Development Update: March 20th, 2017

Comrades! This week, I’ve completed the first cutscene and worked out the various bugs that come with doing cutscenes. I’ve also got a lot of the placeholder work in and have asked the artists to get me flat-colored images until Rune can finish up the to-do list.

It is my objective to have the first prototype released in March, but it might wind up being early April as I don’t want to knowingly release something that is broken.

Here’s what will be featured in the first prototype release:

  1. Slimes
  2. Bees
  3. Alraunes
  4. Cultists
  5. Defeat scenes for all of the above
  6. Mei’s Slime form, Bee form, and Alraune form.
  7. Combat
  8. Level-up UI
  9. Possibly Saving and Loading

I think this will be enough to start getting bug-test feedback and such going, as well as whet your collective appetites.

Have a screenshot of some of the placeholder graphics.

Scout

Development Update: March 13th, 2017

Salty here. Didn’t get quite as much as I wanted done this week, as I had some contract work that took priority. That’s all handled and sent off now.

For coding, I’ve completed the combat interface as far as I wanted it, including the victory screen. I’m now working on the level-up interface, which takes inspiration from other RPGs to provide a system that’s fun, deep, and not intrusive. Because, let’s face it, you’re not here for the mechanics, but you’d notice if they were absent.

We also have some public art posted on the Patreon – the slime girl! This is the sketched copy provided by Chickenwhite, it is currently inked and waiting for Rune to color it.

We are now most of the way through the primary concepts of the characters for Chapter 1. Werecat and Rilmani still need sketching and a lot of coloring needs to be done. I’m not quite ready to begin scripting work, but that should begin fairly soon.

Argue about this post on the forums!

Development Update: March 6th, 2017

Progress

Salty here. This week, we conducted a poll of Patrons to see what monsters they wanted in Chapter 1, since we had some slots open. The results can be found here.

The monster list for Chapter 1 is currently: Alraune, Bee, Cultist, Slime, Werecat, Maid Clone, and Rilmani.

In other news, the emotions page for Mei’s dialogue has been sketched and inked. I’ve completed most of the combat handling for now, I still have to finish up multiple attacks per turn, retreating, and item usage.

Here’s a list of things that the engine needs to complete before a prototype can be put forward: Retreating, Multiple attacks per turn, Item Usage, Experience/Cash handling, Saving/Loading, testing cliffs, per-topic dialogue handling.

I expect the first prototype will be sent out sometime in mid-to-late March. It’ll likely be a fully public release since we don’t have a lot of patrons and I’ll need more testers than that.

Budget

I’ve compiled the budget information for January and February into a pdf for everyone (patron or not) to view. That’s right, unlike most producers you can see where the cash actually goes.

I won’t include specifics on exactly what the artists made until the chapter it is in has been completed, just because I don’t want to confuse people when we revisit pieces or redo old work. It’s part of the development process. If you would like to see an in-depth report, I can provide one – just ask!

Special shout-out: Kasumi Takanawa, our first 10$ credits patron.

Argue about this post on the forums.

Development Update: February 27th, 2017

Salty here. This week, we’ve got some progress on maps and I’ve got most of the prototype UI for Adventure Mode’s combat in place. It’s not functional yet in all respects, but it looks a lot better than it did before. Expect screenshots next week!

On the art front, Rune is behind on his coloring work due to midterms, but sketch and ink work is proceeding as expected. We currently need four more species completed before we start working on the transformations of Mei.

For Patrons, this week we’re conducting our first-ever Pericles-Pal Vote-stravaganza! That’s right, Patrons get to vote on which monster species will be included in Chapter 1 of Adventure Mode. If you want to get in on the action, click here and bring 5 bucks (since only 5$ or higher patrons get to vote).

There may also be a bugfix version released later this week. I’m currently waiting on the person who is having the bug to report if the version I sent him is fixed. If it is, 2.00c will be released with that fix incorporated.

Bicker about this post on the forums!

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!

Development Update: February 13th, 2017

Salty here. I spent the previous week house-sitting for some vacationers, so while I got a lot done on Adventure Mode, I’m still behind (working with an unfamiliar keyboard in a chair that hurts my back is not a recipe for success). As such, the planned update to Corrupter Mode will be released next week.

