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skell
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icon Re: Discuss the new RPG 2 features (+1)  
kieranmillar wrote:
Tom's New Roman font has all the numbers aligned. In this case, the numbers are from the Epilog font.
You're right. In which case replace everything I said about Tom's with Epilog because that font goes places even more in terms of inconsistency of baseline and size (not in a bad way).

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05-26-2025 at 01:26 PM
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icon Re: Discuss the new RPG 2 features (+1)  
It fine when you've got all sorts of numbers mixed together, which you usually do. It just stands out in particular on the potions - 1000 and 200 right next to each other (and you'll be seeing those a lot) are particularly noticeable. In contrast, even though it's the same on the damage overlays for the monsters it doesn't look off.

It's not a huge deal, in any case.
05-26-2025 at 02:25 PM
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Nuntar
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icon Re: Discuss the new RPG 2 features (+1)  
So what you're saying is that architects should use fractional multipliers more often? :P

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05-26-2025 at 02:35 PM
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It looks fine to me. I was just observing that it doesn't appear to be an "issue" isolated to 0's.

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05-26-2025 at 05:26 PM
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Nuntar wrote:
So what you're saying is that architects should use fractional multipliers more often? :P

I'm definitely going to try something involving fractional multipliers... :D
05-26-2025 at 08:04 PM
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Nuntar
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It's been a while, as we've been waiting for new artwork from Aleksander Kowalczyk, who did some amazing artwork for TSS, and has done an excellent job again!

New shields



New weapons are all very well, but a Stalwart knows that the best way to charge recklessly into danger is to make sure you have your back covered first (unless you're doing a no-shield challenge).

Accordingly, we've come up with a range of new shields to help protect Tendry on his travels. From left to right:

* The Mirror Shield blocks aumtlich beams, so for architects who like to use the default equipment, you don't have to go all the way up to the top tier to find a beam-blocker. It's a metal shield with +30 DEF, the same as the Bronze Shield. And as I mentioned earlier, aumtlich (and other) beams can now deal fixed damage instead of always dealing 50% of current HP.

* The Leather Shield is the same as in Castle Repton: a non-metal shield with +50 DEF, forming a nice intermediate tier between the Bronze and Steel Shields.

* The Aluminum Shield protects the wearer from the effects of mist (which, if you remember, normally reduces your DEF to zero). It's a metal shield with +50 DEF. And for the record, mist is on the object layer (the layer with keys, gems and so forth) -- so it can overlap with oremites if the architect is feeling cruel.

As with weapons, beam-blocking and mistproof are available as properties that can be applied to custom shields (and accessories), and even combined, if you want! If beam-blocking is applied to an accessory, then it protects you from stepping in any beam regardless of direction.

There are also some new behaviours available for custom equipment that are not used by any default equipment. Heatproof protects the user from hot tiles; Fireproof protects them from fire traps; and shields can also have custom types, which double the user's DEF when facing an enemy of matching type.



The "Equipment" script command has a new option: Generate. This places a character on the floor (from the hold's list of custom character types) and makes it act as a piece of equipment of the selected type -- it can be queried with right-click, picked up by stepping on it, and will leave the correct equipment slot behind. This was possible to simulate in RPG 1, but now it's a single script command.

And yes, this does mean that if the architect wants, a single character type can be any combination of weapon, shield, accessory and monster! For example, you could give the player the option of forgoing a shield and dual-wielding daggers. (This was also possible before, but with the new script command, I figured someone was bound to ask....)

* * *

It's been a blast sharing all these new features with you, but unfortunately, we're almost at the end. I promised a post on new script commands, and I will finish off with that, but that will be a bit drier and won't be of interest to everyone. For the rest of everything we've prepared, you'll just have to wait for the game to come out; I am sure you won't be disappointed!

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06-03-2025 at 12:00 AM
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averagemoe
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You said that beam-blocking applies in all directions to accessories, but you didn't specify how it works for shields.

