Andor's Trail v0.7.0 released to Google Play

Official news about Andor's Trail.
Tulkas
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android_version: 4.0

Re: Andor's Trail v0.7.0 released to Google Play

Post by Tulkas » Mon Jul 29, 2013 12:12 pm

oskarwiksten wrote:Another major milestone on the road towards v1.0.0 has been reached today!

Andor's Trail v0.7.0 is now released to Google Play. Please note that it might take several hours for the app to be propagated through the Google Play store to your device.

This is by far the largest updates to-date, with new specialization skills, NPCs and long awaited changes to some core features. Almost one and a half thousand lines of new dialogue and several new major quests are some of the highlights.

In addition to what's visible for the players, this release also contains some undoubtedly positive major changes to the backend code and game engine, in switching from our previous custom resource format into having resources as json, and translations as PO files.

Changelog for v0.7.0:
Major changes:
  • 95 new maps, up to a total of 379 (Major thanks to Ian!)
  • 9 new quests, including an update to the main story-line
  • 167 new monsters & NPCs
  • 97 new items
  • ~1500 lines of dialogue, up to a total of ~7500.
  • 16 new skills
  • Certain NPCs that can teach skills
  • Dual-wielding weapons
  • Two-handed weapons
  • Fighting style specialization
  • Certain monsters that can move towards the player during combat
  • Scrollable combat log
  • Increased exp reward for most quests tenfold. (thanks to jrozek!)
  • Food now heals more in total, but does so over time instead of instantaneously.
  • Show quest progress updates in conversation.
  • Resource files as json instead of our previous custom format.
  • Translations now use a standardized format.
  • Major overhaul to the content editor.
  • Lots of fixes for tiles and alignment issues on worldmap. (thanks to TomCat!)
  • Lots of gameplay bugfixes!
Full changelog of things not mentioned above:
Gameplay
  • Dual-wielding skill
  • Two-handed weapon skill
  • Skills for specializing weapon types (including unarmed)
  • Skills for specializing armor types (including unarmored)
  • Skills for fighting styles
  • Show quest progress updates in conversation.
  • Removed in-game menu (replaced by toolbox)
  • Add toolbox button for displaying combat log.
  • Pathfinder for moving monsters towards the player based on different aggression types.
  • Raise taunt chance to 75%.
  • Add support for "description" field on items, for lore/background text that should be displayed on the item.
  • Changed all food to slowly heal over time instead of healing instantaneously.
  • Doubled the amount of health provided by all food items.
  • Actor traits refactoring - Reworked UI for displaying the actor- & item stats.
  • Add "increase use cost" and "increase equip cost" as new property on items.
  • Worldmap: PNG file names now contain the hash of the tiles that the map contains.
  • Add preference: Quickslot placement.
  • Add preference: "Show quickslots when toolbox is opened"
  • Add more settings to control how loot bags are presented.
  • Add game statistics to hero overview screen.
  • Change hard hit to 0-2 dmg instead of 1-1.
Content
  • Lots of new items, monsters and conditions for Charwood and Lodar quests.
  • New maps for Lodar area and Charwood area from Ian Haase.
  • Bugfix: Moved a lot of tiles to the correct layers and updated tile walkable state on a lot of tiles.
  • Added weapon proficiency & fighting style skills.
  • Revamped looks of crossglen.tmx
  • Moved spawn areas away from map edges and mapchange areas.
  • Added worldmap alignment maps (thanks to Tomcat!)
  • Teleports in Throdna's throne room are only accessible by one way.
  • Added more monster icons from the TomeTik set.
  • Automatic cost calculations for items that have hit- or kill-stats that affect HP or AP.
  • Automatic cost calculations for items that have "increase use item cost" or "increase reequip cost"-stats.
  • Added lots of new tiles for monsters, items and effects from opengameart.org.
  • Converted all resource files to json instead of our previous custom format.
  • Read JSON resources from raw/ folder instead of encoded in string blocks from values/ folder.
  • Increased exp reward for most quests tenfold. (Issue 283, thanks to jrozek!)
  • Add possibility of having skills that require a quest-level-up before the player can level them up.
  • Added link to Andor's Trail wiki in About/Help.
  • Re-balanced inventories of vendors to provide roughly equal number of items in each category.
  • Major realigning of maps on worldmap (thanks to Tomcat!)
