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Beta 2.1.16

Posted: Fri Nov 07, 2014 3:02 pm
by petri
Now available on Steam for testing.

Release Notes:
- added support for arbitrary number of extra args to delayedCall()
- bug fix: item auto pickup crashes (this bug was introduced in 2.1.15)
- bug fix: burnt out torch deal fire damage

Re: Beta 2.1.16

Posted: Fri Nov 07, 2014 4:52 pm
by badhabit
petri wrote: - added support for arbitrary number of extra args to delayedCall()
Hooray! Is "delayedCall"(?) for geometry instancing support? :D

Re: Beta 2.1.16

Posted: Fri Nov 07, 2014 5:49 pm
by Palandus
Will we at some point have access to the levelling system petri? Specifically the experience tables, skill points per level, and experience rates (so that we could say create a Tome that permanently increases all experience gained by +x% amount)

Will we also at some point have access to modifying existing classes, skills, spells, and racial traits? And would those changes be only available to the party if that party was created specifically with that adventure (ie Create Party Option chosen when playing the custom dungeon). Also, would that party be able to play on other dungeons created by other people with those changes intact?

Re: Beta 2.1.16

Posted: Fri Nov 07, 2014 11:30 pm
by sapientCrow
I would also love access to that information as well.
Some type of override system works already where you place the altered lua file in the directory and it reads that.
If it is as simple as finding a skills.lua or champion.lua file that would be even more fantastic.
And that they open that aspect up to us as well.

Re: Beta 2.1.16

Posted: Sat Nov 08, 2014 12:49 am
by minmay
You can already define custom classes, skills, spells, and traits, and you can already make that tome by modifying the champion's "exp_rate" stat. I don't know if you can change the required XP values per level in the builtin system, but you can easily make a custom level-up system by using Champion:getExp().

Re: Beta 2.1.16

Posted: Sat Nov 08, 2014 4:25 am
by sapientCrow
Yes I believe I understand you can do that right now. As I have a script I can run that changes my exp-rate at character creation.
Which you actually helped me with.

I think the issue is that the core mechanics take so much hacking to get at and it would really help making custom dungeons or even changing items that remained a global.
For example I would love to be able to change Rogue gear to add evasion or additional dexterity.
If I could take that lua file and just change those stats instead of making a new dungeon and copying that asset then tinkering until I got it to work it would make it a lot easier. I remember grimrock 1 I had to jump through a bunch of hoops to simply get the exp to share equally no matter who did or did not do damage.

So far my understanding is they do not want certain aspects to be modified or distributed which in some ways I understand.
In other ways I do not understand why I can not simply have access to an exp table instead of having to recreate it all just to have it different in another dungeon.
Unless of course all these lua files are so intricately tied together that there is not a simple skills.lua, or exp.lua or items.lua.

I am looking forward to all the cool stuff they are adding to the editor and game in these patches still.

Re: Beta 2.1.16

Posted: Sat Nov 08, 2014 5:46 am
by minmay
sapientCrow wrote:I think the issue is that the core mechanics take so much hacking to get at and it would really help making custom dungeons or even changing items that remained a global.
For example I would love to be able to change Rogue gear to add evasion or additional dexterity.
If I could take that lua file and just change those stats instead of making a new dungeon and copying that asset then tinkering until I got it to work it would make it a lot easier.
Access to the original files will not eliminate the need to learn how to define assets. I don't see how it could even get much simpler. Making an item add evasion or dexterity takes one line. Here's how you currently add evasion and dexterity to the rogue boots:

Code: Select all

defineObject {
	baseObject = "rogue_boots",
	name = "rogue_boots",
	components = {
		{
			class = "EquipmentItem",
			protection = 5,
			evasion = 5,
			dexterity = 2,
		}
	}
}
How exactly do you want this to be simpler?

Re: Beta 2.1.16

Posted: Sat Nov 08, 2014 9:15 am
by Palandus
What about a set bonus with extra DEX and Evasion if wearing all pieces of Rogues? Can you do that?

Re: Beta 2.1.16

Posted: Sun Nov 09, 2014 10:12 am
by sapientCrow
That is fairly simple indeed!
What about the experience table or skills traits?
Are they that simple as well?

Re: Beta 2.1.16

Posted: Sun Nov 09, 2014 1:39 pm
by maneus
After my steam version was automatically updated on 2.1.16 I have problems with dealing potions (actually healing potions) between my party members.

If I take a healing potion and give it to one of my front party members by placing it down on the portrait the potion disappears and isnĀ“t in the inventory anymore.
This happens only to my front members. If I place a potion down on a portrait of one of my back members the potion is in the inventory and not deleted.

Edit: Used another savegame and there all works well. No idea what causes the problem on the first savegame.