RFT17

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darkgod
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Re: RFT17

#31 Post by darkgod »

hum
and if you install the debug packages it tells you ?
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Shoob
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Re: RFT17

#32 Post by Shoob »

hehehe, went and killed the master with a lvl 13 rogue :P however I did notice that it is possible to die (and get the death screen) against the orcs and not be knocked out (I know a way of working around death though in general with this game, so am going to try it again, I think it is possible for me to kill uruk (yes I did see how much hp he had, but I still think it is possible)... I did notice that the archers and stuff were flailing and shooting around aimlessly (even attacking each other).
[edit: yeah it is possible, but that is with a heavily hacked rogue, but then I dont think you can get out :P)

so some things you should fix (besides the ones in the other list)

- make it so you cant die (I got the death message when I was at -6 hp rather than the usual message about waking up after being knocked out.)
- monsters dont attack friendly monsters (accidently) if there is a hostile invisible target around.
- make it so you can flee the ambush (only to have the staff stolen from minas tirith)

and if you really want to:
- save the game on death as dead... that way I cant force it to shut down (via taskmanager) and just reload from last saved point
Oliphant am I, and I never lie.

Shoob
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Re: RFT17

#33 Post by Shoob »

oh, and make it so it doesnt only just record the first instance of an achievement (make it so multiple characters can do it), also make it so that the same character name can do it again if they have died (otherwise it may end up with too many repetitions) and not resurrected.

also rogues need some talents to unlock, all theirs they can get from the start.

and stealth does not seem to work either. (at least not anywhere I tried it, I gave up with lvl 5 stealth)

and idea for the choker of dread... right now it is a weak artifact (esp since no invis monsters, yeah yeah yeah I could fix that) but it looks like invis and stealth are broken a bit. I would give it a power (named tormented souls) where it would be a necromantic spell requiring dead souls (it gives/adds the capacity to hold souls to the pc). it would be a ranged attack spell dealing undeath/blight damage (it should have a cooldown too).
Oliphant am I, and I never lie.

madmonk
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Re: RFT17

#34 Post by madmonk »

Archers are viable (thought they were I just died too often).

When dungeons repopulate we then start to use that well-honed and trusted technique: Stair scumming!

I am now 10 CLVL (highest I have ever been with an archer) and have done

1) the Trollshaws
2) Up to Dlvl 5 of the Old Forest.
3) I have completely avoided Amon Sul.

Things to do:

1) Complete the Old Forest
2) Do Amon Sul

and then the rest.

Gained Mold powers, and I doubt I shall use them since they are tied to Willpower. You might want to consider changing this to align with whatever the character class is...
Regards

Jon.

madmonk
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Re: RFT17

#35 Post by madmonk »

And I just died to my old enemy... Green Worms!
Regards

Jon.

Shoob
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Re: RFT17

#36 Post by Shoob »

ok... working on a lvl 8 archer (my first one I have tried in a long time)... I dont really have much to say though on that class...

what I do have to say is on multiply and worm masses... theoretically it is possible for one worm mass to cover the whole level in one turn (at least all that is viewable at that moment) due to the fact that its spawns get to move the same turn that they are summoned, hence they can multiply that turn too (I was fighting one, and then the next turn I was surrounded by worm masses (I phased out of there to get out alive)... imo this should be fixed so it cant happen... maybe move would be fine, but at least give them a cooldown on multiply that affects both the original and the spawn (even if it is just one turn)

ok... actually I do have some more... you can wield a dagger and a bow if you wear your bow first and then wield a dagger.

also the multi-wield bug is present there, you dont have to take off the first one, it happens whenever you try to wield a weapon in the second slot.

the good thing is that elemental damages dont apply to the missiles so they only do normal damage and not my 510 lightning damage as well :P (though I wouldnt mind it myself)... the bad thing, is that my bow can do 510 lightning damage in melee :)

and shops do not id missiles when you sell them to them.

and aha! I found out why the rings dont do it... they add to damage TAKEN and not damage DONE :P so you will get hurt more if you wear it... (actually I have to test this further, I just tested a ring of natures blessings on a poison trap... and took an extra point of damage per turn with the ring on... I have to find a slime/poisonous weapon or something to test out my damage dealt.
Oliphant am I, and I never lie.

Shoob
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Re: RFT17

#37 Post by Shoob »

and could we make better bows do something? I compared a yew bow with an elm bow and result is the same (at least on the character sheet)... I would suggest add range (shoot farther) and bonus damage for better bows) (probably 1 or so squares for each step up and 5% more damage or so)

so it would look like this:

elm (10 range, x1 damage)
ash (11 range, x1.05 damage)
yew (12 range, x1.11 damage)
elvenwood (13 range, x1.17 damage)
dragonbone (15 range, x1.25 damage)

slings would be similar, but their names should still be changed

leather sling
cured leather sling
hardened leather sling
reinforced leather sling
dragonhide sling

or something.

and also you can shoot one outside of your range increment right now.
Oliphant am I, and I never lie.

madmonk
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Re: RFT17

#38 Post by madmonk »

Don't forget recurve and laminated bows...