Optimization
  • Speed up game start by not loading map layers until they are actually needed.
  • Store list of maps in savegames as map<string> instead of indexed list. This reduces the samegame size drastically.
  • Only redraw game screen when something inside the view has actually changed.
  • Use less temporary memory when loading resources by not creating as many temporary objects.
Translations
  • Converted all translated resources to GNU Gettext (.po) format. This way, translators won't have to deal with the dreadful old resource files.
  • Parse translations from MO files.
  • Updated translation MO-file parser to read the MO filename from strings.xml.
  • New Polish translations by toudi5 and tobik9090siemens.
  • Updated German translation by SamuelPlentz.
  • Updated Russian translation by istasman.
  • Updated Japanese translation by Surgecurrent
Mapmaking
  • Major overhaul of the map tilesets used. All tilesets have been replaced by categorized tilesets based on their intended usage. See template.tmx for the new tileset.
  • Maps can now have dynamic replacement sections that change when quests progress. See tradehouse0.tmx for example. (Major thanks to Tomcat for the ideas!)
  • Updated template.tmx - added "Replace" layer.
  • Remove "respawn: false" from all tmx files (it's replaced by a property on the monstertype instead).
  • Add a way to automatically in-game modify how bright maps are displayed, with a colorfilter. Will be used for dungeons that can get automatically darkened, without having to add that to the map files.
Bugfixes
  • Bugfix: When entering map, move ground loot bags on unwalkable tiles.
  • Bugfix: Allow conversation options for "Feygard errands" in Vilegard even when the Vilegard quest has not been completed.
  • Bugfix: Apply checks for whether the player can select replies on single "next" replies as well.
  • Bugfix: change combat selection when a monster dies from a condition in combat. (thanks to Fala for finding it!)
  • Minor bugfixes to resource loaders
  • Bugfix: Read critical multiplier for weapons as float instead of int.
  • Only apply "more criticals" skill if the player has CS>0. (Thanks to TriangleGM for reporting it!)
  • Bugfix: clone list of monster loot bags when picking up items (prevents double drops).
  • Bugfix - Disable input before the SurfaceView on MainView is created.
Code:
  • Refactor conversations to state machine - Move responsibility for starting combat & removing npcs from map from MainActivity into the ConversationController.
  • Move isWalkable from PredefinedMap to LayeredTileMap. Reduces memory usage when running the game.
  • Renamed "ViewContext" -> "ControllerContext" to better reflect its responsibility.
  • Add IntelliJ Idea project file.
  • Add Android v4 support library.
  • Update lots of layouts to single TextView:s instead of combined ImageView & TextView:s.
  • Reduce compilation warnings from code inspection rules.
  • Remove compilation warnings about deprecated API usage.
  • Moved all UI dependencies into being pubsub instead of direct calls from model to ui.
  • Major refactoring of actor traits - removed CombatTrais
  • Minor refactoring: Move code that happens after loading a game into Savegames.onWorldLoaded.
  • Minor fixes for reading slightly borked resource files.
  • Fix Android Lint warnings.
  • Engine refactor: Allow multiple item requirements per conversation reply
  • Engine: Add "killed monster" & "skill level" as requirement types for visibility selection of conversation replies.
  • Change all const ints to enums, making the json resource files much easier to read.
Content Editor:
  • Major overhaul to the content editor. Modern. Efficient. Now uses AngularJS.
  • Content editor: Add "previous"/"next" buttons in editors for items, monsters and actor conditions.
  • Content editor: Add hierarcical view of conversation phrases and replies.
This release has been made possible by all of the hard work from both the development team and from the players that help with testing and with suggesting improvements. I want to give out a very big thank you to everyone involved in making this release happen:
(in alphabetic order)
  • Antison
  • ctnbeh13
  • Fala
  • Ian Haase
  • istasman
  • jrozek
  • Mayweed
  • Meirerion
  • Mety
  • Mino
  • Nyktos
  • only1doug
  • Pyrizzle
  • SamuelPlentz
  • Sarumar
  • sdevaney
  • SkrikRunkarN
  • sorrow
  • surgecurrent
  • tobik9090siemens
  • Tomcat
  • toudi5
  • TriangleGM
  • Everyone else that have commented on small or big issues in the alpha-versions.
  • Everyone that have suggested improvements that you would have liked to see done to make the game even better.
Thank you!

