Amulets and Armor Forum

Amulets and Armor => Editing A&A => Topic started by: peewee_RotA on November 25, 2015, 04:17:37 PM

Title: Peewee Mod Fork 1.3.2
Post by: peewee_RotA on November 25, 2015, 04:17:37 PM
Version 1.3.2 available!

Releasing 1.3.2 a bit early because I wanted to have an installer that included Quest 10 to hand out to folks who had never played AA before. There are not a lot of major changes here, just some minor rebalancing of damage. I'll follow up with a better changelog soon.

Download is available here:
https://drive.google.com/file/d/0B53xwpRlaEsdX2E1dUhQX2VCXzg/view?usp=sharing

If you already have the mod, remember to back up your save files before installing!

Changelog from 1.3.2:


Changelog from 1.3.1:

Changelog from 1.3:

Below is a full list of features


OLD mod thread:
http://amuletsandarmor.com/forum/index.php?topic=103.0
Title: Re: Peewee Mod Fork 1.2
Post by: LysleShields on November 26, 2015, 10:32:38 AM
These are a ton of nice changes!
Title: Re: Peewee Mod Fork 1.2
Post by: Markus Ramikin on February 07, 2016, 02:40:54 AM
Trying it out, and it's quite good! Nice work.

Let me share my impressions and thoughts. Of course I realize this is your personal mod, so feel free to disregard, but in case you're interested in feedback...:

The Good

* The biggest improvement for me is the casting timeout. This means higher level spells are more important and you can't just rapidfire a weak spell into a massive burst of damage. It's precisely what I'd always thought was needed.
Truth be told, it should be even longer, to account for spells being more powerful. Game's a bit too easy now.

* The improved sneak and backstabbing is great. I'd never seen much of a point to the rogue in the original game, but this mod is a whole another story.

* Wand damage is now lower than cast damage. I like it, as it makes dedicated caster classes better at what they do compared to others. (even if it means the Earthsmite Wand in Q2M3 stops being my Favourite Drop Ever).

I'd love to see the above things go into the official version of the game.

* Armor penalty to stealth makes sense.

The Less Clearly Good

* Push/Repel: I liked how a few fast casts could push melee enemies away so you could then fire a damage spell safely, but with casting timeout it becomes harder to use them to create space. If you do increase casting timeout more (would be a good idea iMO) this technique might become unreliable against fast targets like Priam's guards or Shadows. Perhaps give those spells more oomph? With a corresponding increase to mana cost.

* Armor penalty to magic may have been unnecessary. Priest is meant to wear chainmail as he doesn't get Mage shielding spells, and Paladin and Knight already start with a weaker Magic stat and lower mana regen. Mage is going to get huge damage mitigation from shield spells (and rings) and yet won't suffer penalties from that...
There's also the added incentive to remove armor before doing pre-combat or non-combat casting (buffing up, Knocking on a secret door etc.), which would be annoying. Almost tempted to autohotkey it despite the cheese.
I'd recommend reverting this change OR making it impossible to change armor except in town.

* Armor penalty to speed I'm not so sure about either, at least from leather. One mildly absurd consequence is that strictly speaking, the optimal thing to do immediately after creating a Mage character is to undress him. That's just silly. The chainmail/platemail penalties make some sense, though.

* Wand class restrictions - Knock was a staple wand on most of my characters, and it's annoying how much harder it can sometimes be to get into some locked secret areas. I also miss being able to use Earth Bind on melee characters, to bring down fliers. Overall not a fan of this change. If cast damage being stronger than wands was on purpose, then dedicated casters from a given branch of magic will still have the advantage over wand users even if this restriction were lifted.

* "level scaling for spells and spell casting rates" - if this means what I think it means, namely that level (or magic stat) directly increases damage and decreases timeout, then won't this make the game too easy on higher levels? As well as reduce the value of the more difficult spells. Timeout is too short as it is! EDIT: yep, my level 10+ mage is ridiculous. :)
Level/magic already increased damage output indirectly, by allowing more powerful spells with less fizzling. And of course by giving you more mana to play with. That seemed enough to me without complicating it further. One magic dart should be like another.

Questions:

Is there a comprehensive changelog available anywhere? (Yes, I saw the other thread). With more detailed/numerical changes/formulas used?

In particular, I am wondering about things like...
* How much is the sneak attack damage bonus? How about the flanking one?
* Heartrate: how much faster is mana regen at lowest heartrate compared to vanilla game? Is there a way to see what my current heartrate is? How long does it take to go to lowest heartrate once you end combat and stop moving?
* Is there a keyboard shortcut for the steal/unlock functionality? Browsing some other thread I run into some comment that there is, but I can't find it; I discovered mouse3 does it, but nothing on the keyboard.
* Rebalancing wands: was this just adding class restrictions, or did you change something about the costs/damage/mechanics?
* And lastly,
Quote
- made it harder to be detected while sneaking
What do you mean by "while sneaking" exactly, the "slower movement" modifier? Does running make it impossible to sneak altogether, or just adds a penalty or what?
Title: Re: Peewee Mod Fork 1.2
Post by: Markus Ramikin on February 07, 2016, 08:20:56 AM
More observations:

1. [BUG] If I try to punch a skeleton, game crashes.
Savegame:
https://dl.dropboxusercontent.com/u/20846822/_Const/AA/savegame20160207.zip

2. Mantra (437) can be used to cast even better Mantra. I have a level 10 Mage who has 68 Magic. After casting Mantra 4 times I have 120 Magic. Is this intended?

3. Mana reduction gets really powerful. At the aforementioned 120 magic, a fireball costs me roughly 1.5 mana point! This is quite OP and I have no use for money any more since I don't need to buy mana scrolls.

4. Shielding gets ridiculously good too. At 120 magic, casting Shield and Deflect gets me from 0 to 155% shield, with Total capped at 90%.

5. For some reason maps I never played before on this character start already explored for me, even though I never cast a better spell than Locate Object. Bug, or expected result a map spell cast with a high Magic stat? One consequence is that you can no longer use the map to know which corridors were already visited.

6. The Schtick hits a LOT harder in this mod than in the classic game. Do staves depend on the Magic stat in your mod, instead of strength?

7. The exp from thieving activities is ridiculously high. I am pretty sure I wasn't supposed to end Quest 2 at level 8! A serious nerf would be good.

8. Now that the rogue class actually works, Ring of the Thief makes things too easy. You can buy as many as you can afford straight after Quest 1, and with each ring being +20 Stealth, that's too much too early.
Maybe nerf the ring from +20 to +10?
Or make it load in shops much later, and put the Amulet early - you can only wear one amulet, so that'll be +25 Stealth instead of +80.

