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Post by Variaz on Feb 11, 2008 0:10:39 GMT -5
I'm pretty sure I got some magic boomerangs from drops...not a lot, but I think I did. And I definitly saw some in the black market. Indeed, they don't provide much bonus anymore. That's because you can't equip them. There would be no points in giving them full bonuses if you can't equip them, right? That said, my current character stole a purple Flask of Oil with some cool abilities from the Black Market... ( )
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Post by Frumple on Feb 11, 2008 0:16:40 GMT -5
Umm... except you can equip them. They go into the wielding spots, yeh. Work just like normal wielded weapons, though you can't throw 'em while held like that, which is kinda' disappointin'. Even without that, it'd be very nice for them to at least get brandings and damage increases like normal weapons. That, or let other weapons get the throw/return ability -- that would be rather awesome, actually.
EDIT: Okay, so they do get brandings/damage increases. One should always check wizard mode before saying things, heh. Now if only the things weren't so bloody rare...
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Post by Variaz on Feb 11, 2008 0:49:32 GMT -5
Actually, boomerangs gets damages increase and brands too. I did find some magic boomerangs that had brands.
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Post by phlinn on Feb 12, 2008 12:58:59 GMT -5
Event generated weapons get assigned Fighting as their weapon skill when I identify them. I initially noticed it in the orc's treasure, but added an event to an inn to test.
On an unrelated note, I mentioned issues with passive.lua above. It's definitely looking cleaner and I appreciate the adjustements. I still think the arrangements could use work. For my personal copy for instance, I placed temporary blessing and the agility modifier to AC at the end, to account for all other modifiers. Not sure if you want to do that for yours or not, but I mostly hated that blessing didn't help monks with unarmed attacks or unarmored AC.
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Post by phlinn on Feb 13, 2008 17:00:19 GMT -5
Gloves can't randomly get a brand with the current objects.lua. The only place a brand is set is within a check if the item is a weapon, ammo, rod, or boomerang.
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Post by phlinn on Feb 14, 2008 14:14:57 GMT -5
Bracers with an AC value of 0 can't get a magical AC bonus, which seems wrong somehow. Perhaps k_info should be edited so all bracers have a base AC of at least one?
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Post by Variaz on Feb 14, 2008 15:06:44 GMT -5
This is not really a bug, the magic item code uses an item's base AC to determine the bonus. Bracers aren't meant to provide much armor class anyway, but rather an extra set of magic items bonus. They can also gain mana bonus, so they're useful to mages. And I believe some of the later onces do get base AC.
Besides, only the basic Steel Bracer and the Rune Bracer have an AC of 0, the rest gets a small amount of base AC.
I do not plan on giving high base AC to basic non-artifact bracers.
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Post by phlinn on Feb 14, 2008 16:02:23 GMT -5
I found a parchment describing the temple of sul-rin at 41,8, and made my way there, only to get an error about missing t200.txt.
While messing around in the region, I entered a random dungeon, which had snow for floors. I had already discovered that graphical tiles do not exist for snow and snow covered trees and that you can't run on snow. But items can't exist on snow either. When I killed a couple of bosses, I got multiple messages about items dissapearing.
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Post by Variaz on Feb 14, 2008 18:08:38 GMT -5
That temple is not created yet. As for snow, yes, it's buggy at the moment, it doesn't properly recognizes it as floor. "Snow" dungeons are also not generated properly. This is something I'll fix in the future. Don't know when I'll actually make Rhyzendal though...
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Post by hairybolox on Feb 15, 2008 4:26:35 GMT -5
Not sure if this is a bug or not but here goes..... I'm checking out the Justice Warrior class & lo & behold the ability "Bless Weapon" affects artifacts Well Bee Sting anyway - gave it a nice little bonus (currently 10 pts in it) & I cant wait to put a whole lotta more points in it !!!!! Are there abilities that can change/upgrade artifacts or is this a bug ? cheers
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Post by Variaz on Feb 15, 2008 9:50:34 GMT -5
Probably a bug. Or rather, it doesn't check if it's an artifact. Enjoy it while you can.
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Post by Frumple on Feb 16, 2008 20:39:18 GMT -5
So, uh... loaded up the newest alpha, blasted my way through my first random dungeon (New skill allocation makes early game, uh... much, much easier. Especially for monsters who now have no particular use for Int outside of natural spells...), hopped down that last set o' stairs, and... nothing. Game locks up. No random quest-thingy for Frumple... who also hadn't saved since he started the character. Oh noes?
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Post by Variaz on Feb 16, 2008 20:51:49 GMT -5
Weird... I did test it out quite a bit. It should have worked. Save next time before proceeding to the last level, and try it again. It works fine for me.
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Post by Frumple on Feb 16, 2008 21:07:54 GMT -5
Quick debug jump to the bottom of a random dungeon and... it works this time? Zaa?
Okay, few more tries and... this time I've generated a random one that has no way to get to the stairs out. Hooboy. Forgot to save that one, but the next one did the same thing. Also, no random unique in either, which makes me sad. Yet another leads to a random-quest-thingy without anything in at all... except for another "You cannot open this door." And another set aside save, if it'd help any.
Now to go through with the non-debug critter and see if that makes a difference.
EDIT: Oh, and as an aside, it seems that open Arena-style levels may not be honoring that neat terrain thing that got fixed/added in just recently -- the other levels were all grassy (or at least had green stuff fairly often as flavor), but the arena one I ran into was quite bare, outside of a single water splotch.
EDIT2: Made to the bottom natural-like and... works just fine this time. There's a boss, I kill it, get a meh-ish purple and a spell book, and can walk through the door just fine. Though that 'walk-through' is literal -- I keep forgetting to mention that, unlocked quest-door type things can be moved through without opening them. I think I abused that once or twice... Still, I'll keep saving before entrance for a while, just in case.
EDIT3: Minor as all get-out, but it should probably be noted that raw-meats, even from the same corpse, don't stack. It's a shame I can't sell the entirety of that townsfolk I butchered for food back to the general store...
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Post by Variaz on Feb 16, 2008 21:46:07 GMT -5
I know about the two last bugs.
As for it not working in debug, did you by any chances kill the boss, then jump back to the previous level and return to the quest level? Because if so, the boss will not be regenerated at this time. Or, did you jump in the dungeon as soon as the game started? If so, that will also not work correctly.
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