Escape from the Vault 2015

And other EUO offshoot projects!

Escape from the Vault 2015

Postby eggmceye » Mon Jan 26, 2015 5:55 pm

Escape from the Vault is a turn based single player roguelike using the Moa engine: the engine that powers euo. They are exactly the same binaries!
This thread is about the new version: the first release since my 2012 7day roguelike entry.

DOWNLOAD
http://escapefromthevault.com/escapefromthevault.zip (updated 2015/4/4)

Overview here: http://escapefromthevault.com/

If you have played euo then eftv will be easy. Except that is turn based, not real time.

THE F KEY autoswitches and shoots your ranged weapon!
The main change you need to know about if you played EftV before, or have come from EUO, is the way melee & ranged weapons work. Now you don't even equip a ranged weapon: it autoeqeuips when you shoot.

i) bind your favourite ranged weapon to a number key such as 1 or 2
ii) equip your favourite melee weapon
iii) press F to fire, even if melee equipped: it will auto switch to fire and switch back!
iv) melee attack with ctrl+dir as in EUO
v) casting ranged special such as aimed will auto switch too !

This means you don't have to bind a ranged to one key and a melee to another and manually switch all the time.

Other big changes:
* Televangelist (mage) spell list fully revised - NLP dropped as 2nd school
* All Maps made more intersting - new algorithms for vaults
* Mobs have abilities, to be harder and at least more interesting

SUPER QUICK CLASS/RACE RUNDOWN
Classes:
Solider->fighter
Televangelist->Mage
Engineer->kind of nothing but is the only class that crafts

Races:
Mutant: self healing
Alien: IR vision
Robot: heals with spare parts

That is about all for now ... short on time ... going on holiday tomorrow. :aus:

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Re: Escape from the Vault 2015

Postby eggmceye » Mon Jan 26, 2015 5:55 pm

Full change list from 2012:

* all dungeons fully reworked

* added mantis to scorpion cave
* reanim soldiers throw grenades
* don't need to switch to ranged when using aimed or spray
* dropped point blank headshot: just don't like it
* soldiers can learn charge
* activated/on light blocks, when off it does not block
* charm now converts tgt to party and it will follow you, but will die after 60 turns
* can now press space (pass) when held (to pass time)
* search consoles for spare parts or activate them for other goodies
* can toggle futuristic lights on and off
* finished vending machines
* monster abilities/spells
* added mind flay spell (GP clone)
* quake has 1/3 chance to confuse enemies
* scripted fireball finishing move/spell
* enchanted weps revision
* blue lockers are searchable
* activatable computer consoles and terminals
* vending machines
* scorpion cave is now wrapped in LUA (it's fancier)
* replaced pill of rage with pill of strength
* replaced weaken (hex) with slow, lasts for 8-15 turns
* put paralyse time up to 11 turns
* added mana regen
* mage tomes drop in circle order
* fixed: attacking mobs with lasers make laser sound
* fixed: using things like IED that just give helpful message no longer bumps your turn
* more vault style algorithms
* made subway a bit more interesting by blending it with a cave
* finished a-star for continent: ensuring a path exists from cave to town

* lua can now use c++ dungeon generators, using for vault gen (unfinished)
* only 1 cave level, 1 subway level
* added 2 more vaults but want to vary algorithms
* worked on continent shaping, not done yet
* continent is now outside and has daylight
* shooting with crossbow sometimes leaves arrow in the corpse
* changed lightning bolt to the directional version, not auto target (great for turn based game)
* mobs with guns can drop them + always drop ammo
* robots can drop energy cells
* added flavour text for items
* added flavour text for spells/abilities
* scrapped unarmed
* got rid of 'weapon mastery' which was completely unused tactics substitute, euo tactics are disabled too
* fixed timing: status don't expire at 2 turns left
* grenade harms player
* spider no longer self heals poison (irradiation)
* fixed paralyse time (it was very short)
* fixed enchanted weapon drops (were still euo ones): now dropping weapons of quake, charm, lightning, blink, weaken and paralyse
* sentry gun shoots laser (cosmetic)
* when a ranged weapon drops you now get some free matching ammo
* pills won't be ID'd if no effect noticed
* looking at tiles shows correct article
* when fire with F & have melee wep equipped, game auto switches to first bound ranged weapon to shoot then unswitches back to melee weapon
* rage does not bump (thus hidden) for teleevangelist & engineer, thus making it less obtrusive, since unused by these classes
* weapon overlays
* looking at the computer activates bird's eye map view (not very large, same as peergem)
* fixed ranged specials doing FX when failed
* ignoring fov refresh errors since it's single player turned based
* add some new/old sfx from euo
* using an item or eating etc uses a turn
* fixed map regen for new player
* items don't decay/disappear on game/map reload
* made bash work more often early on
* pills now id by name when eaten: and stay identified
* ied now gives xp
* fixed minimap
* started respawning last level but needs more variety
* added portal from 'the end' room to entrance of irradiated city
* rustavinious, bathplug won't respawn
* new player starts with knife and block bound
* put dog/bathplug sight range up to 5 - maybe increase again?
* intro screen
* cleaned up a lot of lua but still need to do food properly
* trialing auto stat bump for level up
* meditation and hiding are unavailable and hidden
* training mans not soulbound
* default speed slower
* added option to change client speed
* fixed vault sometimes not having exit
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Re: Escape from the Vault 2015

