Forum » Notrium Final Mix - New Version out. 0.31

## Notrium Final Mix - New Version out. 0.31

 TNN17 10 years ago Bug has been found and it was a doozy.Rather than having water modify the temperature bar by X, I had the actual effect 18 - "Increase Temperature" by X.This meant that every creature in an area that was in water would cause the player to lose temperature. This explains your hypothermia issues and my severe -100 degree temperature drops. I've corrected this to use Effect 4 instead, and the problem has been resolved.And I only had to remove half of everything to get to it. # quote
 Venom31 10 years ago Not all but only the new ones. If you have some update history, of course. If you do, just use some difference-finder program (e.g. WinDiff) to see what's changed and what's new. I could look through some data after I end my first priority tomorrow.As far as I understand, the item of kind "bullets" (pebbles, ether, etc.) can spawn in different quantities. If its quantity is set as random number in bar X [A; B] then the theorem in question won't apply. If it is, however, of kind 1) create "bullet" with chance X percent2) repeat 1) until chance "no spawn"then it does. # quote
 TNN17 10 years ago "Venom31" said:As far as I understand, the item of kind "bullets" (pebbles, ether, etc.) can spawn in different quantities. If its quantity is set as random number in bar X [A; B] then the theorem in question won't apply. If it is, however, of kind 1) create "bullet" with chance X percent2) repeat 1) until chance "no spawn"then it does.Ahhh, I get you. That won't be coming up this version (bullets will spawn in piles of 50), but this would probably best be handled with a second spawn creature.`Start Health = 20.Weapon Wield condition - Health = 20 - It fires once then stops.1: Set Quantum 1-10 (weapon), Set Health 1-5 (also weapon). Timed - 1ms: IF Quantum = 10 and Health > 1 THEN -2 Health. Drop 1 Bullet Magazine within 0 pixels. Maximum stack 3.Timed - 1ms: IF Quantum < 10 and Quantum > 5 and Health > 1 THEN -1 Health. Drop 1 Bullet Clip within 0 pixels. Maximum stack 5.Timed - 1ms: IF Quantum <5 and Health > 1 THEN -5 Health. Drop 20 Bullets within 0 pixels. Maximum stack 20.Less than 20 bullets wouldn't be worth the effort of spawning but if you wanted to make more pitiful drops, subdivide accordingly.In effect, there's a 10% chance of 100-300 bullets dropping. A 40% chance of 20-100 bullets dropping, and a 50% chance of 20 bullets dropping. I believe (I claim no particular mathematical brilliance) that the overall average number of bullets to come out of this formula as-is = 52 bullets. Fairly close to the standardised block of 50 that happens now.`0.2 is completed and ready for release.Please note in advance that many items remain unimplemented: Grenades, Advanced laser weaponry, Nozzle-based weapons (blowtorch and up), Electrical weaponry, Advanced arrow-types, Solar tech.Plasma weaponry.Launcher.Thermal regulators (there is one in the game for a specific purpose, it doesn't even have a graphic though, so keep your eyes peeled)Warp TechGravity TechForce weaponry.Sonic WeaponryReplication techTurretsShelters and barricadesSnipers and railgunsEnergy swordsImplemented and ready for use:Bows.Laser pistol.Bullet weapons (all).Options MenuHealth It! (Charge it and Eat It are unimplemented and glitched respectively, eating is unimportant enough that I'm not overly bothered about it).Bows and arrows.Battery extension and creationUnique Captain weapons and gear. Ingenue everything.Personal Forcefield, a +5 armour bonus equip.Cooking and arson.Item scannersAccuracy bonuses (there are five dynamic accuracy bonuses, three for the android, two for the human).Android upgrades - not including his cutting torch advances.And last but not least, the pistol reloading system.Oh, and a bunch of bug fixes and under-the-hood scripting that nobody will care about but me.A download link will be put up sometime tomorrow, since I have work and it's almost 3 a.m. now. # quote
 Nocture17 10 years ago Version 0.2 is now ready and can be found here:http://hosting.projectsensible.com/FM-0.2.rarAs ever, please feel free to let me know of any bugs, comments, and of course, requests for 0.3.Known issues:Jiggling the safety switch sometimes causes it to stick and sulk. I believe that one energy weapon gives the wrong safety switch information as well. The sticking, as far as I can tell, appears to be an issue with the dual inventory. Not jiggling it should avoid any problems.Multiple fires cause a bit of a slowdown - I need to check to see if I can optimise that. # quote
