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Rehdon

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Everything posted by Rehdon

  1. Rotating minimap

    Hi all, I'm following bluap's suggestion and posting some remarks about the mini-map. IMHO this is a very nice feature in the game, but the latest incarnation (as of 1.7.0 RC2) presents some regressions wrt the old, "square" version: - would it be possible to bring back the "sticky" feature for the mini-map? having it always open, even after closing all other windows with alt-d, was a great commodity; - the older version allowed for a much more powerful zoom function: would be nice to have it back, as well! - the small titlebar doesn't look bad, but would it be possible to make the minimap draggable by clicking on the frame alone? the close button could be blended in the frame (if possible ; - the size is also quite smaller than the previous version, I love it being circular (much more elegant) but the fact that it's a little smaller, combined with the trimming of the angles, makes the visible area a bit tiny. The first two points are the most important I guess. Thanks a lot to all devs involved! Rehdon
  2. Gods of Eternal Lands

    Thanks a lot, Radu. Rehdon
  3. RC 2

    This is what I expected to see in fact (as far as I remember from the old minimap thread in another section of the forum). What I get is the title bar only, no frame around the circular minimap. Ok, I think I know what's wrong with the install: I'm still using the 1.6.0 data files in my home directory, so either I just update them with the most recent data or I point EL to the /share version. The wrapper script didn't ask about the el.ini settings, perhaps because I already settled that when I first installed the DEB EL packages. BTW, do you think something could be done, perhaps in a future version, wrt the other problems I mentioned (limited zoom, minimap not sticky anymore)? Thanks, Rehdon
  4. RC 2

    Hi all, I just installed the second RC thanks to bluap's debian packages. So far I haven't met any bug or slow down in the game experience, but I have a couple of remarks about the changes: - I noticed there's a sort of "auto-rotation" when the character moves, this has the unpleasant side-effect of covering your opponent when you flee from combat and start combat again - the minimap has changed a lot! I have some issues with the new version though: * it's quite smaller * the zoom in function seems to be very limited (can't zoom more than a certain level) * a circular frame around it would be useful to make it visually distinct from the normal background (it also looks "bare" as is now), draggable through the frame, close button blended in the frame * lost the "sticky" functionality This is a very stable RC, keep up the good work devs! Rehdon EDIT: I just noticed the "Keep camera behind camera option" which solves my first point. The configuration menu is getting a little crowded ...
  5. Gods of Eternal Lands

    Hope the new gods/quests will be come soon Rehdon
  6. Very nice work bluap (as usual), but why not making these and future RCs installable together with the current stable version? That way you could test the beta/rc version to report bugs/see what's new, and still have a comfortable fallback if things go wrong. Rehdon
  7. Missile Accuracy Potion

    Well the big felines you quote all have high perception (= perfect sight, sixth sense), so it doesn't sound as unreasonable as you fear... Rehdon
  8. Vote for EL Linux packages

    Oh, it was an older CVS snapshot, plus I sometimes don't know precisely what's better to choose in the make.defaults. I'm sure keeping it in my sources.list, how about an RC snapshot? I will try that, will the custom maps be used automatically instead of the regular ones? Rehdon
  9. Vote for EL Linux packages

    You did a great job, bluap. The EL binary from your deb archive runs better than the one I compiled, so I definitely switched Wrt Ubuntu: if you manage to add EL to the installable apps under the Applications menu, no installation script would be needed. Of course this would require the EL deb to be accepted in the multiverse repository, I don't know if that is feasible. Lastly, it would be nice if there was a way to integrate custom elements (maps, sounds) in the installation, but I wonder how that could be accomplished. Thanks a lot. Rehdon
  10. Temporary class system

    What Fedora said. Instead of grafting a temporary class system IMHO it would be better to let some sort specialization emerge as the player evolves the character: change the magic system, make some strategic allocation of PPs such as to make possible true mage characters (and also mage-warriors, but as a compromise), true summoners, true rangers, etc. The system you hinted at, deprived of the temporary part, could be interesting if at some point in time you'd introduce "school specializations" (i.e. you go to a school and for a fee you're taught how to improve your fighting, magic, etc. skill) to further characterise specific classes. Again, something expensive both in gc and pps, so that you can specialize in that skill. Rehdon
  11. Mage class idea

    It all depends on the base % level granted to the MI spell: if it's high enough only powerful mages could be able to completely bypass it, chars with a reasonable magic level might be able to produce some effect (assuming it wouldn't be a simple binary thing: you either are immune, or you aren't), people with low magic level could rarely bypass it (just to leave some randomness in the gameplay). This is were a magic nexus could make a real difference: fine-tuning the formulas so that it would really be needed for higher spells would make a sharp distinction between mages and pkers. In other words: make the mage class unique "enough" and you also solve the problem you mentioned above. Magic nexus need not to be stressed too much, anyway, the formulas and the magic fighting mechanism are the central points, magic nexus can and should play a role into this mechanism. Rehdon
  12. Mage class idea

