[v.1.3.0+] Nur Kit

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HousePet
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Re: [v.1.3.0+] Nur Kit

#16 Post by HousePet »

Good point.
We just need to hit DarkGod's head enough so that he stops wanting to make underwater levels.
Problem solved. :mrgreen:
My feedback meter decays into coding. Give me feedback and I make mods.

HunterZ
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Re: [v.1.3.0+] Nur Kit

#17 Post by HunterZ »

We're agreed then! He'd better not show up at any gaming conventions.

Micbran
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Re: [v.1.3.0+] Nur Kit

#18 Post by Micbran »

But water levels provide incredibly tactical gameplay by requiring you to wear a certain piece of gear! :P
A little bit of a starters guide written by yours truly here.

xnd
Archmage
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Re: [v.1.3.0+] Nur Kit

#19 Post by xnd »

the problem with water levels is they still need a lot more mechanics added for realism. just being able to breath isnt the only problem. there are a whole host of major issues not included. of course if they were, we'd all just really need some magic item that somehow cheats all those problems, and so that kinda wraps back to just getting a magic item and having that be that. combat underwater should really be impossible without magic. and so many talents would be affected.

air radius item: you are magically surrounded by a realm of air and thus can breath and move and fight underwater as if on land. well, youd still probably get stuck or slip on the floor and some other stuff.

plus, enemies should be able to come down on top of you not just from the sides. now that would be fun! enemies should be able to swim above another enemy and then come down on top of you!

HunterZ
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Re: [v.1.3.0+] Nur Kit

#20 Post by HunterZ »

Not to mention that most races would probably have a serious problem dealing with the water pressure in the second level down of an underwater dungeon.

As a game mechanic, underwater dungeons of any significant size just aren't fun. It would be one thing if 1/4 of a standard ToME dungeon map were flooded here or there, but if I wanted to play a roguelike without auto-explore then I'd play something else.

Zizzo
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Re: [v.1.3.0+] Nur Kit

#21 Post by Zizzo »

Zizzo wrote:[...] but it sounds like people think that the solution for Yeeks should not last past Rel. That would be slightly trickier. Maybe I could hijack the Tunnel to Maj'Eyal zone change to take back our special item when the player leaves the island? I'd probably want to make our water-breathing item an artifact with suitable lore and backstory in that case.
Well, on the basis of the preceding, the new water-breathing item in v2, just pushed out, is the Heart of Rel [aka a pallete-swapped Goedelath Rock, :oops: :wink: ] which should be easily affordable for a starting Yeek character. Taking it back in transit to the mainland turned out to be not as hard as I'd feared.
"Blessed are the yeeks, for they shall inherit Arda..."

astralInferno
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Re: [v.1.3.0+] Nur Kit

#22 Post by astralInferno »

I just got an error which may or may not be anything to do with this. Posting it here since this addon comes up in the lua error.

Lua Error: /data/general/objects/egos/staves.lua:157: attempt to get length of local 'd_table' (a nil value)
At [C]:-1 __len
At /data/general/objects/egos/staves.lua:157
At /engine/Entity.lua:677 resolve
At /engine/Object.lua:42 resolve
At /engine/Zone.lua:484 applyEgo
At /engine/Zone.lua:652 super_finishEntity
At /mod/addons/nur_kit/superload/mod/class/Zone.lua:57 finishEntity
At /engine/Zone.lua:414 makeEntity
At /mod/resolvers.lua:44
At /engine/Entity.lua:677 resolve
At /engine/Zone.lua:672 super_finishEntity
At /mod/addons/nur_kit/superload/mod/class/Zone.lua:57 finishEntity
At /engine/Zone.lua:414 makeEntity
At ...challenge/superload/mod/class/generator/actor/Random.lua:58 generateOne
At /engine/generator/actor/Random.lua:125 regenFrom
At /engine/generator/actor/Random.lua:47 generate
At /engine/Zone.lua:1008 newLevel
At /engine/Zone.lua:898 getLevel
At /mod/class/Game.lua:928 changeLevelReal
At /mod/class/Game.lua:799 unload
At /engine/Game.lua:380 unregisterDialog
At /mod/dialogs/ShowEquipInven.lua:177
At /engine/KeyBind.lua:263 triggerVirtual
At /engine/ui/Dialog.lua:341 fct
At /engine/Mouse.lua:56

It happens on moving to a new level, and caused the screen to be blank. If you're in debug mode you can teleport into an open space but not move. If there are mobs, they get to act infinitely and you therefore die. On respawning you can move again, but have an immobile (prolly inactive) clone. Also it messes up the tileset.

