Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-17 Thread Jeremy Kaldobsky
Nice work Christina!  I was hoping to capture some of the feel from mission 1, 
but also try to still give it its own unique place among the missions. It feels 
kind of like a mix between missions 1 and 3 in my opinion.  I haven't tried 
beating it on normal yet.


 I just beat Mission Four on easy
 mode.  It was a lot of fun!
 Thanks!
 Christina


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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-16 Thread Christina
I just beat Mission Four on easy mode.  It was a lot of fun!
Thanks!
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Thursday, September 15, 2011 3:51 AM
Subject: [Audyssey] Castaways version 2.3, mission 4 is here.


The version 2.3 update has finally been posted, and it has quite a few new 
features that will keep people entertained.  For 
starters, I must again apologize for not having the new multiplayer mode ready, 
but each day I get a little closer.

I fixed a few more small bugs, as well as another piece of the tome bug that I 
had apparently missed the first time.  A few 
errors were fixed that caused the game to crash for people using unregistered 
files.  The debuglog.txt file is a little 
better now, so it should log more useful information in the event of a game 
crash.

Monks had a bug that caused them to sometimes ignore their tome writing duties 
in exchange for leather working.  This is 
fixed now.

If you move over a closed building on the map, it will now say the word closed 
after the building name.

I've added a clearer mission objective to mission 2's introduction.  Some 
people were getting confused about what exactly was 
required of them in that mission.  Hopefully it is easier to understand now.

The upgraded fisherman job Bait master has been changed to Angler, to make it 
sound a little more accurate.

With all of the new sounds, some people will want to lower their volume so that 
they can hear their screen reader better. 
Hold shift and press brackets [ and ] to raise or lower the sound effects 
volume within the game.

I've added a new feature to the main menu, which allows people to select a 
custom sound pack.  Rather than actually replacing 
the sound files, people making their own sound packs can simply create a new 
folder within the castaway directory.  Populate 
that folder with your own sounds that match the names found within the original 
sounds folder.  As a sample I have included a 
folder called oldpause which is a tiny soundpack that just changes the pause 
and resume sounds back to how they were in past 
versions.  You'll notice that I didn't have to use any other sounds except 
pause and resume, since the game will 
automatically look back to the default sounds folder for any missing sounds 
from the custom sound pack.  To try out the small 
soundpack, set it on the main menu by typing oldpause where it prompts you for 
the sound pack name.

Another feature on the main menu is a toggle called pauses.  By default it is 
set to short, but if you change it to long, the 
supply messages Z X C and V will use periods instead of commas.  Some people 
like the messages how they have always been, but 
a few people have had trouble since the comma pausing isn't long enough for 
their screen reader.  Hopefully this helps 
everyone have what they feel is easiest to understand.

Farmers can now be upgraded using tomes.  Upgrading farmers is a lot like 
upgrading soldiers into the different troop types. 
A menu allows you to turn your farmer into a Gardener, a Wheat farmer, a 
Winemaker, or a Shepherd.  The upgraded farmers get 
a boost to their working speed, and will also focus their efforts on only their 
particular skill.  Gardeners work in 
Vegetable farms, Wheat farmers grow wheat, Winemakers work in vineyards, and 
Shepherds work in animal farms.  For a while now 
people have wanted to divide up their farmers into specific duties, and now you 
can.

Mission 4 has been added!  Prepare yourself for a vicious new enemy that will 
force you to call upon skills from your past. 
In addition to a tricky new enemy, plague becomes your first viral foe.  The 
longer it takes you to complete the mission, the 
higher the risk that your people will catch the disease.  If the illness wasn't 
already bad enough, each person who is sick 
with the plague raises the odds that more of your people will catch it.  You 
had better keep on top of the situation, or you 
could quickly find yourself overwhelmed with dying citizens.

A new type of building has been introduced for mission 4.  The Tudor house is a 
larger home able to support 7 people instead 
of the usual 4.  The buildings are more expensive than using normal sized 
houses, but if space is important to you, the Tudor 
house may be your new best friend.

I wish everyone luck on the new additions.  Have fun, and I will continue 
working whenever I have time.

