Wyrmsun (about time I made a topic about it here!)

Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 14 Dec 2015, 11:12

A ring icon I commissioned from the pixel artist Vladislav "iDreamRunner" (and which he agreed to license under the CC0):

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Re: Wyrmsun (about time I made a topic about it here!)

Postby Julius » 14 Dec 2015, 12:26

Looks cool, but wouldn't it make more sense to use/expand one of the nice existing (CC licensed) icon sets one can find on OpenGameArt.org?
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 14 Dec 2015, 14:09

Julius {l Wrote}:Looks cool, but wouldn't it make more sense to use/expand one of the nice existing (CC licensed) icon sets one can find on OpenGameArt.org?


None of the ones I found on OpenGameArt match the style of the rest of the game's icons, unfortunately :(
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 15 Dec 2015, 10:48

Patch 1.8.0 is now here, adding the custom heroes and the inventory system to the game! :)

http://www.indiedb.com/games/wyrmsun/ne ... s-are-here
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 19 Dec 2015, 21:11

Version 1.8.4 is released now, adding a new upgrade (Alchemy) for both civilizations, providing fire damage (ignores armor) to ranged and siege units. Additionally, now ranged/siege units have different projectiles depending on whether they deal fire damage or not.
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 26 Dec 2015, 12:41

Wyrmsun 1.9.0 has now been released, bringing ships and docks to the game, as well as three new learnable abilities (Mace Mastery, Spear Mastery and Stun)!

Teuton Kogge
Image

Dwarven Transport Ship
Image

-----------------------------------------------------------------------
- 1.9.0 Changelog
-----------------------------------------------------------------------

* Abilities
- Added Mace Mastery passive ability (learnable by Dwarven Stonelords) (icon by Vladislav "iDreamRunner" and Jinn).
- Added Spear Mastery passive ability (learnable by Goblin Spearmen) (icon by Vladislav "iDreamRunner" and Jinn).
- Added Stun active ability (learnable by Dwarven Stonelords and Yale Riders, Germanic Eralas, Teuton Kriegers and Ritters, and Gnomish Recruits) (icon by Vladislav "iDreamRunner").

* AI
- Updated the AI to make use of ships.

* Buildings
- The Dwarven and Teuton Dock buildings are now buildable in RTS mode.
- Dwarven buildings now have 20% fire resistance, to represent their heavier use of stone and lesser use of wood in construction (making their structures less flamable).

* Items
- Added "of Slaughter" magic suffix for weapons (+3 damage).
- The unique broad sword Laevatein now has +7 damage as its effect.
- Items are no longer destroyed by splash damage when laying on the ground.

* Map Editor
- Fixed an issue which caused no cursor to appear if editing a map in which the first player belong to certain NPC civilizations.

* Miscellaneous
- Fixed issue which caused part of the game screen to be black after playing the Tomb of Durahn Eikinskjaldi quest.
- Added drop-down graphics for the Dwarves and Germanics (by Jinn).
- New spear icon (by Vladislav "iDreamRunner").
- Toned down the scrolling speed when CTRL is held.
- Added option to have position-based hotkeys (i.e. the first command button has the "Q" hotkey, the second "W", and so forth).

* Quests
- The Battle of Magetobria quest (Teuton) now gives 3 technology points instead of 2.
- The Razing of Opitergium quest (Teuton) now gives 3 technology points instead of 2.
- The A Rocky Home quest (Dwarf) now gives 2 technology points instead of 1.
- The Treasures of Svarinshaug quest (Dwarf) now gives 2 technology points instead of 1.

* Units
- Added the Transport ship for the Dwarves (graphics by Jinn).
- Added the Kogge (transport ship) for the Teutons (graphics by Jinn).
- Added a new popup tip saying that units can earn experience (triggered when an organic unit is first clicked).
- Added a new popup tip describing persistent heroes (triggered when a persistent hero is first clicked).
- Improved the Food popup tip.
- Added a new popup tip for potions of healing.
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Imerion » 30 Dec 2015, 01:11

Was just about to try 1.9, but it freezes every time I try to start a game or enter the options menu. It has worked well before. Any idea what could be the trouble? Perhaps I should remove some old config files? I'm running Ubuntu Linux, with binaries from GetDeb.
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 31 Dec 2015, 18:35

Imerion {l Wrote}:Was just about to try 1.9, but it freezes every time I try to start a game or enter the options menu. It has worked well before. Any idea what could be the trouble? Perhaps I should remove some old config files? I'm running Ubuntu Linux, with binaries from GetDeb.


Other people have reported it too. It seems to be a Linux-specific issue, which is why it didn't appear in my tests. I am working on a fix for it!
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Re: Wyrmsun (about time I made a topic about it here!)

