Exiled Kingdoms -Classic RPG- now on Steam!

Thanks! fixing it.

For all the testers here that have already reached level 9ish, you may already have seen most of the content. Currently this means you found Tremadan’s Tower and recovered the Crystal of Fire. However, I’d like if possible to test all the existing quests and areas, and for that I have this thread with a full quest list (spoiler). Use it at your convenience!

It appears some really interesting updates have come around since I last checked in on the little project of yours! I especially like the whole “traps!” thing.

Still waiting for the permadeath option! :wink:

I tried loading the crashy save again with all the google gaming stuff turned back on (I turned it off while my internet was down) and version 5.800 and it didn’t crash, though there was a strange shadow – a big thing black shape that looked like the social media silhouette avatars with a white question mark in it (I’m guessing so entity) that appeared a few time until I left the map. That game seems fine now (other than seeming to be out of quests).

That is not the save where things disappeared, that didn’t involve a crash – I think my inventory was just too full and so some things were just left out. I expected to open the chest at the end of the dungeon before going into the sewer and swapping out my stuff. Instead the chest was empty but I got my stuff back afterwards automatically in the sewer (I guess Aadon was supposed to have found it?). Only the stuff I picked up inside plus what I got back left my inventory full and with some of my best gear left out. Thus Fingolfin lost the barron’s sword of sparks and the holy shield (and perhaps a couple other things that I haven’t missed so much). After this Aadon ran off and vanished (perhaps because Grisselda was waiting on me). I guess I shouldn’t have been carrying so many potions and bits of alternate equipment?

Lack of prevision on my part. Since then I have added a message when inventory is full and items are dropped. I should make sure somehow you don’t lose stuff after relooting the chest. I’ll find a way to prevent it in the future.

The only possible way in the world to recover your equipment is by activating that chest yourself, really, but maybe your inventory was full due to the other stuff you had found. Like I said, my fault.

There is one other thing mI should mention, though it’s probably become obvious – the title music keeps playing over the usual scene music, often not mixing well now.

do’h, had no idea!

Thanks, I think I know why. Will fix it as soon as I can.

Status update: the Traits system is almost ready, but as it affects dozens of classes, and required some new UI widgets and windows, it has taken me almost a week during which there have been no updates.

Now on each level you’ll distribute points among strenght, endurance, agility, intellect, awareness and personality. You can decide what is most important to prioritize, for your character, be it more HP, damage, mana, perception, etc. In exchange, several skills that simply increased your hp/damage/armor will be removed; new skills, with cool powers and abilities, will replace them in time.

The traits window, before you increase anything:

How it looks in the Character Sheet:

The trait system will allow several things to improve the game. Some advanced skills will have trait prerequisites. For instance, a few warrior samurai-like skills could have intelligence or personality requisites, so you can decide to go the standard way, and pick physical skills, or aim for more specific builds. Similarly, now I have the mechanics I needed to finish the implementation of traps, both in detection and in disarming.

Stay tuned!

Looking good… But there is a typo on the main traits window: Strenght.

I had a quick game for some minutes and I noticed what caused the missing texture exception that I reported earlier. The exception itself was gone, but the poison shots from the spiders all looked like rotated silhouttes with a red marker on it. Killing these spiders and resting after that seemed to have fixed it though. They are now back to spitting poison instead of persons… :wink:

Thanks, that’s something that I forgot to “patch” from one game version to the next, should never happen again.

Uploaded a new build that includes all the new traits system; it also de-allocates all skill points so they can be selected again.

This means everything is likely very unbalanced… any testing & feedback is appreciated.

Now working on all the new skills, and a few new maps and dungeons.

Moar and moar updates!

v.0.5.806 - 24/9/15

-New skills UI, including the ability to assign them to slots.
-New skills added, and all skill points reset. Added a button in the Skills window to reset all skills for alpha testing, so reset will no longer be neccessary in future updates.
-Game Fonts changed. No more sans comic!

v.0.5.805 - 21/9/15

-Charge skill added (Warrior). All skill points reset.

