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October 20th, 2003, 09:33 AM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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Re: Xerathul\'s revenge (module discussion thread)
Quote:
Originally posted by Rollo:
one problem is with the text windows that pop up after a quest is done, because DO doesn't pause the game .
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Yes, I ran into that bug as well, in fact I had just finished the game, was reading the victory message, and then got killed a few seconds later . I haven't had a chance to test while pressing spacebar in this window will pause the game, I hope it does, since I rather like the text windows.
Quote:
Originally posted by Rollo:
good suggestion for the coffins. it would be fun if at least some of them could be opened like chests. easy enough to do.
for the town area: perhaps some rabbits or deer would be nice to have to kill for food. Btw, I really liked the idea of adding talk topics to all the town 'monsters' (even chickens), so they can't be slain.
Keep up the great work.
Rollo
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Yes, it would be kind of odd if you could slaughter Mirjelle's sheep after you rescued them from the wolves . Good suggestion about the food.
Quote:
Originally posted by Darkstar:
One of my main problems is that the weapon store never seems to have any scepters in stock. Not sure if this is random but I haven't seen even one and my character is level 8.
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Hmmn, I'm not sure about what I did with the scepters, I copied most of the store content from the crown of the magis module, but I changed some things.. Have you tried the magic store?
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Originally posted by Darkstar:
For example Enchant Fire or whatever that spell was that adds fire damage to weapon attacks. I'm not seeing that happen, it seems like I'm just getting the normal damage from the scepter, without the extra fire damage. The spell is listed as always on, so not sure what the problem is there, if any.
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Hmm weird.. I haven't tested all the spells for the new mod, but I'm sure that at least barkskin and a few others I tested worked, and I made the assumption that it would work for all spells.., but a character I played this weekend seemed to have some problems with the rage spell, so probably the spellsystem is broken . I'll look whether there is an easy way to fix it, but I'm afraid there isn't..
Quote:
Originally posted by Darkstar:
Do you have plans to expand on your mod? If so what types of things were you thinking on adding?
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I do have plans, the module has a quite dissapointing ending right now, as Rollo already found out . I'm planning to add more levels to the dungeon, with perhaps some side-branches, for varieties sake, and add a proper ending.
Besides that I also want to make the dungeon a lot more random, with quests that may show up in one game, but not in the next, and with a number of different boss-creatures that the game could choose from. ( the guy with the key on the graveyard can be a completely different monster each game, etc) In other words, make the game fun to play for a second time, the randomness is a strong point of DO and should be exploited .
But all that is probably long term, reall life is going to eat a lot of time in the coming weeks.. There might be a bug-fix for the existing levels quite soon, I might even stick some new features into that one, like coffins that can be opened and such.
Thanks for the comments!
Henk
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October 20th, 2003, 02:20 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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Re: Xerathul\'s revenge (module discussion thread)
Quote:
Originally posted by DarkStar:
One of my main problems is that the weapon store never seems to have any scepters in stock.
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I just checked, they are for sale in Azrad's magic store ( the building you start right next to). I hope that makes the game a bit easier.
Quote:
Originally posted by DarkStar:
For example Enchant Fire or whatever that spell was that adds fire damage to weapon attacks. I'm not seeing that happen, it seems like I'm just getting the normal damage from the scepter, without the extra fire damage. The spell is listed as always on, so not sure what the problem is there, if any.
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I just looked at it, I made a small change to classes.txt that made fire enchant available as a starting skill. It worked perfectly. ( I did get an animation for fire damage upon hitting the target, and the extra damage was applied). I'll run some more tests under different conditions.
Does anyone else have problems with spells under the new system?
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October 20th, 2003, 04:14 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Xerathul\'s revenge (module discussion thread)
Fire Enchant worked fine for my ranger.
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October 20th, 2003, 07:35 PM
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Corporal
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Join Date: Apr 2001
Location: South Pasadena, CA
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Re: Xerathul\'s revenge (module discussion thread)
Oops!. Yeah after I posted my email I started playing again and found that shop. 
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October 21st, 2003, 12:51 PM
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Corporal
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Join Date: Jun 2003
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Re: Xerathul\'s revenge (module discussion thread)
fun mod
I have a question maybe someone can answer...
Is there a way to make an item act like a key, but not disappear?
Right now you open locked doors and each time, you use up a key, but I was thinking that there might be a way to set it so you can keep the key... not because I want to cheat or anything like that  No, I was thinking it might be really neat to implement a 'shovel' type quest/activity.
I'm sure some nice talented artists  could even come up with the picture files for a 'buried hole' which opens up to an 'open hole' (think of it like the open/closed pics of the chest). So then, armed with a shovel, you search the graveyards- or a pix axe in the mines, and then you find the lost relic of Shathra...err, well, you get the point.
PS- Oh, and what's really fun sometimes is to mod in 'teleport' for your characters as a spell... hehe. I never realized there were secret rooms until I popped into one. 
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October 22nd, 2003, 08:03 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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Re: Xerathul\'s revenge (module discussion thread)
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October 22nd, 2003, 08:35 PM
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Corporal
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Join Date: Jun 2003
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Re: Xerathul\'s revenge (module discussion thread)
LOL! Good luck finding some of those secret rooms (I think they appear in the Magi module in the temple levels) I have encountered one instance where I 'discovered' the secret room. The passage appears as this small pink 'globe' attached to the wall, you click on it, and it opens up!
To bad about the key issue. One work around I have done, (becuase I am lazy, and I hate going in and out of the town, over and over) is to edit the txt file for the store generation of 'keys'. Each time you go into the town, three keys are always for sale- I upped it to 3 keys of each kind (copper, silver, iron) by adding in extra entries.
I also reviewed the item.txt file (man is that thing HUUUGE!). There is a line that can be adjusted to affect the number appearing in a stack (think arrows and shots, how they appear in multiples). Perhaps all shovels can be edited to appear in stacks of 99 (or whatever number, with a neccessary reduction in weight!) and then the shovels get 'used up'. So say you have ten shovels, what that means, is you can use it ten times before it 'breaks'. Just a thought on a work around...
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