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Monday, October 22, 2007

Shortest. Game. Ever.

I started off as a Wraith (Witch-King level 1). I took TRANSFORM as my spell, and energized my sole IV chit into PURPLE magic. I figured that along with the VI, I could at the very least, cast this spell on myself, and hope for something good.

I moved one clearing away into the neighboring tile, and failed both of my HIDEs. I got immediately jumped on by two Heavy Flying Dragons. Since casting transform on only one of the dragons would do me no good, I cast it on myself (c'mon Lion or Eagle!!). I turned myself into a frog and was killed in the first round.

Game over.

Sunday, October 21, 2007

Version 0.55 Released

Not a ton of stuff here, but enough to make it worth the download, I think. The TRADE bug is worth it alone, because I know this has caused more than one person grief.

Anyway, here's what's new:

NEW FEATURES:
  • [1013] - Added three layout options to the Window menu, including one that will automatically make your map as big as possible. All three have keyboard shortcuts.
  • Implemented new random number logic:
    • When you load a game, RealmSpeak will restore the random number generator to the state it was when you saved the game.
    • If you do the same actions during the day after a save, the same die rolls will occur
    • No more cheating when you fail that HIDE roll, and reload the game (though I can't stop you from changing your turn around, or adding more HIDE phases!)
    • Here's the best part: when your game crashes right after something amazing happens (roll snake eyes at a treasure site with 1 item), you don't lose the roll, assuming you repeat the same actions!

BUGS/ISSUES:
  • [1056] - Fixed a bug that freezes the game when a previously controlled bat returns to the setup card
  • [1058],[1060] - Fixed a bug in the TRADE action that freezes the game when you have an item in your inventory worth exactly zero for a particular native group.
  • [1054] - Fixed a bug that was failing to draw the blue X on the pony icon for hired leaders.
  • [1050] - Moving out of Toadstool Circle after using SP phase no longer charges you phases retroactively
  • [1077] - Fixed map season icon, so it doesn't occlude chit view.
  • Development-specific Bugs
    • [1062] - Fixed a bug that was wiping out your relationships before doing the addition at 3rd level.
    • [1067] - Knights adjustment optional rule applies to development characters now.
    • [1078] - Newly gained chits are shown immediately in the chit panel now.
    • [1055] - Gaining new chits while WITHERed will update the chits to fatigue appropriately now.
    • [1057] - Gaining new chits with chit effect (like Belt of Strength) in effect is updated appropriately now.
    • Added a new option to allow you to ignore your starting worth for purposes of advancement
    • Added a new option to allow you to gain your normal relationships at 3rd level (note: this was the default in the previous version, but now you need to turn the option on to get it)

Sunday, October 14, 2007

Version 0.54 Released

Attention! This release requires the new resource pack version 0.54.

It's been a long time coming. From day 1, character development has been in RealmSpeak in some form or another. If you've played RealmSpeak at all, you've seen the grayed out radio buttons in the character chooser that indicate selection of other levels. That's because I designed the character data structure to handle development from the start. I realized, however, that there was not much point to development, until the game had matured to a point where it would really matter.

When you start a new game, look under the "Expanding the Realm" tab, and turn on "Development". This will open this ruleset, and allow you to play a real development game. If you are so inclined, turn on "Extended Development", and you will be able to progress onto the higher levels.

One thing that I implemented here that turned out to be pretty cool, is the concept of "Advantage Badges". These badges represent the advantages that your characters get, and act as a visual cue to what you can do. This is important when you are dealing with sub-level characters, and gives you the feeling of leveling up when you earn new badges.


When you get your first look at these things, be kind: I drew all of them by hand. That said, I'm open for improvement in this arena, and will glady entertain any graphics replacements for those I created. Keep in mind, however, I get to be the final judge, and wont promise that any image submissions will be used. If you do want to send one, they must be 32 x 32 pixels, and I would ask that they be GIF (but I can always convert them if need be).

What's not here? I made no attempt to deal with the rules that END a game when you achieve your VPs. No rewards beyond aquiring VPs is built in. For the most part, you are going to want a double-board, and multi-month game to make playing development worth your while. There's also no way to preserve a character from game to game. I imagine that will come someday, but its not there now.

One reason I'm hesitant to release this version, is that I'm sure that the way I've implemented the development rules is going to differ from how some of you are used to. For the most part, it follows the design in the 3rd-edition rules. There's also likely to be a few bugs in the implementation, though I can tell you that I've been playtesting this thing all week, and its pretty solid.

A fairly minor feature that I added is worth mentioning. When I first added seasons/weather, I put an icon on the main character frame, and though it took a lot of space, it looked rather nice. When I collapsed a lot of the functionality onto the character list window, the visibility of this icon went away, hidden in the calendar window. As one playtester pointed out, having the icon clearly visible added a sense of season to the play, and now that its gone, you lose that aspect of it. Well, I decided to add the icon back, but in a different place. Look in the options menu under Map Options, and you'll see a "Show Season Icon" option. Turn this on, and an icon will appear on your map display:

It shows the season, as well as the weather. If you are playing with seasons turned off, then the icon will not harass you.

Well, I can blather on about every detail, or you can just read what's new:

NEW FEATURES:
  • [604] - Character Development
    • You can select a character at less than level 4 ability
      • Fewer chits
      • Fewer spells
      • Fewer VPs
      • Possibily different starting inventory (or none at all!)
      • Different relationships
      • Fewer character advantages

    • Chits are gained with earned VPs
      • If VP assignment is turned off, then VPs earned in any category are credited, otherwise only those assigned categories count, and then only as much as you've assigned!
      • Look on victory point tab to see where you stand, as far as earned VPs, and how many you need to achieve the next chit or level.
      • Development progress bar on main character window gives you an indication of where you are, in terms of points, chits, and levels.

    • New levels bring new advantages (based on 3rd edition rules)
      • 1st advantage at 2nd level, 2nd advantage at 4th
      • Gaining optional advantages is varied (see 3rd ed rules)
      • Relationships are gained at 3rd edition: these are additive, so that if you are using grudges/gratitudes, your existing relationships still modify the ones you are getting.

    • Advantages are represented by a "Badge", shown now above the color magic/curses panel
      • Hover mouse over badge to see text
      • Badges appear as you get them (if using development)
      • Witch's Familiar badge can be clicked on to enable/disable the familiar (this replaces the ugly Familiar button added in v0.52)

    • Extended Development (if you turn the option on) allows development past 4th, with appropriate bonuses:
      • Level 5 = 15 gold
      • Level 6 = Random treasure from any native group
      • Level 7 = 10 Notoriety and 5 Fame
      • Level 8 = Take one horse from any native group
      • Level 9 = Get one BONUS phase every day
      • Level 10 = Get one weapon/armor counter from any native group *OR* record a new spell
      • Level 11 = Tagged as "Immortal", and no further advancement occurs

  • [975] - Right-clicking a clearing on the map, and choosing "Show Clearing Details" will give you lots of information about the contents of the clearing.
  • Added a new option to show the current season/weather icon on the map
  • [987] - New folders for handling seasonal tile graphics. If you are interested in working on new tile graphics, please contact me, and I'll give you more details.
  • [1004] - Character vulnerability is printed on the combat sheet

BUGS/ISSUES:
  • Some Pruitt Monster attributes fixed:
    • [1007] - Tomb Guard F/N is only 6 (not 9)

  • [1024] - Fixed a problem with Great/Light Elf not working.
  • [1022] - Trouble result on Commerce Neutral, will correctly roll on Unfriendly column (not Enemy column!)
  • [1017] - Fixed a bug that prevents hirelings from fighting back, when assigned randomly with Watchful Native rules turned on.
  • [1016] - Restored behavior of Map of Ruins in tiles with Ruins M or Ruins C chits
  • [1020] - Hired Leaders or Controlled Monsters that become unhired (expired term) will "drop" any hireling followers in the clearing.
  • [1026] - Following characters are no longer immune to the effects of frigid weather.
  • [1030] - Fixed a harmless bug generated after you leave the board.
  • [1031] - When you absorb a monster with a weapon/head, you can choose which side to play the weapon/head during combat.
  • Fixed a problem when LOTS of monsters are summoned at once, and you get a really tall narrow window that you can't close.
  • [1019] - Fixed an inventory validation problem when you have a pack horse.
  • [1032] - Tristar enchanted side cave clearings will behave like cave clearings now.
  • [1018] - Fixed a problem that occurs if you are using the Timeless Jewel, and running RealmSpeak with Java 1.6
  • [1038] - Problem with controlling a Wyrm (or any Pruitt Monster)
  • [1036] - Cannot play color chits while between clearings or between tiles anymore
  • [1040] - Fixed a problem that made it impossible to change tactics with Battle Bracelets or Elusive Cloak when you play a double-asterisk chit
  • [1041] - Combat will no longer pause on tactics phase when active character wearing Elusive Cloak is not in the clearing
  • [1042] - For purposes of weather fatigue, being between cave or mountain clearings, is the same as being in a cave or mountain, respectively.