Postby eggmceye » Mon Jan 26, 2015 6:23 pm

and post bugs and feedback in this thread please

known bugs
* sometimes a pill may drop: and when ID'd (eaten) it may be a pill of str ... and then not all pills of str are ID'd ...
* ranged specialss need to play correct gun sound
* ` stops working - I think it is a windows 7 thing ...
* couple of times I have seen all animations freeze in the game ! has this ever happened in euo?
* weapons & armour from locker can spawn in multiples - look out for 15+ enchanted weapons !
* vending machine can spawn with no name (it is an old euo fov bug I think)

todo list
there is lots to do and plenty of room for expansion!
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Re: Escape from the Vault 2015

Postby Mackey » Tue Jan 27, 2015 12:51 am

Downloaded, unzipped to programfilesx86, tried to use launcher to create new character on local server, "incorrect account..." eclips set me straight on how to log in.
Last edited by Mackey on Tue Jan 27, 2015 2:01 am, edited 1 time in total.
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Re: Escape from the Vault 2015

Postby Eclips » Tue Jan 27, 2015 1:06 am

You can cast paralysis on yourself and it freezes the game up. You have to relog.
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Escape from the Vault Suggestions/Bugs

Postby Mackey » Tue Jan 27, 2015 2:01 am

Some bugs I found and things I thought of:

>Needs some tutorial/instructions/backstory.
>Doors could stand out a little more. Had to go back into a room after checking mini map for doors because they look pretty close to wall tiles at a glance.
>Using ranged special doesn't consume ammo.
>Not much use for spray n pray until the scorpion caves, as its hard to find clusters of enemies.
>Can't sell anything I've found to vending machines. Maybe +weapons and armour could be sold for a small amount of clams?
>Would be nice to have a selection of avatars.
>No way to res my doggy :(
>Save points would be nice. Pretty long game to be completely PD.
>Level bosses?
>When out of ammo, possible way to auto-equip next weapon with ammo? (Out of energy cells, auto equip crossbow if I have bolts in inventory)
>Training curve on traps is pretty rough from level two to level three.
>Any purpose to "s"earch computers if I'm not a robot?
>Starvation causing damage would add to the "survival" aspect of the game. (I like the lower drop rate of ammo, makes it a bit of a challenge)
>More classes? (rogue/thief/assassin? :D)

That's everything I could think of after one playthrough to the Scourched Wastelands (Terminator smoked my ass). I'll give it another go sometime and see if I notice anything else.
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Re: Escape from the Vault Suggestions/Bugs

Postby Mackey » Tue Jan 27, 2015 2:07 am

Can move post to 7drl thread because I'm retarded and don't know how to use the forums after a decade or so.
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Re: Escape from the Vault 2015

Postby eggmceye » Tue Jan 27, 2015 9:56 am

Did you try passing with space?
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Re: Escape from the Vault 2015

Postby Eclips » Tue Jan 27, 2015 11:16 am

No tried All other actions tho. I'd replicate but I think my laptop died on me today.
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Re: Escape from the Vault 2015

Postby 1[WoWz] » Wed Jan 28, 2015 12:42 pm

Yeah if you're paralyzed, you have to press space to pass your turns.

One thing I noticed is the game is much harder than before. It's still fun and I'm excited to start speedrunning it.

Check it out, 2x2 Bathplug; more bark than bite though.

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Re: Escape from the Vault Suggestions/Bugs

Postby 1[WoWz] » Thu Jan 29, 2015 1:50 am

I pretty much agree with everything you said Mackey; although EftV is a pretty solid, quick dungeon romp how it is.

