Yes, that loot disappering happens it the very first forest just next to the town. This also happened in every goblin tribe. I notice that closer character was hidden snatch or chest more like gold/items were about to stay.
Overall I really like this mod. I have now played about 2.5 hours with fighter character. I could now try out to beat giant spider and the black rat in cathedral, since those are related to some quest. I haven't visited other goblin tribes yet. Iron mine, that beast in cave I was able to find.
Could there be passive power for gaining extra slot for rune?
Some of the chest in forest did not drop the loot or they drop the coins but they immediately disappered after hitting the ground. I suppose these are bugs.
Yes Pet killed the sonic bat, but bat itself wasn't visible in game. It wasn't drawn in game. Is it suppose to be invisible? I could see the spell effect it did, but not the bat itself. I think I got quest.
This fighter character is very powerful. I was able to beat Zombie guy from Hero's Tomb just using Bash II, regular hit and one single time for healing spell. Boars are not that hard for fighter.
I started with new character focusing on melee combat and game is probably a bit easier, if you pick strength that you get kitchen knife as a weapon. I have noticed couple of possible bugs.
First one was that ultrasonic bat, it was visible in game, but my pet antlion killed it. It took couple of summoning since it had quite a lot of hit points.
Second one was that Phalanx Antlion seemed quite passive to compared other antlions. Not sure if this was correct behaviour or not but killing that was relative easy compared for others.
On the other hand that boar in the woods is very difficult, I haven't been able to kill it it forces me to leave from the map, so I don't die.
I wonder would it be possible to make screen go red for a moment when character hit points go below some threshold, I have had moments that I haven't realised that HPs are low and I don't drink healing potion and then I die. Or maybe play some lounder sound effect when death is near for player character.
I really enjoyed playing the mod, even I haven't finished yet. My first character build went a bit wrong since I added single point for each attribute and when going back to weapon smith I noticed that I couldn't use any of the better weapons, wands or ranged weapons. This was because level 2 weapons seem to require value 4 in certain attribute.
Second character I made chose for wizard and it went fine until I encounter Giant Spider, or Black rat. Those had quite a lot of hit points and my character had less then one third of Giant spider. Maybe there should be some weapons that could be equiped with value 2 in strength/dextirity/intelligence.
Also on my first play getting for second level felt like so far away, since XP require ment rise from 250 to 1350 XP(I could be wrong but it was definitly over 1000), This was quite huge leap and since my selections were poor getting there felt almost like impossible. I am not fan for huge griding in games, and I think early in game players can get levels a bit faster than later since they might do mistakes when making the choices. Or maybe there could way to reset the choices for example drinking with drunken master. Which could cost another 400 gold pieces.
If previous version was fixing the AI, now this one is for the content. This will contain two new space races: Reborgians and Lithorians.
Reborgians are cyborg race which can synthesize other beings into their own race when conquering planets. They also gain some technology when conquering other realm's planets.They also get huge negative diplomatic bonuses. These probably work best when these are assigned as ancient realm and in that case they are real threat.
Lithorians are metal eating creatures. They don't need to spend resources on food growing but some of the mined metals on planets are eating by population. This will actually give more production to planets, since no food production is required. Population growth is slower than other races, but it will start grown on starting planet since it has some metal production already.
Then there are new government types: Regime, Technocracy, Collective and Utopia. Regime is tyrant government without the heirs. Technocracy is a bit like democracy but more focused on research. This is very good choice for example Greyans. Collective is mining and mining focused governmment. Utopia government is peaceful government with lots of bonus for culture and food production. Also I changed some of the old goverments so that each of them is some how unique now. Also Alliance goverment is now called Union. Reason for this was that Alliance could be misunderstood when two realms were making alliances.
Then there are limits how many times planets can be conquered during conquer screen and this depends on how fast attacking ships are in combat. Big planet with lot's of population might not be conquered any longer with single turn. Also regular weapons can cause suppression bonus for attacking forces or very rarely destroy buildings.
Leaders have flavor text which are now generated based on what leaders have done during the game play. Both Lithorian and Reborgian screen shot contains example of these flavor texts. Leaders can be also prison if they are caught during espionage mission.
New release is available from here if you are interested:
Open Realm of Stars could be the very first game direct support with Philips Hue lights. I did not implement light support so that what colors are visible on game screen would be visible in lights too, but instead lights give out the game mood or state. For example each race has their own light which tries to emulate lights on their ship's bridge. If there war declared during diplomatic screen lights start blinking red. Also during combat lights are blink red alert. On map screen light cycle through calm blue, purple and green colors.
Most of light effects I did by using sin and cosine waves for hue coloring and light's brightness. Since it is using sin and cosine intensity level can be also adjust. For example that red alert with highest intensity it goes almost pitch black to bright red and on lower levels it keeps pulsating the between two red levels.
