RFT3

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Shoob
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Re: RFT3

#31 Post by Shoob »

actually it is (u)se items, including scrolls.

but yeah... the size of the screen is the main drawback now... darkgod came up with a fix for the massive damage

lets see, we need more levels (that go deeper), maybe make the trollshaws go to lvl 10 and put tom on lvl 10 instead of 5, bill on 5 and bert on 7.
more talents... maybe we could help brainstorm there... *puts on thinking cap*.

(these could do later) more classes like barbarian or paladin or ranger or whatnot. um.... and the town too..

on a related note... I noticed that the monsters you fight are in an npc folder... I assume you will make a new folder called monsters as npc's are generally, well, neutral.
Oliphant am I, and I never lie.

Xandor Tik'Roth
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Re: RFT3

#32 Post by Xandor Tik'Roth »

Yottle wrote:(u)se potions, I think.
Ah, that does work. Still, you should be able to choose it easily from the inventory screen.

Also, there's no death message or anything. When you die you immediately get taken back to the start screen.
And it was such a good idea...

madmonk
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Re: RFT3

#33 Post by madmonk »

A note on shield techniques...

There are two defensive techniques:

The Block

A block is one where the shield is moved out to meet the blow by extension of the shield arm. The forward edge of the shield is the main blocking area, although the top edge is used somewhat for nearly vertical strikes. Contrast this with a rotation block, where the shield is rotated up or down, in approximately one plane, to meet blows, or the block used by large, static shields, where the shield is not moved much at all, except to raise for head shots, without rotation.

The great advantage of the block is that when it moves out towards you opponent's sword hand, it obscures a greater part of your body than if it stayed close. This is vital in defending against techniques where the sword effectively changes directions in mid-strike.

This is the easiest defensive technique to learn.

The Bind

A bind is a move that effectively traps the opponents weapon, body and shield with their shield. Once this has happened there is no real way out for an opponent and the fight is over. There are counter moves which can be used, notably stepping back, retreating, disengaging, use of the press (see below).

There are two offensive techniques:

The Press & The Hook

In both cases, the objective is to either get the shield out of the way, or immobilize it so that a block cannot be performed effectively. This can be done either directly or indirectly. In the direct application, the opponent's shield is either hooked or pushed out of the way of your intended strike. In the indirect application, the hook or press caused the opponent to resist, and to try to move his or her shield back into the position from which it was moved. If you are not fast enough to use the direct method, you can time your opponent's effort to return his or her shield, and strike elsewhere while his or her attention is diverted to this effort.
Regards

Jon.

darkgod
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Re: RFT3

#34 Post by darkgod »

Yottle wrote:I can't play it.

1) The > key still doesn't work.

2) I can't see the bottom of the screen and can't move the window into a position where I would be able to.

Windows Vista 64 bit, 1440 x 900 screen resolution.
Yes the resolution sucks I'll fix it next time.
But the > key not working ???

Please add that:

Code: Select all

			print("[KEYLOG]", sym, ctrl, shift, alt, meta, unicode)
At line 507 of game/modules/tome/class/Game.lua

And post your log when you press > and < please.
It REALLY should work now ...
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

darkgod
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Re: RFT3

#35 Post by darkgod »

Xandor Tik'Roth wrote:Finally had to see what all the hubub was about this new-fangled T-Engine.
First of all: wow. One word says it all. The visual elements are totally awesome.
:)

- Both the u and i keys bring up the inventory. Not sure why this is. Also, does the 'l'ook command no longer work?
'u' is the generic use command, and yes it should also work from 'i', it will latter.
'l' is not yet implemented, you can use the mouse tooltips for that currently.
- When you click the right mouse button to bring up the tactical, it says up top that you can press 't' to disable. Pressing 't' however brings up the "take off object" screen. Pressing 'T' is the correct key to turn this off
Fixed thanks!
- When equipping an item, it would be nice if there was a comparison to your currently equipped weapon/armor/ring(s)/amulet at the bottom of the right side of that screen
True, that's planned, to be implemented :)
- It would be neat if, while you were in the inventory screen, you could click on a weapon/armor/amulet/ring to equip it instead of having to then go to the 'w'ield screen to do it. Especially if we're incorporating the mouse in the current version. (Also, a side note, are there any other Angband variants using the mouse?)
It will be.
Other *bands support the mouse IIRC but very few and not too well.
- Are we doing away with the Flasks of Oil for the Brass Lantern?
I think so, it's just useless annoyance, especialy to new players.
- Also, the Green Worm Mass is unfairly camouflaged against the background (though hitting 'T' twice highlights both your character and the enemies that you can see, a rather neat feature)
Yes still looking for a good way to make monsters more visible when using ASCII over gfx tiles. They should all have GFX in the end, but ... heh :)
- When your equipment gets down to the very bottom, it doesn't scroll with your cursor, which can lead to some awkwardness
Yes need to add scrolling there
- I read something early saying that while you had unlimited inventory, how much you could carry is limited to your strength. Where do I find this info?
Nowhere, there is no limit currently, but there will be
- No towns/shops to get rid of the MASSIVE AMOUNT OF EQUIPMENT THAT YOU PICK UP?
You mean the trollshaws? that's not a normal amount of stuff obviously :)
And towns will indeed come, no worries!
I've played through the first level of the forest level without too many problems. The game does force you to think more strategically, though, and I really like the new leveling system. Very intuitive.
Thanks!
Pleased that you like it :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

darkgod
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Re: RFT3

#36 Post by darkgod »