The update will include some more Golem spells and a slight reworking of the mechanics to include weapon durability. Weapons will spawn more often, but they can break from use and humans are vulnerable if you can break their weapons. Of course, some spells will allow you to even trap weapons in this regard. Classic mode will be unaffected, of course.

On the Adventure Mode front, I’ve added room connectivity, a prototype combat system, doors, examinable objects, NPCs, and script-triggers for puzzle solving. I’ve also completed about half of the maps for Chapter 1, with the other half requiring a few more tiles from our tile artist before I can get to them.

For patrons, you can see the process videos of the artists sketching, inking, and coloring the bee girl, a new enemy who will be present in Chapter 1. Any patron can see the videos, and other character art will also be released to patrons before the mode releases.

At the current rate, I expect the mode will have its first prototype sometime in March for public consumption, though most of the art will likely not be finished.

Until next time!

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.

version190

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 1.80a Release

Updated below for users unable to get 2D mode and/or 3D mode running on old machines with integrated Intel graphics chips.

Salty here. I’ve made a post discussing the poll results from last week, so go read that because otherwise these posts would get too long.

This week, we have the introduction of difficulty levels, important progress on Corrupter Mode, and many small fixes. Hopefully, that blasted Cow Collar bug has been fixed.

Download Links

Windows users can download this. I’m also providing two different Mac distributions, one using bundles and one using good old raw code, for POWER USERS.

Update: If you’re running the program on an old Windows machine using an Intel-integrated graphics chip, you may have had crashes in 2D or 3D mode, for different reasons.

For 3D mode, please download this patch. This should allow the program to run without crashing, though I can’t guarantee it will run fast or that it will not have graphical errors. Most developers would simply mandate the game not run, but not me!

In 2D mode, the fix is to turn off background underlays in the global options menu:

underlay-option

This is only the case for machines where the maximum texture size is 2048 or lower, which means old laptops from 2009.

For Mac Users

While I worked at it for a day or two, and had some help, I was unable to fix up the program to run on El Capitan (OSX 10.11.00) or lower. The current version requires Sierra (OSX 10.12.00) at least. I will keep working with my apple-ssociate and try to figure out the problem – probably going to need to download old XCode SDKs and put something together.

If any users of El Capitan can get it running anyway, I’d be most interested in hearing just how you did it. Sometimes running it through a terminal works, but not always (?).

Difficulty Levels

Some people on the poll and the forums mentioned that the game opens too slowly. You have to wait several turns for enough monsters to spawn in. Thus, I fixed this with the introduction of difficulty levels. Now, you can get overrun in 100 turns or less!

The difficulty levels increase linearly, with what you’ve been playing up until now being the same as Normal difficulty. The character select menu now has a difficulty option.

Ultra Violence is a special level. More monsters spawn, but only chainsaws spawn for the humans to use. Find some meat!

On Nightmare, enemies spawn every ~11 turns as opposed to the usual 30-35 turns, and more spawn. More items also spawn as if to compensate. Good luck!

Corrupter Mode

I’ve completed most of the scaffolding for Corrupter Mode. You can now play as all the normal monster species except Cow. All monster transformations are available (they are in the Corrupter Menu under the Transform tab) from any form. If you are using one of the transformations that requires a game object (Rilmani, Golem, Harpy) then activating that transformation for the first time will place the object in the room with you.

The only monster species that has unique spells is the Imp, which has Dark Wave, Drain Mana, and can sabotage will potions to damage the willpower of whoever tries to drink them. If a human loses all their WP from a potion of corruption, they will become your thrall instantly!

Other monsters species will be getting unique spells over the coming weeks as I finish the mode up. I also have not finished the noise system yet, and glyphs are not quite finished. This mode is still in alpha.