I think the main "quest" works out pretty well. I'd like to see additions to the game without changing the final goal of kill Rusty, like optional side quests.

A great addition would be to add an abandoned shack somewhere in the wilderness or in the town that you can fix up and make your own (just like having a house in EUO).

Also, it would be cool if you eventually sold EftV on Steam for like $2 or $3. :D
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Re: Escape from the Vault 2015

Postby Keighn » Thu Jan 29, 2015 4:14 am

Maybe its my old ass computer (all I have atm) but I get lag loading levels and in some instances walking and combat or resting via space. (lots of pass x45 etc or attack dir nothing there x13 etc).

Here's my shit specs:
Operating System
Windows XP Professional 32-bit SP2
CPU
Intel Pentium 4
Willamette 0.18um Technology
RAM
1.00GB SDRAM (3-3-3-6)
Motherboard
ECS M921LR (Socket 423) 36 °C

Graphics
XF-9s (1152x864@60Hz)
256MB NVIDIA MSI MS-StarForce GeForce FX 5600 XT (NVIDIA GeForce FX 5600 XT) (MSI)
Hard Drives
28.0GB Western Digital WDC WD300AB-00BVA0 (ATA)
56GB Western Digital WDC WD600BB-00CAA1 (ATA)
Optical Drives
ATAPI iHAP322 8
HL-DT-ST DVDRAM GSA-H10L
Audio
Creative Sound Blaster AudioPCI (WDM)

Computer type: Desktop
Installation Date: 9/1/2009 4:37:20 PM
Serial Number: 47YK2-D8R6C-BPQBY-F4R3R-TVBTH
Windows Security Center
Firewall Disabled
Antivirus Disabled
Windows Update
AutoUpdate Disabled
.NET Frameworks installed
v2.0 SP2
Internet Explorer
Version 6.0.2900.2180
Java
Java Runtime Environment
Path C:\Program Files\Java\jre1.5.0_12\bin\java.exe
Version 5.0
Update 12
Build 04
Environment Variables
USERPROFILE C:\Documents and Settings\Joseph
SystemRoot C:\WINDOWS
User Variables
Machine Variables
Power Profile
Uptime
Current Session
Current Time 1/28/2015 9:45:45 AM
Current Uptime 320 sec (0 d, 00 h, 05 m, 20 s)
Last Boot Time 1/28/2015 9:40:25 AM
TimeZone
TimeZone GMT -8:00 Hours
Language English (United States)
Location United States
Format English (United States)
Currency $
Date Format M/d/yyyy
Time Format h:mm:ss tt
Process List
Scheduler
2/4/2015 9:00 AM;At 9:00 AM on the first Wed of every month, starting 11/22/1997 Tune-up Application Start
Hotfixes


=============================================
CPU
Intel Pentium 4
Cores 1
Threads 1
Name Intel Pentium 4
Code Name Willamette
Package Socket 423 mPGA
Technology 0.18um
Specification Intel Pentium 4 CPU 1.60GHz
Family F
Extended Family F
Model 1
Extended Model 1
Stepping 2
Revision D0
Instructions MMX, SSE, SSE2
Virtualization Not supported
Hyperthreading Not supported
Fan Speed 2636 RPM
Stock Core Speed 1600 MHz
Stock Bus Speed 100 MHz
Caches
L1 Data Cache Size 8 KBytes
L1 trace cache 12 Kµops
L2 Unified Cache Size 256 KBytes
Core 0

AM
Memory slots
Total memory slots 3
Used memory slots 3
Free memory slots 0
Memory
Type SDRAM
Size 640 MBytes
CAS# Latency (CL) 3 clocks
RAS# to CAS# Delay (tRCD) 3 clocks
RAS# Precharge (tRP) 3 clocks
Cycle Time (tRAS) 6 clocks
Physical Memory
Memory Usage 35 %
Total Physical 639 MB
Available Physical 415 MB
Total Virtual 1.53 GB
Available Virtual 1.37 GB
SPD
Number Of SPD Modules 3
Slot #1
Slot #2
Slot #3

