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Note of the outskirts - blobber by Cryptrat

Fowyr

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This fucking room drives me mad. I finally almost understood how it works, turning its openings counter-clockwise. Great work.
VvFbsRjK_o.png
 

Fowyr

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I wanted several times to go up or down without making a step to and fro staircase. When you are declining to ascend, for example, to check for hidden doors. I remember that in some game, probably M&M, early Wizardries or Wasteland, you just pressed "look" to use stairs without moving. It were just an empty musings, until I found that thingy.
8VxxjpBn_o.png

I'm surrounded by a pitfalls there. I could use a rope to descend, of course, but I wonder if it was intended that I can't go back?
 

CryptRat

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Messages
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No, it's not really intended.

It's possibly it's the only place in the game where it's critical, and there was even an hidden door there for a long time (I checked if it was there or not before answering) partially because of that.

However I never thought that I could use the Look command, thanks, I'll do that and release a version later today, in case you don't have a save just before that and want to get back.
 

Fowyr

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No, it's not really intended.
It's possibly it's the only place in the game where it's critical, and there was even an hidden door there for a long time (I checked if it was there or not before answering) partially because of that.
However I never thought that I could use the Look command, thanks,
You are welcome. Just don't forget to make it check surroundings first, I've found two of three pitfalls there by LOOKing.
I'll do that and release a version later today, in case you don't have a save just before that and want to get back.
I can descend and brave the waters, all is fine.
 

CryptRat

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Sep 10, 2014
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Just don't forget to make it check surroundings first, I've found two of three pitfalls there by LOOKing.
Good point, in fact what I really must do instead is see why (actually I kind of know why but it must change) stairs don't work like other events which are opened again when you visit your inventory or reload a save on the tile etcera (even if you left those).
 

Fowyr

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...and I returned from level 0's perilous lake. Ethereal beasts are, hm, beasts. That was a very fun journey. I died probably fifty times.
So, I killed a bunch of thorn beasts and lo and behold, got a nice message about how much XP and credits I earned. It was because thorn beasts didn't have loot. Pretty please, give such message to all other encounters too. As I see, you are probably doing ClearScreen that deletes message log after/before the loot screen. Maybe add again that message after the loot screen...
Hm, BTW, when you are pressing Esc several times (going to party screen), messages scroll up. Look into it, maybe there is something similar here.
 
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CryptRat

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Yes, exactly like the stairs part above (that I have not dared touching yet :)) you're clearly pointing out very messy parts of the code which are infinitely harder to modify than they should because they deserve a total rework. :negative:
 

Fowyr

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I found the Great Corridor of first level. It's marvelous, it's really marvelous. It's authentic M&M (and indeed Dragon Wars) vibe, when you could find anything just by carefully examining your starting surroundings. Just like that secret door in M&M2's inn or secret wall in To the Hell with Guns' shop.
 

Fowyr

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Rations and some other items don't stack properly.
I bought 5 rations as stack and tried to move them to and fro. Sometimes they splitted, sometimes not. That's all my rations on one character. As you see, these items are identical.
Code:
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="5"/>
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="1"/>
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="1"/>
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="1"/>
<items xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:type="otherInventoryItemImplementation" currentAmmo="0" patternKey="RATIONS" state="INTACT" stock="1"/>

EDIT: And now they stack! FFS! Will test more.
EDIT2: And now they are not! :x
EDIT3: Ho-ho!
I want to split it, split it!
V9KhpRqt_t.png

So, to make items unstackable, you just need to move them one by one. For example, let's take character 1, he has the ration and another ration in his inventory. If we move to him just one ration, he will have RATIONS/RATIONS/RATIONS. If we would moved two rations instead, his inventory would be RATIONS (3)/RATION
 
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CryptRat

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Thanks, got it, when the character has exactly one piece of stackable and trade it to another characater then it does indeed not stack. It will work in next version.
 

CryptRat

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I've switched damage of EMP grenades from 2D20 (and of pulse cannons from ~2D10 depending on the attack) to 1D50. The variance suffers a bit (the robots with their resistance to pulses of 0 have about half a chance to take one more dice of damage in which case the risk to make very low damage is highly lowered) but it makes the Technophobe feat more relevant.

Talking about the Technophobe feat, I think I'll increase just a bit the power of some feats (not the other way around, don't worry). Technophobe may as well always add one damage dice, what I didn't take into account when balancing is how you don't care that much about defeating roamming robots compared to roamming humans. Confusion can probably be added to the sleep status change of Hunter (confusion because it's a mental status change, which animals are weak against).

Unstoppable is probably too weak, and if the damage reduction of Survivalist and Resistant can't be reduced because it would be worse to take a normal hit than a critical hit these feats can probably reduce the risk to get a status change in that case.

Coward is probably not really adapted to the enemies you face in the game, I think I can safely reduce the distance by one distance unit.

