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Crynsos

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Everything posted by Crynsos

  1. After playing Spears (great scenario btw) once again I found a few special alchemical brew recipes already, but sadly I got no idea how to make those brews. I already got many of the items needed and tried to use them somehow in alchemical laboratories, but I failed to find a way to mix them... Any idea how this can be done? (And where exactly?)
  2. Ah, sorry, forgot to write a part of my reply, I meant it calls outdoor/town specials when pressing on the "Jump To" Button...
  3. I just noticed that the Uncurse Items spell doesn't seem to work (after 2 uses) and I doubt that I need higher INT or something... Don't know about the Mac Version, but I experienced this on Windows...
  4. Well, if it's that complicated, scenarios can be of course released and updated later with OBoE features... Oh, and do you think OBoE (Scenarios) would work in < Mac OS 10 as well? I use Windows XP and Mac 9.1 still...
  5. Of course I know that it's that easy, but I mentioned this only, because otherwise town/outdoor nodes would be called, which could be confusing. Turning it off at all for this special would be an option as well, if it's possible... but due to it being a minor thing, maybe just forget it...
  6. The ability is the special number? What does that exactly mean? Oh, and could you maybe make it possible to directly link to the scenario special, when the special number is given (instead of to the outdoor/town special as usual) or create a new SCENARIO special when using the "Jump To" - button. (Just like it's possible with Outdoor and Town Specials...
  7. Hmm, I hope this isn't too late, but I think the boat is in a underground lab, where you meet the evil mage guy... after a boss battle you should have access to it, it's a part of the earlier history inside the scen... If nothing works, the scenario requires no password, so look for yourself...
  8. Well, it's good to see that it's finally possible to change it... I'm currently working on a scenario with some nice extra features (I hope I get at least this one released) and without OBoE it wouldn't really work at all... By the way, where actually is the download mirror for the OBoE "Player" and Editor which you are working at, Stareye? (If there is one yet, I tried to find one but failed)
  9. If anyone didn't know before, changing lightning was used before BoE already, just rarely... remember Linda's Laboratory in E1... (was at least possible at Mac, no idea about Windows)
  10. An interesting addition which adds a bit of reality (which already exists in Avernum as well)... but one suggestion to make it even better: As much as I know, a "Has Woodlore?" -node exists as well, just make it so it's called "Has Lore?" and make it so with 0 it checks for Cave Lore, 1 is used for Woodslore. Much better than leaving rests of this old node stay where they don't belong anymore... Edit: Just read your second change. The probably best change now would to just change the "Has Trait?" so you either enter a normal number to check for Wood-/Cave Lore (Due to the only 15 traits, shouldn't be too hard but more logical and easier) or use an unused field to enter 0 or 1 to check for Wood-/Cave Lore. (Second would be maybe an option as well, due to these traits being probably checked most of the time)
  11. Quote: Originally written by *i: Quote: Originally written by Miramor: The mindduel code appears to check for items that grant magic resistance (ability 75) instead of will (ability 53). If I'm reading this right it should be easy to fix. Hmmm...I'm looking at the OS X code and see ability 53 here. Are you looking at the Windows source? If so, could someone verify? Well I looked a bit at the windows source and checked the item abilities as well. Ability 53 is still Mind Resistance here as well, but oddly 73 seems to be a Temporary Speed Boost. (Found at speed potions etc., if of any relevance) Maybe this code (Mindduel's Spell Code for Windows) helps... case 52: // Mindduel! store_m_type = -1; if ((cur_monst->m_d.mu == 0) && (cur_monst->m_d.cl == 0)) add_string_to_buf(" Can't duel: no magic."); else { item = pc_has_abil(current_pc,159); if (item >= 24) add_string_to_buf(" You need a smoky crystal. "); else { remove_charge(current_pc,item); do_mindduel(current_pc,cur_monst); } } break;
  12. Yes, a good idea Stareye... And about that change idea of yours, Ilintar, I doubt that we really need such a node. There's already the End Scenario - Node and that's as far as anyone should go in designing. Closing the program is normally not needed, just end the scenario, closing Exile fully could anger players and I see no reason why to risk this...
  13. Quote: This can already be done in regular BoE. Check out the Wandering Will Fight node. Sorry, but haven't used it often, so I wasn't sure if it's possible yet... Quote: This can be done already with special items, but I think that having regular items which could be used to call special nodes is a good idea if it can be implemented. Yes, because normal items can be used quite a bit easier in battle and can help quite well... if you ever used Skribbane in battle, you know that for sure...
  14. Here are a few more suggestions to make OBoE better: (If it's possible to add these features) Add a possibility to create "Friendly" Wandering Monsters, like the Soldier Patrols in E1/2/3 but make it also possible to attack the wandering monsters. (And they should be maybe able to attack normally with a short dialog window as well, if not possible already, can't remember if possible yet) Some people may like to use Skribbane Herb or similar drugs, but then a new item ability would be needed of course. (Possibly with an option in the Character Editor to counteract or let the time heal the effect) Make it possible to hide any item ability with the ??? sign, like it was possible in the older Exile games, could make certain items more interesting. Make it possible to make an item call a scenario special when used. (The item should be removed once the scenario is left of course) Sounds good or not? At least I think these (Except the last one) additions would bring back some interesting parts of the original Exile Trilogy, which were sadly not carried over to BoE...
  15. Another minor "bug", which is actually more an optical correction: Create an option in the item editing menu (Scenario Editor) to choose from shooting animations for throwing/shooting weapons. Currently a few pre-set items have a fixed animation, but once you change anything about these items, a standard animation appears when using the item. (Can't remember which though) It would be interesting to be able to change these animations or maybe even make custom ones! (Bullet/Lasers etc., which could enhance some existing scenarios as well)
  16. Well, I thought about the outdoor battles as well, but most bigger/more important battles happen in towns, due to the many more possibilities there... So the outdoor node calling would be less important, except for outdoor scenarios of course...
  17. Ah, great news, I was just about to ask if this could be made... just the numbers could be better, can't they be changed from the beginning, so the Level 1 Spells begin at 0? Good work guys, this lets the Exile Trilogy-Feeling come up again... (Getting the complicated Ritual Spell from the beginning is boring, the way how you get it in E3 is much better!)
  18. Is there actually something like a list of Suggestions/Error Corrections/Plans by the Coders which should be added/changed in OBoE? If not, it would be nice if something like this could be compiled and shown publically... Here would be a nice idea: If possible, raise the maximum HP/MP and the HP gain rate per Level. (If raised too much, Spell costs should be raised a bit as well) This would make make the game maybe a bit more interesting, and we wouldn't get nearly nothing for each level and the many XP Points we need... Raising the maximums for Character/Monster Stat Points could be also raised, especially if the above will be done, so the balance of damage/HP is a bit better...
  19. So monsters can finally use "Special Spells" at their own will? Sounds interesting... maybe this could be done with Town Nodes as well?
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