Stray boulders made a mountain range of the forest floor

I shall be releasing an update to both The Lords of Midnight and Doomdark’s Revenge toward the end of June. This is the “Summer Solstice” update.

There are currently three fixes.

  • Problem with Android rotation.
  • Cowardly lords can still enter a battle.
  • Characters are no longer correctly tinted by the time of day on the landscape.

Along with these fixes there will be a couple of new features. These features will be driven by the new gameplay rule system. The idea being that you can additionally enable certain features that will have an affect on how the game plays.

Menu showing gameplay options

I have been planning this for a while and intended to introduce it with the c# rebuild that I am working on (slowly), but after requesting features for possible inclusion in regular updates I have decided to bring it forward. It gives an easy way to extend gameplay options.

Neil Swanson contacted me with a few ideas for new features and they have been rolled in to the gameplay rules.

I’ve also always intended to have a game difficulty mode: easy, medium, hard. So the intention is to use this in conjunction with the gameplay rules to leverage different types of play.

The following rules have been slated for development and have issues created for them on my GitHub repos. There are likely a few things to consider for them, so details may change.

  • DDR – Original terrain travel times
  • DDR – Armies attack when near an enemy
  • DDR – Armies will continue a battle without just randomly leaving
  • LOM – Cup of Dreams can replenish overnight
  • LOM – Varied initial start positions
  • LOM – Utarg of Utarg can become disloyal
  • LOM – Doomdark will go after Morkin heavily if the Ice Crown is picked up
  • LOM – Doomdark will guard the Ice Crown more heavily
  • LOM – Change quest completion rules to align with Mike’s original intention
  • LOM – Fey are not recruitable
  • DDR – Fast Tunnels
  • LOM/DDR – Impassable mountains
  • LOM/DDR – AI Impassable mountains

The plan is to have the last 4 in the Solstice update, and the work on Impassable Mountains already almost complete.

It’s interesting that when you think of a simple one line description of a feature, how complex it can become when you start to develop it. For example, impassable mountains are just that. LoM and DDR already have a concept of impassable terrain with the Frozen and Icy Wastes, so dropping in Mountains seems simple enough until….

What happens if the friend/enemy is in a mountain? You need to disable approach and battle. Out of that comes the concept of AI Impassable mountains to stop the AI characters from freely moving around the map. But that has its own issues.

What happens when a lord loses a fight and runs away. Well in LoM they only leave on location and there is already a check that it’s not Frozen Wastes, so that becomes straight forward. But in DDR they move up to 3 locations away. It checks that the target location is not Icy Wastes but not if the locations to get there are. Which is why you can currently be bounced in to the Plains of Anvoril if you enter battle up against the Icy Wastes surrounding it.

In DDR special objects are randomly placed on the map. So they can’t be placed on a mountain, but technically they can’t be placed anywhere that can’t be accessed. There are a handful of locations that would be problematic. So either the map needs to be edited to make those locations accessible, or they need to be marked as un-accessible, or we need to allow particular lords or races to not be affected by Impassable Mountains – like say Giants and Dwarves. The later make sense as there are a few Dwarven fortresses that are locked away in the mountains.

You must challenge Doomdark everywhere…

Latest version of both The Lords of Midnight and Doomdark’s Revenge is available across all formats version 2.0.4 (43), depending on store and your update settings, they should become available over the next few days. As always windows and non App Store OSX versions will be available here and here

This release fully syncs both games with bug fixes and features. I will now be using my time to focus on updates to facilitate a release of The Citadel in the future, and I will post some blog entries on that over the next few weeks. However, if you have any ideas of features that you would like to see implemented, then contacted me and I will look at them. It would be nice to drop a new feature monthly or bi monthly just to stop the apps from stagnating and forcing me to keep the builds up to date.

There are a few new features in this release for both games, so I thought I’d mention them here. I have not had time to update the online documentation, but I will do soon as it doesn’t need a release of the app to do so.