Also don't forget that most slings could fire a heavier missile much further than a bow for greater damage. The exception here being the Mongol Horse archer bow which has a greater range.
Regards

Jon.

madmonk
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Re: RFT17

#39 Post by madmonk »

Ammo creation....

I generated an Archer.

I armed her with a sling (yes, really it was a sling)

I created ammo...

I got sling stones.

As an archer I don't think I should be able to create sling stones...

Also if I have no bow, I cannot create any arrows. Ummm... not sure about this!
Regards

Jon.

darkgod
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Re: RFT17

#40 Post by darkgod »

Now now I get ill a few days and I get to read one full page of ideas ? neat :)
I'll get back to you when I read it all :)
[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
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Location: New Zealand

Re: RFT17

#41 Post by madmonk »

Talking about gaining mold powers...

I quaffed a potion and gained the power... sometime later I quaffed again and got it again.

So I though why not? If you receive the power again perhaps you gain a point to allocate...
Regards

Jon.

darkgod
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Re: RFT17

#42 Post by darkgod »

Ammo creation works for your current weapon, it's not logical ?

Longer range bows are planned yes.

As for worm masses .. it's evil . it's nice !

I prefer learned talent types to keep their requirements, it's a tradeoff.
You want (example) a controlled teleport? well get some willpower!

I like the choker of dread idea!
- make it so you cant die (I got the death message when I was at -6 hp rather than the usual message about waking up after being knocked out.)
????
- make it so you can flee the ambush (only to have the staff stolen from minas tirith)
??? you should be able 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 ;)

Shoob
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Re: RFT17

#43 Post by Shoob »

yeah, I am not sure why I died either... it was just a one time thing, and when I "cheated" (I did it without debug or the blood of life) to try it over again, I got the knocked out message, though I took out 6 or 7 orcs both times.

the second time, I phased doored right next to the up arrow, and moved on it and took out quite a few orcs that moved next to me. then when I tried to run, I got the no way to leave this level message here, when I was on the stairs.... hmmm.

I think that ammo creation is fine the way it is, for example, what if you lose your only bow, and have a sling in your inventory... or if you find a nice dragonbone bow and only have an elm sling... ammo creation would be worthless to you then. I vote keep it tied to wielded weapons

and I forget if I mentioned it, it doesnt seem like dual arrows works well, it works sporadically at best, and then only on one target.

and scatter shot should not stun the shooter if they are in the radius.

and iirc, unable to move makes it so that the game ignores keypresses that make you move, I would change this to make you waste one turn if you try to move instead... this makes it so you wouldnt have to rest off pinning and whatnot. (warning... I *THINK* this, I may be wrong)

also it seems like you have a plethora of talents that make you unable to move... last stand is understandable... aim I would consider making it make you unable to move at first, but then move at half speed or so at lvl 5.

also for a future release make a turn off monster seen warning, and rename the current one to monster seen as monsters seen are not always hostile (if they have no target, they should not count as hostile) there still should be a hostile warning no matter what.
Oliphant am I, and I never lie.

Shoob
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Re: RFT17

#44 Post by Shoob »

hmmm, had another idea... why not make a kill counter for each zone (for each monster in that zone) so that when you kill, say every 10, of a certain monster in a zone, that that monsters rarity is increased by one in that zone. this would eventually lead to more empty levels, and less scumming. (it would not affect monsters of the same type in another zone though) (monsters that appear in groups would have a higher count, and monsters created by either multiply or summon do not count toward this)

and now I am getting this whenever I try to load any of my characters :(

Code: Select all

Lua Error: loop or previous error loading module 'mod.load'
	At [C]:-1 
	At [C]:-1 require
	At /engine/Module.lua:96 load
	At /special/mainmenu/class/Game.lua:198 fct
	At /engine/ButtonList.lua:117 click
	At /engine/ButtonList.lua:83 ?
	At /engine/KeyBind.lua:171 
new character doesnt work either, I saw this too...

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:32: /data/talents/techniques/weaponshield.lua:286: 'end' expected (to close 'function' at line 284) near ')'
	At [C]:-1 
	At [C]:-1 require
	At /engine/Module.lua:96 load
	At /special/mainmenu/dialogs/EnterName.lua:36 plain
	At /engine/KeyCommand.lua:69 receiveKey
	At /engine/KeyBind.lua:178 
I will try re-installing and see if that works
Oliphant am I, and I never lie.

darkgod
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Re: RFT17

#45 Post by darkgod »

Uh ??

All of a sudent?
[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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