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Posted: Sun Mar 05, 2006 1:46 am
by Des
It says consumable so you gotta try it, just like pressing THAT button
I've been very impressed so far, particularly with the improved monster AI (won't say anything so as not to spoil it for others) and the new sounds and graphics.
Posted: Sun Mar 05, 2006 3:02 am
by Zyx
depends on the eggs really.. some are plainly edible, like, err, the ones I forgot to put

(I'll put some in the next fix)
Posted: Sun Mar 05, 2006 11:40 am
by Trantor
I am one of those guys who loves full-screen mode. So I am very thankful that you put in those neat batch files Zyx.

Posted: Sun Mar 05, 2006 3:45 pm
by Adamo
CIII runs much slower than second part. Because of DSAs?
How to use fullscreen mode?
Posted: Sun Mar 05, 2006 5:05 pm
by Paul Stevens
CIII runs much slower than second part.
The DSAs certainly use a lot of CPU time. I have
worried about that for quite a while. What CPU and
processor speed are you using? A slow computer
will also start to have difficulty when you use the
larger screen sizes.
Zyx and I are working on optimizing the DSA cpu
usage. Things may get a little better in a couple of
weeks.
Posted: Sun Mar 05, 2006 8:27 pm
by Adamo
I use PII 300 Mhz/96 Mb RAM computer.
A slow computer
will also start to have difficulty when you use the
larger screen sizes.
interesting. I though the size of the screen doesn`t have anything to the speed of the game. If so, I have to change it back to 2x size (I used to play on 3x screen).
Posted: Sat Mar 11, 2006 5:57 pm
by Zyx
Version C is released. It adresses several problems. I strongly recommend restarting a party with it.
Adamo, let me know if you still have speed problems.
V3c:
OPTIMIZED VERSION
ADDED: Gando will be more helpful.
ADDED: torches at the beginning
ADDED: a hint for the truth spell.
CHANGED: slightly raised the starting hitpoints.
CHANGED: raised food values.
CHANGED: Vexirks toned down.
CHANGED: toned down blow horn and confuse.
CHANGED: balanced the guild riddles
CHANGED: toned down the mace of order
FIXED: a revealing graphical glitch in the tomb of druafang
FIXED: some weapon locations
FIXED: unleashed hell was impossible to play.
FIXED: gaining level usually didn't increase stats
Posted: Sat Mar 11, 2006 7:41 pm
by beowuuf
Is there a light spell cast at the start of the game? I have only cast ya spells yet seem to have a low level light following me to deeper levels
Posted: Sat Mar 11, 2006 8:06 pm
by Zyx
could you send the log? I can't reproduce this.
Posted: Sat Mar 11, 2006 8:23 pm
by beowuuf
done
Posted: Sat Mar 11, 2006 8:44 pm
by rain`
Oh noes, start all over?
Man!!! =]
Heres a few more problems for you to look into (Potential spoilers):
FURX is very powerful! Its fast and deals an absolute insane amount of damage to weak monsters. On the other hand, most of the monsters are so high in armor it doesnt even pay to use weapons as punching is more efficient (punching = 1-10 damage, thrust = 1-10 damage). Case example is skeletons. Also, skeletons are immune to poison, take no damage from weapons basically, and yet I have level 3 master wizards which cant cast fireball nor lightning bolt... (Note: I found fireball eventually, but after the fact i painfully punched skeletons to death)
Theres a trick to getting into the temple room which holds the keyword for the map and having the door close behind you, resulting in starvation death.
The "Curse of ashes" should be curable, I've had it most of the game so far, if it is curable, maybe some hint as to how to cure it should be given?
The purple scorpion on the path of tsu has no sound for attacking. Path of tsu is a starvation death (The place with collection of purple monsters)?
Failing the tribunal is awesome.
Stone golems don't attack you while you sleep.
Speed spell doesnt appear to do anything, no feedback, nothing seems faster? Maybe a clever poem like with the truth spell?
The riddle to the fighter guild seems retardedly harder than that of the other 3, or I'm just retarded! I have a very good idea as to what is needed but haven't sumbled upon it... (Like i said, my party is full of level 2 master fighters and I still haven't found it!)
The staircases of ashes leads to a half-open door with a 'monster' behind it, which is VERY deep in the dungeon... As I suspected, I figured it would be a good training spot, it is. Its too good (Got level master priest/mages in under 10 minutes).
"FIXED: gaining level usually didn't increase stats"
Yeah, I noticed that... My Mophus is level 2 master fighter/priest/mage and expert ninja, hes got 600 health, 700 stamina, 250 mana, and his stats are basically the same as when I first got him =[.
Posted: Sat Mar 11, 2006 8:50 pm
by rain`
Also I'd like to make a comment on Conflux III so far:
It is my opinion that this is not a hair short of a masterpiece. The amount of work and effort done by so many people absolutely shines in this dungeon. Theres so much to it that just adds to the experience. One prime example is viewing items in the eye that have a short anecdote: Brilliant. The scrolls in the temple, the atmosphere of each level changing (Wall sets, monster graphics, useful abilities, etc), the dreams, everything: It all just adds to a great overall feel.
If this were to be released in the late 80's for atari ST or PC in the present form (maybe a few versions from now when bug fixes are in place), I think it would have been a huge hit. Of course now, without 3D super graphics and a few mil $ on advertising, it won't even be considered due to the video game industry standards.
Excellent work!