I am now working in the Trap Master skill, so rogues can set traps, and also in a couple new dungeons and the next step of the main quest.

It’s hard to tell if the balance has changed, but seems similar?

The system of picking slots for active perks through me off at first as I didn’t notice or use itmat first and thought passive perks showing up in place of active ones was a bug.

Got a crash on exit (none in game so far).

it was a bug, yeah, pasives shouldn’t show in slots. Fixed already.

also, now if you have available slots and train an active skill, it will go into the first available slot (you can change it later).

uploading now, there’s also a new dungeon: minotaur maze (level 10-13). Still not complete, but you can kill some stuff and get good loot.

Edit:

v.0.5.809 - 26/9/15

-Added new dungeon (Maze of Lamth).
-Secret doors are now more easily visible once spotted.
-Balance: base hit points reduced, but Endurance trait increases more your total hit points (each point grants +5hp, +1hp per level).
-Bugfixes, mostly related to skills.

More stuff for rogues:

v.0.5.810 - 27/9/15

-Traps can now be disarmed. If you are not a rogue, the chances will be very low.
-New Rogue skill: Trap Master. It gives a high bonus to disarm traps, and allows the rogue to set traps too.
-New skill level 4 for Whirlwind, Charge and Stab.
-Button added to reset all Traits (similar to the one that resets all skills), for Alpha testing purposes.

I would say the traps implementation is complete now (except the AI part, as NPCs need to avoid traps if they can, and rogue NPCs will try to disarm the ones they detect)

As rogues now have less hp, skills like Trap Master can help with crowd control, to split groups of enemies, etc.

I’ve been toying with dynamic lighting and particles. The dungeons look much more alive now!

As soon as I finish a few UI improvements, I’ll make a new video.

The dungeons are looking nice with the additional light sources. It really adds to the atmosphere. I like the city lights too…but just imagine if you wouldn’t need them at all, because there wouldn’t be a day/night cycle…wouldn’t that be even better…? ;D (yeah, I know…)

Here we come again. Lots of new things, mostly I’ve been working on Archery mechanics, which has just been added, and in completing all the skills (Warrior and Rogue already have their 8 skills working, cleric still sits at 4/8).

As soon as I finish the cleric skills, I’ll be working on AI, to improve the so-so pathfinding, and to enable certain enemies into using skills.

I know, those of you which already tested, won’t play again until there’s more content. But I decided not to expand content until all the mechanics are done. It has been hard enough to add lighting, traps and secret doors to update the actual 48 areas… I need to do it in the right order. I expect to be working exclusively on content by November.

v.0.5.818 - 14/10/15

-Bows added! You can now equip and use them, or put them on companions. Both Warriors and Rogues can use bows, but Rogues will be more skilled with them, especially if they pick the Archery skill. Balance still in progress.
-Companions now change in appeareance as you equip them.

v.0.5.816 - 12/10/15

-All 8 rogue skills are available and working now. Added Archery and Sprint.
-Fixed a bug, in which certain enemies could stay frozen after being pushed.
-World map thumbnails are a bit bigger now.

v.0.5.815 - 10/10/15

-Warrior skills are now complete. Bash has been included, replacing Kick which is now a rogue-only skill. 2-Handed Expert and Shield Expert are fully implemented now.
-Added a small thumbnail to each area in the World Map.
-Procs implemented (effects with a chance to fire each attack). Right now, the only one is the Stun chance, if you use 2-Handed Expert.
-Bugfixes.

v.0.5.814 - 7/10/15

-Bugfixes.

v.0.5.813 - 6/10/15

-More hidden secrets, and a new quest added (Relics of the Mangled God)
-Bugfixes.

I like the cleave ability, but it actually feels a bit OP as is – damaging so many at once, makes whirlwind seem obsolete (except for the knockback). Maybe cleave should only have one level and cost 2 or 3 for it?

or maybe it should do less damage to secondary targets. I’ll look into it.