Second biggest changes is the AI. AI wasn't earlier that good, and reason was that it did not do well on colonizing new planets. There were two issues it exploring routine was not good enough and it spent too many moves on sectors that were already visited. Second problem was that AI tried to look new planets from upper left corner of the map. This was due that I use for loops looking for new planets. I changed this that AI now calculates center of it's realm and selects planets which are closer to that point.
During test games AI(Single AI realm) was able to colonize up to 11 or 12 planets where it previously might get 3 or 4. This is major difference. First test game after these changes I actually lost the game for AI. Teuthidae Horde conquered half of the home world in the galaxy and won the game. I had no way to stop that realm. Their technology was much higher than I had. When game ends it now has new sub page which show statistics for different ship design.
That screen shot shows my best design had 45 of military value where Teuthidae had 79 which is quite much more than I had. That particular game there were two ancient realms Teuthidae Horde and Centaur Democracy. These two had best ships. Other AIs had regular start as I did have and those designs seem to be quite in line with each others.
Another game I started with settings where each realm was ancient so it means that galaxy will end up in certain situation which is being played by AI till there. Then the actual game starts. I was playing with Greyans and I was in war with Sporks. I only had corvettes as war ships. People was getting tired for war. I tried to persuade Sporks to make peace with me but it did not work out. So I need to start research more military equipment and skip all non essential technology like scanners.
This caused problems later in the game where two of my planets had cloaked ships orbiting. This prevents building new space ships from that planet. Since I did not see them I couldn't hail them and ask them to leave. Couple of turns later one of those cloaked ships did this:
So some realm was doing terrorist attacks from orbit towards my planet. I had to study and built for scanners and turn out one those ships was actually from Spork realm. Another one was spy from Centaurs, which left after I was able to hail them and ask them to leave my space.
Biggest changes are that game now has rare technology. This can be acquired mostly from space anomalies or special events. There are new weapons in rare tech: Ion cannon and plasma cannon. New defensive components: Organic armor, solar armor and distortion shields. Tractor beam can be found when exploring the black hole. Deadly virus is learned when deadly virus random event happens. Now this deadly virus can spread when trading with another realm or even on purpose by using espionage mission.
For diplomacy there is possibility to gain casus belli against another realm. This can be achieved if another realm makes border crossings, demands or war declarations. There is also new espionage mission where, your leader explodes his/her own ship and claims that another realm exploded that. This may grant you also casus belli against that realm.
Combat has got new feature where previously passive components can be overload if ship has extra energy. Shields can regenerate faster, engines allows ships move faster, cloaking devices prevents enemy locking on your ship. In one of the test games I was able to beat more powerful fleet by using cloaking devices and destroying one ship per turn and then running away from the combat just to get back energy reserves before attacking again.
There are also couple of new ship bridge images done:
One cool idea for tractor beam would be that maybe in future versions it could be used for stealing other's ships during combat. Full change list and new release is available here:
I was finally able to finish up the next version of Open Realm of Stars. 0.15.0Beta biggest change is that fleet commanders can do espionage missions against other realm's planets. These espionage missions include stealing credits, technology, sabotage, assasination of governor and terrorist attacks.
If you manage to do big espionage things your espionage mission might also end up into galactic news.
I have also added new random events and most of these are now somehow related to leaders. Leaders can get into accidents and die or ruler can get stressed. In space anomalies there can be found ancient Mechion leader or mysterious timewarp.
There are new perks for leaders but two of them are quite interesting: Wealthy and Power Hungry. Power hungry was also in previous version but in this version I made a bit chance for it. In governments where reign time is for ruler's life time other leaders with Power Hungry can made assassination of current leader.
In one of my test games, I had leader which got three heirs. First heir had perk incompetence which means that he got negative bonus no matter what he did. So when ruler died second heir became the ruler. In some time this incompetence prince got new level up where he gained power hungry perk. Just in couple of turns he assassinate his brother and became ruler by himself.
While playing these test games, I noticed that this kind of power struggle happened with other realms too. In one game Sporks Empire had quite many internal assassinations during the whole game.
Wealthy perk is also quite interesting since it can save once the leader from death. For example if leader is about to die old age he or she can be saved by the wealthy perk. Perk is then gone when it saves the leader's life. Wealthy perk can also save against assassinations.
I feel that these events which happen to the leaders are now the building blocks the story elements in Open Realm of Stars. For example duels in space battle gets into galactic news and all these events make the galaxy feel a bit more life like.
Yes, that loot disappering happens it the very first forest just next to the town. This also happened in every goblin tribe. I notice that closer character was hidden snatch or chest more like gold/items were about to stay.
Overall I really like this mod. I have now played about 2.5 hours with fighter character. I could now try out to beat giant spider and the black rat in cathedral, since those are related to some quest. I haven't visited other goblin tribes yet. Iron mine, that beast in cave I was able to find.
