Windows)

Download (Mac)

As always provide feedback on the forums.

Pandemonium Adventure Release 20170403 Release!

Comrades, head over to the downloads page to get this release! Or just click here (Windows) (Mac)!

Right, before we go any further, here are the objectives of this release:

  • Balance feedback. I need to know what you think of the combat. Is it too difficult? Were you able to understand how it works? Does it take too long? Are the XP rewards too low relative to the benefits of levelling up?
  • Writing feedback. Do the cutscenes feel natural and make sense? Does the conversation topic system (Only Rochea has one right now. Talk to her again after being transformed into an Alraune) make sense and feel natural?
  • Artistic feedback. Bear in mind that most of the art in this version is placeholders. The Alraune, Bee, Cultist, and Slime are the finalized copies, but everything else is pending. Do you like this style? How can it be improved?
  • Map design feedback. Do the map layouts make sense? Do they funnel you in the right or wrong direction? Too many enemies, too few?
    Currently, a lot of the maps are in placeholder states. Trannadar Trading Post is currently not implemented, and Breanne’s Pit Stop has a placeholder NPC.
  • UI feedback. The UI is a placeholder at the moment, but do you like the layout?
  • Bugs. If you see a bug, report it!

All feedback should be put on the TFGS forums if possible. You can also use the comments here or on the patreon and I will see it.

Known Bugs

Currently, the SDL version cannot read file paths for saves. This is due to a bug in Boost and I need to completely replace Boost for the SDL version. This also applies to the Mac version (since it uses SDL). The Pandemonium.exe on windows does not have this issue.

Maps that have incomplete exits will have black borders on their edges to prevent you from walking out of the map. You know, in case you were wondering what those were.

Did you like this? Back us on Patreon! I need the dosh to pay the artists…

HoP: Remastered 200b

Comrades! This week we have a small update to Corrupter Mode, adding a few spells to the Golem and weapon durability. Head to the downloads page!

In Corrupter Mode, weapons will now last 15 swings before they break. Humans will need to seek out new weapons as they battle your army of monsters. Golems can use their Shock spell to damage those weapons, and their Reverse Polarity spell to booby-trap a weapon and make it deal considerably less damage and break earlier.

For Adventure Mode, I’ve completed cutscene work and added some basic enemy encounter capability. Patrons will be getting a prototype release sometime fairly soon, once I’ve redone the combat UI (it’s currently a text-only placeholder), added saving/loading, added enemy respawning, fixed the remaining incomplete UI parts… okay maybe not that soon.

As always, I’m open to suggestions for Corrupter Mode additions. If I don’t get any more bug reports for it, I’ll work on migrating it into 3D mode sooner or later.

Currently, Adventure Mode’s first prototype release will come out sometime in mid-March for the public. How long it will take before it is completed is unknown, we have a lot of art to go. I’ve got my artists working on it, and they do good work. Patrons get to see their art sooner, so sign up today! Or, you know, don’t.

Argue about this post on the forums!

HoP:Remastered 2.00a And Patreon!

Salty here, we finally have version 2.00 ready for public consumption! You can click right here to head to the downloads page to get it, or get it below.

Windows (Mediafire)

OSX 10.12 Sierra (Bundled, Raw)

This week we’re also launching a sincere plea to fund development of Adventure Mode. That’s why I’m also launching a Patreon! Support the project!

All of the tier information on the Patreon will provide you extra goodies, like access to concept art, early builds, wallpapers, and the ability to vote on what content you want to see next.

Development is funded entirely by contributions. If the Patreon does well, I’ll be able to bring in more artists to help speed things up, and provide financial incentives to the current ones to really get their noses to the grindstone.

In the coming weeks, you’ll be seeing some “Meet the Team” posts, with a bit of biography, links, and some sample art they made in anticipation of the project. For now, check out one of our new concept sketches for Sanya, created by design artists Chickenwhite and Rune.

sanya_sketch_2

If you can’t support the project due to monetary constraints and/or you live in a dystopic cyberpunk future where supporting the arts is outlawed, tell your friends/corporate overlords! I’ll be doing the rounds on some of major forums where these sorts of games are popular, but every contribution helps.