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06-03-2025 at 12:33 AM
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Dragon Fogel
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I'm sure it will not be at all confusing that Heatproof and Fireproof are different traits with different effects.
06-03-2025 at 12:54 AM
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icon Re: Discuss the new RPG 2 features (+2)  


Beam-blocking shields protect you from beams directly in front or one rotation away. I suppose it's meant to represent Tendry holding the shield a little to his side, though I am not quite sure how it manages to be on both sides at once :P

Dragon Fogel wrote:
I'm sure it will not be at all confusing that Heatproof and Fireproof are different traits with different effects.

I don't know; it seems intuitive enough that heatproof goes with hot tiles, fireproof goes with fire traps. Do you have an alternative suggestion for the names?

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[Last edited by Nuntar at 06-03-2025 02:51 PM]
06-03-2025 at 02:51 PM
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Dragon Fogel
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IT's downstream of hot tiles and firetraps being separate hazards that have separate protections, so that's probably about as good as we can get. The only alternative I can think of is just outright saying "Hot tile-proof" and "Firetrap-proof" or something along those lines.
06-03-2025 at 05:50 PM
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averagemoe
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Would you believe I've already figured out how to recreate the mirror shield in TSS?

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06-03-2025 at 07:04 PM
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Nuntar
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I think architects will be glad of being able to assign Heatproof and Fireproof separately, especially since RPG2 is leaning even further towards encouraging fixed damage (with beam damage now being architect-controlled, and fire traps being fixed-damage by default) -- and this may encourage more use of these elements.

But a second reason why they have to be separate is that these traits can also be given to monsters. For consistency with DROD, we've made the default tarstuff babies Heatproof, which could be relevant if you have to cut tarstuff on hot tiles.

And the shorter names are consistent with the way RPG 2 is pushing towards shorter names for traits generally. I'm really happy with the changes to the damage calculator, but the cost of the new layout is that it can only display five monsters per page, not six. If too many monsters have trait lists that don't fit on a line, that goes down to four, and it really starts to feel more awkward to use.

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06-04-2025 at 01:31 AM
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averagemoe
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Maybe in a future update, you could add a scroll bar or something.

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06-04-2025 at 01:38 AM
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kieranmillar
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With the combat damage previews, you open the battle dialog significantly less often than before anyway.

Also, the default tarstuff babies were always heatproof, now it says so and you can add it to your custom monsters.
06-04-2025 at 06:28 AM
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averagemoe
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It occured to me that the map symbols you provided are in a JPEG format. I think most people who would use such a feature might prefer it as a PNG.

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06-05-2025 at 05:13 AM
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Nuntar
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That's just the screenshot for this topic. The in-game map symbols are taken from the GeneralTiles PNG.

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06-05-2025 at 05:28 AM
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Well, (some of) you asked for this, so here you go. No pretty pictures this time.

New script commands

I still have DROD RPG 1 on my other computer, so I'm looking through the lists of script commands on both games to work out exactly which ones are new :P

Attack tile is an RPG-flavoured version of the familiar DROD command. It strikes an enemy, dealing a specified amount of HP damage, with the same pop-up number as when the player strikes it; there is an option to make it ignore the enemy's DEF. ("Set monster var" can also be used to reduce an enemy's HP, but it won't produce the pop-up.) An obvious use for this is scripting an accessory that attacks enemies from a distance.

Behavior: Most new behaviors have been covered in previous posts -- any behavior specific to one monster type, weapon or shield is available to be used on custom monsters or equipment. There is also a new behaviour, Wall-dwelling, that makes monsters behave like seep (they die if they are on a door and it opens).

Each victory makes a script jump to a specified label each time a monster is killed.

Script flow: RPG 2 has the improved script flow commands from TSS, such as Else If and Gosub.

Equipment Generate: Covered in the above post.

Flashing Message: As in TSS. Flashes a line of text on screen.

Image overlay: As in TSS. Makes an image appear on screen, with its own sub-script to control how long the image lasts and how it should change (movement, fading and so on).

Imperative: The new imperative Invisible Inspectable lets you right-click "invisible" characters (which can, of course, be visible to the player with Ghost display). This is great for custom collectables.

Replace with default script: If a character is currently running an individual script, this makes it instead run the default script for its character type.

