misc updates thread

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Re: misc updates thread

Postby Mackey » Sat Mar 30, 2019 4:23 am

eggmceye wrote:euo / moa 1.3.35

* fixed multi bards' auras stacking and not unstacking
* mobs like shadowlords no longer immune to magic damage (10k mr rule no longer applies to magic dmg)
* bong quest complete
* mr cleave and normal cleave now stack (so can reduce mr to 25%)
* unarmed can now perform Wallop
* flav grav: dmg increased to 5d5 + level/3 (was 5d5+level/4)
* VYR gives +15 to Attack strength rather than setting it to 30
* casting VF when polymorphed with VYR does +50% more dmg
* hp formula is now based on str/2.8+lvl*2.5 (was str/2+lvl*1.5) - ie, less str depeendant, more lvl (or all stats in NG case) dependant. ppl with less str have more hp. ppl with hi str unaffected
* hp gain from bone now has diminishing returns, ie the more you wear the less effective it is.
WAS: hpgain=hp*0.1*pieces (for 100% in necro)
NOW: hpgain=hp*0.1*pieces*(1-(pieces-1)*0.055) (for 100% in necro)
* deleted tint wand merchant


1. fair enough, that got a little cheesy, even though a couple of the auras are so in need of a boost as to be useless (MR especially)
2. Nice
3. Very nice
4. That's a very situational combo that'll never happen while soloing (which is 90% of this game outside of cheesing)
5. Alright, Monks needed AOE
6. Very nice, FG needed a dmg boost
7. Could be useful
8. Awesome
9. if my math is right, that's +67% more hp from lvl, -14% hp from str, -6% hp for non-necromancer wearing bone and -12% for necromancers. Overall a definite HP buff, but less so for necromancers and (rightly so) fighters and priests. My Necro/fighter build is looking less fun.
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Re: misc updates thread

Postby Keighn » Sat Mar 30, 2019 4:50 am

I definitely was testing the aoe for monk and its like Chuck Norris round house kicking. Very nice.
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Re: misc updates thread

Postby Balmung » Mon May 06, 2019 4:31 am

eggmceye wrote:the diamond coin merchs (15th bday prez & tints) are back open but only for a limited time


:fp:
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Re: misc updates thread

Postby eggmceye » Sat Jul 06, 2019 8:34 am

6 july 2019 moa 1.3.36
* fixed seeing bleeding in non-vis areas of map
* fixed 2x2 mobs not being drawn in correct position sometimes
* added Lord Mort's Carnival of Carnage in Apoc New Sosaria, where Dryden would be
* added apocalyptic Pride's Fall & Djanno's shack
* when you are standing on a tile that you can enter you now get a lime message reminding you to press space
* when you are in a town that you can bind to, you now get a lime message reminding you that you can bind & res in this town

* moved DK's map to apoc new sos (65,10)
Last edited by eggmceye on Sun Jul 14, 2019 9:01 am, edited 2 times in total.
Reason: moved dk's map
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Re: misc updates thread

Postby LaughingCoyote » Sat Jul 06, 2019 8:49 am

Awesome, exploring Carnival now. There goes the weekend. X-D

eggmceye wrote:[u]
* when you are in a town that you can bind to, you now get a lime message reminding you that you can bind & res in this town


Is it possible to have the option to toggle this on and off? Its been 3 minutes and its already annoying LAUGHING OUT LOUD LIKE A MORON.

All the scripted bosses need /ears.

When the trees catch on fire, is the ""You see a a dead tree, owned by eggmceye."" description intentional?"


THIS MAP IS AMAZING! THANK YOU LM AND EGG!
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eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D
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Re: misc updates thread

Postby speed » Sat Jul 06, 2019 2:23 pm

LaughingCoyote wrote:
eggmceye wrote:[u]
* when you are in a town that you can bind to, you now get a lime message reminding you that you can bind & res in this town

Is it possible to have the option to toggle this on and off? Its been 3 minutes and its already annoying LAUGHING OUT LOUD LIKE A MORON.

Also, the message sort of spoils hidden areas like the Troll's Bridge and the Haunted Forest =P


Love the new maps! Though stepping on rainbows felt a bit unintuitive. I can't wait for an apoc gauntlet-style map!
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Re: misc updates thread

Postby LordMortiferus » Sat Jul 06, 2019 5:54 pm

Thanks for the feedback.
@LaughingCoyote: yes that was intentional to prevent pick ups.
@Speed: I see what you mean as perspective kinda changes from top down to side view and back to top down. Try to imagine that the watertiles are the blue sky and the whiteblocks are clouds. There is another section in the map that is supposed to be sideview, well actually 2 sections.
Some items lying around, mostly on tables, can be 'a'ctivated.
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Re: misc updates thread

Postby LaughingCoyote » Sat Jul 06, 2019 11:25 pm

LordMortiferus wrote:@LaughingCoyote: yes that was intentional to prevent pick ups.


Ah, cool. Well, you have two "a a" in that sentence btw. :D
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eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D
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Re: misc updates thread

Postby LordMortiferus » Sat Jul 06, 2019 11:58 pm

LaughingCoyote wrote:
LordMortiferus wrote:@LaughingCoyote: yes that was intentional to prevent pick ups.


