RFT16
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Re: RFT16
Picking up on some of Shoob's comments!
1) Starting out
When a new char starts very often it will be attacked in the middle of the character creation process. That is when the Amon Sul Dungeon first appears. I have not actually died as yet but I feel that you should at least get through creating the character before being attacked.
By the way I have no objection to being attacked by NPCs first, but only after I have created my new char!
2) I have tried Amon Sul repeatedly as a starting player and find that I die fairly quickly often enough that I have had to change my approach. My new tactics are as follows:
Do Level 1 of Amon Sul
Exit
Do Trollshaws completely
Complete Amon Sul
Suggestion:
1) Tone down Amon Sul
2) Make the Trollshaws stronger
3) Some combination of the previous 2 suggestions.
4) Change starting point to the Trollshaws
Thoughts, anyway!
1) Starting out
When a new char starts very often it will be attacked in the middle of the character creation process. That is when the Amon Sul Dungeon first appears. I have not actually died as yet but I feel that you should at least get through creating the character before being attacked.
By the way I have no objection to being attacked by NPCs first, but only after I have created my new char!
2) I have tried Amon Sul repeatedly as a starting player and find that I die fairly quickly often enough that I have had to change my approach. My new tactics are as follows:
Do Level 1 of Amon Sul
Exit
Do Trollshaws completely
Complete Amon Sul
Suggestion:
1) Tone down Amon Sul
2) Make the Trollshaws stronger
3) Some combination of the previous 2 suggestions.
4) Change starting point to the Trollshaws
Thoughts, anyway!
Regards
Jon.
Jon.
Re: RFT16
OK, a piece of recursion here... I am referencing myself! Awesome!madmonk wrote:So my Wilder then died (fairly promptly!), I began a new character and my Wilder option has disappeared.
Not sure what happened there...
My new character died, so I restarted and I have the Wilder class back again...
So to recap!
1) RFT 15 unlock Wilder class!
2) RFT 16 start with no Wilder class.
3) Load RFT 15 game
4) Get Wilder class
5) Mage dies
6) Restart
7) No Wilder
8 ) Next char dies
9) Restart
10) Get the Wilder class
Hmmm.... I know - start a Wilder!
Regards
Jon.
Jon.
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Re: RFT16
1) yeah, I would *like* to move first before being attacked, but at least let us make complete our characters before being attacked. or just set game.player.life=game.player.maxlife when the player has finished allocating points for the first time only (or rather exited them for the first time, as that could be exploited)
2) that has pretty much been my order for a while as trollshaws are definitely the easier of the 2.
a) amon sul is harder primarily because of the traps and because of the darkness, imo, I guess there are some harder monsters there, but not many. what I need to do is make ranged monsters for the trollshaws, that should make it harder, or maybe give some trolls rush
however, since the thieves are not in the trollshaws I would feel strange putting in ranged humanoids... maybe I could do a troll rockhurler or spitting plants or spiders or something.
2) that has pretty much been my order for a while as trollshaws are definitely the easier of the 2.
a) amon sul is harder primarily because of the traps and because of the darkness, imo, I guess there are some harder monsters there, but not many. what I need to do is make ranged monsters for the trollshaws, that should make it harder, or maybe give some trolls rush

Oliphant am I, and I never lie.
Re: RFT16
OK, really deep recursion...madmonk wrote:OK, a piece of recursion here... I am referencing myself! Awesome!madmonk wrote:So my Wilder then died (fairly promptly!), I began a new character and my Wilder option has disappeared.
Not sure what happened there...
My new character died, so I restarted and I have the Wilder class back again...
So to recap!
1) RFT 15 unlock Wilder class!
2) RFT 16 start with no Wilder class.
3) Load RFT 15 game
4) Get Wilder class
5) Mage dies
6) Restart
7) No Wilder
8 ) Next char dies
9) Restart
10) Get the Wilder class
Hmmm.... I know - start a Wilder!
Just on an off-chance I recompiled my distro (revision 479) and I now get the Wilder class all the time!... So at this point I am really confused!
Regards
Jon.
Jon.
Re: RFT16
Yes :/ But time does not pass when you are out of the levelmadmonk wrote:Situation...
I created a Mage, and it started with a shimmering mold and a grey mold next to her. She froze the shimmering mold, but was blinded and exited upstairs.
I rested (got sight and spell points back) and returned back downstairs. The shimmering mold was still frozen! Given the amount of time that had passed it should not be frozen.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: RFT16
Madmonk I fixed it so that might be it perhaps. (you can remove the wilder access by removing ~/.t-engine/4.0/settings/tome.allow_build.cfg)
You get first turn now.
Yes trollshaws need distance attacks too. Hurl rocks, spitting plants, sounds fine
So .. trollshaws at first ? mhh why not
PS: How do you find the level/zone transitions now ? better ?
PS2: How are Summoners ? overpowered a bit no ?
You get first turn now.
Yes trollshaws need distance attacks too. Hurl rocks, spitting plants, sounds fine

