Latest "The Cursed" available here - Page 7

Latest "The Cursed" available here

Azaremoth's epic game about bones, undead, demons and magic set in a futuristic environment.

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NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: Latest "The Cursed" available here

Post by NeonStorm »

If you can't provide m, your mexes will stall -> your eco suffer.

Isn't that the same?

But it could be more newbe friendly this way.

Also: Why use cursed metal, and not dark earth energy or poisoned foot instead of metal? :D
(Would be something unique)
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

NeonStorm wrote:Also: Why use cursed metal, and not dark earth energy or poisoned foot instead of metal? :D
Hehe - yeah - why not. Rotten essence, dark condensate,... :twisted:
NeonStorm wrote:But it could be more newbe friendly this way.
Hmm... It would render economy extremely easy to handle - maybe a little too easy.

Could you actually reproduce the cursor bug?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Latest "The Cursed" available here

Post by knorke »

disappearing cursor maybe same as this?
http://springrts.com/phpbb/viewtopic.ph ... rs#p535481
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

knorke wrote:disappearing cursor maybe same as this?
http://springrts.com/phpbb/viewtopic.ph ... rs#p535481
Pretty possible - there are some 70x70 cursors. Should be easy to change ;)
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NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: Latest "The Cursed" available here

Post by NeonStorm »

azaremoth wrote:Could you actually reproduce the cursor bug?
Every time - it sucks to play with an invisible cursor.
And the cursor is not with white background but COMPLETELY INVISIBLE :P

Can you not allow to select another cursor theme?
In zk, all but (maybe) one work fine - as far as I remember.

It is just the attack, patrol, move cursor, not the default one.
And if you go outside of the map they work.
-> maybe some alpha-color issue?
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Please check if the update/fix solves the issue:

Major changes 1.250 => 1.251

Bugs:
- resized cursors images to pow2

Balance
- The cursed shade has a circle melee strike as basic attack that hits all close by units at once
- Damage output of the shade was increased
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Major changes 1.251 => 1.252

Bugs:
- fixed "zombie" imperial air scouts

Polishing:
- updated epic menue and Chili framework to latest ZeroK version
- updated buildoptions for AIs
- added load screens with game tips
- various other polishing

Balance
- imperial marines do 25% less damage against aircrafts
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Major changes 1.252 => 1.253

Polishing:
- updated building effect for cursed units
- removed cloaking shader from burrowed units and made holes better visible
- added death sounds for imperial infantry units
- increased masses for infantry and several features

Balance
- necromancers summon units 10% faster
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Major changes 1.253 => 1.255

Bugs:
- fixed lots of bugs related to different pieces of lua to make the game ready for the next Spring engine releases
- fixed not-working enemy impacting auras
- fixed a bug in the pestilence script
- fixed imperial AI players not building plasma towers

Balance
- added storage buildings for both factions and removed energy and metal storage from the resource buildings
- pestilence aura does more damage now

Polishing:
- removed team platter and aura indicating circles for holes
- resized the storage boxes around the imperial buildings
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Major changes 1.255 => 1.256

Bugs:
- reverted changes that broke the game in Spring 94.1
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

The latest version will introduce some drastic changes for the eco system. All energy upkeeps were removed and to balance this, the energy and metal outputs were reduced. Moreover several balance changes should make the cursed stronger during the early game.

Major changes 1.253 => 1.257

Bugs:
- shade can attack enemies in his back properly now

Balance
- units do not consume any energy as upkeep anymore
- level 1 energy buildings will provide 10 energy, level 2 once provide 300
- metal extractors output is reduced by 20%
- The Cursed spawn with one necromancer and an obelisk. The Imperials spawn with an additional marine.
- imperial plasma towers cost 300 energy/metal now (+15%)
- imperial pyros do less damage now (-20%)
- imperial bunkers cost more (+33%) and take lesse damage -1000hps (-25%)
- imperial priest do instantly morph into wolfes now and are faster (+50)
- cursed defenders have +200hps (+13%)
- cursed pyramids have +840hps (+28%)
- cursed necromancers move faster (+50%) and have +200hps (+50%)
- cursed liches move faster (+10%)
- cursed totems cost +100 energy metal now
- cursed heart of darkness does not store any metal or energy anymore and costs are reduced to 700 (-8%)
- cursed altar costs 800 (-20%)
- cursed mermeoths do more damage (+12%)
- cursed dark assembler does not need to be upgraded anymore to build sledgehammers. The altar of evil enables the construction of them. Acranius bombers can be build right away.
- increased build distance for level 1 (+16%) and level 2 cursed obelisk (+50%)

Polishing:
- added widgets: unit shapes and auto skirm
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Major changes 1.257 => 1.258

