[Wip]Rigale V0.16c (Steam and DropBox) fixes + impro. start
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.12 on Steam.
I found the lockpick bug, it should be ok in V0.13, thanks for reporting
I always wanted to add a prospecting skill. My issue is that mineral outcrop are not supposed to randomly spawn, like trees or plants could, so this is not open world. I mean that if a vein is not identified, I am not supposed to make it disappear, to keep the world behaving "dynamically". Well, I have to think about this. Maybe a proper prospecting success could identify specific rock snails, and thus increase the chance to loot specific components (mining being a general skill, prospecting increasing chance to find very specific components.)
And then I would have to create items that would need specific components to be crafted (jewels, mostly, I think).
I am also considering having a cost to craft item (the option already exists to need copper coins to craft), to simulate various little costs to craft something. All money would disappear in case of success, but the player would recover some of it in case of failure. That is needed IMHO to have the economy going, and find some more use to money, and thus increase the interest, for me, to provide it more often as loot.
Any opinion about this ?
Actually, a dying stone snail could spawn a little mineral vein, that would need to be identified to be properly mined, thus requiring a prospection check.
I always wanted to add a prospecting skill. My issue is that mineral outcrop are not supposed to randomly spawn, like trees or plants could, so this is not open world. I mean that if a vein is not identified, I am not supposed to make it disappear, to keep the world behaving "dynamically". Well, I have to think about this. Maybe a proper prospecting success could identify specific rock snails, and thus increase the chance to loot specific components (mining being a general skill, prospecting increasing chance to find very specific components.)
And then I would have to create items that would need specific components to be crafted (jewels, mostly, I think).
I am also considering having a cost to craft item (the option already exists to need copper coins to craft), to simulate various little costs to craft something. All money would disappear in case of success, but the player would recover some of it in case of failure. That is needed IMHO to have the economy going, and find some more use to money, and thus increase the interest, for me, to provide it more often as loot.
Any opinion about this ?
Actually, a dying stone snail could spawn a little mineral vein, that would need to be identified to be properly mined, thus requiring a prospection check.
A trip of a thousand leagues starts with a step.
Re: [Wip]Rigale V0.12 on Steam.
I like the idea if the enhanced economy. It would open up the idea of more vendors for specific skills. For example an Alchemy vendor who would not only buy and sell plants but also recipes.
I have not seen the ability to craft or buy necklaces or bracelets yet.
When walking in water there are no available items such as energy plants and rocks.
As much as i appreciate the crafting and harvesting there is room for improvement.
One thing that bothers me is that after clearing foliage it seems to regenerate too soon, although fine for grass doesn't work for trees or thicket. Granted this might be a limitation of the system and not editable.
I have not seen the ability to craft or buy necklaces or bracelets yet.
When walking in water there are no available items such as energy plants and rocks.
As much as i appreciate the crafting and harvesting there is room for improvement.
One thing that bothers me is that after clearing foliage it seems to regenerate too soon, although fine for grass doesn't work for trees or thicket. Granted this might be a limitation of the system and not editable.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.12 on Steam.
Yes, increased shopping sounds good.
I still have to add those jeweler recipes; It will come with new components. A new skill yaye ^^
I don't really understand what you mean about the growing plants stuff, but it is really a matter of variables I can set, not an engine limitation, if I get what you say.
I still have to add those jeweler recipes; It will come with new components. A new skill yaye ^^
I don't really understand what you mean about the growing plants stuff, but it is really a matter of variables I can set, not an engine limitation, if I get what you say.
A trip of a thousand leagues starts with a step.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.12 on Steam.
Crafting improvements:
taking into account the components quality (averaged)
Increasing success chance by paying more (and great money spender...)
ruins:
To DO Skeletons perma spawn
To DO archeology: when digging, random chance to find artefacts/knowledge scrolls. Archeology and digging in ruins would be a great way to find plenty of them. Very usefull with literacy of course, but "artefacts" would be usefull in their own right (making a lot of money through selling them).
Artefacts could also be very powerfull, but fragile, items.
Ruins could be diggable again, but after some very very long time ("hey, I forgot to look here !"), for replayability's sake.
Coming in v0.13
some bug fixes
improved crafting: quality of components taken into account, will give a bonus.
Some recipes might need a base copper amount to craft (to simulate various little components beside the major ones, and keep crafting simple).
Always possible to pay money to improve crafting chance.