Thanks for supporting Pandemonium through a full year, and here’s hoping that Adventure Mode is every bit as great as we all want it to be!

Boring Changelog

General Changes

  1. Fixed a crash where the entities pane was trying to reference the length of a string that didn’t exist. (Thanks, caeserofgaming!)
  2. Fixed the Darkslave mana trap not providing MP correctly. (Thanks, zigzagjacker and Sairus323!)
  3. Fixed some spells not actually subtracting MP because I was an idiot and left a debug flag on. (Thanks, zigzagjacker!)
  4. Fixed an error where traps were sometimes not detonating if the player was not there to witness it.
  5. Summoning minions now produces some noise.
  6. Removed Worthless Remedy from the consumables spawn list.
  7. Fixed a lua bug where humans changed their names by transforming into podlings.
  8. Added damage animations to 3D mode.
  9. Added a damage overlay to 3D mode, indicating when the player is struck.
  10. Fixed some of the portrait misalignments using the small UI in 3D mode.
  11. Modified 3D mode to have entities retain their position when other entities leave the room. New entities will fill in empty slots.
    There is currently a problem wherein more than 13 entities occupy a room at once leaving some invisible. I’ll think of something…
    This system may have bugs, so bug reports are appreciated.
  12. *Hopefully* fixed the black-characters bug on old graphics cards. Hopefully.
  13. Made Pixie’s Fairy Ring spell cheaper, and decreased the damage that polymorphed fairies deal. The effect also lasts 5-10 turns longer.
  14. Made polymorphed fairies have a special sequence when being transformed into full fairies (Thanks, Sairus323!)
  15. Fixed a display bug during the Fairy Ring sequence that caused AIs to not consume their turn when putting one on.

Corrupter Mode Additions

  1. Added Potion of Weakness to the Fairy’s spells. It is disguised as a health potion and causes humans to take damage when they drink it.
  2. Added Potion of Confusion to the Fariy’s spells. Same as potion of weakness, but saps WP and works on will potions.
  3. Added Worthless Remedy to the Fairy’s spells. Sabotages a remedy so it doesn’t actually do anything except waste a human’s turn and make them desperate.
  4. Added Sapper Runes to the Fairy’s spells. These are traps you can deploy that do a bit of HP damage and a lot of stamina damage when a human sets them off.
  5. Added Firecracker Trap to the Fairy’s spells, allowing you to trap containers and wound humans that open them.
  6. Added Quicksand Runes to the Fairy’s spells. Quicksand Runes zero the stamina of any human who sets one off, making them easier to catch.
  7. Added Regenerate to the Slime’s spells. Restores 1HP per turn for 10 turns, stacks with Remolded Flesh.
  8. Added Harden, Hasten, and Sharpen to the Slime’s spells. These permanently increase your combat stats, but only one can be used at a time. These stack with perks and are cheap.
  9. Added Dissociate to the Slime’s spells. This makes you unhittable by physical attacks for 6 turns. Nifty!
  10. Added Slime Potion to the Slime’s spells. Converts a health/will potion into one that will induce a slime infection when a sucker drinks it.
  11. Added Sap to the Harpy’s spells. It reduces the damage output of all humans in the same room with you. Good for group combat and protecting your minions.
  12. Added Confound to the Harpy’s spells. Hits a human for willpower damage and reduces their accuracy for 1 turn.
  13. Added Vocal Blast to the Harpy’s spells. Hits every human in the room for a lot of damage, but has a 10 turn cooldown.
  14. Added Lithe Body to the Harpy’s spells. Buffs dodge and accuracy by 2 for 10 turns.
    Added Dark Whisper to the Rusalka’s spells. Works the same as in Classic Mode, but now costs MP, can be cast more quickly, and is more effective due to perks.
  15. Added Enslave to the Rusalka’s spells. Allows you to transform someone who was enthralled by Dark Whisper.
  16. Added Clouded Judgement to the Rusalka’s spells. Decreases all human accuracy by 2 for 50 turns!
  17. Added Clone to the Podling’s spells. We are raising an army!
  18. Added Create Pod to the Podling’s spell. More, MORE!
  19. Added Burst Pod to the Podling’s spells. Destroys a pod created with Create Pod and damages nearby humans for 12 points. The pod is destroyed in the process.
  20. Added Repair to the Golem’s spells. Heals all monsters in the mansion for 3HP/3WP.
  21. Added Combat Routines to the Golem’s spells. Buffs all combat stats by 1 for 10 turns.

