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RFT17

Posted: Sun Apr 04, 2010 2:25 pm
by darkgod
http://te4.org/dl/t-engine/t-engine4-al ... lpha17.zip

* player plays first
* graphical mode menu
* new artifact ring: Spellfury
* new ring egos: increase damage% for all basic types (including physicical)
* License: GPL3
* Show current effects in the character screen
* actor/objects decay after a while when not on the level
* fixed Multiply
* Nature's Touch
* "World" class, to store stuff that is persistant between games (could be used to share levels and so on)
* lpeg string maching library; fixes some texts where line feeds would not be detected
* Achievements
* Commited windows pre-makefile

Re: RFT17

Posted: Mon Apr 05, 2010 6:30 pm
by Shoob
hmmm... I would factor a time equation into objects and monster spawning on levels previously visited. objects should only happen a LONG time after you last were there, monsters should happen faster, but this is a start so I am happy :)
[edit: nevermind, I see that there is, I think that objects should be longer though, and not as many as when the level is generated.]

I like the new weapons and whatnot.

and could you make it so that there is a message saying what you identify if you cast the spell on an object (for a single object, not when it affects everything)?

hmmm, lol, I dont think I have ever had a character survive an encounter with a hummerhorn... :P

and weapon mith should be changed to weapon Smith.

and the running bugs need to be worked out still, namely:
a) running into a shop and running out leaves the shop window open
b) running around corners doesnt make you stop if you see a monster

and if you open a door and you have a visible trap you get the wrong message if you try running past the door, like this:

Code: Select all

##@...^
./.....
##.....
you get the trap spotted message rather than the normal one, note that the trap is far enough away too.

ah nvm, there was one of the invisible traps that I detected right below the door... that should be fixed too sometime.

and then, once a talent is maxed, state that instead of showing prerequisites.

Re: RFT17

Posted: Mon Apr 05, 2010 11:00 pm
by darkgod
True objects should regen less.

Fixed identify.

Fixed running into shops!
I'm still hunting the corridor one :/

Re: RFT17

Posted: Mon Apr 05, 2010 11:08 pm
by darkgod
Fixed :)

Re: RFT17

Posted: Tue Apr 06, 2010 12:11 am
by Shoob
get this error in the sandworm lair (a lot)

Code: Select all

Lua Error: /data/damage_types.lua:25: attempt to index field 'inc_damage' (a nil value)
	At [C]:-1 
	At /data/damage_types.lua:25 projector
	At /data/general/grids/sand.lua:53 act
	At /engine/GameEnergyBased.lua:72 tick
	At /engine/GameTurnBased.lua:45 tick
	At /mod/class/Game.lua:265 
also got this too (in tol falas)

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:116: /engine/resolvers.lua:64: unknown talent type physical/other
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:116 useTalent
	At /engine/interface/PlayerHotkeys.lua:38 activateHotkey
	At /engine/HotkeysDisplay.lua:123 onMouse
	At /mod/class/Game.lua:686 fct
	At /engine/Mouse.lua:45 
and I got a strange thing where it cast everything in my talent list and reset them all (so no cooldowns) too (I was moving the map around so I could see if I could target them (using telepathy)) that is about where that above error came in so they may be related.

Re: RFT17

Posted: Tue Apr 06, 2010 12:20 am
by Shoob
aha! found the cause of cast everything... while using the mouse to move the map around bring it into the talent box...

oh, and natures call is broken for mages :(

and beat it :D (well, almost sorta, still have to bring it up to minas tirith) (ok beat it for reals... I probably shoulda used my phase door, but I didnt check the orcs level until after I got shot at once :P lol.

Re: RFT17

Posted: Tue Apr 06, 2010 7:42 am
by darkgod
Beat the master ? without cheating ? with what class?

Fixed the bugs :)

Re: RFT17

Posted: Tue Apr 06, 2010 9:21 am
by madmonk
I did it with a Mage... Just now!

Problems for the Mage - worms, especially green ones, breed very fast. Ghoulkings as well because of the disease.

Easy? Yes and it is quite easy to get to a relatively high level with a Mage without really having any trouble.

I am still having trouble with Archers... I get to around level 5 - 7 and then die fairly fast after that. Pinning shot comes to late to help. It is the lack of a good killing shot that makes this class hard. Other classes can kill with 1 or 2 attacks but the Archer may take 3 or 4 and I usually have a lot of trouble with breeders.

