fixed items

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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jack1974
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Re: fixed items

Post by jack1974 »

Ah about Zazir's I thought to leave the "gambling" element meaning that you can find some random prices.
I think the best is that I use the same system I use in the random generator to create the prices using as source the item stats, this way they will match the rest, will add that tomorrow :)
renke_
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Re: fixed items

Post by renke_ »

recalculating the prices with your generator logic is a very good idea - you know how I defined the costs for weapons and armour :)

And Zazir's roulette is a nice touch, but maybe not +/-50 % but only +/- 25? Less extreme values but still true to his back story.
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jack1974
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Re: fixed items

Post by jack1974 »

Okay as always spoke too early :lol: I can't use the exact same system to calculate the prices, since again is a mess (prices are calculated using the base starting price of items).
I'll edit the item prices in the .ods to see that they match a bit the other ones, since the starting values are already higher than the others.
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yayswords
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Re: fixed items

Post by yayswords »

About lore texts. Are linebreaks possible? And if the story doesn't fit the screen, can it be scrollable?
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: fixed items

Post by jack1974 »

Yes for linebreaks you need to use the special char \n
So if you want to write:
"Super Armor
is an armor that bla bla".

In the ods you'll write: "Super Armor\nis an armor that bla bla".
I can make it scrollable but... a story that doesn't fit the screen!? :shock:

Also make sure you're using latest .ods, I've reuploaded it this morning: http://www.macgames.biz/formated_itemlist.ods
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yayswords
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Re: fixed items

Post by yayswords »

jack1974 wrote:I can make it scrollable but... a story that doesn't fit the screen!? :shock:
I had a poem in mind. It would not be huge in terms of number of characters, but it's probably gonna have many half-filled/empty rows.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: fixed items

Post by jack1974 »

Ah OK I see, well I can have scrollable texts, shouldn't be a problem (already works like this in the quests screen).
renke_
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Re: fixed items

Post by renke_ »

to summarize my Act 2 play:

my equipment was better than normally (no mouse-wheeling ^^), most noticeable in the last few encounters: without the fixed items the starting gear of Jariel and Rowinda was equal (or even better) to the random shop stuff I bought for the other party members. not balance breaking but a nice change - I don't have the feeling anymore that shopping makes no difference :) many of the equipment pieces I bought are fixed items, but by far not all - so I think it fulfills its role as guaranteed quality level while still not overpowered.

I geared up all of my chars with SPR necklaces - the game is much more fun when mana is sustainable ressource without the chance to run empty (even Krimm got one, too often I forget Rage and when remembering the skill it cannot used effective anymore :)).

At the end I had about 3000 gold in cash and goods, more or less identical to the games before - I think the price level is about right, though the range of Zazir's randomizer could be lower.
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jack1974
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Re: fixed items

Post by jack1974 »

Cool, yes even the saves from fabula seemed "fine", she had less gold but because she did a "speed run" in Easy mode (and also she buys a lots of potions/bombs!) :)
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fabulaparva
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Re: fixed items

Post by fabulaparva »

I think I was pretty "reasonable" with usables that time. I just wish I'd always have 5 Manticore poison bombs at the end of act 2, NM-mode included. :P
Spoiler:
Image
I bought off the viking for 1000gold. There should still be a heap of items to sell in that save as I didn't really spend time optimizing the equipment.
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