Known Bugs and Such

  1. The Golem spells are lackluster in Corrupter Mode. Suggestions are welcome for improvements, as I want each of the monster species to play somewhat differently.
  2. There may or may not be a problem with Rusalkas in Corrupter Mode, I was unable to reproduce the Dark Whisper bug and may have fixed it during normal coding. Reports welcome.
  3. If there are no serious bugs in Corrupter Mode, it will be receiving a 3D mode just like Classic Mode soon.

Argue about this post on the forums!

Hop:Remastered 1.90a Release

Hey, it’s HoP:Remastered’s first birthday! Go look at this post, get all nostalgic!

Update: Forumgoer and Hero of the Imperium Caeserofgaming has reported that using the Slime transformation in Corrupter Mode causes a crash. So don’t do that. Next week’s patch will fix this.

Salty here. This week we have a lot of improvements for Corrupter Mode, moving it firmly into the realm of “things that are playable”. It’s still not very balanced, but it’s actually fun on the higher difficulties.

Windows Version (Mediafire)

OSX 10.12 Sierra (Bundled: Mediafire) (Raw: Mediafire)

Magic Spells

I’ve added a lot of new magic spells to several races, in the order of popularity on the recent poll.

Imps had several of their spells buffed or fixed. They’re now complete as far as Corrupter Mode goes.

Darkslaves can create mana traps, become an impervious wraith, devour their minions to recover their own HP/WP, and can summon clouds of darkness at will.

Rilmani can teleport at will, including to the location of an unsuspecting human, and can create warp globes out of nothing. They can further lay a warp beacon that will redirect any human who uses a warp globe to its location, and can drop a Rune of Paralysis that prevents humans from escaping if they set it off.

Nymphs have several seductive powers. Not only do they passively damage WP, they can seduce the humans into not attacking them, or even attacking other humans! Of course, seducing them in these ways is hard – which is why they can spike a potion to create an aphrodesiac…

Pixies have gained a set of powerful offensive spells, like Fireball and Frozen Plume, so you can wage a direct assault on the humans. You can also buff your minions or even make your fey followers become invincible for a short time – if you’ve got the MP, that is.

More spells are due in for the remaining monster species next week, so stay tuned.

Improved UI and Options

I’ve improved the main menu’s UI. Options are now split up between Game and Engine options, and the options now have a description to inform you what they actually change.

In addition, you no longer have to look at the Corrupter Menu to cast spells on yourself. There is a quick-cast spell menu in the upper-right of the console to make your life easier. You can still check spell descriptions in the Corrupter Menu if you don’t know exactly what they do.

I’ve also added a lighting overlay to 2D mode to better illustrate which parts of the mansion your character can currently see. As usual, it can be disabled through the options menu.

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Noise and Suspicion Improvements

Finally, Corrupter Mode will now make a valiant attempt at simulating the propagation of noise through the mansion. Some actions are loud, like creating a glyph or channeling MP, and will cause the humans to become suspicious. They will randomly decide to check out loud noises, and will become suspicious if they find you at the source of one. Stay mobile!

Boring Patch Notes

Engine Fixes

  1. Added GL dummy functions that will catch failed wrangling calls and instead replace them with non-crashing non-functional calls. This should help very old graphics cards to be able to at least run the program (it won’t look good or be optimized, but it will run). (Thanks, Husky!)
  2. Fixed textures too large for old graphics cards causing a crash. You will notice image anomalies, such as misalignments, but the game will run. (Thanks again, Husky!)

