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Version History Changelog


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#1 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 25 May 2014 - 04:14 PM

This is a living change-log, for Legacy of Emperors (The Golden Cenotaph). I am recording as much as I can, and can remember, or extract/reconstruct from records. At present, this includes r40, through r53; but I may also amend it with older details, and of course, add newer details. I may break this into several 'double-posts', to allow it to fit, but I will be tracking changes in detail here, rather than with each single update.

 

This includes changes that I recall, or that I clearly documented. If I missed anything, it's probably trivial.

 

 

Release 53 (v0,69)

 

 

 

SR-D

Moved 'Done' menu option on Stats Menu to the top of the window. This is a patch, more than a proper repair, but it does prevent more than one frame from running between selecting to view the stats, and seeing them.,

 

SR-C

 

Changes

Moved stats into an array.

Corrected/updated statistic functions.

Modified stats menu, to display current stats.

Fixed misaligns on DMAP0, Screen 39, and Screen 1C.

Fixed lift combos on Catacombs v2 DMAP.F

Fixed Fire collision.

Version increased to v0,69, due to changes in constants, and arrays.

 

New Bugs

Proton Pack FFC has stopped trailing Link, and now floats forever.

Stats menu un-freezes screen when generating text.

 

Carryover Bugs

Bolt (v4) does not have correct tile flips, and may not be applying correct damage.

NWS Swords remain partially-broken.

 

 

Release 52 (v0,68-0,67)

 

Added Tango (beta 2).

Added JRPG menus.

Version increased to v0,67, due to changes in global variables.

Version increased to v0,68, due to adding constants.

 

 

Release 51 (v0,67-0,65)

 

 

v0,65 (SR S)

Bugfix: Fixed/circumvented bug, where link could move when holding an item if he has the blue ring.

Bugfix: Fixed non-solid combos.

Bugfix: Changed door solidity, so that link's Y-hitbox doesn't allow overlapping.

Graphics: Added (main) palette swatches.

Graphics: Started converting all DMAPS to 'Overworld' palette.

Graphics: Added (8-bit) blue dungeon tile scheme.

Graphics & Gameplay: Re-designed Catacombs with new tiles.

Graphics: Started work on gold dungeon themes.

Gameplay: Improved story for Violet Tomb area. (This represents about 10-20% of the dungeon, at most.)G

Gameplay: Special items can now be examined, and play strings without worrying about conflicts.M

Mechanics: Added additional arrays.

 

v0,65 (SR J)

Added boolean waitForMessage, to control Screen->Message ordering, and simultaneity.

Added FFC Scripts pickUpSpecialItem and waitForMessage_thenRemoveFFC.

Added story strings in Violet Tomb.

 

v0,64

New Features

  • Titlescreen v4 added, correcting flesh-tones.
  • Added palette swatches for flesh-tone colours.
  • Increased max money to 9,999 Dsari; but the max value is affected by free space, compared to the value of money objects that the player collects, relative to their size/volume.
  • Added new dungeon tiles; all of these are 8-bit, and designed to use CSet 0 ('LoZ Level 1') DMAP settings, to avoid sprite colour shifting.
  • Recoloured dungeon tiles for grey/violet scheme.
  • Began work on blue colour scheme for dungeon tiles.
  • Re-designed entrance to violet tomb, changed trap arrangements, and added beginning of level (essentially, Level 1).
  • Changed 'Flippers' to 'Circlet of Water' (part of the plot), and placed in Violet Tomb (also part of the plot.
  • Added 'Seal Room' in Violet Tomb.: Summoners, Necromancers, and Fire Spirits (all 8-bit GFX).
  • Placed Lesser necromancers, and Fire Spirits in Violet Tomb.
  • Added Lesser Chinese Vampire enemy, and placed this enemy type in Violet Tomb.
  • Enabled new music, in Violet Tomb.
  • Other graphical, sprite, and palette changes/additions.
  • The Sword of Light, and Nightfall now roll MP & HP drain, that scales with level.
  • All spells now do randomised damage (or randomised HP/MP recovery), that scales with player level.
  • Added basic function to the 'Rod of Calmen', but as yet, no ice magic exists that is appropriate to its intended use.
  • The wallets system, money system, and pockets system are in place, but not yet in use. For those not aware, rather than a single wallet, this game will use multiple wallets, of varying size, plus pockets on clothing to store money, and other small items. This system will be in place in the next release, unless I break something.
  • Different coins have not only different values, but also different sizes:
  • The three sizes are:
  • Coin (Small), uses 1 unit of space.
  • Coin (Large), uses 3 units of space.
  • Crysheet, uses 2 units of space.

