View Full Version : Patches
Malfador Machinations
September 18th, 2002, 07:55 PM
Hi Everybody,
Just to let you know that we are taking suggestions and comments for the first patch of Dungeon Odyssey. We always try to eliminate bugs first, but we love to put in new features and requests. So if you have any, please email us at do@malfador.com.
Happy Conquering!
Aaron
ZeroAdunn
September 20th, 2002, 09:16 PM
Multiplayer http://forum.shrapnelgames.com/images/icons/icon7.gif
McLae
September 21st, 2002, 08:05 PM
How about a Puzzle Mod for the younger players, say 4-10. That way they can learn how to play & have fun without learning to bash heads. Maybe you could call it a Quest only mod.
Thanks for the game.
My 9-year old likes it more than I do. Great starting RPG.
DarkStar
September 28th, 2002, 08:44 AM
I sent you that huge list in an email before the game came out. Maybe you should list here the ideas/list you already have. That way people will not repeat post.
Maybe a list with the things you think you will be adding/changing.
My main beef is with the lack of inventory space and the fact that quite a few items don't stack.
I was also surprised to see only one module ship with the full game. I'm sure once people start playing the mods will come...
Rollo
September 28th, 2002, 03:45 PM
Originally posted by David Gervais:
My only wish during and after the beta testing (that didn't make it into the game)was to add a 'load' function in the tile editor.<font size="2" face="Verdana, Helvetica, sans-serif">yes, yes, yes, pretty please? http://forum.shrapnelgames.com/images/icons/icon10.gif
Hey David, long time no see. Best regards and greetings.
Rollo
David E. Gervais
September 29th, 2002, 01:53 AM
[QUOTE]Originally posted by DarkStar:
[QB]Maybe you should list here the ideas/list you already have. That way people will not repeat post.
hmmm, I thought that the whole idea was to see which kinds of suggestions were more popular and impliment them first! If Arron only got one of each suggestion and the list just got bigger and bigger, how would he know which suggestions were more popular? I guess if he had a D20 dice he could roll it every so often to see which idea got into the game! lol
Sarcasm aside,... <grin>...
My only wish during and after the beta testing (that didn't make it into the game)was to add a 'load' function in the tile editor.
BTW: for those who are interested,.. this months PC-Gamer magazine has a copy of the Dungeon Odyssey Demo on the cover CD.
Have a Great Day all! Cheers.
DarkStar
September 29th, 2002, 06:05 AM
David good point http://forum.shrapnelgames.com/images/icons/icon7.gif
Ahmo
October 1st, 2002, 03:36 AM
A "Pause" button. It would be nice to evaluate a squad before you slaughter them.
ArchAngel7
October 1st, 2002, 07:21 PM
How about a Zoom -in feature like in Empire Earth. These characters are mighty small!
Malfador Machinations
October 1st, 2002, 09:05 PM
Hi All,
You'll be happy to know that I'm starting up the beta testing of Dungeon Odyssey again. I will be releasing a new set of features for the beta testers to test over the coming weeks.
Here's a list of some of the features for the first test build:
1. The store keepers cannot be killed.
2. The store keepers will no longer leave their store.
3. Removed magic effects from ammo so that all ammo of the same type can stack.
4. Made Sertis even stronger.
5. Reduced the types of items which can have mana and health regeneration.
Future items on my list:
1. Load Tile ability for tile generator.
2. Wandering Monsters.
3. Glyphs with more unique abilities.
Aaron
DarkStar
October 2nd, 2002, 07:07 AM
Any chance of getting a larger inventory? How about a keyring that takes up one slot but can hold many keys? Converting tresure to gold when picked up to free some slots?
Scrolls that go into the magic book, but don't take up a slot, maybe a special book to hold them?
Bag of holding, or containers that hold many items but take up one inventory slot?
Add quick item slots not just health/mana
Maybe it's just me there never seems to be enough inventory slots. I don't see it on your list to fix (except arrow stacking).
Overall I think a larger inventory or better stacking would make the game alot more fun.
How about being able to hold a light source (in a special slot) and a weapon? My Druid can only use the staff (2-handed weapon), so I get light or I can fight but not both.
Empty chests go away when they are opened and nothing is placed in them?
Ability to place teleport in town/dungeons (like Diablo 2) to make going back to town easy (might help with the lack of inventory). Walking back to town all the time isn't all that fun.
Change color of chests/Exit/Entrance on map. It's hard to see that gray color in the ice caves.
Can someone from Malfador please comment on the lack of inventory space. Maybe it's not on a list because they think it's fine the way it is. If so, I'll stop ranting about it all the time http://forum.shrapnelgames.com/images/icons/icon7.gif
[ October 02, 2002, 06:20: Message edited by: DarkStar ]
Akachaki
October 2nd, 2002, 02:25 PM
in the menu when you'r playing the game , you should put a button to return to the main menu and then it ask to save or not. that would be very usefull unstead of quiting and reentering the game
Atraikius
October 3rd, 2002, 01:15 AM
Maybe it's just me there never seems to be enough inventory slots. I don't see it on your list to fix (except arrow stacking).