Deconstruction item: allows you to destroy an item to learn how to craft it, and possibly gather some components. The learning process won't work on items YOU crafted.
Improved Saskatwan behavior. Now, saskatwan warriors around you will turn hostile if you kill one of them, on a individual basis.
Saskatwan village chests can now spawn angry saskatwans when you open them, or turn close saskatwan hostile.
Saskatwan village chests might now be trapped (and added trapping skill)
Added items to craft.
Added jewelry crafting skill.
Worked on saskatwan territory. It is mostly finished and alive. I added a ruin area with skeletons. They will drop loot according to archeology check (only use for archeology skill so far). Door is open (for testing purpose), although you can do the access quest.
Critical wounds will now give wound conditions, too.
revamped the wound summary window to make it clearer.
taking into account the components quality (averaged)
Increasing success chance by paying more (and great money spender...)
ruins:
To DO Skeletons perma spawn
To DO archeology: when digging, random chance to find artefacts/knowledge scrolls. Archeology and digging in ruins would be a great way to find plenty of them. Very usefull with literacy of course, but "artefacts" would be usefull in their own right (making a lot of money through selling them).
Artefacts could also be very powerfull, but fragile, items.
Ruins could be diggable again, but after some very very long time ("hey, I forgot to look here !"), for replayability's sake.
Coming in v0.13
some bug fixes
improved crafting: quality of components taken into account, will give a bonus.
Some recipes might need a base copper amount to craft (to simulate various little components beside the major ones, and keep crafting simple).
Always possible to pay money to improve crafting chance.
Deconstruction item: allows you to destroy an item to learn how to craft it, and possibly gather some components. The learning process won't work on items YOU crafted.
Improved Saskatwan behavior. Now, saskatwan warriors around you will turn hostile if you kill one of them, on a individual basis.
Saskatwan village chests can now spawn angry saskatwans when you open them, or turn close saskatwan hostile.
Saskatwan village chests might now be trapped (and added trapping skill)
Added items to craft.
Added jewelry crafting skill.
Worked on saskatwan territory. It is mostly finished and alive. I added a ruin area with skeletons. They will drop loot according to archeology check (only use for archeology skill so far). Door is open (for testing purpose), although you can do the access quest.
Critical wounds will now give wound conditions, too.
revamped the wound summary window to make it clearer.
A trip of a thousand leagues starts with a step.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.12 on Steam.
v0.13 uploaded
http://steamcommunity.com/sharedfiles/f ... earchtext=
ChangeLog:
some bug fixes
improved crafting: quality of components taken into account, will give a bonus.
Some recipes might need a base copper amount to craft (to simulate various little components beside the major ones, and keep crafting simple).
Always possible to pay money to improve crafting chance.
Deconstruction item: allows you to destroy an item to learn how to craft it, and possibly gather some components. The learning process won't work on items YOU crafted.
Improved Saskatwan behavior. Now, saskatwan warriors around you will turn hostile if you kill one of them, on a individual basis.
Saskatwan village chests can now spawn angry saskatwans when you open them, or turn close saskatwan hostile.
Saskatwan village chests might now be trapped (and added trapping skill)
Added items to craft.
Added jewelry crafting skill.
Worked on saskatwan territory. It is mostly finished and alive. I added a ruin area with skeletons. They will drop loot according to archeology check (only use for archeology skill so far). Door is open (for testing purpose), although you can do the access quest.
Critical wounds will now give wound conditions, too.
revamped the wound summary window to make it clearer.
http://steamcommunity.com/sharedfiles/f ... earchtext=
ChangeLog:
some bug fixes
improved crafting: quality of components taken into account, will give a bonus.
Some recipes might need a base copper amount to craft (to simulate various little components beside the major ones, and keep crafting simple).
Always possible to pay money to improve crafting chance.
Deconstruction item: allows you to destroy an item to learn how to craft it, and possibly gather some components. The learning process won't work on items YOU crafted.
Improved Saskatwan behavior. Now, saskatwan warriors around you will turn hostile if you kill one of them, on a individual basis.
Saskatwan village chests can now spawn angry saskatwans when you open them, or turn close saskatwan hostile.
Saskatwan village chests might now be trapped (and added trapping skill)
Added items to craft.
Added jewelry crafting skill.
Worked on saskatwan territory. It is mostly finished and alive. I added a ruin area with skeletons. They will drop loot according to archeology check (only use for archeology skill so far). Door is open (for testing purpose), although you can do the access quest.
