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mrimer
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icon Re: Discuss the new TSS features (+5)  
While fearless smitemasters like Beethro Budkin tirelessly work to cleanse dungeons, cellars, and basements of giant man-eating roach infestations, and stalwart forces valiantly preserve their nation's borders against foreign threats and internal conspiracies with great bravado, there are those who serve the Eighth in other ways. While Tendry joined his nation's armed forces and strives to protect his homeland, there was someone else who decided to foster relations between the underground Empire and the surfacers. This individual is Tendry's distant cousin, Rodney.

Rather than being a relucant survivor of battle, Rodney is a thespian by trade. He feels that his calling in life is to bring understanding to the historic events surrounding the clandestine activities of the DAA. He idealistically envisions that by building common ground between conflicting factions, a new era of peace and plenty can begin. As part of welcoming Tueno's new overlords, Rodney put together a series of public concerts where individuals can express complex matters of state through song. Here is one such piece he composed after getting wind of Beethro's latest travels through the beneath to smooth over misunderstandings between the DAA and the Smitemasters Guild. It became an overnight hit. At one point, even Hallholder Bombus was heard whistling the refrain while arriving to a meeting.

Lyrics:
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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 09-21-2013 03:43 PM]
09-20-2013 at 08:20 PM
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The spitemaster
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Everyone should also give props to Someone Else for singing.

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09-21-2013 at 06:41 AM
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The Architest
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Wow! :) >>(1) Prop(s) added to Someone Else's inventory

[Last edited by The Architest at 09-21-2013 02:57 PM]
09-21-2013 at 02:35 PM
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Penumbra
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The spitemaster wrote:
Everyone should also give props to Someone Else for singing.

It wasn't me singing, I guess I should have known it was someone else...
09-21-2013 at 03:05 PM
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mrimer
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Props to Someone Else for venturing forth on a journey into the cutthroat world of international relations!

Edit: Added the lyrics to my above post

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 09-21-2013 03:44 PM]
09-21-2013 at 03:40 PM
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icon Re: Discuss the new TSS features (+4)  
As requested, here's some spoilerific info on the new tar type that you'll be seeing in the near future in TSS.

As you already know, the new serpent type is not quite a serpent. Similarly, the new tarstuff is not quite a tarstuff. It's a clingy, caustic, poisonous gas. Its soft and sweet sounding name, Fluff, belies its deadly nature.



Fluff can be pumped into a room through vents, which spew out new gas every thirty turns. When fluff is already on a discharging vent, the fluff will grow like tarstuff. Otherwise, a fluff baby (sometimes called a "puff") will form instead. Fluff babies float slowly toward the nearest organism, at the rate of about one foot per second (i.e., one tile per five turns). When they come into contact, the fluff neutralizes the organism and is itself destroyed in the process. Activating fluff produces a chemical reaction that severely draws energy out of the surrounding material. As such, water can be frozen on the tile that a puff neutralizes its target. Fluff babies can also congeal back into a mass of fluff on contact.

As a gas, sword swipes have no effect of fluff. Fortunately, other types of weapons can be used to destabilize fluff and blow it about.

----

I think it's interesting how the color scheme for the serpents and tarstuffs has evolved. We started with red serpents and blue tar. Then we added complementary blue rattlesnakes and red mud. Then we added green adders and green gel to complete the RGB triple. Now we are adding shiny black gentryii and misty white fluff, each with their own distinct look and feel, to the color wheel.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 11-30-2013 05:12 AM]
11-30-2013 at 05:06 AM
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BlueFlower
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Woah! I thought of something similar! However, mine moved each turn, and on the thirtieth, it would grow, and the babies could walk on anything. It also was weak no matter where you hit it.

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11-30-2013 at 05:16 AM
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What about the other 32 new types of tarstuff?

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11-30-2013 at 05:16 AM
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icon Re: Discuss the new TSS features (+1)  
You also asked about new room styles. In the above image, you can see an updated Iceworks floor texture. In addition to producing three new room styles, Alex has done great work in updating many preexisting textures to bring the general appearance of room styles into conformity. As part of this, we've also shied away from the edge of the uncanny valley, replacing the more realistic looking terrain textures with more stylized, cartoony ones that match the feel of the rest of the textures and game elements. The resulting effect is one of flawlessly consistent purpose in design.

(For example, for those who were nonplussed by the Forest style's wall texture, you can now see an updated version on the caravelgames.com's TSS page, in the screenshot featuring the temporal split token.)