Postby ImpalerWrG » 03 Jan 2016, 01:12

Picked up a Copy on Steam, can't resist any game with Dwarves.
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Imerion » 03 Jan 2016, 12:44

Whatever 1.9.2 did, it now works fine on Linux again! :D
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 03 Jan 2016, 15:40

ImpalerWrG {l Wrote}:Picked up a Copy on Steam, can't resist any game with Dwarves.


Thanks for your support! :)

Imerion {l Wrote}:Whatever 1.9.2 did, it now works fine on Linux again! :D


Yup, 1.9.2 fixed the issue :) I was coming here exactly to say that :p
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 03 Jan 2016, 16:15

-----------------------------------------------------------------------
- 1.9.2 Changelog
-----------------------------------------------------------------------

* Buildings
- Gold, Silver and Copper Deposits and Mines can now have magic prefixes and suffixes, and can be unique as well (starting gold mines aren't generated with affixes).
- Added The Wedding Veil (unique gold deposit/mine).
- The "Sturdy" and "Impregnable" magic prefixes are now available for deposits/mines.
- Added "Replenishing" magic prefix for deposits/mines (+1 Resource Replenishment).
- Added "of Replenishment" magic suffix for deposits/mines (+1 Resource Replenishment).
- Added "Dwindling" magic prefix for deposits/mines (-1 Resource Replenishment).
- Added "of Diligence" magic suffix for deposits/mines (+10% Time Efficiency Bonus).
- Added Shorbear Hold (unique dwarven Bastion).
- Unique buildings provide a greatly increased chance of magic or unique items dropping.
- Added "Industrious" magic prefix for deposits/mines (+10% Time Efficiency Bonus).
- Added Smitna (unique silver deposit/mine).
- Added Esel (unique silver deposit/mine).

* Maps
- The Wedding Veil (unique gold deposit/mine) is now always present in the Prague map (including when the map is used for The Home of the Boii quest).

* Miscellaneous
- Moved "Build Structure" button to the bottom row.
- Fixed an issue which caused a button's popup to continue being drawn after the button "level" had changed (i.e. if a submenu had been selected like the "Build Structure" one).
- A player's units will now be revealed 30 seconds after the loss of the last town hall.
- Fixed a Linux-specific freeze issue (thanks to marcelofg55).
- Slightly changed the color unique item names have.
- Encyclopedia categories are now in alphabetical order.
- Added an encyclopedia category for runic suffixes.

* Quests
- In the Hills of the Shorbear Clan quest (dwarf), the starting Shorbear Bastion is now the unique Shorbear Hold.

* Units
- Organic units no longer drop items unless they have a character assigned to them.
- The name of units who have characters assigned to them now appears in orange (as with unique items).
- The probability of a magic or unique item dropping from a unit is now linked to the unit's level (rather than only whether it is assigned to a character or not, as was previously).
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 03 Jan 2016, 16:16

Patch 1.9.3 Released!

-----------------------------------------------------------------------
- 1.9.3 Changelog
-----------------------------------------------------------------------

* Abilities
- The Stun ability can now be autocast (active by default).

* AI
- The AI now gets shooter defenders in its stronghold-class buildings (previously this happened only to guard towers).
- AI workers now stop gathering resources to repair (previously they didn't go repair a structure if they were currently harvesting a resource).
- Improved resource-gathering AI to make the AI workers harvest object resources that are nearby first before harvesting farther away tile resources.

* Factions
- The faction choice menu now tells the player which color each faction has.
- An unused color will now be chosen for a player if their faction's color is already used.

* Heroes
- Fixed crash which happened when the "Persistent Heroes" popup tip triggered by selecting a custom hero.

* Map Editor
- It is now possible to set magic prefixes and suffixes for the appropriate units in the map editor.

* Miscellaneous
- Loading screen improvements (thanks to marcelofg55).

* Units
- Added 26 personal names for horses based on horses from Norse mythology and Bohemian legends.
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 06 Jan 2016, 14:36

Wyrmsun 1.9.4 and 1.9.5 have been released!

-----------------------------------------------------------------------
- 1.9.4 Changelog
-----------------------------------------------------------------------

* Abilities
- Update to the Mace Mastery icon.

* AI
- Increased the reaction range of AI units.
- Improved AI response to attacks.

* Grand Strategy
- Grand strategy saves are now stored in the /wyr/save/grand_strategy/ folder, instead of directly in the /wyr/ one.

* Heroes
- Persistent heroes now carry over experience (previously only their level was saved). Please note that experience is saved as the percentage of experience in relation to the experience required for the next level-up.
- Fixed a crash when loading a game which happened if a persistent hero was selected when the game was saved.