 bwansy 10 years ago Looks like I've come back just in time for a new mod! As a long-time fan of the WE mod, I'd love to test it out. The problem is that I get killed by aliens in 30 seconds every time I start a game, so I couldn't get to try any items at all. Perhaps I'm all rusty after leaving for years? XD # quote
 TNN17 10 years ago "bwansy" said:Looks like I've come back just in time for a new mod! As a long-time fan of the WE mod, I'd love to test it out. The problem is that I get killed by aliens in 30 seconds every time I start a game, so I couldn't get to try any items at all. Perhaps I'm all rusty after leaving for years? XDAre you playing as the Captain or the Android? Are you getting unlucky and a reaper's spawning right off? Are you exploring each area completely right away, or moving from area to area picking up any goodies you see?Are you standing and fighting or engaging in a fighting retreat?Are you remembering to press "H" to heal?A few tips:You spawn there and you spawn next to a knife, which should be enough to handle Blues, especially if you get lucky with an early scrap metal and upgrade it. Try and time your hits, melee weapons deal more damage hitting head on precisely than just holding the fire button, and you won't tire yourself out as much.Bear in mind every time an alien swings at you it alerts all other nearby aliens to attack as well. It's potentially better to run from a single alien without fighting it than it is to attack and alert a swarm. I may change this to exclude "small" aliens allowing for safer hunting.You can't escape from Adult Blue or Reaper aliens, back away and try to outpace their damage. Brown aliens will damage you if you try and take them in melee, so avoid them and stick to the small browns until you have a decent weapon.A pebble shotgun works best at knockback, a pistol deals probably the most damage per shot, whilst the laser is perfectly accurate and can start fires. Don't underestimate how useful blades are however.Water works great against aliens - dive into the water with a swarm following you and they'll have to swim after you, letting you knock them back whilst backing away, you'll be able to tear through the more dangerous Big Blues and Reapers with a minimum of pain, and it'll keep you from heatstroke while you're swinging.But yeah, you might also want to practice on Default or W/E for a little bit, I was terrible when I started up back in March, now I can take out full maps with the knife.Edit: Just discovered that mushroom soup is glitched, it doesn't consume itself on use as it should do. If you want to take advantage of that fact, you will have infinite food and water from it. Bear in mind however that it cannot be consumed or broken, I'd suggest against making more than one. # quote
 bwansy 10 years ago Thanks for the advice, Yeah, I have forgotten almost every basic skill but I'm slowly recalling them. I've now acquired the personal armour as well as the claw blade, which are immensely useful. I'm still figuring out what to do with the replicator unit and mac-rail. # quote
 TNN17 10 years ago "bwansy" said:Thanks for the advice, Yeah, I have forgotten almost every basic skill but I'm slowly recalling them. I've now acquired the personal armour as well as the claw blade, which are immensely useful. I'm still figuring out what to do with the replicator unit and mac-rail.Replicator Unit is currently not implemented in this version. There may be a combination or two, but nothing will function.The Mag-Rail has two functions currently - boosting your maximum battery and combining to make batteries - the second one might not be important right now since I included about twenty. Later it will have a more violent, complete combination with something else, but I left that out this version.I recall I included another free weapon in a forest, as well as the game's only guaranteed fuel cell, and there are at least four other locations - one per map - with guaranteed tech items. # quote
 Pete 10 years ago Its been kind of a busy... forever, so I didnt really get around to trying this yet. That, however, will not stop me from giving you a DIRECT ORDER to implement the SHIP GRAVEYARD. # quote
