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.

Luxor nodded his reluctant acceptance of the truth and their talk turned to Midnight

With the re-release of Doomdark’s Revenge and The Lords of Midnight that concludes the last few fraught years of bringing Midnight back from the mobile graveyard caused by Marmalade getting out of the SDK game.

I won’t deny that it’s been a painful process and not one I really want to go through again… and yet… The release is not without it’s problems. I’m not convinced that there isn’t memory crash bug still there caused by the current Cocos2dx SDK. Thanks to all the testers that have helped out over the last few months, I think I have reduced the frequency but can’t be sure. It might just be down to the length of time you play and the size of device that you have.

But, I think the only way to solve the issue is to change the SDK – and I just don’t have that in me.

So, what next.

First, I need to upload new versions of the Lords of Midnight to bring its engine up to date with Doomdark’s Revenge. There are a few small changes that were added during that release that could do with being released into LoM – just having a few Apple issues at the moment with the upload.

Here’s what will be in that release…

Version 2.0.2 (42)

  1. [desktop] Added cursor sizes (small/medium/large)

Version 2.0.2 (41)

  1. fix crash caused by too many armies at a location
  2. panel_think – adjust page indicator size dependent on number of pages

Version 2.0.2 (39)

  1. Return graffiti easter egg
  2. Add confirm night option
  3. panel_look – Add drag down gesture to moves
  4. panel_look – Add drag up gesture for map
  5. [desktop] Add mouse cursor images
  6. [desktop] Consolidate ESC key across all screens
  7. [desktop] Tidy shortcut keys across all screens
  8. [Android] panel_mainmenu Hardware back button now performs Exit
  9. [mobile] Tweak scale of buttons

Version 2.0.2 (38)

  1. Fixed: panel_think – adjust UI on phone
  2. Fixed: potential memory leaks that could be causing crashes

After that I will take a break from this code base. There are a couple of small things that I would like to put back that are missing but that I didn’t feel were critical for the release. I may well add them over time here and there when I find myself in the mood, but I won’t guaranty anything.

  1. [mobile] Pinch and Zoom on the map
  2. Compass Gadget
  3. [desktop] scrolling indicators on popup pages
  4. [desktop] arrow indicators for scrolling on think pages
  5. [desktop] Next/Previous buttons on scrolling pages
  6. [mobile] Vibrate
  7. Review the guide

There are three things that I will be focusing on from hereon in.

  1. Rewrite the engine under c# – this is a long term project in order to make the engine more robust for the future and to make more options available to me. The first is to just straight take the engine to Unity but the other is to also take it online for multi-player. More details to follow in future posts.
  2. Use the current engine to research and develop the new Landscaping needed for The Citadel. The Citadel needs water. I was playing with this technique a few years back but it wasn’t quite gelling. It works fine in a flip screen environment but not so good when the panorama is moving. However, I think with the changes made in order to release using Cocos2dx I’m keen to get back to it.
  3. The Citadel Novel/Game research. Drew’s roadmap currently has The Citadel slated as a 2023 release so we are going to need to get together to work on the details a little more than we did on LoM and DDR. There is going to need to be far more game research which is needed for the book but also for any release that I intend. For one thing the map needs a lot of filling out with details that were sadly missing in the original release.
The Bloodmarch - Northwest corner
The Bloodmarch – Northwest corner