9. Did you seriously buff up the chance to jimmy open a door to which you didn't bring a key? I'm 3 out of 3 so far, and that's not a good thing...
Title: Re: Peewee Mod Fork 1.2
Post by: peewee_RotA on February 09, 2016, 01:19:27 PM
Trying it out, and it's quite good! Nice work.

Thanks

* Push/Repel: I liked how a few fast casts could push melee enemies away so you could then fire a damage spell safely, but with casting timeout it becomes harder to use them to create space. If you do increase casting timeout more (would be a good idea iMO) this technique might become unreliable against fast targets like Priam's guards or Shadows. Perhaps give those spells more oomph? With a corresponding increase to mana cost.

The input is very appreciated. I didn't know what to do with those. I want to make push not fire a projectile but use the AOE feature that I added, but I don't have a good way to indicate it. The barbarian has an AOE push that's hard to use at the moment.

* Armor penalty to magic may have been unnecessary. Priest is meant to wear chainmail as he doesn't get Mage shielding spells, and Paladin and Knight already start with a weaker Magic stat and lower mana regen. Mage is going to get huge damage mitigation from shield spells (and rings) and yet won't suffer penalties from that...
There's also the added incentive to remove armor before doing pre-combat or non-combat casting (buffing up, Knocking on a secret door etc.), which would be annoying. Almost tempted to autohotkey it despite the cheese.

* Armor penalty to speed I'm not so sure about either, at least from leather. One mildly absurd consequence is that strictly speaking, the optimal thing to do immediately after creating a Mage character is to undress him. That's just silly. The chainmail/platemail penalties make some sense, though.
I thought I removed the speed penalty to leather. If not I will. I was clearly overthinking things when I added in those penalties to leather.

As for magic penalty to chainmail, there's two ways to play the priest. Pure combat or pure magic. I've played through a couple times with both examples and found the penalty made it more of a clear split between the play styles. For some background, most classes in the original game have a hidden ability that's not revealed in the class description (quick breakdown below). The priest and mage recharge MP at 2 or 3 times the normal rate. For the mage that makes magic a viable combat option whereas it's not very realistic for a magician or warlock. But the priest has a low cost healing spell and a high MP recharge rate. The only downside is the slow movement. Adding a disadvantage that directly harms a combat focused priest really brought him back down the level of other characters.

(Also, if you want to get the best bang for the buck, the chestplate and leggings double the penalty. Only removing those two is probably enough for that combat prep.)



* Wand class restrictions - Knock was a staple wand on most of my characters, and it's annoying how much harder it can sometimes be to get into some locked secret areas. I also miss being able to use Earth Bind on melee characters, to bring down fliers. Overall not a fan of this change. If cast damage being stronger than wands was on purpose, then dedicated casters from a given branch of magic will still have the advantage over wand users even if this restriction were lifted.
The wand damage becomes redundant with this change, but it makes the rogue much more unique. Now only high magic characters and rogues can access locked areas. It makes the game completely different for each class which I felt was a good change. Adds to replay value.

* "level scaling for spells and spell casting rates" - if this means what I think it means...
Yes, except keep in mind that there is an upper cap to all spell damage now. Also magic level lowers spell cost (but there is also a minimum cost). So magic darts can never be leveled to be as efficient as fireball or god's wraith. Low level characters can now use scrolls of magic to up their damage, almost like a quad or a tome of power in 3d shooters of the time period. When I playthrough with the barbarian I stock up on the scrolls of magic to make the berserk bonus higher.

At the time I was playing D&D5e and LOVED how the cantrips were implemented. I think it shows haha.


Questions:


One more note. Accuracy has always determined arrow damage as well as acted as a modifier for critical hits. I've replaced the critical hit calculations to make accuracy have a higher impact. So classes like archers and ninjas get more bang for their buck out of the stat than before. It's also a great stat now to buff with scrolls for a knight or barbarian who want to rush in swinging.
Title: Re: Peewee Mod Fork 1.2
Post by: peewee_RotA on February 09, 2016, 01:22:05 PM
I'll get to the bug list soon. I'm realizing now that I fixed a lot of bugs but never put out a new installer. Crash is fixed as well as a bunch of oversights I'll try to have a new installer out tonight.
Title: Re: Peewee Mod Fork 1.2
Post by: Markus Ramikin on February 09, 2016, 01:53:26 PM
Thanks for the replies. Looking forward to new installer, as well as to the detailed changelog whenever you end up making one.

So what are your thoughts on increasing the cast timeout further? Also, just in case you missed it, I think my last edits to the previous two posts were probably while you were reading/typing, especially my latest experiences with the rogue.

One thing you weren't 100% clear about: you said standing still increases stealth chance, but what about walking vs running? Should I walk instead of run for best effect?

(Just BTW, explaining things by making referenes to your new classes is not going to be effective because I think they are horrible and unbalanced and ugly, and having tried them out for while I refuse to play them. :P)

Oh, middle mouse click is fine. Just wanted to be sure I'm not missing an existing keyboard one, but got used to the mouse quickly.
Title: Re: Peewee Mod Fork 1.2
Post by: peewee_RotA on February 10, 2016, 11:23:19 AM
For some reason the nullsoft installer software isn't working anymore. I'm going to mess with it a bit more and find a new solution if need be.

Title: Re: Peewee Mod Fork 1.2
Post by: peewee_RotA on February 12, 2016, 06:18:48 AM
I found out the problem and I've updated the installer!
https://drive.google.com/open?id=0B53xwpRlaEsdSnFTLU9oUjc3Vkk

(Link on first post is fixed as well)

I recommend backing up your save files first. They should be located in C:\Games\Amulets & Armor\pwmod\S0000000 if you installed to the default location.
Title: Re: Peewee Mod Fork 1.2.1
Post by: Markus Ramikin on February 12, 2016, 04:19:42 PM
I've updated the installer!
(http://www.bakingdom.com/wp-content/uploads/2011/08/Giddy-Darla.gif)
;)

Does flanking and backstabbing stack, should I stab from behind for best effect? If so, does it stack additively (8x) or multiplicatively (14x)?

And it's not 100% clear to me, does walking give you better stealth checks compared to running?
Title: Re: Peewee Mod Fork 1.2.1
Post by: peewee_RotA on February 12, 2016, 10:12:20 PM
LOL

Flanking and back stabing do not stack... but critical hits do. So you will double your damage if you crit while back stabbing. That means the damage goes to 14x instead of just 7x if you backstab and crit. That's why the ninja has accuracy as such a high stat. It makes them way more likely to crit while backstabing or flanking.