 Nocture17 10 years ago "Pete" said:Its been kind of a busy... forever, so I didnt really get around to trying this yet. That, however, will not stop me from giving you a DIRECT ORDER to implement the SHIP GRAVEYARD.Duly noted, I'll add your orders to the poll I set up when I'm back on my TNN17 account. You'll get two options mind you, I can probably fit two of the "your choice" aspects into the next version in a timely manner. # quote
 Venom31 10 years ago "Nocture17" said:Not much interest in 0.2 I see. I assume people are busy looking over the exciting new Driftmoon developments, or there just aren't enough bugs in this version to get excited about - as if.Testing still in todo list "Nocture17" said: - Psionic, Alien Stowaway, Alien Scavenger, Extropian, Werivar, ...Both male and female aliens were stowaways - maybe have some other name for female? Just a thought.I think I'll try out 0.2 right now to learn more about Finnish laser weaponry. # quote
 TNN17 10 years ago Yeah, I forgot to account for "releasing it on a weekday" as well. I knew I was hoping for too much with the "no bugs" thing.Remember everybody that you're very welcome to cheat and add anything that interests you in the map editor to test it out, I don't expect you to make one of everything fairly in the name of testing.Oh yes! One more thing for your input:Food and Drink - What are your opinions on how fast they decrease/how much food the foodstuffs give you? I want them to be necessary but not murderous in requirements. Same with android energy, I want each character to be able to survive roughly a day without any food at all, but also have it so that you can't just bunker up with "ten small blue aliens" and just take a day off, it's going to be tricky to balance those two, so I'm really interested in your feedback on this.Hm. Seems my previous poll is making the poll glitch.Not to worry, it seems like it's just doubling results over, just pick the right ones and I'll sort it out. # quote
 Venom31 10 years ago So, the first more-than-one-minute test is done, and I'm going to ask... What's that about food? I starved o_O. Once I let the meter fall down below some point (don't recall what exactly) - the alien horde was chasing me, - no food accounted in whatsoever. Also, where's that info screen, or is it not in yet?Also, the water-fighting works, but that looks silly - fighting in the water is really far more tiresome than the one on solid ground. # quote
 TNN17 10 years ago Info screen - Did you press O?Food - That's definitely weird. You say you lost all your food instantly? Or you just couldn't find enough/any food?I never said fighting in water wasn't silly, just practical. Range beats melee, and making it harder for people to move hurts those using melee more.Fire Arrows implemented - they're now one of my favourite weapons. Too bad they don't/can't account for water. # quote
 Venom31 10 years ago "TNN17" said:Info screen - Did you press O?Of course I didn't About food - I couldn't recover it by eating stuff, so eventually, starvation point was hit. Also, for the first time I saw arrrged aliens (AI-constant-attack glitch). # quote
 TNN17 10 years ago It's not so much a glitch as a feature. The aliens gather so much anger from their attacks that they aggro any nearby aliens, who also attack, aggroing more and more until they murder you horribly.If you can get a savefile with your consumption problem repeated on it and host it I'd be interested in taking a look. Worst case, try and get a red, green and blue herb, two cannisters of hot water, and combining everything, then consuming what's left. I know that eating doesn't give huge amounts of food, but I was perfectly able to keep it maxed. # quote
 Kario 10 years ago I'm feel kind of stupid about this question, but do any of you chaps remember how to implement a mod into notrium as i have forgot and am in need of a refresher ops: . # quote
 bwansy 10 years ago I'd like to see a starting area with a "safe house" first, just like in the original one. You don't have to start inside the house, but it would be god to have some shelter until you're strong enough to wander around. It should also have the items to make the most basic of the weapons (most likely the bow?). I remember playing WE when I had to cross multiple alien-infested maps just to get the laser diode or the particle accelerator.As for races, I have a crazy idea of a robotic equivalent of psionic, a small service bot on the shuttle, which has its own unique set of upgradable modules (perhaps by using electricity the way scavenger uses fat?). One of its end-game situations would be transforming itself into a spaceship and leave the planet. # quote
