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Burn

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Posts posted by Burn


  1. The EL client is now built for the newly released Leap 15.2.

     

    Leap 15.1 and Tumbleweed versions remain available. Older OpenSUSE releases are no longer provided for as they are no longer supported.

     

    ---------------

    DO NOT INSTALL THE eternal-lands CLIENT FOUND IN OpenSUSE's Games repo. It's 1.9.4 and won't work.

     

    Make sure you uninstall it if you did before installing my builds. It'll be named eternal-lands whereas mine is named elc.

     

    (I don't have time to fix this right now, will do so later when I set up GIT builds with the latest changes.)


  2. I know at least one person is working on guild map...

     

    If you are working on a guild map, or wish to make changes to a current guild map (particularly the .elm.gz file since it is part of the client), now is the time to consider doing this, in order for it to be ready in time for the 1.9.6 client release (hopefully this Summer).

     

    Make sure you have a current copy of the map editor (or build one from the github current source code yourself). Bluap provides a current Windows build HERE.

     

     


    For minor issues or assisting, I may be able to help, particularly when it comes to the def file. You are welcome to send your changed elm/def files to me* (at flamesworld@gmail.com ) if you have specific questions or need certain things checked.

    That's mostly limited to def file work though. I won't do any major work for you, but I can assist with anything giving trouble in the def file before you send it to radu with payment. This minor assistance won't cost anything.



    I may be willing to do more in-depth def file work (is your current one a mess and you'd like it cleaned up and every entry working the way it is supposed to?), for bones and/or gc. Time permitting. E-mail me with a copy of your def file and what you're wanting done. I do NOT have time to build or rebuild a map.

     

     

    You must e-mail me a current copy of your guild's def file for any assistance or work. I do not know who owns what map, so providing this will be proof that you have the right to change it. You'll still have to pass through radu when making payment for the actual in-game change as well, to ensure you have the right.

     

    If you no longer have a copy of your def file (your elm file is in the client) but you need or want changes, I can provide it. However, you will have to contact radu first. Tell him what you're needing, and that you need him to confirm to me you have the right to the def file as the map owner so I can send it to yor. Let me know once he's done that and once I confirm it with him, I'll send you the file. I cannot send this file without radu's confirmation of ownership, for any reason.

     

    Has the owner of the map long since disappeared and you want to take it over for the guild? See the above response. Radu must approve first, I cannot do that.

     

    *Note: If you're concerned about me having access to your guild map, as the only currently active map developer I already have access to every current guild map's def file and how to enter it. Part of being on the map editing team is being able to keep such information secret.


  3. Here we go again...

     

    Work is in progress on maps and other data for a 1.9.6 release, estimated this Summer but don't hold us to that. (You have also seen bluap is hard at work on the client itself with his 1.9.5p# releases.)

     

     

    Random floating object? Walking inside of a tree somewhere? Are you floating too high over the ground?

     

     

    If you've noticed any "little things" that seem buggy, please start reporting them here.

     

    Note 1: This is not the place for suggestions or changes, just obvious mistakes.

    Note 2: Remember to provide the map name and the exact coordinates (or as close as possible).

     

    Note 3: Is the problem in a secret location? I know all the game secrets so if you can name it without giving away the entrance, fine. If not, PM here or in-game, or "/mercator tell burn".

     

     

    Little things can include:

     

    1- flickering of ground items when the camera rotates or while walking. (Please check with no shadows, if it's shadows causing it I can't really do anything. Also some flickering tends to be specific to certain computer setups or graphic cards, but I can check it at least.)

     

    2- stepping a bit too far into a rock or building or such so that 50% or more of your character is inside the item in question. Basically it seems like you shouldn't be able to stand there.

     

    Or similarly, it seems like you *should* be able to step somewhere but you can't.

     

    3- Floating way too high or sinking way too low in spots. (Height marking is very limited compared to the 3d nature of most games, so "too high" should be defined as approximately half the size of a leather boot - note that sand/quicksand spots such as those in Bethel and Melinis are intentional as well.)

