ToME: the Tales of Maj'Eyal

[Norseband] What should be done with runecraft?
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Author:  ISNorden [ Sun Mar 14, 2004 6:31 pm ]
Post subject:  [Norseband] What should be done with runecraft?

Since the general idea of runic magic seems to fit the Norse setting, I should probably retain some version of runecraft in the Norseband module--but which would you consider most appropriate and playable? Please vote and/or leave comments here.

Author:  Faeryan [ Sun Mar 14, 2004 6:45 pm ]
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The first three all sound equally tempting ideas..
If treated like demonology runecraft would just be another kind of demonology.. Maybe not good.
I didn't quite get that old system when I tried it a couple of times, so I'll have to choose the second one.

Author:  boucman [ Sun Mar 14, 2004 9:05 pm ]
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IIRC, runecraft was rewritten for T3, so it's hard to say if that will be a good system for norseband...

it might be interesting to implement the future T3 system into the current T-Plus to give it some testing... Not sure if it's worth the extra work though

Author:  ISNorden [ Sun Mar 14, 2004 9:25 pm ]
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I'd be willing to give the new runecraft a shot in the next T-Plus release; could you e-mail me the relevant scripts and tell me the changes I need to make in s_info.txt? I'd appreciate that very much!

Author:  darkgod [ Mon Mar 15, 2004 10:52 am ]
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T3 runecraft relies on the ability to add new flags, not possible in T2

Author:  boucman [ Mon Mar 15, 2004 10:56 am ]
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I couldn't find a description of the new runecraft system on the forum...

is it available somewhere ?

Author:  darkgod [ Mon Mar 15, 2004 12:11 pm ]
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game/tome/scripts/runecraft.lua in the ToME3 cvs :)

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