Backstabbing and flanking work when a monster has a target different than the player attacking (or none at all). What this means is that flanking is primarily a multiplayer concept. You do bonus damage to monsters who target your friends. In single player if monsters target another monster you can do flanking damage. A smart fighter can rack up the damage, especially if they have bonuses to accuracy. This is much more similar to attack of opportunity rules in D&D.

At the moment standing still gives an advantage to stealth. When standing still the game only checks to see if you succeed at stealth once every 3 seconds. While moving it checks every second and gives more chances to fail the stealth check.


You can see that at early levels in original A&A and pwmod, players have a real risk of dying. As they level the risk of dying dramatically falls except for traps. The real challenge is killing and plundering. This is made fun of in tabletop RPGs as "murder hobos." You're not there to risk death. You're there to kill people, take their stuff, and sleep in the woods. Pwmod makes no effort to make high levels more deadly. Just an attempt to tweak certain gameplay styles to make them more pronounced.

I have so much fun back stabbing and then running for the hills now.
Title: Re: Peewee Mod Fork 1.2.1
Post by: Markus Ramikin on February 13, 2016, 02:56:26 AM
Hehe, murder hobos. I like that.

Thanks for the explanations.

But, to clarify yet again, I am not asking about standing still vs moving, I am asking specifically about walking vs running. Does the "slower movement modifier" key make a difference to stealth? I'm sorry to keep bothering you, but unless I'm missing something, you never directly addressed that.

Yep, I realize making the game harder is not the scope of this mod... that would require serious work on the enemies, putting more of them in various places, and making them shoot faster etc.

But there are several ways in which this game is easier and simpler than it has to be, and part of what drew me to your mod was the impression that it fixed some of them. For example by adding the casting timeout, so the player can't get high DPS by bursting cheap easy spells. This would have the great effect of encouraging people to use a greater variety of spells, to use higher level spells as soon as their Magic stat lets them cast them reliably.

Unfortunately, you give with one hand and take away with the other. Part of the benefit is lost because of higher damage, but that's part's a good thing per se, and could easily be balanced by making the cast timeout a bit longer, to lower DPS.

But you also make levels improve spells' effectiveness and cost. Because of that,
* lower level spells have more longevity despite increasing enemy hitpoints.
* the highest level spells are less cost-effective in terms of mana. This is because the level bonus seems to reduce the cost by a flat amount, so that at no level are higher level spells equally cost-effective to lower level ones (in classic, Death Cloud used to be the best spell if you could cast it reliably!). Even at the max 120 magic my Fireballs cost 1.5 mana and therefore do ~7 dpm (damage per mana) but my Death Clouds cost 11 mana and therefore do only 2,8 dpm.
That's before counting the improvement to damage, of course. If that is also a flat amount - I don't know - then it improves lowest level spells the most, and thus only makes this situation worse.

Both these effects lessen the incentive to move on to stronger spells. Also, the incredible cost-effectiveness at higher levels means I no longer need to buy mana scrolls, which is a shame; no longer having to pay even a minimum amount of attention to being supplied and to my expenses as a mage.

So after giving it a good deal of thought, the increase to base damage is a good feature (assuming it's a multiplier of the old values and not flat addition), but I'd recommend cutting out the level-scaling of mana-cost, damage, cast timeout, plus I'd lengthen the base cast timeout a bit more. Not to make the game "harder", but to make the more difficult spells more useful relatively to the lowlevel ones.

So these are my thoughts on the mage. I haven't played the melee classes enough to see the deeper effect of your changes, except the thief on which I already gave my feedback. Anyway, just my analysis; maybe you'll find these ideas worth pondering.

Still quite a worthwhile mod, and I'll be recommending it to a friend I intend to get to try the game.
Title: Re: Peewee Mod Fork 1.2.1
Post by: peewee_RotA on February 13, 2016, 09:21:57 AM
Sorry. I really thought it was clearer. No, running and walking make no difference. It only checks if the player is moving.

Honestly I'd love for you to join into another discussion that we had some time ago. No matter how deadly the game is, dying only has a small consequence. You drop all items and lose some money (but since most people keep their money in the bank it is not significant). If drop items is turned off in the settings then there is no penalty at all. We've discussed at length what this means and what some options are. I think you'd enjoy the discussion
http://amuletsandarmor.com/forum/index.php?topic=150.msg666#msg666

Regarding the magic, I'll definitely give that a try. I just wanted to point out some considerations that are missing.

First, there is a max damage cap on all spells right now that takes DPS into account. (Keep in mind that fireball does firedamage so it always does 25% more of its base damage unless a monster is immune to it). Around level 5 or 6 a mage cannot do as much dps with dart as fireball. Other spells scale progressively.

However this is not a fair analysis of the balance of the game. Elemental damage types are wildly different. For example, the DPS of poison is off the charts. The only balance for poison (which death cloud does an insane amount of poison damage) is that the gradual poison does not give you XP. At early levels in both the mod and the original game no spell can catch up to poison dart. Allowing damage to scale gives casters the option to do more damage up front with other spells in a simple effort to balance poison. Citizens get the poison touch spell in quest 1 and have enough runes to use it soon after. Give it a try in the original game. You become unstoppable doing hit and run attacks as soon as you get that spell.

In the mod try the lightning bolt spell on knights in quest 4. The metal armor damage bonus is massive. Similarly try the acid spell on other melee types and the mana drain spell on wizards. You'll find that the special and elemental types are incredibly useful.

One more thing, the mana cost was mostly an attempt to balance the priest. Priest spell characters get a Rejuvenate spell +5 health for 5 mana early on. After quest 2 you find Heal which is +50 health for 50 mana. Since there is no change in magnitude for this spell and many other spells in priest and arcane, the only thing I could think of was progressive mana scalling with limits. This increases health per mana. It also increases the duration of other spells for all classes. A spell of strength has a magnitude and duration bonus. This has been a big help in balancing non-magical classes that were able to just learn utility spells and conquer the game. The paladin has access to all priest spells and can avoid TONS of hazards early on. The duration boost makes the priest simply better at those spells.

Title: Re: Peewee Mod Fork 1.2.1
Post by: Markus Ramikin on February 14, 2016, 02:29:49 PM
I've seen that other discussion. I'll give it another look some time soonish, since you recommend it.

New observation: acid damage is incredibly good. (Are you seeing a pattern yet with my observations? ;) ).

In fact, I am pretty sure this is the reason sometimes enemy melee hits heal me! Literally, Priam's guard swings at me and I get "you get healthier!". This doesn't happen every time, but every 5th or 10th enemy which I've hit a few times with my Wormtooth starts doing negative damage.