=============================================
Motherboard
Manufacturer ECS
Model M921LR (Socket 423)
Chipset Vendor VIA
Chipset Model P4X266 (VT8753)
Chipset Revision 01
Southbridge Vendor VIA
Southbridge Model VT8233
Southbridge Revision 00
System Temperature 36 °C
BIOS
Brand Award Software International, Inc.
Version 6.00 PG
Date 11/20/2001
Voltage
CPU CORE 1.760 V
MEMORY CONTROLLER 2.496 V
+3.3V 3.408 V
+5V 5.188 V
+12V 12.352 V
-12V (4.224) V
-5V (4.480) V
+5V HIGH THRESHOLD 2.796 V
CMOS BATTERY 2.032 V
CPU CORE 1.760 V
MEMORY CONTROLLER 2.496 V
+3.3V 3.408 V
+5V 5.188 V
+12V 12.352 V
-12V (4.224) V
-5V (4.480) V
+5V HIGH THRESHOLD 2.796 V
CMOS BATTERY 2.032 V
PCI Data
Slot PCI
Slot Type PCI
Slot Usage In Use
Bus Width 32 bit
Slot Designation PCI
Slot Number 0
Slot PCI
Slot Type PCI
Slot Usage In Use
Bus Width 32 bit
Slot Designation PCI
Slot Number 1
Slot PCI
Slot Type PCI
Slot Usage In Use
Bus Width 32 bit
Slot Designation PCI
Slot Number 2
Slot PCI
Slot Type PCI
Slot Usage In Use
Bus Width 32 bit
Slot Designation PCI
Slot Number 3
Slot Unknown
Slot Type Unknown
Slot Usage In Use
Bus Width 32 bit
Slot Designation AGP
Slot Number 4

=============================================
graphics
Monitor
Name XF-9s on MSI MS-StarForce GeForce FX 5600 XT (NVIDIA GeForce FX 5600 XT)
Current Resolution 1152x864 pixels
Work Resolution 1152x864 pixels
State Enabled, Primary, Output devices support
Monitor Width 1152
Monitor Height 864
Monitor BPP 32 bits per pixel
Monitor Frequency 60 Hz
Device \\.\DISPLAY1\Monitor0
NVIDIA MSI MS-StarForce GeForce FX 5600 XT (NVIDIA GeForce FX 5600 XT)
Manufacturer NVIDIA
Model MSI MS-StarForce GeForce FX 5600 XT (NVIDIA GeForce FX 5600 XT)
GPU NV31
Device ID 10DE-0314
Revision A2
Subvendor MSI (1462)
Current Performance Level Level 0
Transistors 80 M
Release Date 2003
DirectX Support 9.0
DirectX Shader Model 2.0
OpenGL Support 2.0
GPU Clock 235 MHz
Memory Clock 400 MHz
Driver version 5.2.1.4
BIOS Version 4.31.20.69.00
ROPs 4
Shaders Vertex 4/Pixel 42
Memory Type DDR
Memory 256 MB
Bus Width 128 Bit
Pixel Fillrate 0.9 GPixels/s
Texture Fillrate 0.9 GTexels/s
Bandwidth 12.8 GB/s
Count of performance levels : 1
Level 1

=============================================
audio
Sound Cards
Creative Sound Blaster AudioPCI (WDM)
Unimodem Half-Duplex Audio Device
Playback Devices
Creative Sound Blaster AudioPCI
Modem #1 Line Record
Recording Devices
Creative Sound Blaster AudioPCI
Modem #1 Line Playback
Speaker Configuration
Speaker Configuration
Speaker type Stereo


Until I get my lap top if ever I just don't know. I have the old eftv and it runs smooth enough. Naturally, I've tried turning off the extra in game via the f12 menu. I'll tinker some more. It runs smooth enough but I won't be speed running due to "lag" issues of "mine." Everyone else I'll assume has no problems.
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Re: Escape from the Vault Suggestions/Bugs

Postby Keighn » Thu Jan 29, 2015 4:20 am

Agree on a lot of that. An assassin/sniper class would be sweet.

Dual wield for said class perhaps.

Gunman class for dual pistol-like weapons or maybe just for anyone.

Some notes I've been starting to make since last night as I play:

use mouse to scroll over and move map in computer terminal.
lags

dual wield

engineer spare parts usage goes up too fast?
5 parts got me to 66
perhaps more recipes like miniature computer terminal 1 use (5-10 parts to make)
Freeze Ray sentry (low dmg ICE and maybe hold person)
Flame thrower Sentry
Detonation Bots (think those silly leprechauns that exploded)

suggestion beds regenerate health faster (sleep)

grates - crawl spaces to random parts in maze (random) usually to another grate...
"you crawl through the ventillation shafts"

tables...breakable to maybe find a club

difficulty settings to make things harder or easier in the game:
how fast skills or xp goes up
how tough mobs are
frequency of mobs or size of mobs ran into.

allotment of stats? Do people like the auto allotment. I know for a while I was playing old eftv not alloting to see how far I could get.

meditation for hp? makes you hungry?