     

    4- Unreachable harvestable items where they should be reachable. (This shouldn't be an issue anymore.)

     

     

    I think you get the idea. Basically it must involve the map itself, anything else is beyond my ability to fix.

     

     

    SECRET LOC? I know them all, just give the name and coords without providing how to enter it.

     

     

     

    It may be a while before I respond here, but everything posted here WILL be checked and fixed as needed before it's time to do the 1.9.6 client release.


  4. 4 hours ago, LongMustache said:

    ok, then. care to explain what would change if you removed serp stone? coz i dont get it.

     

    I understand the idea behind dvarium, but not wolfram.

     


    Removing it from Wolf bar would make it at least worthwhile for players to harvest wolframite and make the bar. Having a 22kgc stone in a bar that can be bought at the NPC for 15kgc ensures that never happens. It puts the onus back on alchemists rather than NPCs. And anytime that can be done is a good thing.

    Wolfram bar was already not worth making in 2008 when rare stuff was much cheaper, it never had a chance of being a makeable bar. This would finally fix that, and the bar would be close to but cheaper than the NPC, so little effect on the economy, just making player mixing more important than NPC purchasing.


  5. Your point is... around the level of WTF.

    Wolframite bars are not made at all. They're sold by NPC for 15kgc because noone's going to mix a 22kgc stone with the added cost of the wolframite for one. Alch tutorial and incredibly dimwitted people excluded.
    Removing the stone will have essentially zero effect on the stone value.
     

     

    Dvarium is hardly used enough that it would make a significant change in anything.


    and 2) We're not discussing binding stones here. Do not change my topic, or anyone else's. You have a topic, make your own post.


  6. Simple enough, change the required items to mix wolframite and dvarium bars to no longer require Serpent Stones.

     

    Reasons being:

    1- They're expensive even without the stones
    2- The Serpent Stone is worth more than the bars

     

    Current pricing:
    Serp Stone ~22k

    Dvarium Bar - unknown but also not normally available, wouldn't sell for under at least 31k to break even cost (also not sold by NPC)
    Wolframite Bar - 15kgc (from NPC, not made by players due to cost)


  7. While there's just afk-ers, mixing is the primary reason people will sit at storage.

     

    Like VotD, there could be a "no manufacture" area around the storage to reduce people sitting at it. It's not real a "manu" storage as you need ings from other maps to mix pretty much anything.

     

    Harvers are going to be primarily sitting mostly at the flowers.

     

     

    As for harvestables, the primary ones that might be harvested there are:

    - impatiens (next to the bench just steps from storage) this will be the biggest issue

     

    - red snapdragons and wood are closer to the fire pit, don't think they're any better than available places on other maps

     

    - branches in the woods, still better in other locations like votd and evtr

     

    Nothing else is close enough to storage to bother considering, all others have closer-to-sto locations on other c1 maps

     


  8. "All the Leather Armor, including Helm, the Augmented
    Leather Pants and Torso, a Wooden Shield and an Enhanced Wooden
    Shield, Iron Chain, Steel Chain, and, finally, a Second Hand Titanium
    Chain Mail."


    Buni's text is a little misleading saying "all the leather armor", as the list after it only says helm, pants, and torso, not the boots.

    That's why no popup for the boot breakage.

     

     

    (Unless there's a change to Buni, I highly recommend using the ingame Notes window to list everything that needs to be broken, and mark each one as you break it. That way you can keep track even if you stop playing a while. If you don't switch computers, that is.)

     


  9. Builds are now updated to the current code in the GIT repository.

     

    Builds available for Leap 42.3, 15.0 and Tumbleweed.

    If you're testing the forthcoming Leap 15.1, a build is also now available for that.

     

    See the first post to install, or if you've installed already update the repo and update via YaST/Zypper.

