Missing Elements
Moderators: Questman, Mod Squad
Missing Elements
patch 6.0.0.10 will add rerolling, and some other smaller systems.
anything you think needs to be looked into please post it now, i will be working on the new server tonight which will host the new ArcticZone Online Entertainment, and this will also hold a live beta of Tele-Arena and the test server will be placed on port 50 telnet only.
anything you think needs to be looked into please post it now, i will be working on the new server tonight which will host the new ArcticZone Online Entertainment, and this will also hold a live beta of Tele-Arena and the test server will be placed on port 50 telnet only.
Re: Missing Elements
Only bugs/issues i see currently that haven't been mentioned before are as follows:
Heartstones
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Heartstones
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- Had 22 experience and the heartstone dropped my exp down to 0 instead of taking a %
Could not use heartstone while resting from combat
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- Was able to buy a frosthorn even though i am unable to use it as a druid.
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- Total Carried Weight reduces when a weapon is equipped
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- Monsters do not naturaully heal
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- Posts: 94
- Joined: Sat Dec 01, 2007 12:38 pm
- Location: Kapolei, Hawaii
Having the same issue, however initially i was given the option to resurrect or start a new char and resurrected. I checked it again to make sure that starting a new char under the same name after suiciding was functional too and it was, but I just suicided a few minutes ago and now I'm not given the option to resurrect and I go straight to the new char splashes and it wont accept my username.Junior1544 wrote:I'm still not able to use the name of a char that I used befor, even if the char is dead.
Re: Missing Elements
could equipped weapon weight less than the previous one?battleweb wrote:Only bugs/issues i see currently that haven't been mentioned before are as follows:
Heartstones
========Items
- Had 22 experience and the heartstone dropped my exp down to 0 instead of taking a %
Could not use heartstone while resting from combat
====Inventory
- Was able to buy a frosthorn even though i am unable to use it as a druid.
======Monsters
- Total Carried Weight reduces when a weapon is equipped
======
- Monsters do not naturaully heal
unable to use heartstone while resting was intentional, i dont want them to be used to escape being killed.
the frosthorn is a setting in the database, not the code.
nothing naturally heals/regens
heartstone bug ill check on.
Re: Missing Elements
Not sure what you mean by "could equipped weapon weight less than the previous one?" - I only had one weapon at the time and after buying it then equipping it, it made my encumbrance less than what it was when it wasnt equipped...traditional TA does not do that.dspain wrote:
could equipped weapon weight less than the previous one?
unable to use heartstone while resting was intentional, i dont want them to be used to escape being killed.
the frosthorn is a setting in the database, not the code.
nothing naturally heals/regens
heartstone bug ill check on.
"unable to use heartstone while resting was intentional, i dont want them to be used to escape being killed." - Traditionally, heartstones were not just used to teleport - they were used as a means to escape when things got rough (thus the exp penalty) - could you at least make an editable option for sysops that would like to enable the ability to use heartstones while resting. Speaking of teleporting, one feature that was pretty popular in highly editted TA's was a spell to teleport, that's a feature request I'd like to see available in the Spell editor.
Re: Missing Elements
traditional Ta was exactly like that, if you equipped a weapon that weighed less than the default one encumbrance would go down, equip one that weighed more it would go up.battleweb wrote:Not sure what you mean by "could equipped weapon weight less than the previous one?" - I only had one weapon at the time and after buying it then equipping it, it made my encumbrance less than what it was when it wasnt equipped...traditional TA does not do that.dspain wrote:
could equipped weapon weight less than the previous one?
unable to use heartstone while resting was intentional, i dont want them to be used to escape being killed.
the frosthorn is a setting in the database, not the code.
nothing naturally heals/regens
heartstone bug ill check on.
"unable to use heartstone while resting was intentional, i dont want them to be used to escape being killed." - Traditionally, heartstones were not just used to teleport - they were used as a means to escape when things got rough (thus the exp penalty) - could you at least make an editable option for sysops that would like to enable the ability to use heartstones while resting.
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actually the exp loss was only 1% and it was original added to the game so when you needed to level up you didnt have to trek back, especially in an area like caverns or swelts where you had to go back through the labby which could be locked if noone had gone through for the day yet.
if you had ever logged on TSG ands read their forums you would have seen nothing but hatemail to the devs cause there needed to be some form af locks on that item, Ta began to lose popularity not b/c it couldnt keep up with majormud but because it was so predictable.
engage flame giant, kill flame giant
engage flame giantess, flamed for 390, use heartstone
only lost 1% exp which you would make back in 1 round against another one.
i want people to think an encounter through not just engage b/c they know they get a free escape.
Speaking of teleporting, one feature that was pretty popular in highly editted TA's was a spell to teleport, that's a feature request I'd like to see available in the Spell editor.
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i actually was the first edited TA to create this concept, and in this new version i have made it available in skills for the:
Acolyte - can recall to a bound temple
Druid - can recall to any bound non town room
Necrolyte - can recall to any bound magic shop
Sorcerors - can recall to any bound magic shop
Sorcerors also have a level 10 skill called Bind which they can bind to any non town room, they also have a level 10 skill called port where they can teleport to that bound room.
At level 1 of the first promotion they gain a skill called Gate which allwos them to teleport their group to the bound location.
to set your recall point you type 'bind' in the room you wish to bind to.
