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

Posted: Fri Oct 19, 2012 12:25 pm
by cromcrom
It wouldn't be save compatible. However, you can probably do without it by cycling and then checking through the skill giving apparatus, that will tell you your specific and global skill points.
I will definitely find something for a next release, however.
I am sorry for the inconvenience, I have to know something about it, do you remember where (in which slot) was the skill compendium when you lost it ? Was it in you hand or in your inventory ?

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

Posted: Fri Oct 19, 2012 12:39 pm
by sparhawk66
cromcrom wrote:It wouldn't be save compatible. However, you can probably do without it by cycling and then checking through the skill giving apparatus, that will tell you your specific and global skill points.
I will definitely find something for a next release, however.
I am sorry for the inconvenience, I have to know something about it, do you remember where (in which slot) was the skill compendium when you lost it ? Was it in you hand or in your inventory ?
it was in the left hand and the procedure was the same as with other weapons - it writes me that your item will be breaken soon .....

and i think, you should check other 3 items (quest book, selling bag and scraping forge) that they should do the same when you are using them often. Is it possible to make some items indestructible?

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

Posted: Fri Oct 19, 2012 11:57 pm
by Omenpapa
I thought u cancelled the project, im happy that u r here again :)

I'm interested in the new content, but i dont think i will ever reach it w/o some changes. The meditation change is really cruel. I did start out with medi,herb and ath, cuz i thought i will get some incenses to regen more mana. The thing is, it's true that i didnt play too much with the current version, but even with adept meditation, the level 1 mobs r problematic, because i just have not enough mana to go forward. I do have herboristery, but i didnt identify a single incense from like 20 herbs. It's true tho, that more then half of the 20 went into my sweat delicacy.. :P

I was like okay, lets try some "oldschool" method. Lets craft camping components, so i can at least sleep to regen mana, which is very-very risky, cuz of the random spawn. The thing is, i wasnt able to make enough simply because of the new stat thingy. I have minimum str and dex, so most of the crafts r ending up as failed. I mean.. from 20 snail meats, i made 1, i repeat 1 cooked meat. :) I do like the idea that stats r a factor of crafting, but i think it shouldnt be that important as now. Basicly i think there shouldnt be more then 10% overall success chance difference between a max dex and a min dex party.

The new crafting system is nice, but if there is a way to check what materials r on the altar(probably there is), then u can just create an algorythm to always make the highest possible based on the mats there, thus we dont even need the number selector for how many items we wanna craft.

I liked the secret near the base. Should we search for hidden buttons form now on? Or is it enough to just explore the whole map to find all the secrets?

The skeleton key should be stackable.

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

Posted: Sat Oct 20, 2012 8:52 am
by cromcrom
Nice to read you too. I thought you had gone because of my second ragequit. :lol:
So back to business :geek:
** Incense is a hill plant, it doesn't grow everywhere.
** I made the craft more level relevant. Crafting as untrained is almost a no success guaranteed. You will craft pretty well as you reach Novice (I would say 50% success), and craft good (possibly master ?) as you reach adept.
** Cycling through the number of object is quite a pain even if its a big improvement ;-) I will check if there is a simple way to auto craft the number of items.
** I added indeed a few secrets here and then, nothing extraordinary.
** I am most eager to know what you guys think of the little mining colony feature ^^. Shall I add more stuff like that ? Like a spider raising farm ? A woodcutter place, and Incense farm ?...)
** stack skeleton keys, sure.

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

Posted: Sat Oct 20, 2012 5:48 pm
by Omenpapa
When im at the crafting place, there r a couple items where my item knowledge is "nothing". At others it says ignorant. I guess ignorant is the base value, so it is a bit buggy. Hopefully it is only a text bug, not something which actually a factor for crafting...

Since incense is probably mandatory for my party, it would be nice to have some at the base. Also if they only grow at the hills, I'm not sure that it is a good thing. I mean i have to go back there and farm the zone so i can progress to another ones... Tho i have no idea atm how rare-common r those there... we will see.. :)

Some kind of exploration note/book would be a nice feature too. My idea is basicly that as u do things in a specific zone, as time goes, u actually realize things. Like the incense only grows in the hills. Or a bestiary, which is based on how many mobs u killed from that type. As u kill more, u have a bigger understanding about the mob, which would lead information about the mob in the note, like hp, drops...In the end we could reach a point where we know that the mob does drop X with a low chance, Y with a moderate chance etc. Also about resistances... After we killed a huge amount of the mob, we could even realize weakpoints, which would be a combat modifier against that mob. Also we could have information about X zone's herbs etc. So for example we would realize after a lot of gathering that X specific herb grows with a lot higher chance in Y zone, comapred to Z zone :) 1 more step could be if we r talking about a slime for example, and after we killed a lot of slimes, we understands it's physics more, thus we will be able to collect a special drop from it(slime's_tissue) for example. Okay.. u prolly got my idea from this WoT :)

In the hills, it said "there is a different terrain ahead!", i moved 1 step, crash. More then half of the zone is unreachable... and ofc i didnt find a single incest on the noncrashing zone :( Have to w8 for update i guess :(

Text Issue: http://kepfeltoltes.hu/121020/2012-10-2 ... es.hu_.jpg

The breathy sounds r very nice, but they feel a little random. Sometimes i got the message first that i have to slow down, and just then later(after i moved a couple times) the sound.

When we read the first quest note in the base,after killing the skeleton...that sound is omg.. soooo annoying :) pls get rid of it asap :P:P

Since meditation is 1 of the most important thing for me.. can u pls tell me how is it increases naturally? It went up a few points on its own.. is this based on how many spells i cast or how is it work?

