V8_0 released. Enjoy :-)
***Some light skill system graphical changes.
*** Bandages added. tailor crafted, medic used. Increases hit points.
*** A complete "scouting" system. Scouting works that way. Some scouting hints appear randomly in the areas/dungeons, the better the skill, the more "opportunities" appear. They have "hints" in their description, like "you have good feelings here", or "you have bad feelings here". You then activate the hints (just like camping sites) and if you succeed or fail the scouting check, something will (or will not ) happen.
*** Healing herbs. Preparing the Alchemy skill
***Deterioration now depends on item quality.
*** various balance and bug fixes
*** Main Quest Start Added (2 "quests"), very simple.
Crom crafting system
Started by
Site Bot
, Sep 17 2012 11:17 PM
89 replies to this topic
#51
Posted 01 October 2012 - 08:46 PM
#52
Posted 02 October 2012 - 12:24 PM
Nice job
With further testing it seems that the mine reflecting thing works a little differently then i thought. Now i think it doesnt reflects the dmg. It has something to do when i use frost/fire spell first then lighting, and im in melee range. I can spamm just lighting all day long if Im not in melee range, it wont dmg me. However if i cast a fireball then a lighting at a specific time(not entirely instantly, but close), my party dies every single time. Its like when u cast a spell and u move into that grid, ur spell dmges the party. I would say this isnt a TLC specific bug. It is more like a LoG specific bug. I will report this at the proper forum, unless u have another idea about the cause, since this only happened in ur dungeon, but i never really casted fire/lighting in melee range on a non-monster type in any other dungeons.
I think u nerfed the meditation, but it is still usefull, and enough. This skill effects only mages right? I'm just asking cuz right now, it doest really worth cooking snail energy food for me, but it can be a different story for a fighter group.
The link at the version with changelog is awesome
Ye, i kinda misunderstood what scouting is. I thought the good/bad feeling hint is like hot/cold water...so its a hint if u r closer/further away from the target, then if u r in the right spot u can use the hint, and get the loot. This works entirely differently, and it seems nice
I have to say tho, the 4 mob around me was a nasty suprise for my mages
There could be different kind of mines in the future, with chance of dropping ruby or something, which can be used for jewelcrafting.
The quest system asking u to make a rework for him, cuz he is envy to the skillsystem
(so 1 scroll, w/o picking up trophies)
Currently as a 4 mage group i dont/wont use weaponsmithing at all. At least im not using it for actually crafting. I do gather the mats and try to "fail" a craft, so i can gain xp. This also makes me never wanna get the weaponsmith skill. This is an interesting thing
I found myself spamming the random quest giver, till i got a high number roll. Maybe it would be better to i dunno, choose a difficulty? So i can set it to "hard", which would result in max number of kills. Then i could random the target(snails, tree etc) the same way as it is now.
Or maybe just take out the number there, and set it to a "static" number like highest char level+2. And at the wall we would only be able to choose the type of mob we wanna kill.
The skillpoint gain now seems to be a lot faster then with the key system. It's like at least twice faster. This is a nice thing imo.
Minibosses should always drop something usefull. Also u can make em harder too imo. Maybe they should drop a specific trophy which could be turned in for xp with the bounty hunting skill.
I'm not sure if u know this, but an earth mage cant hit mines,boxes(they r immune to earth). If u could change the resist for those static barriers it would be nice
Not able to use poison against undead is understandable. Or maybe the mines should be immune to dmg entirely, and there would be a specific item like a pickaxe, which would be usable to mine the ores.
1 more torchplace in or near the scholar's quarters could be usefull too.
Also the trees could drop some kind of fruit, to eat with a low chance ofc.
I'm not sure if there is a message of the scouting event when we have a poison cloud on ourself, but we also gain xp, which kinda makes the message, if there is any, unreadable. U can write out message to the middle too, like how the normal game's end was, where the cube was talking to us.
EDIT: ye, now i saw it somehow. "u fall into a trap". I also very rarely see the global skill increase cuz of the xp spamm.
A snail spawned into the crafting base? Is this intended?
