Update for Doomdark’s Revenge released

ddr_icon_iosI have just pushed a new version of Doomdark’s Revenge out for ALL platforms. This brings all platforms in line with each other. The previous update was only released for Android and iOS. I apologiss for the delay in getting the last two versions out, but my heart and mind has just not been in it for the last couple of months.

Hopefully this will fix the remaining issues with the gameplay, and will also be the last of the 1.3 changes. The intention is that any update to follow will include some new features.

The Windows and Mac version should be showing up on your main menu now. Android/Amazon version should be ready now, or very soon. Mac App Store and iOS version will take a week in Apple Clearance, and Blackberry version usually takes a couple of days.

The changes are..

v1.3.6
1. Fix recruitment check. Loyalty of character being approached now correctly gives +1 and when the lord is treacherous the chance of recruitment is halved – This fix should mean that treacherous lords are no harder to recruit for AI lords, which should stop lords swapping allegiance so much. They should therefore be able to focus on the task at hand.

v1.3.5
1. Morkin’s AI attribute is reset once recruited. Stops him moving and allows him to move in tunnels. Previously Morkin’s AI attribute remained set after Tarithel recruited him. This mean that he didn’t work in tunnels very well, and had a habit of wandering off at night.
2. Tarithel can no longer be recruited away. Tarithel was incorrectly being recruited by AI lords.
3. Spell of Carudrium now works correctly. Previously this was bringing ALL characters to the location of the caster, and not just the the lords loyal to the Moonprince.

If the AI characters are still not behaving like the original, I am going to have to spend a lot more time analysing why. I can’t see any reason why the logic should not play out the same as the original ( other than the difference in random numbers ). This will involved a lot of debugging. But hopefully this version should just nudge everything in the right direction.

 

I follow no road, I simply ride.

I’ve had a torrid few days with the updates. Only myself to blame really. I managed to release, not one, but two updates with debug code left in. Rookie mistakes! I must be more strict with the regression testing and debug development. But it’s difficult when you are working alone and trying to react as quick as possible to issues raised. This has not been made any easier by working in a Hotel where the internet access doesn’t really get going until after Midnight. Pushing out an update involves building ten different versions, and uploading ~300mb – tethering on my phone has taken a battering and my Data Plan has been boosted once already.

For the record, and just in case you have updated during that time, the two issues are; Approach will always succeed, no matter who you are or who you approach, and after attacking a stronghold, the next morning your lords will seem to have scattered. If you see this happen, you need the latest update.

iOS and OSX App Store will not have these issues as the releases had not made their way through the original update process. If you have updated Windows or Mac through the game menu, you might want to check again.

Anyway I am hoping that the latest update 1.3.4 will settle and I can take a break.

Tell me what ails thee

ddr_c64Version 1.3 has now been pushed out on all formats. You will start to see it coming live over the next 7 days. As usual, Android will be first ( probably already is live ), with iOS and OSX being last. If you have a Windows or OSX version directly from this site, or through GoG, you should see an UPDATE menu option appear on the main menu. GoG.com will also go live with the update in their time.

There are a embarrassingly large number of bug fixes in this version. Thanks to a number of very eagle eyed players, in particular Mark Wright, I have been able to fix up many specific differences between the initial release version and the original 1985 release. I also spent a large amount of time pouring over the original code, looking for anything that might alter the way the game played in a way that I might not have foreseen.

doomdrk1On the whole, I think we have most of them, but there is always a chance that there are a few differences still. In particular, the remake is based on the original ZX Spectrum version, and there are definite differences between the Spectrum and the C64 version. So, if you were a C64 player, then the game will not being playing quite as you remember it.

The last few weeks has really made me understand the intricacies of the original game to a level that I never fully appreciated before. It’s quite amazing the small amount of time that the original game was developed and tested in, that said, it’s because of that that you understand why the original had more problems than Lords of Midnight ever did.

There are a number of bugs or oddities that I have chosen not to fix, these are because they are in the original. To players coming to the game anew, or even returning to the game without the same outlook of 30 years ago, some of the AI logic might not make a great deal of sense. I intend to address these issues in a later version by adding different playing modes.

The intention is to have the following playing modes, Original Spectrum, Intended Spectrum, Original C64, Updated.

Intended Spectrum will fix a couple of obvious bugs inherent in the original release, the main one being movement. There are some movement values that would change the way certain races move across particular terrain, for example giants and mountains, but these were never applied in the original due to a bug that referenced the wrong table.

The Original C64 will apply a couple of AI differences to the Spectrum version, namely the aforementioned movement issue. In C64 the functionality was added, but the terrains are different than the Spectrum Intended version. The other change would be that recruited lords start at dawn in the C64 version I believe. Please feel free to call out any other known differences ( apart from the sun 🙂 )

Updated will allow me to make a number of slight AI changes.

Firstly I will change the behaviour of fighting critters. I think it’s wrong that a lord with an army can be killed by a critter, especially on not much more than a flip of a coin. Currently a Lord’s army takes damage from the critter, which should remain, but a lord should not engage the critter until the army is wiped out.

Secondly, I will add some changes to make it less likely that a lord that you attack just continues on with their objectives and completely avoids a battle. I think that if they start the night in a location with an enemy army, there should be a large chance that they remain there and engage in battle. If they are near a location with an enemy army, there should also be a smaller chance that they will attack.