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Re: [MOD] The Lost Continent Book 1 beta released

Posted: Fri Oct 26, 2012 9:06 pm
by hannamarin
The scavenging was confused - I have got raw materials. However I thought it was going to repair rather than produce material. My mistake.
However, this would be a useful addition - being able to repair the weapons and armor whilst exploring.

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Fri Oct 26, 2012 11:31 pm
by Omenpapa
Actually, i did mention the insane spawn rate once, when the hills area was added. And he is right, sometimes it is problematic to even loot/organize the loot in inventory, cuz new mobs r popping. Most of thetimes it is okay tho, but sometimes it feels like a war zone(not in the good way). I'm not sure how the mobs r spawning but a little optimalization could be usefull for sure.

I kinda used to the fast updates from u, so i didnt really move forward after discovering a couple bugs, balance issues. In general i do continue till the immersion is there. Crashing via shield craft,missing fountain, nonscavengable items r ignorable, but things like the scavenging issue is not. The reasons r simple. For proper testing, i would always do the most effective things for my character. And frankly spamming a few buttons to gain infinite materials and global skillpoints(which is spendable on meditation!! :D) is not. And this is not a bug afaik, this is a balance issue. Generally i should have use up all/most of my materials to gain more skillpoints before i move out form the base again. And by doing my normal crafts, i encounter infinite materials. So yeah, that is a problem. It's like the user is in an infinite loop :P We all know ofc that infinite loops r a littlebit problematic in programming :P
Rope works as "intended". The problem is that I cannot identify where to put the rope that is in use. It would be to bothering to have the champions equip it each time they come near a "terrain", and desequip it afterward. So I choose this solution. The more and better rope in the inventory, the more bonus you get, but all ropes are deteriorated. Your call. If you guys have a better idea, I will take it.
I think instead of deterioration of the ropes, it could have charges. When we craft a poor rope it has low charges, when we craft an excellent one, then it has more charges. If we right click 1 rope to another, the rope which has the lower charge will be destroyed,(just like the scavenging) and the other rope's charges r increased with that amount. When we use these ropes, instead of deterioration, the charges r going down. I never had a rope before, so sry if i misunderstood how it works etc currently.
Well, maybe some tiny hints, but I am not to fond about this.
Sometimes quotes r nice to use :P I had absolutely no idea what u were talking about, till i reread the last comments.. :)
Meditation increasing on spell use, I rather say no. You already have spell "schools" as native skills. Having TLC spell schools would be quite feasible I guess, but would come as something "weird". It would have to be really thought. Don't forget that I need to have scope for the characters to grow. So maybe some late game "Archmagus" skills could be conceivable.
I'm sorry, i dont quite understand what this has to do with my idea :) Currently the meditation autoincrease is based on luck and time spent. I do think that this is a problem, cuz that doesnt make too much sense. In my eyes this is like u get better in football, if u like the green color more then the red. Can u pls elaborate ur opinion a little more?:)
Waterskin refill has to do with the onUse hook. So you have to "use" it to refresh.
Yea, but didnt u program it to work like this? Isnt there an onDrag or onSelectedItem or onMouseOver hook?

Pls guys, tell him how terrible is the quest complete sound :P

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Sat Oct 27, 2012 9:06 am
by cromcrom
Actually, i did mention the insane spawn rate once,
ok, so that makes two :mrgreen: , so I changed the spawn rate from a 2 mn check to a 8 mn check.
I changed many more balance things, see top of thread.

Yea, but didnt u program it to work like this? Isnt there an onDrag or onSelectedItem or onMouseOver hook
I sure did ^^ There are none of the hooks you describe, only get and set mouseitem, and onUse, for items and party, with different variables (that's why I was able to go from 11 coins pile change (onUse on item) from a 10 coins pile change (onUse on party, that makes it easier to destroy item(well, for me, I am not a pro coder, just an enthusiastic self taught one ^^ )
Can u pls elaborate ur opinion a little more?:)
You need to be Novice to gain meditation. Meditation is always active, so there is always room for improvement, whatever you do. It is boosted when you take incense (and thus gain a possible learning). A skill improvement based on spell casting would not be meditation, but something else. In order to learn meditation would require something more meditation like, read books, pray at some altars...

Pls guys, tell him how terrible is the quest complete sound
Duude, that quest sound sounds GREAT :ugeek: :lol: And indeed, it is a one man (although an important one ;-) ) opinion so far :lol:
being able to repair the weapons and armor whilst exploring
On my "book 2" todo list :-)

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Sat Oct 27, 2012 9:46 am
by Omenpapa
cromcrom wrote:You need to be Novice to gain meditation. Meditation is always active, so there is always room for improvement, whatever you do. It is boosted when you take incense (and thus gain a possible learning). A skill improvement based on spell casting would not be meditation, but something else. In order to learn meditation would require something more meditation like, read books, pray at some altars...
Well, meditation should be active only when the mage is not at max mana(if technically it is always active, then it might cost extra resources, but i dont know ur scripts or how the base game operates ). To lower our manapool, we have to cast spells :P So in order to "use" meditation, we have to cast spells :P If we dont cast spells we dont use/have the regeneration so it is weird to gain skillups by doing nothing :P
Duude, that quest sound sounds GREAT :ugeek: :lol: And indeed, it is a one man (although an important one ;-) ) opinion so far :lol:
I have a feeling that u forgot to change that sound in the public version :D and u r listening to a newer truly awesome sound :D cuz what we hear..well.. lets just say it is not awesome :D

Contentwise, it would be interesting to choose between 3-5 gods for example, and do a specific quest for him/her. We can only choose 1, and that will result in a blessing form that god. The quest could be based on the gods, so for example the god of chaos would want us to kill something. The god of shadows, would want us to steal from the merchant npc. The god of greed would want us to get him X gold coins. The god of madness would want us to lure an ogre to somewhere, so we can feed him lol :) On the quest's complitation he/she can reward us with a perk, or just thanking our effort, and he would help us in some way in a later quest. Maybe the other gods will rage and will be envy for the chosen god, so they would curse us, or making us do things to get their forgivness.

I'm still interested in having the option to craft some mage items :P

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Sat Oct 27, 2012 11:55 am
by kevertq
Ive found a couple of additional crashes (to the ice lizard one) which may be worth working on.

When I try and craft armour, from the gold, silver and copper alter, LC Book1 crashes. Additionally, at legendary weaponsmith, I just tried to craft a great axe and crashed. Looking at the error screen that came up, it seems not to recognise a Master Great Axe.

Some more for the final release ! Cant wait
Thanks for a great mod!
Karl C

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Sat Oct 27, 2012 12:10 pm
by cromcrom
from the gold, silver and copper alter
What altar are you talking about please ?
I just tried to craft a great axe and crashed
Identified and fixed, thanks :-)

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Sat Oct 27, 2012 1:07 pm
by kevertq
The Altar is the one near the quest altar,where you put the coins to get either a weapon, food, armour or various item. Did you manage to sort out the ice lizard thing, thats killing my game right now !

Thanks for fixing the great axe crash.. Is it a beta 4 mod ?

Karl C

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Sat Oct 27, 2012 1:54 pm
by kevertq
FANTASTIC - Ice lizard crash sorted !
Thanks

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Sat Oct 27, 2012 2:00 pm
by cromcrom
Hmmm, beta 4 is not "officially" out yet ^^. You are playing with a 3.5 :? Anyways, glad to hear it works.

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Sat Oct 27, 2012 6:28 pm
by cromcrom
Beta 4 released.