Latest "The Cursed" available here - Page 3

Latest "The Cursed" available here

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

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azaremoth
Cursed Developer
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Joined: 17 Feb 2005, 22:05

Re: The Cursed 0.234

Post by azaremoth »

Neddie wrote:Is The Cursed on IndieDB?
Uh - no - I did not even know about the existence of that webpage :?
Looks interesting - putting the cursed to ModDB/IndieDB is on my list. I wanted to have a video, the gameplay guide and some sort of installer first though.
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azaremoth
Cursed Developer
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Re: The Cursed 0.235

Post by azaremoth »

Ok - another update. The bugs seam to pop-up faster than I am able to fix them :wink:

Major changes 0.234 => 0.235
- fixed a bug that sporadically caused crashes when building imperial walls
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smoth
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Re: The Cursed 0.235

Post by smoth »

tell me about it, I know what you mean, but this is good, bugs being found means people are playing!
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Wombat
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Re: The Cursed 0.235

Post by Wombat »

no new sounds ? :(
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azaremoth
Cursed Developer
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Joined: 17 Feb 2005, 22:05

Re: The Cursed 0.235

Post by azaremoth »

Not yet - if use listen carefully you can hear 4 new sounds. :wink:

Fixing stuff has a higher priority imho.
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: The Cursed 0.24

Post by azaremoth »

Here comes another update. A lot of annoying bugs are gone by now and the LuaUI is performing much better now. 8)

Major changes 0.236 => 0.24
- replaced Chili (the cursed was using a very old framework) and LUPS with recent versions => LuaUI related crashes should be gone by now
- included the music player and Denny Schneidemesser's music from ZK
- made MEXs consuming more energy
- burrowed units don't block other units anymore
- fixed imperial scaffolds being able to be visible to the enemy
- fixed recently unburrowed units not being able to move
- fixed various things
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azaremoth
Cursed Developer
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Joined: 17 Feb 2005, 22:05

Re: The Cursed 1.10

Post by azaremoth »

Image

Another update! I forgot to post about the version 1.00 - but I guess you saw it anyway :wink:

Major changes 1.00 => 1.10

Gameplay:
- Survival mode: added Boss units
- Survival mode: early and lates wayes are easier now
- added King of the Hill gamemode from GUNDAM (credits to zwzsg and Smoth)
- replaced the priest's healing aura with the "focus aura" (increasing the accuracy (+33%) and fire range (+20%) of friendly units); priest can repair quickly now
- balanced the costs and hitpoints of the imperial Ripper and the cursed Bonebeast

Bugs:
- fixed aura bug (units kept the bonus after leaving the aura)
- fixed corpses staying on the battlefield: units will decay after 1 minute (exception: dead belial and mancbus will stay longer to give you a chance to resurrect them), buildings after 5 minutes
- fixed the footprints of many corpses
- fixed cursed defender's aiming behavior

Game's appearance:
- replaced the ghoul's model
- updated some sounds
- added skull radar dots for angels and bone dragons
- added buildpics for the scaffold features and the PIG

Misc.:
- added a mod option to toggle cheating AI on/off
- cleanup some mess in the feature directories
- optimised some collision spheres
jeykey
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Re: The Cursed 1.10

Post by jeykey »

love you :oops:
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Echo419
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Joined: 31 Aug 2010, 14:09

Re: The Cursed 1.10

Post by Echo419 »

WOAH

just got this mod, LOVING IT TO BITS.

