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RPGWatch Forums » Games » Indie RPG » Shadows of Kalendale

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September 7th, 2011, 00:45
Revision 00000.93 is now beta. A full play through without any bugs is now possible. You know your game is becoming a game when you can just play it, and get lost in it for a while. A lot of changes have been added, and i've been able to do some code optimization with help from other sources. The only items left, is to add more content (and letting rogues dual wield, but it will come!):

New items:
- Fixed bug that would crash the game when training to level 5 and level 10
- Added item count in inventory too see how much space is left
- Status settings only show magic related stats, if Cleric or Sorcerer
- Command line only shows hit-points if not a magic user
- Fixed bug that improperly calculated Rogue's attack bonus when adding more dexterity points
- Fixed bug that improperly calculated melee damage when adding more strength points
- Fixed bug where you could pick up a guardsman or boss monster and put them in your inventory (ROFL)
- Fixed map issue in the crypts
- Some room descriptions enhanced
- Further optimization to command parser (now accepts some alternative verbs)
- Combat system slightly changed be more immersive
- Command parser optimized (extra spaces between commands are ignored)
- Rogues now only get +1 damage for light weapons, regardless of level
- Fixed bug where rogues would get +1 damage for all 1h weapons
- Added specialty spells for Sorcerers: (Mark/Teleport,Vision and Arcane Armor)
- Added specialty spells for Clerics: (Divine Attack and Cure Poison)
- Fixed bug when training anything other than Fighter class
- Fixed bug that was improperly calculating stat bonuses on character creation
- Added magic attack rating to STATUS view
- Added specialty spells to price list
- Rogues now use DEX instead of STR for calculating attack
- Rogues now get +1 to damage per level for light weapons
- Rogues can now have a chance to ambush an enemy
- Fixed bug for melee starting damage
- Fixed bug where attack rating was not properly recalculated when training
- General balancing of monsters
- Chests now only drop current dungeon level loot, nothing lower
- Chests now have the chance to spring traps
- Player has a chance to disarm traps according to Dexterity
- General optimizations
- Saved games are now encrypted
- Green vials now able to be used to cure poison
- Fixed issue where max melee damage was too high
- Fixed issue where melee damage was improperly calculated if stat roll was extremely low
- Monsters now have a small chance to poison the player upon successful hit
- Fixed bug where poison would still tick even during an invalid command
- General optimizations to monster levels
- New dungeon added! Can now access the city jail… and below… (dungeons)
- New monsters, bosses and rare treasure
- Pawnshop/Blacksmith owner now give you sales pitches when you enter the room
- Fixed issue where traps were being sprung in town
- Fixed issue where standing doing nothing (pressing enter with blank command) would crash the program
- Fixed issue where players starts in the wrong room
- Fixed issue where hero's armor was not properly calculated during combat
- Fixed issue when searching rare treasure chest where gold was dropping instead of treasure
- Many general optimizations
- Traps now added, can be either a poison or explosive trap when randomly wandering dungeons
- Proper rare treasure now added to game, can be found in treasure chests
- If a monster is in a room, they will block your attempts to search a treasure chest
- Bug fixed where if poisoned, would turn you in to a zombie, instead of kill you when health reached zero
- Bug fixed: When trying to access an item not in your inventory during combat, would crash the game.

…future plans to expand to other areas outside city and possibly other cities (forests, desert, crystal caves, etc)

UPDATE: We are planning a world builder that would allow people to build entirely new campaigns. With the world builder tool you could create:

- Completely new worlds/maps
- Introductions
- Weapons and Armor
- Spells
- Treasure
- Monsters
- Shops
- Trainers
- Possibly quests, but unsure if they're going to be randomly generated or even part of the full release.

The only thing that would be permanent would be races, classes and combat/leveling. (although that may change in a future expansion)

Shadows of Kalendale - Download Link

Please note: You may need the Microsoft Visual C++ 2008 Redistributable Package. This can be downloaded from the following location:

Microsoft Visual C++ 2008 Redistributable Package

UPDATE: June 17th, 2012

Released source code to make your own campaigns:

Shadows v00000.96 Python source
Last edited by Caddy; June 17th, 2013 at 18:35. Reason: update
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September 9th, 2011, 06:20
This download link doesn't work, since the Shadows.exe file doesn't work and can't be executed. :/

I wished to check it out. At least can you provide us a gameplay, so we can see what's going on there?
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September 10th, 2011, 01:55
Originally Posted by Tanno View Post
This download link doesn't work, since the Shadows.exe file doesn't work and can't be executed. :/

