- Joined
- Oct 25, 2012
- Messages
- 13
Yay talent trees 
By referencing sources like Dungeons and Dragons, then conjuration is summoning of matter, whereas invocation is the summoning and manipulation of energies.About sorcerer tree isnt conjuration and invocation like same? i mean both sound like summons
Errr, who said there is going to be a new boss? Did I say that? I can't remember. :/And a new boss, don't forget the new boss.
Taking all that you've just said into account regarding conjuration and invocation, what does that leave for the elemental tree for necromancers?
Errr, who said there is going to be a new boss? Did I say that? I can't remember. :/
I wouldn't even know where to add one even if I wanted to...
The elemental tree of necromancers is basicly the continuation of the mage archetype damage focus. The talents in this branch will focus about improving the raw damage output of necromancers and improving the AoE capacity.
Movement speed for agility? Why would that make any sort of sense
Also, Zwieb, about the code wipe: I'd prefer if you saved all code-wiping features until 1.2, so that we can continue using our characters up until that release, and then start over in 1.2. That would be really nice, as it would allow us to test all of the new 1.2 stuff from level 1 onwards. But restarting over and over again now, with not much affecting early-game gameplay, it simply gets repetitive.
While I admit that this was not an intentional design decision at the first place, I kinda acknowledged this as a positive benefit.I think the option to have one potion at a time is part of the balancing actually, healers and casters could skip some points in the WIS and use a Mana Potion instead while they still don't have to take the risk of getting themselves killed during the encounters with the security of a Health Potion and extra CON points.
Or I could sacrifice one item in my inventory for that extra potion instead. Its your decision actually, +Health or +Mana (or both with -one item in inventory).
how about make potions useable from backpack?
It would even fit reality (searching for potion in ur backpack, than using)
and for extra slot, another item
Codewipe in 1.1m?![]()
Would you quote when todez said he would add a boss on 1.1m vestra bcuz as for me i really dont remember he ever said that.
There will totally be a boss in 1.1m, this isn't like, some edited quote, seriously, don't even click the reference button. There will be a boss, just saying.
Errr, who said there is going to be a new boss? Did I say that? I can't remember. :/
I wouldn't even know where to add one even if I wanted to...
As long as there won't be a wipe for 1.2 I'm happy.
Yep, same here. If there is a code wipe in 1.1m I would rather there be none in 1.2... Ziewb never gave a clear answer as to will there be a code wipe in 1.2 if there is a code wipe in 1.1m.
Just wanted to clarify:
Copewipes will always happen if one of those three conditions are met:
1) Adding content that has to be saved (adding more inventory slots, implementing a talent system, implementing the token system, adding a new character class, etc.)
2) Gamebreaking bugs occur which will have a permanent, save-able impact on player characters
3) The implemented continuous content (items, quests) exceeds the pre-determined limits of the current savecode.
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1) is the case here. I can not add the bank/chest feature without editing the save/load routine, also, I can not store the food counter to the savecode without a code wipe, which will be neccesary for the token system that might be implemented in 1.2
2) hopefully we will never see that again
3) the existing limits still allow a huge number of new items and quests without changing anything on the system
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So it's a matter of choice wether you want to see that bank account / token feature implemented or not. Currently, there is no need for a code wipe other than this feature. The talent system has already a defined room in the existing code, so I wouldn't have to reset as long as I don't change the numbers.
Codewipe is not required for 1.2. It's just a matter of wether you want this feature or not.
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he cannot say now if there will be a code wipe or not...
And no new boss right?
I like the russian thief idea, kinda like the scoundrel from diablo3. However i'd swap out barbed arrow for flaming arrow or something more consistentMarkov, the Brigand
from what i see it is really only you the one who wants a new boss i just want the new version with wipe asap so i can get started again.
Anyways there will oviously be more than one new boss in the future so i dont see whats the hurry
I like the russian thief idea, kinda like the scoundrel from diablo3. However i'd swap out barbed arrow for flaming arrow or something more consistent
Actually Gotenks, I would also like a new boss. Something to spice up end-game again like the Shadow in the Sewers.
I used the required codewipe for 1.1m to do something I always wanted to do since... ever ...:
Getting rid of Pipedream's long discontinued Save/Load system and replacing it by Nestharius awesome BIGINT library, which allows me to savely generate much longer codes, thus allowing for a lot more data to be saved.
I also started the implementation of the upgradable item stash in Mytargas.
Mercenaries will not have an inventory.
Mercenaries will have up to 3 generic hero skills and will not be directly controllable (same mechanic as pets).
So I'm open for your suggestions.
Come up with mercenary names, probably the unit model used for it (must be a wc3 standard, I will not import custom models for mercenaries) and suggest the possible skills for those (out of the pool of existing hero abilities! They won't get custom skills).
A lot of stuff
Nestharius is pretty epic in everything he does... but then again, his systems are usually so advanced in terms of coding that I sometimes got trouble to figure out what they actually do. :/Nestharius made a pretty epic encoding system, I must say.
Hmm... I only partially agree here. Calling them mercenaries is just to select a name for the baby. They are more like companions, etc.. It's not neccesarily required that they are "typical" outlaw mercenaries.I think these mercenaries would fit better as some rough-handed humans using the bandit model, bandit spearthrower model, and bandit mage model, and be hired in bars or inns.
Using orc and troll models just doesn't quite fit in my opinion.