New major release of Incursion just now on the
official website (http://www.incursion-roguelike.net).
This is the Win32 binary; expect the Linux one before
the end of the month. This version features a number
of changes to make using allies and maintaining good
or lawful alignment fairer and more viable.
As always, I love feedback and am interested in
anything you say about the game; if I don't reply
it's just because I'm really cramming at coding right
now.
Thanks for the interest,
-- Julian Mensch
Incursion 0.6.2F
* The spell "distance distortion" no longer angers
allies or neutrals caught within its area. (Pseudonatural
creatures use this spell, and this should fix
a cascade of problems with summoning them -- when
they are allied, they don't use /black tentacles/
because it's on the list of spells that are very
annoying to have allies cast.)
* Verified that creatures with gaze attacks will not
gaze at their allies or at neutrals.
* Gaze attacks are hardwired not to have alignment
effects until I can work out a more sensible case-
by-case basis for dealing with them, unless the
creature is a former friendly.
* Semirath now exempts outsiders from his "no killing
non-evil sapients" rule.
* Nausea from Semirath should now last 3d6 turns.
* Semirath's vengeance now only bestows one curse; used
to be two.
* Ekliazeh's (positive and negative) intervention intervals
increased, so that you don't lose so MUCH equipment should
you happen to anger him.
Incursion 0.6.2E
* Fixed one possible source of the false "magical
fear" message on skirmishing monsters (Holderhek).
* Allies using /Spook/ should no longer cause inter-
party conflict. (The elven cat party conflict
issue can be tracked back to weird interaction
between bugs -- spook is one of those spells allies
are never supposed to cast/have active, but there
is also a complicated-to-fix issue with Spook not
terminating right, so your allies could still have
it active.
Incursion 0.6.2D
* Finally fixed bug with hostile horses -- it turned
out to be an issue with the /mount/ and /phantom
steed/ spells; you were being put on horses that
were never "really" on your team, and wierdness
ensued.
* Added a clause where when your mount becomes
frightened, at the start of the next round you
get a Ride check that either calm it (success)
or causes you to be thrown from the mount on a
failure.
* Fixed Erich so he now uses the normal chivalry code
for calculating chivalry stuff, except he's never
offended if your act treacherous to creatures he
(as Lawful Evil) does not consider people. Revised
his restriction text in the manual slightly to make
the intent clearer as well.
Incursion 0.6.2C
* Player will no longer get alignment ding if one
ally accidentally hits another (as with ranged
combat, frex). Player will still get dinged if
ally was given order to attack neutrals.
* Player will now get alignment ding for requesting
a neutral to attack his enemies, if attacking
them himself would give a ding.
Incursion 0.6.2B
* Fixed "Eightfold Prince" crash
* Fixed stupid typo preventing new "honorable at the
beginning" checks from working correctly for
knockdown.
* Fixed issue where monsters would still use special
attacks (i.e., crushing a grappled target, breath
weapons) in situations where it would cause their
master alignment issues.
* Added code so that when a monster turns neutral (for
example, as a result of Offer Terms), it will stop
grappling or engulfing creatures that are no longer
its enemies, and other creatures will do likewise
to it.
Incursion 0.6.2A
* Removed a hardcoded breakpoint that I put in trying
to figure out how folks lose favor with the Multitude.
This was the cause of the Rurik and Barendd crashes --
the game crashed whenever you commit a good act like
killing an inherantly evil creature with good intent
(desired Good alignment).
* Fixed the bug from (Zakfienal, Violent DonkeyNose,
WaterDangerHobo, Sammal Onhalm) saves that caused
crash due to attack roll code not expecting a Trap
in the EItem slot, only a weapon; this is the crash
that only happens in the release versions, not the
debug versions, for some strange reason.
Changes in 0.6.2
* Fixed bugged Vest of Health -- now protects you when
it is activated by absorbing damage.
* Fixed Lenses of the Soul resisting fear, used to say
it granted complete immunity but not work, now it
grants a + to saves and should work.
* Fixed crash involving building a monster description
with more than 32 items (i.e., Eberk, examining
goblin monks, etc.)
* Fixed bug causing Asherath priests to get WAY TOO MUCH
bonus favor from inherant bonuses to attributes.
* Fixed parameter mismatch crash from "The <EActor>
protects <his:EActor> <EItem>."
* Added fatigue costs to some psionic powers.
* Added headers to the Keybinding legend dialog box to
make the meaning of the key listings clearer.
* Renamed the '.' command "wait" for clarity, to avoid
confusion with the rest ('z') command.
* Warriors and paladins now have a strong Will saving
throw.
* Fixed crash bug opening one of two chests on ground
(Whitney Greenbottle).
* Fixed infinite looping / stack overflow crash involving
vials of holy water and/or alchemist's fire.