Not tried Wyrmics but have found the Summoner essentially powerful but boring.

Re: RFT17

Posted: Tue Apr 06, 2010 2:40 pm
by Shoob
I did it with a mage too, doing a wyrmic now and I think icy skin is overpowered (compare it with stone skin for example), however they do have a low hit and stuff so they are harder at lower levels, things with high armor piercing can kill them easily though... like the worm masses.

Re: RFT17

Posted: Tue Apr 06, 2010 2:57 pm
by darkgod
So I a the only one who just cant win without cheating ? damn you guys !
I'll have my revanche and add new terrible monsters and traps ! BOUWAWAWAWAWA !!

Is wyrmic fun ?

BTW It does not bother me too much to have classes more powerful than others as it was in T2 (but to a lesser extend I hope)

Re: RFT17

Posted: Tue Apr 06, 2010 3:27 pm
by Shoob
if you want to make it harder, make an anti-telepathy flag that can be raised above 0 and give it to some monsters. (0-1, 1 would be undetectable, anything else is a chance to be undetected)

once a mage gets telepathy it is pretty much smooth sailing from then on, if they enter a lvl where they are swamped by monsters they can just go up cast identify a bit, rest up and go down (to respawn the monsters)... that is what I did a lot in tol falas.

yeah wyrmics are fun. playing a lvl 10 one right now, havent beaten any of the quests yet though :P probably going to do old man willow first as he is the least dangerous to me I think.

Re: RFT17

Posted: Tue Apr 06, 2010 3:38 pm
by darkgod
Telepathy as a spell is too powerful ?
Hum
yes I can do the block_esp thing (block_esp=true is all that is required I believe ;)
But maybe telepathy should instead work like Thunderstorm, being a powerful spell it imposes a nasty mana regen penality, getting you down to 0 mana quickly if you keep it up too too long.

Re: RFT17

Posted: Tue Apr 06, 2010 6:07 pm
by madmonk
I had a thought about the archer and that is to reduce the cooldown on shots a lot...

Re: RFT17

Posted: Tue Apr 06, 2010 7:05 pm
by Shoob
couple o' things:

- wing buffet only works on monsters to your right on the screen (no matter where you target)
- make it so monsters cant spawn on the same stairs you do (this can be a problem with non-moving ones)
- multiply and map-edges still can cause things to stack... but not often.
- make it so drop has a quantity box

Re: RFT17

Posted: Thu Apr 08, 2010 7:47 pm
by Shoob
and if you complete a quest before it is assigned and then get the quest you cant finish the quest :P (need to re-check this one)
[edit] ok went down to bottom of the OF again, confirmed that this is UNcompletable.

that is, I did OF -> trollshaws -> amon sul and OF is not shown as completed.

and firebreath is much weaker than devouring flame imo... even though it is the last fire drake aspect gift talent thing.

and make a way to remove talents from the talent bar too (maybe from the 'm' menu (e.g. make a "clear talent" option there, where if you type the talent number on it, it removes the link.

here is a quick rundown of my wyrmic character (lvl 19):
str 48, wil 50 (all else is base except for con which has ulmo adding to it as well)
artifacts worn: ulmo, thrain, barkwood in pack: fall, trunk
armor: 55, defense: 15
resists: fire (-20%), cold (69%), nature (30%)
attack: 77: damage: 144 apr: 5 crit: 10%
maxed weapon combat, axe mastery, icy skin, devouring flame, fire breath

I am going to do the maze now :/ deciding whether to do it the cheap way again (it would be good for me to test it out with a melee character).

which brings up a thought I had on invisibility... I think that stealth should work somewhat like invisibility in T2 where monsters know where you are after you attack unless you go into stealth mode again.
however, invisibility should be different... if you dont move, monsters would have a % chance to miss based on their cunning and level of invisibility - level of see invisible. if you do move after you attack, they dont know where you are (when smart monsters are in, they could know that the player is in the vicinity (applies with stealth too)). Of course all of this is ignored if see invisible > invisibility

and it doesnt look like all the new rings work (at least the massacre one doesnt).

and having 0 light still lights up one square to the north and south of you.