Beta-1.2.13 now available!

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Lilltiger
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Re: Beta-1.2.13 now available!

Post by Lilltiger »

petri wrote:
Lilltiger wrote:I use party.getChampion(n) as key to make sure the table is linked the the right hero, so even if one changes the name or two heroes has the same name, it wont mess up, but maybe there is a better value to use, the id maybe?
You can use champion's ordinal number for this. it's an unique id that never changes and meant for cases like this. See Champion:getOrdinal().
Well this value is just 1 to 4, so if one can change heroes in the party at certain points of the game, and also be able to change back, then I cant use the ordinal number for it. Which is the reason to why I didn't use it in the first place.

Edit: But i suppose i will have to serialize the heroes then, and could use my own indexes for the heroes.
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J. Trudel
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Re: Beta-1.2.13 now available!

Post by J. Trudel »

Party import is an awesome feature to add, to make it even better, would it be possible to have monster difficulty scale according to party level? I can already think of spawning monster scripts that works only if the party is at a certain level. Anyone have any other ideas ? Does party import also import weapons and objects?
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J. Trudel
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Re: Beta-1.2.13 now available!

Post by J. Trudel »

Grimwold wrote:Thanks for the update and bug fixes. Great work

Unfortunately this feels like the single biggest setback to my dungeon since I started and I now I feel like my 70+ hours making a dungeon and finely tuning it for low level characters was an utter waste of time.

Don't get me wrong, I like the idea of being able to import parties into mods, but you should at least allow us creators the opportunity to limit the level that can be imported.. I don't really want to force everyone to use the same party by using scripts to regenerate everything (besides it's still not possible to set character traits using script).
Just an idea, you could put scripts here and there in your dungeon that spawn monsters only if the party is a a certain experience level.

For example, if the player has imported a level 15 party your script spawn 3 Goromogs right in the next room. However, if the level is < 15 it doesnt spawn anything. This way you keep your low level players happy, and still give a challenge (or some nasty surprises) to those higher levels characters.
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zeltak
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Re: Beta-1.2.13 now available!

Post by zeltak »

Importing characters with imported portraits seems to be bugged. It gives everyone Contar's face, even to females. Well, off I go to play Being Contar Stoneskull...
Last edited by zeltak on Mon Oct 01, 2012 9:16 pm, edited 1 time in total.
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Komag
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Re: Beta-1.2.13 now available!

Post by Komag »

J. Trudel wrote:Does party import also import weapons and objects?
No, just experience/level, skills, abilities, health/energy, and current food meter!
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petri
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Re: Beta-1.2.13 now available!

Post by petri »

zeltak wrote:Importing characters with imported portraits seems to be bugged. It gives everyone Contar's face, even to females. Well, off I go to play Being Contar Stoneskull...
Thank you for the bug report!
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Neikun
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Re: Beta-1.2.13 now available!

Post by Neikun »

I personally like the idea of importing characters. This gives people who play a lot of mods to use their own default party.
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Neikun
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Re: Beta-1.2.13 now available!

Post by Neikun »

Bug: Cloned loincloths grant no bonus to attack power.
Also non-weapons are inable to give an attack power bonus. Can we change this?

I'm thinking all cloned items that had a custom game effect probably do not have the custom game effect present in cloned items.
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Trap
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Re: Beta-1.2.13 now available!

Post by Trap »

Awesome that there is an Import feature now, yeah my custom portraits didn't load, that's as far as I got so far. ;p
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petri
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Re: Beta-1.2.13 now available!

Post by petri »

Neikun wrote:Bug: Cloned loincloths grant no bonus to attack power.
Also non-weapons are inable to give an attack power bonus. Can we change this?

I'm thinking all cloned items that had a custom game effect probably do not have the custom game effect present in cloned items.
Yes, unfortunately many item effects are hardcoded in the engine and it's a lot of work to reimplement them using hooks and scripting. The items are detected by name so since the cloned item has a different name, the effect doesn't work.
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