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Re: Current Status, Roadmap and General News

Posted: Thu Feb 23, 2017 9:14 am
by Zukero
Updated opening post.

Two new features were merged in master code branch:

#1 - Ability to set the Map color filter for any map using dialogues or scripts.
An ATCS version allowing to create such dialogues will soon be published, and the corresponding source code is already available in GitHub (both AT and ATCS), for those of you who feel like running ATCS from the source code :D
This was spawned by a project from user Salzano in this thread viewtopic.php?f=6&t=5649 FYI, this project is going forward pretty well, and will certainly soon make it into master too.

#2 - A nice code contribution from forum user twirlimp that allows sorting and filtering of your inventory and your skill list. Shops can also be sorted, both for the Buy and Sell pages. Thank you twirlimp!

Opening post is there: viewtopic.php?f=5&t=5506#p52289

Re: Current Status, Roadmap and General News

Posted: Thu Feb 23, 2017 1:10 pm
by Paholainen
rijackson741 wrote:Hello Paholainen, welcome to the forums.

According to weblate the German translation is essentially complete: https://hosted.weblate.org/projects/and ... #languages

Mhmm crazy
My quests after vilegard are all in english, in "quest book" are german.

At first I thought I had an older Version, but that is on 0.7.1


Firefly pls dont break the rules!!! My english is rusty but good enough to understand all in this forum.;-)

Thx for the warm welcome

Re: Current Status, Roadmap and General News

Posted: Thu Feb 23, 2017 1:24 pm
by rijackson741
Sorry. That is my mistake. I looked at weblate, and assumed that everything was translated, and released. It seems everything is translated, but not all of the translations are in 0.7.1.

Re: Current Status, Roadmap and General News

Posted: Thu Feb 23, 2017 2:27 pm
by Paholainen
No problem, i've just times over looked and new suggestions registered.

I ask only for german friends, they cant read english. Now they are frustrate with english quest.

When u need help in some translations, I can help. Few years ago I translated for Ariagames games. English-German only..


Have a nice day

Re: Current Status, Roadmap and General News

Posted: Tue Feb 28, 2017 6:19 am
by twirlimp
Zukero wrote:Updated opening post.

Two new features were merged in master code branch:

#1 - Ability to set the Map color filter for any map using dialogues or scripts.
An ATCS version allowing to create such dialogues will soon be published, and the corresponding source code is already available in GitHub (both AT and ATCS), for those of you who feel like running ATCS from the source code :D
This was spawned by a project from user Salzano in this thread viewtopic.php?f=6&t=5649 FYI, this project is going forward pretty well, and will certainly soon make it into master too.
I have to admit, seeing Salzano's post was encouraging and I'm considering looking at the quest content that needs some love.

Is there a list somewhere of the quests or areas in progress along with which direction to head in?

I'm not against making my own quests (on the contrary) but if there's anything officially planned then I would go with that.
Zukero wrote: #2 - A nice code contribution from forum user twirlimp that allows sorting and filtering of your inventory and your skill list. Shops can also be sorted, both for the Buy and Sell pages. Thank you twirlimp!

Opening post is there: viewtopic.php?f=5&t=5506#p52289
For the next things to add, I could probably ask around for which UI features are most needed. Some quality-of-life updates as well.
(Now that I think about it, we need an in-game "Submit Suggestion" button in the main menu to help with QoL ideas).

The next features I could add promptly are favourites and presets, since the code is there and working.
Favourites are not critical now that sorting was added, but hey free features.

Maybe I can comb the forums for suggestions or make a poll thread.