Saturday, October 06, 2007

The Guardian

I'm currently playtesting a version of RealmSpeak that has character development in it, and I have to share this game. Check it out:

---------------------

For years, Tello wanted to be an adventurer, but his faith kept him tied down to his small town, just east of the area known as the Magic Realm. As long as he remained here, he would always just be an Acolyte (Pilgrim, level 1). Though his parents were very proud of his successes with the church, it was never enough to make him happy. That is why he decided to go west.

He knew, as he approached the famed Inn, that he would have to hire help, if he were to survive more than a day. Patting the 10 gold pieces he had in a pouch on his belt, and saying a short prayer, he was confident he would be able to get a swordsman to guide him through the Realm, and reap the rewards that await.

On entering the Inn, however, Tello's confidence waned very quickly. The rough, perhaps even evil, men he saw there were not those that he wanted to have at his side. More than likely, he thought, they would be the first to stab him in the back, and rob him of whatever gold he had. Several Rogues looked at the timid boy standing at the door, and made crude comments about his parentage. Tello turned and walked out without saying a word.

Frustrated at being unable to locate any allies at the Inn, Tello decides to head out on his own. One Rogue, standing on the porch next to a large axe, laughs at his stupidity, knowing that he is certainly going to his death.



The Acolyte, green as the grass he tramples, and perhaps blind as the rocks around him, enters the Deep Woods, a place he has never gone before. The trees close in around him quickly, and the sound of a distant roar sends the poor boy into shivers, and rapidly muttered prayers to the all-god. Coming across the bones of some poor adventurer nearly sends him running back to the Inn, but the face of the laughing Rogue keeps him stalwartly proceeding forward.

After a couple of days of careful movement through the woods, the boy notices a change in the trees around him. The stink of smoke reminds him of an encampment he had heard about somewhere in the Nut Woods, and gives him confidence that he had made it through the Deep Woods. Knowing that the natives may be more of a threat than any monster he may encounter, he decides to turn quickly south, towards the large mountain known only as the Crag.

Creeping into the mountain, the boy knows that he must be very very careful. Reports of a large flying dragon around this area may be myth, but he is not taking any chances. As he finishes a difficult climb, and moves into a large clearing, he realizes he is not alone. With a dodge and a roll, the boy avoids the killing blow of a Heavy Spider, and somehow manages to plant his small ceremonial dagger into one of the large eyes of the overgrown horror (I rolled snake eyes on the fumble!!) Tello manages to pry himself out from under the corpse of the spider, and after another quick prayer, moves on.

The next clearing opens up onto a large cluster of boulders, as big as the Inn, covered in what could only be scratches. Tello shivers to think what may live here, but decides to stick around and search. After a full day, Tello learns who's home he has invaded: the Flying Dragon is no myth, and comes home to roost with some sort of cattle in its claws. Thinking quickly, Tello covers himself in the strange mud (which he knows now is dragon doo), and hides under a rock outcropping. The dragon appears disturbed, but never locates the boy.

Days of frantic searching go by, with no success for Tello, and he begins to think he was in fact killed by the spider, and now wandering aimlessly in purgatory. Then he sees it: a curiously round boulder blocking an opening in a cluster of rocks, apparently placed there by something other than random chance. There is enough room around the side of the boulder for Tello to move, and he discovers the treasure site known as the Hoard!

The first item that Tello finds, is a strange magical belt that grants him strength like he's never known before. With this newfound strength, he is able to work quickly to search the Hoard even further: the Lucky Charm, the Poultice of Health, and then... the Sacred Grail. Tello cannot believe his eyes, but there it sits, casting the entire area in gleaming WHITE magic.

Grabbing the loot, knowing that a Flying Dragon, and strangely, two Giants are prowling outside, Tello is able to sneak away from the Hoard, and move back down to the Nut Woods. After a quick conversation with a local native, Tello learns of a path to the Chapel, where he knows the Grail will be welcomed.



The Realm remains mostly quiet during his trek to the Chapel: Curst Valley, Linden Woods, Cliff (where he has a close encounter with a Demon guarding the Altar), the Borderland and finally the Chapel in the Dark Valley. At first, the Knights question the boy strolling out of the Borderland, but when he tells them of the Grail, they drop to their knees in reverence to God, and quickly bring the boy in for a hot meal.

The Order, as it turns out, was very much looking for this Grail, and rewarded Tello with a Warhorse, and a Greatsword (actually, I sold the grail and some stuff, and then bought these items). The Order also named Tello, formal Guardian of the Chapel, and said he was welcome anytime he returned.

---------------------

This is where the month ended. I'm going to continue this campaign later (gotta go eat dinner), but so far so good. I'm amazed I survived as long as I did, but now I've got a pretty brutal weapon, and a FIGHT T2** chit to boot! (Belt of Strength). Oh, and because I went up a level, I'm now immune to Demons... I'm thinking the Altar is my next target. Wheeeee!

Sunday, September 30, 2007

Version 0.53 Released

Hoo boy. Some interesting new features here, and a couple of necessary bug fixes. It appears that my quick patch didn't really solve the ALERT phase issue discovered in version 0.52, but rather made it a bit weird. That's what I get for doing a "quick fix", and releasing a patch. I can assure you that the bug is fixed in this version, so those of you frustrated with the inability to ALERT your weapons, will find that this is back to normal.

The biggest new feature here, is what I'm calling a "Comprehensive VP Page". If you have ever flipped over to the victory point tab on your character frame, you've seen the bland table that's been there forever. A number of rows and columns, with not so much as a single tooltip or hint to let you know what is going on. I've never liked this interface, because it always leaves people questioning whether or not I'm doing the calculations right.

No more. The new table has more columns, and more breakdown of the numbers that go together to make up your score, as well as colored sections to keep related info together. The best part, is that you can click on any cell in this table, and get a quick picture of how the number is derived, right down to the details of individual treasures you've acquired during the game:



The cell of interest is always bordered in blue, and if other cells are involved in the calculation, you'll see them bordered in green. Having never been a fan of the whole VP endgame built into Magic Realm, this interface actually makes it a bit more interesting. It helps you make decisions about which items you should keep, and which you should sell, and keeps you attuned to the bizarre logic from which your score is derived.

There's another feature I added, that has been requested multiple times. The reason I've put it off for so long, is that I thought it would be an annoying and useless feature. Turns out, after adding it in, I discovered that I rather like it. Take a look in the options menu under "Popup Window Options", and you'll find an option for "Turn End Results". Turn this on, and a window will popup at the end of your turn to let you know which monsters were summoned to your tile. Of course, if there are no monsters summoned, no pop up will show. Try it out!

