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879712 Posts in 33001 Topics- by 24376 Members - Latest Member: xnothegame1

May 24, 2013, 06:26:33 PM
TIGSource ForumsDeveloperFeedbackFinishedRed Rogue
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st33d
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« Reply #810 on: March 18, 2012, 03:48:05 AM »

I really need the freedom to make controversial changes.

I think taking money at this stage will impede that because I have a fairly strong sense of honor, and will respect sponsors even though I shouldn't.

When it's finished.
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st33d
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« Reply #811 on: March 18, 2012, 10:02:27 AM »

Small Update 336

Updated the enchantment option. It now leads into split weapon and armour lists.

All inventory options now bounce back to their category list or the root menu if nothing is in that category.

There was a bug in the bounce back code that would crash the menu, so that may have solved some other issues.

I've given up on a secondary enchant option as it was far more complicated than the standard one and I think the bounce back being reliable is better and simpler.
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zovirl
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« Reply #812 on: March 18, 2012, 10:53:56 AM »

I really need the freedom to make controversial changes.

I think taking money at this stage will impede that because I have a fairly strong sense of honor, and will respect sponsors even though I shouldn't.

When it's finished.

Maybe we need an anonymous patron system, so you don't know who is supporting you and can't be held accountable to them Smiley
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Forest, a walking meditation game. (behind the scenes)
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rygzengrho
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« Reply #813 on: March 19, 2012, 02:43:42 AM »

A small bug report: if you die once, then start a new game and try to enchant something, menu hangs and the only way to fix it is to reload the game.
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st33d
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« Reply #814 on: March 19, 2012, 02:45:58 AM »

Cheers - will fix tonight.
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st33d
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« Reply #815 on: March 19, 2012, 04:12:28 PM »

Small Update 337

Fixed that issue. The menu wasn't resetting properly.

The cursed state is now refactored to "holy state". The Give Item debug menu now allows the full range of cursed or blessed settings.

The Identify rune will now reveal hidden cursed items in the inventory when eaten by the rogue.

Enchanting items will no longer have a chance of cursing items. Instead, blessed and cursed items will be found at a 1:20 rate from level 6 onwards.
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Cheezmeister
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« Reply #816 on: March 19, 2012, 07:05:25 PM »

Maybe we need an anonymous patron system, so you don't know who is supporting you and can't be held accountable to them Smiley

Ain't flattr supposed to address that? If anybody actually used it, that is.
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Procrastinating on: Nextris, Chromathud, Spheres of Influence | More at http://luchenlabs.com/projects
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st33d
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« Reply #817 on: March 20, 2012, 03:44:01 PM »

Small Update 338

The experience bar will now go red at level 20 and the player will no longer receive experience at level 20.

In the Caves zone chaos walls now crumble instead of sprouting cogs and sliding back (looks out of place in a cave anyway). The danger with crumbling chaos walls is that they can spawn golems with a probability of 1:20. In the Chaos zone the chaos walls have a 1:5 chance of crumbling with the same spawn probability for golems.
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mokesmoe
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« Reply #818 on: March 20, 2012, 07:23:56 PM »

I used identify on the weapon in my throwing hand, and it turned out to be cursed. I was then able to equip another item in my throwing hand, so now I have three weapons equipped. After unequipping my main weapon, I couldn't put another one on though. I guess I was like holding both a knife and a dagger in one hand and stabbing people with both at once. That's pretty cool.

EDIT: Actually wait, I can still equip weapons in both hands. My cursed dagger is in some sort of limbo.

Definitely three weapons there.

EDIT2: I managed to get another weapon in limbo and have four weapons equipped now. The newest limbo weapon isn't even cursed. It seems that sometimes throwing hand weapons get unset to trowing but not unequipped. Might have to do with leveling.


EDIT3: I had undead on my limbo weapon and not on any others, and I still summoned portals sometimes so the limbo weapons seem to stack with my normal weapon, or at least the enchantments.
« Last Edit: March 20, 2012, 09:31:59 PM by mokesmoe » Logged
st33d
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« Reply #819 on: March 21, 2012, 01:12:42 AM »

The enchantment process unequips and item whilst applying changes and then re-equips it afterwards. I'd left out checking if the item had been in one's throwing hand.

Cheers for this, it's been broken for a while (you wouldn't have had stacked damage though - there's a clear "weapon" and "throwable" that the stats are taken from).

Fixed - 339.
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st33d
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« Reply #820 on: March 21, 2012, 01:53:35 PM »

The minion died holding a knife. I check the inventory, he's still holding it. Bless him, he is just too good at his job.

Should I add runes to Lore? And should I let the minion be able to harvest hearts?
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mokesmoe
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« Reply #821 on: March 21, 2012, 02:49:58 PM »

Is there any way you can let identified items have all their enchantments shown without actually identifying the runes? It feels weird using identify and ending up with a bunch of ? enchantments.

How would rune lore be unlocked? Just the same as identifying the rune? Sounds a bit too easy compared to the rest of the lore.
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st33d
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« Reply #822 on: March 22, 2012, 01:55:54 AM »

I could limit identify's random enchantments to only runes that have been identified, but anything more would require special rules for all items and would be even more inconsistent.

Rune lore I imagine you could unlock for each possible usage. But then I'm not too sure.
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JobLeonard
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« Reply #823 on: March 22, 2012, 02:04:27 AM »

The minion died holding a knife. I check the inventory, he's still holding it. Bless him, he is just too good at his job.

Should I add runes to Lore? And should I let the minion be able to harvest hearts?
I am now imagining a skeleton harvesting hearts with a knife. If this image appeals to you, add it in.
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st33d
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« Reply #824 on: March 22, 2012, 02:46:05 PM »

Okay, minion butcher drop heart I'm in for. Him auto collecting said hearts I'm against.

Runes are too wishy washy for lore. Going to keep runes mysterious. Totally forgot about the heal stone alchemy trick recently - could have saved me. Easter eggs good.

If I restrict identify to known runes, what benefit could I opt for if no runes are known? Blessed? Could be a tactic for getting an early blessed weapon - I always wait for an identify rune before spell-casting personally so this would be a nice blessed weapon hack.

The XP system is up for review. Monsters need organising. Started playing with the activated chaos wand last night, generally quite devastating but when you hit them with a chaos bolt that levels them up it's game over. You can only get it level 19 onwards though, by which time you'll be too scared to use it.

I totally forgot about the mimic race. You will find them from level 6 onwards soon.
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