1. I didn't get a reply for two questions (but I guess that's my fault as it wasn't numbed). Can you actually go to the catacombs now or is it not available in the current version? Level 4 seems like the deepest I can go.
There are no catacombs, yet.
2. Are there uniques in the game as quest that gives uniques as rewards only give magical weapons. It seems only normal, magic and rare items are in the game. If not, will there be uniques in the game?
I've planned to add uniques to the game, but there are none, yet.
3. Also, I don't see anything wrong with stat potions especially since stat will have a cap to it (besides vitality as you said) but since stat potions only give 1 stat at a time and the rarity of it, even with no vitality cap, it will take a very long time before you to be overpowered.
If I add them, they will be very, very rare.
4. I actually didn't realize that the stash is for all your characters to access, I thought it was just for the current character so I find it very annoying to be holding books on my character so I can read the book later...there should be a way to remedy this. Either make another stash just for current character or just enable storing of any item in the game. The former is probably preferable for you. I still don't see why I can't store potions though. Even if you could give your books to other characters, I'm not exactly sure what's wrong with that idea.
I had the intend to give new heroes a more difficult time to start, so this won't encourage people to buy half stash with full healing potions to support their new created character. They can still do that with items, but they have a small value or you need to invest time to go into the dungeon for that.
5. Here's another suggestion, adding hotkeys, customizable like F1~F8 in the original game or anything you want, probably qwerty will suit it better. (Ignore this, I just read that it was in the game as QWERT..stupid me).
The F#-keys have some special functions by default like screen position, menu. Also QWERT became common in games like LoL. It's pretty much a standard as they can be reached easily.
6. As for the original D1, I remember you can read any book up the the max level of 20 with a magic stat of 255, is that still the case for this game especially after you saying there is no level cap for skill book level? (If there's no level cap for skill book, I can understand why you don't want books to be shared with your other characters as making it more scarce is better, but at least make a stash just for current character.)[/quote]There is no 255 magic cap. It will raise more and more. Atm it's about 20% like in the original. But that gaps might be to big, so I might tweak the function to use other calculations for some spells after a reaching a specific level.
7. You should add a repick feature where if you type "-repick" (or whatever you desire), your character will be saved, killed off and take you to the new/load screen allowing you to repick your character in the current game (the only problem I can think of from this is that current quest might be bugged but you can transfer that over or just ignore for now if it's too much work to program).
In theory I could add a hero change. But I would add that to Wirt's menu, if I ever add that.
8. Your vision seems to be buggy as you should be able to see over chairs, tables, etc... so I'm not sure why you have to move right next to the corner of a room for that corner to be revealed, is there a way to alleviate this issue, minor as it may be?
Only bookshelves and pillars block vision and arrows right now. I might be able to tweak that by modifying the footprints for the walls. I would need to add a footprint for every wall type (vertical, horizontal, every T cross combination, cross). That's something I won't try to add soon as I don't even know if that will work out. Atm every wall has a square vision blocking footprint.
9. Like someone else that mentioned, buying or picking up potions should go into similar slot (health to health slot, etc...) instead of the first empty slot. Minor, but makes the game more polished
I will add that, it just makes to much sense.
10. Holding Alt, should highlight other things besides just items, such as bookshelves, corpses that can be looted and even dungeon level/stairs.
Interesting idea.
11. Is there a reason why this game is listed as "Dia blo" instead of "Diablo"?
"Diablo" is a word that can't be used. It's on their bad words list like Blizzard. That's why I wrote "Bliz zard" and "Dia blo".
12. Also, as someone else has suggested, make it so that hovering your mouse over your potion slot will expand it and allow you to move your potions around without having to go to inventory? (not that important but will polish the game).
Since there will be a bigger delay between hovering over the belt and the belt dialog appearing due to the network latency, I won't make it clickable as it could be the hero's death, if that happens accidentally when you wanted to flee.
13. Based on what you said regarding stat caps (except for Vitality) will be as follows:
Warrior: 250 Str, 50 Mag, 60 Dex = 360 Total
Rogue: 55 Str, 70 Mag, 250 Dex = 375 Total (The Rogue actually had 5 less stat points than the other 2 classes probably due to gaining 2 life and 2 mana instead of 1/2 or 2/1 like the other classes)
Sorcerer: 45 Str, 250 Mag, 85 Dex = 380.
I suggest giving Warrior 80 Dex cap instead making his total to 380 as well for balance purposes.
Never thought about modifying these limits after removing the vitality cap.
14. Based on what I see (this is just for confirmation), all prefixes and suffixes can now apply to any items right? (supposedly, balance suffix doesn't apply to shields but it does in the game as well as other things that are too much to name). This is interesting change to say the least, unless it's a bug?
I wanted to add more diversity in items and builds. This is not a bug and it's true that still some rules left. There are obvious ones like +mana and "of corruption" (forces 0 mana) isn't possible on a single item. But there is a restriction for good +CtH prefixes to appear only on Weapons and Jewelry.
15. One particular shrine was helpful in making your items indestructible (eventually after multiple times of increasing durability). Will there be shrines in this game and will you still allow indestructible items to be made (that would be awesome to work for it like back then where it becomes indestructible when the durability becomes 255 I believe).
Items won't become indestructible, but I planned on adding oils and shrines that can alter the durability of items. This is something good regarding that items lose their max durability after losing their durability value. So you have a chance to improve your items much more. There will be changes to min damage, max damage and armor, too, but these will have a cap.
edit:
news:
- Belt items are shown as long as you hover over the first belt items (needs online test)
- Raised Warrior's body stats limit: DEX from 50 to 75, MAG from 50 to 55
- Raised Rogue's body stats limit: MAG from 70 to 75
- Allowed potions, books, scrolls, relics to be stashed
- added visual blood effects on hits (zombies bleed yellow), corrected some death effects regarding fire death
- fixed a bug with reading tomes
- added fire, lightning, magic effect on hit
- added item name display of gharbad's first dropped item
- fixed spell level scaling of fire bolt damage. Was accidentially the same of holy bolt.
- added 25% of holy damage to magic damage for holy bolt.
Post has been edited 7 time(s), last time on Dec 31 2011, 7:51 pm by Ahli.