Lurking II version 1.2 is now available:
THANKS, VK, for some bug reports and recommendations...
- Fixed loss of item on give qty all but one.
- Centered mini-map.
- Cold Barrow 'closed at night' fixed.
- Fixed fast monster when only one monster in roster (travel mode).
- Fixed camp wake-up / ambient lighting change.
- Increase rate of MP drain for songs when using Battle time.
- Increased success rate of Quies Aeries spell.
- Fixed Staff of Ra for Channel Magic Attack.
- Fixed Imperium Orbis spell misassignment bug.
- Added precious metal ingots as rare chest drop.
- Added accept ingots for custom forge.
- Increased damage of custom metal swords by 5.
- Brightened title page.
- Added brown robes to eastern continent vendors.
- Updated Files: L2 .exe, Items, NPC, VendorWares, World Map.
Hey! Thanks for the good word. Chars keep all stats and regular items on start new. If you save a char when dead they are gone forever unless you send me your char file and I Rez them.oklabsoft If you start a new game and you take some old chars along, do they start with the stats from char creation (level 1) or do they get updated from an earlier game you already played? If a char dies in a game is he permanently deleted from the char gen pool or is he still available there to choose for a new game?
If I drop stuff into a chest, does it stay there permanently?
It is all loot/chests but it should never be a problem.I assume quest items such as animal masks etc. don't count as "low value items"? Is the array exclusive to stuff that I have dropped, or does it count all loot/chests?
The sheep uprising has begun!
neilsouthA site I realised I hadn't visited for a while is Indie Retro News. This seems like it would be an ideal place to find people interested in Lurking. Not exactly sure how to contact them however...
Combat and dungeoneering are not the focus of the game, rather exploration and following sometimes subtle clues. In fact, combat is largely (but not completely) avoidable. It is gratifying however to become powerful enough that enemies run when they see you!
Thanks. Right now movement is set up similar to LoG; but doesn't mean it needs to stay that way. Appreciate that thought.I love that we're getting a low poly 3D renaissance these days.
(though I do wish it didn't come with other aspects of games from that time, like limited 3D movement)