Zizzo
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Re: [v.1.3.0+] Nur Kit

#23 Post by Zizzo »

As 1.4.0 beta testers will no doubt have noticed by now, stores in Angolwen, Last Hope and Zigur have been annoyingly nerfed in 1.4.0, stocking only tier-2 stuff until the first store roll (after completing Dreadfell, I think?). That was a small problem for our purposes, since the water-breathing gear I was trying to stock in the Lost Merchant store was all tier-3, and thus was being blocked. The simple solution, of course, is to stock tier-1 and tier-2 water-breathing gear instead if we haven't hit the first store roll; that's implemented in v2a, just released.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: [v.1.3.0+] Nur Kit

#24 Post by Zizzo »

astralInferno wrote:I just got an error which may or may not be anything to do with this. Posting it here since this addon comes up in the lua error. [...]
Crap, did I miss this? I'll investigate. /data/general/objects/egos/staves.lua isn't a file this addon touches, though, so I don't think I'm causing this...
"Blessed are the yeeks, for they shall inherit Arda..."

astralInferno
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Re: [v.1.3.0+] Nur Kit

#25 Post by astralInferno »

Yeah, you're very probably not the cause of that one. It's just mystifying.

One thing of note, iirc the merchant /always/ gets an amulet of the fish (and never one of the other waterbreathers), or did last time I had the mod active. It might be that it was just a fluke, but...

Zizzo
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Re: [v.1.3.0+] Nur Kit

#26 Post by Zizzo »

astralInferno wrote:One thing of note, iirc the merchant /always/ gets an amulet of the fish (and never one of the other waterbreathers), or did last time I had the mod active. It might be that it was just a fluke, but...
Hmm, are you checking for all four? Because you should be getting all four. Specifically, if you have the latest version and the stores haven't rolled yet, the Lost Merchant shop should be selling cured leather armor of the deep, a rough leather cap of the depths, a rough leather belt of unlife, and a steel amulet of the fish.

[And I just noticed that 1.4.2 is out, and the release notes mention changing back the town changes from 1.4.0 that I was accommodating in this release. Which means I'd better go check whether this still works...]
"Blessed are the yeeks, for they shall inherit Arda..."

astralInferno
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Re: [v.1.3.0+] Nur Kit

#27 Post by astralInferno »

It is entirely possible that they had all four and I just stopped on seeing the first one. :oops:
Will check next time I get there.

Zizzo
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Re: [v.1.3.0+] Nur Kit

#28 Post by Zizzo »

Zizzo wrote:[And I just noticed that 1.4.2 is out, and the release notes mention changing back the town changes from 1.4.0 that I was accommodating in this release. Which means I'd better go check whether this still works...]
As it turns out, all the store stock survived the 1.4.2 changes... except the amulet of the fish. This, of course, could not stand. :mrgreen: Pushing out release 2a.1, which puts back the tier-3 water breathing gear now that the Last Hope stores can take it. We Apologize for the Mild Whiplash.™ :wink:
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: [v.1.3.0+] Nur Kit

#29 Post by Zizzo »

Aaand Embers has a water level. Because of course it does. :roll: So far the handful of Embers characters I've tried have all had a water-breathing item available from one of the Kruk stores, but there's nothing in the code that suggests that's guaranteed, so that could just be luck on my part. I'm tempted to stick a custom artifact air recycler tinker in the Kruk tinker store, but all the usual AoA classes are also available in the Embers campaign and a tinker wouldn't help them. I'll probably put something in the light armor store. (I may do that tinker thing anyway, though, just because I can. :mrgreen: )

Oh, and as long as I'm poking around in that area, are there any water levels in Ashes that we should be preparing the player for?
"Blessed are the yeeks, for they shall inherit Arda..."

astralInferno
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Re: [v.1.3.0+] Nur Kit

#30 Post by astralInferno »

Ashes doesn't add a water level, unless I'm grossly misremembering.

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