Shoob wrote:actually it is (u)se items, including scrolls.
lets see, we need more levels (that go deeper), maybe make the trollshaws go to lvl 10 and put tom on lvl 10 instead of 5, bill on 5 and bert on 7.
more talents... maybe we could help brainstorm there... *puts on thinking cap*.
10 levels is a lot IMO, I'd rather not have most zones be that big, and instead of more zones.
But yes need new talents !
(these could do later) more classes like barbarian or paladin or ranger or whatnot. um.... and the town too..
Yes obviously I'm aiming at the same class depth at T2 :)
But I prefer to start small and build up, that's how I made ToME in the first place :)
on a related note... I noticed that the monsters you fight are in an npc folder... I assume you will make a new folder called monsters as npc's are generally, well, neutral.
No, NPC = Non Playing Character, so that anything that is "alive" and not the player should be there :)
I really frow upon "monster" as a term to use, it is really silly sometimes. I mean it is a bit silly to call, let's say, "a novice mage" a "monster".
Also neutrality is a matter of point of view, not all npcs will be hostile, not all will be hostile to other npcs,.. and so on.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

darkgod
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Re: RFT3

#37 Post by darkgod »

madmonk wrote:A note on shield techniques...
Interresting!
I fear it cant well be represented in a roguelike but taht can still provide ideas.
The Block
Block can easily be modelized but a simple chance to deflect blows, but that is already in the defense stat.
The Bind
Interresting!
Not sure how you would model it though, and how silly it would be to use that against a Great Wyrm of Power :)
The Press & The Hook
But we have no way to see if the target is using a shield
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

madmonk
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Re: RFT3

#38 Post by madmonk »

I know, these techniques are really for human Vs Human combat!

Still it provides a basis to go forward from! :lol:

[edit] I have 2 amulets of willpower...

I put one on! Oh Joy, my willpower goes from 14 to 17.

I put the other one on, my willpower goes to 19. Yummy!

Cool the second is stronger than the first. Wait! :shock: They have stacked... : :idea:

Aha! So I take it off, and it is one amulet. So I put it back on and my willpower is now 20!!! :mrgreen:

So there might be a problem here!
Regards

Jon.

madmonk
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Re: RFT3

#39 Post by madmonk »

Amulets of WIllpower problem
OK, there is definitely something weird going on with this...

I was wearing an amulet of willpower. I then wore an amulet of cunning. The amulet of cunning was worn but the amulet of willpower was not removed to my inventory. Instead I retained the scores from my amulet of willpower (as far as the stat goes) and I was wearing my amulet of cunning at the same time.

This is similar to me wearing two amulets of willpower, the first one is not removed from the equipment list...

Can I generate items? If so I will create a new char and do that and send you the output.
Regards

Jon.

madmonk
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Re: RFT3

#40 Post by madmonk »

How do I remove old save games?
Regards

Jon.

madmonk
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Re: RFT3

#41 Post by madmonk »

Can Freeze last for zero turns?

I got this, the bit in purple below, needless to say it killed me!:
[LOG] Marin casts Freeze.
USING table: 0xb8bfaa78 Freeze
200 20 :: 952 564
200 20 :: 952 564
200 20 :: 952 564
200 20 :: 952 564
[LOG] Marin hits skeleton warrior for #aaaaaa#50.03 cold damage#ffffff#.
checkHit 39 5
=> chance to hit 95
[LOG] Skeleton warrior is frozen!
[LOG] Skeleton warrior warms up.

skeleton warrior 3493 dumb ai talents can use Stunning Blow 39
skeleton warrior 3493 dumb ai talents can use Death Blow 40
dumb ai uses 40
[LOG] Skeleton warrior uses Death Blow.
USING table: 0xb8bd6178 Death Blow
[ATTACK] with nil to Marin :: 22.5 1 4 :: 2
checkHit 7 5.35
=> chance to hit 56.632592536204
[LOG] Skeleton warrior performs a critical stike!
[LOG] Skeleton warrior hits Marin for #aaaaaa#116.00 physical damage#ffffff#.
[LOG] Skeleton warrior killed Marin!
Regards

Jon.

darkgod
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Re: RFT3

#42 Post by darkgod »

Ouch nasty death blow :)

Freeze lasts for one turn by default, you cast it, your turn ends, so it ends too. One turn :)
But yes I admit it should be two turns at least :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

darkgod
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Re: RFT3

#43 Post by darkgod »

I'l lcheck that amulet thingie .. sounds weird :/
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

madmonk
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Re: RFT3

#44 Post by madmonk »

darkgod wrote:I'l lcheck that amulet thingie .. sounds weird :/
To be clear... It does not seem to affect amulets of cunning.
Regards

Jon.

madmonk
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Re: RFT3

#45 Post by madmonk »

Could Priests be implemented?

Just have one deity, and a bunch of spells...
Regards

Jon.

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