     

     

    * Changelog for this build:
    - Update to current GIT (April 29, 2019). Changes include:
    -- Separate notepads and items lists for different alts
    -- Alt+J to show ether bar, Alt+K to show ether number over character
    -- Password manager on the login screen
    -- Minimap destination cross color can be configured
    -- HUD indicator shows status for "I Glow in the Dark" perk
    -- Ctrl-RightClick will not delete mapmarks that are hidden (not shown when filter is in use)
    -- Shift+F9 will remove a fire test added using F9
    -- Many various minor bug fixes and tweaks


  10. In the update that just occured, also fixed was the Irsis ranging arena.

     

    If you decided not to use that arena because of poor perception or lower ranging level, it is much improved now lighting-wise and should be useable for most anyone.

     

    If you have already used it and possibly have marked spots to stand, note that you'll be moving further away from the Target now, possibly 4-5 steps.

     

    (You won't see any visible lighting difference as that requires a client update, but it's there on the server and that's all that matters for ranging.)


  11. New mobs that don't use the art of another mob are pretty much not-gonna-happens. Having seen some of what has to be done to create new 3D graphics for this game, and how incredibly old the blender plugins are (and won't work with current blender), roja is probably literally the only person who could do these.

     

     

    As far as updates, radu says he's been busy IRL so I don't think it's a lack of ideas. He still has a list of stuff from me to do since the last client update (including the second black dragon in the new AA cave) and fixing the guild NPCs at Ida docks so they are in the right positions and facing the right directions, among others.

     

     

    (*all of this post based on what I know, I am not actually speaking for radu or roja.)


  12. Doesn't account for Tash, the new storage in Zirak.

     

    Wheat is the fastest there now with an under half-minute walk directly north. Swamp Candles are c2 fastest directly south at the docks, almost as good as Naralik...


  13. As I've informed radu, the official maps are now "cleaned up" with regards to walkable tiles that he can create a script that picks a random map, and a random walkable tile on that map (that has at least one walkable tile next to it) and use that as a spawn point.

     

    Completely random spot on any map that is allowed.

     

    Impossible to spawn-sit, period.

     

     


  14. 6 hours ago, thgilsrooc said:

    I must be playing the game all backwards. I've been harvesting all I need to make my essences. I don't think of cost per ingredient because harvesting them costs nothing but time. Has the play style changed that drastically since I last quit where I'm old school?

     

    If I'm about to embark on a 10k LE project, am I a rare player who'll harvest all the ingredients to do it?

     

    We're not talking about mixing for yourself, but being an actual alchemist who does it for the market as well regularly.

     

    I said in my own post that I mix my own HEs. I also mix all the alch items needed for the C2 rings I mentioned, from FE to MagE to bars. I just don't bother selling any of those things anymore as it's not worth it.


  15. 15 hours ago, revi said:

    Energy essence: Iron ore 4gc, silver ore 2.5, flower 1, food 2, total 9.5 gc, NPC wants 11.

    Matter essence: Iron ore 4gc, quartzes 3×2.2, food 1.2 gc, total 11.8, so about NPC price.

     

    Exactly the point. The alch costs rose to just where the NPC prices were close enough that people with gc would rather haul them from an NPC at a very slightly higher cost than find them on market, and in turn the market for them dried up. 1-2gc each is irrelevant to a lot of players now when collecting to buy million-gc nexus objects is a common thing.

    Just because the NPC price is *slightly* higher does not invalidate that sales from players has drastically dropped. When an NPC becomes competition, it hurts the skill.

     

    (Just like manu, buying from Ida/Mel NPCs is cheaper than mixing in most cases for what manu items they sell, which is infinitely worse but due to that issue having more to do with rare ings is much more difficult to deal with.)


  16. 22 minutes ago, dragon_killer said:

     

    The rings are gone from npc so people need to actually mix the rings for the 100 c2 ring quest.

     

    I'm not thinking "only if it's a quest" is a good response. This is about actually activating the skill again. Quests are irrelevant for this topic.

     

    Regardless though, the end of c2 ring sales (-1) made for a nice improvement on the crafting skill, and rings other than Glac/EVTR get regularly used now. Been regularly stocking my bot with all types.

    I wanna see the same happen to alchemy. There is currently no real point to mix to sell much of anything. A top alchemist and I use my bot for crafting rings because alch selling is almost a pointless waste.