So .. trollshaws at first ? mhh why not
PS: How do you find the level/zone transitions now ? better ?
PS2: How are Summoners ? overpowered a bit no ?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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Re: RFT16
well, time does pass, you already know exactly when the pc leaves a level and when they go back to it, so it is a simple x-y=z
(hypothetically, of course. I am not factoring in that speed could have changed in that time). so what you could do is store when they left the level and then do calculations on that.
summoners:
they are pretty powerful, still havent gotten up to 2 summons yet (what cun is it anyways), location of summon spawning seems to be pretty variable (if in the red), sometimes it spawns in the blue before the red, other times it manages to "sneak" past.
you learn quickly that certain summons are good vs certain things, I primarily use fire imps, only going to war hounds if I am pressed. also I use hydras to fight worm masses that are out of control. havent gone utility much yet though... I still die though, primarily because of stupidity (now I change meditation to = and fire imp to 2 for quick keys).
I cant really think on how to make summons less cheap, besides making it harder to summon (ie you need to use something to summon them, but that makes summoning then almost secondary)
or maybe how about making summons like this, you have a summon, one of each type, that has a normal cooldown, when you summon it, it lasts for the same amount of time, however, if it dies when it is summoned the cooldown is x100 (to find a new one), then with each death of a summon, the cooldown is increased as they are less likely to come.
then make it so that you can dismiss a summon at any time.

summoners:
they are pretty powerful, still havent gotten up to 2 summons yet (what cun is it anyways), location of summon spawning seems to be pretty variable (if in the red), sometimes it spawns in the blue before the red, other times it manages to "sneak" past.
you learn quickly that certain summons are good vs certain things, I primarily use fire imps, only going to war hounds if I am pressed. also I use hydras to fight worm masses that are out of control. havent gone utility much yet though... I still die though, primarily because of stupidity (now I change meditation to = and fire imp to 2 for quick keys).
I cant really think on how to make summons less cheap, besides making it harder to summon (ie you need to use something to summon them, but that makes summoning then almost secondary)
or maybe how about making summons like this, you have a summon, one of each type, that has a normal cooldown, when you summon it, it lasts for the same amount of time, however, if it dies when it is summoned the cooldown is x100 (to find a new one), then with each death of a summon, the cooldown is increased as they are less likely to come.

Oliphant am I, and I never lie.
Re: RFT16
Yes time passes that's no problem, but for it to *matter* it means each level would need to remember on which last turn it was used and when reentered it would compute all the remaining turns between then and now. If only a few hundreds turns elapsed it would work but there could have been hundreds of thousands of turns.
I'll probably add a decay system as was planned for T3: when you leave for too long the monsters & objects have a random chance of not being there anymore and be replaced (or not).
Your max number of summons is CUN/10
I'll probably add a decay system as was planned for T3: when you leave for too long the monsters & objects have a random chance of not being there anymore and be replaced (or not).
Your max number of summons is CUN/10
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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Re: RFT16
ok, noticed that you can go onto the world map when you are poisoned, but you cannot use items there, so I died
(I had the blood of life though, so I am keeping at it, pity I had to waste it on that.)
make it so that you cant go overland if you are taking damage over time.
and meditation, I got the you failed to use it due to your equilibrium, I think that this should be "special" and not have a fail chance, but I guess it is fine with it as you really are not going to use it in a dangerous situation.

make it so that you cant go overland if you are taking damage over time.
and meditation, I got the you failed to use it due to your equilibrium, I think that this should be "special" and not have a fail chance, but I guess it is fine with it as you really are not going to use it in a dangerous situation.
Oliphant am I, and I never lie.
Re: RFT16
Ahah kinda sucks yes 
If you do not find new bad bugs I'll probably announce to the world soon!

If you do not find new bad bugs I'll probably announce to the world soon!
[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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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: RFT16
Boring bit... Equilibrium grind!
I like Wilders, why kill things when you can get someone else to do it?!
Getting your equilibrium back to normal is very dull!
Also I had an equilibrium failure on 0... Is that possible?
I like Wilders, why kill things when you can get someone else to do it?!
Getting your equilibrium back to normal is very dull!
Also I had an equilibrium failure on 0... Is that possible?
Regards
Jon.
Jon.
Re: RFT16
Yes the failure is computed as (current equilibrium+equilibrium of the talent).
Why is it so dull? just meditate (actaully I maybe should not allow it to dismishs with time AT ALL to not encourage long boring rests ?)
Why is it so dull? just meditate (actaully I maybe should not allow it to dismishs with time AT ALL to not encourage long boring rests ?)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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Re: RFT16
ok... so I went in and had a look at summons and how much they cost and how quickly they would raise your equilibrium... and I think the fail rate should change :/ at least do it on a 1-1000 instead of a 1-100, late game summons will be hard to do, you will be meditating basically every summon or 2 you do.
that said, I think you should fix the multiply code before you release. that is the most deadly thing in the game, I rarely get to level 9 now. dark dungeons are much harder than light dungeons, and they have more corners making it easier to be ambushed than the forest.
that said, I think you should fix the multiply code before you release. that is the most deadly thing in the game, I rarely get to level 9 now. dark dungeons are much harder than light dungeons, and they have more corners making it easier to be ambushed than the forest.
Oliphant am I, and I never lie.
Re: RFT16
Summoning a fire imp:
At 100 equilibrium you have 83% chances to succeed.
At 200 equilibrium you have 76% chances to succeed.
At 500 equilibrium you have 62% chances to succeed.
The scale is not linear.
That sounds too much to you ?
Wild gifts are quite potent usualy so I hope it should balance out but I could up the chance a bit
At 100 equilibrium you have 83% chances to succeed.
At 200 equilibrium you have 76% chances to succeed.
At 500 equilibrium you have 62% chances to succeed.
The scale is not linear.
That sounds too much to you ?
Wild gifts are quite potent usualy so I hope it should balance out but I could up the chance a bit
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
