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Post by Admin on May 5, 2017 22:02:35 GMT
05 May 2017 UpdateIssue ID | Title | 91 | Merge xp announcement into combat | 86 | Merge combat reports | 92 | Add curving roads | 89 | Mine at 66,179 overwrites itself | 100 | Upgrade shops to 9 items | 93 | Ensure you can't get two challenge level messages within 3 moves | 96 | If you get a monster right after seeing tracks, it should be that moster. | 99 | You should go back the way you came when you run away | 102 | When using the "Inventory" comment many times sequentially, don't repeat party equipment. | 105 | Use new challenge for danger level | 103 | Create challenge2 rating | 104 | Use new challenge for wandering monsters | 106 | Revamp feature generation | 112 | Fix postCombat | 111 | Encounter rooms should only trigger once per instantiation | 118 | Add debug to cure party | 117 | Who should list unconcious companions as well | 116 | About <companion> should list current hit points | 115 | No monster encounters in the square there is a town/castle in | 109 | Check frequency of "fire" | 108 | Find way to hint that you can say "inventory roger" | 107 | Incorrectly told More in hiring hall | 113 | Encounters shouldn't re-roll in feature after run-away | 110 | Create separate channel for crash logging | 101 | Clock up "god points" when kill boss in desecrated temple. | 123 | Enable Religious Objection switch | 122 | Perform cures in temples | 121 | Add macro command for adding a tag | 124 | Add a little more variety to dens |
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Post by Admin on May 12, 2017 20:25:43 GMT
12 May 2017 Update: ID | Desc | 97 | Reprompt should be restricted to context valid commands | 128 | Merge multiple monster hits | 133 | Merge monster attacks | 136 | Can't sell less than one patch of a batched item. | 134 | Omit monster name after the first time. | 130 | More battle sounds | 135 | Factor in elevation | 132 | When travelling through the same terrain, use "continue" | 131 | Consecutive kills only collapses two | 129 | When current room same as direction, describe as continues | 125 | Enemies should run away when outclassed | 120 | "Wizard is about to die!" when low on hits |
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Post by Admin on May 20, 2017 1:13:26 GMT
19 May 2017 update: 139 | Prevent shop from having items that differ only by magic. | 147 | Module: Batrachian City |
Not a lot this week. But the list is deceptive. I spent a lot of time tweaking the server to handle dropouts that people were reporting. Batrachian City is the first (mini) module to be released. It's located due north of Village of Achnasheen.
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Post by azureskyes on May 24, 2017 21:23:18 GMT
Questions: 1. Is armor class better if higher or lower? I.E is -5 Ring armor better than +5 Scale armor? 2. Any way to create a "near-by" command, which could list cities or towns that are nearby your current location? 3. Any purpose in equipping multiple weapons? Great game/skill 👍
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Post by Admin on May 25, 2017 1:40:50 GMT
Welcome, Azureskyes! I'm glad you are enjoying the game. As to your questions... 1. The lower the armor class, the better. But +'s make the armor better. It's kind of quirky, but traditional. The game mechanics are based on OSRIC. You can download that system for free if you want the gory details. But here are the armor values:
Banded - AC4 Chain Mail - AC5 Leather - AC 8 Padded - AC 8 Plate - AC 3 Ring - AC 7 Scale - AC 6 Splint - AC 4 Studded - AC 7
Shields make you better by one AC.
2. There is not, currently, a command to list nearby places. It's "hard" to add new things that you can say. It is, however, "easy" to add things that the game can say. But you did just give me an interesting idea. I can add "signposts" at cross roads and other places along the road that tell you how far down the road in different direction places are. (Request #154) That might help with things.
3. Giving a character weapons controls what that character can use. Typically you want to give them a ranged weapon and a personal weapon. (Some weapons such as hand-axes can be both.) Then they can take any combat position. If they just have a missile weapon, they will try to stand back and fire. If they only have a personal weapon they will tend to go in the front rank. I've considered more sophisticated ways so you can guide the position of your players in combat, but it gets kind of complicated. I'm not sure the difficulty makes the play better. But I'm open to ideas.
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Post by azureskyes on May 25, 2017 16:56:27 GMT
Thanks for responding! The game is super addicting! Road signs/posts would be amazing! One additional question: is there a way to remove a weapon proficiency from a character? I.e replacing sling skill for long bow skill. Also, still relatively early in the game, but is there a class system or new skills characters can acquire? I.e magic, cleric, thief, etc? Again, great game! Thanks for the enjoyable Echo skill!
