Initial Release


ERDLUITL - Legends of Below

FIRST RELEASE !


Erdluitl was at first a small project designed for testing RTS implementation, only for curiosity. As features and gameplay elements were added to the prototype, it became quite pleasant to play and my small cousins became the first alpha testers, always asking for new creatures and new stuffs to do.

The game existed for some years as a private project, being worked on when time allowed it, before being publicly released. The core of the game has been built and since then many improvements have been made, many bugs have been fixed. All of these changes won't be presented here but only what came with the last version.


  • Movements is redone, now alternating between path finding and direct movement according to situation
  • Inventory added for incarnated agent, allows to see weapons and items, using and dropping things
  • Leveling up now displays a special button to access skills/spells selection (incarnated agent)
  • Editor now has a selector to save custom map into skirmishes or missions
  • Editor now has custom objectives for missions (Retrieve Object, Kill Targets, Find Exit), unlocking next missions
  • Editor : events added (Spawn things, Creatures arrival...), can link creatures and resources and in game triggering
  • Player agent is saved through the campaign missions (keeping leanrt spells and inventory)
  • Tooltips added in building production screen to see required resources (also rewrote general tooltips code)
  • Production jobs needed resources are now stored in XML file instead of hard coded
  • Needed resources added in XML for each craftable resource
  • Available production added in XML for each production building
  • Life Potion added, craftable from laboratory and stackable in new shelves
  • Infernal Portal ritual added, pouring demons in game until it's closed by counter ritual
  • Major Dissipation ritual added, reverses incapacitating spells, petrification and closes Infernal Portals
  • Liber Maleum book added for Infernal Portal
  • 3 new creatures added, demons for Infernal Portal : Devil, Horror and Flame Skull
  • New cursor magic animation added
  • Information pannel is now displayed when clicking on an agent (shows more information in DEBUG mode)
  • Blizzard spell added, ice area effect
  • Inquisitor character added for Alliance, combine Priest spells and fighting skills, counters Vampire
  • Dark Sorcerer added for Monsters, has access to Dark Magic like Vampires, counters Wizard
  • Gorgons added for Monsters, special unit with petrifiying sight
  • Dwarven Gunner added for humans, special high damage range unit armed with a hand canon
  • Possibility to ask for alliance and break, with full AI support
  • Everything re-synced for multiplayer and online setting screen redone
  • Code simplified and optimized in a number of ways, redundancy reduced
  • Several new spells added (Ray of light, Tempest, Pestilence, Desintegration, Teleportation, Telekinesis, Life Absorption, Portal, etc...)
  • AI now check for path from a template agent before assaulting or sending bombs, also re-check and search for breaches when no path
  • Several rituals added with multiplayer sync and AI use (Pest, Chaos, Protection Ward, Evil Observer, Blessing)
  • Added QZSD and ZQSD usage to directly move character or move camera during Throne RTS view
  • Reworked multiplayer connection (preventing double room names by checking list before creating, and preventing joining already started game by using game instances)
  • Pig farms added with AI support
  • Z sorting entirely redone
  • New creatures coming to the dungeon can already have some level and xp based on current player power


  • [FIXED] Projectiles pass through horizontal one tiled wall because of projectile map
  • [FIXED] Spies can assassinate or sabotage when not invisible
  • [FIXED] Some invoked creatures are included into units count (flaming skulls)
  • [FIXED] Some books spawned with info = 0 or '0' (ritual books, maybe spell books) when AI confirms trade
  • [FIXED] Agents with target don't reset state when out of sight (assault, reaching target, defending)
  • [FIXED] Blazing curse flame effects on agents never destroyed
  • [FIXED} Doors request doesn't work for player
  • [FIXED} Players commands stuck when using a library and clicking anywhere to close choices list
  • [FIXED] Assassination movement doesn't work well, agent stuck and only attack if target is near
  • [FIXED] Libraries full with some missing books
  • [FIXED] Bombs can destroy map border tiles
  • [FIXED] Smoke effects not removed from destroyed buildings
  • [FIXED] Adventurers don't shoot any bolt when using crossbow
  • [FIXED] AI build room traps and evil eyes inside Gate room, workaround by setting Gate room tiles to walkable at game start
  • [FIXED] Some workers are stuck finding path for harvest unreachable chest or mushroom cave
  • [FIXED] AI finding path for assaults and bombs lead to coordinates 0:0 and target wrong position
  • [FIXED] Deposits can block AI throne room by spawning on the entrance
  • [FIXED] Some agents continue to target and attack friendly unit after having used heal or dissipation spell
  • [FIXED] Some soldiers are stuck sometimes following path and Pathfinding disabled, maybe due to not cancelling job somewhere
  • [FIXED] Stun effect time not set properly when using Chaos ritual and ends before curse effect finishes
  • [FIXED] Some weapons are not destroyed properly when agent dies in multiplayer peer side, objects remain as tools
  • [FIXED] Messenger flags don't spawn in multiplayer peer side
  • [FIXED] Messenger flags only appear from peer to host in mutiplayer, and not host to peer
  • [FIXED] Diplomatic messages are not shown to target player when messenger arrived in multiplayer from host to peer side 
  • [FIXED] Can hover invisible enemy agents
  • [FIXED] Changing peer faction color from the host in multiplayer game setup doesn't change it peer side
  • [FIXED] Crown icon and prestige points not removed when game over
  • [FIXED] Attack icon on minimap not destroyed when hiding map
  • [FIXED] Teleportation glitches in multiplayer, putting the player somewhere out of map
  • [FIXED] Portal spell doesn't seem to work in multiplayer, can't use spawned portal from peer
  • [FIXED] Portal spell effect remains a little bit on screen and doesn't get destroyed at animation end
  • [FIXED] Tempest spell doesn't seem to work in multiplayer
  • [FIXED] Screen shake effect from explosion doesn't work on peer side
  • [FIXED] King is not incarnated in multiplayer if another alias was given due to same name 
  • [FIXED] Population food cap decreased when destroying a mushroom farm in construction
  • [FIXED] Some icons disappear (units, resources) maybe related to Spike Trap icon missing when built event
  • [FIXED] Peer doesn't win the game when only his king remains
  • [FIXED] Can't take a potion from shelves, removes amount by one without removing the potion and adds a blank item in player inventory
  • [FIXED] Peers can't open inventory of an incarnated character right after possession, but can after a move order has been given
  • [FIXED] Agents wandering are massing in top left corner
  • [FIXED] Projectiles and lasers do not hit buildings like doors and lightning traps
  • [FIXED] No Food alerts don't show up on peer and message is sent and displayed to the host
  • [FIXED] Clicking on character avatar when controlling directly change zoom and set right click to pan scroll instead of moving order

Files

Erdluitl-11d-Demo.zip 173 MB
Jan 04, 2024

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