Zefz wrote:Currently the spellbook is hardcoded to be always slot 127 and always located under basicdat.
It should be very simple to make a global object folder under basicdat/globalobjects and use the modules/xxx.mod/objects folder as a override folder.
First load all objects from the global folder, then override them with the objects located in the module objects folder. It should be very simple when I think about it right now (but it is faar from optimized!). It would be nice for potions, spells and weapons.
(and to clarify, no it's not in the game yet, just in my head as a theory)
Ok. Yeah, that would indeed be nice.
And, as I said, I'd be willing to start moving (and taking care of the appropriate slot numbers) some frequently used stuff (given that it always is the same in all modules) into that folder once it's possible.
Zefz wrote:eek double post:
Stat rebalancing seem good. But my Wizard has 60 int at level 20! That's crazy lot. 10 from mystic intellect skill (which may be overpowered and probably needs to be replaced or removed with a more proper skill).
I think elves gain too much mana return. Limit it to 0.5 per level. At level 20 they would still have a crazy 16 mana return which gives around 3 full mana every second. (permanent invisible and haste)
With it's current 0.8 it would have 24 mana return, which is waay to much.
Yeah, that's right, but his other stats probably are pretty sucky. The specialist classes still gain lots of stats, considering all classes also have pretty high starting stats all around. However, if you think it's still too high, I could either lower the growth even more or rebalance the starting stats as well.
Ok, will lower the elves' mana return again.
EDIT: ---> Done. Elves now start with 7.4 mana return and gain another 0.4 per level, resulting in a maximum of 15 points at level 20.
EDIT2: The new boss music for the dracolich is triggered at the beginning of the module already for no apparent reason, and the blood weird again refuses to show up after beating the crap out of the dracolich's first form.
I think, btw, that you should be able to cancel any of the dracolich's chargeable spells by hitting him with a (physical?) weapon in time, as right now, there is absolutely no freaking way to fight the dracolich without taking LOADS of damage, which thus requires a ton of life potions - especially if you're playing as a not so resilient class like an elf or a rogue.