For those who like cultivated natural beauty, here's a screenshot showing off the new Garden room style, with its topiaries, hedge mazes, planters, gazebos and greenhouses. A wonderful place to sit still and be one with nature. But fear not, the Garden levels in TSS are still quite deadly.



____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 11-30-2013 06:04 AM]
11-30-2013 at 05:26 AM
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BlueFlower wrote:
Woah! I thought of something similar! However, mine moved each turn, and on the thirtieth, it would grow, and the babies could walk on anything. It also was weak no matter where you hit it.
Yeah, that sounds neat! As a gas, fluff and puffs can float over pit as well as water. We spent some time going back and forth on how to make this work, and we considered the other ideas you mentioned during the formative process.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
11-30-2013 at 05:32 AM
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Godot23
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blorx1 wrote:
What about the other 32 new types of tarstuff?

WAIT... 32?! Is this some kind of sarcasm that I am missing?

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11-30-2013 at 03:50 PM
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Ya might want to check the BAR Topic. It was one of the messages from the DROD:TSS Bar. It said: DROD:TSS has 32 new Tarstuffs and 01 tarstuff rooms.

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11-30-2013 at 05:53 PM
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The Garden style looks amazing -- the greenhouse obstacles (I assume they are obstacles?) are particularly impressive.

Actually, I love all the graphics work I've seen so far, including the updates to the old styles. Forest is just stunning.

So, now we know at least something of all three of the new styles: Garden, Lava, and the unnamed one in the floor spikes picture.

Is this going to cause any problems, given that one of the best fan-made styles is also named Garden?

And talking of fan-made styles, is there any hope for this old but important FR?

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11-30-2013 at 07:02 PM
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Puffs are kind of cute with their little eyes. Also, Fluff looks a bit like snow. Now wondering if Fluff weights down pressure plates or just covers them due it's fluffiness.

Also, now it's been pointed out for the colour thing, it's nice to see new directions being taken with the Gentry and Fluff which still build off previous mechanics. It's neat.


Finally, Garden, like Garden, is pretty. I just hope having two styles with the same name won't cause trouble.

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[Last edited by hyperme at 11-30-2013 07:34 PM]
11-30-2013 at 07:34 PM
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BlueFlower wrote:
Ya might want to check the BAR Topic. It was one of the messages from the DROD:TSS Bar. It said: DROD:TSS has 32 new Tarstuffs and 01 tarstuff rooms.
Ah ok forgot about that. Thanks for reminding me.

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11-30-2013 at 07:52 PM
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Heh, I had to check - it was 42. :P

[Last edited by Someone Else at 11-30-2013 10:54 PM]
11-30-2013 at 10:53 PM
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mrimer wrote:
(For example, for those who were nonplussed by the Forest style's wall texture, you can now see an updated version on the caravelgames.com's TSS page, in the screenshot featuring the temporal split token.)
I had to fire up GatEB and see what the original looked like. I have to say I find the new one more uncanny... The old was more "wall-like", and while the new may be prettier, to me it seems odd... Perhaps because of the partial-trees at the borders. It's as if the player is on a platform floating high above a forest, with a few big bushes flying nearby.... Anyone else see what I mean? :unsure
11-30-2013 at 11:57 PM
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Ooh, I have a question: How is gentryii pronounced? So far I've come up with:
ˈdʒɛn tri tuː
ˈdʒɛn tri i
ˈdʒɛn trɨ

I've been saying the first one, but...

Oh, also, hitting the button for fixed-width font gives [undefined][/undefined], which is a minor issue.
12-01-2013 at 02:50 AM
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icon Re: Discuss the new TSS features (+2)  
/ˈdʒɛn tri ai/
See http://en.wikipedia.org/wiki/Traditional_English_pronunciation_of_Latin. (The ii is anomalous anyway; because of the word radii, -ii is often mistaken for a suffix, but it's actually just -i. It's better to ignore the ugly extra syllable than to try to pronounce it.)

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12-01-2013 at 03:52 AM
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mrimer wrote:
Moo wrote:
But... You basically previously said it was, here.
Unless that was only for official holds. If so, it should be easy enough to just add an override option or a per-hold setting.
Yes, as stated there, this is just support for the official holds.

Unfortunately, it's not easy enough to just add an override option. Well, adding an override option is easy enough, but the per-hold setting is not. I'll think about it some more, though.
I realize this is a four month old post, but since you said you would think about more, I was wondering if this could apply specifically to all AE holds, so players could at least play those holds in their original styles (perhaps using the AE style mods for 3.0 and later).

