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Post by Variaz on Nov 11, 2010 9:22:40 GMT -5
Oh and one thing I forgot: 4) A building in a town that will combine ingredients to make items for you that you can't get another way. I think you should have to pay for these items and they shouldn't have any bonuses on them just make them normal (not crafted items) but use the crafting recipes to determine what could be made. May need to be careful that it can't be abused, but you already have something similar with dragon armours, just make it more general. I've had a go at implementing this and here are the files I've added/adjusted: I'm at work, so I've only had a quick look at the files, but good job if that works. Surely Jindar or Ivhala would have a place for that Dwarf! (you might want to think of a name for him.)
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Post by Gando on Dec 13, 2010 8:54:52 GMT -5
*pokes this with a stick to see if it moves...*
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Post by Variaz on Dec 13, 2010 9:08:03 GMT -5
Sorry. Much of last week has been spent playing the new World of Warcraft expansion almost exclusively. Otherwise, I am now converting the quest monsters to start adapting the quests to the new system. Next alpha will have the world back with the quests, along with the Flow and random dungeons. Maybe a couple classes will be redone as well.
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Post by challtdow on Dec 13, 2010 11:15:49 GMT -5
*crosses fingers that rogue will be back in*
Chall T. Dow
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Post by Variaz on Jan 26, 2011 16:56:17 GMT -5
Speaking of the Rogue, I've just added something new: "Dex Weapons". Some weapons(daggers, short swords and rapiers) can now add dexterity to strength for the purpose of damage calculation.
Although the 0.4 Rogue was an improvement over the 0.3 version, there was still issues with the class, and it didn't perform quite as well as I had intended. One of the problems was that for the Rogue to be good, you had to spread points between three different stats: Strength, Dexterity and Constitution, whereas most classes only needs two stats(a primary stat and constitution). This was difficult, and in the end, resulted in you being a weak ranged character, and a weak melee character. And unlike the Elemental Lord, which also has three stats but has a powerful stats boost ability, the Rogue doesn't have that.
So to help with that issue, I have put the "DEX_WEAPON" flag on the "Rogue Weapons" used by the Rogue, which are daggers, short swords and rapiers. This means that Strength will not be required anymore, and you'll be able to focus on Dexterity, which should be the Rogue's primary stat.
I also want to remove abilities like the ranger's "Weapon Finesse", as these aren't a really good investment. So for these reasons, we'll now have "weapon finesse" included with specific weapons.
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