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Messages - peewee_RotA

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Bug Reports / Re: [BUG] Control problems (mouse)
« on: March 30, 2018, 09:37:07 PM »
What kind of mouse?

I've had a lot of weird issues with bluetooth mouses on windows 10 very similar to what you describe.

Off Topic / General / Re: Happy Holidays !!!
« on: December 25, 2017, 10:50:00 AM »
Happy holidays  :)

General Discussion / Magical Staff, now on Sale!
« on: December 18, 2017, 08:14:56 AM »
Got a giggle out of this.

And for only 3 gold and 89 copper. What a steal!

General Discussion / Re: So what is the solution to acid
« on: December 02, 2017, 10:52:42 AM »
Quick update. I've only had a few minutes to start looking into this so far, but it's promising. The way the game stores resources is actually pretty clever and should be easy to inject a secondary source.

General Discussion / Re: So what is the solution to acid
« on: November 24, 2017, 12:17:23 PM »
In the next couple weeks I'm going to start experimenting with adding in new items. I'll start with the "calcium potion"

I really want to continue some quests that follow the sorcerer's keep, I just need new items to give players new content.

General Discussion / Re: So what is the solution to acid
« on: October 20, 2017, 10:50:15 AM »
It would be hilarious if there were some kind of antacid food item. Like milk. The description would be vague and the effect probably wouldn't last that long.

Editing A&A / Re: Peewee Mod Fork 1.3.2
« 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.

General Discussion / Eschalon
« on: August 19, 2017, 11:59:37 AM »
Been playing this series lately. The first one is absolutely amazing. 2nd, not so much. Haven't tried the 3rd one yet. Overall it's a great game for people who like AA

General Discussion / Re: Multiplayer activity
« on: June 18, 2017, 08:52:44 AM »
Welcome. Unfortunately the weekly multiplayer games kind of died off quite a few months ago. If you want to start them again and there's a particular day and time that works I'm definitely interested.

Bug Reports / Re: Wand of Lightning - Divide error
« on: June 14, 2017, 09:13:28 AM »
I thought this got rolled into main

I'll see if I can take a look tonight. If it did, there's also a strong chance that the executable on the downloads page was not updated.

The short of it is that it's trying to damage you but you don't exist yet.

Off Topic / General / Re: Starcraft and Brood War is free
« on: April 30, 2017, 01:07:43 PM »
I was a huge fan of warcraft 1 & 2, never got into starcraft. Couldn't put my finger on why before, but now that I got significantly into the single player... it's the micromanaging.

I loved 90's RTS's. Red Alert, AOE, Krush Kill n Destroy... Man such a golden age. But starcraft is the only one where you can lose a fight because one of your units decided to take a detour through cleveland and triggers the entire enemy's defenses.

The plus side, the music heavily reminds me of Blizzard's first game Rock n' Roll Racing. It absolutely does not fit Star Craft's theme, but thinking back to RnR Racing is so nostalgic. "Tarquin takes the lead!"

Off Topic / General / Re: Starcraft and Brood War is free
« on: April 27, 2017, 08:18:05 AM »
Wow, good find. Thanks!

Cracked it open and have it a try

Editing A&A / Re: [COMPLETE] Quest Pack 10 - The Sorcerer's Keep
« on: March 04, 2017, 10:29:06 PM »
thanks. enjoy!

Editing A&A / Re: Peewee Mod Fork 1.3.2
« on: March 03, 2017, 10:11:59 AM »
1.3.2 available. See original post

Download is available here:

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.

Editing A&A / Re: [COMPLETE] Quest Pack 10 - The Sorcerer's Keep
« on: February 26, 2017, 12:36:33 AM »
Quest pack 10 is officially complete. Download link is below.

Take a peak at these Screen shots to get your mind in the right headspace for this one. Lots of traps, secrets, and surprises. Enjoy!

Download Here: Quest Pack 10

Installation and Notes
To install, extract to your main amulets and armor directory (Default: C:\Games\Amulets & Armor)

Quest packs 8 and 9 are included because the game requires the numbering to be in order.

For players new to AA
You can install the latest version of the mod with the map included.

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