Finally Single-handed is a bit weak, I guess, but I'm not certain of what to do, rerolling 1,2,3 or such is not as elegant as rerolling critical failures (1).

I think I'm going to release this and some bug fixes before Saturday (yes, that means tomorrow).
 

CryptRat

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Also, I forgot, you can jump over frail walls, which you should not, it won't be possible anymore.
 

Fowyr

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I got a 9mm[0] item several times. You check and correctly remove empty ammo item after manual reloading, but forgot to make similar check after end of combat's auto-reloading.
 

CryptRat

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Sep 10, 2014
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Let's go with that for now but I'll try to fix the stairs thing for the next version because it can indeed be annoying.
V1.0.13 released

Fixes :
- The sword attack of the Pistolsword used ammunition while its pistol attack did not, instead of the opposite way. This was fixed.
- Trying to delete the last entry of the log used to delete the previous one instead. This was fixed.
- When a character owned a single stackable item and traded it to another character it did not stack inside the target's inventory. This was fixed.
- Trading items between characters directly in a shop could lead to an item having no price. This was fixed.
- The text of the Unstoppable feat said that damage lower or equal to 2 is cancelled while damage lower or equal to 3 is cancelled.
- A (x0) quantity of ammunition could stay in the inventory after reloading at the end of a fight. This was fixed.
- The Empty all weapons command had to be pressed twice. This was fixed.
- It was possible to jump over a frail wall, which was unintended and was fixed.
- Various text fixes.

Changes :
- The damage of EMP grenades was changed to 1D50 so that critical hits and the technophobe feat are more relevant.
- The damage of pulse cannons was increased.
- The stat previously called MAX RANGE, which is based on the character's perception and is the distance up to which targetting an enemy won't give a malus to chances to hit, can now be identified by (UP TO xxM) after the chances to hit.
Some feat were made more powerful :
- The technophobe feat now always gives one more damage dice against robots.
- The hunter feat can now also confuse the animals.
- The Survivalist, Resistant and Covered feat now increase resistance to afflictions.
- The Coward feats now gives a bonus against enemies from 50m instead of 60m.
 

CryptRat

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Sep 10, 2014
Messages
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The single rations your characters have in their inventory should stack when you give them to another character.
 

Watser

Arcane
Joined
May 8, 2014
Messages
1,865,075
Divinity: Original Sin 2 A Beautifully Desolate Campaign
Mapping out the maze that is the constant up and down of floor 3+2: Navigating the icy grounds, force arrows en masse throwing you off, usage of speed boots/gravity boots to circumvent pits and traps, treasures and secrets galore, realizing you can melt the ice with the laser rifle.

UNSCALABLE INCLINE
incline.png
incline.png
incline.png
 

Fowyr

Arcane
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Joined
Mar 29, 2009
Messages
7,671
Mapping out the maze that is the constant up and down of floor 3+2: Navigating the icy grounds, force arrows en masse throwing you off, usage of speed boots/gravity boots to circumvent pits and traps, treasures and secrets galore, realizing you can melt the ice with the laser rifle.

UNSCALABLE INCLINE
Maps are really brilliant. I especially like that due to ice and pits, in some parts you effectively have two separate mazes in one place.
BTW, that Blue Pass drives me mad. I'm sure that it's on first level, but I was in almost every cell of it. Probably missed it, I just found two EMP grenades in the E letter where I traveled many times.
 
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Fowyr

Arcane
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Mar 29, 2009
Messages
7,671
You can't extinguish a last fire square if you are standing right on it. The game checks one square forward, but don't checks if it placed diagonally or under the party.
That's important in one corner of lava lake due to transporter squares.
 

CryptRat

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Developer
Joined
Sep 10, 2014
Messages
3,567
Yes, thanks, I fixed some instances for the very last version but, although' I've no idea how, I missed as many other instances.
 

Fowyr

Arcane
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Mar 29, 2009
Messages
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1x1 squares maze on the last floor. 50,40,0. Does teleport in this square should work only if you are facing north?
I can travel west to east, but face north (and press Esc) or come from the south and poof!
EDIT: Well, looks like it is! Damn, that's clever, especially with a treasure trove of 15 heavy bombs below.
 

Strange Fellow

Peculiar
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Jun 21, 2018
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Steve gets a Kidney but I don't even get a tag.
1x1 squares maze on the last floor. 50,40,0. Does teleport in this square should work only if you are facing north?
I can travel west to east, but face north (and press Esc) or come from the south and poof!
Ah yes, this stuff. I still haven't figured out what the hell is up with that. It's screwed up my mapping big time, since I had assumed that facing didn't matter.
 

Fowyr

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I still haven't figured out what the hell is up with that.
It teleports you below (like a pit), but only if you are facing north. There is a small room below that can be bashed open as well with a very strong character. So, that's again _two_ ways of reaching treasure.
 

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