ToME: the Tales of Maj'Eyal

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 Post subject: Non-leveled towns
PostPosted: Wed Feb 08, 2012 3:58 pm 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
This (hopefully) prevents towns from increasing in level, and removes the motivation to delay opening shops. Levels as follows:

Gates of Morning = 42
Angolwen = 35
Zigur = 33
Last Hope = 25
the five starting towns = 10

Compatibility: overloads the zone.lua files for each of the town zones. Should not interfere with any existing addons.

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 Post subject: Re: Non-leveled towns
PostPosted: Wed Feb 08, 2012 4:12 pm 
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Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Brilliant! Has anyone tested to check this does work?

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 Post subject: Re: Non-leveled towns
PostPosted: Wed Feb 08, 2012 5:37 pm 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
I've done some basic testing, and it seems to work as expected. Zigur, for example, was generated with some Dwarven-Steel equipment, and the starting towns get Iron and Steel items. There could easily be parts of the code that I overlooked; I only changed two numbers in each file.

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