I wished to check it out. At least can you provide us a gameplay, so we can see what's going on there?
The link has been update. We've included a link to the Microsoft Visual C++ 2008 Redistributable Package, which may be needed to run the executable. Hope that works for you!
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September 10th, 2011, 12:54
And does not work as previously, even reinstalled all versions up to 2010 and installed this one and not running on windows xp. And I am curious also to try it out.
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September 10th, 2011, 13:43
Unfortunately, it's as Igor said. I tried to install Microsoft Visual C++ 2008, and even exported the files to a folder, but no luck. I do use Windows 7 64-bit Professional. Maybe the file has a problem. Try using it in a different PC, and you'll figure it out.
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September 12th, 2011, 19:51
We've tested on a wide range of systems, including Windows 7 32- and 64-bit. The next alpha build Revision (00000.73) will include the required DLLs as part of the program manifest and not as a separate install, which should avoid any hassles. Stay tuned and thanks for your patience!

As a side note, be sure your OS has the following system files:

USER32.dll (C:\Windows\system32\USER32.dll)
SHELL32.dll (C:\Windows\system32\SHELL32.dll)
ADVAPI32.dll (C:\Windows\system32\ADVAPI32.dll)
WS2_32.dll (C:\Windows\system32\WS2_32.dll)
GDI32.dll (C:\Windows\system32\GDI32.dll)
KERNEL32.dll (C:\Windows\system32\KERNEL32.dll)
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September 12th, 2011, 20:49
I see. I'll wait for the 64-bit Win 7 updates.

As for the side note, of all the files, I do have only the USER32.dll.
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September 12th, 2011, 21:03
We've rolled out Revision 00000.73 and you may want to try it now. However, if your OS is missing those DLLs, it still may give you issues.
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September 12th, 2011, 23:57
So you mean that you update the download link with the required files in it ?
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September 13th, 2011, 00:33
Originally Posted by Tanno View Post
So you mean that you update the download link with the required files in it ?
Yes, but only the Visual Studio (C++) files. The other files are OS files, and we do not have licenses to distribute them.
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September 13th, 2011, 00:50
Checked those files and I have all of them in folder and downloaded the game again, unfortunately I receive the same error message.
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September 13th, 2011, 01:27
Originally Posted by Igor View Post
Checked those files and I have all of them in folder and downloaded the game again, unfortunately I receive the same error message.
What error message are you both getting?
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September 13th, 2011, 01:39
C: \ Shadow \ Shadow exe is not a valid Win32 application.
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September 13th, 2011, 17:32
Originally Posted by Igor View Post
C: \ Shadow \ Shadow exe is not a valid Win32 application.
Today's revision (00000.74) fixes an issue where it would not run on some 32-bit machines.
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September 13th, 2011, 18:47
Alright. It works. A nice storytelling, where it leads you to where you want to go. Unfortunately, there's not the command "Look Around" for clues or anything. It seems it depends to your memory.

Keep it up.
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September 14th, 2011, 01:20
Originally Posted by Tanno View Post
Alright. It works. A nice storytelling, where it leads you to where you want to go. Unfortunately, there's not the command "Look Around" for clues or anything. It seems it depends to your memory.

Keep it up.
Glad it's working for you Since we're only in Alpha right now, there's a lot more content and features coming.
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September 14th, 2011, 15:19
oh, and let me tell you, that it works for MS-DOS. You could tell us that it works in MS-DOS system, so that we could get an idea of how it works and what requires it needs in order to start. I hope you include some pics in it, so that we can have a general idea of what's going on there, and have some elements, such as [Look Around], [Talk] etc, in it.

BTW, I tried to press "Use [Item]" on the purse of gold, but it didn't work. :/ Hope you can fix it.
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September 15th, 2011, 21:13
Originally Posted by Tanno View Post
oh, and let me tell you, that it works for MS-DOS. You could tell us that it works in MS-DOS system, so that we could get an idea of how it works and what requires it needs in order to start. I hope you include some pics in it, so that we can have a general idea of what's going on there, and have some elements, such as [Look Around], [Talk] etc, in it.

BTW, I tried to press "Use [Item]" on the purse of gold, but it didn't work. :/ Hope you can fix it.
Right now there is no 'use' command. However, if you want to buy something, the Blacksmith store has weapons, armor and shields. As long as you have the gold in your inventory, 'buy [item]' will work for you
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September 16th, 2011, 00:52
Nice. Will try it out later to keep it up.
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September 24th, 2011, 03:34
Spellcasters finally get love in revision 79! Clerics and Sorcerers can now be played.
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