Ok, here's what's new:

NEW FEATURES:
  • New comprehensive Victory Point page
    • More columns break down the points to more detail
    • Every cell can be highlighted for more information:
      • Calculation of cell broken down into an equation
      • All treasures that make up the highlighted score are shown

  • [989] - Gold Chit dialog now has a "Place Random" button that will place a random chit in a random box, if you don't want to pick one yourself.
  • [1002],[234] - Option to show turn end results. Right now, all this does is show you which monsters are summoned to the tile (if any).
  • [991] - A tweak to the map mouse clicking logic that should yield more reliable map clicks (important when you are plotting your moves)

BUGS/ISSUES:
  • [978] - Enchanted Cards in a cache will show face up now
  • [982] - Fixed a harmless error that is generated when dropping items while using the Timeless Jewel.
  • Some Pruitt Monster attributes fixed:
    • [983] - Fire Drake head has length 14, not 7
    • [984] - Frost Giant RED-side: move speed 5, not 4
    • [985] - Cockatrice length is 3, not 0

  • [981] - Fixed an error that crashes the game when you have an encumbered follower.
  • [992] - Fixed a problem where if you start placing gold chits, and then let the computer finish them off, you can end up with multiple chits being placed per box.
  • [1008] - Fixed a bug that would raise an error when you have the ASHES curse, and you are selling items to natives that offer/demand gold with a negative penalty (ie., OFFER GOLD -5)
  • [980] - Treasure Site Cards will remain visible on the setup card.
  • [1001] - Truly fixed ALERT phase bug - this will work correctly in ALL characters now.
  • [996] - Hired tremendous monsters, when using the remodeled chits option, cannot be flipped during combat anymore.
  • [1000] - When running away, after enchanting the Deep Woods and losing the path, you no longer get a free round of combat.
  • [974] - Native relationship shown when "Buy Drinks?" dialog is displayed.
  • [993] - All Hire/Trade windows (including those when you don't have enough gold) show the offer (ie., Offer - Price x 3)

Saturday, September 22, 2007

Version 0.52.1 Released

Sorry folks, I had to release a patched version because of a nasty bug that was preventing the ALERT phase from working! If you already downloaded version 0.52, you're going to want to download version 0.52.1, which is online now. You might have to hit "refresh" in your browser when you go to the download page to see it.

Here's what I changed:

BUGS/ISSUES:
  • [971] - Fixed ALERT phase (broke this in 0.52)
  • [973] - Fixed a harmless error related to cancelling placement of gold chits

Friday, September 21, 2007

Version 0.52 Released

Every few months or so, I get a new RealmSpeak user that decides to hit the game really hard, and report bugs. I love this, because it's always good to get new eyes on the program, and get a new perspective on the interface. It's also a chance to get someone's honest first impression, which in turn gives me a chance to improve the interface.

Recently, I got a new user (alias Yxklyx) that took this to a whole new level. He began discovering little nits here and there, and decided to report every thing he found that was either wrong, or difficult to use. A large part of his bug reports were simply "It would be cool if" types of requests, and I decided to implement a bunch of them. He also found some pretty gnarly bugs that have gone unnoticed for some time. Did you know that with version 0.51, that if you are between clearings, you can move to any clearing on the board? :-) Of course, this kind of reporting is what keeps RealmSpeak on track to becoming bug-free, and user-friendly.

Yxklyx joins the top ten RealmSpeak reporters of all time:

  • vincegamer - 178 Reports
  • dwfiv - 152 Reports
  • dewkid - 135 Reports
  • Yxklyx - 52 Reports
  • srschacher - 37 Reports
  • gambulator - 36 Reports
  • mcknight - 35 Reports
  • Netzilla - 21 Reports
  • Brightstar - 20 Reports
  • ahiggins - 17 Reports

Of course, bug reporting isn't just about the number of reports. Quite often I'll get somebody who reports a couple of bugs/ideas, and really makes a big difference. Thanks!!

Lots of neat interface enhancements in this one. One of my favorites so far, is the character notebook (a Yxklyx idea). You'll see a new tab on the character frame:


Anytime you discover clues (Peer), learn something from magic sight, or see what the natives have to trade, it will be added to this window. You can even manage your own custom notes!

I redid the spell selector window for spellcasters, so that you can manage your color chits and spell selections at the same time. I know, I know, that just makes too much sense. Heck, you can even see how many slots you have to fill!


One piece that was sorely lacking, was the code that allowed you to place visitor/mission/campaign chits. You know, that clunky thing that forced you to step through three windows, with not even a wink or a smile. Thanks to Yxklyx and vincegamer's suggestions, I compiled the code into a single dialog that has a complete library of information at your fingertips for making the tough decision as to what goes where.


The last new interface improvement I want to point out (you can see all the new changes listed below), is the addition of "Castable Spells" above the character icon in the battle windows. This gives spellcasters a quick look at what they can do, and acts as a reminder to cast spells in the evening.

Ok, it's late and my daughter has an early soccer game tomorrow. Here's what's new:

NEW FEATURES:
  • A bunch of interface improvements:
    • [932] - Treasure Locations show clearing number on Discoveries Tab
    • [927] - Prowling row(s) highlighted on setup card.
    • [930],[942] - Choosing spells and starting chit enchantments now occur at the same time.
    • [933] - Treasure backs on Setup Card show Large/Small, and Spell backs show type.
    • [926] - New option in the options menu, to allow you to visualize clearing numbers on mouseover. This can be very handy when a lot of clearings are covered by chits!
    • [949] - Display game phase (BIRDSONG,DAYLIGHT,EVENING,MIDNIGHT) in the title bar of each character window.
    • [949] - Added current season/weather to title bar on game map window
    • [951] - Added a submenu to the View menu for viewing all 16 of the character cards.
    • [954] - Added some more information to the TRADE PAYMENT window, so you can see the current relationship, and roll result.
    • [956] - Character Spy window (the one you get when you double-click a character row in the upper left window) includes following hirelings, and active curses
    • [941] - All castable spells are visible on the spellcasters combat sheet during combat (but only for the owning player!)
    • [935] - You can drop active inventory now (no need to deactivate first), unless of course the item cannot be deactivated (ie., potions)
    • [934] - Fame/Notoriety value of inventory has been added to the detail view.
    • [957] - You can view the price lists from the VIEW menu now.
    • [879],[931],[937] - Character notebook tracks information you learn throughout the game:
      • Clues (local or remote)
      • Perceive Spell
      • "I Wish for a Vision"
      • Native & Visitor Treasures/Spells
      • Custom notes can be added to your notebook by clicking a button

    • [962] - The Witch has a new button that will enable her to turn her familiar ON or OFF. This is useful in long games, where the familiar becomes fairly useless.
    • [928] - Right-clicking on the treasure setup card will enable you to view the back sides of all the counters
    • Horses, Clubs, and Dragon Heads (if any) are now shown in the popup window on the treasure setup card.
    • [929] - Revamped the gold chit (mission/campaign/visitor) placement dialog to include lots of relevant information
      • Relationships for visitors
      • Relationships for natives in the respective boxes
      • Mission/Campaign stats are shown
      • Visitor's stores (treasures, spell types) are shown
      • Types of spells (if any) that your character can learn
      • Chits that have already been placed

  • [692] - By clicking the pony icon in the phase window, you can now lock the pony extra move, and use regular moves. This will enable non-pony-mounted followers to stay with you as their guide. Pony-locked moves are represented by "M!" instead of "M".

