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caladina

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Posts posted by caladina


  1. what is the move to attack feature?

    can people on test client test this : when entering a new map then clicking on an npc for the first time, if you are out of range the game sends you on a very long autowalk in the opposite way, may also be much longer extion of the old 'click on a tree while walking 'feature' and have the char walk in the opposite direction

    its easy to stop just re click again but mentioning if its an easy fix

    test on ida storeman sent me to 463,155
    has to be first after entering map as doing it a second time doesnt do it

    ok it gets weirder
    i left a drop bag of bits i didnt want up in the ida desert, as i went back to store i deliberately clicked on the storeman out of reach and it auto walked me back to the  drop bag i had just left, so seems to take you back to last action, i was on horse at the time but i have noticed long click backs while on foot
    client is the mac version,

    tested on ip, kill creature then go to storeman on ip, same scenario 
    same on wraith so any npc, happens after you do another action then click out of reach of npc

    could be a mac only issue

     


  2. 23 hours ago, Ben said:

    The launcher (macOS-only for anybody unfamiliar, solves a few platform related problems and adds some extra features for Mac users) will continue to be bundled with the main app and will continue to work as before. On this occasion there have been no changes so the one you’re using now will work just fine :)

    i put the 1.9.6 clients in the bin and when i open a second client from the launcher it still opens 1.9.6 not the 1.9.7


  3.  

    with the mac client an old problem i had and is present on the new test version is when taking items out of the storage in the magic section, some of the items would change places as you remove stuff, i have a screen recording of this and will try to upload it here either from my mac or via a youtube link

    its more an annoyance than a must fix, not sure if other mac users have same problem?

     


  4. possible new Giws
    gwis message: A ghost ship has appeared

    A ghost ship either appears at a dock or a current ship is used as the ghost ship, maybe this is now more washed out in colour / translucent like the phantom warriors are.

    A player or players enter the ghost ship by clicking on its now pirate flag or other ghost related flag, as its an invasion maybe no change to the original boat is needed, as this would make coding a lot easier and the hunt to find the ghost ship a bit harder, and it will just be one of those things while the ghost ship invasion is on if you don't want to get caught out you don't risk getting on a ship for the short duration

    Once you enter the relevant ship you get teleported to a ghost island with ghost mobs on it, this would be what ever makes it easiest for the team (developer ) to code eg maybe regular invasion mobs but ones not already / often used, not sure if just making a mob translucent is an easy process etc
    The ghost island could be a current map unused in regular game play or what ever the developer decides in way of isolation

    Main point is the entrant system would be run around to try and find the loc of the ship then its up to players to announce or try to kill as many as they can for themselves as is the current status of map giws,

    Once the invasion is either over by kill or time the player on the island get teled back to ip or where ever the ghost ship was docked


  5. Burn,
    i'd like to ask you a favour, could you tell be the number of tiles high the rat and snake eye tavern is at the north face Sedicolis  [51,43]
    from trying to measure horizontal to vertical i'm thinking between  15 and 18 tiles high amusing the vertical tile height is the same as the horizontal tile length.

    been a while since i done anything, main delema has been the scale, i want to do it big enough the detail will be fun to do, i've settled on 1cm square per game tile.
    the other fun part was making the insides and outside of the taven fit to which i've done that now.


     

     


  6. Raptors,
    these would make use of the cockatrice skin / model to save work in making a new art piece as that seems to be a big thing in the past.
    these will be natural yellow monsters like the trice is, they dont ignore anyone, level or perks
    they have a high a/d, should be hard to kill for a single player,
    they should have speed hax permanent,
    Drop? not important from my side, see 'reason for addition'
    Placement, somewhere like ROT past, or other non daily map, the number of mobs would be like the density of 6 per size of ROT,

    Reason for adding them, these on ROT Past will make for an interesting helper to invasions, being a yellow / natural monster, they will respawn rather than poof like a red top / invasion mob does,

    Special ability, this might be the hard part requiring coding that might not exist or be possible?, the ability to know when another mob is in combat with a player, other nearby ones use the known location as a beacon and head to that square, like they do for range attacks.
    During an invasion i can see these mobs being a right pita if the power level is set right so that if they mob a player they are something to be fearful of.

     


  7. On 8/7/2023 at 6:05 PM, dopee said:

    Hey there, i noticed the domain seems to have sold. Is there a way to obtain the current spawn project so i can host it myself? Would be a shame to let it waste :(


    its a shame to see them go for sure, they were a great help early on,
    its not too hard to chase the spawns down and pin point them, bit more work involved on the bigger maps with more spawns though

     


  8. I can see the stage and throne working as it is in a high council / general command type of way
    if the powers to be used the throne and stage area to address the towns folk for something like council meetings

    the stripper poles explain the lighting though lol

    and for sure it makes no difference to game play stuff doesn't match up, just a headache if some muppet like me decides to turn it into a real world object,

    Burn, is there any part of the el code my side where i could change a line to show grids or tile layers?
    long shot i know


     


  9. A quandary, i can make an accurate model of sedi tavern both the inside and outside but they don't match as they are two different maps with two different layouts, outside being a generic rectangle and the insides being an L shaped bigger building.
    my plan is to have the top of the building removable to reveal the insides, this could be done as a miss match which would be game accurate but i have the idea of making the outside tavern match up with the insides in layout.

    story wise the tavern at one point was extended into the building next to it which fits in with its layout, so that would work, the door can be relocated to match the insides.

    oh and as for the scale, just sedi alone would be huge to get enough detail into the buildings and map to make it worth while, and hile sedi is one of the small maps the bigger maps like WS, IDA etc are 4 times as big.

     


  10. as i'm on mac and havent been able to access the map editor
    would it be possible for someone who can to overlay the tile grid on the Sedi map so i can more accurately measure the buildings and other object foot prints for location and size

    my next project is to build a scale model of the sedi map,
     

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