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About Chokboyz

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    Rotghroth Rhapsody
  1. Originally Posted By: Celtic Minstrel Originally Posted By: icelizarrd Petrification ray, as mentioned above, does have the same 'odds' on both versions. But it ignores petrification protection on Windows. Seems like that shouldn't be. [monst_fire_missile(), boe.combat] Yeah, it should check petrification protection As mentioned above, it does. Originally Posted By: Celtic Minstrel I'm going to say that this is more or less correct. The way it should be done is that if the scenario make version (ie the version of BoE it was made with) indicates that it is "legacy", any monsters with Pet
  2. Actually, petrification protection is checked in the kill function of the adventurer class in the Windows code, so it's indeed checked (from changelog : - Fixed class pc_record_type::kill, so that it checks if the character has a protection from petrification item equipped before stoning him. (PC.cpp)) The petrifying chances are completely arbitrary; if i remember well 1/3 was the most accepted one, so it stayed that way. If playing a "new format" scenario, the touch is indeed petrifying. The petrifying touch is indeed fixed, but with a twist : if the scenario played is legacy (that is
  3. A rather important bug, in the last (and previous) version of Classic Blades of Exile, recently came to my attention : a massive use of stairway nodes (or any "entering/exiting town" nodes) in a special node chain could cause a buffer overflow in the pending special queue (at least one scenario, Roots with its nice "stairway powered" cinematics, has been known to cause it). I've fixed that, along with not crowding the pending special queue with unvalid specials, especially when the special to call while entering/exiting town is < 0 (i.e none). This glitch doesn't occur in the legacy
  4. You're welcome Originally Posted By: icelizarrd Out of the ones I posted, that settles them all except for the 1-100 versus 0-100 random numbers with respect to to-hit checks and lock picking checks. If we follow the rest of the code for consistency, it looks like most of those types of rolls are supposed to be 1-100 rather than 0-100, I think? In fact, almost all types of rolls were 0-100 (in both Windows and Mac codes) We've (Celtic Minstrel and I, if i remember well) changed that some times ago, exactly for the reason Niemand is invoking (and it fixed the summon chances proble
  5. Like CRISIS on INFINITE SLARTIES said, almost all those differences are fixes, done by me (with the community) in the successive Classic Blades of Exile patches. Browsing the (two huge) threads in which we explained the reasons of such changes may be a daunting task, so i'll explain them here. Originally Posted By: icelizarrd Skill items and gauntlets of giant strength apparently detract from your ability to hit in the Mac code, while they enhance it on Windows. The right answer here seems pretty obvious. (That is, go with the Windows code). [pc_attack(), boe.combat.cpp] You found
  6. Hi Nikmind, welcome back... Originally Posted By: Nikmind Interesting to see that no one has been able to make a linux port of this one yet. It's nearly two years ago since I worked on this and my port is fully playable. Unfortunately, time has become too scarced on my part to continue with the wxWidget port (it should be doable, but if i remember well, Celtic Minstrel has already begun coding a new multiplatform version from scratch, partly inspired by the wxWidget one). Originally Posted By: Nikmind My port is totally dead though and I'm not going to do anything more about
  7. Originally Posted By: CRISIS on INFINITE SLARTIES Exile never distinguishes between doses of potions, and different copies of the same potion. In other words, a stack of two one-dose potions and a two-dose potion are the same thing; you can't have a stack of multi-dose potions. Seems like i overlooked that... Charges are indeed both doses and copies in the stack. That should be fairly easy to implemented then (i.e we only need to decide what type_flag to use for what item) Thanks, Chokboyz
  8. Originally Posted By: Celtic Minstrel So, I'm assuming it's related to what Slarty just said then. In fact, it's exactly what he said (browsing posts linearly, i saw it after typing my answer). Originally Posted By: Celtic Minstrel As for node 50, it's basically like a duplicate of the Secret Passage node then? For blocked square, it is (that the reason i think it's an old "secret passage" leftover); for unblocked ones, it acts as an usual secret node, plus the move is forced (i didn't try it with "can't enter" nodes, but it's basically as if you were in "Ghost Mode"). Originally Pos
  9. Originally Posted By: Celtic Minstrel What do you mean by this? Items that are stackable (e.g sapphires) are stacked when identified in a shop. In case stacking occurs, to avoid wondering what the identified item was, the item name is now added in the message window along the "Item identified" string. Originally Posted By: Celtic Minstrel What's special node number 50? Another leftover i found (mentioned in this post : http://www.spiderwebforums.com/forum/ubbthreads.php?ubb=showflat&Number=219497#Post219497) : if trying to enter a square containing the special node number 50 (i.e
  10. Taking advantage of the christmas/new year's eve break, i've done some cleaning on my computer and stumbled upon some minor corrections/enhancements i did to Classic Blades of Exile, which, some way or another, strangely didn't make it in the main release. Since it would have been a waste to just delete them, i've made a patch that regroups them all. Click to reveal.. (Changelog) - Dying to a trap while attempting to open a container won't display the "get items in container" dialog with no alive character anymore. - Casting the priest Light spell now updates the surrounding area
  11. I've just checked, the only Classic BoE specific node used is indeed Display Picture (by the way, that's the first "non-testing" use of this node i know of, don't hesitate to report any weirdness). Concerning "Old Blades", it will simply do nothing for this node and skip to the next (if any). The scenario is then basically compatible with vanilla BoE, provided the player is told (in the readme for example ) to manually check the picture at the right moment, if they are essential to the plot. Also, a word of warning : don't play the game with Classic BoE 1.1 (using both editors is ok)
  12. Your questions are completely legitimates, as you've indeed found a "sore spot" : as Celtic Minstrel said special nodes are not triggered when in boat (in town mode/combat mode only, specials are indeed triggered outdoor). My previous answer was hence incomplete (i wrongly assumed you were outdoor) : the creator(s) of the scenario just used a workaround (the two cave floors) for the lack of "boat-triggerable" specials. The fact that you were supposed to row into the land may be mentioned in the readme file, but the lack of clear instructions induced a little confusion... Originall
  13. The name of the scenario, along with some additional informations (number of the town, outdoor sector in which it happens, error message, etc) would be nice, in order to check if there's indeed a faulty behavior. Nonetheless, Originally Posted By: Ahbleza I removed the two land masses, assuming that the Special Nodes could be put back in the same place on the water so the Player wouldn't make the mistake of leaving the Boat, but had no luck. Changing the terrain (using the pen tool; in this case, from "land mass" to water, if i understood correctly) doesn't affect any special
  14. Originally Posted By: Ahbleza At present, the BoE Editor does not allow for the placement of a 'Special', or 'Node' on water, does it? There's no problem with placing Special Nodes on water... Maybe you've run out of nodes for a given town/outdoor section ? (does it display an error message ?) Chokboyz
  15. Originally Posted By: Ahbleza How about another one... Regarding a Node that calls for, "Cure/Cause" (whatever)... I've noticed that some lean more toward the "Cure" and others toward the "Cause". Is the action performed by the Node a random choice and/or does "Luck" have anything to do with the result? Are you talking about the "Affect PCs" nodes ("Affect health", "Affect curse/bless", etc) ? If so, there's a field in the node dialog that let the designer specify if the node helps or harms the party (usually it's extra 1b). Hope it helps, Chokboyz
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