    IMHO to have a real and effective mage class the whole magic fighting system should be changed: 1. Magic immunity shouldn't give absolute protection The magic immunity spell shouldn't grant a 100% protection to caster: it should increase the magic resistance, to the point of greatly weakening or denying the effects of an offensive spell, but it shouldn't be an impassable protection for the caster. It's effectiveness, furthermore, should be tied to factors like the caster's magic level, her/his rationality, the combined effect of protective items (armor, magic objects), etc. 2. Magic fighting should be modeled after physical fighting When character A casts a spell on character B, the end result (success and effectiveness of the spell) should be calculated on the basis of the respective magic abilities: a mage should be able to deal more damage (or lasting effects, depending on the spell) and even overcome magic immunity when casting a spell against a warrior, the latter being weaker wrt magical power; and the reverse (a character with a low magic skill trying to harm a mage) should also be true. Every spell having a base chance of success and results, the final outcome should be the result of a comparison of the caster's magical power and the target's magic resistance; both, like attack/defense abilities, would be a value determined by several factors: magic level, rationality, magic resistance bonus from objects (armors, clothes, etc.), magic power bonus from objects (medallions, potions). The same, or similar, mechanism to determine if a hit reaches the opponent and how much damage is dealt could be used. 3. Mages should have something unique The mage class should have a little advantage to help characterize the class and better distinguishing it from warriors. Rationality doesn't fit the bill perfectly IMHO because you can have both high rationality *and* positive features for pking (dexterity, perception) putting PP in reasoning. OTOH, as has been pointed by others, magic nexus is useless for pkers and would be a perfect multiplier (or have a similar role) in magic formulas. That wouldn't bar having a mixed mage-warrior class, but would allow people determined to play a full mage to do so with satisfaction. My 0,02 €, hope it helps Rehdon
  13. Vote for EL Linux packages

    Just to be sure I changed both of them but I finally discovered and fixed the problem: data_dir is set twice in the el.ini file! After I commented out the second instance the program started fine. But are all those el.ini/.cfg files spread in different places (three, counting the program base directory) really needed? Same question for the double data_dir line Anyway, thanks a lot bluap, and sorry for wandering off-topic (hope somebody may benefit from my findings though). Rehdon
  14. Vote for EL Linux packages

    Yes, but I chose not to fix it (I have custom maps and executables in my zip-based installation, easier to make links and add stuff when you work with dirs and files in your home), shouldn't it work anyway as long as you point to the data_dir path of another working installation? Rehdon
  15. Vote for EL Linux packages

    Thanks for your work bluap. I downloaded and installed the packages with no hassle, but the packaged version won't start because it seems it can't find the data files, although I specified an absolute path in .elc/el.ini: I'm sure I'm doing something wrong, any idea? IMHO this is a very good idea: first application could be a dynamic library-based built executable, as Korrode suggested. Rehdon
  16. Makes sense, I like your suggestion too. Rehdon
  17. Ts to -15 ?

    All good points Korrode, although I'll have to take your word on what's actually trainable and what's not, since I'm still at fluffy level... Rehdon
  18. Artwork additions & improvements

    Good idea, it would be an easy way to get a greater variety of creatures. Rehdon
  19. Artwork additions & improvements

    Hello Roja Until you'll have ranged weapons like javelin, spear, etc. programmed in the game, I'd say that the current weapons are more than enough. I'd rather have some weapons, like the spear, changed wrt ingredients to make them more accessible (for manuers) and so more used. I'd like to have new creatures added. Of the creatures you mentioned I actually like gargoyles in their present form, clops and trolls would surely benefit from a makeover (I remember the old wolves and foxes, the present ones are much nicer!). Not a priority IMHO. Nothing major: some building textures would benefit from being refreshed a bit (city walls) to be more realistic, the vial mold still looks like a carrot, can't think of anything else on the spot. Both are needed, I'll trust you to find the correct balance between the two Rehdon
  20. i quit this skill

    Also, a night visor increases perception *a lot*, so I guess the xp loss would be negligible or non-existant when increasing perception adding some PPs to Reasoning/Istinct. Rehdon
  21. i quit this skill

    Are you sure? Source? Rehdon
  22. Sky client test 5

    I'd like to compile the latest CVS version with Sky/FPS enabled for Linux: is the zip file mentioned in the makefile (http://users.on.net/~gingerman/sky_cursor-textures.zip) enough or do I need another file? Thanks in advance. Rehdon
  23. The kind people at http://www.getdeb.net/ had built a DEB package for Debian/Ubuntu that worked great, it was an older version though (1.32 I think) and they didn't update it later on. You could perhaps look at it as a starting point and/or ask them to build a new package? Rehdon
  24. Hi fellow engineers, soon after the arrow heads were makeable I had an arrow head mold built for me by a good crafter. I was painfully surprised when it broke down at arrow head n. 88: I realize this could just be incredible bad luck on my part, but I'm now somehow... hesitant to have another one built, since the expense is not trivial So, what are your experiences with the arrow head mold? Has anyone else had a breakage? (sure hope not! ) Rehdon
  25. Durability of Arrow head mold?

    Thanks molime, I didn't know the exact breakage chance. Ok, so indeed it was bad luck on my part, I'll go for another one Rehdon
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