Even without that bug, being able to reduce a dangerous enemy to 1 damage per swing near-instantly is OP. Ever since I got Wormtooth, I don't even need to backstab. I just melee entire groups of Priam's Guards without the slightest effort. Even for a murder hobo, that's too much! :)
Title: Re: Peewee Mod Fork 1.2
Post by: peewee_RotA on February 15, 2016, 07:05:26 AM
Bug fixes! I'll have a new installer out this week. Want to do some more testing.
1. [BUG] If I try to punch a skeleton, game crashes.
Savegame:
https://dl.dropboxusercontent.com/u/20846822/_Const/AA/savegame20160207.zip
Already fixed in latest installer

2. Mantra (437) can be used to cast even better Mantra. I have a level 10 Mage who has 68 Magic. After casting Mantra 4 times I have 120 Magic. Is this intended?
I saw this problem and similar problems with increasing power to buff spells. I've simply stripped out any magic bonus to buff spells. Unfortunately this affects demon pact, regenerate, and the priest healing spells... which I did not want to reduce. However, all of these spells still get a bonus duration.

3. Mana reduction gets really powerful. At the aforementioned 120 magic, a fireball costs me roughly 1.5 mana point! This is quite OP and I have no use for money any more since I don't need to buy mana scrolls.
I tried removing the mana reduction but there's a problem below that applies to this. So I changed it. Now there are tiers of spells corresponding roughly to magic levels. Every 1st level spell (less than 5 mp) can never have mana reduction. Every 2nd level spell (roughly 5-9) has a slight mana reduction. Every teir increases the spell reduction rate but the spell itself can never decrease below it's base. I.e. Fireball can never reduce to less than about 7mp and heal can never reduce to less than about 30mp.

4. Shielding gets ridiculously good too. At 120 magic, casting Shield and Deflect gets me from 0 to 155% shield, with Total capped at 90%.
Fixed with removal of buff power bonus. Just to note something... all armor is capped at 90%.. however the actual damage code from the original game divides armor values by 2 (bitshifted by 1 if anyone has trouble finding it in the code). So no armor will ever protect more than 45%. It's really hard to observe armor protection real time in the game because of this and other factors that change armor. Piercing and lightning can cause wildly different results.

BTW, I confirmed that piercing does attack through a magic shield. I might fix this but I'd rather completely revamp the concept of magic shield first.

5. For some reason maps I never played before on this character start already explored for me, even though I never cast a better spell than Locate Object. Bug, or expected result a map spell cast with a high Magic stat? One consequence is that you can no longer use the map to know which corridors were already visited.

fixed

This was due to the power level bonus for buff spells. A powerlevel of 0 = normal map. Powerlevel of 2 = show monsters. so on and so forth. The mage bonus was about 10 to start... so yeah.. this was a major bug. Thanks for catching it!

6. The Schtick hits a LOT harder in this mod than in the classic game. Do staves depend on the Magic stat in your mod, instead of strength?

Not a bug

See the next item for details

7. The exp from thieving activities is ridiculously high. I am pretty sure I wasn't supposed to end Quest 2 at level 8! A serious nerf would be good.

Thief activities do give a moderate XP boost but this was not the problem. Since daggers do a very tiny amount of damage, the monster type damage modifiers were making daggers take FOREVER to kill knights of andrew. Another change gives a tiny XP boost for every single hit. What it did was make low damage weapons give you more XP. The more hits, the more XP. All daggers are already half damage compared to their long sword equivalents. The mod was further reducing the damage by half. So it quadroupled the number of hits needed. For undead creatures it was even worse. Since it took something like 35 hits to kill one of the knights at first level, my theif in the test gained two full levels while bashing away at one of the knights. It took a lot of patience but eventually that little sucker went down!

If you were to do the same activity against all of the monsters, you'd gain such a rediculously high level that your hours of bashing would be worth it. I'm surprised you stuck with it long enough to get to level 7. I was bored after the 3rd knight!

The idea behind the change was that non fighter classes get an XP bonus. For example, the knights damage bonus immediately prevents him from taking advantage of this tactic. A thief, however, can gain levels quicker with low damage weapons. When it comes to a mage, this is not significant because the mages will just back off and throw magic spells. But other classes have to choose their weapons wisely now. Everytime I've tested this change with a thief I've switched to crossbow very quickly into the fight. It does not suffer the penalty and let me run and hide and even skip some enemies.

That's also the reason why the schtick looked so strong. Many many enemies in the game are armored. (This is why the lightning mace is so damaging later on) Staffs do normal damage to all enemies since it's a blunt weapon. Bladed weapons do less damage to armored monsters. The axe gives a bonus. It's really about the right tool for the job, and balancing when you want to do a lot of hits or when you want to take them down quickly.

The original game doesn't have any of the features, but here's an experiment for you. Buy a scroll of strength, a potion of strength, a potion of speed, and a scroll of speed. And if you are not happy with that, also use the corresponding spells. Any class can take enough potions & scrolls to instantly become a HUGE damage dealer. Since any class at most points in the game can suddenly do 2-3 hit kills on high level monsters it's very very hard to balance all situations. Combine that with a dagger (like fangblade) and you can normally deliver enough damage to down a melee monster before they can attack once. So the incentive to use different weapons was changed up through the above two features. So there's pretty much no difference between the schtick and the adamantium longsword in the original game anyway.

So long story short, I removed most of the damage reduction on the dagger to fix this problem.


8. Now that the rogue class actually works, Ring of the Thief makes things too easy. You can buy as many as you can afford straight after Quest 1, and with each ring being +20 Stealth, that's too much too early.
Maybe nerf the ring from +20 to +10?
Or make it load in shops much later, and put the Amulet early - you can only wear one amulet, so that'll be +25 Stealth instead of +80.

Fixed.

9. Did you seriously buff up the chance to jimmy open a door to which you didn't bring a key? I'm 3 out of 3 so far, and that's not a good thing...

WOOOPS! (rand() % 100 > 7) is not 7%. This is 93% chance. I can't believe I didn't notice this sooner. Fixed!

Yes, I did boost it from 1% to 7% but I also made you have to succeed at lock picking first. In the original you just always had a 1% chance. Now you have a much higher chance but only if you succeed the stealth check first. So it's actually harder at low levels but easier at high levels.
Title: Re: Peewee Mod Fork 1.2.1
Post by: Markus Ramikin on February 15, 2016, 02:10:32 PM
That's a lot of good news! Will definitely give it a whirl once it's out.

Quote
I've simply stripped out any magic bonus to buff spells.
Ah, so they can't be handled individually.

