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Aria is not online. Last active: 4/27/2007 1:23:01 AM Aria
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ModUpdates: 0.70b
Posted: 12 May 2003 07:07 PM
While waiting for it to build... I might as well tell you fine folks what's (hopefully) in? Note that 0.70b will require an additional hakpak which you can find at the downloads section (small 0.7Mb one). Features to be tested include...

<li> Lightstaff (for lack of a better name), identical to quarterstaves but double-wield instead
<li> Little Toolbox for all your Vives Gadgets
<li> Shurikens have an extended critical range
<li> some (5?) new creature models: roc / phoenix / angels & dark version etc.
<li> Future faction hostility are fixed *crossing fingers*, at the very worse there's a DM tool to reset it manually.
<li> Tweaked factions saving a tad to hope tone down the lag
<li> Misc. Triggers / Area tweaks / Autoclose etc.
<li> Prototype disguise kit
<li> Tweaked CNR; now (1) gives much more substantial adventure XP, (2) higher success rates (I'd prefer seeing you spending more time RP'ing than crafting), (3) spread the abilities associated with each craft to help non-min/max chars.
<li> We're also testing parts of a new Rift-opening (teleportation) spell for Sorcerers only.
<li> The really exciting thing for me is a pair of merchants, a peddler in Paws, and a shop in Port Royale. This would be our first step to replacing the generic GUI merchants Bioware provide. The scripts are adapted from Talmud's Merchant 2.0, and offers the following: (1) No more generic 'joe-sixpac' Id'ing everything, (2) -you- name your offer and haggle, (3) more flexible, specific merchants, (4) "Try before you buy" (5) By imposing a upper bound on what the merchant is willing to buy, you no longer get ripped off by the stingy merchants; they would simply not have the gold to afford your high-end goods.


Have fun playing with them... and report all bugs via bug-reporter as usual. Thanks!

Aria.

Aria

So talented, so troubled.
Kell is not online. Last active: 1/13/2004 4:08:52 AM Kell
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Re: ModUpdates: 0.70b
Posted: 12 May 2003 07:36 PM
"Spread abilities associated with each craft" - so not so dependant on intelligence anymore? So wizards have lost one of their "bonuses" that justified sorcerors (only?!) being able to teleport?
Kell is not online. Last active: 1/13/2004 4:08:52 AM Kell
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Re: ModUpdates: 0.70b
Posted: 12 May 2003 07:39 PM
Also, could we get a list of haks we should be using now? My directory is filled with a dozen or so files and I'm not sure if they are all pertinent. This could pose a problem if an area I build uses one of these when its not supposed to..
Arathon is not online. Last active: 7/24/2013 7:30:18 AM Arathon
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Re: ModUpdates: 0.70b
Posted: 12 May 2003 08:21 PM
Kell: All the haks we use are in the DL section of the site. Including the new v070 people will need: They are:



(1) Horn v8 hak

(2) Vives 058 hak

(3) Vives 062 Hak

(4) Vives 070 hak.



We will be looking into merging them all together hopefully, as multiple haks can cause a little confusion. But all builders should only have these imported into the toolset when designing for vives.



Thanks



Arathon.



p.s. We are still messing/testing with CNR.

Vives Screenshots!



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