Boring Patch Notes

General Changes

Bugs

  1. Put in a memory aggregator which should hopefully fix all the cow collar issues.
  2. Fixed fonts not loading due to internal texture limits.
  3. Humans polymorphed into fairies should now ignore the player when the player is confounded (0 WP) instead of beating them senseless-er.
  4. The Entities Pane will now dynamically resize text when a human has a slime infection to make sure you can see how many turns they have left. It doesn’t
    look good for some very long weapon names, but at least its legible.

Changes

  1. Added option to use a smaller font for the console.
  2. The 2D backing maps have been updated with the new upper floor geometry.

Changes to Classic Mode

Additions

  1. Added difficulty modes to tune how fast you lose the game. The toughest is Nightmare, while Ultra Violence can provide some good monster-busting fun. Difficulty modes apply to Classic 3D Mode as well.

Changes to 3D Mode

Bugs

  1. Fixed up the geometry when moving between the Dining Hall and adjacent rooms.
  2. Fixed the upper floor’s geometry being visible from the northern gardens.

Additions

  1. Most of the primary geometry is complete for the mansion!

Changes

  1. Changed the fonts and some rendering positions for the UI.
  2. Fixed some of the portrait offsets for the visual interface.

Changes to Corrupter Mode

Bugs

  1. Fixed the player reviving at low HP in Corrupter Mode.
  2. Fixed some highlighting issues on the Minions menu.
  3. Magic spells you can’t afford will now render red on the magic tab.
  4. You will no longer build suspicion on someone you already transformed (had no gameplay impact, but was kinda funny).
  5. You can no longer click through the corrupter menu to hit the navigation buttons underneath it.
  6. Fixed a bug that let you unlock perks more times than the maximum.

Additions

  1. Added the Transform tab to the Corrupter Menu. This allows you to select which monster you will transform a human into.
  2. Added all the standard transformations, and an extra Thrall transformation.
  3. Added the Heal spell. Can be cast on friendly monsters (click them as usual), or yourself (through the Corrupter Menu). Monsters at full HP/WP
    cannot be healed, obviously.
  4. Added the Channel spell. Allows you to draw in MP, but disables you for 3 turns and produces a lot of suspicion.
  5. Added the Deconstruct spell, which destroys items and returns MP to you. Minorly suspicious, makes no noise.
  6. Added the Incubate spell, which does the same thing as a harpy singing at their egg.
    Imps now have an improved Dark Wave attack, which consumes MP but never misses and does more damage.
  7. Imps can now siphon MP from a human, which causes a bit of suspicion.
  8. Imps can summon a potion of corruption, or trap a willpower potion. Potions of Corruption sap willpower from their victim, and are disguised so the humans
    will not know the difference. Subtle!
  9. You can now play as all of the monster species (except Cow, obviously).

Changes

  1. The Magic tab will now display a spell as being “Free” as opposed to costing 0 MP.
  2. Many of the transformation descriptions have been modified or updated to match Corrupter Mode.
  3. Transforming a human is now an extremely suspicious action (duh).
  4. Added SFX to the Corrupter Menu.
  5. You can right-click a perk to quickly unlock it.
  6. Unified the Corrupter Menu’s UI.

Known Bugs

  1. A lot of improvements from 2D mode have not been put into 3D mode yet. I’m focusing on Corrupter Mode for the moment, they’ll make it in eventually.
  2. There are still oodles of texture misalignments in 3D mode. It’s on the to-do list.
  3. Glyphs in Corrupter Mode can still be stacked.
  4. Glyphs in Corrupter Mode cannot be harvested yet.
  5. Nothing in Corrupter Mode is even remotely balanced.
  6. Noise is still not implemented.
  7. The only Corrupter Mode species with unique spells is the Imp.
  8. Some of the monster icons in Corrupter Mode are incorrect.

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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.

 

Development Update: December 26th, 2016

Salty here. Short update this week, due to Holidaysscreen-shot-2016-12-24-at-11-55-08-am

There will probably be a prototype Mac release next week. I still have to figure out the intricacies of the system and what needs to be packaged, and deal with some compiler issues, and the fact that glsl shaders don’t compile AT ALL… but the program compiles and is playable.

After that, I’ll port it to XCode and/or start working on a Linux version. Oh, and Corrupter Mode is still under development.

Till next time!