Reset MyScript variables: Also in 5.2. This resets all _MyScript variables at once.

Room location text: Same as in TSS. Allows a room to have an individual name.

Arrays. Variables can be designated as arrays by putting # as the first character of the name. This allows many values to be passed at once: for example, a set of monster stats, or a set of multipliers. You can use "Set array var" to put a value into one position of an array, or several consecutive positions, making some scripts a lot more concise.

Set ceiling light/darkness: Also in 5.2. Allows ceiling lights to be controlled by script.

Set monster var: Previously covered. Allows scripts to change the HP, ATK, DEF, GR or REP of any monster, for instance if you want to script a magical item that drains an enemy's ATK, or if you want to give large monsters non-default stats.

Set movement type: Controls whether an entity is ground, air, wall or water-moving.

Set music: While the command itself is not new, RPG 2 includes many of the Emmett Plant tracks from TSS, as well as an awesome new title screen theme! Tracks that were specific to the Tendry's Tale hold are also available for selection, as well as some ambient noise tracks.

Set var: There are some new variables, in addition to the ones already explained for custom queens and tarstuff spawns. _MyName changes the name shown to the player, so for longer holds, you can give characters names like "Chapter 1 Goblin-like" so that all your Chapter 1 characters appear together, while the name the player sees will be "Weak Goblin" or whatever. _MyDescription lets you put any text you want into a trait that will be displayed on right-click and in the damage calculator.

All multiplier variables have a "My" equivalent, for instance _MyMonsterGRMult. This multiplies the specified quantity (in this case, the GR dropped by all monsters in the room) as long as the character that "owns" the multiplier is alive. This allows you to script brain-like entities that affect other monsters. These variables also work on equipment!

Set wall light: You could already turn wall lights on and off with "Activate item at", but now you can also change their colour!

"Wait for" improvements: Obviously, there are new events related to the new objects such as crates and shovels. The new commands "Wait for All", "Wait for Any" and "Wait for Exactly One" allow setting up multiple conditions for a single Wait command.

Wait for item group: Like "Wait for item", but its list of options are all groups of related items, so you can (for example) wait for any closed door, any tarstuff, any collectable... with a single script command.

Wait until expression: Lets you compare an expression to a value without having to put the expression in a temporary variable.

World map commands: Previously covered.

Finally, while not a script command in itself, RPG 2 supports a wide variety of function primitives that can be applied to variables. These can be entered into any command that expects a value to be supplied. For example, you can easily get the minimum of two values, or the direction one rotation clockwise of a specified direction, or the ATK of the entity on a specified tile.

And that's all for this series of posts. I hope that everything I've said has made you look forward to the release. There is, of course, one thing I've not been able to talk about, and that is the RPG 2 main hold... and all I will say is that it is fantastic and I am so excited about how soon we will be able to share it with you! :thumbsup

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06-05-2025 at 02:55 PM
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kieranmillar
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icon Re: Discuss the new RPG 2 features (+1)  
Thanks Nuntar for making these previews.

Not much left for the release, I'm really hoping it will be out this month.
06-05-2025 at 04:43 PM
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Nuntar
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Thanks also to you and hyperme for looking over these posts and making corrections ;) Even when I had both games open and was cross-referencing the script command lists to check which ones were new, I still missed a lot!

And of course, thanks also for allowing me to get involved. It's been an honour -- and a lot of fun -- to help with the project.

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06-05-2025 at 04:49 PM
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I like the _MyName variable, but the example you gave of it's use seems sort of contrived. You could just give the characters temporary names for the purpose of sorting the list, and change them to final names after you're satisfied with the build.

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06-05-2025 at 08:56 PM
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I used _MyName a lot in the making of the official hold. I would give things names like "(L1) Roach" so they always go to the top, sorted by the level. You never know when you want to go back and make another edit, so there's never a good time to say you're done and give them normal names. If you want their name to match that of the standard enemy, then it's worse because you wouldn't be able to distinguish them from the list of default character templates.

Using _MyName to make it easier to organise the character list isn't a contrived use, it's THE use of the feature.
06-05-2025 at 09:16 PM
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