Given the popularity of both Android and Andor's Trail, we can safely say that this game is a huge success, and that what we do is greatly appreciated by a lot of people around the world. I am so proud to have the privilege of being a part of the community that we've built up on our forums. The energy and the amount of clever ideas that spring up on the forums is one of the major driving forces for the success of this project.

Let us now look forward on to what we can do in the next version. We in the development team are really excited to start working on new content and additional features to further enhance the enjoyment for you players!

Let's make Andor's Trail one of the best RPGs on Android together.

Google Play Link: https://market.android.com/details?id=c ... ndorsTrail
Google Code Link: http://code.google.com/p/andors-trail/downloads/list
Translations on Launchpad: https://translations.launchpad.net/andors-trail/trunk
Code on Github: https://github.com/oskarwiksten/andors-trail

/Andor's Trail dev team
Too late! It's already the best!

A big cheers for the awesome development team! I love you guys! Interesting that there are 379 new maps as I've only found 377 so far. Hmmmm, interesting.
Lvl: 190, XP: 124830943, Gold: 1425229, RoLS: 1, ElyR: 0, RoL: 1, ChaR: 1, GoLF: 0, ShaF: 2, SRoV: 11, VSH: 6, WMC: 0, GoW: 0
HP: 1008, AC: 367%, AD: 103-120, AP: 4, ECC: 30%, CM: 5.75, BC: 215%, DR: 5

ncer
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Re: Andor's Trail v0.7.0 released to Google Play

Post by ncer » Mon Jul 29, 2013 6:17 pm

Mino wrote:
ncer wrote:T
Is there a list of the new quests somewhere so I can check whether I've found them all?
If the continuation of the "Search for Andor" quest is counted as one of the 9 quests mentioned in the update log, then I think I got them all. I'm using the spoiler button just in case but it's just a list of the quest names, no other info.
Search for Andor (update)
Destined for great things
Trial by fire
Searching for madness
Lodar's potions
A creeping fear
Sweet sweet rat poison
Long lost memories
Taste is everything
I found the one I was missing, thanks.
Lvl: 195, XP: 135178554, Gold: 1004501
HP: 88 AC: 345%, AD: 109-120, AP: 5, ECC: 15%, CM: 0, BC: 222%, DR: 6
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 2, WMC: 0, GoW: 0

Thystonius
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Re: Andor's Trail v0.7.0 released to Google Play

Post by Thystonius » Mon Jul 29, 2013 9:25 pm

I am really wondering what parts I am missing, I got 365 maps out of 379...
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1

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Antison
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Re: Andor's Trail v0.7.0 released to Google Play

Post by Antison » Mon Jul 29, 2013 9:48 pm

Thystonius wrote:I am really wondering what parts I am missing, I got 365 maps out of 379...
I have 6 builds, 3 of which have finished everything and none of them has more than 373.
My original build is one of those 3 and he only has 347! Keep in mind that he is 2 1/2 years old. This has got to be a bug.

Code: Select all

Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
49  3/12 99  347 40-46 171 1
49  6/12 131 263 35-80 107 3
48  2/12 121 267 34-43 103 5

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sorrow
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Re: Andor's Trail v0.7.0 released to Google Play

Post by sorrow » Mon Jul 29, 2013 10:14 pm

It can't be a bug. My Lvl 70 has visit 372 places. I'm not sure what I'm missing but ill take a look to see if I can confirm the 379.

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1

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Antison
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Re: Andor's Trail v0.7.0 released to Google Play

Post by Antison » Mon Jul 29, 2013 10:20 pm

sorrow wrote:It can't be a bug. My Lvl 70 has visit 372 places. I'm not sure what I'm missing but ill take a look to see if I can confirm the 379.
it is a bug!!! I'm talking about my build that was first created back in version 0.6.8. When I first installed 0.7.0, it list him as visiting 243 places, while my other builds were at 273 or more.

Code: Select all

Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
49  3/12 99  347 40-46 171 1
49  6/12 131 263 35-80 107 3
48  2/12 121 267 34-43 103 5

Tomcat
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Re: Andor's Trail v0.7.0 released to Google Play

Post by Tomcat » Mon Jul 29, 2013 10:51 pm

I wonder if the count is only of the maps you've visited since the feature was added....
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6

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sorrow
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Re: Andor's Trail v0.7.0 released to Google Play

Post by sorrow » Mon Jul 29, 2013 10:56 pm

Antison I haven't been here or have a character as old as your I just got done running around and it says I've been to 373 places now. It counted all map areas that I been to old and new maybe it also counts houses that you went into as well along with caves and such.




EDIT…………………
ok I figured it out, so I started a new pro and you start in your house. Just starting I have visit one place and I never left the house. I left the house and the count is now 2. I enter the tavern the count is 3.

So with that said in order to reach 379 places visited you must enter every house every cave and go to every map place.
Last edited by sorrow on Mon Jul 29, 2013 11:09 pm, edited 1 time in total.

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1

Thystonius
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Re: Andor's Trail v0.7.0 released to Google Play

Post by Thystonius » Mon Jul 29, 2013 11:07 pm

Stuck at 368 places and 49 quests. Pretty sure I am missing some cave somewhere, since 11 places is quite a lot. No clue what I am lacking though. Found 2 parts and a quest in the green maze I missed (sometimes paths are hard to spot through trees...) and one map I missed near Charwood. Also re-aligned some old maps, but the counter didn't go up after that... so I must miss something :-)
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1

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Antison
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Re: Andor's Trail v0.7.0 released to Google Play

Post by Antison » Mon Jul 29, 2013 11:14 pm

Thystonius wrote:Stuck at 368 places and 49 quests. Pretty sure I am missing some cave somewhere, since 11 places is quite a lot. No clue what I am lacking though. Found 2 parts and a quest in the green maze I missed (sometimes paths are hard to spot through trees...) and one map I missed near Charwood. Also re-aligned some old maps, but the counter didn't go up after that... so I must miss something :-)
people, its 377 max. Not 379. Oskar said 377. I'm not sure if he did publicly or in a PM, but he said maps 378 and 379 are not accessible right now.

Code: Select all

Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
49  3/12 99  347 40-46 171 1
49  6/12 131 263 35-80 107 3
48  2/12 121 267 34-43 103 5

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