RFT13

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darkgod
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RFT13

#1 Post by darkgod »

http://te4.org/dl/t-engine/t-engine4-al ... lpha13.zip

* New Cunning talents (Evasion, Deadly Strikes, Willful combat, switch place, ....)
* Weaponmaster in minas tirith teaches combat-training (alraedy learned) for 50gold and how to shoot a bow/sling for 5gold
* Music support (no music yet)
* Player "slides" along walls
* Snake & ghoul movement AIs
* Reworked the way AIs find their targets, no visible difference but it's much cleaner
* Module downloader (disabled until the launch of te4.org)
* 'i' shows an unified equipment/inventory window, modeled after the stores interface
* summons do not grant exp
* fix knockbacks
* fix actor talents, some did not get the ones should should
* fix actor equipment, they'll autolevel stats to meet requirements
* reduce Riposte chance
* First Summoning talents for players
* "Wilder" classes for users of Wild Gifts, for now only the Summoner
* Added skeleton archers, skeleton master archers and armoured skeleton warrior. beware in tol falas!
* Hotkey zone is clickable !
* Include LuaJIT (to enable when compiling: premake4 --lua=jitx86). Speeds up lua execution quite a bit, only in 32bits x86 CPU (but the 32bit exe should work on 64 bits)
* Restoration 3rd nature spell

Have fun !
*
[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
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Re: RFT13

#2 Post by Shoob »

do you want equillibrium to reset to 0 after each level?

and probably specify what stats are good for wilders too

and you can run along map edges now... (might have been able to do it before...) saw a snake going through trees in rft12. have to be on the map edge though

and also when will the wilder utility spells be added... right now summons seem to be too short :/ but powerful enough. (esp fire imp)
Oliphant am I, and I never lie.

Shoob
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Re: RFT13

#3 Post by Shoob »

trying to use items without leaving amon sul results in cannot use items on world map...

(that said, have you made it so you cant drop items there? in rft12 you could drop stuff in the wilderness map.

also cannot open certain doors (the ones on the diagonal), this could make some places locked out for the player

imo... wall clinging is bad... makes it harder to move about. (note that I may revise my statement, but right now that is how it stands)
Oliphant am I, and I never lie.

darkgod
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Re: RFT13

#4 Post by darkgod »

Equilibrium should not reset, it very slowly decreases but that's all.
It'll probably reset while traveling the wilderness.

For now Summoners want Willpower.
Summons are intended to be this short, each point improves their duration and their stats too.
Their utility spells are also summons monstly :) Though they'll get to control one directly.

I'll look into the sliding things.
[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
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Re: RFT13

#5 Post by Shoob »

right now the equillibrium reseting itself is what makes the wilders somewhat playable, if you do change it then I would change the fail rate, or else they will be spending most of the game wandering the wilderness.

Or... I would give them a meditate talent or something, that "quickly" lowers their equilibrium but stuns them as well for 7 turns.
Oliphant am I, and I never lie.

darkgod
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Re: RFT13

#6 Post by darkgod »

Reseting itself ?????
When ? how ?

Yes 'ill give a talent line global to all wilders with meditation and some more I think
[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: RFT13

#7 Post by darkgod »

How is the concept of fighting with short summons ?
I find it fun
[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
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Re: RFT13

#8 Post by Shoob »

Equilibrium is being reset (like mana, stamina, etc) when you gain a clevel.

(though related to that, maybe make it deduct stuff before you level, instead of after. (ie if you shoot something with manathrust and you level you will be down 10 points from maximum mana because of that manathrust (same stuff happens with stamina based talents))

I also do like the short summons, but it makes it harder for summoners as they tend to gain equillibrium quickly, making them fail more often.
I would consider making the fail rate less, but also make the failed summon result in the talent being used (have to wait for the cooldown, or part of the cooldown) and an increase in the equilibrium (possibly 1/2 of what would happen if that summon worked).
Oliphant am I, and I never lie.

madmonk
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Re: RFT13

#9 Post by madmonk »

I am getting shop freezes in Bree. It does not remove the shop display when you exit, I have to quit and reload!

Next time it happens I will send you the output!




Also:

Anyone finding Archers tough?
Regards

Jon.

darkgod
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Re: RFT13

#10 Post by darkgod »

Ah yes reset on levelup is wanted :)

Yes please madmonk, along with a log :)

For archers try to go for crippling & pinning shots ASAP.

Shoob whats the highest equilibrium you've gotten to ?
[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 ;)

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