RFT7

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darkgod
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Re: RFT7

#31 Post by darkgod »

It should detect them all
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Shoob
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Re: RFT7

#32 Post by Shoob »

traps that you detect are still there, but you lose detection of them if you leave the level...

potions:
http://img525.imageshack.us/img525/809/potion0x0.png
http://img682.imageshack.us/img682/2441/potion0x1.png

the second one is a violet potion (made from the red one)... I used it for the artifact potion. I could make more potion colors if you want... may take a while though to get a round to it.

right now I am a lvl 8 almost 9 mage and have beaten both forests :D I am off to see the wizard now (well, shade, but :P).
Oliphant am I, and I never lie.

Shoob
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Re: RFT7

#33 Post by Shoob »

darkgod wrote:It should detect them all
it does... at level 5... at level 4 it also "somewhat" detects traps.


and could you make it so that monsters can generate on already made levels?

done with the other levels... on to the maze with a lvl 9.47 archmage.... and dead due to multiply making white worms spawn on top of each other :/
Oliphant am I, and I never lie.

darkgod
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Re: RFT7

#34 Post by darkgod »

Yes post-generation NPC pop is planned :)

What do you mean it "somewhat" works ?
At real level 4, an archmage with a divination mastery of 1.3 have an effective talent level of 5.3, thus it should always work.

Thanks for the potions :)
[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: RFT7

#35 Post by Shoob »

I noticed that it didnt always detect the brown squares (sliding rocks).

however, I also noticed that you can activate sliding rocks and not always notice the trap too... maybe something is wrong with that trap?

and... Idea:

what about having specialized mages (earth, wind, fire, water, magician (phantasmal), etc). then adding 3 more spells to each category that has a specialized mage, that only they get to access?

ie magician/phantasm gets:
- illusion (which makes a replicate copy of the player, with the players faction, that cant attack, but has a phantasm shield, will explode if destroyed, and makes the caster invisible, and phases you away. higher levels increase life of illusion and damage from it being destroyed. both shield and invisibility depend on your level of each.
- dazzle (confuse/blind/stuns) power increases with level (duration of each). also goes from ray, to beam, to ball (r1), to bigger ball (r2), to vision. caster is always not effected
- disguise: makes you appear to be in that faction, though you are not really in it. (sustained/targetted) (not sure with this... this could be a rogue skill instead)

I do have ideas for the other ones, but will wait on posting them because I want to think them through more and want to know what you think.
Oliphant am I, and I never lie.

madmonk
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Re: RFT7

#36 Post by madmonk »

Could we retain the ability for NPCs to stack? Especially worm stacks...

It is extremely disconcerting to see worms appearing as if from nowhere, and I quite like the idea!

I am mounting a campaign to promote the humble worm to its proper status: PC killer!
Regards

Jon.

darkgod
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Re: RFT7

#37 Post by darkgod »

I thought about such a thing Shoob, albeit at a later time in the life of a mage (aka: not a birth).

But yes do go on and put out spell ideas, I like yours :)

madmonk, it is a bug, but it cuold be promoted to a feature lol ;)
[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: RFT7

#38 Post by Shoob »

hmmm... maybe noxious cloud should be poison damage and then switch to nature damage?
Oliphant am I, and I never lie.

darkgod
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Re: RFT7

#39 Post by darkgod »

Poison damage does not exist.
Poison(s) deal nature damage over time.

I want to keep the number of "real" damage types not too high.
[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: RFT7

#40 Post by Shoob »

hmmm... played a rogue... noticed that stealth does not force 0 light radius yet.

also I *think* i found out what messed up my characters... try playing one, and then keep on naming your characters with the same name when you die, dont exit the engine either. does that do it on yours?

oh.. and hehehe... I found out that rogues are capable of *massive* damage (my lvl 30 rogue did about 850 in one hit with a mithril dagger) (only 500 as a record hit with an iron dagger) so 2 good daggers late game and you could do about 3000-5000 damage (flurry) :D even with the current skills.
Oliphant am I, and I never lie.

darkgod
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Re: RFT7

#41 Post by darkgod »

nerfed them already ;)

flurry was like 6 or 9 normal attacks, with each weapons .. :)
[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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Re: RFT7

#42 Post by madmonk »

I just killed Bill at the bottom of the Trollshaws and the game went a little funny and I lost the ability to do 'i', 'e', 'w', 'd'.

I got this:

Lua Error: /mod/class/Object.lua:61: attempt to index local 'tt' (a nil value)
At [C]:-1
At /mod/class/Object.lua:61
At (tail call):-1
At [C]:-1 gsub
At /mod/class/Object.lua:83 getName
At /engine/dialogs/ShowInventory.lua:102 generateList
At /engine/dialogs/ShowInventory.lua:13 init
At /engine/class.lua:45 new
At /engine/interface/ActorInventory.lua:134 showInventory
At /mod/class/Game.lua:439 ?
At /engine/KeyBind.lua:155
Lua Error: /mod/class/Object.lua:61: attempt to index local 'tt' (a nil value)
At [C]:-1
At /mod/class/Object.lua:61
At (tail call):-1
At [C]:-1 gsub
At /mod/class/Object.lua:83 getName
At /engine/dialogs/ShowInventory.lua:102 generateList
At /engine/dialogs/ShowInventory.lua:13 init
At /engine/class.lua:45 new
At /engine/interface/ActorInventory.lua:134 showInventory
At /mod/class/Player.lua:218 playerDrop
At /mod/class/Game.lua:436 ?
At /engine/KeyBind.lua:155
Lua Error: /mod/class/Object.lua:61: attempt to index local 'tt' (a nil value)
At [C]:-1
At /mod/class/Object.lua:61
At (tail call):-1
At [C]:-1 gsub
At /mod/class/Object.lua:83 getName
At /engine/dialogs/ShowInventory.lua:102 generateList
At /engine/dialogs/ShowInventory.lua:13 init
At /engine/class.lua:45 new
At /engine/interface/ActorInventory.lua:134 showInventory
At /mod/class/Player.lua:227 playerWear
At /mod/class/Game.lua:445 ?
At /engine/KeyBind.lua:155
Regards

Jon.

darkgod
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Posts: 10750
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Re: RFT7

#43 Post by darkgod »

Hum funny .. can you send me the savefile ?
[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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Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT7

#44 Post by madmonk »

darkgod wrote:Hum funny .. can you send me the savefile ?
My apologies... I deleted it.

If it happens again I will do so!
Regards

Jon.

darkgod
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Joined: Wed Jul 24, 2002 9:26 pm
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Re: RFT7

#45 Post by darkgod »

Eww ok :)
Did you pickup bill drops before it happened ?
[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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