Quote
tiers of spells corresponding roughly to magic levels
I quite like that idea. It definitely plays well with what I was talking about earlier, about the higher level spells becoming preferable once your magic is strong enough.

Quote
So no armor will ever protect more than 45%.
Fking knew it had to be something like that. I think I even posted about this not long ago.

However, it would probably be a bad idea to fix it, without upping enemy damage correspondingly. (And remember if you're reducing damaged suffered from 55% to 10%, that's more than 5x effective hitpoints, so that base damage increase for later enemies would have to be big). Enemy damage is already a joke as it is, at higher levels.

Infinite map fixed? Great.

Quote
If you were to do the same activity against all of the monsters, you'd gain such a rediculously high level that your hours of bashing would be worth it. I'm surprised you stuck with it long enough to get to level 7.
Hm. I don't know what you imagined I did. I generally just walked up to an enemy and did 1 steal attempt, 1 backstabb, then finished him off with a few fast hits, this took moments. Sure was faster than waiting out the aggro for a second backstab.

Quote
Thief activities do give a moderate XP boost but this was not the problem.
I'm level 16 now, doing third map of Lost City.

Now, picking a door is currently 4k xp - per try, and some secret doors can take a lot of tries! But okay, those are very limited opportunities.

Priam's guard gives me about 4k exp for a steal, 4k exp for a backstab, and 700 xp for a normal hit. 9k for just killing him, 13k for steal+kill. And that's if I only steal once. If someone wanted to farm...

I'll trust you that daggers were a factor too, but just sayin'.

Looking forward to the new installer!
Title: Re: Peewee Mod Fork 1.2.1
Post by: peewee_RotA on February 15, 2016, 09:25:20 PM
Now, picking a door is currently 4k xp - per try

This requires a stealth of 120. I'm guessing you have all of the stealth rings. I've made changes to the xp bonus, but min-maxing characters breaks game balance. That's kind of the point of min-maxing.
Title: Re: Peewee Mod Fork 1.2.1
Post by: Markus Ramikin on February 16, 2016, 01:01:01 AM
Uhm. In any other game, this wouldn't be min-maxing, it would be "normal playing". Wearing equipment appropriate to your class. You're supposed to do that, and when that breaks the game, something's not right. Min-maxing is when you take away from some areas to improve others, like, well, what you did with character statistics to create your new classes (80 magic stat at level 1, hello? :P).

Not that I wanna argue definitions. :) And yeah, I only need 2 stealth rings at level 16, but I did wear 4 of them around quest 2-3 I think. I'm looking forward to seeing what you meant by "Fixed."

BTW, does translucency/invisibility help at 120 stealth? Is translucency the same as invisibility?
Title: Re: Peewee Mod Fork 1.2.1
Post by: peewee_RotA on February 16, 2016, 06:57:34 AM
Made some more changes to help with the extra classes. Now you can rightclick a skill rune to see what it does. Also made another change to the confuse spell to make monsters flee for a short time.

Btw, I did make the suggested changes but I'm clarifying the difference of approach. (Also since we both have "just the facts" types of personalities I'm enjoying the conversation greatly. If I seem to respond harshly, it's just me being a typical robot.)

I think the thing we're missing here is that fun and balance are opposite ends of the spectrum. This can be argued back and forth but fact of the matter is that Paizo, Fate, and Apocalypse world DEVASTATED WotC's grip on the RPG world by understanding this. Minecraft indirectly caused high level COD developers to be fired. Angry birds made more money than many AAA titles. And words with friends changed gaming as we know it with no real effort to prevent cheating.

Balance and detailed knowledge is for competition, unbalance and imagination is for recreation.

Obviously players need a challenge, but the fact that you're pick pocketing monsters at level 16, instead of doing nothing but bashing them with sticks like the original, is not a result of balancing numbers. There's some fine tuning to be had but I think there's plenty of mitigating factors that it's not a clear cut case of broken vs fair.

As for invisibility. Yes, it has a minor effect at that point and a much greater effect to players with low stealth. The original would only grant true invisibility with translucency and invisibility both active. It was possible with a really high stealth score (about 100) and invisibility but hard to achieve. Since the frequency of stealth checks, activities that trigger agro, ability to lose track of a target, and other target finding code has been changed... 120 stealth is very close to being invisible, but not completely effective.
Title: Re: Peewee Mod Fork 1.2.1
Post by: Markus Ramikin on February 16, 2016, 11:48:39 AM
Yeah, I'm perfectly fine with an honest conversation like this.

Hm, I can't say I find your balance vs fun dychotomy convincing. The more unbalanced a game is, the more quickly it becomes boring, and this is true for single player as much as anything else. In W40k Dawn of War there's an Emperor mod, which lets you play a super unit that can obliterate entire armies. Very cool, definitely had to try it... but of course I played with it for 20 minutes and then never touched it again.

A game has to present a modicum of challenge or it's pointless. At least that's how it is with me. Maybe there are players out there - maybe even many of them - who don't care about that and they'll happily play a thief who basically makes the game look like it's set to Enemy AI = Off, or who gains xp at a rate far exceeding other classes.

But if you believe what you said, then this is a difference of preferences, so I guess we won't reach agreement by discussing logic or facts. Just to give you an idea of how much for me balance equals fun, let me link to a changelog of changes I made to someone else's mod to another game: here (https://dl.dropboxusercontent.com/u/20846822/W40k/changelog_IDH_DC_137.txt).

In any case, even if you're not aiming to improve balance, I would have thought that it goes without saying that tweaks to a game should not break what balance already exists in vanilla.

Disclaimah: all the above (and probably below) is of course written with the understanding that this is your personal mod and I respect that.
Title: Re: Peewee Mod Fork 1.2.1
Post by: peewee_RotA on February 16, 2016, 02:53:34 PM
(80 magic stat at level 1, hello? :P).

I think you should try out the necromancer. The starting stats are no indication of how the class works.


Also, I'm definitely starting to realize how important the later level gameplay is. We've all beaten the original game a hundred times and are looking to do more with characters after the dragons are dead... not just keep restarting new characters. That being said I've implemented a XP penalty for dying much like some suggestions on the forum. (I also laid the groundwork for a system that gives the players a limited number of lives to complete each level, but I feel like the xp penalty is more fun.)

Here's the installer with all of the latest changes.
https://drive.google.com/open?id=0B53xwpRlaEsdTVQwYU1kU1B1ZGM

I'll update the OP shortly.
Title: Re: Peewee Mod Fork 1.3
Post by: Markus Ramikin on February 16, 2016, 04:04:42 PM
Yay, installer.