ADDED: permanent scrollbar to all scrollable tip windows

It’s not always clear that the tip popups can be scrolled, so I made the scrollbars always visible to help with that.

Shows tip window with visible scrollbar
Tips Scrollbar

ADDED: panel_map_detailed – clarity behind multi lord select popup

On the map when there are a number of lords at the same location and a number of lords in the surrounding location, the selector popup sometimes looked confusing because of the lords in the background. I have added some fade out behind the popup to make things clearer.

Show map with lord select popup
Map – Select lord

ADDED: panel_look – compass – Long Press

I finally returned the compass to the main look screen. Just press on the screen and hold it for a few seconds (configurable in the options screen) and the compass will popup. Without releasing select the direction you wish to look. I have removed the haptic feedback that used to be there on mobile devices because it no longer feels right and its usage in the situation would fall foul of Apple guidelines.

Shows compass popup
Look – Compass

ADDED: panel_look – tool tip to lords on landscaping screen

You can now see who is stood in front of you by a long press on them.

Show lord with their name as a tooltip
Look – Tooltip

ADDED: panel_look – select lord from landscaping screen

Combined with the above. If you then release while still selecting them (or just press quickly) it will take you to the lords ahead think screen.

ADDED: panel_look – lord name to approach icon on choose actions

When you can potentially recruit or approach a lord, the command window icon will identify which lord you are about to approach.

Shows command window with lords name for approach
Command – Approach lord

FIXED: panel_select – crash caused by adding a new page / reorganise button

Fixed this crash when a new page was added to the selection screen. This could happen if you pressed the reorganise button or if you visited the select screen after recruiting a new lord. More prevalent in Doomdark’s Revenge because of the number of lords.

FIXED: panel_select – [win] missing or corrupt lord names

On windows the lord names were often becoming corrupt on the select screen. This has now been resolved.

FIXED: panel_select – truncated long lord names

Particularly on Doomdark’s Revenge grouped lord names would often become truncated depending on your screen size.

FIXED: [tme] – Stop diagonal movement of lord in tunnel

In the tunnels in Doomdark’s Revenge it was possible to cut the corner and move diagonally. This has been resolved.

We must reach the Tower of the Moon by tomorrow

It’s been 15 score and 7 days since I last posted about The Lords of Midnight. Things have changed a little since I decided to make the games available for free on GoG and to remove them from the Apple and Play stores. Firstly my working situation didn’t change. This was mainly because the government shelved its implementation of the new IR35 rules that were coming in to effect in April 2020. The reason for this was the same reason that has turned 2020 topsy-turvy; Covid19.

During this time I still haven’t done much work on LoM deciding to keep to my self imposed exile. I did visit the land of Midnight time-to-time and managed to break the back of a number of issues, and I enjoyed my time there for the first time in a long while.

I have have finally pretty much completed the Cocos2dx port. I only say “pretty much” because until I produce a release with it, then I’m not sure of any issues that remain. There are some known Desktop problems and I haven’t looked at Android at all (other than it’s under Cocos so should work mostly).

I have also satisfactorily resolved the resolution independence problem that has increasingly gotten worse with Apple in particular going hell bent for leather to release as many different resolution phones as they can managed over the eight years since I original brought the new LoM to mobile. Some of you may have already see the wide screen screenshots that I have posted on Twitter.

With those two issues at hand, I believe I am very close to being able to bring The Lords of Midnight back to the Apple Stores soon. My intention (but don’t hold me to it) is to get the game in to TestFlight testing in January and get it in to the stores proper as soon as possible after that. There are a lot more Apple devices to test on this time around!

After that, I will look at resolving any desktop issues so that I can get the game into TestFlight for OSX in February.

If these two milestones can be achieved, then Android and Windows release will follow very shortly after.

This is the last few remaining issues that I would like to tackle before I push to TestFlight. Not all of them are required to push to TestFlight so I suspect I will attempt an early smaller test release just to go through the process.