BUGS/ISSUES:
  • [917] - Monster die is red again
  • [925] - Casting a spell while hidden, no longer causes your hidden hirelings to be unhidden.
  • [913] - Fixed a problem where the Swordsman was not getting one die on rolls on the Commerce table.
  • [921] - Fixed the Warlock's special pricing to comply with 3rd edition rules, which really is a reflection of 2nd edition rules + The General's Errata.
  • [918] - Fixed the representation of ownership on Native Horses from extra boards.
  • [920] - Option to abandon Dragon Essence (and other enchanted treasures) before energizing permanent spells.
  • [902] - Boons taken by hiring are now treated the same as those taken by buying goods.
  • [899],[924] - Fixed a bug that would crash the game on loading a save game where a player is between tiles. Fix should also address other issues where RealmSpeak is trying to determine the location of a clearing before the map has been drawn for the first time.
  • [915] - Fixed a bug that would crash a multi-player game, when more than one player is in a dwelling at the same time, and needs to buy drinks. I think this same bug is responsible for other in-combat crashes, so I believe you will find it to be a lot more stable.
  • [908] - No longer able to make a controlled T Monster RED-side-up by simply flipping it in the Luring stage.
  • [869] - When all hirelings are held by Red-side-up monsters at once, and the character is absent/hidden, random assignment no longer locks up the game.
  • [960] - Balrog (Pruitt's Monster Set) is now armored, as it should be.
  • [914] - ALERT phase can be used to turn weapon counter EITHER-side up.
  • [954] - No longer able to close BUY window by pressing the RED-X (close button). This complies with 3rd ed rule 7.6.5.
  • [963] - Fixed a game crash that would occur when a hired leader or controlled monster created a new CACHE.
  • [959] - Fixed a problem with how the third H Spider returns to the setup card in the Pruitt's monster option. Also fixed a similar problem with the Minotaurs.
  • [947] - Getting blocked during the day no longer affects whether you can do day-end trades, or not.
  • [964] - Map of Lost Ruins, and Map of Lost Castle no longer tied to specific board in a multi-board game (I could have sworn that was in the rules, but alas it is not!)
  • [966] - Frigid Air will no longer cause fatigue when you cancel an action.
  • [953] - Trade window shouldn't hide behind the main frame anymore.
  • Fixed a problem in the battle builder, where characters were not getting the default starting native relationships.
  • [935] - Enchanted cards are always active inventory now.
  • [922] - Transforming into a Mist will prevent your own underlings from following now (they are left in the last clearing where you were solid).
  • [965] - Enchanted cards acquired from Remains of Thief will properly radiate magic.
  • [874] - Flying away from combat properly drops horses, if applicable.
  • [944] - Underlings are left behind when flying, if applicable.
  • [903] - Hired Leaders no longer keep the FAME for themselves when selling items with a FAME value.
  • [943] - Controlled Monsters will drop all inventory in the clearing when the spell ends, instead of moving it to the SETUP card.
  • [901] - Campaign/Mission Chits can no longer be sold.
  • [895] - Enchanted cards will now remain face up on the treasure setup card.
  • [418] - Spellcasters limited to a maximum of 14 spells at any time. Added an option in the house rules tab, to disable this limit.
  • [872] - When casting POP as a Demon, you now appropriately get credit for multiple kills with Terror result.
  • [968] - Orc Archers will properly use the MISSILE table now.
  • [955] - You can enter the mountains in Easter with a Pony now, when you only have 2 phases.
  • [970] - Can no longer move from between clearings to any clearing on the map (ouch!)
  • [722],[969] - Fixed a serious bug that crashes the game if you end up between tiles after flying away, and then stay there for a day (intentionally or unintentionally)

Wednesday, September 05, 2007

Version 0.51 Released

Well, I'm slowly recovering from my hard drive loss, so I don't really have much to say about this release. Here's what's new:

NEW FEATURES:
  • [896] - Added the clearing color magic to the mouseover display
  • [883] - A new option in the option menu allows you to display monster numbers on the monster chits, where there is more than one kind of monster. This is helpful (for example) when you need to identify which Bat is which.

BUGS/ISSUES:
  • [877] - Expansion tile Lake is properly distinguished from Ledges now.
  • [892] - Woodsgirl no longer gains ONE DIE advantage when in a clearing with her own cache.
  • [878] - Accidentally allowing characters to choose Visitor/Mission chits, and then changing your mind, will no longer leave the Choose button active.
  • Fixed a couple of problems with the Pruitt's Monsters option:
    • [873] - Game crashes when also using the expansion tiles
    • [898] - Game crashes when starting the Witch King with the ghosts

  • [887] - Denizens returning to the setup card will correctly have all bewitching spells canceled
  • [897] - Mandatory "Gold" special action buttons (Assign VPs, Energize Spell, etc.) have been fixed.
  • [885] - Using Power Gauntlets with Battle Bracelets no longer prevents changing your attack.
  • [888] - Moved "Unassigned Hirelings" warning to the SEND button, so it doesn't harass Timeless Jewel users.
  • [871] - Fixed a problem where RealmSpeak wouldn't allow you to pick up FOOD/ALE if your FAME was negative, even though FOOD/ALE only charges Notoriety.
  • [886] - Inert spells (ie., Transform) that are nullified by Melt-into-Mist, will no longer energize when Melt-into-Mist goes Inert.
  • [884] - The T Dragon from the Transform spell is now armored, as it should be.
  • [876] - World Fades no longer allows you to hide during combat, when you also have the SQUEAK curse.

Friday, August 31, 2007

Fried Computer

Last Monday, my wife turned on my computer, and after running for about 10 minutes, it shut itself down, along with a slight electrical smell. Not good. I asked her to unplug it, and it was a good thing: the plug was really hot, and might have even caused a fire if left alone.

Since I purchased the computer from one of those computer building shops, and I had a 5-year labor warranty on it (at least that's what I thought before they charged me $110 for labor - still not convinced I didn't just get robbed), I decided to let them replace the power supply, and get this thing back up and running. At least that's all I figured it would need.

As it turns out, not only did the power supply burn up, it took the motherboard, and my primary hard drive with it. According to the guys that fixed the computer, the hard drive spins, but just isn't recognized as a peripheral by the computer BIOS, so there's no way to get at the data. No cheap way, that is.

The good news, is that I ALWAYS make a backup of my code, and carry it around on a USB stick, and occasionally (2-3 months) make a backup of my repository to a CD. Though my last backup of the code repository is way back in May, I have the most current code safe and sound in three different places now (I made a bunch of copies after the incident). I'll lose a bunch of "checkin" history, but the end result is safe, and that's good enough for me.

I did lose a number of other things: a couple months worth of digital pictures, documents, a number of e-books, and who knows what else. I guess I'll just have to say goodbye to those things. I am considering buying a SATA external drive enclosure, and see if I can get at the data at all, but I'm not really holding up much hope for that.

Did I learn any lessons? Despite never having lost a hard drive in my 25+ years of computing, it can still happen, and there is no excuse for not having a good backup strategy. Granted, it could have been worse (I would have cried for weeks, if anything happened to RealmSpeak), but it could have been better.

I'm looking into some real backup software for the first time in about 5 years, because my strategy of "oh, I guess I'll burn some files to a CD now cuz it would suck to lose them" just isn't sufficient. A friend of mine recommended Dantz Retrospect, but if any of you PC users out there have any suggestions, I'm all ears.

I do have a new version of RealmSpeak nearly ready, so I may get that online pretty soon. It really depends on how long it takes me to get the fixed computer back up to a point where I'm able to build and upload the software. Of course, when that happens, you'll see it here first!

Sunday, August 19, 2007

Backtranslating RealmSpeak

A couple of months back, I got an e-mail from a RealmSpeak user (Jorge) who was stuck using a Mac with an old version of OS-X. Apparently this version (10.3) did not support Java 1.5, and so he was unable play the latest version of RealmSpeak. He suggested to me that I look into an open source project called Retrotranslator, that allows you to take a Java 1.5 compiled project, and backtranslate it to Java 1.4, without doing any coding. I tried it, and it actually works!

If any of you are in the same boat as my friend Jorge, then I recommend you look at the new RealmSpeak Tools Page (someday I hope to add more here). There you'll find a link to a page that gives you instructions on how to process the latest RealmSpeak.jar into Java 1.4 compliant code. Though I strongly recommend you use the latest Java available, this will get you going if you can't.

Some of you will ask: "Why don't you simply provide both versions?" The primary reason, is that the need is going to be fairly low, and I really don't have any interest in maintaining two files instead of one. However, if you are one of the people that need the conversion, it will be as simple as running a translation script.

Hope this helps!

Tuesday, July 17, 2007

On Vacation Next Week

I'm going to be on vacation next week, so no updates or RealmSpeak bug acknowledgements for awhile. If you find a bug, just add it to the tracker, and I'll get to it when I return.

Later!

Update 7/31/2007: I'm back! I'll get to issues again in the next couple of days.

Friday, July 13, 2007

Version 0.50 Released

Only have a couple of nights work in this one, but its got some nice new features. First off, is the ability to build a board using a mix of the expansion tiles. I'm not going to go into great detail, but the jist is that the regular tiles are randomly mixed with the expansion tiles to allow some variability. Of course, this is an optional feature, so if you don't want to mess with it, don't.