<font size="2" face="Verdana, Helvetica, sans-serif">This was also a complaint among several beta testers.
Ability to place teleport in town/dungeons (like Diablo 2) to make going back to town easy (might help with the lack of inventory). Walking back to town all the time isn't all that fun.
<font size="2" face="Verdana, Helvetica, sans-serif">Once you get into the main dungeons, you can find 4 teleporters that lead back to the pads in town. Once you use them to get to the town from the dungeon, they are activated and you can go through them whenever you want.
Ahmo
October 13th, 2002, 01:20 AM
There is a bug in the -tilegen program that causes two lines of the error message to overlap. I see this bug every time I get an error.
Mylon
October 14th, 2002, 03:28 PM
Multiclassing. You can switch between classes in town. Each class has a separate exp/level and only the best of HP and mana is used from the different classes. That is, they do not stack. The advantage is that all skills from all classes are available all of the time.
TTB
October 18th, 2002, 01:54 AM
First time poster here...be gentle, please.
One suggestion I have for the patch is to have monsters with multiple modifiers only able to draw from each type of modifier once. I was playing today, and my lvl 8 character came across a Ghost Lord which had drawn Iron Carapace TWICE. Yup, you guessed it, no damage to that guy. Good thing I could lead him to a room with a door.... Now just imagine a monster that got STEEL carapace twice, or even three times! http://forum.shrapnelgames.com/images/icons/shock.gif
One other thing...I've never seen any mention of this made, but did you all know that using skills multiple times gives you multiple benefits? Rage, Berserk, and Light (yes, I cast Light multiple times to see if it worked. It does) are three examples I know of. Is this intentional, or a bug? I figure that it's a bug, but even if it's intentional, I still couldn't kill a Steel Carapace monster even though I stacked Rage and Berserk 10 times each with a fighter, and had over 2k max damage.
Two words: larger inventory. Please.
There's my two (or three) cents. Hope I didn't waste everyone's time.
Mephisto
October 18th, 2002, 09:37 AM
Version 1.03:
1. Fixed - Some testers were getting an Access Violation at startup of the
game.
2. Fixed - The desktop shortcut to Dungeon Odyssey should have a "Start In"
directory.
3. Fixed - Added a sound effects when tabs are changed in the inventory.
4. Added - Added "T" hotkey to cycle through inventory tabs.
5. Fixed - Miscellaneous spelling errors.
6. Changed - Increased time for all light sources.
7. Added - Added rare and expensive vials to the store.
8. Added - Magical effects to glyphs. Glyphs need only be in your inventory
to work.
Version 1.02:
1. Fixed - Added event ids to the Fire Key and the Ice Key so that
they cannot be sold in the store.
2. Fixed - You cannot select a spell slot which does not have a spell
in it. This will hopefully reduce the incidents of players
accidently selecting a spell icon and being unable to attack.
3. Added - Added a lot more inventory slots.
4. Added - Added a field to Settings.txt to generate a debug log. If you are
encountering crashes at startup, set this field to TRUE, run
the game again, then send us the DO_Log.txt file from the
Log directory.
Version 1.01:
1. Fixed - Any monster which does not attack the character, and has
either a store id or an event id, cannot be killed.
2. Fixed - Added 3 new movement strategies to keep the store owners
within their stores.
3. Fixed - Spell name should be "Befuddle".
4. Fixed - Removed Ordering button from the full game.
5. Changed - Made Lord Sertis stronger.
6. Changed - Reduced the types of items that can regenerate mana and
health.
7. Fixed - Added code to help when a machine cannot deal with 16bit
color.
8. Changed - Removed all magical effects from ammo types so that they
can be stacked on each other regardless of class.
BTW: Inventory is now 4x larger.
Quikngruvn
October 18th, 2002, 10:08 AM
I suspect I speak for everybody when I say, Woo-hoo! http://forum.shrapnelgames.com/images/icons/icon10.gif
Quikngruvn
David E. Gervais
October 18th, 2002, 12:26 PM
Mephisto said: "BTW: Inventory is now 4x larger."
Actually the new inventory is 3.3x the original. It used to be 24 spaces, it lost 4 (for the tabs) and is now 80 spaces total.
Sometimes I can be such a nip-picker! http://forum.shrapnelgames.com/images/icons/icon10.gif
[ October 18, 2002, 11:28: Message edited by: David Gervais ]
spoq4
October 18th, 2002, 04:22 PM
Where can we get Version 1.03?
Rollo
October 18th, 2002, 05:59 PM
Originally posted by spoq4:
Where can we get Version 1.03?<font size="2" face="Verdana, Helvetica, sans-serif">It is still in beta testing and not publicly available.
