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Posted by fejoa, Sep 28, 2016 at 12:22 am
Sounds like quite an adventure. Don't be disappointed when you find out.
Would you like a clue?
Posted by fejoa, Sep 27, 2016 at 6:38 pm
Serin-Delaunay wrote
For some reason it checks against a list of items rather than ForSale->IsQuestItem(), which means that the Xinroch quest items can't be reclaimed at no cost. The code for selling items makes the same check.

You're right, this is another bug. I'll implement the IsQuestItem() method by the next release. For now, players will just have to watch out.

Any ideas about how you will prevent mirrored items from disappearing prematurely in the shop? Zolku stops his bananas spoiling somehow...
Posted by fejoa, Sep 27, 2016 at 4:32 am
It does decrease the contrast ever so slightly.
I wonder if dungeons could have an effect on the emitation? So that it gets darker the deeper you go through Gloomy Caves say?
Posted by fejoa, Sep 27, 2016 at 4:19 am
Hehehe Azba, first steps toward modding the game...
Posted by fejoa, Sep 27, 2016 at 4:04 am
I remember messing with some lighting system stuff once, to make flaming objects emit light, and stop once they stopped burning. Really tricky that.
Can you change the lantern emitation to be a really dark yellow?
Posted by fejoa, Sep 25, 2016 at 11:45 pm
I feel like the traders in Mondedr might try to sell you mirrored items.
Posted by fejoa, Sep 24, 2016 at 8:21 pm
red_kangaroo wrote
I have to say the TX entrance is bombastic! My heart probably skipped a beat when I saw a veteran dark knight right next to the entrance. And the interior with the pentagram... Awsome.

I sat down at a desk and drew the layout on some graph paper first, to get the geometry just right. Pen and paper always works a treat.

red_kangaroo wrote
Anyway, I like the vampire room idea. Do you mean to port vampirism from CLIVAN?

Yep, I guess the time for this would be right. Vampirism is basically a state where a character's bite attack yields a life-drain bonus.
Posted by fejoa, Sep 24, 2016 at 6:17 am
Thanks JoKe and Serin for playing through and giving feedback. It's really valuable, especially when you break the game

The dark knight victory was x4 believe it or not. I don't think this dungeon generates nearly as many monsters than a playthrough of GC though.
The only other 'victory' is x2; see if you can discover it.

I promise to get rid of that idiotic neutral necromancer in the necro-chamber. Shop is crap. Might change it to Zombie vault containing stored food. Additional change to make items and chars have dungeon tags, and make food scarce, so that raiding this Zombie room is essential. I have a couple of ideas now for danger spikes, namely:
- Pimp the necro-chamber to have a monster summoning portal.
- Vampire bat room, with vampire and vampire bats, a la wolf room?

Serin, you'll never guess what... I forgot to set the CanBeGenerated flag for resurrected Xinroch to false!! It's a bug :\ But with hindsight one only really good players can exploit XD. Now that I think about it, he might come up in GC...

I've taken all your (JoKe and Serin) other suggestions on board and will make those changes accordingly. I'm afraid I don't know what to do about the fountains right at this minute. They have lots of uses, so I don't want to do anything break them.

Necrodude isn't really looking for the sword, but I agree the message is weird. His dialogue needs to be rewritten, he's basically speaking ad lib right now. Talk to the master guard in XT1 and he might give some hints.

I initially wanted about ten underground levels, but ended up with more design elements than I planned for, so added another level. I'm thinking I will shorten the dungeon by one level, as originally intended.
Posted by fejoa, Sep 20, 2016 at 2:04 pm
Sorry for the double post. We can use this thread to gather suggested improvements to this dungeon if you like.
Posted by fejoa, Sep 19, 2016 at 4:21 am
Go to the config menu, then cycle the midi output device until it says "No output device".