* Items
- Equipment tooltips now show the change in stats, rather than the item's absolute bonuses to stats.

* Map Editor
- It is now possible to to set magic prefixes and suffixes to mines.
- Revamped the player properties editing menu.
- It is now possible to set a player's faction when editing player properties.

* Miscellaneous
- Fixed display issue with the results screen if a scenario had 8 players.
- Fixed Linux-specific bug with persistency which prevented heroes and grand strategy saves from being loaded properly (thanks to zenorogue for the help in debugging it).

* Units
- Dwarven Scouts now have +1 Sight (losing their previous +1 Speed bonus).
- Added Dwarven Pathfinder (experience upgrade of the Scout) (icon by Jinn).

-----------------------------------------------------------------------
- 1.9.5 Changelog
-----------------------------------------------------------------------

* Heroes
- Fixed an issue with custom hero experience carry over.

* Miscellaneous
- Improved backwards compatibility with old save games.
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Re: Wyrmsun (about time I made a topic about it here!)

Postby MCMic » 06 Jan 2016, 17:32

Can you explain how to build and run the thing so that I can try to package it for ArchLinux?
It seems there are two repositories, how do they combine?
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Akien » 06 Jan 2016, 17:41

MCMic {l Wrote}:Can you explain how to build and run the thing so that I can try to package it for ArchLinux?
It seems there are two repositories, how do they combine?

See e.g. my Mageia package: http://svnweb.mageia.org/packages/cauld ... iew=markup

The wyrmgus repo contains the engine, that you need to build and install the resulting "stratagus" binary (it's a fork of stratagus) where it would be relevant (e.g. /usr/games/wyrmgus).
Then you only need to install the game's data (contents of the wyrmsun repo) in the typical path for games data on Arch (e.g. /usr/share/games/wyrmsun), and make a wrapper script in /usr/games/wyrmsun that runs the wyrmgus binary (engine) with the correct path to the data, e.g.:
{l Code}: {l Select All Code}
#!/bin/sh
wyrmgus -d /usr/share/games/wyrmsun "$@"

Make it executable, add a desktop file, icon, manpage, etc. if you want, and voila!
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Re: Wyrmsun (about time I made a topic about it here!)

Postby MCMic » 06 Jan 2016, 19:33

Thanks, this helps a lot.
I’m getting this while building:
/home/mcmic/dev/aur/wyrmsun/src/Wyrmgus-1.9.5/src/game/game.cpp:1010:34: erreur: ‘lua_objlen’ was not declared in this scope

I have lua51 and tolua++ installed. Any ideas?
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 07 Jan 2016, 17:48

MCMic {l Wrote}:Thanks, this helps a lot.
I’m getting this while building:
/home/mcmic/dev/aur/wyrmsun/src/Wyrmgus-1.9.5/src/game/game.cpp:1010:34: erreur: ‘lua_objlen’ was not declared in this scope

I have lua51 and tolua++ installed. Any ideas?


Should be fixed now :)
https://github.com/Andrettin/Wyrmgus/co ... ee7e641c73
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Re: Wyrmsun (about time I made a topic about it here!)

Postby MCMic » 08 Jan 2016, 14:07

Andrettin {l Wrote}:Should be fixed now :)
https://github.com/Andrettin/Wyrmgus/co ... ee7e641c73

I tried applying this commit as a patch on 1.9.5 but it can’t apply, I’ll have to wait for 1.9.6 I guess.
I don’t want the package to be built against the git version.
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 08 Jan 2016, 14:17

MCMic {l Wrote}:I tried applying this commit as a patch on 1.9.5 but it can’t apply, I’ll have to wait for 1.9.6 I guess.
I don’t want the package to be built against the git version.


1.9.6 is already out, I released it a couple of hours ago :)
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Re: Wyrmsun (about time I made a topic about it here!)

Postby MCMic » 08 Jan 2016, 17:52

It works, package is online: https://aur.archlinux.org/packages/wyrmsun/
Akien, where did you find the icon for the desktop file?
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Akien » 08 Jan 2016, 18:11

MCMic {l Wrote}:Akien, where did you find the icon for the desktop file?

If I remember correctly I asked Andrettin directly for it in the Steam chat and he sent me an icon :D
I found the same one in the source of the website: https://github.com/Andrettin/Andrettin. ... n_icon.png

Ideally it should be added to one of the game's git repos I guess.
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 08 Jan 2016, 18:37

MCMic {l Wrote}:It works, package is online: https://aur.archlinux.org/packages/wyrmsun/


Thank you! :)

Akien, where did you find the icon for the desktop file?