Could there be passive power for gaining extra slot for rune?
Some of the chest in forest did not drop the loot or they drop the coins but they immediately disappered after hitting the ground. I suppose these are bugs.
Yes Pet killed the sonic bat, but bat itself wasn't visible in game. It wasn't drawn in game. Is it suppose to be invisible? I could see the spell effect it did, but not the bat itself. I think I got quest.
This fighter character is very powerful. I was able to beat Zombie guy from Hero's Tomb just using Bash II, regular hit and one single time for healing spell. Boars are not that hard for fighter.
I started with new character focusing on melee combat and game is probably a bit easier, if you pick strength that you get kitchen knife as a weapon. I have noticed couple of possible bugs.
First one was that ultrasonic bat, it was visible in game, but my pet antlion killed it. It took couple of summoning since it had quite a lot of hit points.
Second one was that Phalanx Antlion seemed quite passive to compared other antlions. Not sure if this was correct behaviour or not but killing that was relative easy compared for others.
On the other hand that boar in the woods is very difficult, I haven't been able to kill it it forces me to leave from the map, so I don't die.
I wonder would it be possible to make screen go red for a moment when character hit points go below some threshold, I have had moments that I haven't realised that HPs are low and I don't drink healing potion and then I die. Or maybe play some lounder sound effect when death is near for player character.
I really enjoyed playing the mod, even I haven't finished yet. My first character build went a bit wrong since I added single point for each attribute and when going back to weapon smith I noticed that I couldn't use any of the better weapons, wands or ranged weapons. This was because level 2 weapons seem to require value 4 in certain attribute.
Second character I made chose for wizard and it went fine until I encounter Giant Spider, or Black rat. Those had quite a lot of hit points and my character had less then one third of Giant spider. Maybe there should be some weapons that could be equiped with value 2 in strength/dextirity/intelligence.
Also on my first play getting for second level felt like so far away, since XP require ment rise from 250 to 1350 XP(I could be wrong but it was definitly over 1000), This was quite huge leap and since my selections were poor getting there felt almost like impossible. I am not fan for huge griding in games, and I think early in game players can get levels a bit faster than later since they might do mistakes when making the choices. Or maybe there could way to reset the choices for example drinking with drunken master. Which could cost another 400 gold pieces.
New version of Open Realm of Stars is available.
If previous version was fixing the AI, now this one is for the content. This will contain two new space races: Reborgians and Lithorians.
Reborgians are cyborg race which can synthesize other beings into their own race when conquering planets. They also gain some technology when conquering other realm's planets.They also get huge negative diplomatic bonuses. These probably work best when these are assigned as ancient realm and in that case they are real threat.
Lithorians are metal eating creatures. They don't need to spend resources on food growing but some of the mined metals on planets are eating by population. This will actually give more production to planets, since no food production is required. Population growth is slower than other races, but it will start grown on starting planet since it has some metal production already.
Then there are new government types: Regime, Technocracy, Collective and Utopia. Regime is tyrant government without the heirs. Technocracy is a bit like democracy but more focused on research. This is very good choice for example Greyans. Collective is mining and mining focused governmment. Utopia government is peaceful government with lots of bonus for culture and food production. Also I changed some of the old goverments so that each of them is some how unique now. Also Alliance goverment is now called Union. Reason for this was that Alliance could be misunderstood when two realms were making alliances.
Then there are limits how many times planets can be conquered during conquer screen and this depends on how fast attacking ships are in combat. Big planet with lot's of population might not be conquered any longer with single turn. Also regular weapons can cause suppression bonus for attacking forces or very rarely destroy buildings.
Leaders have flavor text which are now generated based on what leaders have done during the game play. Both Lithorian and Reborgian screen shot contains example of these flavor texts. Leaders can be also prison if they are caught during espionage mission.
New release is available from here if you are interested:
https://github.com/tuomount/Open-Realms-of-Stars/releases
New version of Open Realm of Stars is available.
Open Realm of Stars could be the very first game direct support with Philips Hue lights. I did not implement light support so that what colors are visible on game screen would be visible in lights too, but instead lights give out the game mood or state. For example each race has their own light which tries to emulate lights on their ship's bridge. If there war declared during diplomatic screen lights start blinking red. Also during combat lights are blink red alert. On map screen light cycle through calm blue, purple and green colors.
Most of light effects I did by using sin and cosine waves for hue coloring and light's brightness. Since it is using sin and cosine intensity level can be also adjust. For example that red alert with highest intensity it goes almost pitch black to bright red and on lower levels it keeps pulsating the between two red levels.
