Beta Testing 2.6.9

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Cimeries
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Post by Cimeries »

woodmouse wrote:Hmm, about the level ratings. I think Catacombs 1 is WAAY much harder than Catacombs 2... I'm not sure if other think so, but well.

I agree. Also, the Vamp lord is so much harder than that... other thing in the 'combs2. (unless you know the trick, but it takes a while to figure out)
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Shade
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Post by Shade »

woodmouse wrote:Hmm, about the level ratings. I think Catacombs 1 is WAAY much harder than Catacombs 2... I'm not sure if other think so, but well.

It's not harder at all, actually. It's true that you can only take three items with you since the other spots are reserved for the sporks, but other than that, basic equipment (you don't even need life potions) is sufficient to complete this level. It's certainly harder than most of the palaces, but it certainly is not harder than the Catacombs 2.
(I also applied my own failure rates a little to the ratings. And I fail at the catacombs 2 a ton more than at the catacombs 1, even though a large part of the catacombs 2 can actually be skipped if you know where the switches and the boss room are.)

Anyway, I'll go make my changes then and submit them to the SVN afterwards. If anyone objects, you can always revert to a previous revision.
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Zefz
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Post by Zefz »

The Skulton? :P He was designed to be weak actually ^^ don't blame the sorry fella for his weakness.
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Post by Shade »

Zefz wrote:The Skulton? :P He was designed to be weak actually ^^ don't blame the sorry fella for his weakness.

Yeah, he's so weak, he doesn't even have a boss music. :P

Still, the rest of the level is much harder than the catacombs 1. ...in my opinion.
EDIT: Anyway, bumped the catacombs 1's rating up by a star. Happy now?
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Zefz
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Post by Zefz »

Catacomb 1 has those nasty death pits... I would replace them with the pit type used in abyss 2 if it wasn't for the fact that there are several different pits around the map (stuff falling in the pit can only "teleport" to one predefined area). I could make people falling in Catacomb 1 pits teleport to the begin of the map instead of actually dying. (But not before taking 10 damage :twisted:)
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woodmouse
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Post by woodmouse »

Zefz wrote:Catacomb 1 has those nasty death pits... I would replace them with the pit type used in abyss 2 if it wasn't for the fact that there are several different pits around the map (stuff falling in the pit can only "teleport" to one predefined area). I could make people falling in Catacomb 1 pits teleport to the begin of the map instead of actually dying. (But not before taking 10 damage :twisted:)

That would be nicer, and so the items would stay?
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Cimeries
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Post by Cimeries »

Great, the new function now works, my scroll of enchant weapon is complete! :twisted:
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Post by Shade »

Noone cares about pits if you have a book/potion of levitation. ...unless some disenchanting guy is around. :?

Btw, the new ratings and stat growths are now in the SVN. Check it out.

EDIT: Also, is there anything special about making objects global, or is all I need to watch out for that no module uses the appropriate slot number of the global object for something else? If it's the latter, I could start moving some objects to the global thingie. :)
(I mainly had the various potions in mind for now, mainly the life and mana ones.)
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Zefz
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Post by Zefz »

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)
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Post by Zefz »

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.
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Post by PurpleSquerkle »

Zefz wrote:Good.

Now I forgot to mention my ideas about the global particles. I was thinking to implement that looong ago (ever since I made the coin particles global). I also thought I could make certain other particles global, such as SMOKE, FIRE and the like. Instead of tmpargument = 5, you could use tmpargument = REDBLOOD (same in data.txt instead of referencing to a part*.txt)

But bloodtypes are most important right now. I think we have 5 blood types:
REDBLOOD
BLUEBLOOD
GREENBLOOD
ORANGEBLOOD (never used yet? - except for rust)
BONES


Don't forget purple for dragons. :)
And I can see black being put to use if we had it (once the particle limit is removed, I will probably be doing a tooonnn of new ones).
Also, there should be different sizes, too; larger monsters bleed more.
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Post by Shade »

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.
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Post by PurpleSquerkle »

Clonkinator wrote: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.


I agree. It would be nice if you could stop him from channeling most of his spells...
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Post by bgbirdsey »

Did some new voices for the dracolich. Basically, they are the phrases in the message.txt file, but they can now be said instead of being written out. :)

I'll post them on some site for comment before uploading them to the svn. But tomorrow. Sleep awaits.
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Post by PurpleSquerkle »

There were things he didn't say that were written out...?
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