 Kario 10 years ago Thanks!And i simply have to applaud you on these works.they're really very nice just a smidge hard you might want to tone down on the alien spawn at your starting area . # quote
 Venom31 10 years ago Yeah, you have little chances being spawned immediately near reaper XD.I played without saves so it'll take time and effort to reproduce... # quote
 TNN17 10 years ago Updates: Again:The starting area has been transformed into a small lake area. It is, for at least a day after crashing there, the safest region in the game, and a perfect spot for a beginning base, where the surrounding water will help turrets fend off any would-be attackers.Water is now more tiring than before. Now, slogging through waist deep water will actually tire you out, swimming will tire you out more. Deep water will drown you if you're tired enough.Swimming now prevents you from using: Guns, blades, bows, throwing weapons and clubs. Naturally flesh eating murderous aliens and their claws are unaffected.You'll also correctly splash through the water now.Sand is implemented, though currently rare, you'll move slower across sand than across regular terrain.Dirt is implemented, you'll leave footprints in it for a bit longer than grass, and drops will vary slightly on dirt.Grass terrain is becoming more varied, as are the water tiles.Swampy terrain is implemented. I haven't included deadly bogs where you drop into and can't move, constantly losing fatigue and health until you either drown or can feebly punch/swing your way to the shore. If you'd be interested in hazards like this however, let me know, I can always add them to hard-mode.Trees have been implemented. Six types of them. The jungles are looking pretty varied nowadays. There's unfortunately nothing I can do to avoid trees forming on the occassional water tile.Packrats beware - Carrying over your maximum capacity now causes more than just slower movement. Now it will tire you out as well.New item: Hands full? Need light? Why not try strapping your torch to your head? # quote
 Venom31 10 years ago "TNN17" said:The starting area has been transformed into a small lake area. It is, for at least a day after crashing there, the safest region in the game, and a perfect spot for a beginning base, where the surrounding water will help turrets fend off any would-be attackers.So, there will be spawn in the starting area? Alien characters hooray, all others - die! "TNN17" said:You'll also correctly splash through the water now.What's that? # quote
 TNN17 10 years ago "Venom31" said:So, there will be spawn in the starting area? Alien characters hooray, all others - die! .... You do realise that there are aliens in the start area of Default as well, right? Since the spawn is hijacked at the beginning, the only aliens you'll encounter in the area in the beginning 24 hours should be small blue and small brown aliens, so it's actually safer than Default.Also bear in mind that you did not recover health in Default, you shouldn't be dying to small aliens regardless of your skill level."Venom31" said:What's that?Your footsteps will be correctly converted to splashes in the water as you move, just as you leave regular footprints in other terrains.Updates: Graphics for the various container-utilising cookery items have been updated.Update: Stasis Field Emitter has been implemented.Stasis Fields have differences from Default as follows:1: The Emitter itself is an attackable, destroyable entity, responsible for generating the field.2: The Field does not disable all weapons, just those which have an energy based power sources.3: The Emitter is not on the same side as you, nor will any other turrets be (though barricade structures will be). This means you will need to watch your fire around the turrets. Likewise, if they get damaged, you will be able to use your Tools to repair them (an update that will occur tomorrow, it's 3 a.m again).4: Like all Turrets will be able to, the Emitter can be deactivated. This is done with the hotkey Z, which will transmit the deactivation code to the turret (you'll have to be near enough, and sorry - no it won't work on enemy turrets).5: If you deactivate the turret whilst it's undamaged, nothing unusual will happen. If you deactivate it while it's