OBoE Suggestion List

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AuthorTopic: OBoE Suggestion List
Apprentice
Member # 8990
Profile #25
I just noticed that the Uncurse Items spell doesn't seem to work (after 2 uses) and I doubt that I need higher INT or something...

Don't know about the Mac Version, but I experienced this on Windows...
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Shaper
Member # 73
Profile #26
I don't know if any of these have been fixed already:

On the Windows version of the scenario editor and the main program (not sure about the Mac version), the smaller Alien Beast graphic does not appear when selecting graphics, when placing the monster in a town, or when seeing the monster in the main program (haven't tested outdoors, but presumably it would be no different). Rather, it is replaced by the Mind Crystal graphic.

The Strength Potion cannot be made via alchemy.

This may be more complicated to fix, but it would be useful. When a message during dialogue is called via a node, if the player Records the message, bugs occur in the Talking Journal. Not sure about the exact nature of the bugs, but the messages don't record properly.

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Posts: 2957 | Registered: Thursday, October 4 2001 07:00
Apprentice
Member # 8990
Profile #27
About the alien beast thing, if its not clear already, there's some problem in the program itself, not with the graphics or the graphic selection in the editor, the number to find the mind crystal graphic is just set twice or something like that...

And here another thing, not a fix but useful if possible, especially for longer scenarios: Make the game save dialogs records in seperate files, so more/unlimited notes can be saved. If not possible, try to enlarge the dialog records, would be probably quite useful...

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Computers make very fast, very accurate mistakes.

TM about one of his own Scenarios: "Well... enjoy... nevermind."
Posts: 37 | Registered: Saturday, June 16 2007 07:00
The Establishment
Member # 6
Profile #28
Enlarging the size of the records is one thing that should be easier with the new file format. I do not support the use of separate files. BoE's biggest strength, in my mind, is its simplicity and keeping everything in two integrated files, a scenario file and a save file.

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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 # 8990
Profile #29
Yes, I have to agree clearly with you about it's simplicity, just thought that this would be another possibility if just enlarging won't work. Shouldn't be a problem with the file size anyway, most scenarios are < 1 MB anyway...

Good to hear that anyway...

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Computers make very fast, very accurate mistakes.

TM about one of his own Scenarios: "Well... enjoy... nevermind."
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Apprentice
Member # 9367
Profile #30
I have a number of ideas for the OBoE, both having played the Exiles, BoE and being a programmer and designer myself.
One thing I think Exile could use is less defined limits to advancement.

To this end I propose a the following limits:
- SP limit of 5 x Int - this would allow races with bonuses to intelegance a bonus to spell points as well
- Max HP limit of 300, with slowed advancement each level and no buyable(with Skill points) HP allowed after 240 depending on STR - STR 1-3 -> 0HP, STR 4-9 -> 1HP, STR 10-17 -> 2HP, STR 18-20 -> 3HP, STR >20 -> 4HP (The last is only possible with a race with str bonus, and really good str stat)
- Instead of having a maximum level of 50, have a maximum XP of 5500 (this should be level 50 for a PC with a 10% bonus) - could raise this max to 1100 for a 1 PC party, since more boneses are taken, and for the lack of the support of other PCs.

I also have a few ideas to increase the possibilities in the race/traits window.
- Return the disadvantage Passafist, a disadvantage from Exile II that I liked, but was removed from its sequals.
- How about an advantage speedy - like sluggish, but the opposite, the PC gains 1 action point! This is powerful, so how about + 20 - 25% XP per level
- More races, I agree with Vogel, alowing scenario designers to create new races would be next to impossible, but the three races presented allow few options (3), thus I propose this be raised to 6 for more options.
Some races I'd suggest -
Goblin - -1 Dex, -1 Int, -15 % XP per level
Vahnatai - +1 Dex, +2 Int, +1 Mage Lore + 25% Xp per level
Orc - +2 Str, -1 Int, Hit bonus with close combat weapons(all three, look at the code for Sliths and pole weapons), damage bonus with close combat weapons (by about 4) + 25% XP per level
Ogre - +3 Str, -1 dex, -1 Int, Damage bonus with close combat weapons (by about 4) + 20% XP per level

It would be nice if I had an orc PC, that called itself an orc, not a Slith. For the races, you could let players supply their own graphics for the race they like.

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I came, I saw, I conquered
Posts: 31 | Registered: Tuesday, July 17 2007 07:00
Apprentice
Member # 8990
Profile #31
Erm, Orcs?
The Exile Universe is made to be different from others, or did you often see Nephs or Sliths in other games/books?

There are enough other games with orcs, and few scenarios with orcs... (< 5 if any at all)
Ogres are brute and dumb enough...

The rest doesn't sound too bad...