Critical wounds will now give wound conditions, too.
revamped the wound summary window to make it clearer.
A trip of a thousand leagues starts with a step.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.13 on Steam.
ToDo:
Add archeology digging skill
redo my merchant script so that:
player can access more shops (armor seller, weapon seller...)
there can be some price variety (a discount if the player is well known, for example)
ability to buy multiple items (and choose amount)
easily set up various shops
item rarity: common, uncommon, rare, exceptional, with price variation according to variety.
Coming in V0.14:
some UI changes to crafting window.
I finally understood the origin of my "map" bugs. It should make the mod more stable.
Add archeology digging skill
redo my merchant script so that:
player can access more shops (armor seller, weapon seller...)
there can be some price variety (a discount if the player is well known, for example)
ability to buy multiple items (and choose amount)
easily set up various shops
item rarity: common, uncommon, rare, exceptional, with price variation according to variety.
Coming in V0.14:
some UI changes to crafting window.
I finally understood the origin of my "map" bugs. It should make the mod more stable.
A trip of a thousand leagues starts with a step.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.14 on Steam.
V0.14 uploaded: http://steamcommunity.com/sharedfiles/f ... earchtext=
Dropbox: https://www.dropbox.com/s/vzmeq6r1m4qnn ... 4.dat?dl=0
In this update, according to "plan", I revamped my shops. They will be much easier to set up, and hold much more items.
Shops (alcoves) are merchant hubs, where you can access various merchants (weapon, armor, components...)
There, you can navigate in their objects. A lot of things are randomized, and some items could be quite rare to find in a shop.
You can choose to bargain. If you do not, you will be charged much more, but at a fixed price. If you do bargain, base price will be lowered, but it could go wrong. You could not get the item, have various prices (item, merchant, hub) and bargaining difficulty increase. A shop could even close...
Hubs will be reset every 10 minutes if you access them.
I enjoyed a lot creating this script, it was one of my most complexe system in rigale so far.
Enjoy
Dropbox: https://www.dropbox.com/s/vzmeq6r1m4qnn ... 4.dat?dl=0
In this update, according to "plan", I revamped my shops. They will be much easier to set up, and hold much more items.
Shops (alcoves) are merchant hubs, where you can access various merchants (weapon, armor, components...)
There, you can navigate in their objects. A lot of things are randomized, and some items could be quite rare to find in a shop.
You can choose to bargain. If you do not, you will be charged much more, but at a fixed price. If you do bargain, base price will be lowered, but it could go wrong. You could not get the item, have various prices (item, merchant, hub) and bargaining difficulty increase. A shop could even close...
Hubs will be reset every 10 minutes if you access them.
I enjoyed a lot creating this script, it was one of my most complexe system in rigale so far.
Enjoy
Last edited by cromcrom on Wed Nov 04, 2015 8:34 am, edited 1 time in total.
A trip of a thousand leagues starts with a step.
Re: [Wip]Rigale V0.14 on Steam.
Will this get uploaded to Nexus or Dropbox?
(I don't have the Steam version of LoG2.)
(I don't have the Steam version of LoG2.)
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: [Wip]Rigale V0.14 on Steam.
There you go
https://www.dropbox.com/s/vzmeq6r1m4qnn ... 4.dat?dl=0
I will create a ModDB mod page too .
I hate Nexus because of this:
http://www.nexusmods.com/skyrim/mods/35567/?
14 fg steps to create a mod, you can or can't write stuff, whatever...
Updating on Steam is a simple as click on a button and change 0.13 to 0.14, once the mod is created, I reckon, which is really clear and simple...
For me, as a modder, Nexus is an Internet Weirdness ...
https://www.dropbox.com/s/vzmeq6r1m4qnn ... 4.dat?dl=0
I will create a ModDB mod page too .
I hate Nexus because of this:
http://www.nexusmods.com/skyrim/mods/35567/?
14 fg steps to create a mod, you can or can't write stuff, whatever...
Updating on Steam is a simple as click on a button and change 0.13 to 0.14, once the mod is created, I reckon, which is really clear and simple...
For me, as a modder, Nexus is an Internet Weirdness ...
Last edited by cromcrom on Wed Nov 04, 2015 10:23 am, edited 2 times in total.
A trip of a thousand leagues starts with a step.
Re: [Wip]Rigale V0.14 (Steam and DropBox)
*That's why I suggested dropbox as well.