The scroll's text with the AAAARRRGG on lvl 3 is going out of the item's area.
http://kepfeltoltes....ltoltes.hu_.jpg
What do u think something about like a town portal?
Teleport's facing issue is so annoying
The skulls are cool
I know this isnt a new thing but the "goa'ulds" in the minibosses makes me remember some nice things, if u know what i mean
The following items dont have a prefix like poorly crafted: peasent's tunic,cap,breaches, leather gloves,boots,pants.
I think the skeletons drop a little bit too much weapons/armors.
An endurance skill could be very usefull, which would increase the weight limit for the chars.
There was a rotten something, a food in 1 of the boxes in the village. It was a shitload of food increase when i ate it. I'm not sure if this is intended. It was like 6 times more then a cooked spider meat.
Current content clear took around 4,5 hours, w/o extra farming leaves me around that much skill and 4x lvl8 mages.:
http://kepfeltoltes....ltoltes.hu_.jpg
I just read the steamworkshop's description.
"4 open areas (levels)"
Is this a typo? Or is there another level which i didnt see yet?
So far i saw level 1(base+forest), level 2(western forest), level 3(western fortress/village)
Is there a level 4 ?
I'm in the credits. YAY =)
Farming the last area is causing a mess, since we have very rapid shield/weap drop which weight a lot, they gonna fill up the whole map with "trash" sooner or later. I would bring em home to scavenge, but it takes a lot of time, and scavenging is absolutely not beneficial.. at least w/o proper skills. So it just aint worth the time.
Leathercrafting mentions that it helps to scavenge leather items too, not just helps in the craft. This should be mentioned at armor-weaponsmithing too? Or those skills work differently?
Hmm, why do i get only skillpoints from a craft if i fail it? If i wanna gain more skill points, i shouldnt have train my skills? Sounds like a design flaw.
Crafting a huntsman_cloth causes a crash.
Edited by omenwww, 02 October 2012 - 09:39 PM.
#53
Posted 02 October 2012 - 09:48 PM
Glad you like it :-)
*** Mine damages sounds like a bug. Not intentional anyways. I checked, they "repel projectiles" I guess you cast projectile spells maybe ?
*** I don't remember nerfing Meditation. It does affect only mages.
*** Indeed, what you describe is more akin to treasure hunting/archeology.
*** There will be differents mines (snails ^^)
*** Yes, the quest system will be rebuilt. Probably a quest journal, I have some clear ideas in mind, Now I have to create them.
*** The crafting design flaw is "interesting" indeed. Anyways, I am considering a skill specific increase, instead of a global one. That would mean that if you keep crafting stuff, you will eventually improve ^^
*** Bounty hunting. It could be pretty easy to issue bounties on specific bosses. This bounty hunting was a laboratory for me.
*** Mini bosses: at least one loot sounds good. And the trophy idea is really good, too. Voted ^^
*** Pick axe idea is really good, but I don't want to overcomplexify things. At least not yet.
*** Torch holder added
*** Herb added as tree drop. Herboristery dependant.
*** Did you close the door before leaving. No, nor intended, nor too bad. Adds some surprises ^^^
*** AAAAAARGGGG fixed^^
*** Town portal. Sounds good. Could be a nice way to spend your hard earned currencies (incoming feature, merchant and stuff...)
*** I thought the teleporters were fixed... I will have a deeper look.
*** 99% will hace a prefix. However, some are so weak, I don't really bother making the range of them (you know, like "LEGENDARY Peasant breeches......)
*** There is no script that allows to increase the weight limit. What about something like a magic destructor item, that would turn junk into currency, but not merchant dependant (meaning you would gain much more currency selling the stuff to a merchant, but you would have to walk there...) Hmmm, sounds interesting imo.
*** Rotten stuff removed from "garbage" stuff.
*** Look closely on the eastern side of the first map. The new area is not interesting yet imo. However, these "hills" will be home (well, are, in next release) to stone snails (moving mines...). I also really need to add a bunch of stuff to explore. So many things to do, so little time.
