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[Norseband] What should be done with runecraft?
Posted: Sun Mar 14, 2004 6:31 pm
by ISNorden
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.
Posted: Sun Mar 14, 2004 6:45 pm
by Faeryan
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.
Posted: Sun Mar 14, 2004 9:05 pm
by boucman
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
Posted: Sun Mar 14, 2004 9:25 pm
by ISNorden
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!
Posted: Mon Mar 15, 2004 10:52 am
by darkgod
T3 runecraft relies on the ability to add new flags, not possible in T2
Posted: Mon Mar 15, 2004 10:56 am
by boucman
I couldn't find a description of the new runecraft system on the forum...
is it available somewhere ?
Posted: Mon Mar 15, 2004 12:11 pm
by darkgod
game/tome/scripts/runecraft.lua in the ToME3 cvs