Fantastic work.
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: The Cursed 1.10

Post by azaremoth »

I am glad you guys like the game!
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: The Cursed 1.11

Post by azaremoth »

Major changes 1.10 => 1.11

User Interface:
- added tip dispenser (from ZK)
- replaced the imperials standard cursor
- fixed some minor bugs related to the UI skin
- fixed the menu for detailed unit descriptions (contextmenue)
- fixed status bars: reload time for burrowed units
- fixed status bars: teleporting indicator

Gameplay
- cursed ghoul: fixed aiming problems
- mobile unit's weapons do not consumed energy anymore, all static defenses still do so
- changed the imperial pyro's weapon to an aoe-weapon

Effects:
- removed all LUPS effects from synced code
- added a new effect for cloaked units (burrow-holes should be better visible now)
dimm
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Joined: 01 Oct 2009, 23:03

Re: The Cursed 1.11

Post by dimm »

Pls use Z-K's unit icons when zoomed out.
why 200mb?

nice models
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Wombat
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Re: The Cursed 1.11

Post by Wombat »

only i think human infantry is completely useless? gunners own them pretty easy not to mention ghoul. if that was the idea, marines need to be cheaper and built faster.
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azaremoth
Cursed Developer
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Re: The Cursed 1.11

Post by azaremoth »

Wombat wrote:only i think human infantry is completely useless? gunners own them pretty easy not to mention ghoul. if that was the idea, marines need to be cheaper and built faster.
See other thread. :wink:
dimm wrote:Pls use Z-K's unit icons when zoomed out.
why 200mb?

nice models
ZK has about 180 symbols - one for every unit. You think that I should have one symbol for every unit in order to make them better visible from far away (like in S44)? That would also mean that your enemy will be able to identify every unit that otherwise would only be a radar spot. Or do you like ZK's radar spots soo much that you think they should be in the game?

200mb is actually quite small for a "modern" game isn't it? The most part is caused by the textures.
dimm
Posts: 473
Joined: 01 Oct 2009, 23:03

Re: The Cursed 1.11

Post by dimm »

" You think that I should have one symbol for every unit in order to make them better visible from far away (like in S44)? That would also mean that your enemy will be able to identify every unit that otherwise would only be a radar spot. "

Yes Pls. That radar thing doesn't happen.
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smoth
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Re: The Cursed 1.11

Post by smoth »

Don't do that azare, it would just confuse things on the minimap.

Dimm adjust your icon distance and you won't need them.
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knorke
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Re: The Cursed 1.11

Post by knorke »

imo just some icon groups:
normal/combat, building, turret, factory, flying
dimm
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Re: The Cursed 1.11

Post by dimm »

smoth wrote:Don't do that azare, it would just confuse things on the minimap.

Dimm adjust your icon distance and you won't need them.
How? Just dots are differentiated by color like the symbols will be. ZK just beat BA in # of players. Maybe that is because of PW but maybe not?

I often have to and prefer playing zoomed out.

At least use NOTA's system of unit type.
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azaremoth
Cursed Developer
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Re: The Cursed 1.11

Post by azaremoth »

@dimm: just to be sure - if you have your icon distance adjusted right in Spring's settings the radar dots will look like this:

Image

There are 3 groups of icons right now - but as knorke suggests - some more categorisations won't be bad. At least for me anything more than that is confusing.

I am quite sure that PW is the reason for ZK's growing player base. Even I am tempted to play some ZK games in order to gain points/influence to unlock technologies. :mrgreen:
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smoth
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Re: The Cursed 1.11

Post by smoth »

dimm wrote:How?
Oh, well that is a setting in springsettings.exe. You'll need to turn on advanced mode to find it.
dimm wrote:Just dots are differentiated by color like the symbols will be. ZK just beat BA in # of players. Maybe that is because of PW but maybe not?
It really hasn't happened yet but it is starting to and I support this but the unit icons are not the reason. ZK is offering more features than BA. This is a key element, you win players over by offering them more and zk is doing that.
dimm wrote:I often have to and prefer playing zoomed out.
If you have to.. well I am sorry your machine is so low end but as far as what you prefer? Well the game is clearly designed to be played out of icon view where you can see the units. Complaining that the game doesn't work well when you are playing it out of it's designed parameters is not really useful. I understand that is not what you are doing but I just wanted to put that out there.
dimm wrote:At least use NOTA's system of unit type.
Care to detail what the difference is?
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