V_K
Arcane
Wow, didn't think it was that big. Thumbs up!The overworld map is 300 x 300 tiles divided into two continents (the East where you begin, and the West).
Wow, didn't think it was that big. Thumbs up!The overworld map is 300 x 300 tiles divided into two continents (the East where you begin, and the West).
So, I started a new game, and I really dislike the soundtrack. It sounds so artificial like out of a mario game. Does it get better as the game progresses?
bumping this thread because it represents pure anti-cancer.
also don't be too quick to throw the name "okalbsoft" away, that might be a gift from the gods... Shimano --> Shamino, eh? like you could just ram the typo all the way to "Okalbfots" and presto, that's your wizard name.
But serious, it's always good to see someone lighting a candle rather than cursing the darkness. I've been looking for a turn-based follow up to Fallout 1.5, might as well try this game next.
Thats a good mod, though I didn't care for the music much, too modern to fit the game. So I made my own version of it by rendering the original midi's through a Gravis Ultrasound 1mb, giving it a much more fitting sound for the "time".So, I started a new game, and I really dislike the soundtrack. It sounds so artificial like out of a mario game. Does it get better as the game progresses?
Here is a link for a MOD package. It contains an alternate .exe that plays MP3 rather than .MIDI as well as a new 'MUSIC' folder with MP3 music for the game. The files need to be in the right directory positions in your full game download. I would just rename the old MUSIC folder (in case you want to switch back to MIDI) before copying in the MP3 MUSIC folder. Hope that helps.
https://goo.gl/J2mLZk
Also - you can really use any MP3 you want as long as it is renamed as one of the music files in the folder and it will play in the game at the appropriate points.
Love it! Great idea too. I noticed some of the songs are from the early game packages. You have been playing for a while?Thats a good mod, though I didn't care for the music much, too modern to fit the game. So I made my own version of it by rendering the original midi's through a Gravis Ultrasound 1mb, giving it a much more fitting sound for the "time".So, I started a new game, and I really dislike the soundtrack. It sounds so artificial like out of a mario game. Does it get better as the game progresses?
Here is a link for a MOD package. It contains an alternate .exe that plays MP3 rather than .MIDI as well as a new 'MUSIC' folder with MP3 music for the game. The files need to be in the right directory positions in your full game download. I would just rename the old MUSIC folder (in case you want to switch back to MIDI) before copying in the MP3 MUSIC folder. Hope that helps.
https://goo.gl/J2mLZk
Also - you can really use any MP3 you want as long as it is renamed as one of the music files in the folder and it will play in the game at the appropriate points.
https://www.dropbox.com/s/8sob1m8t4k9fdqp/Lurking_MP3_Music_GUS.zip?dl=1
Just over the weekend, it's an interesting game for sure, really takes me back to the 80's.Love it! Great idea too. I noticed some of the songs are from the early game packages. You have been playing for a while?Thats a good mod, though I didn't care for the music much, too modern to fit the game. So I made my own version of it by rendering the original midi's through a Gravis Ultrasound 1mb, giving it a much more fitting sound for the "time".So, I started a new game, and I really dislike the soundtrack. It sounds so artificial like out of a mario game. Does it get better as the game progresses?
Here is a link for a MOD package. It contains an alternate .exe that plays MP3 rather than .MIDI as well as a new 'MUSIC' folder with MP3 music for the game. The files need to be in the right directory positions in your full game download. I would just rename the old MUSIC folder (in case you want to switch back to MIDI) before copying in the MP3 MUSIC folder. Hope that helps.
https://goo.gl/J2mLZk
Also - you can really use any MP3 you want as long as it is renamed as one of the music files in the folder and it will play in the game at the appropriate points.
https://www.dropbox.com/s/8sob1m8t4k9fdqp/Lurking_MP3_Music_GUS.zip?dl=1
My brother (who made the game with me) and I actually argued quite a bit about this. He was probably right as usual. The game has a year cycle with seasons which I wanted the player to be able to experience. This is part of the reason why the cycle is so quick. Also, there is much more 'light' than 'dark' in the day cycle so I figured players without a torch or light spell could easily 'wait it out' then. I think what I will do is see if I can build in a quick option to put some control over this for the player. Should not take long. I will let you know when it's ready.My only feedback so far would be that the day/night cycle seems very short. Combats were taking more than a day to complete. Is it supposed to be this way? Is there a way to slow it down?
One thing we did later on in dev as a compromise was just dim the lighting at night when in towns. I must have excluded the castle from that. I will check that too... and make torches last longer?Played it for a bit, a (mildly) disturbing issue for me is the tiny illumination radius around the party, makes exploring even the starting castle very inconvenient. Lighting a torch seems to improve it a bit, but they don't last too long.
