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Post by Gando on Mar 19, 2008 20:26:02 GMT -5
Random artifacts would be pretty much just beefed up purples, as all non-artifacts are random. Specials gets their own randomly generated names and extremely high stats, so they're kind of like random artifacts in their own rights. And I do plan on expanding the a_info. But I want each artifacts to be really unique and themed, or have some unique quirks or abilities. That's what sets them apart from other items. Ok here is the thing though...at this point who is seeing greens regularly much less blues? I had to tweak the object.lua script in order to get blues to drop at all since the dungeons in this beta dont go that high unless you play past the storyline. Also I dont think specials or randarts ought to necesarily be overpowered (and thus unobtainable until you are level 50+)...just a variety is needed that doesnt exist. There are NO random rings, or amulets, no permalights except the death orb which shows up on my arts list but Ive never found. The purples/blues/greens/yellows is a great idea, please dont misconstrue my comments here. But it would be nice as I said if you stood a chance of getting a wide variety items. I like these kinds of games partialy because of the randomness and the undiscovered possibilities. I still think no matter the type of item dropped the coloring of them is an autoid at this point unless you increase the possibilities of getting flawed items, increase the number of artifacts, and make the rings and jewelry random too (different set of abilities perhaps).
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Post by junyortrakr on Mar 19, 2008 20:41:05 GMT -5
I haven't tried this lately, so it may work and I just haven't tested it, but in some versions you could inscribe an item with an '=g' so that you would automatically pick it up if you walked over it. It was especially useful for missiles so you could pick them up without having to automatically pick up everything or do it manually. I think I tried it once a long time ago and it didn't work, so I haven't bothered since.
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Post by challtdow on Mar 20, 2008 9:04:31 GMT -5
What I'd like most is a change to the skill menu so that your points aren't actually used until you exit and confirm everything. I've restarted several characters lately because I'll have shift pressed and not realize it and put all 5 points into a skill I never planned on using. The next would probably be getting the use last target working properly. As it is, you have to hit '5' every time.
Chall T. Dow
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Post by Variaz on Mar 20, 2008 9:10:54 GMT -5
What I'd like most is a change to the skill menu so that your points aren't actually used until you exit and confirm everything. I've restarted several characters lately because I'll have shift pressed and not realize it and put all 5 points into a skill I never planned on using. The next would probably be getting the use last target working properly. As it is, you have to hit '5' every time. Chall T. Dow Remember you can use the "Abort" menu command in these cases. But you're right, a confirmation would be useful.
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Post by junyortrakr on Mar 25, 2008 7:24:15 GMT -5
It might be nice to be able to see what effects you have up. You can currently see things like if you're hungry and your speed, but it'd be nice to see if things like your elemental shield are still up.
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Post by challtdow on Mar 26, 2008 7:16:41 GMT -5
What I'd like most is a change to the skill menu so that your points aren't actually used until you exit and confirm everything. I've restarted several characters lately because I'll have shift pressed and not realize it and put all 5 points into a skill I never planned on using. The next would probably be getting the use last target working properly. As it is, you have to hit '5' every time. Chall T. Dow Remember you can use the "Abort" menu command in these cases. But you're right, a confirmation would be useful. I'd completely forgoten there was an abort command. Would've been handy when my gunner got stuck in an empty quest level the other day. Chall T. Dow
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Post by Gando on Mar 26, 2008 7:29:55 GMT -5
I for one second Chaltdow's suggestion. In order for the File | abort feature to be useful you must have saved before you increased your skills...in the beginning it is very easy to forget to save first. Imho user interfaces should be kind to players if you want them to play. Harsh ones live on in infamy. I know its a bit of a pain to implement a confirm/rollback but its not impossible (take a look at T.O.M.E. if you want to see how it works.) In fact I think this should be default behavior in any screen where the player makes choices like that (abilities, stats etc).
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Post by Gando on Mar 26, 2008 16:10:26 GMT -5
Another major improvement would be to change the way Identify scrolls work.
1) Currently they do not show the identified properties to you unless you use 'I' command AFTER using the scroll. Usually this doesnt matter but it could in a pinch and is annoying. I prefer the way the Identify spell works (shows you the info as its cast).
2) The scroll works on already identified items which a) wastes a scroll and b) ruins the effectivenes of the 'n' command when iding a lot of items. Imho this is the worst part of the way the scrolls work now.
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kipar
Champion
Posts: 201
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Post by kipar on Mar 31, 2008 2:22:00 GMT -5
"I"nspecting item now shows only magical properties of item - is it possible to make it works as in Steamband or ToME - to show description of item class, and description of item category and after that description of magic bonuses? This greatly increasing roleplay feel. (I recently finished Steamband and was impressed by its items descriptions. Btw there are also nice guns reloading system maybe more realistsic than one in portalis)
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Post by Variaz on Mar 31, 2008 8:23:04 GMT -5
Haven't played Steamband, but maybe I'll give it a shot. Descriptions for regular items is not possible at the moment, although I agree that it would be REALLY nice!
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Post by Gando on Apr 3, 2008 0:22:55 GMT -5
One thing Id really like to see is the ability to save/load player preferences. It doesnt seem that hard a task to do and it would enhance the replayability of the game alot.
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Post by Variaz on Apr 3, 2008 9:27:54 GMT -5
One thing Id really like to see is the ability to save/load player preferences. It doesnt seem that hard a task to do and it would enhance the replayability of the game alot. I once implemented something, and I THOUGHT it was working, but it seems I am wrong...
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Post by challtdow on Apr 3, 2008 10:32:41 GMT -5
It seems it only saves the last preferencs used. So if you have characters with different preferences, then you have to change them whenever you switch from one to the other.
Chall T. Dow
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Post by Gando on Apr 4, 2008 0:30:13 GMT -5
As far as I can tell it is NOT working...though maybe you uploaded a newer version than the last one I got (by my count its .312 even though the official version is still .3)
The only preferences Ive seen that are saved are the global window ones (fonts, window visibility, tiles etc)
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grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Apr 4, 2008 17:52:18 GMT -5
After unzipping the game, ye will need to strip the read-only flag from the preferences file. I does not recall which one it is specifically, but I usually just strip the flag from everything. Preferences will save after that, but as noted above, they are universal for all characters.
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