Idea, not sure how good: would it be possible to make it so that only 1, or perhaps 2, sources of a given bonus (fire damage, strength, stealth, whatever) can be active at a time? This might make balancing easier and levelling progression more meaningful.

Also, small request: could your change list be a little more detailed on damage types vs armor types?
Title: Re: Peewee Mod Fork 1.3
Post by: peewee_RotA on February 16, 2016, 06:13:58 PM
Also, small request: could your change list be a little more detailed on damage types vs armor types?

I'm not entire sure which damage types your talking about so here's info elemental types, special types, and monster type reduction
Special
Elemental
I've not written out the following before because it's way more fun to just discover these things through trial and error. That's how every single other classic RPGs made you figure it out... so I'm really kind of sad to spell it out.
Monster Types
Title: Re: Peewee Mod Fork 1.3
Post by: peewee_RotA on February 18, 2016, 12:14:18 PM
Keeping up the changelog of in development features...

- fixed a multiplayer bug with damage.
- stopped  splash damage from affecting the caster when casting special damage type spells
- added bonus to swords attacking low armor/no armor monsters
- fine tuned existing monster type damage reduction
- added base code to add "charm" features later (lingering effects on monsters)
- improved berserk chance to almost 100% by giving it a "charm" features
- created "Factions" so monsters are less likely to target like types
- Added XP small bonus for special damage type spells
- Rewrote monster type damage reduction to be easier to update
- Added healing area of effect for Rejuvinate and Heal spells
- Added "splat" feedback for special damage types and area of effect spells/skills.
- Lowered armor penalties
- Doubled push/pull power
Title: Re: Peewee Mod Fork 1.3
Post by: Markus Ramikin on February 20, 2016, 10:16:04 AM
Quote
stopped  splash damage from affecting the caster when casting special damage type spells
Good idea! Would be nice to be able to cast slow on fast melee chasers, such as Priam's Guards and shadows, without risk of slowing yourself as well.



Have you actually played your version of the Paladin lately? If you haven't, I'd like to report that the armor maluses aren't really working out well, much as I predicted earlier. I feel like I am better off just running around in leathers instead of my intended class armor! At least until Adaminium, which I want for the acid reduction, and which I get late enough not to care about maluses.
By wearing, say, steel plate armor (gained in Q2),
* I gain 11-12% damage reduction compared to steel leathers (36% - 13% stated on screen, *1/2 in the actual calculations). This is nothing.
* I take a significant hit to speed (I would be okay with this alone)
* I take a significant hit to magic, so I can't buff myself up with Wolf Speed, and casting a magic map or blood shield is a PITA, so is knocking on doors etc...
...unless I drop the armor every time I want to buff myself or knock on doors. Which is annoying, and it's bad game design when a game encourages you to do that sort of a thing.
So plate and chainmail seem pretty much worthless to a caster-melee mixed class like the paladin. I count that as a Bad Thing.

I see two ways to improve the situation:
1. Nix the magic malus.
The speed malus is plenty powerful on its own, considering the mechanics of Speed in this game.
Also the malus makes me want to use Wolf Speed, which is a good thing.
2. Keep the malus, but make the armor worth it.
- I'd make armor give the stated absorption, not stated/2.
- given that, I'd also rework the armors so that even iron plate armor gave no less than 50% (making it worth wearing plate, even in early game where the %s are lowest but the maluses hit the most painfully), but adaminium I'd nerf to 80%, and everything else should be in between.
- then I'd increase enemy late-game damage x2 - x2.5, to balance that out.

Any solution that keeps the magic malus should involve some way to stop the player from going around it. Make it impossible to change armors in-game, for example.

I won't keep harping on this topic, but I thought I'd give my thoughts now that I've put in more time into the class.
Title: Re: Peewee Mod Fork 1.3
Post by: peewee_RotA on February 20, 2016, 12:24:50 PM
Quote
stopped  splash damage from affecting the caster when casting special damage type spells
Good idea! Would be nice to be able to cast slow on fast melee chasers, such as Priam's Guards and shadows, without risk of slowing yourself as well.

Have you actually played your version of the Paladin lately? If you haven't, I'd like to report the that magic and speed maluses - at least taken together - aren't really working out well, much as I predicted earlier. I feel like I am better off just running around in leathers instead of my intended class armor! At least until Adaminium, which I want for the acid reduction, and which I get late enough not to care about maluses.
By wearing, say, steel plate armor (Q2), I gain
* 11-12% damage reduction compared to steel leathers (36% - 13% stated on screen, *1/2 in the actual calculations)
* I take a significant hit to speed (I would be okay with this alone)
* I take a significant hit to magic, so I can't buff myself up with Wolf Speed, and casting a magic map or blood shield is a PITA, so is knocking on doors etc...
...unless I drop the armor every time I want to buff myself or knock on doors. Which is annoying, and it's bad game design when a game encourages you to do that sort of a thing.

So unless armors become as good as stated (and of course enemy damage would have to be upped to balance that out), plate and chainmail become pretty much worthless to a caster-melee mixed class like the paladin. I count that as a Bad Thing.

I'll definitely give it a try.
Title: Re: Peewee Mod Fork 1.3
Post by: peewee_RotA on February 22, 2016, 06:42:54 PM
I have an idea I'm chewing around for making the armor more significant. If monsters all had an attack types than certain armors would provide more protection from certain attacks. For example, plate armor would protect more from blade attacks but other armors would protect more from blunt attacks.

This would instantly lead into changing the way that magic shields work. Probably having little effect to physical damage but great effect to magical damage.

I hesitate to make the change because monsters don't have too much verity in actual weapon types... but I see room for small advantages. Like plate protecting slightly more against fire damage. So it may be a big change with very little in result. Plus melee enemies at the end of the game damage through armor.
Title: Re: Peewee Mod Fork 1.3
Post by: peewee_RotA on February 23, 2016, 07:55:21 AM
I totally forgot... I planned on doubling or tripling regeneration gained from items. I'll do this tonight and test it a little bit and get an installer for all the most recent changes. Markus Ramikin, you have a really good eye for these kinds of details so I'd love some feedback when this one is out.
Title: Re: Peewee Mod Fork 1.3.1
Post by: peewee_RotA on February 23, 2016, 10:04:55 PM
Newest installer updated in original post.
Title: Re: Peewee Mod Fork 1.3.1
Post by: peewee_RotA on March 23, 2016, 10:56:34 AM
I am working on a branch of pwmod to fine tune things a bit better (a big thanks to Markus Ramikin for the suggestion to do more playtests. You've been awesome!)