Bugs:
- fixed deprecated variables for Spring 95.0 compatibility

Balance
- units jump faster now
- necromancers can necromance units 33% faster now
- newly built metal extractors will take some time to power up to full output (progressive mining by TheFatController)
- drastically reduced costs and outputs for level 2 ressource buildinds (this should reduce the step towards lvl2 resourcing)
- added undead marines. Necromancers will create them from dead imperial foot soldiers

Polishing:
- added lua load screens
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Major changes 1.258 => 1.259

Bugs:
- fixed aircrafts shooting during crash
- fixed anti-air units not shooting at high altitude aircrafts
- fixed some more deprecated variables

Balance
- imperial interceptors are armed with guided missiles now (causes less trouble than airlasers)

Polishing:
- updated lots of widgets to latest ZeroK versions
- indicator circles disappear when mines are at full capacity
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

I had to iron out some balance breaking bugs that were introduced by insufficient 95.0 compatibility.

Major changes 1.259 => 1.260

Bugs:
- fixed uncrushable infantry units since Spring engine 95.0
- fixed all units and buildings being resurrectable since Spring engine 95.0
- fixed crashing gadgets related to blowing up burrowed pestilences
- fixed Skirmish AI building not building enough energy structures

Balance
- imperial tanks can move in reverse direction in full speed now

Polishing:
- new smoke effect for the imperial warfactory
- load screen cycling works again
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Major changes 1.260 => 1.262

Bugs:
- fixed cursed acranius bombers not hitting the ground sometimes
- fixed status bars not showing the current reload state
- fixed info window for survival mode
- fixed Lich's frenzy aura not reducing reload times
- fixed crashes related to Shard AI
- fixed aircrafts being able to shoot while landed
- fixed unkillable landed cursed blades and imperial interceptors

Balance
- imperial scorpion is able to move underwater now
- increased range for artillery towers and tier 2 artillery +12.5%

Polishing:
- optimized skirmish AI behavior
- energy and metal producing buildings can be identified by radar blobs now
- added normal map for the imperial bomber
- optimized artillery towers
- added new voice for the imperial sarge (by shawshank73 from freesounds.org)
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Latest "The Cursed" available here

Post by knorke »

Is this for spring 96.0 now?
azaremoth wrote:- added new voice for the imperial sarge (by shawshank73 from freesounds.org)[/size]
It is freesound.org
Actually just wanted to say that nicked seemed familiar, use audio from him too. ;)
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PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: Latest "The Cursed" available here

Post by PepeAmpere »

azaremoth wrote:Major changes 1.260 => 1.262[/size]
upload it on springfiles.com, it shows itself in news and gets my and others attention (and replaces spam of other games... :mrgreen: )
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

knorke wrote:Is this for spring 96.0 now?
Yes. It is running along quite well on my side. I hope that all bugs/incompatibilities are ironed out now.
knorke wrote:Actually just wanted to say that nicked seemed familiar, use audio from him too.
He provides some very nice stuff on freesound(no 's').org. Jip - good man!
PepeAmpere wrote:upload it on springfiles.com, it shows itself in news and gets my and others attention (and replaces spam of other games... :mrgreen: )
it is done... muhaha. One of the things I keep forgetting. :wink:
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Major changes 1.262 => 1.270

Balance
- priests now do have mana and automatically heal allied infantry units or damage enemy skeleton units
- removed prerequisites for all auras - support units should be more usefull now
- witch's heal aura heals 15 hps per second now
- witch's hell storm weapon now is a click and fire weapon that costs personal mana
- imperial sniper and cursed witch: cloaking costs personal mana now
- Shade regenerates health quicker now
- Shade does create illusions by an instant-click now

Polishing:
- replaced priest model
- added blood to the paladin's corpse
- added new sounds for the priest by copyc4t (freesound.org)
- added nice nano effect for imperial builders
- polished shade jumping effects
- health of enemy (AI) builderoids is no longer hidden

Bugs:
- fixed missing blood explosions for imperial infantry
- fixed shade not cloaking after jumping
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Latest "The Cursed" available here

Post by azaremoth »

Major changes 1.270 => 1.280

Balance
- added the hover tank for the imperials
- cursed mermeoths and imperial hover tanks now are armed with torpedo launchers
- units underwater can be seen without sonar now
- priests now can also curse the restless (AI only units)
- sight dostance of imperial priest adjusted to 512 (as all infantry units)
- imperial infantry units, cursed skeletins and deomns can not be repaired anymore by normal building units
- imperial priest regenerate mana 33% faster now
- added scout droid unit for the imperials
- cursed demons regenerate health faster now

Polishing:
- added projectile lights (BA widget)
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