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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sat Nov 17, 2007 12:39 pm Post subject: Huge steps in Egoboo Development! |
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Okay, the changelist, bugfixes and feature additions for the next release is getting dangerously big! The nicest feature I think is the removal of the level cap (The max level is now over 2000!). Secondly there are a number of improvements to the graphics engine. Thirdly we have K'nife's Heist every Rogue has to try out And thats not even mentioning all the changes and bugfixes you folks have suggested. Oh and the new skill system, don't forget that one
Be ready to be shocked:
Version 2.4.? (??.??.???)
- New Feature: Particle Rotation is now implemented into the game (Arrows fly correctly!)
- New Feature: A couple of new items and monsters have made it into the game!
- New Feature: Knife's Heist! A module for every treasure hungry rogue out there!
- New Feature: The Paladin has new textures, icons and sounds.
- New Feature: A new skill system that allows a character the usage of multiple skills.
- New Feature: Egoboo has now almost no limit to the different types of particles it can have.
New particle images and effects has already been added!
- New Feature: There is no limit to the max level a character can gain anymore!
- Update: The max limit of the stats for any character has been increased to 75.
- Update: The mouse cursor has been changed.
- Update: The Orbstorm spell has been made a lot weaker.
- Update: Compressed some files to reduce game size by 8 mb.
- Update: The Game Manual has now a monster section too (Thanks to Florian Natterer)
- Update: The Spork of Fire has a new skin.
- Update: The Camera control has been improved a lot (Credits to bgbirdsey).
- Update: Egoboo now has improved Linux compitabillity.
- Update: The Bishopia guards have new sounds and talk when you bump them.
- Update: Improved the aim of the Longbow (Now superb for aiming up and down)
- Update: Some rebalancing was made to a number of modules.
- Update: The Particle type limit has been significally improved.
- Update: Frame rate is now increased by about 25%
- Update: Some minor graphical enchancements (Credits to bgbirdsey)
- Bugfix: Some lightning and transparency bugs fixed (Credits to bgbirdsey)
- Bugfix: The firebomb trapped chest in the Abyss now correctly drops loot.
- Bugfix: A bad bug causing all spellcasters to gain too much mana return.
- Bugfix: Switches in the Catacombs can no longer be killed.
- Bugfix: The Relic of Turning from the Catacombs now works correctly.
- Bugfix: The Rogue Starter now spawns the correct particles instead of just coins.
- Bugfix: Fixed some monsters getting spawned stuck inside walls.
- Bugfix: A ton of various minor bugfixes (Credits to Florian Natterer)
- Bugfix: The map in the Shadow Palace now works again (Credits to Florian Natterer).
- Bugfix: Fixed some memory errors and leaks (Credits to Hans de Goede)
- Bugfix: Bishopia Torches now lightable (Credits to Agent of Dread)
- Bugfix: The new script functions were not correctly implemented.
- Bugfix: The ammo quiver is no longer thrown when used.
- Bugfix: Fixed the Pause button not working properly.
- Bugfix: A ton of minor messaging bugs!
Still need to do K'nife's AI bugs in the Rogue starter and the Watcher balance issues. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
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Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
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Posted: Sat Nov 17, 2007 2:48 pm Post subject: |
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Yeah... This really looks great!
Now that the level cap has been removed... What is the limit of XP a character can have now? If it was still 9999 it wouldn't help much. _________________ Yes, it's true. I fail. Epicly so. |
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
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Posted: Sat Nov 17, 2007 2:52 pm Post subject: |
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| XP cap is 1073741823.... Level cap is somewhere around 2500, depending on the numbers XP required for levels 1 and 6. |
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Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
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Posted: Sat Nov 17, 2007 3:15 pm Post subject: |
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| bgbirdsey wrote: | | XP cap is 1073741823.... Level cap is somewhere around 2500, depending on the numbers XP required for levels 1 and 6. |
Wow. I doubt I can collect that much XP, especially considering the horrendus 15% XP-penalty upon death!