One change was to redo the monster type damage calculations. The axe had become way too powerful because roughly 50% of enemies in the game have plate armor or are "vs large" which gave a bonus. Many unexpected enemies have this armor type including Eastern Archers, Most Barbarians, and the Lost City guards. It seems like this was done as a balance to make sure that lightning and piercing damages could act as the largest bonuses for melee characters. It's also why the lightning spell does so much damage. So it's a great feature in the original game, but the monster type calculations kind of suffered because there is very little variation throughout the game.

So I fine tuned the bonus and also added small bonuses to elemental damage types even if they have an alternative effect. But I feel like there is a better approach to the damage modifiers.

What if different weapons used different random spreads? Many tabletop games use this concept to differentiate weapon damage types. For example:
d12 is 1-12 with an even probability for every result
d10 +2 is 3-12 with an even probability spread but a higher minimum.
2d6 is 2-12 with a high chance for a 7 and a low chance for a 2 or a 12.
3d4 is 3-12 with an even higher chance for 7's but a very low probability for 12 and 3

These many different approaches help to make different types of weapons a different experience. Kind of a customization thing.

So some details on how the melee damage calculation works. The base damage possible with each swing is Weapon Damage * Strength / 2. (Knights, sailors, and mercenaries get a bonus on top of this). Every individual swing does between this base damage and twice the base damage by doing (d100%) * base damage + base damage. Then accuracy is used to determine if it is a critical hit. You have half your accuracy % chance do a crit, which doubles damage. There is a slight change to the crit calculation in pwmod... but it's basically the same concept.

I think it would be better to do the following for weapon types:
Bladesbase + d100% damage (normal)
Axesbase + (d50% + d50%) damage
Bluntbase + (d25% + d25% + d25% + d25%) damage

Here's a chart showing how the randomization is distributed for these
http://anydice.com/program/7f5f


There is also an opportunity on top of this. Games like RoleMaster used different critical charts for different weapon types. Long story short, swords had a low chance to crit but all crits were pretty devestating. Maces had high chance to crit but very few crits were devestating, most just added some damage.

So there is room for even more customization. Perhaps daggers only do base + d50% but have double the chance to do a critical. Perhaps maces are twice as likely to crit but only add half damage. I'm not sure on how to apply this detail yet, but it's a very powerful concept. I think I'll do a play through with different concepts applied to see how it goes.


But before I move on I did want to touch another concept that comes up from time to time. The calculation uses strength only to get melee damage. What if it were half strength and half speed for swords? Well.. this is a mathematical conundrum that is not very obvious. Let's take the Ultima franchise as an example here because they did this. So in Ultima 6 swords do damage equal to 1/4th STR + 1/4th Dex. That means that at 20 STR and 20 DEX you do 10 damage. Alternatively maces do half strength. So a Str of 20 and a Dex of 20 does 10 damage.

Now let's gain some levels and visit some shrines. We add 10 strength to get 30 STR and 20DEX. Now our sword does 12.5 damage and our mace does 15 damage.

But what if we were to focus on both? Instead we added 5 to strength and 5 to dex to get 25 STR and 25 DEX. Now our sword still does 12.5 damage and so does our mace.

This is because we're contributing to an average not to a sum. So the ratio of 1/2 in STR is directly summed. The 1/4 in STR and 1/4 DEX for the sword is actually increased on the average before applying a ratio. If we view it as a ratio it's STR / 2 for the mace but (STR + DEX) / 2 / 2 for the sword. A step to average two sums before taking the ratio.

So I just wanted to add an aside that I always consider partial stat contributions but am aware of the limitations.
Title: Re: Peewee Mod Fork 1.3.1
Post by: Emre on September 30, 2016, 01:24:38 AM
Just wanted to say thanks for making this. I am loving the new quests so far.
Title: Re: Peewee Mod Fork 1.3.1
Post by: peewee_RotA on October 10, 2016, 10:38:12 AM
Hi, welcome to the community!

I'm glad that you've enjoyed it. I'm working on another quest pack. Just resumed work on it over the weekend. It's going to take the player through a ghost town, a battle field, and ultimately end at a big castle on a cliff. I've gone through a lot of designs to get the castle just right, but oddly enough the movie Victor Frankenstein finally showed a castle layout that works great in these kinds of 2.5 D engines.
Title: Re: Peewee Mod Fork 1.3.1
Post by: Emre on October 13, 2016, 05:07:57 AM
Looking forward to it.

Also, here is a suggestion: It might be a good idea to track indirect damage from player and give experience for that as well. I have tested out the necromancer and apparently the summoned monsters do not give experience, which makes them almost useless early game as you cannot level up.

I am not sure about poison experience though, as it might be possible to abuse it by repeatedly poisoning monsters and running away from them, killing them without any trouble.
Title: Re: Peewee Mod Fork 1.3.1
Post by: peewee_RotA on October 13, 2016, 08:51:29 AM
That's a good point.

No, the summoned monster's attacks do not give XP, because I wanted to put together a system where players were rewarded for things other than combat. But you do get about 1,500 XP every time that you use the skill. I kind of like the way it balances the character, because using the blood letting skill to gain mana back, and then continue summoning, is a big risk for the character. So it adds this interesting risk/reward dynamic.

There are other factors to try to spread around XP for other activities. Like gaining XP for picking locks as a rogue. I've always planned on going back and finding a good system for neutral spells. The limiting factor is that a lot of neutral spells are very cheap, and there's going to be a tough balance between giving too much XP (so that blasting push before killing a monster is the best way to gain levels) and giving too little XP (so that spells like slow and dispell magic don't give enough of a reward for their usefulness). One thought was to make every utility spell still cause a tiny bit of damage so that those kinds of spells become a bit more useful and always give back some XP.

If you have any ideas, I'd love to add them in to try it all out.
Title: Re: Peewee Mod Fork 1.3.1
Post by: peewee_RotA on October 13, 2016, 08:55:32 PM
After some thought, I think that the idea of indirect damage is still a great idea for many spells. For example, pushing a monster off of a cliff. There's a rather ingenious way to do this that I remember from the old Action Quake II mod. Basically when you hit a monster with a push or pull effect, it could get an attacker value and a timeout of about a second. How this would work is that if the monster takes environment damage (such as falling damage) during that timeout the attacker that was recorded gets the XP. That would work if a monster was pushed into lava, pushed onto fire, pushed into a boulder.