Gameplay Changes

  • New level area: Violet Tomb.
  • Added 'Big Chests'.
  • Added semi-free-form rooms.

Engine Components

  • Started merging common components into arrays.
  • Improved NWS.

Bugfixes

  • Fixed firearm sounds bug.
  • Fixed bug where 'Blue Fire' would morph into an '8' (this was caused by the 'Tracking' movement quality).
  • Fixed dungeon wall solidity.
  • Fixed walkable spot behind lamp in passageways.

New Bugs

  • NWS Swords do not properly detect collision with shields, or enemies with an 'invincible' state.
  • Projectile item deadstates can be buggy: Collision does not always register, without piercing enabled.
  • NPC on screen 01 may cause a glitch, trapping the player. (Thanks, SuperJetBox)
  • Some door frame (bottom, grey-violet) combos in VT are walkable. (Thanks, again, SuperJetbox)
  • Revised Bolt! spell is causing too much screen-wise damage.
  • Bolt sprite should not deadstate, and should be extended.
  • Bolt sprite isn't seemingly doing correct damage.
  • Bolt FFC should be more transparent.
  • Detoate may be conflicting with NWS; probably needs full re-script.

Partially Implemented

  • NWS: Some items are incomplete, or have bugs.
  • The skill check system are about 45% complete: Arrays about 80% complete, and some functions are ready, but the functions to tie it into tango are incomplete.
  • Some work on 'Events; arrays started. One 'events' array is now complete.

Unimplemented

  • NWS Swords: These still have many problems.
  • Tango Menus (JRPG)
  • Skill Checks (actual functions)

Unchanged
Most of the design of the Cenotaph, the UnderDeep, and the Catacombs remains unchanged from r49.

Planned / Future

  • Scripted Suscreens
  • System to generate FFC-based weapons, that do LW damage, tracing the path of swords, and sword beams, to correct faults i present NWS sword system.
  • Deposit system, and a currency exchange system, for banks.
  • A method of alerting the player that they are out of space, and permitting the player to discard items, store items, or put items back, instead of trying to take them, when they either do not have enough free space, or a present need for the item, and wish to save it for a later time.
  • Fully scripted Dalek ships.
  • Dalek ship interiors.
  • Spell System (Menu Driven)
  • More Enemy Types
  • Moving NPCs.
  • Custom Bosses, and Mid-Bosses
  • Use 'Detonate! to open large pits in cracked floors.
  • JRPG Menus
  • EctoGoggles work, but there are as yet no enemies that work with them.
  • Bracelets do not yet affect stats.
  • Setting 'passive' items, such as rings, ladders, and flippers is not yet implemented.
  • The player still has infinite bombs, for testing reasons.
  • The JRPG menus are not yet in the game.
  • The game still has one Ammo type (of four planned) for firearms.
  • Many enemies are still vulnerable to the wand. I have scripted the wand, but not yet implemented the ghost functions to work with the new LW_Type.
  • The Proton Pack is still absurdly overpowered, and is not yet set to be :LW_SCRIPT1l and generally needs to be re--scripted.
  • Enemies meant to be vulnerable to the Proton Pack are not yet set with this weakness.
  • Sword techniques are not yet set by level, and the normal 'scroll items' still exist.
  • The following Sernaran Items remain unscripted:
    • Sernaran of Chaos
    • Sernaran of Law
    • Sernaran of Elements
    • Sernaran of Darkness
    • Sernaran of Life
    • Sernaran of Power
    • Sernarani Coronet
  • Staff of Jh'karr still works if you run out of MP on a screen while using it.
  • The XP Tier is still a tad off. The first seven levels are too easy to accumulate.
  • Enemy balance isn't right.
  • Planned currency/valuable objects:
    • Crystal, uses 5-units of space.
    • Gemstone, uses 1 unit of space.