I added a new option in the Options menu that will allow you to change the look and feel. By default, you are using what is called the "System" look and feel, but this has caused some problems for my Solaris 10 user (users?). The new option lets you switch to the "Cross-Platform" look and feel, which is supposedly more robust on these machines. I'm hoping this will enable him to get around the conflict he has encountered, and actually be able to play this game again.

Still no progress on Treachery, but I think that is my next area of focus.

Anyway, here's what's new:

NEW FEATURES:
  • [440] - Added a new option (Option Menu) to allow you to switch the look and feel to "Cross-Platform". Hopefully, this will resolve the strange graphics problems on Solaris machines.
  • Hidden Enemy status shown in character spy window (the one you get when you double-click a character in the character list window)
  • Backspace button allows you to "unsend" your recorded turn, in case you change your mind before the other players have finished recording.
  • Option to include a random mix of expansion tiles
    • Ambush always starts enchanted side up, to facilitate placement
    • Paths/Passages attached to tile edges work like one-way gates. For example:
      • Tile A Clearing 1 connects to the north edge of the tile via normal road
      • Tile B Clearing 5 connects to the south edge of the tile via hidden path
      • You can move from A1 to B5 without knowing the path
      • You must discover the path to move from B5 back to A1
      • There are only two tiles where this matters: Dark Forest and Pinnacle

    • Chasm logic is not implemented (normally prevents woodswalking across chasm)
    • Volcano logic IS implemented:
      • Red-clearings cause daily fatigue
      • Orange-clearings cause daily wounds
      • White-clearings cause daily serious wounds (1d6 wounds)
      • Hirelings are NOT affected by any of these (I agree that doesn't make sense), but for now, that's how it is

    • If you do a multi-board, you will not necessarily end up with two of every tile, but you will still have:
      • 5 "Mountain" tiles for every board
      • 5 "Caves" tiles for every board
      • 5 "Valley/Swamp" tiles for every board
      • 5 Woods tiles for every board

    • NONE of the rest of the expansion (spells, treasures) is implemented: this is just an inclusion of the new tiles
    • If you don't like this ruleset, then don't play with this option turned on

BUGS/ISSUES:
  • Fixed a problem where recording a turn, and then saving the game would create a situation that made loading the game impossible
  • Clearing plot (the yellow line that shows which clearings you are planning on moving to) is updated when different characters are selected in the character list. This is only applicable if you have multiple characters, and are plotting their turns simultaneously.
  • [867] - Changed the threading logic on a major piece of the program that I'm hoping will eliminate the possibility of a deadlock on Solaris 10 running Java 1.6.
  • [821] - Fixed a strange bug that would occasionally crash the game on a double-board.
  • Fixed a graphics anomoly that was appearing on triple/quad boards
  • Added an optimization to the map building code that has a noticable speed improvement in the auto-builds of multi-boards.
  • [729] - Shielded Lantern, when activated in a cave with the Timeless Jewel, will properly allow you to take a bonus phase.

Thursday, July 12, 2007

Dwarven God

Just thought I'd share. I played a game with the Dwarf last night. I used the Productive Dwarf rules, which allows the Dwarf to get the same number of phases as anyone else, but must pay an extra MOVE for every non-cave clearing. This appropriately punishes the Dwarf for having short legs, but does not penalize his ability to do non-move things, like resting, and searching. I did notice that there is a problem with getting the Dwarf to move from a Cave clearing, and into a Mountain clearing: since you only get 2 basic phases for being in a cave, and the Mountain costs 3 to enter, he's stuck. The only workaround is to run from the cave clearing during combat, so that he's outside during Birdsong, but that ends up costing two days to do, and really hurts the Dwarf speed. Another workaround is to simply have the Dwarf follow another character, but that doesn't help in a solo game...

ANYWAY, I got distracted. The reason I'm posting, is the amazing luck I had with this little guy. He had just finished killing a Bat and two heavy trolls (love that Duck T3!!), when he discovered the Vault. He opened it, and immediately scored the Garb of Speed. This thing is a sweet treasure to have when you are a heavy fighter like the Dwarf. If you don't remember:

    ** = Speed 3
    * = Speed 4
    - = Speed 5

The conversion of his chits is phenominal:
Move H6 => Move H5
Fight H6 => Fight H5
Duck T3* => Duck T4*
Fight H5* => Fight H4*
Move H5* => Move H4*
Move T6* => Move T4*
Fight T6* => Fight T4*
Fight H4** => Fight H3**
Fight H4** => Fight H3**
Move T5** => Move T3**
Fight T5** => Fight T3**
Fight T5** => Fight T3**

The only chit that suffers, is the Duck T3* chit, which loses a point of speed, but all in all this is a pretty nice setup. The Dwarf ends up with 2 Fight T3** chits, which can just about undercut anything on his sheet, and he has plenty of asterisks to fatigue, especially since he doesn't really need the Fight H3** chits.

A bit more searching in the Vault yielded a couple more amazing treasures: Battle Bracelets (replace Fight over 4), and the Golden Arm Band (M armor vs Swing). Since the last two treasures of the Vault were now a bit too hard to aquire, the Dwarf moved onto the caves, where he found the Pool. After dispatching a Tremendous Troll, another Bat, and couple of Flying Heavy Dragons, the Dwarf went to work looting the Pool.

Feeling rather powerful already, the Dwarf made a rash decision to skip hiding, and simply do two loot actions in the Pool The first two treasures he found were the Power Boots (an asterisk free Move H4), and the Elusive Cloak (replace Move over 4). Laughing with all the power I had in my hands, I noticed for the first time the monster die roll: I had rolled a 3. The Octopus was coming out, along with 6 axe goblins……. and I’m unhidden.

Not giving up, I put the Octopus in the first red box, and then divided the goblins between the other two. I targeted the Octopus with a Fight T4* (unalerted axe, of course), and played the Power Boots as my maneuver. The Octopus lined up, and died right away, but the other two boxes changed tactics. Now I’m looking at some particularly nasty goblins. Rounds 2 and 3 brought down two of the angry goblins (thank you Fight T3**), but also demolished the last bit of armor the Dwarf had. Round 4 delivered enough wounds to leave the Dwarf in a very broken state, and despite a hard fought combat, left him dead in round 5. Dang it!

I probably could have played that better. Getting slaughtered in the caves by a bunch of Goblins was NOT how I wanted to go, but at least I got to play with some neat treasures.

Monday, July 09, 2007

Version 0.49 Released

Needs New Resource Pack v0.49!

Another big batch of bugs and features to get out to you guys. I'm seeing the light at the end of the tunnel, and its inspired me to work even harder on this stuff! I've very nearly cleared out all the issues on the bug tracker for RealmSpeak, and that's pretty darned nice. Granted, there's still a number of bugs that crash the game that I've never been able to nail down, but I think that a lot of the stability I've been building into the code lately, will make those bugs more and more rare.

Big new thing in this version, is a feature that's been needed since day one: character blocking. Yes, at long last, you can block your buddies, and block monsters to your hearts content. Simply turn on the blocking feature for each of your characters, and other characters will require approval to pass through your clearing. Unless, of course, they are hidden, and you haven't found hidden enemies. I added a couple of new icons to the character frame to account for BLOCKED status, and whether or not you've found hidden enemies.

The other big thing in this release, is the ability to do trades/rearrangement after combat, but before the new day. Look for the "Day End Trades" checkbox on your character frame to enable this feature. Turn it on, and you'll have an opportunity every evening to trade amongst your characters, and/or rearrange your belongings.

Most of the rest of this release, is really just fixing bugs. Here's what's new:

NEW FEATURES:
  • [75],[313] - Characters can block other characters now
    • Each character has a "BLOCK ON/OFF" button on their frame
    • When this button is active, all characters passing through your clearing must get approval before continuing with their turn
    • If you are the blocking character, a "Block Now!" button will appear that will allow you to determine whether or not to block.
    • Once approval has been given, the only way to reset, is to turn the button off, and then on again
    • Midnight resets all block buttons
    • You cannot block hidden characters, unless you have found hidden enemies that day

  • [313] - Characters can block monsters now
    • Activate the "BLOCK ON" button when moving through clearings with monsters
    • If there are monsters to block, a "Block Now!" button will appear
    • Pressing the button gives you an opportunity to block the monsters in your clearing

  • New icons in character frame
    • Block icon shows if you've been blocked
    • Hidden Enemies icon shows if you've found hidden enemies - mouse over to see who, if you found enemies using magic sight


  • Battle Builder has new option to specify whether the character has "Found Hidden Enemies" or not
  • [552] - New "Day End Trades" checkbox on every character frame, allows players to do trades/rearrangements once combat has ended (but before MIDNIGHT)
  • [618] - Missions are affected by season now (if you are playing seasons).

