kipar
Champion
Posts: 201
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Post by kipar on Jan 7, 2008 17:08:15 GMT -5
In Hengband, for example you fail the quest if you get out there without completing task. But it's too cruel, and impossible for the main quests. Maybe give a reward (expo and money/items) after finishing the quest? Another idea - don't give expo or items if player come to quest dungeon not a first time. In any case quest enemies (non-unique of course) are not for gold or expierience - i think they are for making troubles
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Post by Variaz on Jan 7, 2008 19:16:07 GMT -5
The Hengband method is not applicable here, since there is no such things as a "quest object" in Portralis. A character may tell you to visit dungeon X, but it won't be added as a "quest". Also, "quest levels" aren't really quest levels, but rather "indoor areas", as an house, an inn or a special dungeon level are all considered "quest levels". I guess I could make it so that non-unique quest monsters don't give any experience or items. Still hesitant about the items, but I guess you're right, they're supposed to be trouble, not a source of income.
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kipar
Champion
Posts: 201
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Post by kipar on Jan 8, 2008 3:46:52 GMT -5
It's a bug with electicity immunity: I have resistance to electricity 1% and atack with electicity spell magic returning elite without any damage. For experiment i removed helm which gives me this 1% resictance and shoot again: result was almost fatal. Also, Blue dragon don't deals any damage with it's breath, but i'm not sure because of few levels Divine blood that can hide the damage. Not sure about other elements
..Black dragon don't deal breath damage if there is some acid resistance
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Post by Variaz on Jan 8, 2008 9:19:43 GMT -5
This bug has already been reported, and is now fixed.
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Post by phlinn on Jan 11, 2008 17:35:19 GMT -5
The following bug was also present in .2, and was reported. I decided to check out combat.lua and passive.lua to see if some of my concerns with .2 had been fixed.
In combat.lua change the following line monster(cave(y, x).m_idx).mspeed = monster(cave(y, x).m_idx).hitrate - speedreduction to monster(cave(y, x).m_idx).mspeed = monster(cave(y, x).m_idx).mspeed - speedreduction
In passive.lua, please consider when you want to apply multiplier abilities, fixed bonuses, and stats. Fencer's spirit for instance is applied BEFORE stats are factored in, and thus mutliplies a current to_h value of 0 by 2, which leaves it at 0. The only setting above it in calc_bonuses that doesn't depend on the existing value is "Monsers improved attack" It also has blessings applied twice. I would think the stat bonus would apply before the class abilities that depend on it. I think that how it should work is for basic stat bonuses to be applied, then fixed bonuses (such as the defender's shield fighting ability) then multipliers. If calc_bonuses just isn't called any more, then I suppose this is moot.
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Post by Variaz on Jan 11, 2008 22:48:56 GMT -5
In combat.lua change the following line monster(cave(y, x).m_idx).mspeed = monster(cave(y, x).m_idx).hitrate - speedreduction to monster(cave(y, x).m_idx).mspeed = monster(cave(y, x).m_idx).mspeed - speedreduction Thanks for reminding me, I just fixed it now. Seems like the defense reduction was also wrong... I reviewed that, and you were right. Most of this code was rather old, and when converted to lua, wasn't really fixed. I took the 0.1 code, converted it to lua, and that's it. I now reviewed that, and made sure blessing isn't applied twice, and also placed most temporary stats bonus after the bonus from equipment and stats. Also, regarding blessing, I now reduced the gained hit rate from triple to double. Still good, though a bit less powerful now. I will probably nerf Holy Might a bit as well. This ability, for a low-level basic class ability, is just too strong, even with just 1 point.
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Post by Variaz on Jan 11, 2008 22:54:00 GMT -5
Oh my god, I made an error calculating the to_h as well! The displayed to_hit was higher than the real one!! So THAT'S why I was seemingly hitting less than I was supposed to....
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Post by Variaz on Jan 12, 2008 20:26:03 GMT -5
Since there isn't one already, anyone object to starting one off with this? First in-game bug I've encountered -- Repeating commands seems to be non-working. Makes locked doors a pain... Fixed.
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Post by challtdow on Jan 13, 2008 9:35:59 GMT -5
Hey, I finally got some free time to try out the new version, and guess what drops in the first level of the dungeon. Two Bee Stings from two elite wolves. Also, I think you dropped the price of purple stuff too much. I just sold a purple iron short sword for less than a normal iron dagger.
Chall T. Dow
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Post by Variaz on Jan 13, 2008 10:34:20 GMT -5
Actually, the price of purple items seems lower, but it has the potential to go higher than before. In fact, in the previous version, I did NOT touch the code at all, and several bonus didn't even give you any price increases! Yes, at first, the purples will get you less than before, because their bonus aren't high. But higher level purples will bring you more money, because they'll get more bonus. And money being a bit harder to gain will make you appreciate money rewards from quests. As for the two bee stings, I'll have to check it out.
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Post by challtdow on Jan 27, 2008 13:59:51 GMT -5
Just tried out the new alpha and I thnk I found a bug. I was in the north cave letting some spore weeds breed and one of them produced a giant worm. I'm staying around to see if the bug will repeat itself.
Chall T. Dow
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Post by Frumple on Feb 1, 2008 22:42:49 GMT -5
Whee~.
Small thing, maybe noticed, maybe intentional, but my upcoming headaching doesn't want me to search for it, soo...
Anyway, sentient (melee) weapons seem to be gaining XP from non-melee kills. In the case I noticed, my lovely Bee Sting is happily taking credit for all the things my (horribly cliched) light-spitting celestial's magic bolts are killing.
Not exactly a huge deal, I suppose, but unless there's planned additions for channeling-magic-through-weapons stuff (Athame? It would be kinda' awesome.), it's probably not thematic... or something.
EDIT: The worms-from-spores thing has been around for a while person-before-me, so it is a known occurance. That being said, it does seem to be a bit more common than it used to be. Keeps'cha on yer toes, yeh.
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Post by Variaz on Feb 1, 2008 23:56:24 GMT -5
The weapons gaining levels from non-melee kills is not a bug. One of the new features of 0.3 is that ALL items can now gain levels! So all kills apply now too!
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Post by Frumple on Feb 3, 2008 1:04:32 GMT -5
All items leveling is an awesome thing.
Bugs aren't =( Newest encountered, in latest alpha -- completing the kobold shan-priest quest thingy (Completing in that I manage to get 'something' from it and do so without shedding priestly blood) is causing Portalis to lock up. Doesn't crash, just goes unresponsive and stays there. If it'd help any, I put aside a save just before walking into the priest's shrine thingy to complete the quest.
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Post by Variaz on Feb 3, 2008 1:50:42 GMT -5
Yes please, send me the file.
I suspect two things might cause it:
- The name of the amulet not containing enough syllabs. - A bug in the function that kills the priest.
If it's the function bug, when you enter back in the shrine, try cancelling the dialogue. Then talk to the priest again, and proceed. See if it makes it work better.
If it's a naming bug, it didn't occur to me, but I'd suspect that it might not work well for other peoples. Shouldn't be very difficult to fix though...
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