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RFT11
Posted: Tue Mar 09, 2010 11:05 pm
by darkgod
http://te4.org/dl/t-engine/t-engine4-al ... lpha11.zip
* money
* graphical mode (ascii, 32x32, ..) should persist between games
* fix snakes attacks
* Town: Bree
* Stores: potion, scrolls, weapon & armor stores in Bree
* fix ammo price and encumberance
* Intro text (when making a new character)
* Quests: simple for now they give direction to new players
* The Master in Tol Falas drops the staff of absorption, this is considered game winning for now.
* Armour displays stats inline just like weapons
* added the possibility of fear
* fixed using potions/scrolls to not use two turns
* ego items for weapons, shields, armors, robes, lites
* map generators can now call other map generators. I.e in a normal dungeon you could have a "maze" room.
* The bottom of Amon S?l now uses recursive generator to have a static room with the Shade with a random dungeon next to it.
* Big low health warning
Yes you have read correctly: the game is winnable !
Once I get Shoob final undeads I'll import them.
And then, baring bugs, I believe we could do an official announce !
Re: RFT11
Posted: Wed Mar 10, 2010 12:24 am
by madmonk
darkgod wrote:And then, baring bugs, I believe we could do an official announce !
Oooooooooh! That's exciting!
So is the download... I will do the checkout tonight!
Re: RFT11
Posted: Wed Mar 10, 2010 7:57 am
by madmonk
Goodness! There is a lot here!
Well done!
Lots to report back on, so that will come in time, just let me have a bit of fun right now!
Love the random dungeons, and the ever-refilling potion... Lots to like here! [UPDATE]And the low health warning!
(Steady on, boy, calm down!)

Re: RFT11
Posted: Wed Mar 10, 2010 8:36 am
by darkgod
Speaking of artifacts, anybody found the artifact ring yet ?
What random dungeon do you mean ?
Speaking of which I had some ideas, probably will come later, about some really random dungeons, like a randomly decided set of monsters, a randomly set generator with a random name and so on.
Re: RFT11
Posted: Wed Mar 10, 2010 8:59 am
by madmonk
Random dungeon?
You have come away from permanent dungeon level to randomly generated ones, that is all!
Re: RFT11
Posted: Wed Mar 10, 2010 9:09 am
by darkgod
Ah in amon sul ?
That was actually an error, they should be persistant but I deactivated it to test level generation.
But the levels are still random they are simply saved.
I do plan to add "decaying", as in when you come back some turns later on a level, the layout obviously has not changed but objects and monsters can be gone and replaced by others.
PS: You have a debug option enabled too: ctrl+d will jump to levle 5 of amon sul and right-mouse-click will teleport to the clicked spot.
Re: RFT11
Posted: Wed Mar 10, 2010 6:54 pm
by Shoob
http://www.mediafire.com/?4kzwrzmw0zz
that is an error I got... check the last few hundred thousand lines or so.... I was going down stairs to a lvl where I left when I got a low hp warning.
I need to add descriptions,most of my undeads are low levels, with only ghouls and ghasts being mid levels. also what attack type should I give ghouls and ghasts and ghoulkings? Right now they have a stun damage type... that seems a bit unfair for warriors especially.
oh and my *first* character in RFT10 had both a flaming sword and a cold resistance shield...
I am planning on adding some ghosts too, to make a bigger variety of undeads.
and right now all my 'z' undeads are in one file... I should put them in at least 3 files. but I am busy/lazy
also, I noticed before that the download link (windows) doesnt work for me on the te4 site... you might want to make it work before the announcement...
how is the fallout module going?
Re: RFT11
Posted: Wed Mar 10, 2010 11:01 pm
by darkgod
Funny that it should have a level set at this point .. Anyway not a big problem should not cause any problems.
Give them a disease attack tht slows the target. It's kinda in-theme and it'll be good against a caster if he gets hit.
BTW as we are nearing the first playable step, I want to thank both you and madmonk for the lots of testing you do, and the monsters it sure would have been much slower without you !
Re: RFT11
Posted: Wed Mar 10, 2010 11:05 pm
by darkgod
Oh and the fallout module did not get started you were right I should concentrate on getting playable

I'll do 7DRL latter

Re: RFT11
Posted: Wed Mar 10, 2010 11:45 pm
by Shoob
another question...
how are prices determined since there is no CHR anymore in T4? (will it be added later, or is it just going to remain? I mention that because ghouls and stuff would possibly have a chr reducing attack (because of their disease ridden body contacting yours). but we can just fix them when we get there.
and I need to go through the monsters and tone them a bit... snakes dam or apr should be reduced, etc
and thnks I had fun.
Re: RFT11
Posted: Wed Mar 10, 2010 11:51 pm
by Shoob
and I will make them have disease... could you make it a combination of slow and poison.
Re: RFT11
Posted: Thu Mar 11, 2010 12:09 am
by darkgod
Sure
Price is as defined in the files, selling price (for the player selling) is price/10, I want to keep money tight

Re: RFT11
Posted: Thu Mar 11, 2010 12:14 am
by Shoob
I noticed that you can run to the store to get stuff id-ed, then head back to the dungeon. To quickly learn about which potions and scrolls are what... hehehe
do prices vary if the thing is un-ided? will they assume that it is non-ego (for weapons armors, rings, amulets, etc).
Re: RFT11
Posted: Thu Mar 11, 2010 12:16 am
by darkgod
Ah no, good remark ...
Hum .. not sure how to do it, ego overrides the base price.
Maybe sell all unided stuff for 0.01 gold ?

Re: RFT11
Posted: Thu Mar 11, 2010 12:24 am
by Shoob
I would probably do it so that they assume it is normal equipment. or if you do pseudo-iding later, make shopkeepers have an appraise talent (the level of which is hidden from the character) when you try to sell they will buy at
Code: Select all
offer = min (regular sell price, appraised sell price)
if it is un-ided. Otherwise it is the price/10.
then have them appraise a good if you try to sell it, a low level appraise means that it will be closer to the regular sell price. (so if it is cursed or in bad condition, you wont necessarily tell the difference in price, whereas a shopkeeper with a high appraise level would refuse to buy a cursed or poor quality item or offer a really low price for it.