BUGS/ISSUES:
  • [854] - Using a color chit during the actions phase will no longer disable the run button.
  • Daily Combat button state will be remembered when you save/load a game.
  • [360],[406] - Added a "flip" hotspot to the luring stage for hirelings, to allow the owner to choose their initial side.
  • [557] - When doing random assignment, you can no longer add monsters to natives with a Red-side-up T Monster on their sheet.
  • [861] - Trading the belt of strength while activated no longer leaves your chits in the enhanced state.
  • [855] - Fixed a bug that sometimes prevented you from flying away after transforming.
  • [508] - When you have multiple inert absorb essence spells, you will get to choose which one becomes active when you are in the presence of a permanent color source.
  • [814] - The strength of the transmorph spells are now considered when dealing with conflicts (ie., Absorb Essence cannot overpower Transform)
  • [753] - "Wish You Were Elsewhere" will properly cancel combat targets on the wished victim.
  • [619] - Map of Lost Castle and Lost City no longer give you the bonus BEFORE the chits are discovered.
  • [862] - Problem with Discover Chits in a tile with Lost Castle or Lost City before chit reveal, is fixed.
  • When you are energizing an inert Transform, or just looking at the spell info, you can now see the target animal (Dragon, Lion, Eagle, Squirrel, Frog, or Bird) that it will turn you into.
  • [863] - The "End Game" menu item now reads "Exit Game" to distinguish it from the END game button, which does an entirely different thing.
  • [774] - Hired Leaders that find hidden enemies during the day can be deployed to hidden targets during combat now.
  • Charging a hidden character now requires that you find hidden enemies.
  • Switched the wording and logic on the "Decline Opportunity" dialog, so that it doesn't require a voting mentality to figure out which way to go.
  • [796] - Fixed a nasty bug that would crash combat anytime an unhired native HQ was killed, and grudges/gratitudes is in play.
  • [793] - Denizens transformed into mist become unassigned, and cannot be randomly assigned, lured, or deployed against.
  • [858] - Fixed the mission logic for multiple boards.
  • Fixed a issue that was causing missions/campaign from BOTH boards to be summoned
  • [829] - Fixed cross-board specials
    • Lost Keys match to Vault and Chest from same board
    • Maps of Lost City/Castle match chits from same board

  • Pressing END game does some additional work:
    • [799] - All Missions/Campaigns that are underway are expired, and the owning characters punished appropriately.
    • [537] - All spells (of every type) are cancelled.

  • [624],[818] - Treasure setup card improvements:
    • Visitors are all available in the sidebar
    • All cache's appear on the sidebar
    • If the cache belongs to you, you can see all the treasures face up.

  • [669] - When buying items that are worth less than zero from a native group (commerce rules), they will give you the difference in gold to take it off their hands.
  • [806] - Witch's familiar can follow the witch when she flies
  • [729] - Shielded Lantern, when activated in a cave with the Timeless Jewel, will properly show a bonus phase in the display.
  • [521] - Native horses no longer grant an extra move in the caves.
  • [866] - Positioning stage is enabled every round of combat (used to only show when there was somebody targeted). This will enable the strategy of extending combat while hidden, by playing two asterisks during this stage.
  • [792] - Followers that get blocked, can still finish the follow activities.
  • "Find Hidden Enemies and Paths" Peer result was NOT setting the hidden enemies flag (Only "Find Hidden Enemies" was).


What's next you ask? Think "Treachery"... :-)

Friday, June 29, 2007

Version 0.48 Released

The first thing you'll notice about this release, is the large number of bug fixes. I wanted to knock the bug tracker issues down to a manageable level, focusing on some of the oldest bugs. Some of you may remember posting these issues more than (gasp) a year ago! I apologize for taking so long to get to them, but that's just how things go when you are a single programmer.

I redid the character list window interface a little bit. You'll notice the change immediately with the presence of a lot of new little buttons. Don't worry, the log button is still in the same place (I took some heat for moving that one last time). Mostly this affects the host, but if you only play solitaire anyway, this is you. I'm not going to explain them in great detail here, because I think you'll figure them out quickly enough. If my icons leave you baffled, hold your mouse cursor over the button for a couple of seconds, and and explanation should appear.



During my last online game, one player suggested that there be a popup calendar, so that he could plan for a certain type of color. This is especially true with Seasons in play, because the 7th day color changes every month. The calendar button on the character list window (3rd button in from the left, in the image above) replaces the season icon that used to adorn the individual character windows. I think you'll like the change.



Lots of other nice goodies to talk about here, but I gotta get my act together for a game starting at 9:00 pm tonight. Just take a look at what's new:

NEW FEATURES:
  • [133] - Riding Horses Optional rule implemented
  • [134],[135] - Horses in combat, Optional rules implemented
  • [136] - Penetrating Armor Optional rules implemented
  • [844] - New Calendar window (thanks Dave S for the great idea!)
    • Shows the current day from the perspective of an entire month
    • Shows all the 7th day colors
    • Season (if any) and weather (if any) are shown, and a detail button allows access to more information about the displayed month.
    • Some notes on specific days to identify when:
      • Weather changes
      • Denizens reset

    • If playing with seasons, you can step through the months to see what is coming
    • Since this button is on the character list window, you can check the season (when using random seasons) before picking a character

  • Iconized the buttons on the character list control for easier layout
  • Many Modal Dialogs converted to Frames (will reduce the likelihood of a game freeze due to a locked window state)
    • Treasure Setup Card View
    • Character Card View
    • [852] - Transform and Weather dialogs
    • Any of the "VIEW TABLES"
    • View Remodeled Counters
    • Memory window
    • About window
    • View Hall of Fame

  • Experimental feature in combat frame to "Lock" the Next button
    • Allows you to lock any of your own characters out of combat
    • This feature can only be activated if the "End" button is enabled (ie., there are no angry denizens in your clearing)
    • Spellcasters don't have to wait for other players to press next
    • Pressing END only confirms with the non-locked characters
    • Currently, there is no way to undo the lock for a given combat, so don't activate it unless you really want out
    • Use this as a convenience, not as a way out of trouble! If there are hostile characters in the clearing, locking your next button is the surest way to die.
    • Cannot lock ALL characters. The last character must either play the combat through, or press END.

  • [633] - New House rule must be turned on for results of looting and reading runes to appear in the log (which is visible to all players)
    • If it is turned off (default), the log simply shows "Found Treasure" or "Learned a Spell".
    • Enchanted cards, sites, the Mouldy Skeleton and Remains of Thief are always revealed, as per the rules.

