OBoE Suggestion List

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AuthorTopic: OBoE Suggestion List
Apprentice
Member # 8990
Profile #0
Is there actually something like a list of Suggestions/Error Corrections/Plans by the Coders which should be added/changed in OBoE? If not, it would be nice if something like this could be compiled and shown publically...

Here would be a nice idea:
If possible, raise the maximum HP/MP and the HP gain rate per Level. (If raised too much, Spell costs should be raised a bit as well) This would make make the game maybe a bit more interesting, and we wouldn't get nearly nothing for each level and the many XP Points we need...

Raising the maximums for Character/Monster Stat Points could be also raised, especially if the above will be done, so the balance of damage/HP is a bit better...

[ Saturday, June 16, 2007 10:58: Message edited by: Crynsos ]
Posts: 37 | Registered: Saturday, June 16 2007 07:00
The Establishment
Member # 6
Profile #1
Suggestions are more than welcome, of course. To be implementable in OBoE, things must not break BoE scenarios in the way of actual errors or game balance. In other words, a scenario should created in BoE (theoretically) behave exactly the same when loaded in OBoE.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Shaper
Member # 73
Profile #2
What about items that give or remove Sanctuary? Many scenarios include the Dust of Hiding like it's a good thing, even though it doesn't work. No matter whether you set it to be helpful or harmful, it takes away Sanctuary status. Fixing this would change the way scenarios behave, but I can't imagine that any designer intended their scenarios to behave the way they do with regards to this item ability anyway.

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My Myspace, with some of my audial and visual art
The Lyceum - The Headquarters of the Blades designing community
The Louvre - The Blades of Avernum graphics database
Alexandria - The Blades of Exile Scenario database
BoE Webring - Self explanatory
Polaris - Free porn here
Odd Todd - Fun for the unemployed (and everyone else too)
They Might Be Giants - Four websites for one of the greatest bands in existance
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Posts: 2957 | Registered: Thursday, October 4 2001 07:00
The Establishment
Member # 6
Profile #3
That could probably be easily fixed.

[ Saturday, June 16, 2007 13:24: Message edited by: *i ]

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Infiltrator
Member # 65
Profile Homepage #4
Fix the acid weaspon doubles as living saving charm deal.

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Milla-Displacer Beastie

This is also a good site
Posts: 650 | Registered: Thursday, October 4 2001 07:00
Apprentice
Member # 8990
Profile #5
Another minor "bug", which is actually more an optical correction:
Create an option in the item editing menu (Scenario Editor) to choose from shooting animations for throwing/shooting weapons.
Currently a few pre-set items have a fixed animation, but once you change anything about these items, a standard animation appears when using the item. (Can't remember which though)

It would be interesting to be able to change these animations or maybe even make custom ones! (Bullet/Lasers etc., which could enhance some existing scenarios as well)
Posts: 37 | Registered: Saturday, June 16 2007 07:00
The Establishment
Member # 6
Profile #6
It would be nice. Right now the one thing stopping me from doing the whole missile animation field is the fact that there is no space for it. Editing the resource file is difficult with the tools available in OS X, in other words I don't know how yet. If someone could figure this out, it would be great.

Custom ones will be more difficult. However, again, we need the first before we can do this.

[ Monday, June 18, 2007 20:25: Message edited by: *i ]

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Warrior
Member # 7633
Profile #7
I've got a Python script that'll "explode" a resource file into a directory full of data files. I don't have one that'll do the reverse yet, but I could probably make it if it'd be sufficiently useful. Interested?
Posts: 66 | Registered: Saturday, November 4 2006 08:00
The Establishment
Member # 6
Profile #8
Possibly. I've been playing around with ResFool a bit and I've been making a little bit of progress on this front. Whether I can do this and preserve reverse compatability remains to be seen.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Apprentice
Member # 9013
Profile #9
The mindduel code appears to check for items that grant magic resistance (ability 75) instead of will (ability 53). If I'm reading this right it should be easy to fix.
Posts: 43 | Registered: Tuesday, June 19 2007 07:00
Apprentice
Member # 8990
Profile #10
Here are a few more suggestions to make OBoE better:
(If it's possible to add these features)

Add a possibility to create "Friendly" Wandering Monsters, like the Soldier Patrols in E1/2/3 but make it also possible to attack the wandering monsters. (And they should be maybe able to attack normally with a short dialog window as well, if not possible already, can't remember if possible yet)

Some people may like to use Skribbane Herb or similar drugs, but then a new item ability would be needed of course. (Possibly with an option in the Character Editor to counteract or let the time heal the effect)

Make it possible to hide any item ability with the ??? sign, like it was possible in the older Exile games, could make certain items more interesting.