*** You deserve it, as my main beta tester, dude :-)
*** The mess and loot is an issue indeed. I must think this over. I might have some cleaning script to create.
*** Scavenge notice added to all craft skills.
*** huntsman_cloth crash fixed (actually, it should have been huntsman_cloak :-( )
*** Learning by failure. It means the better you get, the less you learn. However, as the skill points don't directly go in the skills, this is kind of a flaw indeed.
*** 4,5 hours on this early beta and world embryo, you impress me, really :-) Leveliing seems pretty ok compared to time spent on it.
Thanks for everythings, you are my moral support, as I have no feedback (another person on steam, but not as much as you, by far :-( ). I must think over the quest technical adding, and cleaning thing, next update maybe not tomorrow. merchants will follow soon, as I have acquired the required knowledge to create this pretty fast.
*** Mine damages sounds like a bug. Not intentional anyways. I checked, they "repel projectiles" I guess you cast projectile spells maybe ?
*** I don't remember nerfing Meditation. It does affect only mages.
*** Indeed, what you describe is more akin to treasure hunting/archeology.
*** There will be differents mines (snails ^^)
*** Yes, the quest system will be rebuilt. Probably a quest journal, I have some clear ideas in mind, Now I have to create them.
*** The crafting design flaw is "interesting" indeed. Anyways, I am considering a skill specific increase, instead of a global one. That would mean that if you keep crafting stuff, you will eventually improve ^^
*** Bounty hunting. It could be pretty easy to issue bounties on specific bosses. This bounty hunting was a laboratory for me.
*** Mini bosses: at least one loot sounds good. And the trophy idea is really good, too. Voted ^^
*** Pick axe idea is really good, but I don't want to overcomplexify things. At least not yet.
*** Torch holder added
*** Herb added as tree drop. Herboristery dependant.
*** Did you close the door before leaving. No, nor intended, nor too bad. Adds some surprises ^^^
*** AAAAAARGGGG fixed^^
*** Town portal. Sounds good. Could be a nice way to spend your hard earned currencies (incoming feature, merchant and stuff...)
*** I thought the teleporters were fixed... I will have a deeper look.
*** 99% will hace a prefix. However, some are so weak, I don't really bother making the range of them (you know, like "LEGENDARY Peasant breeches......)
*** There is no script that allows to increase the weight limit. What about something like a magic destructor item, that would turn junk into currency, but not merchant dependant (meaning you would gain much more currency selling the stuff to a merchant, but you would have to walk there...) Hmmm, sounds interesting imo.
*** Rotten stuff removed from "garbage" stuff.
*** Look closely on the eastern side of the first map. The new area is not interesting yet imo. However, these "hills" will be home (well, are, in next release) to stone snails (moving mines...). I also really need to add a bunch of stuff to explore. So many things to do, so little time.
*** You deserve it, as my main beta tester, dude :-)
*** The mess and loot is an issue indeed. I must think this over. I might have some cleaning script to create.
*** Scavenge notice added to all craft skills.
*** huntsman_cloth crash fixed (actually, it should have been huntsman_cloak :-( )
*** Learning by failure. It means the better you get, the less you learn. However, as the skill points don't directly go in the skills, this is kind of a flaw indeed.
*** 4,5 hours on this early beta and world embryo, you impress me, really :-) Leveliing seems pretty ok compared to time spent on it.
Thanks for everythings, you are my moral support, as I have no feedback (another person on steam, but not as much as you, by far :-( ). I must think over the quest technical adding, and cleaning thing, next update maybe not tomorrow. merchants will follow soon, as I have acquired the required knowledge to create this pretty fast.
#54
Posted 02 October 2012 - 10:32 PM
Ye, I do use mostly projectile spells, like fireball,lightingbolt,poison bolt.ice bolt. They fly to the target. But as i said the dmg to the party only happens if i do cast at least 2 of them nearly instantly. If i cast any of them alone, the bug/reflect thing never happens. Is it possible to disable that function at those objects?