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Post by Admin on May 25, 2017 17:58:15 GMT
Currently, like the underlying OSRIC system, you can't change proficiencies once selected. However, as you go up in level, you do get more proficiencies. I will admit it's a bit unfair, since you passively select proficiencies by assigning a weapon to someone. I'll try to think of something that fits with the system, but doesn't penalize you unduly. Maybe I can keep track of what you use, and if you don't use something you have a proficiency in for some time, then you "forget it". Tracking as issue #155.
I would like to eventually introduce additional classes from OSRIC. But fighter was the easiest and the rest require a lot of work. To move in that direction I will begin to start introducing "effects". "Flame Tongue" swords, monsters that paralyze you, and the like. And the potions, that you can use to cause an effect at your desire. Once I have a system in place for that, it will be a lot easier to start on spell casting classes.
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Post by azureskyes on May 25, 2017 21:51:26 GMT
Awesome! Appreciate the response. Best of luck with everything! Great fun! ⚔️🛡
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Post by Admin on May 26, 2017 12:05:06 GMT
Thanks! New release will be out later today. I managed to get signposts in, as well as badges and a leaderboard. :-)
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Post by Admin on May 27, 2017 2:37:53 GMT
26 May 2017 release #141 | Some monster (mostly undead) will fight to the last instead of running away. | #149 | Taverns now appear in the cities, in which you can hear rumors. | #150 | Temples are rotated into different orientations. | #151 | You can now gain badges for different achievements and hear them by saying "about" | #153 | There is now a leaderboard and the top 100 people are ranked. | #152 | Rumors are now data driven. | #154 | Signposts appear at towns and intersections to tell you what lies in each direction. |
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Post by azureskyes on Jun 5, 2017 19:30:30 GMT
Hello, Still enjoying the game! Just a few quick questions: 1. Previously, you mentioned working on potion-like effects. Will healing potions be part of this future update? 2. I'm sure creating new classes (mage/cleric) is time consuming; what about magic scrolls instead? 3. Ever consider rewarding bounties with rare/special weapons or armor instead of gold?
Again, enjoy the game!
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Post by Admin on Jun 6, 2017 2:54:35 GMT
Hey Azure Skies! Glad you are still finding it engaging. Sorry, I didn't get an update out this week. I'm trying to get the next Alexa book finished. There *will* be an update this week. I've done some background engineering that, effectively, enables me to create confirmed actions. The first example is when you say "fire XXX", that it then says "are you sure you want to fire XXX", to which you can reply "yes" or "no". My wife once said something and accidentally fired a character I had invested hours in! That's done and in the queue. What I'm moving on to next is a feature my 9-year-old thought up. There will be a "Post Office" in big cities. When you enter it you will get the yes/no choice to take a message to another location for a bounty. If that goes well, I will expand the temples with additional rooms that offer services such as healing, remove poison, cure paralysis, restoration, raise dead and resurrection. (Which also means I can start adding monsters that poison, paralyze, and level drain!) You walk in, you are offered curing for a certain price, and can say yes/no.
That's all near term stuff. Once I have a library of "magical effects", then I can start deploying them on potions, scrolls, and so forth. Magical items will probably be first. Things like "flame tongue" and the like. And the first thing those will appear on as reward items for more quests like Bactarain City.
At some point I was thinking of adding gems. Ever play "nethack"? :-) That's been a big source of inspiration for this!
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Post by Admin on Jun 11, 2017 1:49:49 GMT
10 June 2017 update
#98 - You are asked to confirm when firing someone #157 - A larger town template, with a village green, is used for big towns #158 - Fixed bug where all pubs have the same name in a town #159 - When map changes, you get bumped to the strategic location #156 - Post office generated, but no messages there yet
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Post by azureskyes on Jun 13, 2017 19:07:18 GMT
Hey again! I'm sure you get tired of my posts/questions; however, I have a few new questions! 1. Does every county have one main city? Also, do the venders in the city sell the best equipment? 2. Is there a progressional leveling system in place? I.E Level 2 takes xxx experience to reach it, while Level 3 takes xxxxx experience? Thanks in advance! Keep up the good work!
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Post by Admin on Jun 14, 2017 15:30:55 GMT
I'm happy to answer questions! I get the best ideas from players. 1. Yes, each country has hamlets, villages, towns and one city. Better stuff is available at bigger place. Also, some countries are subject to other countries, Counties, Duchies, Empires. That also affects stuff. So the very best is going to be in the capital city of an Empire! 2. Yes, the experience required to level up is progressive. Here's the table from OSRIC: Level 1 | 0 | 2 | 1,900 | 3 | 4,250 | 4 | 7,750 | 5 | 16,000 | 6 | 35,000 | 7 | 75,000 | 8 | 125,000 | 9 | 250,000 | 10 | 500,000 | 11 | 750,000 |
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