[Fixed for V0.41] DM II Demo
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[Fixed for V0.41] DM II Demo
Hi and thanks for RTC..
Just one question.
Is all the spells for DM II implemented ?
I cant get some of them to work ..
// Bellis
Just one question.
Is all the spells for DM II implemented ?
I cant get some of them to work ..
// Bellis
- George Gilbert
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I noticed that the physical aura spells (OhEwKu and OhEwRos) affect the whole party, as they are supposed to do, but the mental ones (OhEwDain and OhEwNeta) affect only the caster, albeit they are also supposed to be aura spells for the whole party. I think that should be fixed for V0.41 .
Parting is all we know from Heaven, and all we need of hell.
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So, I finally had enough time at the machine that does run the DM2 demo and have played through completely.
Leaving aside a couple of minor inaccuracies and the rather view crashes it produced, and of course leaving aside that my equipment is a bit out-dated, I have to say, I'm very impressed and I think it's astonishing that this is just the second release of RTC's DM2 demo, or the third counting in Lighthouse's initial work. "To be continued...", absolutely!!
I'm curious how long it will be until the first custom dungeons based on the new DM2 stuff will be available.
Leaving aside a couple of minor inaccuracies and the rather view crashes it produced, and of course leaving aside that my equipment is a bit out-dated, I have to say, I'm very impressed and I think it's astonishing that this is just the second release of RTC's DM2 demo, or the third counting in Lighthouse's initial work. "To be continued...", absolutely!!
I'm curious how long it will be until the first custom dungeons based on the new DM2 stuff will be available.
Parting is all we know from Heaven, and all we need of hell.
Although they don't have the invincible flag, I just don't manage to kill a Vortex, not even if I corner one and pump 2300 Mana of MonDesEw into one (that should kill an archmaster vortex, shouldn't it)? Trying to attack with a Vorpal Balde is also without success, even by well-equipped On-masters with a complete 255-aura. What am I missing?
Parting is all we know from Heaven, and all we need of hell.
Oh, and the green gems in the caverns don't seem to regrow as they should (I checked there regularly, even after long periods of time, no gem regrow though).
And Beo just made me aware in Flashchat that there is/will be a puzzle inside castle skullkeep, that the RTC engine won't be able to handle. In FTL-DM2 you could click any item even from under a pile as long as some of its grafix was visible, so for the Zo-link you could slip the skeleton key from under the onyx key. RTC would need a severe engine modification or some workaround in order to prevent this puzzle from getting broken right away (says Beo - to be honest I only vaguely remember that puzzle).
And Beo just made me aware in Flashchat that there is/will be a puzzle inside castle skullkeep, that the RTC engine won't be able to handle. In FTL-DM2 you could click any item even from under a pile as long as some of its grafix was visible, so for the Zo-link you could slip the skeleton key from under the onyx key. RTC would need a severe engine modification or some workaround in order to prevent this puzzle from getting broken right away (says Beo - to be honest I only vaguely remember that puzzle).
Parting is all we know from Heaven, and all we need of hell.
- George Gilbert
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- George Gilbert
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- George Gilbert
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there are some more "bugs":
The DM2 torch is linked wrong, if you use it, it becomes a dm1 torch on convert.
The Monsters shouldn't mixed up in the terrain (e.g. thorn demons only in own area)
There are more thorn demons generated by monster generator in FTL-DM2 , and they push you back when hit you.
The DM2 torch is linked wrong, if you use it, it becomes a dm1 torch on convert.
The Monsters shouldn't mixed up in the terrain (e.g. thorn demons only in own area)
There are more thorn demons generated by monster generator in FTL-DM2 , and they push you back when hit you.
Well, I consider Vortices to be rather monsters, like kinda air elementals, and would make them susceptible to DesEw and Vorpal Blades, like water elementals and black flames. But to determine how to handle it in RTC I'd rather compare it to FTL-DM2. I think I remember them to be killable, but since it's long ago I'm not perfectly sure.
Parting is all we know from Heaven, and all we need of hell.
I started a game of O-DM once more, after having completed the DM2 demo, and there is 1 single, slightly annyoing difference:
While the well-working item-auto-placement of RTC made me use ninjas much more in RTC's DM1&CSB than in FTL-DM, I do not really use ninjas in DM2 because, as mentioned in other context before, it is currently incompatible with the quiver items. This does not matter in DM1/CSB, since there are no quiver items in these by default, but in DM2 it does matter. If the auto-placement could just also place items in containers held in a hand or the quiver inventory slot, at least for missiles (i.e. arrows & slayers, maybe rocks too), this problem would disappear I think.
While the well-working item-auto-placement of RTC made me use ninjas much more in RTC's DM1&CSB than in FTL-DM, I do not really use ninjas in DM2 because, as mentioned in other context before, it is currently incompatible with the quiver items. This does not matter in DM1/CSB, since there are no quiver items in these by default, but in DM2 it does matter. If the auto-placement could just also place items in containers held in a hand or the quiver inventory slot, at least for missiles (i.e. arrows & slayers, maybe rocks too), this problem would disappear I think.
Parting is all we know from Heaven, and all we need of hell.
- George Gilbert
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