RFT3

All development conversation and discussion takes place here

Moderator: Moderator

Message
Author
darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

RFT3

#1 Post by darkgod »

http://te4.org/dl/t-engine/t-engine4-al ... alpha2.zip

- Fixed many things
- implemented a few more talents
- better descriptions of physical talents
- 3 display modes: Alt+S to switch
- light display & remembered tiles changed to mimic ToME2
- new items & egos
- classes all start with 3 talents preallocated, and 2 free points
- heavy rebalancing of most damages, talents and spells. things should be harder
- molds dont move (sorry ! :)
- < > keys should work everywhere now
- LogFlasher class, to display a message line at the top that can flash.. you'll see
[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 ;)

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: RFT3

#2 Post by Shoob »

much much harder now :D

I dont know if it was just a glitch or not, but every time I entered the troll caverns there was basically items on every single space of floor.

still havent beaten it yet.

I do find that the game is a bit too big, I can get a little of the bottom part to show but not too much (I adjusted to 1680x1050 to make it all show, less than that it doesnt for me)

I am running vista ultimate 32bit (in case it matters)
Oliphant am I, and I never lie.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT3

#3 Post by madmonk »

Shoob wrote:I dont know if it was just a glitch or not, but every time I entered the troll caverns there was basically items on every single space of floor.
Me too...
Regards

Jon.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT3

#4 Post by madmonk »

Can't see the bottom of the screen, so I can't tell what I am standing on. It needs to be resized... Don't have the luxury of going to an 1680 size screen!

[Edit]What I mean is that Flash bar puts up too much info and you can't tell what you are standing on when that happens...

We all protested about the floating text, but I will admit to getting used to it (you just had to be a bit patient), and I prefer it to the Flash Bar.

Given that my reaction is the same as last time (yuck!), perhaps we should wait and see!

Currently I am scumming the first level of Trollshaw, picking up items and killing the occasional monster, shades of Larn!
Regards

Jon.

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: RFT3

#5 Post by Shoob »

yeah, I am doing the same... what is annoying is that sometimes I fight monsters and they kill me in ONE hit when I have about 160 hp left... not sure why... or really what I mean is...

Code: Select all

[ATTACK] with	nil	 to 	degenerated skeleton warrior	 :: 	27.8	2	5	::	1
checkHit	20	2.4
=> chance to hit	94.090908206522
[LOG]	Bub hits degenerated skeleton warrior for #aaaaaa#26.00 physical damage#ffffff#.
[LOG]	There is an item here: iron longsword
[ATTACK] with	nil	 to 	bub	 :: 	1	1	9	::	1
checkHit	7	10.7
=> chance to hit	36.327943284359
[LOG]	Degenerated skeleton warrior hits bub for #aaaaaa#1754609060.00 physical damage#ffffff#.
[LOG]	Degenerated skeleton warrior killed bub!
Lua Error: /mod/class/interface/Combat.lua:83: attempt to perform arithmetic on field 'energy_to_act' (a nil value)
	At [C]:-1 
	At /mod/class/interface/Combat.lua:83 
	At (tail call):-1 
	At /mod/class/Actor.lua:223 attack
	At /engine/interface/ActorLife.lua:21 
	At (tail call):-1 
	At /engine/Map.lua:318 checkAllEntities
	At /engine/Actor.lua:49 move
	At /mod/class/Actor.lua:104 
	At (tail call):-1 
	At (tail call):-1 
	At (tail call):-1 
	At /engine/ai//talented.lua:30 
	At (tail call):-1 
	At (tail call):-1 
	At /mod/class/NPC.lua:18 act
	At /engine/GameEnergyBased.lua:44 tick
	At /engine/GameTurnBased.lua:24 tick
	At /mod/class/Game.lua:164 
so yeah, they are getting a 1.75 billion damage hit on me :D

thats the main problem right now.

EDIT:
and interesting... I notice that all monsters and the character is attacking with nil, is that meant to be or is that what is causing the above?
Oliphant am I, and I never lie.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT3

#6 Post by madmonk »

Shoob, help me...

How did you get that output? I run Mandriva Linux 2009...

