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Celtic Minstrel

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About Celtic Minstrel

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    Blades of Exile Maintainer

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  1. I've reported this issue to ADoS, so hopefully it can get fixed within 24 hours or so. It can also be downloaded from GitHub if you need it now, but that'll give you the entire source code (I don't think GitHub offers a way to only download the doc subdirectory).
  2. I still have a copy of the original game around and a working resource editor! The spider is PICT resource ID 968 in the Mac version. I don't believe the slith is present in the Mac version at all (at least I couldn't find it anywhere). Both are on sheet MONST2 in the Windows version.
  3. Using the targeting system for "all within radius" spells is an interesting idea, but I'm not sure how much work it would be to implement. Perhaps I could do it without too much effort by telling the targeting system to use a range of 1 or 0 or something like that… though that would mean you have to click right on the caster in order to cast it, which might be pretty weird. Adding a count to the look function, on the other hand, would probably be pretty easy.
  4. I'm pretty sure the palette used in Blades of Exile was basically the standard 8-bit colour palette used on the Apple Macintosh? As for Windows, I'd guess probably 8-bit VGA. I'm not sure what differences there might be between the two, but perhaps that's the reason why the graphics were always different on Mac vs Windows. In short, as far as I know, it's not using a super-restricted palette – it's using the best it could at the time. Of course, it's always possible that the artist imposed additional restrictions on their work, but I would have no way of knowing of those… Some things to keep in mind: I recommend downloading the Exile series (excepting maybe BoE) directly from Spiderweb's website rather than from MyAbandonware – it's an official freeware release. It might be the same as what MyAbandonware has, but I can't be certain. If you're just interested in making scenarios, then there's no need to worry about palettes – the updated Blades of Exile (links in the forum header) supports full 24-bit colour. If your goal is to list every colour used in the original graphics, be sure to use the download from the Spiderweb Software site and not any of the updated downloads, as the colours might have been subtly changed by accident at some point.
  5. According to the editor documentation, the "Skill" ability just increases her chance to hit in combat (probably works for missiles too, but not 100% sure on that). The "Thieving" ability should be helping her with traps though. The editor documentation (and game manual) can be found here (I think this is linked in the forum header too but not sure). The editor appendices are probably the most useful place to look if you're wondering what a particular item/monster ability does (though I think the names used there may not always be identical to the names used in the game, particularly for items that cast a spell).
  6. So whether you disarm a trap is based on the trap's difficulty, your disarm traps skill (including from items if that's possible, I forget), your dexterity (including from items), items with the thieving ability, your luck skill, the nimble fingers trait, and the town's difficulty; so it's a pretty complicated formula. I'll try to explain the formula in words, but you can also view the calculation in the source code here. First, a bonus is calculated. This is your dexterity stat adjustment (which is different from your dexterity skill level, more on that in a moment) plus half the total level of thieving skill obtained from items, all times two. (This differs slightly from "twice dex stat adj plus total thieving" in that the division by two is rounded down.) Then the game calculates your skill level, which is the disarm traps skill plus half the luck skill plus 1. Add on the bonus, subtract the town's difficulty as a penalty, and clamp between 0 and 20. This is then used to look up the odds of the trap being disarmed in the following table: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 30 35 42 48 55 63 69 75 77 78 80 82 84 86 88 90 92 94 96 98 So. that's the odds of disarming. Next is the dice roll - roll d100, add the trap's difficulty, and subtract 6 if the character disarming has the nimble fingers trait. If the resulting number is less than the odds calculated above, then the trap is disarmed. About "stat adjustment" vs "skill level": rather than using your intelligence, strength, or dexterity skills directly, the game normally uses them as an index into the following table, taking that value as the skill bonus: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 -3 -3 -2 -1 0 0 1 1 1 2 2 2 3 3 3 3 4 4 4 5 5 Stat-boosting equipment adds a +1 flat bonus (non-stacking!) on top of this, and various traits add an additional +1 bonus (though there are only relevant traits for strength and intelligence). In other words, the maximum dexterity stat adjustment you can have is 6. ----- In short, as far as I can tell your character should be doing pretty well on traps, unless the traps they're attempting have an unusually high difficulty or are in towns with an unusually high difficulty.
  7. The original version from Spiderweb's site probably requires a 32-bit machine, so if it's possible to set Parallels to emulate 32-bit, that might allow it to run. Otherwise I'd just recommend using a DOSBox-based Windows 3.1 install instead of Parallels for the original version (same as the Exile trilogy). The messed up animations might be an actual bug in the open source copy, I can't remember.
  8. Not really liking the ordering there (they appear to be ordered alphabetically rather than thematically), but this does seem like an interesting idea… if and when you finish it, I might consider using a few of these for something.
  9. I believe it reduces your experience points (but never your level). Don't quote me on this though...
  10. You can add scenarios to that version, sure. I don't know about a list of scenario passwords though...
  11. My understanding is that the people who worked on the version known as "CBoE" didn't bother with the character editor… though I'm pretty sure they did work on the scenario editor, which is also missing in that package for some reason. If the "BoE-1.2.0a-win32.exe" installer doesn't work for you, then there's probably nothing to be done about it. :( There are experimental versions somewhere, which do include the character editor; however, the save files in those versions are not compatible with those in CBoE, and the game itself may not be entirely stable. Since you can't use the character editor, it might be possible to heal your party using debug mode, which enables a number of cheats. I think CBoE might require you to enter the scenario's password to activate that, though. Still... it could be worth a try. Debug mode is activated with Shift+D, after which you can press / to see a list of additional cheat codes.
  12. I just double-checked, but it looks like my wild theory was incorrect - the file "BoE-1.2.0awin32.exe" is an installer, not a program file. On the other hand, if you were using the file "CBoE_x86_64", it looks like it did indeed omit the resources for some reason, so I've copied the resources from the installer into that archive. Try redownloading; if they're still missing, try again after clearing your browser cache. (Something like that really shouldn't be in your browser cache, but I was having problems with it in Firefox, so maybe something's misconfigured somwhere.) I tested that the game runs properly with those graphics as far as the title screen; I didn't verify they work correctly in the actual game, though. Let me know how it goes.
  13. So, if that .exe download really is the game executable and not an installer, what I would recommend trying is to download the free version from Spiderweb's website, then just replace the executable.
  14. ...could it be that the Gannel ambush at the second crossing is one of these?
  15. Yeah, I noticed that too, and thought it was a really nice touch.
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