  • [633] - Double-clicking on a character in the list will now bring up a display that allows you to spy on:
    • Character Card
    • Fame/Notoriety
    • Current state of chits
    • Activated Inventory
    • Current relationships

BUGS/ISSUES:
  • [836] - Fixed an issue with double prowling (from Solitaire rules)
  • [835] - Don't show the "Decline Opportunity" dialog when simply rolling for native block/battle in the Evening.
  • [765] - Fixed a harmless warning message, when a flying character follows another character.
  • [756] - Fixed a rare bug that happens with Watchful Natives, and the Wish I Was Elsewhere result
  • [840] - Fixed another Absorb Essence problem, that was allowing controlled denizens from continuing to battle an absorbed monster
  • Combat log is now cleared between battle simulations
  • [838] - Fixed another harmless bug, that happens when you exit the map, and press the Reveal All button.
  • Fixed a problem with Premonition spell lasting beyond its expiration
  • Shuffled some spell activation to the host, where they are less likely to crash the game.
  • [842] - Fixed a problem with weather fatigue and the Witch's familiar
  • Better reporting of fumble logic and meeting rolls in the log
  • Bunch of Wish You Were Elsewhere result fixes:
    • [755] - can no longer select a horse in the clearing
    • [851] - no longer carries all following hirelings with you
    • [849] - no longer includes yourself in the possible choices
    • [850] - hirelings which teleport to dwellings on the board, will not become unhired

  • [805] - Swordsman (or Premonition spell) will no longer allow you to take a turn between the Witch and her familiar.
  • [771] - Killing the last Giant Bat in the same round you take control of it no longer ties up your spell (and chit) for the following day.
  • [290] - Hirelings and Red-Side Monster combat issues fixed
    • [847] - Deploying a native to a RED-side T Monster on another native sheet, causes the T Monster to move to its own sheet
    • [848] - Natives attacking a RED-side T Monster, that aren't its target, will disengage properly now.
    • [557] - Natives deploying to a RED-side T Monster on another native sheet that also has randomly assigned monsters will work correctly now.
    • Hirelings locked in combat with a RED-side T Monster can no longer deploy to another monster

  • [846] - Monsters moving to a clearing will properly block ALL the unhidden characters, not just the first one.
  • [845] - Native relationships are handled properly now for multiple boards
    • Soldiers B are a completely different group than Soldiers A for purposes of affecting relationships
    • Missions from Board B affect only natives from Board B, and so on.

  • [644] - Characters that restart will get a fresh slate with the natives.
  • [416] - When you fly to a tile, and record a non-fly action, the character token is moved to the clearing immediately so you can decide what to do.
  • [462] - If you transform after recording phases gained by activated treasure items, those items will no longer be automatically activated, and the phases will be cancelled.
  • [689] - Activated items that become inactivated due to a transmorphing spell, will return to active state when the spell goes inert.
  • Character option panel shows the full name of the character, including board identifier (B,C,D)
  • Natives with Board Identifier properly show # now. (Was showing RB for all, instead of RHQ, R1, R2, R3, etc)
  • Non-hostile attack spell placement is no longer invisible to the other players

Tuesday, June 19, 2007

Luring versus Deployment

Magic Realm is a game that is both very complicated to learn, and very rich in detail. The strategies we use to get the best score vary from character to character, and often from game to game. You never know where you'll find the next treasure site, or if it will be in a cave or a mountain. You can't be sure that you'll ever encounter the tremendous flying dragon, or find the motherlode of goodies in the Hoard. If you are lucky enough to find one of the magic swords, you can change your course in the game from being a lowly peasant, to being the king of the realm, but then only if you know how to wield it in combat.

That's what it all comes down to: combat in the realm. If you don't know how to handle yourself when besieged by monsters, you will die before you even make it through the week. If you are smart and/or lucky enough to have hirelings, you may be able to survive even longer, especially if you know how to use them. In a recent discussion on the Magic Realm mail group (see http://wolff.to/mr/ for joining information), the strategy behind luring and deploying was dissected, and I thought it would be worth bringing forth here.

The luring stage comes before the deploy stage, and the end result is similar: your hireling is battling a monster on a separate combat sheet. What really differentiates these two actions, is what happens during battle resolution. A hireling that lures a denizen, gets to choose its side and position and will not be affected by random placement or changing tactics. This can be very important if your hireling has a definite power attack on one side. The most dramatic example of this is an archer, who has no attack on one side, and a speed 1 attack on the other. If you lure with an archer, you are guaranteed to at least undercut the lured opponent, and score a hit. If you deploy an archer, you lose that control, and the archer even has a chance to "change tactics" (ie., flip) and become virtually worthless for one round of combat.

Why then would you ever deploy? Where luring only allows a hireling to bring one denizen onto his sheet, deploying enables you to pile your hirelings onto a denizen's sheet, and better your chances of getting the kill. It's true that you cannot guarantee where they will end up during battle resolution, or even which side they will be on, but the numbers are in your favor. Remember that when you deploy, the LAST attacker on the denizen sheet, is the TARGET of that denizen.

If you are playing by yourself, this enables you great control over how the hirelings will lay out on the sheet, and lets you choose which hapless hireling will be the target. However, playing with multiple people can definitely mess things up a bit. You might lure with your archer, assuring a kill, but then lose the advantage when another player deploys his hireling assassin to your target. What happens in this case? The target moves to its own sheet, with the assassin as the first attacker. The luring archer is now added as the second attacker, and the target of the denizen. Not only is your archer a target of the original lured denizen, but his position and tactics are randomized, limiting its effectiveness! (Thanks Vincent for pointing this out!)

If you are confused about the comings and goings of luring and deployment, this example (provided by Vincent on the discussion group) does a good job of bringing it all together:

  • A lures monster
    • Monster moves to A's sheet, A is the defender.

  • B is deployed against monster
    • Monster moves to its own sheet with B as the target
    • A is now alone, so A moves to Monster's sheet
    • Monster switches to targeting A since A was the last to enter his sheet.

  • C is deployed against monster
    • Monster targets C since C was the last to enter his sheet.


In summary, lure when you want to have control over your hireling, deploy when you want multiple attackers against a single denizen. When playing with others, watch out for luring/deployment combinations that might change your battle plans.

Update - I just got this note from Steve M:
But there is another obvious reason to deploy rather than lure. You can only lure unhired denizens. If you want to attack a character or another hired denizen with your hired Rogue, you've got to deploy!

Sunday, June 17, 2007

Friday's Game

I promised I would get a report online, to let you know how version 0.47 worked for us, but then I got sidetracked with a lot of other things this weekend.

We started at about 9:00pm, and selected a double-board, with player build option turned on. We also had random starting season, and weather active. With three of us placing 40 tiles, it took somewhere in the neighborhood of 20 minutes to setup the board, but it was worth it. We ended up with a board that concentrated treasure tiles in the middle, and woods/valleys around the border. I did end up with a bunch of errors going into the log, but they were harmless, as they didn't affect the process at all.

I saved the game immediately (in case something crashed), and then we began choosing characters. I always press "Random Character", because it keeps me from playing the same thing every game. I got the White Knight, and I realized that I hadn't played this character in a very long time. I selected Make Whole as my spell, and started at the Inn, knowing that's where I'd find my friends. George started with the Black Knight, and my friend Dave picked up the Magician. The season started with Halloween.

The first turn found the two Knights hiking into the Mountains to scope out the treasure possibilities (of which there were none), leaving the Magician behind to chat with the Rogues. He was able to hire two short-swordsman, and catch up with the Knights in the woods beyond the Mountains.

As a group again, they had a choice: explore the Caves to the north, or continue west into the Borderland tile. Both choices required entering caves, so it was agreed that checking out the Caves first was the best option, since it really connected to nothing else, and would be good to get out of the way. Both Knights followed the Magician, so they could take advantage of his bonus Alert phase, and moved into the Caves. Nothing, and another wasted turn.

After a short bout of cursing, the party turned around, and using the same follow strategy, moved into the Borderland. At last, the group found a treasure site: the Altar. The Magician, knowing that he had the Absorb Essence spell, and a day filled with color magic coming up (Halloween is EVERY color on the 7th day), rubbed his hands together in anticipation.

The first treasure discovered, was a site: Toadstool Circle. A permanent source of BLACK magic, and an evil temptation for all players. After fending off a couple of heavy Trolls, and some pretty fruitless looting, the Demon finally makes his appearance. As I mention, in an earlier post, the Absorb Essence spell was broken, so we were forced to dispatch the Demon with brawn and steel.

As the Altar was not proving very valuable, the White Knight decided to roll the dice on searching the Toadstool Circle. First roll, he is teleported to any cave. Rather than making a smart choice, and choosing a cave in the same tile, he decided to explore the adjacent Borderland B tile. Having neither alerted a weapon, nor hidden, the two Heavy Trolls that appeared were more than a little concerning for the White Knight. The Magician, knowing precisely what happened, searched the Toadstool Circle, and actually got the same result right away. He popped over to the same Cave clearing with the White Knight, and assisted him in the combat. Both Heavy Trolls were dispatched fairly quickly, and the Knight having suffered no damage, and just a little fatigue, was pretty happy.

