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kjshelly

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Everything posted by kjshelly

  1. I have a couple of suggestions for new magic spells: Resist Poison - temporarily makes you immune to poison (from snakes or the poison spell) Slow - temporarily slows the targetted entity (movement rate or attack frequency or both)
  2. quests

    I was online recently when Entropy broadcast the suggestion that people do their quests instead of just leveling up. I suspect that many (like me) are stuck so like me they fall back on the option of advancing the character's skills. I suggest that all the quest-giving NPCs be updated so that they can repeat the initial statement of the quest so a player can go back and see if there is anything useful that they missed. I found the answers supplied to the "what questions do you have for me" options on the bookseller quest unhelpful in completing the quest.
  3. Upon entering the titanium mine, I get the message: "Bad object: ./3dobjects/structures/sign.e3d , Two or more materials with the same texture name!" twice.
  4. New Area

    Eternal Seas - otherwise known as Eternal Lands, the Seaquel!
  5. The initial welcome message

    The initial welcome message still says "Welcome to Eternals Lands, the Alpha Version. If you are new here, when you log in, you will be right next to the Newbie Helper...." This message needs updating, I think.
  6. The skills section of my stats window still shows the bug: Attack: 27/27 [155591/170691] Defense: 28/28 [201143/170691] As before, #exp shows the correct defense next level experience.
  7. Segmentation Fault in 0.9.2

    I downloaded the new version 0.9.2 and unzipped it. I started the game (I was at Lakeside docks). I walked to the general store and clicked the door to enter. The client program vanished leaving the message "Fatal signal: Segmentation Fault (SDL Parachute Deployed)". I'm running Linux kernel 2.4.20 . glinfo begins: Video Card: Mesa DRI R200 20020827 AGP 1x x86/MMX/SSE NO-TCL Vendor: TUngsten Graphics, Inc. OpenGL Version: 1.2 Mesa 4.0.4 Re-starting the game put me just inside the door of the shop. No problem exiting the shop. I'll try again soon to see how repeatable it is.
  8. Segmentation Fault in 0.9.2

    So far the crash has happened about 4 times out of 5. The error_log.txt is empty. The error occurred in both fullscreen and windowed mode. It happened entering both the general store and the tavern across the street. It happened in both "walking man" mode and "harvest" mode.
  9. Segmentation Fault in 0.9.2

    So far it has happend about 4 tries out of 5. I have had the failure in both windowed and full-screen modes. It happened in both "walking man" mode and "harvesting" mode. It happened entering both the shop and the inn across the street.
  10. #exp bug

    I just saw one I hadn't seen before in the stats window. I just made magic level 22 and it now shows Magic: 22/22 [57174/57165] As usual, #exp shows the correct value.
  11. Gargoyles.. why...

    Dying a couple of times on the docks to Gargoyles (I did) could dampen one's enthusiasm for working on the White Stone-based quests (it did) for 50% of the time. I think that 03:30 to 00:30 is perhaps too long to take White Stone out of play - maybe 04:00 to 00:00 would be better.
  12. mapping skill

    It has bothered me since I started playing that this game has no mapping skill. (The map that a character builds with this skill would help answer the question "Where has this character not visited?") I have been thinking how this could be implemented. No matter how it is done, it will require a bit of work on Entropy's part to implement. (I use the masculine gender here for brevity. Feel free to substitute "she" or "it" wherever "he" appears.) The first idea I had was: The character would acquire a Mapping Kit in his inventory. At every location he wanted to map, he would USE the mapping kit. This would add the current location to your map (and assuming it had not yet been visited, increase your MAPPING skill). To review your map (you can only see your map of the current game map), you would VIEW (eyeball icon) the mapping kit in your inventory. The map would appear in its own window centered on the character's current location. It would be possible to MAP caves, etc. as well as above-ground areas, but perhaps not the underworld. The higher the MAPPING skill, the more detail would show on the map. At low levels, it would only indicate "visited here" and "barrier to moving adjacent to a visited here location". At higher levels it would show you something about the type of barrier. Higher still you would see where doors are. Higher still you could see terrain. This would probably not be acceptable due to the storage and management requirements for this data on the server, even at 1 bit per location per map per character. The next variation I thought of was to store the maps on the client. This would make a certain type of cheating possible since the user could set bits in his bit maps then view the map. There would also be issues of keeping maps separate between multiple characters on one computer. A disadvantage of keeping the maps on the client is that if you switch clients, you can't see your saved map on the other client. The third variation I thought of which avoids the cheating issue is to actually store the data (not just the "visited" bits) on the client. This way, the detail stored (probably multiple bytes per map location) would reflect what the character is able to glean with his current mapping skill. The character might want to revisit the location and re-map using a higher level mapping skill to add more detail to the map. This variation would still have the problem with switching clients and would still have to handle the multiple character scenario. Most other RPGs I have played lately (though this is the first MMORPG I have played since around 1979) have had a mapping skill and I tend to depend on it when searching an area or planning an efficient travel route. In a game like Eternal Lands with its complex terrain I feel blind not knowing if I have been here before. Also, when stuck on a quest in other games, I have the option of mapping besides the option of increasing experience.
  13. Restoration spell bug

    According to the web page, the restoration spell requires 4 life essences, but in the game, it uses 4 health essences instead. Is this a bug in the program or an error on the web page?
  14. Medallions

    I was thinking that since they have magical properties, the medallions should have some "mystical" ingredients and not just jewelry components. I was thinking they might use an essence as an ingredient or at least animal or plant components like most potions and essences
  15. Bone Powder exp

    It's a little confusing since in some games, the alchemy skill is the one used to make potions. However since they are separate skills in this game, I was reserving potion skill for any process that produces a potion and alchemy for any other compounding process. It becomes less clear if the alchemy skill is ever split between smelting and essence making.
  16. Bone Powder exp

    The exp would be in Alchemy skill? I don't think it should be potions or manufacturing.
  17. Iron Two Handed Broad Sword

    The web page calls it an Iron Two Handed Broad Sword. I made one. I equipped both the sword and a shield. Is it really a 1-handed weapon (web page error) or should it not work with the shield (code bug)?
  18. The goblins in the gold mine do drop gold coins when they die. Don't believe everything you read on the web page.
  19. another walk-through rock

    This walk-through boulder is at White Stone - Forest of the Fall at 722, 619
  20. I can stand within a lamp post near Grahm's Villlage: White Stone 191, 201
  21. Cape/Cloak Suggestions

    Since a major issue with manufacturing is moving a quantity of raw materials, maybe the manufacturing cape should increase carrying capacity.
  22. quests

    Alternatively, the conversations with NPCs could be added to the console log so it could be reviewed later.
  23. Shouldn't you be able to store a parchment in the storage facility? (unless there will NEVER be a second use for parchment in the game)
  24. I would like the buy/sell quantity list to include "2" (as was done in the storage facility quantity list). That would help reduce the amount of clicking when you need to buy or sell a specific number of items.
  25. A good time to start hunting?

    Because it only takes one bite to kill you?
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