[ Wednesday, July 18, 2007 05:48: Message edited by: Crynsos ]

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Computers make very fast, very accurate mistakes.

TM about one of his own Scenarios: "Well... enjoy... nevermind."
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Apprentice
Member # 9367
Profile #32
Yeah, orcs, I'm much too obsessed with them. In the scenario I'm designing (The Quest of the Missing Quill), I have a lengthy explanation on how orcs figure into the Exile world. I can just hope Vogel is fine with it.

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I came, I saw, I conquered
Posts: 31 | Registered: Tuesday, July 17 2007 07:00
...b10010b...
Member # 869
Profile Homepage #33
Well, the first rule Jeff set for himself when making fantasy RPGs was "no elves", and orcs are basically evil mutant elves, so Jeff isn't ever likely to include orcs in his own games. But there are plenty of other scenarios that conflict with Exile canon, so it's not as if Jeff is going to violently object to you doing what you like with your own scenarios.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Establishment
Member # 6
Profile #34
quote:
Originally written by Robsta:

I have a number of ideas for the OBoE, both having played the Exiles, BoE and being a programmer and designer myself.
One thing I think Exile could use is less defined limits to advancement.

While tempting now we have the source, I'm leary of changing the limits of PC advancement. One of the major tentents of this project is to ensure backward compatability in both functionality and balance. The problem is large scenarios that assume a level 50 party throughout might become too easy near the end.

Adding new traits, while possible, again starts to affect game balance. This one is far less "offensive" than the others because it could be possible theoretically to enforce a ban on the new skills.

As for more races, that can be a bit more difficult than you think and has the same reason as above. Orcs, definitely not. Only races that are part of traditional Exile canon should be allowed. While I could see the option of defining custom races for premade partys in specific scenarios, trying to coordinate all of the different races between them would be too difficult.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Shock Trooper
Member # 7662
Profile #35
The PC Character Editor only uses the default list of items, bad news if the scenario has a lot of custom items. By contrast, in Blades of Avernum the Character Editor reflects the list of items actually used by the scenario concerned.

Another improvement would be to enable customization of the shortcut buttons used by the editing buttons in the Scenario Editor.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Apprentice
Member # 9297
Profile Homepage #36
The ability to target spells using letter designators (like Avernum) would be really nice. Right now I have to switch to the mouse when targeting npcs. I had forgotten how much of a pain that is. Not a simple change I know...
Posts: 7 | Registered: Wednesday, July 11 2007 07:00
Apprentice
Member # 9367
Profile #37
quote:
Originally written by *i:

While tempting now we have the source, I'm leary of changing the limits of PC advancement. One of the major tentents of this project is to ensure backward compatability in both functionality and balance. The problem is large scenarios that assume a level 50 party throughout might become too easy near the end.

While most of my suggestions of limits pushed the limits a bit.
quote:
Origionally written by Robsta:
To this end I propose a the following limits:
- SP limit of 5 x Int - this would allow races with bonuses to intelegance a bonus to spell points as well
- Max HP limit of 300, with slowed advancement each level and no buyable(with Skill points) HP allowed after 240 depending on STR - STR 1-3 -> 0HP, STR 4-9 -> 1HP, STR 10-17 -> 2HP, STR 18-20 -> 3HP, STR >20 -> 4HP (The last is only possible with a race with str bonus, and really good str stat)
- Instead of having a maximum level of 50, have a maximum XP of 5500 (this should be level 50 for a PC with a 10% bonus) - could raise this max to 1100 for a 1 PC party, since more boneses are taken, and for the lack of the support of other PCs.

My idea of changing the level limit to an XP limit was not one that should make parties stronger than expected, at any point in a scenario. The main reason for this suggestion was actually the opposite - so that parties will be at the same level of ability in higher level scenarios. Currently a party with every Pc either Neph or Slith and with all the good traits and none of the bad traits will have an easy time at a long 50th level scenario while a party of all humans, none of the good traits and all the bad traits, would have a nearly impossible time of beating.
Thus this suggestion is not so a high level party can slowly become too powerful for such scenarios, but to turn good/bad traits from a decider of how powerful a party is when their levels are maxed out, into what they were meant to be (I hope), distinctive traits to make each character unique, without changing their power too much.
If you feel the extra levels will unbalance the abilities of the traits, it’s easy to fix, combine the max of levels and XP.
e.g. (in pseudo code) if(Character.XP + 5*Character.Level > 6000) {GiveNoXP = true;}

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I came, I saw, I conquered
Posts: 31 | Registered: Tuesday, July 17 2007 07:00
Warrior
Member # 6096
Profile Homepage #38
(If this wasn't known already...)

quote:

The Strength Potion cannot be made via alchemy.