My brother (who made the game with me) and I actually argued quite a bit about this. He was probably right as usual. The game has a year cycle with seasons which I wanted the player to be able to experience. This is part of the reason why the cycle is so quick. Also, there is much more 'light' than 'dark' in the day cycle so I figured players without a torch or light spell could easily 'wait it out' then. I think what I will do is see if I can build in a quick option to put some control over this for the player. Should not take long. I will let you know when it's ready.My only feedback so far would be that the day/night cycle seems very short. Combats were taking more than a day to complete. Is it supposed to be this way? Is there a way to slow it down?
+1 to longer day/night cycle and maybe an option to pass (more than spacebar) time.
One thing we did later on in dev as a compromise was just dim the lighting at night when in towns. I must have excluded the castle from that. I will check that too... and make torches last longer?Played it for a bit, a (mildly) disturbing issue for me is the tiny illumination radius around the party, makes exploring even the starting castle very inconvenient. Lighting a torch seems to improve it a bit, but they don't last too long.
The more the merrier (obviously), but it's cool even if it's used for disarming only.Burglar skill is regrettably only used to disarm traps when opening chests. With full understanding that there should have been more depth to this, I want to say that in Lurking II burglar skill does this plus spotting and disarming floor traps (not done), backstabbing in battle, hide in shadows, surprise attack leap from shadows (all currently done). Hope that gets me off the hook a bit.
Gonna try it the next time I'm playing, but AFAIR couldn't equip it.The shield is a magical shield that increases protection more than a regular shield. You don't have to 'use' it... Just equip it to get the benefit. Some items affect attributes and once equipped a small '+#' will show up on char stat screen to show adjustment to base value.
Makes me wish we lived in a world where we all were taught to code from an earlier age... like require every able-brained kid to learn to the skills well enough to create an Ultima 4-ish type game before they reach age 12(?) - I bet you could predict people's life trajectory with 85% accuracy just by checking out the CRPG world they were required to create in school. The games would be way dumber and more unplayable than U4 /Lurking, natch, but you'd learn a a hell of lot from the world building and NPCs, to be sure.
I feel you. But, I am WAY down that road. One thing I think of is that with the change in scale, the tiles become less 'representative' and more 'actual'. If I were to cut to a battle screen of some sort I am not really sure how it would differ from what you are already viewing. I guess it reminds me more of a 'retro-ized' UO (as if it is not already retro enough) or turn based Warcraft III type perspective.However I'm also still not sure about the combat taking place directly on the world map instead of on a separated screen. I know it's a way to make combat avoidable but it feels weird.
My brother read that and immediately texted me to demand that I put in such a song so I guess that is now a definite.adding some song, spell and/or consumables which reduce enemy appearing could suffice.
This too is a great idea and will definitely be added. Thanks!Maybe enemies (the enemy group, on the world map) could also (sometimes?) flee from you when you've become significantly stronger than them.
Also a great idea. L2 has packs of wargs that go right for the weakest party member. They seem like a perfect candidate for this. Thanks!I don't remember ever seen monsters that hunt better at night due to depending on hearing/smelling/heat vision instead of normal vision or players skills improved during night time, this would be a cool feature.
Yeah, I know the feeling...but...when I get that feeling, I remember that night time is kind of a pain for exactly that reason. I argued down the night cycle quite a bit from where it stood from the get go. But, it makes exploration hard, as it should. Torches and casting spells get around this, but later in the game there is the catharsis of getting a cool item that always lights the way to some degree, so you no longer have to worry about it. Hopefully that makes up for it.I have to admit, while I do like day-night cycles in theory in old crpgs, usually the cycle was so short that it always took me out of the game, sort of (don't want to mention immersion, but that's basically it) and at some point usually morphed into a mere annoyance. It also rarely added anything in terms of gameplay other than lower general visibility of the environment. I do like that in better old crpgs shops and similar stuff was closed during the night or even town gates and people went to sleep.
You know, the only other way I can think of doing this is the FF or Dragon Warrior way - with a dedicated tactical face-to-face encounter. I get the strategy behind it, but personally never loved that design. I know some prefer it, but if you are not passionate about the design it is hard to build on it creatively. Hopefully we make this approach work well.However I'm also still not sure about the combat taking place directly on the world map instead of on a separated screen. I know it's a way to make combat avoidable but it feels weird.
I meant that I preferred the approach of Lurking 1 (which uses a separated screen) to the one of Lurking 2. But I'll get used it, maybe I'll eventually like it even more.You know, the only other way I can think of doing this is the FF or Dragon Warrior way - with a dedicated tactical face-to-face encounter. I get the strategy behind it, but personally never loved that design. I know some prefer it, but if you are not passionate about the design it is hard to build on it creatively. Hopefully we make this approach work well.