Make it possible to make an item call a scenario special when used. (The item should be removed once the scenario is left of course)

Sounds good or not? At least I think these (Except the last one) additions would bring back some interesting parts of the original Exile Trilogy, which were sadly not carried over to BoE...
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Shaper
Member # 73
Profile #11
You can already make friendly wandering monsters with dialogs and optional attacking and whatnot.

Skribbane could probably be done well enough with the items-calling-specials suggestion, if that gets implemented. At any rate, there's always Soporific Herbs if that doesn't happen and you really want canonical drugs.

Hidden abilities are supposed to be possible, but it's broken and doesn't work, so maybe it could be fixed.

--------------------
My Myspace, with some of my audial and visual art
The Lyceum - The Headquarters of the Blades designing community
The Louvre - The Blades of Avernum graphics database
Alexandria - The Blades of Exile Scenario database
BoE Webring - Self explanatory
Polaris - Free porn here
Odd Todd - Fun for the unemployed (and everyone else too)
They Might Be Giants - Four websites for one of the greatest bands in existance
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Posts: 2957 | Registered: Thursday, October 4 2001 07:00
...b10010b...
Member # 869
Profile Homepage #12
quote:
Add a possibility to create "Friendly" Wandering Monsters, like the Soldier Patrols in E1/2/3 but make it also possible to attack the wandering monsters. (And they should be maybe able to attack normally with a short dialog window as well, if not possible already, can't remember if possible yet)
This can already be done in regular BoE. Check out the Wandering Will Fight node.

quote:
Some people may like to use Skribbane Herb or similar drugs, but then a new item ability would be needed of course. (Possibly with an option in the Character Editor to counteract or let the time heal the effect)
This can be done already with special items, but I think that having regular items which could be used to call special nodes is a good idea if it can be implemented.

EDIT: Well, fine, ADoS. Go ahead and get in while I'm writing my post. :(

[ Thursday, June 21, 2007 06:09: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Apprentice
Member # 8990
Profile #13
quote:
This can already be done in regular BoE. Check out the Wandering Will Fight node.
Sorry, but haven't used it often, so I wasn't sure if it's possible yet...

quote:
This can be done already with special items, but I think that having regular items which could be used to call special nodes is a good idea if it can be implemented.
Yes, because normal items can be used quite a bit easier in battle and can help quite well... if you ever used Skribbane in battle, you know that for sure...
Posts: 37 | Registered: Saturday, June 16 2007 07:00
The Establishment
Member # 6
Profile #14
quote:
Add a possibility to create "Friendly" Wandering Monsters, like the Soldier Patrols in E1/2/3 but make it also possible to attack the wandering monsters. (And they should be maybe able to attack normally with a short dialog window as well, if not possible already, can't remember if possible yet)
This is already possible and not too difficult to do.

quote:
Some people may like to use Skribbane Herb or similar drugs, but then a new item ability would be needed of course. (Possibly with an option in the Character Editor to counteract or let the time heal the effect)
I don't think implementing Skribbane as a default item ability would be desirable. See my comment below on calling specials.

quote:
Make it possible to hide any item ability with the ??? sign, like it was possible in the older Exile games, could make certain items more interesting.
It should theoretically be possible to hide an ability. Unfortunately, this is broken. I'll look into it.

quote:
Make it possible to make an item call a scenario special when used. (The item should be removed once the scenario is left of course)
This should be possible. I'll try and implement it.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
The Establishment
Member # 6
Profile #15
quote:
Originally written by Miramor:

The mindduel code appears to check for items that grant magic resistance (ability 75) instead of will (ability 53). If I'm reading this right it should be easy to fix.
Hmmm...I'm looking at the OS X code and see ability 53 here. Are you looking at the Windows source? If so, could someone verify?

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Agent
Member # 5814
Profile #16
There was a thread in the Lyceum about it. I think the poster was on Windows. And the final conclusion was
quote:
Items that activate for magic resistance appear to tilt mindduels strongly in the player's favor.