Rollo
DarkStar
October 18th, 2002, 06:17 PM
Very happy with these changes. The larger inventory, and making the light sources Last longer are great changes IMHO. I can't wait to try the new Version.
spoq4
October 18th, 2002, 09:40 PM
Hello, can I beta test the patch please? http://forum.shrapnelgames.com/images/icons/icon10.gif
Akachaki
October 18th, 2002, 10:19 PM
something that i would like to see in the patch if it's not already there: in the menu that opens when we press esc while playing i would like to see a button to return in the main menu unstead of having to quit the game and re-enter
Garou
October 18th, 2002, 11:11 PM
"Version 1.03:
1. Fixed - Some testers were getting an Access Violation at startup of the
game."
Great... hope this helps with the problems I have with DO (access violations after 2-3 minutes in the game, windows XP). Keep working on this great game! The only "problem" I can see with the game, but I think can't be changed, is the real-time. IMHO with a turn mode like the roguelikes, DO would be perfect...
It remembers me of an old game... Castle of the Winds (anyone played with this crpg?)
bye http://forum.shrapnelgames.com/images/icons/icon6.gif
spoq4
October 19th, 2002, 12:05 AM
Originally posted by Akachaki:
--------------------
Wich game is my Avatar from ?<font size="2" face="Verdana, Helvetica, sans-serif">Ultima Online.
spoq4
October 19th, 2002, 12:06 AM
Originally posted by Garou:
It remembers me of an old game... Castle of the Winds (anyone played with this crpg?)<font size="2" face="Verdana, Helvetica, sans-serif">Great game. The second was cool too.
Ahmo
October 19th, 2002, 08:29 AM
Any word on the public release date for the patch. I love the game, but would definately like to get my hands on the patch...
Mephisto
October 19th, 2002, 10:58 AM
I would suggest to contact Aaron directly, maybe he can help you or you can help him squish this bug. http://forum.shrapnelgames.com/images/icons/icon7.gif
Originally posted by Garou:
"Version 1.03:
1. Fixed - Some testers were getting an Access Violation at startup of the
game."
Great... hope this helps with the problems I have with DO (access violations after 2-3 minutes in the game, windows XP). Keep working on this great game! The only "problem" I can see with the game, but I think can't be changed, is the real-time. IMHO with a turn mode like the roguelikes, DO would be perfect...
It remembers me of an old game... Castle of the Winds (anyone played with this crpg?)
bye http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="Verdana, Helvetica, sans-serif">
Geoman
October 19th, 2002, 11:52 AM
At the moment i can't even run the game! It displays black rolling horizontal lines on screen and crashes to desktop every time i try to run it... (Win98SE - Voodoo 3 3000 latest DX8.1 compliant drivers)
It is strange since the game is not heavy on graphics.
Any news when the patch will be out? I don't want to stick with a non-working game that will not be possible to return for a refund if it still doesn't work at all after applying the patch....
Garou
October 19th, 2002, 12:29 PM
[QUOTE]Originally posted by [K126]Mephisto:
[QB]I would suggest to contact Aaron directly, maybe he can help you or you can help him squish this bug. http://forum.shrapnelgames.com/images/icons/icon7.gif
I sent him an email some days ago end he answered me asking for more informations... I hope those infos will help him solving the issues of the game.
http://forum.shrapnelgames.com/images/icons/icon10.gif bye
Mephisto
October 19th, 2002, 06:27 PM
No word on the release date yet. Try to contact Shrapnel and ask them that you would like to first try the patch and if it isn't working to give the game back. Maybe they will agree to it.
Mephisto
October 22nd, 2002, 12:19 AM
Patch might be out next week if no more serious issues are found.
Version 1.04:
1. Added - You can now load a tile in the Tile Editor. Before loading the tile,
you must select the module, and the terrain file to use.
2. Added - New terrain, item, and monster graphics.
3. Added - New module "The Crack Of Doom". This is a more straight forward
dungeon romp for intermediate to advanced players.
4. Changed - Decreased power of "Divine ConVersion" and "Tame Beast" spells.
5. Changed - Decreased power of "Magic Aura" skill and "Vigor" spell.
6. Added - You now hit the Space bar to pause the game.
7. Changed - Removed the frame when displaying the monster in the sight box. Also
repositioned it to show larger monsters.
8. Added - Added "Orbs" which act like glyphs (their effects are conveyed to
your character when the Orb is in your inventory).
9. Added - Monsters can now have Life Regeneration magical effects.
10. Fixed - The map generator was adding chest items to the map in the upper left
corner.
Akachaki
November 12th, 2002, 07:12 PM
i would like to see that the class file be unique to evry mod so that we can creat realy changed mod and also that in the mod directory we should see a file that tell the syspics so that they be unique to evry mod and also the spells file to be unique to evry mod . if this would be changed that way we would be able to change even more things without problems. sound's good ?
[ November 12, 2002, 17:13: Message edited by: Akachaki ]
Rollo
November 12th, 2002, 11:48 PM
Akachaki, you can do that. If you create your own class file or pictures, put that in your module folder. Your module will use the modded file. If no file is present, the module will default to the ones in the main directory.
Hope that helps,
Rollo
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