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 Post subject: World of Arch 2.4 released
PostPosted: Mon Apr 30, 2012 3:52 pm 
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A full retro RPG engine and 5 campaigns to play. The game originates from 1994 Amiga OS. And now, thanks to PureBasic, it has been converted to Windows (XP/Vista/7) with dozens of enhancements. Pick flowers in Thailand, Defend your Castle or Search for The Sceptre of Archanoid! Old Skool graphics and Amiga mod music. More information and download: http://www.archmonsters.com/Downloads

Buy now! It's free!

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 Post subject: Re: World of Arch 2.4 released
PostPosted: Mon Apr 30, 2012 10:33 pm 
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Very nice!


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 Post subject: Re: World of Arch 2.4 released
PostPosted: Thu Jun 07, 2012 4:51 pm 
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Very fun game, however I entered "Random Town" in ArchDungeon campaign and every time I tried to leave it I got teleported to a spot in the town. Is this a bug?

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 Post subject: Re: World of Arch 2.4 released
PostPosted: Sat Jun 16, 2012 2:18 pm 
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Nituvious wrote:
Very fun game, however I entered "Random Town" in ArchDungeon campaign and every time I tried to leave it I got teleported to a spot in the town. Is this a bug?


Then don't leave town :)

I noticed that too.

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 Post subject: Re: World of Arch 2.4 released
PostPosted: Sat Jun 23, 2012 11:53 am 
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Hi there, nice to hear that somebody plays the game ;) !

I'm sorry, Nituvious, I just can't reproduce the bug, not yet. Are you on 2.40 version? Unfortunately, that version has lots of bugs in the ArchDungeon. For example, you could play the whole Campaign through by dying twice and on the second time you go and talk to a drunk in the tavern. Voila. That's it. Whole Game though. Just like that. Wham, what a drunk.. Amazing chat. Game over. :lol: This was repaired in 2.41.

Fun of bugs is that you gotta give names for them and may this be called "on-random-town-exit-I-get-teleported-back-to-town"-bug (found by Nituvious). Thanx! I'm releasing 2.42 bugfix-version and Linux version when I get just a wee bit spare time. Even though a lot of bugs were removed, 2.41 got a new serious crash bug in Arch Dungeon at Floor 3 or 4. Saving kills the whole app. Saving buffer was too small and the Amiga mod is too big to fit in that. This has been noticed. And the Kung-fu-Ninja-Mummies are too tough.

Just a hint. Try going to Portal of Heavens and when the sceptre is being asked, answer yes, even you don't have it... And why to do that? I don't know, there's a funny song there. On the level of Thoughts.

Have fun!
Kapslok

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 Post subject: Re: World of Arch 2.4 released
PostPosted: Mon Jun 25, 2012 8:19 pm 
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I was playing the latest version. I think I might still have the save game if you want to take a look at it.

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 Post subject: Re: World of Arch 2.4 released
PostPosted: Wed Jun 27, 2012 5:29 am 
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This looks great. You can't go wrong with the retro graphics. I've always loved the style, ever since I played Simon the Sorcerer.

It seems to have a fair share of features implemented. Keep up the good work; it is great to see such dedication!

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 Post subject: Re: World of Arch 2.4 released
PostPosted: Tue Jul 03, 2012 6:02 pm 
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Thanks! Old skool feeling of the game was one of the main goals. I personally like these amazing modern full 3d fantasy RPG's, but only the fancy graphics don't make a good game. The development of WoA had been quite slow, to be honest. There was always new ideas, mainly because of the fast cpu's of today. With these gigahertz machines you could increase the intelligence of NPC's. And then the coding goes on.

There are some improvements in mind for the version 2.42. For example in the narrow mazes the joined characters tend to get lost. If the LOS-contact is lost, the creatures could still follow each others. And the kleptomanic characters are too eager to steal again after savage beating... that should be fixed as well...

Nituvious, I'd like to take a look at the save files. There are nine save slots for each campaign. Normally the files would be under the subfolders of "Campaigns", but on Windows 7 the files are saved elsewhere. This messes things up a bit on the current version; the direct loading doesn't find anything to load for some reason. You probably know all this already but here's an example: "C:\Users\THE_USERNAME\AppData\Local\VirtualStore\Program Files (x86)\World of Arch\Campaigns\ArchDungeon" So if you'd zip all the "WRn-" starting files (< n is the saved game number from 1-9) and send them over to mail@finitygames.com .. That would help a lot!

Cheers!

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 Post subject: Re: World of Arch 2.4 released
PostPosted: Thu Jul 05, 2012 11:18 pm 
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Packed the saves up and emailed to you. Hope it helps!

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 Post subject: Re: World of Arch 2.4 released
PostPosted: Mon Jul 09, 2012 8:11 pm 
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Hi! I peeked at the saves a few days ago and I could reproduce the problem. Thank you, this really helps me to get a hang of it. The exit coordinates are correct, but the map names aren't. So a big question still is, when and how the exit-map names get messed up. I'll have another look at it shortly!

Ps. Hey Nituvious, well played! I saw one Lv30 fighter character there!

Cheerz,
Kapslok

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