I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
As soon as you can send me a new version, please do so.
Also, have you fixed that AI that made it so that whenever we enter a new stair-level, there are just 1000 monsters rushing at us?
I will be able to send one in approximate 24 hours. But I might keep working on sound files or some other stuff because I try to polish the first 4 levels for maybe a beta version release someday.
@rushing monsters
The source of that problem is the weapon aquiring range. So the range within monsters notice and attack enemies.
If I decrease the range, monsters won't chase you unless you walk directly past them (or you attack them with arrows/spells)...
So I would have to trigger each unit.
I would have to trigger the complete sight stuff or I would have to try to avoid monsters running longer distances to chaise you.
BUT since respawning monsters is in my TODO list, I will be able to lower the monster population in a dungeon level.
Atm 80 monsters are spawned within a dungeon level at start. If I lower the initial spawnrate, less monsters will see you and the invading force will be smaller.
And if the monsters that provided the vision die, other monsters will stop chasing you and return to their original position.
So I guess lowering the initial monster count will solve the biggest problems with it.
In the long run I might trigger the units completly. Atm only the archers are triggered.
You can tell me how you like their behavior, if you test it.
OK, I will do a testrun how far I can come without problems as a warrior atm. That means that I run back during the first 2 levels and sell everything that has a bit of worth (no clubs, no rags).
I'm aware of a problem with the second dungeon level that can be super hard if multiple strong enemies are chosen (if their hp is around 20, they are pretty strong)...
Also, using the right weapon as warrior at start can make your live easier.
I will edit this post with some results.
As I'm writing this I've played a bit and I've cleared level 2 as a warrior without problems. But multiplayer might be harder because you get less money and less xp because the monsters are limited atm.
edit:
I've cleared all 4 levels after approximate 1 hour.
^ That's my character afterwards.
I've wished that I would have created town portal scrolls already and a movement speed bonus in Tristram ;D
Quote from Ogden the Tavern Owner
You can cut the flesh, but you must crush the bone.
I will test an axe warrior and rogue, too.
edit:
Axe Warrior
-had a small problem after entering level 2 as seen:
took me 8 small potions to kill all. But I've gained 1 complete level during 75 seconds.
It was pretty much possible to clear level 4 without dieing. You have to remember that you get hit more often because you block less attacks.
Because I've made shields very "strong" in the game, I think I should buff axes somehow, too. Shields block way more attacks than they used to block in the original.
so, time for rogue ;D
edit:
I died 3 times. First death was just because I was stupid and thought I could kill that one monster before going back to town.
Stairs are dangerous for a rogue because your hero gets more stunned, if the player has lower max health points.
But if all monsters come from range you just own them.
So I say it's ok because rogue was way the easiest char in the original D1 and keep in mind that this game will be played with 4 guys mostly.
That's how I need to balance it and rogues should have problems vs strong hitting melee monsters (like bosses).
edit:
but that the rogue owns enemys at distance is because I didn't add the distance's CtH reduction. So you hit far enemies less.
Post has been edited 4 time(s), last time on Mar 30 2011, 9:38 pm by Ahli.