The skill specific increase sounds good. Some change surely needed, cuz currently if i wanna max out my sweet meditation first till legendary, the more skill i ignore entirely the better, cuz more fails give more skillpoints
Yea, i didnt close always the door.. and sometimes i got some extra company in my crafting base... I do think that the door was closed at that point. it only happened once till now, so maybe i just didnt realize the door. I will report back if it happens again.
Legendary peasent breeches
Well, currently it is the only craftable pants, which doesnt have an armor proficiency requirement... so even tho it is "s***"
It is the top thing for mages
the leather-plate pants need light-heavy armor prof.
Yea, a portable item destructor would solve a lot of weight issues, also the map filling up with trash thingie too. Actually this could even replace the scavenge altar entirely.
Lol, i actually checked the map after i saw the level 4 thingie on steamworks..and did find a grid which lookliked as an eastern gate, same appearence as the western one... I even went there instantly but there was no teleport there...maybe it was a graphic glitch? I will check this in a sec..
In theory the base game is 10 times easier if u do ignore the mage class entirely, and just run with 4 rogues.. or 2 fighter 2 rogues... So the average party's playtime should be shorter, cuz they can kill stuff easier with nearly non-existant downtime. With 4 mages i had to w8 and check the sky for a few mins just to clear all the mines
I have no problem w8ing there at all. I'm just saying that playing a 4 mage party is like an überhardcore mode compared to a normal party..at least ppl who tried both(I didnt) says this
Personally i dont care if its ahrder, until it is "playable" in my eyes
I'm not able to play with fighters/rogues, cuz they r boring for me so yea..
Thats my story
EDIT:
Yea, there is no teleport or anything here:
http://kepfeltoltes....ltoltes.hu_.jpg
Btw the rune-s in the crafting place sometimes flashing.
I think the spawning rate of the scouting hints is a bit high. I only had novice skill, and there were a lot of them already. On the other hand u prolly did this on purpose, to test the hints easier
There ya go m8
Glad to have u back
Edited by omenwww, 04 October 2012 - 10:19 AM.
#55
Posted 04 October 2012 - 11:00 AM
ALERT
There is a snail in the new teleport to the hills, which is probably keep teleporting like mad. I think this is the reason why i have sometimes 5-10 sec "lag" in th game too. When i try to enter the tele, my game kinda dies. I tried to kill the snail from the other side too, but i cant. This is kinda gamebreaking, cuz of the lagg, so im going ot w8 for a quickfix
I like the new skill compendium icon, and the new model for the living tree
Edited by omenwww, 04 October 2012 - 11:03 AM.
#56
Posted 04 October 2012 - 11:42 AM
Fixed and updated :-)
#57
Posted 04 October 2012 - 11:44 AM
OMG m8
And with this fast support, u were considering to giving up? Do not dare to think like this ever again
:P
#58
Posted 04 October 2012 - 11:56 AM
Nice I'm Omenpapa now here too
not that "wierd" omenwww anymore
If u r bored u could change the credits section too
The big 5 sec lagg is gone. There r tiny little half sec laggs still tho. Just to clarify i have a very good pc, so I'm 100% sure it is some kind of optimalization thingy/bug.
After using a "suspicious area hints" on level 4, the game crashed. Poison cloud trap, and poison bomb is working, so i guess the ambush has a problem.
I tried to upload an image from the new living tree skin, but it said "Access denied".
Edited by Omenpapa, 04 October 2012 - 01:21 PM.
#59
Posted 04 October 2012 - 03:55 PM
I think you can upload now. I am working hard on quest overhaul, stay tuned :-)
Well, I think your gonna LOVE the new bounty/quest presentation :-)
I want to add a few more things, and tonight should be an update, unless I meet some serious resistance.
Edited by cromcrom, 04 October 2012 - 05:52 PM.
#60
Posted 04 October 2012 - 06:05 PM
I tried to add u on steam btw
That is.. if u r cromcrom there too
I think we have a little too much, "irreal" amount of snail meat drop, even w/o butcher.
Check out this link
http://www.grimrock....php?f=14&t=3427
Edited by Omenpapa, 04 October 2012 - 08:59 PM.



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