-Noah

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12-01-2013 at 04:05 AM
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Moo wrote: I had to fire up GatEB and see what the original looked like. I have to say I find the new one more uncanny... The old was more "wall-like", and while the new may be prettier, to me it seems odd... Perhaps because of the partial-trees at the borders. It's as if the player is on a platform floating high above a forest, with a few big bushes flying nearby.... Anyone else see what I mean? :unsure
Yes, I was thinking this. The art itself is lovely, but I think it contrasts too much with the edge wall. I think I'd probably get over it though, since the new, brighter trees are so much nicer.
12-01-2013 at 10:59 AM
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Yeah new Forest does have some perspective weirdness. Then again, it's not the old Forest wall texture, and try placing bookcases directly south of a wall in the editor. It looks wrong.

Anyhow, if Fluff Vents are floor type, and can be built, things could get very interesting. I'm also guessing Fluff Vents can be blocked by mirrors or other objects.

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12-01-2013 at 12:30 PM
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Kwerulous
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hyperme wrote:
[...] and try placing bookcases directly south of a wall in the editor. It looks wrong.
Ah, no that's fine- if you imagine the bookshelf being placed snug against the 'bottom'/south part of the tile it is placed, then it would look like that, since there would be a gap between the other half of its tile and the wall.
12-01-2013 at 12:48 PM
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Kwerulous wrote:
hyperme wrote:
[...] and try placing bookcases directly south of a wall in the editor. It looks wrong.
Ah, no that's fine- if you imagine the bookshelf being placed snug against the 'bottom'/south part of the tile it is placed, then it would look like that, since there would be a gap between the other half of its tile and the wall.
I tried it, and it does look weird... But going by how it would have to be to look like that, and the shadow too, the shelf is half a square deep and not against the wall. So there's a half square gap between it and the wall.
12-01-2013 at 01:42 PM
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So can buff-mediated freezing get rid of hot tiles, then? And if so, can I have a few for Complex Complex?

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12-01-2013 at 09:34 PM
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I suppose this means any worries that TSS will be too easy are unfounded. Just scratching the surface of fluff's puzzle potential will be pretty brain-melting.

When it freezes water, does it act like a normal floor or is ice its own floor type?

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[Last edited by Pinnacle at 12-02-2013 02:26 AM]
12-02-2013 at 02:25 AM
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mrimer
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There is a new ice terrain for both shallow and deep water. You can step on ice once and then it will melt, similar to how a trapdoor works. Explosions will also melt ice, iirc.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
12-02-2013 at 03:58 AM
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mrimer
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Nuntar wrote:
So, now we know at least something of all three of the new styles: Garden, Lava, and the unnamed one in the floor spikes picture.

Is this going to cause any problems, given that one of the best fan-made styles is also named Garden?
The three new room styles are called Garden, Basalt (the lava one) and Sandstone (with the floor spikes). These are actually directly built off Jutt's room styles of the same names. Jutt gave permission to use and work off of his three styles as the new room styles in TSS, and we have upgraded them for 5.0. Alex redrew some of the obstacles, added some new ones, and revised the floor and wall textures. We've also added the usual color-coded versions of several of the obstacles that are otherwise identical across previous room styles. Jutt also helped draw a few new tile images for 5.0 early on, but then he disappeared about a year ago and we've been carrying on without him.

I don't think there will be a problem having two styles of the same name. By default, the pre-installed 5.0 room styles of these names will be used. If you apply a mod of Jutt's original room styles with these names, then they should override the 5.0 versions. I think that's exactly how it should work in this case. Offhand, I don't think Jutt's styles are published on CaravelNet for in-game download, but I could be wrong.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
12-02-2013 at 04:06 AM
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mrimer
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Pinnacle wrote:
I suppose this means any worries that TSS will be too easy are unfounded. Just scratching the surface of fluff's puzzle potential will be pretty brain-melting.
Yes, no one will complain that TSS is too easy. Except for our top three players, possibly. But even then, I'm not sure about that. And there's a fluff level later on made by Larrymurk. It's great -- I was able to play through all but a couple of the rooms myself, and I consider myself as "your average veteran player" by skill level. So, the difficulty felt right for a level that goes around L20 in JtRH or TCB.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 12-02-2013 04:09 AM]
12-02-2013 at 04:08 AM
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I found the realistic styles mixed with drawn sprites quite charming, actually. But this new style is absolutely gorgeous! And that Fluff - ain't it just cute? :)
12-02-2013 at 06:00 PM
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