    • Saerosian merks currency format.

Non-implemented Features

  • DigiVolve system not yet in place, due to bugs.
  • Ship shield system not installed.
  • Tango not installed.

This means that rather than wallets holding a certain 'value'; of money, they hold a maximum amount of contents, based on size.

  • Coins of higher value may be the same size, or smaller, than coins of lower value based on composition: This is directly based on the Dsari and Marks system in my RPGs, and other stories. As a base example:
  • A small silver Dsari uses 1-unit of space, and is worth 1-Dsari.
  • A large silver Dsari uses 4-units of space, and is worth 5-Dsari.
  • A small gold Dsari uses 1-unit of space, and is worth 100 Dsari
  • A large Gold Dsari uses 1-unit of space, and is worth 500 Dsari.
  • Crystal Dsari Discs always use 1-unit of space, but can have much larger valus.
  • Mystic Crystals use 5-units of space, and have varying values.
  • Crysheet pages always use 2-units of space, and have varying values.


Releases 47 to 50


r47-NWS (v0,61, to v0,62) to r49-NWS to r50-NWS (v0,63 to v0,64)

The bulk of release 47-NES to release 50-NWS, was making the New Weapon System viable. Therefore, while the changes can be described in a few lines, the game file went through (literally) hundreds of SRs in this time. (The majority of changes were related to scripts.)


  • Began implemented new weapon system.
  • Added scripted arrows (working).
  • Added random damage functions to most weapons & spells.
  • Added scripted swords; partially working, but not without flaws.
  • Re-scripted restorative items.
  • Added additional functions to RPG System.
  • Improved Dalek ships.
  • Completed carrying capacity system for small items (pockets, and wallets).
  • Added banks, to change-up currency, and free space.
  • Buying items at shoppes frees space, based on the value of money spent, and rolled (random) calculations.
  • If the player is out of space, the game will warn them when they next attempt to pick up an object that needs that type of space.
  • Attempted some 'smart handling; of space in pockets, versus wallets.
  • Fixed warps returns for save-point screens.
  • Added more MIDIs, and other SFX.
  • Added Title Screen.
  • Updated Title Screen twice in r50.
  • Completed the Dsari currency system, and banks. (The Saerosian Merks currency is as of this time, not yet implemented).
  • Added banks to convert sums of money into CryDiscs, reducing carrying load, at a cost. This will need later refinement, and will also need a deposit system, and a currency exchange system.

NWS Details

  • New Weapon System items do the following:
  • Use rolled (random) damage, set via one global variable.
  • Use custom definitions to define piercing (one global boolean).
  • Use global functions and one (local) array to set Script# specific NPCDs.

NWS Bugs

  • Swords can bypass shields, and enemy invincibility states (such as damaging the core of a Patra, without killing its orbits, or killing a Peahat in flight.)


r47 (v0,61)


  • Added new shoppes.
  • Tweaked item properties.
  • Added new NPCs.
  • Added DMAP for shoppes.
  • Added more dialogue.
  • Fixed placement of some items: All items now have a drop point where the player can collect them.
  • Updated scripts.
  • Began implementing currency system, and carrying capacity.