Ever so grateful, and it will help DG!
Regards

Jon.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT3

#7 Post by madmonk »

DG:

Some more comments:

At the moment you have armor as a 0/1 system, I feel you should make armour a developmental skill along the same lines as weapons so 0/5 or maybe 0/10. If you have ever worn plate mail, you will know what I mean, medieval knights RAN in the stuff! :mrgreen: That takes a lot of practice!

The health bonus in earlier versions was too much, 40 points should be reduced to to a lesser value, or as I noticed you have upped the Con value before it becomes available...

Hit points... The interesting one, currently you have an amount assigned as part of the level raise. You might want to consider changing this to a Talent. This is the only unlimited talent, you never master it, and you may only put 1 or 2 points in per level, but for every point you put in, you get Hit points back with the amount given allocated dependent on your race and class and stat (most importantly stat). For those of you not familiar with this, this comes from ICE's Rolemaster and it adds tension to a player's development.

[EDIT]Also consider shield use as a talent as well...

And of course there is no limit on the inventory... NICE!
Regards

Jon.

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: RFT3

#8 Post by Shoob »

Shoob, help me...

How did you get that output? I run Mandriva Linux 2009...
I think the easiest way would be to run the program from the command line using

Code: Select all

t-engine > stdout 2> stderr
at least I think that is correct... then just copy and paste the stuff from stdout at the bottom of the file.

if you want to you could make those .txt files, but you dont have to, but that is what they would be.

hope that helps.
Oliphant am I, and I never lie.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT3

#9 Post by madmonk »

Cool! I'll try that....

Linux - a constant learning curve! Thank you...

DG, I forgot to add, cute opening screen shot of a Blue Mage (Ha! I know it's meant to be Mithrandir!) going to wreak havoc somewhere. 8)
Regards

Jon.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: RFT3

#10 Post by darkgod »

Ohhh lots of messages to read when I wake up :))

Madmonk: Ah the background, I'll probably not include it in releases, it's surely a copyrighted image :/

Yes I want to make armor talents more granular, I just need to find a good way to code it :)

About health .. mhh I'm not sure. The thing is, the more the level increases the more damage from attacks increase. I think the current auto-health is just enough to counter balace it. If you want more health there is the constitution stat, it's the primary role of the stat :) (it also increases physical resistance, the chance ot resist stuns, knockbacks, ...) And believe me if you put all your points into Constitution and 0 in other stats you'll be seriously gimped too, so IMHo your tension comes from there.

The unlimited inventory will most likely stay yes, but with a limit based on strength, each item currently have an "encumberance" stat (not shown) which represents weight but also size, and the player will have an encumberance limit. But yes it'll be more than 23 items as in T2 :)

Sorry about the screen size, I'll fix it (or rather I'll add a config to change it on the fly).

Would you like the flashbar more if it did not flahs and jsut dislpayed messages like in T2 ?
I've added it because I felt like there was no feedback when doing stuff and I found myself getting killed many times because I did not notice something.
The log is nice but it is at the screen's bottom and the eyes do not get there so often.

The trollshaws are currently riddled with items yes, this helps playtest the items generator :)
(I've found my first Arkenstone !)

Shoob:
What ? a lowly 1.75 billion damage and you cant even survive ?? I'm so very disappointed!
Ok I'll guess I'll have to fix it :) Please send me logs of when such things happen please.

General:

Much harder as in too hard or "quite just fine" ?
What about warriors, rogue and mages individualy ?
Anybody played a stealthing rogue ?
[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
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: RFT3

#11 Post by darkgod »

Oh and how do you like the different display modes ?
[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 ;)

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: RFT3

#12 Post by Shoob »

That looks like a work by John Howe... if it is, I have contacted him before about using his graphics for these forums and he said we could use them as long as they are not used commercially and proper documentation is made. You probably should contact him if you want to use it for the game as my request was specifically for the forums.

If it isnt, just disregard the above :D.
Ok I'll guess I'll have to fix it Please send me logs of when such things happen please.
do you want more than what I provided? my whole log was rather big (being in the trollshaws and all, but it did happen in the other one as well) I will post more if I get them.

I think it is probably too hard, but I will quantify this... it doesnt look like the weapon damage is getting used, a gavalorn weapon was doing the same damage roughly as an iron one. I may switch sides once this is fixed (along with the uber damage too)

mages are even harder I think (me being used to the stone skin from before... I havent checked out regeneration, that was the other thing they had going for them).