Ah, cool. Well, you have two "a a" in that sentence btw. :D

the double a is a result of how the "l"ook command works.
For maptiles it is: "You see *maptile*"
For items it is: "You see an *item*"
Now, depending on the maptile its name has an indefinite article included or not. E.g. You see grass, but you see a pot plant. When you convert a maptile into an item the "l"ook command will handle it as an item as well and will show "You see a *Item_maptile*" with *item_maptile* either "a pot plant" or "grass".
However, it should be "You see an a dead tree"
Last edited by LordMortiferus on Sun Jul 07, 2019 12:01 am, edited 1 time in total.
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Re: misc updates thread

Postby Keighn » Sun Jul 07, 2019 12:00 am

I really need to make some scrolling clouds abd twinkling stars eh? Sounds like you had a blast making the map. I should run a ng in there.

Thinking on interactions with environment in maps can all of the following trigger effects: (most i know via the ladder)
a)ctivate
l)ook
s)earch
shift use
attack
step on.
Are there others? Casting spells or being in a specific polymorph or having certain spell effects active affecting what the environment triggers?

I think egg wanted at to at one point have shovable object, movables, and various interactive effects in the game like u1-6 (maybe latter but mostly 5-6). Perhaps most of that works better in a turn-based game.
Last edited by Keighn on Sun Jul 07, 2019 12:09 am, edited 1 time in total.
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Re: misc updates thread

Postby LordMortiferus » Sun Jul 07, 2019 12:05 am

Keighn wrote:I really need to make some scrolling clouds abd twinkling stars eh? Sounds like you had a blast making the map. I should run a ng in there.

Yes it was fun to work on it, but than it took over 5 years to get it into shape (not finished mind you).
A big thanks to Egg for reviewing and fixing stuff.
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Re: misc updates thread

Postby Keighn » Sun Jul 07, 2019 12:19 am

Speaking of egg he also released an update to maped for those wondering. Sometimes i wonder how many read the forums. I try to get some people intered in discord and forums but i certainly have forgotten about twitter/facebook/other.

Funny think about ultima games and the e)ntering towns. I know the green message can be annoying and maybe control panel option to shut off would be good, but some of the older games like ACS didn't have space to enter. It dealt with portals more or less; step on and transport which I was so glad maped has.

For mapping as a player and finding hidden stuff this new fearure is pretty cool since not everyone is an oldschooler. I recall some complaints about minimap ruining the game or scrolls of mapping. I remember Richard G. pondering peergems even back in the ultima days. And there are compulsive mappers who will enjoy these functions and more.

I was watching a video on old wolfenstein and doom about being a 2d game giving impressions of 3d and looking at wolf 3d made me think on egg's 3d engine he had a while back. I still haven't gotten it to work in ages and wonder if you have had any luck?
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Re: misc updates thread

Postby Dudle » Tue Jul 09, 2019 2:14 am

Yay updates - will go look!
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Re: misc updates thread

Postby Keighn » Wed Jul 10, 2019 11:03 am

Was the Evil bunny hole in Old Porte moved or erased in the update? I can't seem to find it now.
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Re: misc updates thread

Postby Onyxt » Wed Jul 10, 2019 12:39 pm

Keighn wrote:Was the Evil bunny hole in Old Porte moved or erased in the update? I can't seem to find it now.

Its in Apoc New Sosaria now.
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Re: misc updates thread

Postby Keighn » Wed Jul 10, 2019 5:01 pm

Ah. That makes sense.
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Re: misc updates thread

Postby Djanno » Tue Jul 16, 2019 12:18 am

eggmceye wrote:6 july 2019 moa 1.3.36

* added Lord Mort's Carnival of Carnage in Apoc New Sosaria, where Dryden would be
* added apocalyptic Pride's Fall & Djanno's shack



:shock: :heart: :heart: :heart: :heart: :heart:

cool gotta check it out!
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Re: misc updates thread

Postby eggmceye » Sat Aug 03, 2019 7:48 am

speed wrote:
LaughingCoyote wrote:
eggmceye wrote:[u]
* when you are in a town that you can bind to, you now get a lime message reminding you that you can bind & res in this town

Is it possible to have the option to toggle this on and off? Its been 3 minutes and its already annoying LAUGHING OUT LOUD LIKE A MORON.

Also, the message sort of spoils hidden areas like the Troll's Bridge and the Haunted Forest =P


what other maps does it spoil? I'm leaving it in but will disable it where req
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Re: misc updates thread

Postby Keighn » Mon Aug 05, 2019 10:17 am

Just have a small tute on newbie isle (or message) about disabling help via a toggle in the f12 menu. Maybe it spoils maybe it doesn't (shrugs). Extra work just to hide a few entrances. If I were to go by the few off the top of my head: Haunted forest entrance, Troll Bridge, Dark Forest (on the island near the orc desert town), Tangled Forest. I don't recall any others on New Sosaria map.
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Re: misc updates thread

Postby jaska » Mon Aug 05, 2019 6:37 pm

speed wrote:Also, the message sort of spoils hidden areas like the Troll's Bridge and the Haunted Forest =P


It only took me 14.5 years to find this troll's bridge :D
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