Releases 40 to 43


r43 (v0,59)
One of the major changes here, is Bugfixes. The following reported bugs have been corrected:

v0,59r43 Bugfixes

  • Fixed Nightfall bug, that caused the player to gain 65,000+ HP/MP when using with low HP.
  • Fixed tie palette errors.
  • Fixed slash sprites for all swords.
  • Added additional script components; updated/fixed scripts/script errors.

v0,58r40 Bugfixes

  • Staff of Jh'karr (based on Cane of Byrna) no longer causes an MP leak.
  • Staff of Jh'karr now can't be enabled if you have ZERO MP. (It will however, still continue to work, on a screen, if you are out of MP, as I don't have a clever way to fix this at present.)
  • Fixed tile error (warp, instead of tree) on MAP 1, Screen 11.
  • Whirlpool tiles on the Hvylaxta overworld now go to a (water-based) warp/shortcut area.
  • Added item descriptions for arrow ypes. (These still need action scripts, on custom classes.)
  • Fixed glitch that allowed the payer to acquire the Trowel without the Leap! spell.
  • Corrected triggers for collecting Nightfall: The Sonic Wand no loner breaks the barrier.
  • Fixed a mis-align.
  • Placed item pickup locations for Virilinium Sword, EctoGoggles, Proton Pack, Firearms, and Gold Ring.
  • Updated graphics for some items.
  • The Virilinium Sword now appears on the subscreen as intended, and has correct colours in all three level CSets.
  • Nightfall now drains HP & MP Based on Level.
  • Fixed missing string backgrounds; fixed string alignment; added new strings.
  • Removed Letter & Amulet items fro the game (they are not used in TGC).

Other Game Changes

  • Removed 'Wealth Medal' items.
  • All shoppes are fully-scripted, with more NPCs.
  • Custom Wallet space, pocket space, and coin & currency sizes code is in game, but not yet used.

Unchanged

  • EctoGoggles work, but there are as yet no enemies that work with them.
  • Bracelets do not yet affect stats.
  • Setting 'passive' items, such as rings, ladders, and flippers is not yet implemented.
  • The player still has infinite bombs, for testing reasons.
  • Arrows are not fully scripted.
  • LW_SWORD game is not yet scripted to use roll functions.
  • The JRPG menus are not yet in the game.
  • The game still has one Ammo type (of four planned) for firearms.
  • Swim item remains flippers; Violet Tomb level unchanged and incomplete.
  • Many enemies are still vulnerable to the wand. I may need to filly script this item.
  • The Proton Pack is still absurdly overpowered, and is not yet set to be :LW_SCRIPT1.
  • Enemies meant to be vulnerable to the Proton Pack are not yet set with this weakness.
  • Sword techniques are not yet set by level, and the normal 'scroll items' still exist.
  • Rod of Calmen has no function.
  • The following Sernaran Items remain unscripted:
  • Sernaran of Chaos
  • Sernaran of Law
  • Sernaran of Elements
  • Sernaran of Darkness
  • Sernaran of Life
  • Sernaran of Power
  • Sernarani Coronet
  • Some dungeon walls aren't solid.
  • Staff of Jh'karr still works if you run out of MP on a screen while using it.
  • Spot behind lamp in passageways is still fully walkable.
  • Some dungeon wall tiles are not solid (does not break rooms).
  • The XP Tier is still a tad off. The first seven levels are too easy to accumulate.
  • Enemy balance isn't right.

Non-implemented Features

  • The wallets system, money system, and pockets system are in place, but not yet in use. For those not aware, rather than a single wallet, this game will use multiple wallets, of varying size, plus pockets on clothing to store money, and other small items. This system will be in place in the next release, unless I break something.
  • Sword of Light still uses fixed MP cost. Add rollDie() MP cost to next release.
  • Violet Tomb is unchanged: this will be a full level (L1)
  • DigiVolve system not yet in place.
  • Ship shield system not installed.
  • Tango not installed.
  • Different coins have not only different values, but also different sizes:
  • The three sizes are:
  • Coin (Small), uses 1 unit of space.
  • Coin (Large), uses 4 units of space.
  • Crystal, uses 5-units of space.
  • Crysheet, uses 2 units of space.

This means that rather than wallets holding a certain 'value'; of money, they hold a maximum amount of contents, based on size.

