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Re: [MOD] TLC book 2: spell scroll crafting considerations
Posted: Mon Nov 05, 2012 2:40 pm
by hannamarin
Would it possible to change the Quest Note into a book which lists up all the different creatures killed ? and how many ?
Also an addition could be a bonus achievement award which would be listed in the book.
At the moment it lists only continuuing quests and which particular creature killing quest is active.
The awards could be similar to that used in 'Elite' etc.
Traps - are these made out of wood or wood and metal ?
would it be necessary to have the trap in four separate pieces and then have to be joined to be placed ?
Will there be a trap for the 'ogres' ?
Will the trap be for killing or taking alive ?
If for taking alive will there be pens for them to live in ?
Now that you have started modelling - will you be replacing some of the 'on ground' items where you have used an existing 'Grimrock' models ?
Re: [MOD] TLC book 2: spell scroll crafting considerations
Posted: Mon Nov 05, 2012 3:06 pm
by cromcrom
Would it possible to change the Quest Note into a book which lists up all the different creatures killed ? and how many ?
You are the second one to ask for this, I will then have a look. It should be pretty easy to add.
Also an addition could be a bonus achievement award which would be listed in the book.
What kind of bonus ?
Traps - are these made out of wood or wood and metal ?
for now, only iron ore. However, I can easily add one or two more components. But I want to kep components as low as possible, even if unrealistic. So maybe adding wood, but not more. Then for more specific trap (poison, fire), there wold be a need for a third component (venom gland, for example).
i will probably change a little bit the crafting script, so that only "learnt" recipes appear as craftable. Scavenging items will not only give raw components, but also increase item knowledge. So in nthe end, some items would have to be scavenged a few times (studied) before being able to craft them. But I still have to think a little more about this.
would it be necessary to have the trap in four separate pieces and then have to be joined to be placed ?
Right now, traps are an item that is set up on a square (only one trap per square), so no need to link them.
Will there be a trap for the 'ogres' ?
There is hunter (increased damages against "animals") and basic trap for now but not for ogres. Could be, tho...
Will the trap be for killing or taking alive ?
If for taking alive will there be pens for them to live in ?
Killing. Although I have an idea for a simple holding trap. However, capturing creatures, although it could technically be done pretty easily, would have a monster-brain issue, AFAIK. So right now, its not something I can satisfyingly code.
Now that you have started modelling - will you be replacing some of the 'on ground' items where you have used an existing 'Grimrock' models ?
Already done, check a few replies above
I am currently learning another 3D modelling software, that could make toying with 3D easier, and so have me create/add more 3d objects.
Thanks for your questions and interest.
Re: [MOD] TLC book 2: spell scroll crafting considerations
Posted: Mon Nov 05, 2012 4:18 pm
by hannamarin
Awards
I was thinking along the lines of military medals - perhaps a combination of those available around the world but converted into Grimrock jargon.
Therefore a medal each for killing a minimum of 100 snails, 100 living trees, 100 skeltons, 100 spiders etc.
Then for 500 of each creature.
A thousand.
This would show up in the 'Quest Book'.
Is it possible to open the Quest Book up to screen size ?
If so then an actual medal could be shown against the No. of Kills. Perhaps a seperate page for each creature a new page only showing when the award is made.
It seems we kill a lot of creatures but there is nothing in-game that shows what we have achieved. Since your mod is quite open (you can carry on getting kill quests for as long as one wants) it would be nice to see what is going on, and get awards along the way.
Re: [MOD] TLC book 2: spell scroll crafting considerations
Posted: Mon Nov 05, 2012 9:44 pm
by cromcrom
I added a kill count to the quest book. However, no medals, nor achievments, nor benefits, yet.
I am currently working on some "pickPocket" gloves or dagger and skill.
Re: [MOD] TLC book 2: spell scroll crafting considerations
Posted: Wed Nov 07, 2012 10:49 pm
by hannamarin
Curiosity question.
Once you have come across the Ice Lizards and Ogres would it be possible to add these to the Bounty Quests ?
Re: [MOD] TLC book 2: spell scroll crafting considerations
Posted: Thu Nov 08, 2012 8:49 am
by cromcrom
Yep, I will add this np.
Re: [MOD] TLC book 2: spell scroll crafting considerations
Posted: Sat Nov 10, 2012 12:07 am
by hannamarin
Spell additions:
A Freeze Spell (effects creatures in a single square - Fired at distance).
Long Lasting Light Spell (twice or three times longer than normal spell).
Speed Spell (useful for slower computers if any timed traps or doors are used).
Open Door Spell.
Magical effect on weapons (Swords, Axes, Daggers etc.).
Might also be worthwhile to add a new coin (Platinum ?) so that Gold can be kept to lower amounts.
Also is it possible to change to way the bought items work. That is, can the cheaper (poorly crafted to normal weapons, armor, food etc) be set to the level of characters - then as the heroes levels increase the better quality items become available. In the early part of the game there is not much money and items with good to legendary can be available but not affordable. Later when money has increased there are still the cheap items showing and none of the better ones.
Re: [MOD] TLC book 2 alpha released.
Posted: Mon Nov 12, 2012 3:20 pm
by cromcrom
I released book 2 a few days ago. No new areas, only bug fixes and new systems (check top of thread)
Incoming in next release:
Open doors spells added (minor, major, greater)
Buyable items from merchants changed (the greater the overall level of the champions, the better the items)
I won't add a speed spell (or maybe some kind of haste if it doesn't exist as a spell yet)
I am looking into the other spells.
Keep them coming if you have spells ideas, I will develop magic in the following updates.
Re: [MOD] TLC book 2 alpha released.
Posted: Mon Nov 12, 2012 5:46 pm
by hannamarin
Not sure whether you are going to add new or modified creatures.
But if that eventually happens then perhaps better weapon spells:
Super Fireball
Super Lightning Bolt
Super Poison Bolt (there is no decent ranged Poison weapon)
Super Frost Bolt
all twice the power of the present spell
Level 16 or greater
It takes quite a bit of fire power to defeat an Ogre - so anything stronger would require better offensive weaponry.
Re: [MOD] TLC book 2 alpha released.
Posted: Tue Nov 13, 2012 2:35 pm
by cromcrom
Well, welcome on the forum. What kind of armor ?