Instead of strange vision maybe something like "you manage to tap into the computer map." or (computer map activated)

engineering stuck at 85% or 87% due to can't build anything after sentry gun. (rely on computer consoles?)

secret door too easy to see (maybe make it activatable door or search to locate)

weapon (tells what ammo it uses if any)


I'll think of more ideas and maybe some of us should start posting gfx we want to see. I have a few I could repost and make. I was thinking about those lights alert aka in Aliens
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Re: Escape from the Vault Suggestions/Bugs

Postby Keighn » Fri Jan 30, 2015 4:22 am

Well, I've never successfully stuck a candy bar back into a vendinig machine IRL. I wonder if there couldn't be on a new class a method to steal from vending machines or break into them. I'd obviously make failur and attacking the machine a sentry bot of nastiness to not make it so easy to crack it.

Anyways further playing ideas and bugs possibly esp after trying several androids.

Bugs:
Can't use charge attack diagonally from a distance. You don't move. If mob is adjacent you will strike it though. Otherwise charge works fine.

Cursed Rafts. I don't know why they are "enchanted: cursed" nor why they appear in stacks of 12-20+. The first time was a locker so I paid no heed the next time was from a rat I believe.

Fireball is worthless as a spell. Does 1 damage. Good for when running into those nasty rats but bad when you want to blast something.

Ideas:
Perhaps android can't break objects down into spare parts. For those objects that are so small maybe 0-1 parts or small % it breaks into a spare part.

Start androids off with 5 small parts instead of bandages since that is useless to them.

Generally you want to find parts asap so prepare for broken droids a lot but once you get going generally no problem unless you rush or are stupid.

Gah, left most of my ideas at home on notepad so can't recall.

I still don't know if there is a level limit in the game. I'll relook. Some might even wonder if possible multi-classing for maxed characters.

Probably went over this before but 85%sh percent is max I can attain normally for engineer. Perhaps console will raise this. I don't know if the current item craftable is tops or not.

Love old school lightning bolt.
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Re: Escape from the Vault Suggestions/Bugs

Postby Keighn » Sat Jan 31, 2015 4:18 am

EUO vs. EFTV
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OK some things I learned to answer Mackey's questions and help others. First off, if the new manual doesn't say so already you can completely customize this game. I imagine if egg hasn't told us already there is probably a way to add to the monster roster without a lot of coding. I'm guessing though. Same might be true for items, landscape, furniture, and tiles in general.

Of course you can plug in any music you want by renaming the music to one of the music files already. I believe they're numbered 0-6 or something.

My notes from last night:
use mouse to scroll over and move map.
lags

dual wield

engineer spare parts usage goes up too fast?
5 parts got me to 66

suggestion beds regenerate health faster (sleep)

grates - crawl spaces to random parts in maze (random)
you crawl through the ventillation shafts

tables...breakable to maybe find a club

difficulty settings:

allotment of stats?

meditation for hp? makes you hungry?

secret doors?

you manage to tap into the computer map. (computer map activated)

engineering stuck at 85% or 87% due to can't build anything after sentry gun. (rely on computer consoles?)

secret door too easy to see (maybe make it activatable door)

weapon (tells what ammo it uses if any)

====================
terran class (human)
pigman (Porchoperan - just remake the male draconian tiles)

robot can dismantle items into spare parts


vault should go from lowest number up since climbing ie lvl 4 to 3 to 2 to 1 to etc... (can probably change that myself)

22 lightweight raft ()??ench:cursed weight8 too many drop at one time.

can't charge diagonally.

==============
how to add more tiles to game?
how to add base monsters to game?
how to add more items to game.
adding new terrain,

How to transfer from old eftv to current eftv or save copies of alts:

1 copy splayers folder and put in a safe place.
2 in etc folder save accounts in a safe place. if transferring from old eftv open up accounts.doc and copy "player:name" of alt and paste in current 2015 accounts .doc. Save.

To raise level limits in game and probably other things:
open up server.cfg in notepade. scroll down to #server params.
here you can change max_level=20 to whatever you want probably even lover.
permanent_death=1 is on but I bet you can make it =0 I have no idea what it'll do but i'll try it.
Confirmed it does.
Be sure to change resurrection_sickness=1 to =0
You start back at the prison where you first made your alt.


stat=value=2 I'm not sure but perhaps that's how much each point in a stat is worth. change it to 1 or 3 or w/e to test it.

level_up_orbs=3 i have no idea.