Download link for castaways can be found here:
www.kaldobsky.com/audiogames/

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[Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread Jeremy Kaldobsky
The version 2.3 update has finally been posted, and it has quite a few new 
features that will keep people entertained.  For starters, I must again 
apologize for not having the new multiplayer mode ready, but each day I get a 
little closer.

I fixed a few more small bugs, as well as another piece of the tome bug that I 
had apparently missed the first time.  A few errors were fixed that caused the 
game to crash for people using unregistered files.  The debuglog.txt file is a 
little better now, so it should log more useful information in the event of a 
game crash.

Monks had a bug that caused them to sometimes ignore their tome writing duties 
in exchange for leather working.  This is fixed now.

If you move over a closed building on the map, it will now say the word closed 
after the building name.

I've added a clearer mission objective to mission 2's introduction.  Some 
people were getting confused about what exactly was required of them in that 
mission.  Hopefully it is easier to understand now.

The upgraded fisherman job Bait master has been changed to Angler, to make it 
sound a little more accurate.

With all of the new sounds, some people will want to lower their volume so that 
they can hear their screen reader better.  Hold shift and press brackets [ and 
] to raise or lower the sound effects volume within the game.

I've added a new feature to the main menu, which allows people to select a 
custom sound pack.  Rather than actually replacing the sound files, people 
making their own sound packs can simply create a new folder within the castaway 
directory.  Populate that folder with your own sounds that match the names 
found within the original sounds folder.  As a sample I have included a folder 
called oldpause which is a tiny soundpack that just changes the pause and 
resume sounds back to how they were in past versions.  You'll notice that I 
didn't have to use any other sounds except pause and resume, since the game 
will automatically look back to the default sounds folder for any missing 
sounds from the custom sound pack.  To try out the small soundpack, set it on 
the main menu by typing oldpause where it prompts you for the sound pack name.

Another feature on the main menu is a toggle called pauses.  By default it is 
set to short, but if you change it to long, the supply messages Z X C and V 
will use periods instead of commas.  Some people like the messages how they 
have always been, but a few people have had trouble since the comma pausing 
isn't long enough for their screen reader.  Hopefully this helps everyone have 
what they feel is easiest to understand.

Farmers can now be upgraded using tomes.  Upgrading farmers is a lot like 
upgrading soldiers into the different troop types.  A menu allows you to turn 
your farmer into a Gardener, a Wheat farmer, a Winemaker, or a Shepherd.  The 
upgraded farmers get a boost to their working speed, and will also focus their 
efforts on only their particular skill.  Gardeners work in Vegetable farms, 
Wheat farmers grow wheat, Winemakers work in vineyards, and Shepherds work in 
animal farms.  For a while now people have wanted to divide up their farmers 
into specific duties, and now you can.

Mission 4 has been added!  Prepare yourself for a vicious new enemy that will 
force you to call upon skills from your past.  In addition to a tricky new 
enemy, plague becomes your first viral foe.  The longer it takes you to 
complete the mission, the higher the risk that your people will catch the 
disease.  If the illness wasn't already bad enough, each person who is sick 
with the plague raises the odds that more of your people will catch it.  You 
had better keep on top of the situation, or you could quickly find yourself 
overwhelmed with dying citizens.

A new type of building has been introduced for mission 4.  The Tudor house is a 
larger home able to support 7 people instead of the usual 4.  The buildings are 
more expensive than using normal sized houses, but if space is important to 
you, the Tudor house may be your new best friend.

I wish everyone luck on the new additions.  Have fun, and I will continue 
working whenever I have time.

Download link for castaways can be found here:
www.kaldobsky.com/audiogames/

---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread john
	I really like the soundpack idea. This could turn out to be 
something where people could distribute various packs, and see 
what everyone likes best. I could even see some kind of 
competition coming out of this.
	The plague already sounds difficult, though it might be 
beatable with a lot of doctors. I've never been one for making 
houses (they're a waste of valuable resources when I can beat the 
game with the starting number of people (at least on easy)), so 
I'm ot sure how much I'm going to use the new building.
	I really like the idea of upgrading farmers (this was 
something I thought was missing from the last version). The open 
and closed being mentioned probably would have been more useful a 
couple of versions ago as  the sounds now demonstrate whether or 
not a building is open or closed.
	Overall though, I certainly think this will be an 
improvement once I can get around to downloading it.


- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Date sent: Thu, 15 Sep 2011 00:51:54 -0700 (PDT)
Subject: [Audyssey] Castaways version 2.3, mission 4 is here.

The version 2.3 update has finally been posted, and it has quite 
a few new features that will keep people entertained.  For 
starters, I must again apologize for not having the new 
multiplayer mode ready, but each day I get a little closer.


I fixed a few more small bugs, as well as another piece of the 
tome bug that I had apparently missed the first time.  A few 
errors were fixed that caused the game to crash for people using 
unregistered files.  The debuglog.txt file is a little better 
now, so it should log more useful information in the event of a 
game crash.


Monks had a bug that caused them to sometimes ignore their tome 
writing duties in exchange for leather working.  This is fixed 
now.


If you move over a closed building on the map, it will now say 
the word closed after the building name.


I've added a clearer mission objective to mission 2's 
introduction.  Some people were getting confused about what 
exactly was required of them in that mission.  Hopefully it is 
easier to understand now.


The upgraded fisherman job Bait master has been changed to 
Angler, to make it sound a little more accurate.


With all of the new sounds, some people will want to lower their 
volume so that they can hear their screen reader better.  Hold 
shift and press brackets [ and ] to raise or lower the sound 
effects volume within the game.


I've added a new feature to the main menu, which allows people to 
select a custom sound pack.  Rather than actually replacing the 
sound files, people making their own sound packs can simply 
create a new folder within the castaway directory.  Populate that 
folder with your own sounds that match the names found within the 
original sounds folder.  As a sample I have included a folder 
called oldpause which is a tiny soundpack that just changes the 
pause and resume sounds back to how they were in past versions.  
You'll notice that I didn't have to use any other sounds except 
pause and resume, since the game will automatically look back to 
the default sounds folder for any missing sounds from the custom 
sound pack.  To try out the small soundpack, set it on the main 
menu by typing oldpause where it prompts you for the sound pack 
name.


Another feature on the main menu is a toggle called pauses.  By 
default it is set to short, but if you change it to long, the 
supply messages Z X C and V will use periods instead of commas.  
Some people like the messages how they have always been, but a 
few people have had trouble since the comma pausing isn't long 
enough for their screen reader.  Hopefully this helps everyone 
have what they feel is easiest to understand.


Farmers can now be upgraded using tomes.  Upgrading farmers is a 
lot like upgrading soldiers into the different troop types.  A 
menu allows you to turn your farmer into a Gardener, a Wheat 
farmer, a Winemaker, or a Shepherd.  The upgraded farmers get a 
boost to their working speed, and will also focus their efforts 
on only their particular skill.  Gardeners work in Vegetable 
farms, Wheat farmers grow wheat, Winemakers work in vineyards, 
and Shepherds work in animal farms.  For a while now people have 
wanted to divide up their farmers into specific duties, and now 
you can.


Mission 4 has been added!  Prepare yourself for a vicious new 
enemy that will force you to call upon skills from your past.  In 
addition to a tricky new enemy, plague becomes your first viral 
foe.  The longer it takes you to complete the mission, the higher 
the risk that your people will catch the disease.  If the illness 
wasn't already bad enough, each person who is sick with the 
plague raises the odds that more of your people will catch it.  
You had better keep on top of the situation, or you could quickly 
find yourself overwhelmed with dying citizens.


A new type of building has been

Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread john
Just something amusing I noticed about the subject line, 
castaways 2.3 mission 4 kind of sounds like your counting. Also, 
are you planning to create any more missions in the future?


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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread Jeremy Kaldobsky
I do have plans for at least 1 more single player mission, possibly more.  
There are also plans for a special multiplayer mission that can only be played 
as a team online, and I have plans to make a new multiplayer mode which will 
allow people to form teams and battle one another.  I desperately want to add 
these things, but of course I cannot actually promise that they will all happen.

 Just something amusing I noticed
 about the subject line, castaways 2.3 mission 4 kind of
 sounds like your counting. Also, are you planning to create
 any more missions in the future?


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