Quote from: coinilius on January 17, 2020, 12:05:09 AMThe extra enemies are great, do you think you'll be able to add all the missing enemies? Now at least 20 orphaned lines have been restored, including part of the Zelda reference, and a weird 4th wall breaking dialogue that might be a pop culture reference I don't get.Īnd since I have improved the map compression and now have an entire PRG bank to fill, I've been using it for dialogue portraits (WIP): That and many other lines were just either unassigned or missing because they somehow forgot to add the special character in the previous string that makes a yes/no menu appear, or makes the next line show up when you talk to the same NPC again. Infamously, one of the clues necessary to complete the game was missing. One of the main critiques of the game was that it punished the player for levelling up, so this is another change that tries to push in the opposite direction.Īfter that I turned my attention to the dialogue, and I discovered an interesting thing. You will still need to visit Ambrosia to max your attributes. The rest is unchanged: poisoned characters still lose 1 HP per step, and diseased characters lose 1 HP every 2 steps.Īye, it's one of those areas where the game needs just that little push to become more enjoyable.Īnother slight gameplay change I finished implementing over the week-end: characters now receive 1 attribute point in up to two stats depending on profession when levelling up, up to racial maximum. When out of food, a character loses 1 HP per step (instead of 5 HP every 4 steps).Diseased characters will consume food at double rate (1 every 10 steps).Food is consumed at the rate of 1 unit every 20 steps (instead of 10).Druids regenerate MP at double rate (like in the original Ultima 3).Magic users regenerate 1 MP every 2 steps (instead of 1).Barbarians regenerate health a bit more quickly: 1 HP every 4 steps.Characters in "good" state will regenerate 1 HP every 5 steps outside of towns (instead of the original 1 HP per 10 steps).Some other routines have also been completely re-written, to this effect: Some maps use lava pits, so they need some kind of red and thus can't be changed too much, but here's a few experiments:Īlso each NPC now can use two different palettes to allow some slight variations, as seen in the screenshots above. I've put in the code to allow a slightly different palette for each map. It could still be made smarter, but I think now there's a good compromise between speed, code size and efficiency. Hopefully so! Especially in ship battles, where enemies now won't get stuck on a plank if the closest character is on the other one. Those changes to the battle AI sound like they will make a big difference! Quote from: coinilius on January 04, 2020, 05:58:10 PM
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