Page 1 of 5
RFT6
Posted: Tue Jan 26, 2010 6:34 pm
by darkgod
http://te4.org/dl/t-engine/t-engine4-al ... alpha6.zip
- uniques are now unique
- stairs on the edge in "non-dungeon" places
- fractal heightmap generator, used to make rooms in forests
- implemented quite a lot of spells
- switched the Mind school to the Phantasm school, dealing in light and illusions
- implemented object indentification
- fixed slime powers
- objects can improve masteries
- object will better dislpay their stats in their name
- telepathy framework
- new rogue talent: Lethality, increases critical chances with knives and allows to use cunning instead of strength for their damage
- many many spells implemented (most of them)! please try them !
- breeders can now breed, however somehow they do not always display right on, trying to find the bug :/
Have fun !
PS:
Re: RFT6
Posted: Tue Jan 26, 2010 7:52 pm
by Shoob
hmmm.... dling it now...
hehehe... "indentify"

(should be changed to Identify)
the target box should turn green if it is covering up a monster (not red), and if it is a ball or beam spell, any monster squares affected should also be green.
I like the new forest layout
un-ided stuff should not have their description shown

(artifacts, regular items are fine)... actually I am confused here, I pick up scrolls and it displays them as potions...
then when they are id'ed they should show up as id'ed on the floor (they still show up as potions).
more stuff to come...
Re: RFT6
Posted: Tue Jan 26, 2010 8:05 pm
by darkgod
Un-ided stuff should not show their description (well the global type description but that's all)
Re: RFT6
Posted: Tue Jan 26, 2010 8:55 pm
by Shoob
ok... and rings of defense are still combat_defense... I think it is supposed to be combat_def... right?
(and see above for ided stuff
Re: RFT6
Posted: Tue Jan 26, 2010 8:58 pm
by darkgod
Oh my I did not fix it ! Ok now fixed
I see for the desc .. I'll .. do something about it
PS: Main test focus: Mages and some Rogue
Re: RFT6
Posted: Tue Jan 26, 2010 9:27 pm
by Shoob
yep, I am testing mages out... doing it the hard way (not the game.player:gainExp(1000000) way

)
I found some high powered mage staffs, but they are rare... I would say it is fine the way it is because of the items in the old forest make it easier.
also I think Sense should be renamed Detection.
right now I am a lvl 7 mage... trying to get telepathy

my playstyle is to head right to the old forest and fight leveled monsters because the mage can handle them (barely).
also (note I havent played either rogue or warrior yet) do the non-mage classes have some form of id or are they just out of luck for the time being?
and tested out the radius for the id spell, it doesnt work. see here:
Code: Select all
Lua Error: /engine/interface/ActorTalents.lua:97: /engine/Map.lua:550: attempt to perform arithmetic on local 'i' (a nil value)
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:97 useTalent
At /mod/class/Player.lua:155 activateHotkey
At /mod/class/Game.lua:374 ?
At /engine/KeyBind.lua:118
Re: RFT6
Posted: Tue Jan 26, 2010 9:40 pm
by darkgod
Non-mage are out of luck for ID
Oh error well spotted
PS: Dang my game is still alpha and I already get powerlevelers ?

Re: RFT6
Posted: Tue Jan 26, 2010 9:44 pm
by Shoob
hmmm... and tried out "potions of invisibile"
a) their name should be changed to invisible
b) change the display message (if you keep the @target@, put a 's at the end of it, otherwise just make it Your)
and I managed to get the mold powers, yay

Re: RFT6
Posted: Tue Jan 26, 2010 10:31 pm
by Shoob
ok... got another error/bug
cast vision, then cast sense... the map that was revealed is now hidden as sense concealed it... even tried moving after casting vision.... sense only goes back to what was seen and not what vision revealed.
oh and hehehe, I cant help it, a power-leveler I am.
Re: RFT6
Posted: Tue Jan 26, 2010 10:37 pm
by Shoob
and then also could identify be made by type... (so if you id a scroll of magic mapping and read it, the next one you pick up would still say scroll of magic mapping instead of the generic "potion")
this may be done later as it would mess up rings a bit (making you need several layers of id).
and then....
if you cast a spell outside of the viewing, the particles will continue to explode until they either are stopped by something (like a tree/wall) or they reach where you targetted (I do this with manathrust, other spells are probably affected too)
Re: RFT6
Posted: Tue Jan 26, 2010 10:45 pm
by darkgod
It should work but yes seems liek it does not :/
Re: RFT6
Posted: Tue Jan 26, 2010 10:58 pm
by darkgod
Found&fixed the Vision=>Sense bug

Thanks!
Re: RFT6
Posted: Tue Jan 26, 2010 11:09 pm
by Shoob
and I dont know why I didnt notice this before.... quaff should become quaffs when you use a potion.
and then if you need other talents from that section, you can get by it by choosing a talent above it, getting the talent you want, then deselecting the talent above it
it should be made so that you cant deselect talents if you have put points into something that requires it.
eg... in my case I chose stone skin, then dig, then deselected stone skin and then chose arcane mastery instead (end result arcane mastery and dig with 0 points in stone skin)
blur sight adds 59 damage to defense (with 60 magic and a 1 power staff) (at 66 magic and 30 spellpower staff it adds 82 defense)... do you want it to go that high?
same with invisibility.
congeal time does nothing for the 4th-5th slots... (at least nothing apparent)
old man willow didn't drop his bark this time... it does get generated elsewhere though.
and then finally.... the disable message of thunderstorm is the same as when you enable it.
and next version could you make it say how much mana it takes to use/cast a spell (in the description or something)?
Re: RFT6
Posted: Wed Jan 27, 2010 1:00 am
by Shoob
cant find lethality atm...
maybe make/give the melee chars a temp id talent or make id scrolls.
Re: RFT6
Posted: Wed Jan 27, 2010 8:05 am
by madmonk
Corrections
Talents Levelup Screen
Freeze Spell Description Ambiant should be ambient
Tidal Wave description is the same as Ice Storm.
Noxious Cloud description: "raises" should be "rises"
Heal Spell Description should have for how long the spell lasts (or is it a one off effect?)
Divination Mastery spell "indentify" should be "Identify"
Time Prison description should read: In this state the target can neither act or be harmed.
Blur Sight description should be: The caster's image...
Phantasmal Shield description: Not sure what you are saying here, do you mean the shield will reflect back 10 damage OR blast back 10 damage OR something different?
Use Talents Screen
Indentify is present, I assume fixing the first instance will fix this.
After casting would be nice to see what has been identified automatically.
General Comments
All scrolls that are on the floor (in the Old Forest at least) are labelled as Potions.
Shoob's already mentioned Potions of Invisibile, I think.
[edit]I like it so far...