The Black Knight, having been left behind (and unable to locate the Toadstool Circle) decided to reunite with the party on foot, in the Ruins tile just South of the two Borderland tiles. As all three members convened in the same clearing (hidden), the Lost City made an appearance, and brought with it, the Lair, Hoard, and the Vault. Thanks to a monster die roll of four, it also brought two Tremendous Trolls, which immediately moved to our clearing. Damn!

The mismatched trio decided it was best to escape the situation, and plan a course of action. All three moved into a nearby woods clearing...

... and that's where we stopped. It was getting late, and at least two of us had early days on Saturday. Not to mention the fact that the computer I was playing on is in our bedroom, and my Wife was trying to sleep. I knew I should have used the laptop!!

Anyway, I think we only had a couple of technical problems. The Combat Frame messed up on one of the players, and we had to restart. The second time it happened, the affected player had been looking at the Treasure Setup card, and simply had to "find" that window (ALT-TAB), close it, and then all was well. I'm convinced that at least 70% of the so-called game freezes are due to this kind of problem. I'm hoping to get rid of most of the modal dialogs in RealmSpeak, so this should happen less and less.

I'm very pleased that the manual board builder worked without a hitch. If you haven't been using it because of the past problems, I think you can safely try it now.

Well, that's all I got. We'll pick up our game next week, and I'll let you know how it goes.

Version 0.47.1 Bugfix Released

I'm probably going to regret doing this one so quickly, but I really wanted to get this done, and enjoy the rest of my Father's Day.

Here's what's new:

BUGS/ISSUES:
  • [834] - Absorb Essence bug introduced in 0.47 fixed.
  • [830],[832] - Witch can enter the board with her familiar now (Solitaire Rules)
  • Fixed a bug in the Suggest Action AI, that would throw an error if you don't have a weapon, or are transmorphed.

Absorb Essence Broken in 0.47

I played a game on Friday with a double-board, and all went pretty well, except for a one thing: Absorb Essence is broken.

The White Knight, Black Knight, and Magician were looting the Altar. To the Magician's pleasant surprise, the Toadstool Circle appeared, bathing the party in the sickly glow of BLACK magic. Why would the Magician care? Because he chose Absorb Essence as one of his spells, of course! After dispatching a couple of Heavy Trolls, the Demon appeared. The Magician grinned an evil grin, and the two Knights stepped back to let him do his work... but things didn't go as planned.

The Magician lured the Demon onto his own sheet, knowing that the Demon's speed of 4 was equally matched to his sole MAGIC V4** chit. He cast his spell, targeted the demon, and in a flash of lightning, and maniacal laughter.... the Demon became unassigned.

That's it? No transformation? No Magician/Demon to protect the Knights? Augh!! It it weren't for the Magician's loyal Rogue servants, the Demon might have taken us all down - it did manage to hit the Magician with a FORGET result, but the White Knight was able to counter with "Make Whole". One of the Rogue's managed to line up with the RED-side demon, and take it down before it killed the other Rogue. Freaking amazing!

So, it's true. This spell is broken, and I suspect Transform is too. As this spell is pretty important to a lot of people, I want to recommend that you all wait for a bug fix, coming later today, or maybe tomorrow. There's a couple of other bugs I can fix related to the new Solitaire rules, so that will make it worth it. If you've already downloaded v0.47, just stay away from the transmorphing spells, and you should be good.

Friday, June 15, 2007

Version 0.47 Released

Already, you ask? Yes, though there isn't a ton of new stuff here... well, there is a lot... I wanted to get this online for my game tonight. I'm hoping that we'll be able to play a double-board game, built by the players, with seasons and weather. You might want to wait until I can post a report on how the game goes before downloading the latest release.

Double board game. I've never really played with a double-board, even though this feature has been in RealmSpeak as "experimental" for quite a few releases. Part of the reason, is because it had so many issues. I think the last release (v0.46) resolved about 80% of the problems, and this release will do away with another 15% or so. There are still some minor nits (see the bug tracker for more info), but mostly its working pretty danged well. Once the logic was in place for 2 boards, taking it out to 3 or 4 boards was as simple as adding a slider to the setup panel. That said, I imagine you are going to run out of memory pretty quickly with a quad-board, but you can give it a try if you like.

Yes, I mentioned that we would be building our own board tonight. If you've ever tried this feature in RealmSpeak, you know that it has had problems: chits appearing off-board, game freeze when building online, failure to save the board. I worked on this part pretty hard, because I really think this feature is essential to Magic Realm. Looking back at a review I wrote at BoardGameGeek.com some time back, I suggest that building the board is "quite fun", so it makes sense to get this piece working right, at long last. At least one recent e-mailer will be happy to see this.

Oh, I made a neat change to the way the Magic Wand works. Normally, when you have this treasure item active, and you roll on a spell table (Curse, Wish, PoP, etc), a dialog with 6 faces of the RED die pops up, and asks you to choose one. Unless you have all the tables memorized, this task is pretty daunting, and can often have you choose the result that will get you killed. Now, when this dialog pops up, it will include an image of the table, so you can use it to decide what you will do. I can't tell you how nice this is.

Finally, I added a bunch of code to the "Suggest Action" button, added into the combat frame in the last release. Though its still not complete, and will not always give you the BEST advice, I think it does a pretty good job of guiding you in the right direction. If you have a new player joining you in a game, teach them to press this button often.

Okay, I gotta game coming up in 40 minutes, so I'd better tell you what's new:

NEW FEATURES:
  • Player Board Builder is fully working (see bugs below) - I know I've said this before, but it really is working now. Give it a try!
  • Changed "Double Board" feature into an expandable "Multi Board", allowing up to 4 boards to be in play at once (OMG!!)
    • I haven't playtested anything beyond a double board except to see the map, but it should work
    • The only real issues are memory and speed
      • I might need to bump the memory allocation in the batch file for boards larger than 2 (even 2 is pushing the limit!)
      • You will notice that the game startup is slower, but overall, things should run normally

    • Notice the different chit renderings for Board B, C, and D.
    • Quad boards might make for good multi-month games (someday, character development games)
    • I did get an OutOfMemory error trying out the 3 board game, so maybe its not quite ready for prime time... If I can figure out a better way to handle the board memory...

  • [442] - Solitaire Play Options (see new "Expanding the Realm" tab)
    • Two rows of monsters prowling (instead of one)
    • Dwellings not revealed at the beginning: discovered like campfires
    • Start the game by entering from a map edge

  • [351] - You can move off board to exit the game now
  • More work on the "Suggest Action" button in combat, now has suggestions for:
    • Luring
    • Deploy/Charge
    • Attack Spells
    • Alerting Weapons (existed previously)
    • Assigning Targets
    • Playing Maneuvers

BUGS/ISSUES:
  • Removed some harmless debug code that ends up in the error log for every game.
  • Fixed all the issues with the manual board builder:
    • [706],[823] - Clearing locations are no longer messed up after board completion
    • [700] - When a game is saved right after building a map, and then reloaded, the start game is properly shown, instead of the build map button
    • Fixed the issues with building a map in an online game

  • [414] - FLY activity requires that untransmorphed horses are left behind (see 2nd ed 47.2/3). This works now.
  • [743] - You can activate PHASE chits (ie., Protection from Magic) in combat now
  • [826] - Chapels from other boards will properly cure curses at midnight now
  • [813] - Transmorphing with a color chit negates any spell casting you may done during the same actions phase.
  • Play Color Chit triggers the reset button now
  • [504] - You can be blocked after a BLANK phase now
  • [760] - You can activate items before bonus phases when using Timeless Jewel now.
  • [419] - New "Land Now" button in the turn interface will enable flying Timeless Jewel users to land before they perform further actions.
  • Added the "Die Roll" to the popup season/weather dialog, so you can tell better what happened to change the weather, or interpret the weather chit.
  • When using the Magic Wand to affect a spell table, the actual table is shown to aid you in choosing what you want to happen (ie., Power of the Pit)
  • [828] - Summoning logic with double boards is fixed. Monsters/Natives will summon properly now.