news:
- fixed a bug resulting in wrong damage values in items
- fixed all problems with experience and the experience bar. Also, I can now implement values higher than one integer can hold for experience
but if your running out of space you could just create a second map and condense the current zones into one, eg. Cathedrals 1-4 into one zone (and give king leoric a single room lol) etc. (banks can share between maps by the same user can't they?)
I know that I can create a second map. But that means that I somehow need to gently make players only play map X. There is no way I can do that from within the map, or on battle.net. Battle.net can't read bank status to redirect you to the other map automatically, if you lack the requirement to play the 2nd map.
I won't butcher the dungeons to make 1 zone for all cathedral levels. People wouldn't be allowed to create new chars / load too low level chars in that map. It's a bad solution.
Banks can indeed be loaded by different maps, if all maps are published by the same account. Transferring the hero is not the problem.
To fit everything into 1 map, I would either need:
- Bigger terrain than 256x256
- Give me an option that allows me to save/load fog data. I can save/load it by myself, I just need a way to detect and recreate it properly. Also I need a way to alter the ground textures properly while making them work with the black mask(= black fog).
If that would be possible I would be able to reuse areas and be able to create as many dungeons as I want until I hit a memory limit. I would love to be able to do that...
- Possibility to scale everything (footprints are the problem) in the map. I actually tried to scale everything down to 50% and adjust the dungeon generation code, but the game has a too low resolution with its footprints for me to be able to scale everything down. The main problem is the vision... you would just be able to see through walls the whole time. This would allow me to put a bit more stuff onto the map, but this solution might add a few new problems with hit detection, etc.Skills should be made to destroy barrels, just my opinion though...I've seen rooms with 20-30 barrels...ack
It would make it super easy to destroy your positional advantage by accident. But I could code a few skills to destroy barrels.
be nice if quest items were level dependent or have stats like +2 str per 3 levels maybe etc....alot of quests give junk
A few quests give you random items. Hardcoded quest items give you. Quest rewards are depending on the level where they occur. Low level quests will always give terrible rewards for a high level player because it's simple for him to do the quest. If these quest items would scale with the hero, you wouldn't care about other items in the game and only try to farm the best quest item. That's a terrible design.
you get no exp for lower levels as it is even if you add more AI/players...
AI players will give you more experience per kill, but there is a mechanic in the game making you gain less experience by killing monsters way below or above your level. If no monster grants you experience, then you out-leveled the area.
and when a player leaves the game and you try to inspect another players gear you end up with the wrong player/and there is missing pictures/gear too
I hope I fixed that with the next update. I've a problem testing that alone.
the reward for the mushroom quest wasn't shared when someone else did it for me...infact...rewards aren't shared at all now I think about it...
Rewards should be shared. You need to visit the NPC or go to the place where the monster was defeated (e.g. Butcher) to find the reward item. The quest log should have a small colored note at the end, if you are missing a reward of an NPC.
In the case of the Black Mushroom quest, after delivering a demon's brain to Pepin, he drops a golden elixir for each player (every player can only see his own potion). After one person showed it to Adria, you are allowed to drink it. It either gives you permanent stats or a buff, if your hero already received these stats. Pepin is always running in the area around his house. Sometimes he is in the northern end of the house. The elixir item is not saved on the character, so you should drink it in every case.
if your a Mage and a party member is a War and he picks up all the good yellow/rare staffs right in front of you only to pawn it there is nothing you can do...so maybe a popup of every yellow/gold item a party member picks up atleast (then they wont think you forgot or missed it if they steal it quickly)
Every spawned item creates a text tag for 6 game seconds which are visible to everyone. If he picks it up, the text tag is attached to the hero. The only real solution to that would making it like D3 and Path of Exile splitting up drops per player. Path of Exile added a timer before items become visible for other players. This is actually something that can work very well in this case.
alot more in my SEA review but I can't copy/paste it to here because bnet is down atm...
I will take a look at it.
I might add that one day. I just need to see how I would implement it. But in general I'm not a big fan of magic find.
auto attack to avoid death during lags
I might add that.
auto explore unexplored parts on the map[, auto pick up items with type/quality/quote]
I won't let the game play itself. You already have the convenience to be able to click on the map and the hero runs there. And no, I won't add automatic bot support.
[quote=name:Waddo]repair lost max durability
There is an oil that adds max durability. But I will think about an easy way to repair an item's max durability back to its default max durability.
Which would you like to stack? Currently I've implemented zero stack support in the code and I currently see no reason to allow stacking for anything right now.
I think I will make your hero inventory bigger one day, instead... most likely from 10x4 to 10x6.
I might add that. But it will make it easier for you to get to the max bank limit.
I can think about it, but I don't think I will add that in near future.
remove useless info like requirements from item if already met
Well, that's bad for trading, that's bad for calculating if another of your chars can use that item. I could make the text smaller, but that might look strange, too.
Best solution is that you might learn to not look at that anymore.
I don't notice that info on the items anymore.
That's the sc2 engine. There is no simple fix unless I implement another vision system, but that costs a ton of performance and a lot of effort to implement. So, I won't do anything about it because I don't know how I could do that without bad side effects.
need zero durability sound warning
Sounds great. If I come across a good sound for that, I add it.
Partying doesn't work too well
What doesn't work well? Gold is distributed for damage, so, if you just run behind everyone and don't deal damage to monsters, you won't receive money. Containers' money drops are shared. You share experience when you are in the same level.
Atm you are automatically in a player's party because I didn't implement anything for players to not be in your party.
Post has been edited 2 time(s), last time on Mar 25 2013, 5:38 pm by Ahli.