General Changes

  1. Modified the order in which containers get opened vs. printing.
  2. Unified the UI color scheme and highlighting method.
  3. Fixed a stack error in the wakeup scripts.
  4. Added brightness overlays to accurately demonstrate what the player can currently see relative to the backdrop. This can be disabled in the options menu.
  5. Greatly improved the options. Game and Engine options are now split up, and they have descriptions to help you tell what they do.

Corrupter Mode

Additions

  1. Added the unrolled magic menu, allowing you to cast spells on yourself with a single click. You can see the details of the spells on the Corrupter Menu.
  2. Added noise generation to Corrupter Mode. Humans will now investigate loud noises, like the sound of you channeling mana or creating a glyph. If they see you at a location that created noise, their suspicion of you will increase based on what the noise was.
  3. Added difficulty levels to Corrupter Mode, from “Easy” which gives you lots of MP to “Hard” where you have less MP and tougher humans to the staggeringly hard “True Corrupter” where the humans have 99 HP and can take down most monsters bare-handed. You’ll need to use cleverness to take them down!
  4. Added the podling transformation to the transformation list. Raise an army!
  5. Added Mana Trap to the Darkslave’s spells. This will cause a human who opens a trapped container to lose some WP and generate MP for you.
  6. Added Summon Cloud to the Darkslave’s spells. You can summon a cloud of darkness, much like container traps do.
  7. Added Wraith Form to the Darkslave’s spells. This makes you unhittable in melee combat, but unable to deal more than 1 point of damage.
  8. Added Beckon to the Darkslave’s spells. This causes AI humans to prioritize attacking you instead of your minions. Works well with Wraith Form!
  9. Added Devour Soul to the Darkslave’s spells. You can destroy one of your minions to fully restore your HP/WP and double your damage output for 10 turns.
  10. Added the Rilmani’s teleport ability to their magic list (as Blink).
  11. Added Stalk to the Rilmani’s spells. Teleports you to a random human. Makes chasing down the last one a breeze.
  12. Added the ability for Rilmanis to generate warp globes for humans to use.
  13. Added warp beacons to Rilmanis, allowing you to force the humans who use warp globes to land at the beacon.
  14. Added Rune of Paralysis to the Rilmani’s traps. You can place one and it will prevent humans from leaving the room for 10 turns. Warp Globes clear the trap on a per-individual basis.
  15. Added Charm to the Nymph’s spells. Does a bit of willpower damage, but also reduces the target’s damage output for 1 turn.
  16. Added Seduce to the Nymph’s spells. Very unlikely to hit, but if it does, the target will not attack you for 3-5 turns. They will run away if they are injured as usual. You can greatly increase the success rate by tricking a human into drinking an aphrodesiac.
  17. Added Enrapture to the Nymph’s spells. Has a 3% hit rate, but makes the victim fall in love with you for 8-12 turns. They will follow you and attack nearby humans. An aphrodesiac guarantees the success of the spell.
  18. Added Fireball to the Pixie’s spells. A straight damage spell, 4-8 damage with 80% accuracy.
  19. Added Lightning Bolt to the Pixie’s spells. Also straight damage, hits every human in the room for 3 damage. Useful if you can clump them up.
  20. Added Frozen Plume to the Pixie’s spells. Another straight damage spell, deals 12 damage with 80% accuracy, but is less MP-efficient than fireball.
  21. Added Choking Gas to the Pixie’s spells. Creates a cloud of gas which (surprise!) chokes humans in the room, reducing their HP by 2 and defense by 1 for 3 turns. Persists for 3 turns, and humans are not smart enough to flee from the gas cloud.
  22. Added Rally Followers to the Pixie’s spells, buffing all monsters in the mansion with +1 to all combat stats for 20 turns.
  23. Added Might of the Fey to the Pixie’s spells, making the player and all fey monsters invincible for 10 turns at a huge MP cost.
  24. Added Summon Fairy Ring to the Pixie’s spells. Thematically suiting, not that useful unless your minions have a bigger WP than HP bar.