I have yet to play a stealthing rogue :D my rogues before were ner-ner-ner-cant-hit-me rogues, but the dex bonus was cut back I saw.

and the main qualm I have with the graphical tile set is/are green worms/molds (grey is annoying too but not as bad) they blend in too much

and a q... is/will there be a limit to stats?
Oliphant am I, and I never lie.

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: RFT3

#13 Post by Shoob »

and I do it again... the game wont let me get past lvl 3 :( but i did get a 4.29 billion hit taken this time.... psh... last time was puny :D

Code: Select all

[ATTACK] with	nil	 to 	degenerated skeleton warrior	 :: 	34.325	3	5	::	1
checkHit	24	1.7
=> chance to hit	95
[LOG]	Oh noes performs a critical stike!
[LOG]	Oh noes hits degenerated skeleton warrior for #aaaaaa#80.00 physical damage#ffffff#.
[LOG]	Oh noes killed degenerated skeleton warrior!
[LOG]	There is an item here: copper ring
[ATTACK] with	nil	 to 	skeleton warrior	 :: 	34.325	3	5	::	1
checkHit	24	2.05
=> chance to hit	95
[LOG]	Oh noes hits skeleton warrior for #aaaaaa#32.00 physical damage#ffffff#.
[LOG]	There is an item here: copper ring
[ATTACK] with	nil	 to 	oh noes	 :: 	1	1	4	::	1
checkHit	5	9.1
=> chance to hit	35.078088734462
[LOG]	Skeleton warrior hits oh noes for #aaaaaa#4294967294.00 physical damage#ffffff#.
[LOG]	Skeleton warrior killed oh noes!
Lua Error: /mod/class/interface/Combat.lua:83: attempt to perform arithmetic on field 'energy_to_act' (a nil value)
	At [C]:-1 
	At /mod/class/interface/Combat.lua:83 
	At (tail call):-1 
	At /mod/class/Actor.lua:223 attack
	At /engine/interface/ActorLife.lua:21 
	At (tail call):-1 
	At /engine/Map.lua:318 checkAllEntities
	At /engine/Actor.lua:49 move
	At /mod/class/Actor.lua:104 
	At (tail call):-1 
	At (tail call):-1 
	At (tail call):-1 
	At /engine/ai//talented.lua:30 
	At (tail call):-1 
	At (tail call):-1 
	At /mod/class/NPC.lua:18 act
	A
the tail end of my stdout.txt file if you want more, let me know.
Oliphant am I, and I never lie.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: RFT3

#14 Post by darkgod »

Lol and it is not even a critical hit !

Yes it is from John Howe. Good to know, I'll contact him then, thanks!

Well in the endgame the damage from the weapon will not be that important because thre damage formula is:
min = weapon.damage * (1 + weapon_talent_level / 4) + weapon_stat + misc_bonus
max = min * weapon.damage_range

I.E: for a longsword (with say 8 damage, and a damage range of 1.4) for a user with 25 STR and 2 levels of SwordMastery
min = 8 * (1 + 2 / 4) + 25 + 0 = 37
max = 51

So obviously the higher the STR the less global impact the weapon damage. This is especially true for 2H weapons as they get more damage from strength tahn others.
But still at your level a galvorn longsword should do more than an iron one.
I have voluntarily weakened the damage of melee weapons and increased the damage of melee talents. You'll find most of them do 150% to 200% (more with higher talent levels) weapon damage. Things like Overpower or Flurry that hit 3 times are thus really damaging.

Stats max out at 100.

PS: You can cheat to increase level by pressing ctrl+l and then typing:
game.player:gainExp(30000)
(You can go higher than level 50 currently, no limit)
[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
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT3

#15 Post by madmonk »

darkgod wrote:Oh and how do you like the different display modes ?
Green Worms are invisible when in image mode rather than ascii mode. The only time you see them is when they are on a black or white square (what re those squares, by the way)

Like Shoob, I get whacked at Lvl 3... Implementing your gainExp command makes no difference, I still get whacked...

I noticed your weapon damage does not include a School Mastery component like the Spells do... deliberate?
Regards

Jon.

Post Reply