* Analysis of saved games (Vorkai Tauth II, Zol the Wise)
reveals that stati gained from class resources outside
the AddAbility framework sometimes get corrupted by their
Mag being altered. This is the bug that causes many strange
effects (priests needing spellbooks, weavecrafters losing
the ability to control teleport, inability to learn spells,
etc.) Verified that it is not caused by dispel magic. More
investigation needed.
* Analyzed Lyle Highhill slingstone crash; cannot duplicate.
* Removed "Generated the Spider" type messages.
* Black Orcs no longer have "Bestow Curse".
* Hopefully fixed the issue with the game trying to get you
to automatically coup-de-grace when it won't work.
* Hopefully fixed wraparound bug where items in store cost
1 gp for low-Cha characters -- not certain about this.
* Scroll strain damage is now [Scroll Level x 2] rather than
mana-based, to avoid unfair instadeath when reading an
unknown scroll that turns out to be a low-level buff with
a large mana cost.
* Fixed bug where doing a character dump automatically ID's
everything in inventory -- now, inventory and ground items
are only id'd on dumps made from the gravestone screen.
The "Alignment/Allies Fix"
* Fixed a bug that caused gods to *seem* to be angry
when they weren't really after a favorable intervention
(i.e., the multitude sending you demon aid).
* When one ally incidentally damages another, the party
leader now gets a Diplomacy check (DC 15) to diffuse
intra-party conflict.
* Implemented Transgression Hints
* Player is no longer responsible alignment-wise for a
party member using acid, making unchivalrous attacks,
attacking fleeing creatures, clipping neutrals with
area spells or using mental coercion effects.
* Overall numeric effect of NPC acts on alignment reduced.
* NPCs no longer cast acid spells if they or their leader
is good-aligned, and also avoid spells with bad
alignment descriptors.
* Messages NG/TN/NE characters recieve when moving around
on the law/chaos spectrum are now more intuitive and
less likely to be mistaken for "you did evil".
* Situations where the target becomes afraid/prone/stuck/etc.
as a result of your attack and then takes more bonus
damage no longer have the potential to lead to unfair
chivalry violations. (I hope -- if you still get this,
please let me know!)
* Attacking fleeing creatures does not move LN/TN/CN chars
closer to evil; only LG/NG/CG closer to neutral aligns.
This should make it easier to play non-evil characters.
* Triggering a trap or suffering divine wrath will no longer
cause NPCs or mounts to be hostile to the player/leader.
* The "hostile to horse" was caused by the horse actually
being hostile to rider, and thus no longer neutral to
things the rider was neutral to, being an out-of-control
animal. Now, when your horse becomes hostile to you, it
automatically throws you off.
* Creatures using skirmish tactics no longer count against
you if you attack them as they flee; further, they no
longer give the strange message about "magical fear" if
you try to offer them terms.
* If a prone, blind or stuck creature hits you while prone,
blind or stuck, you can now hit them back without
violating chivalry.
* Robe of Scintillating Colors should no longer piss off
allies or cause alignment issues.
* Fixed a horrid bug with the internal math of how the sum
CR of your allies was calculated; should work better
now, albiet a bit more restrictive in some cases.
* Immotian and the Multitude should not send more aid than
you can handle anymore.
* Substantially improved the code that calls ItHitMe when
magic affects a monster so that allies stop turning on
the player from trap effects and such.
* Now, you only suffer an alignment ding for you or your
allies attacking a creature that is neutral to EVERYONE
IN YOUR PARTY.
-- Julian Mensch
This was mine. Couldn't duplicate as in it never happened with that save file, or as in couldn't make it happen with any other character from a fresh game? I dunno how prone the thing is to corrupting savegame files..
I eventually gave up on this character because it became virtually impossible to fight anything without crashing. Might I suggest that it's related to the ability to catch weapons thrown at you using high Pick Pocket skill? On further encounters, it seemed that what was going on based on last-visible messages, was that enemies were throwing stuff at me and I was catching it, then it the game bombed. Maybe related to catching ammo for which you have a stack? Game can't decide whether the item should be in your hand or in the stack...
I really have no idea, jus'tryin'a'help. :) Going to download new version now. Congratulations on the brisk pace of updates!
Cool beans! Are save games from previous versions still viable?
You've cost me more productivity in recent weeks than Sid Meier in his
heyday. Keep up the good work!
Remsleep
Thanks for the pointer; I will try to duplicate it again using this
situation!
-- Julian
> Cool beans! Are save games from previous versions still viable?
Unfortunately not. Incursion major releases always break save
compatibility. It's a weakness of the game design.
> You've cost me more productivity in recent weeks than Sid Meier in his
> heyday. Keep up the good work!
Heh!
-- Julian
http://www.incursion-roguelike.org/buglist/?do=details&id=522
Since being hit causes you to become exposed, this bug can seriously
hinder stealth characters.
Gotcha; I'll try to get it fixed.
-- Julian