While on the subject of indirect damage, Poison doesn't give XP in the original game and I think it was done really well. Poison weapons and poison spells are essentially the most powerful abilities in the game. For example, the poison bolt will grant some XP for the initial hit, but the periodic poison damage does not grant XP. But that periodic damage does a LOT of damage over time and it stacks. So a warlock's best strategy in a lot of fights is to blast a ton of poison, run away and charge up, then blast a bunch more. Same with a rogue and a poison dagger or the sickener. There are only a handful of serious threats that are immune to poison so this strategy can defeat danger, but it stunts XP. Which I think is a brilliant trade off.

As for the indirect XP from utility spells. I chewed over some options, and I think that there is a good middle ground without making a super abstract XP system. The XP award would have to be per spell type. Low level spells would give nothing or very small amounts. Most enchantments would give no XP because they are designed to make melee combat easier, and that carries with it its own XP reward. Spells like dispell magic and earthbind would give a reasonable amount.

The question for me at that point is whether stuff like fly, life water, and gaseous form should grant XP. They are not necessarily meant to help with combat, and they are relatively powerful spells. So it seems like they should have an award associated with them.

Just to keep in mind, pwmod has two major XP differences to the original game. The big one is that dying (after level 1) reduces your XP by a lot. The other is that since there are more sources of XP, and the base XP was increased for many activities, the players level marginally faster. So any of these improvements increases that margin slightly.
Title: Re: Peewee Mod Fork 1.3.1
Post by: Emre on October 16, 2016, 05:22:34 PM
Quote
The limiting factor is that a lot of neutral spells are very cheap, and there's going to be a tough balance between giving too much XP (so that blasting push before killing a monster is the best way to gain levels) and giving too little XP (so that spells like slow and dispell magic don't give enough of a reward for their usefulness). 

I slightly disagree with neutral spells being too easy to cast though. Unless you are playing one of the classes with good regeneration, it is not really possible to repeatedly cast spells to get experience.

I think poison should not give experience as well, as I stated in my previous post. I completely agree with your points - the tradeoff is easy combat versus experience, as you said.

Spells like Fly usually require lots of energy to cast, so there could be a small amount of experience gain I guess.

Some suggestions:
You might want to reduce the amount of loot in the new quests. I feel I received too much good equipment too soon. Some stuff that I would get around Q4-Q5 was in the first quests if I remember correctly. (e.g. the mage runes)

Also I managed to kill the big monsters in that town invasion quest using poison hands and a standard dagger. Took more than 20 minutes as a low level mage, but I think their AI needs to be changed slightly, because they stop hitting you if you push them into a corner and keep beating them.

Slightly off-topic (question also for Lysie): What is the current decision regarding a higher resolution option? I remember that there were some work done on it around 2013, along with Lua integration.
Title: Re: Peewee Mod Fork 1.3.1
Post by: Emre on October 19, 2016, 04:03:55 PM
Apparently too long class rank text does not fit into that text box? It seems to be truncated as"Sect Of". (see screenshot)

Also it seems possible to gain experience by repeatedly summoning and killing your wolves. :D

(http://i.imgur.com/mQBh8ZE.png)
Title: Re: Peewee Mod Fork 1.3.1
Post by: peewee_RotA on October 21, 2016, 05:54:06 AM
Good catch on the names.

I'll have to test those out.


Yes, it's possible to gain extra xp by killing the wolves, but I never really worked on that because every time I tried to abuse that, I got wrecked by the wolves. I'd only get away with a couple pot shots from time to time. I did sometimes get a little XP boost by accident when summoning a bunch of minions on a large monster, and blasting the group with the acid attack, however that's a giant MP drain. So it turned into a method to turn relatively expensive scrolls of mana into XP. It might be a super easy fix though. I'll have to double check it.
Title: Re: Peewee Mod Fork 1.3.1
Post by: Emre on October 21, 2016, 06:16:07 AM
Strangely the wolves did not hit me back at all. I think I have "farmed" around 10-15 wolves. None of them did anything in return.

Another bug report would be the class descriptions for new classes in the new character creation screen, the one you see armor proficiencies and so on. There seems to be an issue with newlines, so the lines are concatenated somehow.
Title: Re: Peewee Mod Fork 1.3.1
Post by: peewee_RotA on October 22, 2016, 06:33:19 AM
Interesting. I must just be really unlucky.  8)

The class description and palette issues for new player photos is known. I put them off because I had planned on address both issues by helping the creators with a rewrite of the game some time ago, however I never had much luck. Always had problems with really low level graphics issues and file reading issues.

In the back of my mind, I'm looking at the .NET core libraries and wondering if there's a really quick path forward there for a cross platform solution.
Title: Re: Peewee Mod Fork 1.3.2
Post by: peewee_RotA on March 03, 2017, 10:11:59 AM
1.3.2 available. See original post




summary:
Download is available here:
https://drive.google.com/file/d/0B53xwpRlaEsdX2E1dUhQX2VCXzg/view?usp=sharing

If you already have the mod, remember to back up your save files before installing!

Changelog from 1.3.2:
Quest 10 included in installer
Added silver weapon bonus for hitting through immunities. i.e. banshee can be harmed with silver weapons
Rebalanced weapon vs monster bonuses to keep axe from being stronger than longswords
Updated store item order based on finished quest numbers
Updated elemental damage bonuses to be more inuitive. i.e. lightning doesn't only add damage to plate armor monsters
Added XP for pushing monsters off cliffs
Lots of multiplayer fixes as discussed in other threads.
Title: Re: Peewee Mod Fork 1.3.2
Post by: p2x909 on September 20, 2017, 10:02:07 PM
I'm loving your mod.  You did extremely well with it.

Also, I'm trying to figure out how to add classes to the game, although without much luck.  It seems that modding the game is quite alot more effort than I thought.
Title: Re: Peewee Mod Fork 1.3.2
Post by: peewee_RotA on October 09, 2017, 12:12:14 PM
I'm glad you enjoyed it.

The majority of adding a new class comes from adding a new numbered .dat file and .bmp portrait in that classes folder, but there should still be some hooks in game that identify total number of classes and try to check which classname it is. I didn't intend to make adding them easily a feature. It was more about moving away from an array of classes that was hardcoded all over the source. Especially for features like picking locks.

The biggest challenge is really the custom skills. They have to be changed in code and there's lots of work in the source files for magic and rune placement. If this were to be a feature, there should definitely be some scripting to help out.

Putting in LUA hooks wouldn't be that hard, especially with the existing effort to port to LUA from a while ago.

Anyway, just spit balling.
Title: Re: Peewee Mod Fork 1.3.2
Post by: p2x909 on October 18, 2017, 12:55:55 AM
It certainly looks like quite alot of work.  Too bad I'm not particularly fluent in LUA or any other coding script.  I was only able to make a modified class thanks to your templates, so thank you again for the hard work and effort you put into making these.