But... How's the leveling of the character handled we already have? Still level cap of 6, and special ability for 9999 XP?
And how do we indicate XP-requirements for each XP-level now? Do we set them for each 2500 levels!?  _________________ Yes, it's true. I fail. Epicly so. |
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
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Posted: Sat Nov 17, 2007 3:31 pm Post subject: |
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| Quote: | | And how do we indicate XP-requirements for each XP-level now? Do we set them for each 2500 levels!? |
The levels 1-6 are handled the same as before. A formula is used to compute any additional levels. You can figure that out what formula it is.... consider that part of the game. |
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Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
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Posted: Sat Nov 17, 2007 3:37 pm Post subject: |
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Duh. And what kind of formula is it? _________________ Yes, it's true. I fail. Epicly so. |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sat Nov 17, 2007 3:42 pm Post subject: |
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| Quote: | | You can figure that out what formula it is.... consider that part of the game. |
Thou art evil
Anyways I was wondering how we should handle the special abillty now. I think we are eventually going to replace them with a skill system (You can get the special abillity, but you need to buy it with a skill point you gain at - let's say level 12 for example).
As for now the special abillity is gained automagically at 10000 xp _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
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Posted: Sat Nov 17, 2007 4:03 pm Post subject: |
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Ahhhhh.... is that why I get a bunch of sparklies around me?
Even though the level cap it increased, I think that it will be hard to progress beyond the current level range that people are at. In that case, maybe one point per level. Some abilities may be worth more points, though. We could definitely do it using an in-game menu.
I would like to discourage bottom feeding (i.e. killing tons of low level creatures without risk). The way that is typically employed is to not give you any xp if the creature is too far below your level. I really hate arbitrary restrictions like that. I like something like the "use it or loose it" model. If we put in a tiny amount of xp decay, you will not be able to advance by killing grub bugs. You'll have to go after larger and larger prey if you want to level up!
There could also be a method for scaling the levels of creatures in dungeons automatically, so if the dungeon's rating is 5 (i.e. expects a level 5 player) and you go in with a level 10 character, xp is doubled, all the monster levels are doubled, and all the damage done by traps, etc. is doubled? |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sat Nov 17, 2007 4:20 pm Post subject: |
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Aye, sparklies are a part of the special abillity
The problem with xp decay is losing xp when you should not (Like doing a huge shopping spree in town and testing every spellbook, magic item, etc.). Yes, scaling monsters should be quite easy, as egoboo already has a level up system for every monster ingame (Giving them more hp, mana, strenght, etc.). Anyways, since the xp needed for reaching next level increases each level, killing 5 xp monsters is kinda pointless, as you with a little more challenge could kill a floating eye for 40 xp or so.
The xp loss by death may also be taken into account. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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hiroy The Dark One


Joined: 30 Sep 2007 Posts: 703
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Posted: Sat Nov 17, 2007 5:48 pm Post subject: |
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| I think I just wet myself. |
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
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Posted: Sat Nov 17, 2007 6:05 pm Post subject: |
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I think the xp reward for monsters should be scaled by their level. The xp would be
| Code: | | xp_new = xp * monster_level |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sat Nov 17, 2007 6:12 pm Post subject: |
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Actually, Egoboo currently uses an experience exchange system. Whenever you kill a monster, you gain 5-10% of it's current experience in addition to it's base xp. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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hiroy The Dark One


Joined: 30 Sep 2007 Posts: 703
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Posted: Sat Nov 17, 2007 6:35 pm Post subject: |
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| Wait... One little concern... How high does Life bars go up to? As far as I know, over the HP limit is not visible. |
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Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
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Posted: Sat Nov 17, 2007 6:40 pm Post subject: |
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After a certain level, life and mana should stop increasing, to avoid that kind of stuff. _________________ "To err is human, to really mess up requires a computer."
Chainsaw's Cell [Last update: 27th May '08]
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