  17. When the IotF NPC stopped selling C2 rings, the value of actually making C2 rings increased drastically for crafters.

    We have gotten to a point where even alchemy is being shut down by ing costs being more than just buying essies from the NPC. Some like spirit essence were already at that point when I first started playing in 2008, selling for 9gc when mercury alone costs 10gc.

    Making mercury is not an option either. Which has led to the death of cinnabar harving in turn as that's it's only use. And alembics are useless.

     

    Being one of the top alchemists, I used to sell HEs and other essies constantly. Now I only make them for myself as costs have gone up to where most just use the NPCs to buy them. And we need at least one skill to remain gc-positive.

     

     

    In order to make alchemy more useful again, I'll put up the following as suggestions:


    ESSENCES

     

    Magic shops should stop selling these (though can continue buying them), with a handful of exceptions so that newbies won't get stuck when learning magic:

     

    Health Essence - increased price to 12gc (from 9gc)
    Matter Essence - increased price to 16gc (from 12gc)
    Energy Essence - increased price to 15gc (from 11gc)
    Spirit Essence - increased price to 20gc (from 9gc that was way too low in the first place)

     

    This would cover primary low-level magic (heal, teleport, shield). All other essies would be players only. Like the C2 rings, would give reason to mix most of them again, even the NPC-sold ones.
    New prices are above ing costs high enough that large amounts will be preferred from players, but okay in small quantities.

     

    There may be bitching at first esp. due to HEs and AEs, but it'll give alchemists a reason to mix them again.

    Good for harvesters too, as buying essie ings may actually be worth it again.


    MERCURY


    Change the mix so the 2 cinn / 1 energy = 4 mercury instead of 2, as changing the NPC price would affect essie costs.

    25gc of ings to make 40gc of mercury instead of 20gc of mercury sounds much better, esp. when risking an extremely expensive tool on top of that.


    (As alembic cost has tripled over the past decade due to EFE cost, I dunno if this will help. Bringing down the cost of making an alembic somehow may be necessary as well.)


    And no, "the experience" isn't worth it alone anymore due to the current alembic/EFE cost. Not an excuse not to change it.

     


    BARS


    Not as bad off as essies are, so let's see how those changes would work first. (tin/copper/bronze have always sucked and need a change but still, wait and see)


    With 1 exception that's long been needed: Remove the Serpent Stone from the Wolfram Bar ings. They never get made solely due to that. The 10 wolframite ores are more than enough to keep the cost up.

    Cost of mixing a wolframite bar would be below the 15kgc you can buy them for at the NPC just enough that actually mixing the bars would be preferred.

    (Increase the wolframite as needed rather than relying on expensive rare stones if the cost needs to be brought up.)

     

    This could give a (albeit slight) bump to mixing steel long swords as well.


  18. https://elmaps.burningdownthe.net/

     

    Released today (July 12) - Version 1.9.5-02

     

    - Darkening of non-walkable areas for much-improved mapwalking in places such as Bethel, Ida desert, and SRM Mount Sorrow

    Example of Bethel:
    19502-darkening.jpg


    - Is the map Single or Multi-combat? An "S" or "M" next to the BurnedMaps logo will tell you! (subject to server update change, though that is rare)

     

    19502-single-multi.jpg


    - Added names for named areas on topside maps. ("Tirnwood Vale", "Nymorq Wood", etc.)
    - New circled "S" mark next to insides and such to indicate "secret" areas, thus no confusion as to why no entrance is shown to them. (may not have got them all)
    - Improved coordinate lines

     

     

    Minor changes:
    - Other minor various legibility tweaks
    - Trassian insides map was missing alphebetical identification marks
    - Drop points for the teleport spots in C2 portal room to the back of the portal area now marked
    - Marked KF as 130 a/d limit
    - AA Lothalith Fortress - Moved an incorrectly placed sulfur mark.
    - AA small secret (above the original black dragon cave on cave3 map) - the one that exited to AA pk area was moved in 1.9.5, and now exits where it is entered.
    - Ida insides - One house was missing its alphabetical marking (AB)
    - Removed new character screen map. It's never possible to use it in the client.

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