damaged however, then you'll receive a damaged emitter instead of a regular one. Whilst this can still be deployed, it will only have 1 Health. You can combine it with tools to repair it.6: If the emitter dies normally, it will drop a destroyed emitter. This can be salvaged to recover some of the components that initially went into making the emitter, or repaired with a Repair Unit to return it to a functioning, though damaged, state. Naturally it's better to deactivate an emitter than allow it to be destroyed.Simply having tools (and a cutting torch) will improve the success rate, and yield, of your disassembly of broken turrets.This particular lot of coding took me approximately six hours to make it work, and looks as a result: "Okay". Damn invisible code. # quote
 Venom31 10 years ago "TNN17" said:.... You do realise that there are aliens in the start area of Default as well, right? Since the spawn is hijacked at the beginning, the only aliens you'll encounter in the area in the beginning 24 hours should be small blue and small brown aliens, so it's actually safer than Default.Yeah but in Default you could make it safe. I don't believe I'll be able to assemble a decent defense system in 24 in-game hours which pass damn fast if that wasn't changed..."TNN17" said:Your footsteps will be correctly converted to splashes in the water as you move, just as you leave regular footprints in other terrains.This worked for me ever before, hence the question."TNN17" said:3: The Emitter is not on the same side as you, nor will any other turrets be (though barricade structures will be). This means you will need to watch your fire around the turrets. This also means you'll get killed by your own turrets if they are not aware to hold fire when facing you. (@EDIT And I believe they can't know that) (@EDIT2 W/E had the same effect about psionic) (@EDIT3 Which greatly added to his awfulness) # quote
 Pete 10 years ago "Nocture17" said:"Venom31" said:Yeah but in Default you could make it safe. I don't believe I'll be able to assemble a decent defense system in 24 in-game hours which pass damn fast if that wasn't changed...Ahh, I think I see where you're coming from. If you could humour me for a bit; why do you need/make a single location in Default, and what do you do/have there? Anyone else is free to answer this question as well.A stash of the billion and five extra laser diodes, of course. # quote
 Nocture17 10 years ago That's pretty much what I was expecting. You need a place to drop items, you need a place where your turrets and stasis field go, and you need a quiet place to combine.You're pretty much following my thoughts here - there are several differences here that make me hesitant to make easy-exclusion zones.1: FM doesn't need the Stasis Field generator or resources to heal - If you can huddle underneath a tree for a few hours, you'll recover a few points of health.2: As you said, many resources in FM are limitless. Fire is the only resource in the game that's actually harder to come by in FM than it is in Default. 3: Default was easy. All you needed in FM to have a perfect base was: Stasis Field, Laser Turret, Fire. With the ruins you don't even need that. You're looking at ten items tops before you have a home away from home to heal, sit and combine to your heart's content. Even in WE, a super machine gun turret or two could hold off any number of Dire Reapers 'til doomsday. I have fond memories of successful bases situated in the middle of the hive.4: There aren't many long combinations. Off the top of my head the longest I can think of is a 7 or so (well, 9001, but they don't count). Most sit in the 1-5 range, and you will not be carrying around a craft capable of both flight and interstellar travel to make you stare at decreasing numbers for thirty seconds at a time.5: You will, after the laws of probability have their say, be able to fully suppress an area for several hours. This happens naturally with every area; a 1 in 7 chance of a 24 hour item seed that will decrease the number of potential spawns by 1 until it hatches. In late game terms, clearing an area and letting a full ten reseeds to take place has an 80% chance of dropping the spawn available to the area by 1 - effectively the more you kill in a short time limit, the safer the area gets.6: Lastly: How sturdy should a door to a bunch of ruins be? How impenetrable can a ruin with no roof be? Strong enough to hold out