Curse of the Azure Bonds - build 1.0.6

Build 1.0.6 has been released. Download from Google Code

Release Notes:

  • Issue 3 - Detect magic cast when sharing treasure now works, therefore you can see the magic treasure
  • Fixed the function that checks if any team member has a spell, to return the correct team member (and therefore not crash)
  • Paladin’s can now cure other players from the ‘view player’ screen
  • Issue 4 - combat screen background colour is now gray not black
  • Fixed ‘Paul’s save game E’ play problem correctly
  • Fixed combat targeting via the Aim sub-menu
  • Fixed logic in the remove affect code, that meant they were not being removed
  • Translated more assembly, and name/renamed functions and variables as their purpose became clear
  • Fixed the clipping of the combat screen. Large monsters were over drawing the board, which is not redrawn
  • Implemented video ram save/restore so the missile items draw correctly in combat
  • Changed the DaxFileCache to copy data before returning. This slows the game down more, but stops merged pictures from being wrong on second viewings (camp fire in DEMO)

I have a fist full of issue reported by Paul in the 1.0.5 build yet to fix, of which the most annoying is using his Save Game F, the beholder combat does not start due to infinite looping while placing the combatants. This has been the driver for the large volume of function/variable check-ins I have been doing, while I try get my head around what is happening, and what should be happening.

I hope there is enough progress to improve the experience over 1.0.5, for those people giving it a try.

Comments:

Simeon 2008-05-02 14:33:53

I have just fixed the always on detect magic, the crash with lighting bolt, and the zero exp on the drow patrols.


Simeon 2008-05-01 22:45:02

Hello Paul, thanks giving it another run. Yes now that you mention it, I hard coded the game to always show magic items, while fixed a related bug, and then forgot about it. Current plan it to make it a debugging option.

Will look into the other issues, cheers!


paul 2008-05-01 18:32:48

Excellent. I’ll have a go with this!


paul 2008-05-01 18:56:06

A few quick things I’ve noticed now that Save Game E (the caves with drow and Dracandros) loads.

The combat display is cleaned up, and this is much much much appreciated.

Akbar’s magic missile works, doing damage to foes. My party under computer control will target things behind walls with magic missile, but it doesn’t do any damage. The drow wizards in random encounters are using lightning bolts, which cause damage as expected. However: if a lightning bolt hits a wall, the game crashes (the lightning bolt is supposed to bounce back at the caster, doing more damage in its wake). Most of the time, but not all of the time, I get zero xp for defeating a drow band. The drow plus salamander encounters tend to have the xp right, but not always.

Crimdrac the dracolich never lasts long against my party, so I can’t report yet about whether his breath weapon works. However, there is one bug in the “script engine”. You are given the option to surrender to him or fight him. I fought him and killed him. The game proceeds along as if I surrendered to him, which is somewhat amusing. You then encounter Dracandros, and navigating through the options, I chose to fight the black dragons. The game crashes when the black dragons do something, which I presume to be using their breath weapon.

Another thing I noticed is that detect magic seems to be “always on” in that I see the asterisks during melee when characters, npcs, or drow are attacking (for example: *Long Sword +5)