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It's only an eye, my lord.
Posts: 1115 | Registered: Sunday, May 15 2005 07:00
The Establishment
Member # 6
Profile #17
I know this already, but I need to verify if this is a Windows only problem or something deeper.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Warrior
Member # 5302
Profile #18
Suggestion/Requests:
- A special node to check the level in a certain skill. I know theres a way of checking for Mage Lore… shouldn't be too hard to change this special to check other skills. It would also be nice if you could check either one PC or the entire party.

- The Edit Statistics node lets you edit any stat except HP or SP. You should be allowed to edit both.
Posts: 70 | Registered: Sunday, December 19 2004 08:00
The Establishment
Member # 6
Profile #19
I have plans for the checking of stats, it's on my list of things to do. My plan is as follows: edit the "Has Enough Mage Lore?" node to be "Has Enough of Statistic?". The fields will be as follows:

ex1a: how much of skill
ex2a: special to call if enough
ex1b: skill index (-1 defaults to mage lore to preserve compatability)
ex2b: 0, -1 - cumulative, 1 - highest, 2 - average, 3 - lowest, 10 + x - that PC.

Comments on this? I may just code this up right now.

We have an affect statistics, but not set them directly. I think this node and the one above used in conjunction can mimic a Set Statistic node.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Apprentice
Member # 9013
Profile #20
Here's a small nuisance I almost forgot about... Kill Party/Stone Party nodes kill PCs that don't exist, turning them into corpses that do. Subsequent Resurrect Party nodes will then inflate the party to the full 6 PCs. To avoid inconveniencing people using smaller parties, the game should probably check to make sure that a character exists before killing it.
Posts: 43 | Registered: Tuesday, June 19 2007 07:00
...b10010b...
Member # 869
Profile Homepage #21
quote:
Originally written by Miramor:

Here's a small nuisance I almost forgot about... Kill Party/Stone Party nodes kill PCs that don't exist, turning them into corpses that do. Subsequent Resurrect Party nodes will then inflate the party to the full 6 PCs. To avoid inconveniencing people using smaller parties, the game should probably check to make sure that a character exists before killing it.
Some scenarios with premade parties actually use this functionality to give the player little bonus messages in the names of the nonexistent characters when the party is killed. Changing the Kill Party node to work more "correctly" does seem worthwhile, but I'd recommend retaining the old functionality by default for the sake of backwards compatibility.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Apprentice
Member # 8990
Profile #22
quote:
Originally written by *i:

quote:
Originally written by Miramor:

The mindduel code appears to check for items that grant magic resistance (ability 75) instead of will (ability 53). If I'm reading this right it should be easy to fix.
Hmmm...I'm looking at the OS X code and see ability 53 here. Are you looking at the Windows source? If so, could someone verify?

Well I looked a bit at the windows source and checked the item abilities as well. Ability 53 is
still Mind Resistance here as well, but oddly 73 seems to be a Temporary Speed Boost. (Found at speed potions etc., if of any relevance)

Maybe this code (Mindduel's Spell Code for Windows) helps...

case 52: // Mindduel!

store_m_type = -1;
if ((cur_monst->m_d.mu == 0) && (cur_monst->m_d.cl == 0))
add_string_to_buf(" Can't duel: no magic.");
else {
item = pc_has_abil(current_pc,159);
if (item >= 24)
add_string_to_buf(" You need a smoky crystal. ");
else {
remove_charge(current_pc,item);
do_mindduel(current_pc,cur_monst);
}
}
break;
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Apprentice
Member # 9013
Profile #23
Hmm, I was looking in a different file I think (and it was in the Windows source). Just a second...

Here, it was in party.cpp:

void do_mindduel(short pc_num,creature_data_type *monst)
{
short i = 0,adjust,r1,r2,balance = 0;

adjust = (adven[pc_num].level + adven[pc_num].skills[2]) / 2 - monst->m_d.level * 2;
if (pc_has_abil_equip(pc_num,75) < 16)
adjust += 20;
if (monst->attitude % 2 != 1)
make_town_hostile();
monst->attitude = 1;

Posts: 43 | Registered: Tuesday, June 19 2007 07:00
The Establishment
Member # 6
Profile #24
I decided to fix the problem of killing things that are either non-existant or already dead. I decided that preserving backward compatability, in this case, really doesn't affect the overall functionality of the scenarios.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00

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