I’ve been quiet of late. No real reason, at least no more than just life in general. So I figured a quick update is probably in order.
I’ve missed two release schedules. I intended to release a patch every quarter, around the solstice and equinox. Well, I missed the Autumn Equinox release for no other reason than I hadn’t done anything. So I bumped it to a Winter Solstice release… and well… you’ve probably noticed the lack of a release. This means that it will now be bumped to the Vernal Equinox. I’ll try and get on this one… please bear with me…
There will be two Doomdark’s Revenge bug fixes in the release that have already been fixed.
The first one is interesting as it was reported as a bug, but as far as I can see it is actually a problem in the original data. So yes, it is a bug, but one from the original release. I have no issue fixing this as I don’t think it will really have much affect on gameplay.
One other feature that was tentatively going to be in the next release was
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.
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.
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.
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.
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.
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.
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.
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.