  • Coins of higher value may be the same size, or smaller, than coins of lower value based on composition: This is directly based on the Dsari and Marks system in my RPGs, and other stories. As a base example:
  • A small silver Dsari uses 1-unit of space, and is worth 1-Dsari.
  • A large silver Dsari uses 4-units of space, and is worth 5-Dsari.
  • A small gold Dsari uses 1-unit of space, and is worth 100 Dsari
  • A large Gold Dsari uses 1-unit of space, and is worth 500 Dsari.
  • Crystal Dsari Discs always use 1-unit of space, but can have much larger valus.
  • Mystic Crystals use 5-units of space, and have varying values.
  • Crysheet pages always use 2-units of space, and have varying values.

This means that rather than a cap based on value (such as 999 rupees), you can carry as much in value, as you have space to carry. I plan to include banks that will exchange money (lowering space used), and exchanging yo with Crystal Dsari Discs, and a 'Transactor' device, which will be a passive item. A system is in place to warn you when you are out of space.

Again, while the code is done, I have yet to implement it in this release. I am saving that for the JRPG menus, to track wallets, and pockets.

This is straight from the books, and I may adjust it as needed for balancing a video game.

It does however, reconfigure quite a few scripts, including the XP system, global functions, and fixes many bugs, including script errors, SFX errors, screen/warp errors, and a host of other minor, to moderate problems. .

This .qst file (GoldenCenotaph40A.qst) is the version to try if you want to see how the game is balanced, for actual play, at present. This release has basic starting equipment, but you should note the following:

  • Many game items are in an item dump, in the Catacombs, which is an area designed to be a gauntlet; as the levels, areas, and methods of acquiring them do not yet exist.

If you wish to try out all of the items in the game, please download v0.57 (r40) instead. This is actually..a game.
Note that this still does not include some core components, that I intend to finish before shifting back to world design, and story.

This release maintains the changed Dalek movement, updating The Daleks from v6 to v7.

Next on the feature list are:

  • JRPG Menus
  • Wallet System
  • Spell System
  • Skill Checks
  • More Statistic-based Abilities & Functions
  • More Custom Enemies
  • Custom Mid-bosses

The Daleks, by the by, are still jittery as the updated file that MM gave me to try for their movement, uses a function that isn't present in any script that I have, and isn't in stdExtra.zh.

If you encounter an area that seems to difficult, you probably lack equipment.


Edited by ZoriaRPG, 30 May 2014 - 03:52 AM.


#2 JetBox

JetBox

    Wizard

  • Members

Posted 25 May 2014 - 04:18 PM

Uhhh.... Wow.

 

This is a lot. I'm not sure I will ever have the time to read this, lol. But on the upcoming list of new things, I am looking forward to the JRPG menu system. I think that will be really cool.


  • coolgamer012345 likes this

#3 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 25 May 2014 - 07:15 PM



Uhhh.... Wow.
 
This is a lot. I'm not sure I will ever have the time to read this, lol. But on the upcoming list of new things, I am looking forward to the JRPG menu system. I think that will be really cool.

While there's certainly no requirement to read changelogs, if you have problems with large amounts of text, you will probably not enjoy the finished game. (i.e. This is a story-driven RPG, not a hack & slash quest.) Reading the game manual, when ready, will also be a requirement, to comprehend what everything does, and how to use the game features.

P.S. That's a changelog, for about the last six weeks. I have no intent to post the entirety of it from day one, because that wouldn't be of interest to anyone, and would therefore be a waste of my time. The reason that I'm posting this here, is to avoid cluttering the (demo) description field with change information. I will instead, refer to here, from there.

I wish that updating the demos was more streamlined, but 'tisn;t; and because I need to delete old demos, in the process to add new releases, and I still want to maintain a version history, this is the best solution.

I would appreciate some feedback on The Violet Tomb, played only with starting equipment, and the bronze sword. I was able to play the completed section without death but I did come close in one spot.
 


Edited by ZoriaRPG, 25 May 2014 - 07:22 PM.



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