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

Posted: Sat Oct 20, 2012 6:14 pm
by Szragodesca
This idea would be difficult to implement well (due to potential clipping issues), but would eliminate the "cycling" of crafting items.
What if, for crafting, you set up multiple altars in the same tile with different offsets, then have people learn recipes that are unlocked in a recipe book? (or just plain make sense)

Blacksmithing
A handle on the left, a large chunk of ore in the middle, a hammer on the right = sword.
A hammer on the right, a medium piece of ore in the middle = spearhead.
A hammer on the right, small piece of ore in the middle = arrowhead.
A long haft in the middle, spearhead on the right = spear.
A metal rod on the left, chunk of ore in the middle (varying sizes), hammer on the right = chain links (varying amounts based on ore size).
A [body part] form on left, pile of chain links (or appropriately sized piece of ore) in middle, hammer on right = chain or plate armor for that body part.

Woodcraft
A stick on the left, cloth strips in the middle, knife on the right = long haft.
Feathers on the left, stick in the middle, arrowhead on the right, arrow(s)

Shoot, if you scripted it right, you could even use multiple items on each altar, such as:
A stick on the left, a stick and cloth strips in the middle, a stick and knife on the right = long haft.

This isn't Minecraft, where you can only place one item per spot in the crafting grid. ;)

Basically, try to reuse some crafting stuff so you're not bogging down your inventory with 23 different tools per skill, plus components. Hammer can be used in smithing and tinkering (likely more), knife can be used in leatherworking, woodcraft, possibly herboristery (and more), and so on. If you get interested but don't want to spend your modding time doing data entry, I'm sure some of the community (including myself) would be more than happy to start filling out crafting recipes for the script to reference. If I had half a clue how to do the multiple alcoves and offset thing, I'd be tempted to start playing with such a crafting system on my own. :lol: (take it slow, me. Can barely open a door still. . . :cry: )

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

Posted: Sat Oct 20, 2012 6:24 pm
by Omenpapa
While the base idea is not bad(longhaft+spearhead=spear), i would really hate it, if we would have multiple altars(again), and i would have to move a lot to put items to the correct positions to get 1 item in the end... A few versions earlier he did use different altars for different crafts.. and it was quite annoying, aspecially when i got exhausted by doing crafts lol.. :) So yea, in short this "lego" thingy with the items would require probably a total overhaul of the current system.. and frankly it would complicate a lot of things for the players too, so i vote against it :P

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

Posted: Sat Oct 20, 2012 6:37 pm
by Szragodesca
No, I'm talking about one tile with 3 altars stacked on it, each using different offsets so the items don't all pile on the very center, then one button to the side that checks if the combine is valid and, if so, tries to make it. I wouldn't want to go all over to do the crafting either, lol. :)

I know Neikun could describe stacking altars without clipping, but I'm not sure where in the altar thread he did that. I also don't know if he stacks 3 identical altars, or if he does one altar with a model and then 2 more without models, just to get the appearance of multiple places one can set things on the same altar. I think that's the method he uses since he's described "physical vs. logical alcoves" before, and I think that's what he said. Physical has a model, logical just acts like one, but has no model which allows you to place it without clipping. I may be wrong on the definition though, very tired at the moment. ;)

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

Posted: Sun Oct 21, 2012 8:56 am
by cromcrom
Working on fixes right now...
:arrow: If by nothing, you mean "", then its normal, and won't influence (as "" and ignorant are both a 0 bonus). The variable has to be initiated once, so it should appear only once, and then be "ignorant".
:arrow: Incense in starting place, sure, but it won't be save compatible :-(.
:arrow: Skeleton keys stackable done (maybe not save compatible tho)
:arrow: Exploration book would be quite long to create. Definitely not on my priority list :( , but some great ideas. However, things are still being balanced.
:arrow: Terrain bug fixed - save compatible:
Terrain comes in ranges ("base", very and extremly), and two kinds: difficult and dangerous. Difficult will tire your party, and dangerous will hurt the champions, if you fail a scouting check. A scouting success will also warn you of some different terrain ahead, if you succeed. If not, it won't warn you. Endly, having one or more ropes will help you succeed the scouting checks when you are in the terrain. This is the basic system for now. Terrains are not random, so you could actually map them.
:arrow: Text issue fixed, thanks.
:arrow: Come on, you don't like my beautifull "questsucess" sound ? I almost made it myself ^^. I case of public outrage, I will change it ;-)))))
:arrow: Meditation increases naturally once you are a novice (random check every 5 seconds, there is nothing you can do about it), and from using incense.
:arrow: Breathing sound is supposed to appear once you start to be exhausted, but might not immediately start with the text.
:arrow: Selling bad, recycling anvil, skills compendium and quest journal should be indestructible now, thanks for feedback SparHawk.
A few words about crafting:
TLC is not a crafting mod. I want to make it part of the world, not the focus of it, so I want to keep it simple, and I think it is pretty fine as it is. However, I will probably work on the following issues:
- Auto craft the number of items (no more cycling)
- Add tools
- Make it recipe relevant, because it is quite a spoiler now. I would like some of the recipe to appear once you know you can make it.

Thanks a lot to you two for the feedback :-).

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

Posted: Sun Oct 21, 2012 11:26 am
by cromcrom
Beta 3 released, check top of thread. Mostly save compatible. However I added a cheating item that should really ease the starting/debugging process of my dear beta testers :roll: :mrgreen: , so they might want to start over. Save often please, especially before using the merchant/selling bag/scavenging altar, although most bugs should be gone now.