fifty Dire Reapers and five battledroids? There's a reason why I'm planning on the shelter being a destructible thing, you're not safe. Everything will eat you if possible, including the Marines. If you want to be safe, you will have to fight to construct that safety yourself or steal someone else's. Unless you're the apex predator, you are prey to something.This aside, the Lake won't be on the same spawn-type as the Jungle, it will count as a plains-location, meaning Blue aliens and Brown Aliens primarily, with slightly different item seed results. You still may enjoy a Dire alien (my proposed calculation gives each seed a 1/125 chance of dropping Dire) when implemented, but that's why you shouldn't sit around in a base you can't defend.You might consider it interesting that Default's Psionic blast explosion didn't damage anyone, it just had a piercing attribute on the basic blast and a flashy particle effect. Uberwaffe presumably thought that the explosion generated on impact would be on the same side as the Psionic. "Venom31" said:Well I guess so. Heck, I'd be happy if one could make turrets IFF correctly, with regard to damage area. But... maybe later in Driftmoon How do you mean "IFF correctly"? In terms of not shooting friends, missing friends when it does shoot, or in terms of "friend is in the way, don't shoot"? Because certainly the first two are easy enough.And fine, hint taken. Light Diodes will become as rare as Particle Accelerators and it's all Pete's fault. Edit: Huh, it just occurred to me. Notrium FM is a total conversion of Notrium.... into itself! *Divides by zero.* # quote
 Pete 10 years ago "Nocture17" said:And fine, hint taken. Light Diodes will become as rare as Particle Accelerators and it's all Pete's fault. NOOOOOOOOO WHAT HAVE I DONE # quote
 Venom31 10 years ago "Nocture17" said:How do you mean "IFF correctly"? In terms of not shooting friends, missing friends when it does shoot, or in terms of "friend is in the way, don't shoot"? Because certainly the first two are easy enough.It's what it says - with regard to damage area. This means that if laser turret shoots the beam which damages everyone on this line, it should be prohibited to it to shoot there if you are on the line, farther than monster or closer - no matter - if you'll get hit. Analogically if fire turret has a wide sector of flame coverage, it should shoot at monsters sideways of you if direct hit will burn you too. I have no idea how one can make that in Notrium, hence the phrase. Other terms are pretty much incomplete to speak about turrets how-you-want-to-make-them-in-real-life.Few hours - few hit points - what a relieving thought Anyway, 1, 2, 3, 4, 5, 6 - must see it fully in one game. I'll make no assumptions beforehand. # quote
 TNN17 10 years ago On top of his misdeeds in ruining Light Diodes for everyone, I believe I'm also going to blame Pete for this one too:Small Reapers are now implemented.These little suckers are harmless enough, unless they see you. If they see you, they'll charge and claw you for 1 damage.Once.They will then switch tactics to "Flee" and run away from you, leaving you potentially bleeding and definitely annoyed.Though unlikely to kill you quickly, if you can't find a way of dealing with these little monsters (one clean hit with any gun, two hits in a row with punches, one or two swipes with a blade....) they will slowly pick you to death.Because hey, not every creature needs to mercilessly fight you to the death.Some just like to watch you bleed.On the bright side, their existence makes adult reapers a lot rarer, though they love to surprise you in the dead of night with ambushes."Venom31" said:Anyway, 1, 2, 3, 4, 5, 6 - must see it fully in one game. I'll make no assumptions beforehand.Believe it or not, I'm very interested in your concerns of difficulty. I believe I've already mentioned I'm trying to balance an intense game with one that's not impossible to beat, so feel free to worry away after each version so I can see how I'm doing.Well, I've added my daily new things, I guess I'll work on blowtorches and flamers now to kill said new things. # quote
 bwansy 10 years ago It's great to see that FM is progressing so quickly. I came here to post some new ideas of mine, only to find out that they have already been implemented, including destructible shelters and fatigue in water. Small reapers are evil! # quote
Forum » Notrium Final Mix - New Version out. 0.31