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Posted: Sat Dec 13, 2008 7:59 pm
by woodmouse
:agree:
:agree:
Yes, I agree both, Purple and 2222.

Posted: Sat Dec 13, 2008 9:22 pm
by Maxaxle
PurpleSquerkle wrote:It would be interesting if crossbows had a slight strength bonus to attack speed.
It would make sense, really; if you were stronger you could pull it back faster.
Yeah, sure, okay. But then we would have to increase reload time overall, no matter how strong you were. :P

Nah, jk. I'm all for it!
BTW: Should all ranged weapons benefit from dexterity way more than melee weapons? I mean, it takes some serious aim to headshot anything!

Posted: Sat Dec 13, 2008 9:25 pm
by Shade
PurpleSquerkle wrote:It would be interesting if crossbows had a slight strength bonus to attack speed.
It would make sense, really; if you were stronger you could pull it back faster.
Sounds good, I'm in favor.
Maxaxle wrote:BTW: Should all ranged weapons benefit from dexterity way more than melee weapons? I mean, it takes some serious aim to headshot anything!
If this again results in a rogue missing a cobol right in front of him with 50 shots of a crossbow at 30 DEX, then: hell NO!

Posted: Sun Dec 14, 2008 5:19 am
by Agent of Dread
How do you get VICTORY! PRESS ESCAPE in Catacombs 1?
I killed the Vamp Lord and looted the chests, I even found the Mage Blade (Or whatever is is that follows you) but I press Esc and no exporty!

Posted: Sun Dec 14, 2008 8:53 am
by Shade
Agent of Dread wrote:How do you get VICTORY! PRESS ESCAPE in Catacombs 1?
I killed the Vamp Lord and looted the chests, I even found the Mage Blade (Or whatever is is that follows you) but I press Esc and no exporty!
Position yourself on the trap door until it opens.

Posted: Sun Dec 14, 2008 11:49 am
by Zefz
PurpleSquerkle wrote:It would be interesting if crossbows had a slight strength bonus to attack speed.
It would make sense, really; if you were stronger you could pull it back faster.
It would be simple to add. Instead of making dex increase attack speed, use str. You could also use (str+dex)/2 as the speed increase, causing both strength and dexterity to affect attack speed. As soon as we get the SVN ready, anyone can feel free to do it :)

Posted: Sun Dec 14, 2008 11:51 am
by woodmouse
Zefz wrote:
PurpleSquerkle wrote:It would be interesting if crossbows had a slight strength bonus to attack speed.
It would make sense, really; if you were stronger you could pull it back faster.
It would be simple to add. Instead of making dex increase attack speed, use str. You could also use (str+dex)/2 as the speed increase, causing both strength and dexterity to affect attack speed. As soon as we get the SVN ready, anyone can feel free to do it :)
:woo:
:woo:
:woo:
YAY!!!
I'm happy if that happens! :D

Posted: Mon Dec 15, 2008 2:18 am
by PurpleSquerkle
Zefz wrote:
PurpleSquerkle wrote:It would be interesting if crossbows had a slight strength bonus to attack speed.
It would make sense, really; if you were stronger you could pull it back faster.
It would be simple to add. Instead of making dex increase attack speed, use str. You could also use (str+dex)/2 as the speed increase, causing both strength and dexterity to affect attack speed. As soon as we get the SVN ready, anyone can feel free to do it :)
Yeah, I know it would be, that's why I suggested it...
OK, I guess I'll do it myself; let me know when I can.

I actually don't think dexterity should affect it at all with this one; it doesn't seem like it would make much of a difference (pull back, push trigger, repeat).


Anyway, that reminds me.
Trapdoors should be black on the bottom or something (did I bring this up already?).

Posted: Mon Dec 15, 2008 9:30 am
by Zefz
Yeah you mentioned. I'm not doing it, too much other stuff I need to do. Someone need to add two faces on the bottom of the model for the trapdoor and skinmap it.

Posted: Tue Dec 16, 2008 4:44 am
by Maxaxle
Clonkinator wrote:
PurpleSquerkle wrote:It would be interesting if crossbows had a slight strength bonus to attack speed.
It would make sense, really; if you were stronger you could pull it back faster.
Sounds good, I'm in favor.
Maxaxle wrote:BTW: Should all ranged weapons benefit from dexterity way more than melee weapons? I mean, it takes some serious aim to headshot anything!
If this again results in a rogue missing a cobol right in front of him with 50 shots of a crossbow at 30 DEX, then: hell NO!
I didn't mean to that extent. It would take like 5 DEX to do that, and 10 DEX to nail any enemy within a katana's range or so, while 30 would cause 60-80% headshots/instakills!

Posted: Tue Dec 30, 2008 5:54 pm
by SimoneB
I have found a weird bug which maybe you didn't know:

- take the rogue starter.
- take the ball up from the floor.
- run to the room on the left where there are 5-6 cobols sleeping.
- do not attack anyone! run around in circles and wake them up.
the game segfaults.

I have Ubuntu 8.10 64bit, egoboo 2.6.8 with custom controls and the fix i posted elsewhere.

Posted: Sun Mar 22, 2009 5:40 pm
by blago
In the rogue starter cabols are dead by one attack. But I don't wan't to fix this.
In the benemo cave the enemys are to strong. (enemy have more live than normal enemy)
In the shadow palase the ghols are not mortal. (see General-some tips)
The rogues can't use katana.
I thing: in the solger starter you must can take the boss's sourd when you kill Hagen.
In the paladin starter paladins must be whate or the all starters can be whate or black.
In bishopia city the shop with the armors must nave all armors or all armors of the pleyer.
the rogues must can unlock all cests.(in grifin tower and benemo cave he can't unlock them)
In the g'nome's shop must have muskrtoon in their stok.
For those who can use gonnes, they must hav more than 3 ammo boxes.

Posted: Sun Mar 22, 2009 5:44 pm
by Cimeries
blago wrote:In the rogue starter cabols are dead by one attack. But I don't wan't to fix this.
In the benemo cave the enemys are to strong. (enemy have more live than normal enemy)
In the shadow palase the ghols are not mortal. (see General-some tips)
The rogues can't use katana.
I thing: in the solger starter you must can take the boss's sourd when you kill Hagen.
In the paladin starter paladins must be whate or the all starters can be whate or black.
In bishopia city the shop with the armors must nave all armors or all armors of the pleyer.
the rogues must can unlock all cests.(in grifin tower and benemo cave he can't unlock them)
In the g'nome's shop must have muskrtoon in their stok.
For those who can use gonnes, they must hav more than 3 ammo boxes.
What do you mean 'must'? These are all design elements.

Posted: Sun Mar 22, 2009 5:53 pm
by blago
Well, I don't now, teke of the 'must'. Ok?

Posted: Sun Mar 22, 2009 5:56 pm
by Cimeries
You still don't get it. These things are like that on purpose, the Benemo enemies are supposed to be tougher, the ghouls are supposed to be immortal, rogues aren't supposed to use Katanas until they pick up advanced weapons skill, etc.