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Posted by Ighalli, Apr 7, 2016 at 8:29 pm
There was a factor of two error in my code (really, my brain) for how long he was supposed to wait! It was supposed to be going from 2x as slow as what you see to 4x as slow. I'm surprised I didn't notice it, but I'm grateful for your complaints! I guess I didn't see it because when he converts your stuff into more expensive stuff, it slows this stuff down. Now, it's a delay of 30 minutes + 30 minutes / 100 gp of price difference. Your version has a 7.5 minute + 30 min/100 gp delay that was supposed to have been 15 minutes + 30min/100 gp. The corrected stuff is up now. Sorry about that, I really do try to test this stuff before foisting it off on you guys!
Posted by Ighalli, Apr 6, 2016 at 9:41 pm
Hmm, I have not observed a rendering bug like that before. Can you reproduce it on demand? Can you try compiling the master branch too? I didn't touch anything that should affect rendering.

Not sure about the banana flesh crash; I'll try to reproduce it. I had crash problems on an earlier version due to `SendToHell` timing, but I thought those were all gone.

All of the gods have some background effects that are frequent, although most are less obtrusive than Mellis. Mellis takes a break after giving you something more expensive than what he took, but it's proportional to what he took in the first place. I've just changed it so that his rate of swapping items is slower. (twice as long for cheap things like bottle -> bottle of water, and the same absolute amount of time added to expensive upgrades too) Now it's actually slower than it was in the original version, although before it was slower if you were going to pray to more than one god. Which isn't really possible now because I don't have his neighbors in yet.

The kiwis to carrots thing surprises me since I didn't see that happen often in my tests. Perhaps because I try not to carry much food, although I was a bit worried about ommel fluids since I carried around a ton of empty bottles. The gauntlets to gauntlets of strength thing does not worry me because only 1 set of gauntlets is going to be useful, and at some point every single character will have the str or dex/agi boots and gloves and whatever flavor of cloak they want. After he potentially gives you your first set, getting your gloves swapped is just a missed chance to have a potion filled or get a flaming sword or something more useful. Sure, you can some money by selling it, but most characters max out their money, anyway. The idea behind mellis is that you have to carefully manage your inventory to get the most out of him. But yeah, the rate was somewhat off.
Posted by Ighalli, Mar 27, 2016 at 8:36 am
Those notes about gods have all been reverted. Probably should edit them out of the release notes.
Posted by Ighalli, Mar 23, 2016 at 6:00 pm
I'm with Capistro in that I think it sounds fairly ridiculous. I'd prefer some fictional metal, like galvorn. https://en.wikipedia.org/wiki/List_of_Middle-earth_objects#G...
Posted by Ighalli, Mar 20, 2016 at 6:28 pm
This has been sitting for a while, and I sure could use less crazy powerful "magical" materials for Atavus to give to you. Does anyone have an objection to just adding these materials as I wrote them above? If so, could you give me an alternative list? I just want to keep moving on my work and I need materials in place to make it better...
Posted by Ighalli, Mar 17, 2016 at 11:30 am
That ferrous line looks great to me, although it'd be nice to still put one more somewhere between meteoric and adamant, since that gulf is so vast.

Perhaps Mithril could move to the end of the copper->titanium branch, and have an analogous role to adamant. We could then flesh out the "magical material" branch with something like this (inspired by Exalted):
Magical Metal:
Jade -> Starmetal -> Moonsilver -> Arcanite -> Orichalcum -> Octiron. (or swap the last two)

Lighter / technical metal: (Gets lighter and a bit stronger as you progress)
Lead -> Copper -> Bronze -> Djinn Brass [less dense than real brass, somewhat stronger than bronze] -> Titanium [nerf it a bit compared to what I had] -> Mithril [boost it some relative to today & raise INT]

This has the advantage of all of the trees having 6 materials. Might have to think of a reason why the magical branch isn't the only one worth having. Perhaps while the materials are better (light and strong) than the others in their branch, the Int requirements are about 5 points higher than the quality would suggest, so that they're only useful for really high int characters who would be at the top of the other chains.
Posted by Ighalli, Mar 16, 2016 at 5:52 pm
I'd be willing to add something like heavy_plate, but the danger is someone SoCMs it into arcanite or what have you and they end up with crazy good armor. Not sure how to do it and make sure it only works for crappy materials like stone. I could override the normal armor calculations to make it so the heavier the material, the more AV it provides, but then we'd probably want to have a magical explanation like "Granite Armor of Atlas +2" rather than "Granite Heavy Plate Mail +2".

4zb4, do you have a github account? I can incorporate your script files (thanks very much!!) but I'd rather you get credit for making the changes. If you can, just open a PR against my `add_titanium` branch.
Posted by Ighalli, Mar 16, 2016 at 10:04 am
Fejoa, I think titanium should definitely be in, but maybe not in the iron/steel/adamant line. Maybe Bronze shouldn't harden into iron but rather to a new line of rustproof metals which are weaker than equivalent rustable alloys? Of course, as far as putting a rustproof metal into the steel line, there is real life stainless steel...

I really don't like damascus steel as stronger than meteoric. The meteoric implies that it's somehow better than mere earthly materials. How about something like:

Pig iron (something worse than iron that can rust) -> Iron -> Steel -> Dwarven/Irinox/Foo Steel -> Meteoric Steel -> Adamant
and also
Lead -> Copper -> Bronze -> Djinn Brass -> Titanium (probably missing at least 1 level here)
Posted by Ighalli, Mar 15, 2016 at 10:49 pm
Between changes to the prayer system, I've made a Pull Request to add titanium, but it needs your help before we can incorporate it!

I need someone to sanity check / peer review a couple of values to make sure they're reasonable and to add it to each of the metally object as a generation possibility (like the two-handed sword).

This was done to address the biiiig gulf between meteoric steel (int 15) and adamant (int 40). Titanium currently sits at int 25, but there's no reason we can't add another metal between the existing ones.
Posted by Ighalli, Mar 13, 2016 at 10:46 am
I've started working on changes similar to what fejoa suggested. When you learn of a god, you are able to pray to them to begin worshiping them. When you are worshiping them, there's the old prayer timer running in the background. Every time that runs out, you slightly raising your relationship and possibly get a benefit like gift items, summoning allies, training stats, and enchanting equipment. Since these effects will be specific to each god, they're not actually there yet, aside from the generic relationship improvement stuff. This will cover all of the effects that are not emergency / combat stuff. Each god you pray to makes the help you get from each proportionally less frequent, so that your overall number of times you'll be helped is constant. Your relationship will cap out at some function of your Wisdom, alignment, and the number of gods you follow. I'm also thinking of a dress code for some of the gods: Loricatus would prefer using his favored metals, Silva prohibits metal armors, Cleptia likes daggers. In addition to that, all of the gods help you somewhat more often if you're carrying their holy book around (if I do this, I'll make the books only teach you of the god and not raise relationship directly or disappear).

After worshiping a god, you can also pray to them for help to solve some problem. I think they'll only respond under certain circumstances, with a message like "There is no response to your prayer. You believe Legifer helps those fighting powerful enemies." or "You believe Seges will aid those who are injured." or "You believe Valparus does not help newbies." reflecting the players knowledge of the gods gained from reading their holy book. Nothing bad will happen if they don't help, other than losing your turn. When they answer prayers, it will set a second timer. If they are granted another prayer while under the timer, their relationship will be reduced.

Most of this stuff is still not implemented, so feedback is welcome.

EDIT: Is this subforum still private? Maybe we should move the discussion elsewhere so that everyone can have a say.