Changes

  1. Item spawning in Corrupter Mode is now internally handled and can’t be modified by options. The spawn rate increases after 100 turns passes, which is both good and bad for the player.
  2. Fixed Glyphs of Power to be unable to be created if you’re in the same room as an existing glyph, or adjacent to one.
  3. Humans will now destroy Glyphs of Power if they find them and have no other priorities in that room.
  4. You can now harvest a glyph of power after 30 turns to immediately gain 15 MP.
  5. In Corrupter Mode, humans will use Warp Globes to escape when their stamina is too low to run.

Bug Fixes

  1. Monsters will now cancel their current orders when you change their orders. This usually takes a turn before it applies.
  2. Fixed an error in the menus that caused the main menu not to populate when backing out of the monster select screen.
  3. Fixed some imp spell bugs.
  4. Nymphs will no longer sap willpower if their disguise is still up.

Known Bugs

  1. There are still several UI improvements I want to make to 3D mode, such as damage animation, resetting how entities are positioned when the player is looking around,
    and changing the icons for weapons and items to match what they actually are. These will be added in time, I am focusing on Corrupter Mode right now.
  2. Navigating using the mouse in 3D mode seems to have been borked at some point. Not sure what I did, but it’ll be fixed next version.

HoP:Remastered 1.60a Release and Survey Request!

Salty here. Before you do anything else, please fill out this survey. Version 1.00a got over 2000 downloads over its lifetime, but only a few responses on the forums. If you would like to help steer this project’s course, this survey is a great way to do so and will only take a minute to fill out.

Update for OSX Users

I researched the framework issue and have upload this patch to attempt to fix the problem. Use the new executable from the patch, and place the osxbin/ folder in the same folder as the executable. If this causes an error, please copy the console contents and send me the report ASAP. If it works, doubly let me know!

Update 1.60a

improved-2d-ui

This is a big update, as all the work I had done before and after the holidays is now on display. Let’s go through them one at a time, shall we?

If you’re impatient, you can find it on the downloads page, or from this link. (Link fixed, thanks SammiLogan!)

Corrupter Mode

Corrupter Mode allows you to play as a monster from the first turn. You begin in disguise and must subvert the humans through stealth or through more overt means.

This is the first release of Corrupter Mode, but it’s still largely incomplete. You can play it start to finish, but you can only play an imp, most of the spells don’t work, and nothing is even remotely balanced. The disguise system is partially implemented (you have to directly assault a human for them to suspect you) and the noise system is not (when it is, humans will track you down if you do something noisy – like generating the MP you need…). Consider this an alpha release and just have fun with your stupidly overpowered 12-damage-per-turn imp.

This guide gives a brief overview on Corrupter Mode and how to play it. Not all of the features on the page are implemented, but they will be eventually.

Mac Release

The .zip file now contains a mac version of the executable (presently using the SDL libraries, Allegro version is in the pipeline). However, this is literally the first time I’ve ever packaged something for Mac. I probably did something wrong without knowing it, so bug reports are appreciated. If you’re going to post one, please specify your OS version and provide any graphics driver information you can.

Update: Please download this patch and let me know if it works on the forums or in the comments section!

UI Overhaul

As you can see from the image above, I’ve redone the UI in 2D mode. It now uses a much darker palette, white text on black, bitmap fonts as opposed to TTF fonts (bitmap fonts render considerably faster and for less system resources), and I’ve also added damage animations and map-icon animations. You will now see your character’s icon move around on the map, and those of other humans/monsters moving around, and you will see animated damage indicators (or miss/resist indicators) during combat. This is a new feature, so there are probably some errors.

In addition, sound effects have been added. The credits are in Data/Audio/Credits.txt if you’re curious as to who made them. All the sound effects were taken from OpenGameArt.org and are under open licenses. They are by no means finalized, and more will likely be added in the future.

More 3D Mansion Real Estate

Several new rooms on the upper floor have been added to 3D mode. (Click to enlarge).

The exterior and roof of the mansion are still largely incomplete, and the eastern and central parts of the upper floor are still incomplete.