Re: Current Status, Roadmap and General News

Posted: Tue Feb 28, 2017 1:13 pm
by rijackson741
twirlimp wrote:I have to admit, seeing Salzano's post was encouraging and I'm considering looking at the quest content that needs some love.
I'm working on that with Salzano, so if you do anything PM me first so we can stay coordinated.
twirlimp wrote:Is there a list somewhere of the quests or areas in progress along with which direction to head in?
I'm not against making my own quests (on the contrary) but if there's anything officially planned then I would go with that.
We have quite a lot of empty maps (in many cases, not completely finished), but beyond that people are working on their own material to fill them. Have you played through the new material in the Stoutford branch?
twirlimp wrote:For the next things to add, I could probably ask around for which UI features are most needed. Some quality-of-life updates as well.
(Now that I think about it, we need an in-game "Submit Suggestion" button in the main menu to help with QoL ideas).

The next features I could add promptly are favourites and presets, since the code is there and working.
Favourites are not critical now that sorting was added, but hey free features.

Maybe I can comb the forums for suggestions or make a poll thread.
See viewtopic.php?f=5&t=4387 for some ideas. You took care of number 1 already :D

Re: Current Status, Roadmap and General News

Posted: Tue Feb 28, 2017 1:18 pm
by Zukero
Stoutford needs some love indeed. Play the stoutford_tests github branch, then get in touch to know what's reserved already.

Favorites and presets are nice but I'm afraid it would clutter the UI on smaller screens.

Re: Current Status, Roadmap and General News

Posted: Tue Feb 28, 2017 3:03 pm
by twirlimp
Zukero wrote:Stoutford needs some love indeed. Play the stoutford_tests github branch, then get in touch to know what's reserved already.

Favorites and presets are nice but I'm afraid it would clutter the UI on smaller screens.
I guess I'll look into stoutford soon and start playing around with it, maybe also try Salzano's quest.

And yes, that's an excellent and valid concern about cluttering the UI.
Well good riddance to presets, I'm not a multi-classer myself -- I'd always pick nimble over bulky, efficiency be damned.

Re: Current Status, Roadmap and General News

Posted: Tue Feb 28, 2017 3:45 pm
by twirlimp
rijackson741 wrote: We have quite a lot of empty maps (in many cases, not completely finished), but beyond that people are working on their own material to fill them. Have you played through the new material in the Stoutford branch?
I actually haven't played through the stoutford branch but I'll report when I do.
rijackson741 wrote: See viewtopic.php?f=5&t=4387 for some ideas. You took care of number 1 already :D
Of the ones that are not complete, I see:

2. How much would you like more starter area quests?
Although these are suggested as fetch quests, I think they're an excellent idea as even fetch quests would help cement the tone/mood/lore of areas.
I'm all for this. As long as they're high quality, one starter quest per NPC is not too many quests to have.
Out of curiosity, any preference order for quests in this thread?

5. How much would you like to set your own difficulty option?
Seems like a good idea to have an easier mode for story lovers (like myself) and a hardmode for those who like grinding (and I thought I was into masochism).

6. Would you like to have achievements in the game?
These would be a great way to give players a hint about the milestones they reached, something like a summary of the quest log.
As for numerical things like "number of X monsters killed", it'd be better if there was an NPC that gave you a reward when reaching such milestones (like a "trophy head" maybe).

7. Would you like to be able to use one time use offensive items?
I'm not really into using poisons. Or ammo, actually.
I'd consider this interesting only if it applied status effects instead of changing stats. Now that's interesting.
"Stunning Poison" sounds cute and "Psychedelic Extract" would be a fun way to cause confusion.

8. Would you use different types of attack stances?[/list]
Attack stances, as in defensive, balanced, offensive?
Well it certainly wouldn't be wrong but we'd need a combat log message to say something rpg-ish like "You shift to a more cautious stance, sizing up your opponent" or "You shift to a more reckless stance, frenzied by battle."
It could be a nice way to mix things up, and I'd do it for the rpg feel, personally.

Re: Current Status, Roadmap and General News

Posted: Tue Feb 28, 2017 6:24 pm
by Antison

#5 - Seems to me like it's an end-of-game type of feature. I.e. when the game is complete would be the time to introduce something like this.

#6 - a nice to have.
#7 - This might add some much needed depth.
#8 - I like it.