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Re: fixed items

Posted: Fri Aug 22, 2014 6:52 pm
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 :)

Re: fixed items

Posted: Fri Aug 22, 2014 7:06 pm
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.

Re: fixed items

Posted: Sat Aug 23, 2014 6:58 am
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.

Re: fixed items

Posted: Sat Aug 23, 2014 9:07 am
by yayswords
About lore texts. Are linebreaks possible? And if the story doesn't fit the screen, can it be scrollable?

Re: fixed items

Posted: Sat Aug 23, 2014 10:08 am
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

Re: fixed items

Posted: Sat Aug 23, 2014 10:17 am
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.

Re: fixed items

Posted: Sat Aug 23, 2014 10:19 am
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).

Re: fixed items

Posted: Sun Aug 24, 2014 4:37 pm
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.

Re: fixed items

Posted: Sun Aug 24, 2014 4:42 pm
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!) :)

Re: fixed items

Posted: Mon Aug 25, 2014 12:41 pm
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.