Patreon

If you filled out the survey (here’s another link, really, fill it out!) then you can see that I asked about a Patreon. While Rune is a hobbyist who is completely happy working for free, I would like to speed up development and also expand the project’s scope. However, most of the artists I know won’t work for free, and I’m also the kind of person who thinks that the amount of time I put into this project might possibly be worth some remuneration (selfish, I know). Therefore, I’ve been discussing creating a Patreon with the team. While receptive, we’re not sure how much support we can expect from our valued players.

I also have absolutely no idea what to provide for patron rewards. Suggestions would be appreciated.

Boring Patch Notes

  1. Added the western half of the mansion’s upper floor in 3D mode.
  2. Actors will now animate in 2D mode, moving between rooms and fading out if they exit your line of sight. This behavior can be turned off via the “Actors Animate Move” flag in global options.
  3. Added some sound effects to make the game less unnervingly quiet.
  4. Added damage animations. These can be toggled off with the “Show Damage Animations” flag in global options.
  5. Added map underlays to the 2D modes. The world now looks prettier! You can shut them off with the “Show2DUnderlays” flag.
  6. Gave the game a spiffy new UI. Black and gold, more usage of bitmap fonts (which render considerably faster and have better shadows).
  7. Gave the game a spiffy new icon. Approximately 15.7% more spiffy than the previous icon, which was fairly spiffy!
  8. Fixed a crash where the player was present, in 2D mode, when an AI opened a container and tried to print to the 3D level.
  9. Fixed a bug that caused rooms in 2D mode to not grey out when not visible.
  10. In all modes, a confounded human will receive a base -10 to their defense rolls. Physical attacks are thus extremely likely to connect.
  11. Fixed a bug where the player could move to another room while already moving by clicking the radar. (Thanks, Sairus323!)
  12. Fixed a bug where subdivided console lines would not inherit the color of the source line.
  13. Added Lua Tarballing, which speeds up program execution speed.
  14. Player-controlled harpies were doing insane amounts of willpower damage. That was fixed.
  15. Optimized the font code so it renders faster in the console.
  16. Optimized the 3D loading code so it no longer loads the lightmaps its not going to render.
  17. Cows would get their AI stuck on neutral entities like the Golem Tube and the Harpy Nest. They will now ignore those entities.
  18. Humans who get polymorphed outside of the player’s sight will now correctly show their polymorphed portrait when examined. (Thanks, several people!)
  19. Fixed a font-deallocation error in the Zone Editor, and a double-deallocation error on program exit.
  20. Fixed some 3D geometry issues.

Known Bugs

3D portraits are still often misaligned. It’s really not a high priority for me, just look at all the stuff I got done!

Feedback

As always, you can discuss the project in depth on the TFGS forums.

 

HoP:Remastered 1.40b Release

A smaller update than usual this week, as I’ve been killing myself working on… paid work. This release is a bugfix/ease-of-use improvement, fixing the bugs that were mentioned on the forums.

You can get it by clicking here or going to the downloads page, as usual.

Other Stuff

  • Rune has an upcoming art post featuring a new enemy design and an old enemy design. That should be up as soon as college leaves the poor dear alone.
  • I will be putting up a link, for those who might be interested, to the Steam Greenlight page for my paid project. It’s not an H-Game, but support is still appreciated. Who knows, you might even like it.
  • Next week will include some more improvements to the mansion, and I intend to start work on the basic logic behind Corruptor Mode sometime this week. It might not be ready for a release next week, no promises.
  • My Mac-Mini is on its way, so there way me a Mac release sometime this month!

Boring Patch Notes

  1. Added a “Skip Turn” button near the console, and moved the hide-console button over. Skip that turn in style! (Suggested by zerocatch22)
  2. Fixed the bug where a very high movement factor would sometimes cause the player to clip through stairwell geometry. (Thanks, zigzagjacker!)
  3. Harpy TF will now correctly relocate the player’s viewpoint. (Thanks, Sairus323!)
  4. Rusalka Thralls also correctly relocate the player’s viewpoint when transporting victims. (Thanks, Sairus323! (again!))