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Burn

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Everything posted by Burn

  1. 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
  2. Packages available for OpenSUSE Tumbleweed, Leap 42.3, and Leap 15.0. (As well as testing package for the forthcoming Leap 15.1.) 64-bit builds only as OpenSUSE no longer supports 32-bit. - Builds are the official 1.9.5 client. Depending on work done in the git, it may get updated to GIT builds as is warranted. Current build: GIT as of April 29, 2019. - 4 Packages: 1. elc - the main client (required) 2. elc-data - the game data files (required) 3. elc-sound 4. elc-music Sound and Music are optional, and install the same sound/music as found on the official download page. Updates will normally only happen when truly warranted, not every tweak in the GIT. I also make sure the builds work for me at least before putting them out there. Direct Install Go to this download page at the OpenSUSE Build Service. Click the OpenSUSE logo as your OS, then the green Install Now bar for your version of OpenSUSE. Zypper install Go to the above-linked download page and click "Add repository and install manually" for instructions. YaST Install If you know how to add a repo in YaST, use the repo links found in the Zypper instructions. If not, just use the 1-click install and the repos will be automatically added.
  3. 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.)
  4. Assorted update ideas for Radu

    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.)
  5. Nordcarn South Cave (1.9.5)

    Fixed for 1.9.6. (It was there in 1.9.4, but it was sitting on an object that was removed for 1.9.5, hidden in the map editor by a light source so it went unnoticed.)
  6. Palon Vertas - 1.9.5

    Fixed for 1.9.6
  7. Potion School does not work on Potion of Mana

    Right, no level-0 items work in schools. They are no-risk mixes.
  8. Harvestacular

    Where times are listed on the wiki for Zirak, they're current. I deleted old ones and the ones there now were added by me. (Just the main map though, I didn't time inside Gunda.)
  9. Harvestacular

    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...
  10. Bring back old Neno

    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.
  11. 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.
  12. Make Alchemy Great Again! ;-)

    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.
  13. Make Alchemy Great Again! ;-)

    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.)
  14. Make Alchemy Great Again! ;-)

    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.
  15. Here you go... https://elmaps.burningdownthe.net They do work, they are updated, and they're sooooo adorable! Okay, maybe not that last part.
  16. 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: - 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) - 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.
  17. New client binaries for testing

    Test server's images update was done by me, radu did the main server himself, so there's always the possibility something got missed. (Vial molds aren't exactly used much these days if at all, none on bots either, so I can't see to check it.)
  18. New client binaries for testing

    That's due to the way the item lists are saved. Pull everything out, delete the old list, save a new list. Solved.
  19. Probably Linux. Grab the version on the download page and reinstall. Part of the issue with the previous update was a problem with the Linux numbering. That's fixed with the current download version and this server update today.
  20. New client binaries for testing

    That one will *only* work when asked for in the quest. It's not a generally readable book.
  21. Android client

    double-tap the blue camera rotation bar to bring up the keyboard
  22. Client update, 195

    bluap* has provided. I do maps. ;-)
  23. 2 Holes in DP Client 1.9.5

    FTR: "Holes" as well as start-stop or breakage of mapwalking are caused SOLELY by not having the same map in your client as the server has. That they exist is in itself the proof that your client is using 1.9.4 data for some reason on the 1.9.5 server. A hole: the server has that particular tile as walkable, but since your old map doesn't - you can walk on it because the server permits you, but your old map has no information on what height you should be at because it has it as unwalkable. "unwalkable" in map terms is actually a height positioning lower than the lowest you can be in the game, so you end up "in a hole". Stops during mapwalking are due to the exact opposite, the client has walkable tiles that the server doesn't, so you stop when you get to those tiles. The solution in both cases is to get your client working with current data.
  24. http://www.gm.fh-koeln.de/~linke/EL-Downloads/EL-MAC-1.9.5.zip Please test to see if the client installs and runs. Preferably on Test server as you will have problems using this on main. If you don't know how to install this seperately from your 1.9.4 client, be prepared to reinstall 1.9.4 as well for playing on main. Post any crash info. (Note that on Test server you have the correct maps, but the unofficial tab maps are unreleased for it so you'll have to walk around blindly in new or rebuilt areas.) Please also post if you found it works okay! Just so we know it's being tested.
  25. Rain in WTF dungeon map

    Is it a constant rain, or starting/stopping like other maps? I've been sitting on DP for a while just to make sure, but no rain. This seems to be limited to the instance maps.
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