Posted: Sat Mar 11, 2006 9:14 pm
by rain`
Game is crashing randomly when I punch big rats in the cellar. Using Zed.
The instruction at "0x0043ce5f" referenced memory at "0x006e800". The memory could not be "read".
Only happens in ConfluxIII version C.
Posted: Sat Mar 11, 2006 9:27 pm
by beowuuf
Hmm, i got this at the first rat, swing with mace with leif, but it hadn't happened sicne so i put it down to 'win98 running too long' rather than a bug. The crash will be in my logs zyx
Posted: Sat Mar 11, 2006 9:35 pm
by PaulH
Is it really worth restarting? If there is big gains to be had I will.
Posted: Sat Mar 11, 2006 9:54 pm
by Zyx
yes, big gains like stat gain when levelling up!
I removed the download until I solve the crash.
Posted: Sat Mar 11, 2006 10:27 pm
by Zyx
Some answers to Rain:
For your skeleton problem, try a more contundant approach.
For the curse, look for a blessing.
Speed spell: you should notice the difference while fighting with weapons.
riddle to the fighters: already balanced in version C. See the answer to Ian to get a clue.
golems: that's normal! there's a hint about it somewhere.
Posted: Sun Mar 12, 2006 8:00 am
by Paul Stevens
this is not a hair short of a masterpiece.
My friend, you are right. Anyone who
has tried this themselves will know that
this is a masterpiece. And I am so very
happy that I can claim ten or twenty percent
of the credit.
Unfortunately, there are mistakes. There are
Zyx's mistakes, there are my mistakes, there
are mistakes in the original FTL code, and there
are mistakes that will challenge a jury to
find blame. Some are devastating.
My feeling is that this creation will be a challenge
for as long as this forum endures. DM has become
a perfectly-well-known experience. CSB has
been completed in less than ten minutes.
ConfluxIII will never be conquered.
But don't forget to send bug reports. This
stuff is complicated, it has weaknesses, and
it needs improvement.
Posted: Sun Mar 12, 2006 1:46 pm
by Trantor
I tried to download version c, but got the following error message:
404 Not Found
The requested URL '/DM/Conflux_IIIc.rar' was not found on this server.
Posted: Sun Mar 12, 2006 2:03 pm
by beowuuf
Zyx has taken it down until he can crack the crashing bug, I believe
Posted: Sun Mar 12, 2006 5:09 pm
by Paul Stevens
We found the crash. It is terribly basic and
requires going back to the drawing board.
It was caused by trying to fix the leveling up
problem in what seemed like a straight-forward
way. Unfortunately it was not that easy.
Posted: Mon Mar 13, 2006 8:06 am
by megar
Conflux III.e is available !
Posted: Mon Mar 13, 2006 3:48 pm
by PaulH
Has 3e had the exp multipliers changed? I am finding it much harder to gain levels.
Posted: Mon Mar 13, 2006 3:57 pm
by beowuuf
Yes, the experimental experience multiplier thing is in this one - try mixing it up maybe? Not noticed it too badly, but then not playing full on, and when I am playing alot of it is on upper levels.
Posted: Mon Mar 13, 2006 4:01 pm
by Zyx
it's like casting spells: if you try to cast too high spells, you won't gain as much. Same here for going too deep too soon.
Just a complete OT remark: you can take screenshots with CRTL+D.
Posted: Mon Mar 13, 2006 4:03 pm
by megar
Well this version is hell difficult ! I am training Gando for about 2 hours in the sewers and I have just passed one or two levels !
Hard ! hard hard !!!!!! (And the fireball spell now costs way too much for my play style, I can't live without it, maybe the poison bolt is not powerful enough ?)
Back to Conflux II, I have to explore some areas more, for the moment I think it is well more balanced.
Posted: Mon Mar 13, 2006 4:05 pm
by PaulH
Its on the early levels I am finding this, compared to the last two releases. It took me nearly half an hour to get to neophyte fighter! Same with wizard levels, I was struggling for light.
It seems OK now though, once I have got over that 1st hurdle.
Posted: Mon Mar 13, 2006 4:11 pm
by beowuuf
I would guess the point of the balanced experience model is people who explore and play the levels in a rough order get normal experince, people who jump to the council just to level up don't instantly level up. Which is good, as some parts get very easy if you can just blast the heck out of everything
Also, spell cost isn't what will stop you casting some much needed spells : ) Get to love some of the other ones. fyi, fireball is now less costly than it used to be though!
Posted: Mon Mar 13, 2006 4:52 pm
by megar
What was wrong with the previous system ?
It was the Dungeon-Master engine that we all love, and we all know how to use and abuse it. Conflux II already seemed to alter it (spell, modified actions), so we had to relearned it a little. But I don't understand anything in this version. Why preventing the players to play the way they want ?
I choose to take my characters, and train them a little in the sewers (or the level below), then beginning to explore the cellar.
In conflux III.c I decided to take ONE character (gando), train him just a little so he stop dying suddenly, then hunting for some items to access to the other characters.
The fact is I am tired of training just to pass two levels, it tooks me HOURS, I stopped, my character is still weak yet it seems not to progress anymore. I don't understand anything. I don't feel like I was playing Dungeon master anymore, not the same engine, not the same feeling. I am lost.
Posted: Mon Mar 13, 2006 4:57 pm
by PaulH
The thing is Conflux isn't dungeon master. It uses much of the same style, but is meant to be a new experience. You are meant to relearn large parts.
But I agree that the latest version seems a little harsh in the levelling stakes.