This seems to depend on version. I just made a strong strength potion. (Using the original Mac version 1.0.2 of the game.)
Posts: 77 | Registered: Sunday, July 10 2005 07:00
...b10010b...
Member # 869
Profile Homepage #39
It works fine for me too; I think it's a Windows-only bug. Still, as long as the bug exists for anyone, scenario designers have to design around it.

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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 #40
Another minor improvemet: Make it possible to use custom scenario icons. Currently you can only use the pre-made ones (and a few buggy item ones, see Echoes: Black Horse), and this is probably the only graphic, which can't be changed through a custom graphics file...

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Computers make very fast, very accurate mistakes.

TM about one of his own Scenarios: "Well... enjoy... nevermind."
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Apprentice
Member # 9367
Profile #41
Here's another suggestion, this time about modifying the stairway node - make it that if extra 1a and 1b are set to -1, than place the party in the new town with the same x and y coordinates(it currently puts them at (-1,-1)). This could be useful in 2 cases I can think of; if there are 2(or more) levels in a town/dungeon one on top of the other with staircases connecting them, or if a scenario has day/night versions of towns, it can switch between them when the party is in town.

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I came, I saw, I conquered
Posts: 31 | Registered: Tuesday, July 17 2007 07:00
Off With Their Heads
Member # 4045
Profile Homepage #42
I've made this suggestion elsewhere to no response, as far as I can tell, so here it is again: make the Windows and Mac dialogue font size the same, so that scenarios that were made on Windows with two full text boxes of dialogue in a node will display correctly on Macs, too. (See The Election for an example.)

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The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Apprentice
Member # 8990
Profile #43
Good idea, which lets another ID pop up in my mind. As far as I've seen (and can remember from the Mac version, the BoE font "MaidenWork" isn't used anywhere in BoE itself. (At least I didn't see it, maybe something is wrong?)

If it's really nowhere yet, use it in all/most texts, would probably look great...

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Computers make very fast, very accurate mistakes.

TM about one of his own Scenarios: "Well... enjoy... nevermind."
Posts: 37 | Registered: Saturday, June 16 2007 07:00
Shaper
Member # 32
Profile #44
This is probably extremely wishful thinking, but a port to DS via 'homebrew' would be nice...

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Lt. Sullust
Cogito Ergo Sum
Polaris
Posts: 2462 | Registered: Wednesday, October 3 2001 07:00
Apprentice
Member # 7296
Profile #45
I have what could be a very big or very small request.

An extended graphics mode.

Sush sush, nothing huge per say, just, the ability to make the view area actually take up say, a XGA screen? in format. Perhaps configurable as an option?

I could actually see this not being game breaking, or even significantly altering, to at least... most current scenarios. But at the same time for those of us who... would like to.

Knowing the little I do... This could be as simple as setting an X/Y value as configurable. Or horribly terrifyingly complex...

Anyway, thats my suggestion... *vanishes again*
Posts: 2 | Registered: Tuesday, July 11 2006 07:00
Apprentice
Member # 9367
Profile #46
Another bug I found. In the original BoE, custom item graphics have transparent backgrounds when on the ground and in the get items screen, but not when it is in your inventory. It should be transparent all the time.

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I came, I saw, I conquered
Posts: 31 | Registered: Tuesday, July 17 2007 07:00
Shock Trooper
Member # 7662
Profile #47
In the Scenario Editor the "zoom - out" part of Change View uses icons from Mixed.bmp. Thus there is no provision for terrain with custom graphics to have icons when the view is zoomed out. So custom graphics are then replaced by black squares.

Ditto when you look at an Edit Terrain Type screen the custom graphics are replaced by black squares once again.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Apprentice
Member # 9013
Profile #48
If it hasn't been implemented already, and isn't too nasty... Checks for RoS casting on a space should be made into a check for a spell cast on a space, defaulting to RoS. There are ways around the lack of a spell-on-space check but they're kind of ugly, and don't really allow for requiring specific spells.

(Spell-effect-on-space would be even better, but I think it could be extremely nasty to implement.)
Posts: 43 | Registered: Tuesday, June 19 2007 07:00
Apprentice
Member # 9013
Profile #49
Another suggestion, which may be difficult to implement but could make a lot of scenarios (e.g. At the Gallows) work better - time passage could do with some fixing. It's been known for a while that a "day" spent in the overland map (or in bed at an inn) is not counted as a day, or at least not as a full day, for all purposes. Making time spent in bed or outdoors count properly would make certain scenarios less annoying to players.

(It might also make some scenarios a bit more difficult, but I highly doubt it would do so to the point of making them unplayable.)
Posts: 43 | Registered: Tuesday, June 19 2007 07:00

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