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traditional Ta was exactly like that, if you equipped a weapon that weighed less than the default one encumbrance would go down, equip one that weighed more it would go up.
I tested this in 5.6 be4 posting earlier...equipping a weapon or unequiping does not change the player's encumbrance value in that version. I figured that it might have been a bug or oversight in this latest version with how a player's encumbrance is decreased when equiping an item.
Regarding heartstones...there is hate mail / comments on just about every aspect of every game out there, I've played since the 2400 baud modem days and haven't heard a complaint about heartstones other than people using the heartstone bug - while i don't dispute there being complaints about advantages or disadvantages with heartstones, as a future owner of this new TA, I would like to be able to allow my players to use heartstones to help themselves out of bad situations with a penalty in exp - I understand that you don't like the idea of players doing that, but this TA is being made highly customizable so that Sysops and Gameops can customize it the way they feel is fair or best for their players, why draw a line at heartstones?
P.S. I remember how your TA had teleporting and binding rooms - that was a great addition, I'm glad to hear it will be put in the new TA.
I tested this in 5.6 be4 posting earlier...equipping a weapon or unequiping does not change the player's encumbrance value in that version. I figured that it might have been a bug or oversight in this latest version with how a player's encumbrance is decreased when equiping an item.
Regarding heartstones...there is hate mail / comments on just about every aspect of every game out there, I've played since the 2400 baud modem days and haven't heard a complaint about heartstones other than people using the heartstone bug - while i don't dispute there being complaints about advantages or disadvantages with heartstones, as a future owner of this new TA, I would like to be able to allow my players to use heartstones to help themselves out of bad situations with a penalty in exp - I understand that you don't like the idea of players doing that, but this TA is being made highly customizable so that Sysops and Gameops can customize it the way they feel is fair or best for their players, why draw a line at heartstones?
P.S. I remember how your TA had teleporting and binding rooms - that was a great addition, I'm glad to hear it will be put in the new TA.
battleweb wrote:traditional Ta was exactly like that, if you equipped a weapon that weighed less than the default one encumbrance would go down, equip one that weighed more it would go up.
I tested this in 5.6 be4 posting earlier...equipping a weapon or unequiping does not change the player's encumbrance value in that version. I figured that it might have been a bug or oversight in this latest version with how a player's encumbrance is decreased when equiping an item.
Regarding heartstones...there is hate mail / comments on just about every aspect of every game out there, I've played since the 2400 baud modem days and haven't heard a complaint about heartstones other than people using the heartstone bug - while i don't dispute there being complaints about advantages or disadvantages with heartstones, as a future owner of this new TA, I would like to be able to allow my players to use heartstones to help themselves out of bad situations with a penalty in exp - I understand that you don't like the idea of players doing that, but this TA is being made highly customizable so that Sysops and Gameops can customize it the way they feel is fair or best for their players, why draw a line at heartstones?
P.S. I remember how your TA had teleporting and binding rooms - that was a great addition, I'm glad to hear it will be put in the new TA.
Encumbrance: 1450 / 5000
equip dagger
Encumbrance: 1311 / 5000
might look wierd, but keep in mind the default weapon has weight too even though it cant be unequipped.
i have considered a concept of making no weapon "hands"
ie:
Sysop attacked the dragon with his hands!
Gameop attacked the dragon with a shortsword!
but that wont be added until monks are.
thats how encumbrance can go down, if the equipped weapon/armor weighs less than the default.
i think some of the weapons that used to be in there had a weight of 0.
regarding customization, thats meant for the content, i want the base engine to be exact, and right now being able to teleport away to avoid being killed should be a much higher experience penalty than 1%.
hence its restricted.
if the flame giant kills me i will lose 5% so rather than die and lose 5% i use a heartstone and only lose 1%? dont seem right now does it?
the teleportation engine will be added in 6.1.0.0 with the player skill system
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- Posts: 94
- Joined: Sat Dec 01, 2007 12:38 pm
- Location: Kapolei, Hawaii
No monster's seem to drop gold at all...
Also, there's no spells for an Aco yet, so I'm using alot of gold on Rue potions to heal...
That's it for now
I know I've told you of a bunch of problems, but I just wanted to say Thank you for making such a great game here! I know it means alot to me, and I'm sure it does to many other people too!
Thank you
--James
Also, there's no spells for an Aco yet, so I'm using alot of gold on Rue potions to heal...
That's it for now

I know I've told you of a bunch of problems, but I just wanted to say Thank you for making such a great game here! I know it means alot to me, and I'm sure it does to many other people too!
Thank you
--James
[url=Telnet://bbs.dragonskeep.isasecret.com]Telnet://bbs.dragonskeep.isasecret.com[/url]
yeah funny story on that, last night was going into the monster.c file to change an unsigned int to a signed int so the number could go negative and boom checking monsters for gold and items were marked out.Junior1544 wrote:No monster's seem to drop gold at all...
Also, there's no spells for an Aco yet, so I'm using alot of gold on Rue potions to heal...
That's it for now
I know I've told you of a bunch of problems, but I just wanted to say Thank you for making such a great game here! I know it means alot to me, and I'm sure it does to many other people too!
Thank you
--James
so yeah ill be working on that next.
town 1 shows all spells mana 1-5 (level 1-10) one of my staff will be implementing them today or i will do it tonight.
i have em all on paper.