There are a few different versions of the icon (with different sizes and etc.), here are them all so you can pick the most appropriate one:

Image

Image

Image

Akien {l Wrote}:If I remember correctly I asked Andrettin directly for it in the Steam chat and he sent me an icon :D
I found the same one in the source of the website: https://github.com/Andrettin/Andrettin. ... n_icon.png

Ideally it should be added to one of the game's git repos I guess.


Indeed it should, I've added the icons to the /graphics/ui/icons/ folder now.

Thanks to you both for packaging Wyrmsun for ArchLinux and Mageia! :)
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 09 Jan 2016, 21:35

Patch 1.9.7 released :)

-----------------------------------------------------------------------
- 1.9.7 Changelog
-----------------------------------------------------------------------

* Buildings
- Germanic and Teuton smithies now have proper names generated for them.

* Items
- Added "Frail" magic prefix for armor items and buildings.
- Added "Vulnerable" magic prefix for armor items and buildings.
- Added "of Frailty" magic suffix for armor items, rings, amulets and buildings.
- Added "of Vulnerability" magic suffix for armor items, rings, amulets and buildings.

* Miscellaneous
- The loading screen now has a background.
- Loading screen tips and backgrounds now appear when loading a grand strategy map as well.
- Fixed sluggish sound issue which happened on some systems (thanks to marcelofg55).
- Fixed crash which could happen when the player was allied to an AI.

* Quests
- Instead of the Chieftain's Hall stats having lower armor for the On the Vanaquisl mission (germanic), the Vana Chieftain's Hall now has the "Frail" and "of Vulnerability" affixes on Easy and Normal difficulties.
- Fixed the AI ally in the Battle of Magetobria quest (teuton), so that it is passive (doesn't train troops and attack the enemy), as it should.

* Units
- The icon of the Gnomish Recruit now has a gray-haired variation (thanks to Leo).
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Re: Wyrmsun (about time I made a topic about it here!)

Postby Andrettin » 23 Jan 2016, 15:43

Wyrmsun 1.9.9 has been released!

-----------------------------------------------------------------------
- 1.9.9 Changelog
-----------------------------------------------------------------------

* Buildings
- Mercenary Camps now keep a "stock" of 6 Goblin Thieves, which is depleted when they are hired, and is replenished over time.
- Potions of Healing are now kept in stocks of 6 by stronghold-type buildings.
- Building unit stocks always begin at 0.

* Factions
- Renamed the Modsogning Clan (dwarf) to Brising Clan.

* Heroes
- It is now possible to create custom heroes with faction-specific versions of units (such as the Suebi Krieger).

* Items
- Cheese and carrots are now buyable at farms (each having a stock of 3).
- Fixed issue which caused the Potion of Decay to not work properly.
- Magic items now disappear after a long time if left in the ground (they take four times what it takes a normal item to disappear).
- Reduced the Kite Shield's armor bonus to +4 (from +5).

* Miscellaneous
- The correct background is now shown when a match ends in a draw.
- Update to the Germanic cursor (by Leo).
- Added a cursor for the Teutons (by Leo).
- When loading or saving a game or a map, files can now be sorted by date (thanks to marcelofg55).
- Added loading screen tip about time efficiency bonuses.
- Improved "Experience" popup tip to say that units receive +15 HP after leveling up if they have exhausted the level up upgrade possibilities, and added a new loading screen tip with the same information.

* Quests
- Fixed issue which caused The Tomb of Durahn Eikinskjaldi (Dwarf) quest to hang on loading.

* Technologies
- Writing technologies now provide a 10% boost to buildings' time efficiency, rather than research speed. Time efficiency bonuses affect not only the speed at which the building researches, but also the speed at which it trains and upgrades.

* Units
- Removed cap of Goblin Thieves a player can have at a single time, as its purpose has been replaced by its hiring cooldown.
- Added Gnomish Master at Arms, an experience upgrade of the Gnomish Duelist (icon by Leo, based on Jinn's Gnomish Recruit icon).
- Decreased Gnomish Duelist HP from 65 to 60.
- Siege engines are now more cautious about attacking a target if that will hurt a friendly unit.
- Fixed crash which could happen if a unit was already dead when the raft under it was destroyed.
- Added portrait for the Suebi Krieger (by Leo).
- Dwarven Yale Riders now cost a bit of lumber, and their gold cost has been slightly decreased.
- Decreased starting damage for siege engines by 5.
- Added brown and blond hair variations for Teuton Kriegers.
- Gnomish Recruits are now cheaper, grant less experience when killed, need less experience to level up, and have a bonus to accuracy and evasion of +1 instead of +2.
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