Second biggest changes is the AI. AI wasn't earlier that good, and reason was that it did not do well on colonizing new planets. There were two issues it exploring routine was not good enough and it spent too many moves on sectors that were already visited. Second problem was that AI tried to look new planets from upper left corner of the map. This was due that I use for loops looking for new planets. I changed this that AI now calculates center of it's realm and selects planets which are closer to that point.
During test games AI(Single AI realm) was able to colonize up to 11 or 12 planets where it previously might get 3 or 4. This is major difference. First test game after these changes I actually lost the game for AI. Teuthidae Horde conquered half of the home world in the galaxy and won the game. I had no way to stop that realm. Their technology was much higher than I had. When game ends it now has new sub page which show statistics for different ship design.
That screen shot shows my best design had 45 of military value where Teuthidae had 79 which is quite much more than I had. That particular game there were two ancient realms Teuthidae Horde and Centaur Democracy. These two had best ships. Other AIs had regular start as I did have and those designs seem to be quite in line with each others.
Another game I started with settings where each realm was ancient so it means that galaxy will end up in certain situation which is being played by AI till there. Then the actual game starts. I was playing with Greyans and I was in war with Sporks. I only had corvettes as war ships. People was getting tired for war. I tried to persuade Sporks to make peace with me but it did not work out. So I need to start research more military equipment and skip all non essential technology like scanners.
This caused problems later in the game where two of my planets had cloaked ships orbiting. This prevents building new space ships from that planet. Since I did not see them I couldn't hail them and ask them to leave. Couple of turns later one of those cloaked ships did this:
So some realm was doing terrorist attacks from orbit towards my planet. I had to study and built for scanners and turn out one those ships was actually from Spork realm. Another one was spy from Centaurs, which left after I was able to hail them and ask them to leave my space.
If you are interested to try it out it is available from here:
https://github.com/tuomount/Open-Realms-of-Stars/releases
New version of Open Realm of Stars is available.
Biggest changes are that game now has rare technology. This can be acquired mostly from space anomalies or special events. There are new weapons in rare tech: Ion cannon and plasma cannon. New defensive components: Organic armor, solar armor and distortion shields. Tractor beam can be found when exploring the black hole. Deadly virus is learned when deadly virus random event happens. Now this deadly virus can spread when trading with another realm or even on purpose by using espionage mission.

For diplomacy there is possibility to gain casus belli against another realm. This can be achieved if another realm makes border crossings, demands or war declarations. There is also new espionage mission where, your leader explodes his/her own ship and claims that another realm exploded that. This may grant you also casus belli against that realm.
Combat has got new feature where previously passive components can be overload if ship has extra energy. Shields can regenerate faster, engines allows ships move faster, cloaking devices prevents enemy locking on your ship. In one of the test games I was able to beat more powerful fleet by using cloaking devices and destroying one ship per turn and then running away from the combat just to get back energy reserves before attacking again.
There are also couple of new ship bridge images done:

One cool idea for tractor beam would be that maybe in future versions it could be used for stealing other's ships during combat. Full change list and new release is available here:
https://github.com/tuomount/Open-Realms-of-Stars/releases/tag/rel-0-16-0
Have you checked out LPC(Liberated Pixel Cup) tiles?
https://opengameart.org/art-search?keys=lpc
Those should have more than enough to make RPG. I used those when I converted my own game into open source.
I was finally able to finish up the next version of Open Realm of Stars. 0.15.0Beta biggest change is that fleet commanders can do espionage missions against other realm's planets. These espionage missions include stealing credits, technology, sabotage, assasination of governor and terrorist attacks.
If you manage to do big espionage things your espionage mission might also end up into galactic news.
I have also added new random events and most of these are now somehow related to leaders. Leaders can get into accidents and die or ruler can get stressed. In space anomalies there can be found ancient Mechion leader or mysterious timewarp.
There are new perks for leaders but two of them are quite interesting: Wealthy and Power Hungry. Power hungry was also in previous version but in this version I made a bit chance for it. In governments where reign time is for ruler's life time other leaders with Power Hungry can made assassination of current leader.
In one of my test games, I had leader which got three heirs. First heir had perk incompetence which means that he got negative bonus no matter what he did. So when ruler died second heir became the ruler. In some time this incompetence prince got new level up where he gained power hungry perk. Just in couple of turns he assassinate his brother and became ruler by himself.
While playing these test games, I noticed that this kind of power struggle happened with other realms too. In one game Sporks Empire had quite many internal assassinations during the whole game.
Wealthy perk is also quite interesting since it can save once the leader from death. For example if leader is about to die old age he or she can be saved by the wealthy perk. Perk is then gone when it saves the leader's life. Wealthy perk can also save against assassinations.
I feel that these events which happen to the leaders are now the building blocks the story elements in Open Realm of Stars. For example duels in space battle gets into galactic news and all these events make the galaxy feel a bit more life like.
New release is available from here:
https://github.com/tuomount/Open-Realms-of-Stars/releases
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