Considering it appears the whole kitten kaboodles are here and maped works great you could do literally anything if you know how. And maybe its more complicated than that.

For Fun i might even splice in my old MIB map and place some mobs in there just for fun while changing some descriptions. I'm going to scrounge around for other music, sound effects, and gfx i have sitting around.

I'm wondering if this offline game could ever utilize a peer to peer network with up to say 8 random vaults in a pvp death match. I recall many old days of doom death matches in the day.

I'll look for any bugs.

BTW, fireball enchant on weapon worked great. Spell still seems to such on my evangelist.

scroll down to bond time=3600. I'm betting this is in seconds. so if you want your puppy to bond fast set it to say 60 or 10 or w/e for a few seconds to a minute.

There's a ton of stuff here you play around with and i'm sure someone can figure it out better than I.

easy to turn on tactics and unarmed skills. Still can't figure out how to make droids start with spareparts. i tried an idea based on class ie. starting_inv_soldier= or common or televangelist or engineer. i tried starting_inv_droid=147x5 but that didn't work at all.
====================
It was funny to move my old alt from the 2012 eftv to the 2015. Retro to old didn't work. I messed up.

Oh, I'm sure someone might think of remort, or dual classing. I see the switches in there and it probably wouldn't be too hard to modify the classes. Hell, you could make an all in one class utilizing all the skills like perhaps Elder Scrolls games. Maybe I'm wrong but the simple switches in the cfg files look simple enough and some work.

GFX ideas & what I did:
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Re: Escape from the Vault 2015

Postby eggmceye » Sat Jan 31, 2015 9:27 am

I merged the 2 threads. Really happy that you (keighn especially) are getting into it. I'm camping next week or so ... so have limited time to post etc but will pore thru this thread when I can.
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Re: Escape from the Vault 2015

Postby Keighn » Sun Feb 01, 2015 4:06 am

Winter time is my basic computer time so its great timing that I can play around on this. I was getting bored with Diablo:The Hell mod. I generally bike to the library every day except Sunday. There's a time limit of an hour here but its so easy to hack that if you can call it that. Simple stick in a thumb drive and the folder menus pop up. Move up to desktop and click ie explorer and you're in for unlimited time. Still, it looks suspicious when full so I time myself.

Come spring and summer I'm mostly outside working on yard projects. Some have asked me in pm why not play for an hour on euo but I have a lot of downloads to get and restore my old library of stuff I deleted in 2013.
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Re: Escape from the Vault 2015

Postby Mackey » Sun Feb 01, 2015 6:13 am

eggmceye wrote:I merged the 2 threads. Really happy that you (keighn especially) are getting into it. I'm camping next week or so ... so have limited time to post etc but will pore thru this thread when I can.


I'm gonna try and beta test the shit out of this game to help you get it perfect, so we can all get back to EUO like god intended.
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Re: Escape from the Vault 2015

Postby Keighn » Wed Feb 04, 2015 6:51 am

strength pills never decay if that's a bug. I have a lvl 30 guy now with over 400 strength. I'm not sure where I should look to make it temperorary.
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Re: Escape from the Vault 2015

Postby LordMortiferus » Thu Feb 05, 2015 3:10 am

Keighn wrote:strength pills never decay if that's a bug. I have a lvl 30 guy now with over 400 strength. I'm not sure where I should look to make it temperorary.

In the script folder is a file called pills.lua that handles the pill behaviour:
Code: Select all
function effect_strength  (id,tgt_id,alt,itm,bcode,x,y,z)
   -- perm ads +3 to str
   if use_pill_helper(id, tgt_id, itm)~=0 then return ; end
   local plyr=get_player_ptr(id)
   plyr:bump_stats(3+int_rand(2),0,0)
   send_message(tgt_id,"You feel stronger!")
    sync_all(id)
    return true
end

The permanent str bump is intentional. Instead of "plyr:bump_stats(3+int_rand(2),0,0)" you could try "plyr.str_bonus = 3+int_rand(2)" which may grant you a temporary str boost - I took that snippet from the EU spell (dex bonus) and am just guessing its temporary character. Good luck.

Edit: plyr.str_bonus works - str gradually decreases over time, whereas the effect of pills does not stack. Hope this will help you.
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