I have not seen a lot of feedback on my offer to work on Tyrant.
So far I
- Added a jeweller that will identify rings & amulets for 2 gold
- Allowed ControlS to save, Control L to load and Control X to quit
-Allowed for closing doors to be intelligent
-Fixed the non-recharging priest spells
-Minor internal optimizations
So please, tell me what bugs you so we can find a solution.
Last time I checked, the most wanted feature was implementing some kind of town portal system. I don't remember what bugs used to bug me...
is there a new JAR file somewhere that I can test? I think that most palyers don't run JDK to test. If you can point me to a new jar I would be glad to give the game an actual test.
Thanks for picking this project back up!
There is news, link to download, link to play ( fickle )
Fix the massive food requirements in the "common" areas.
To move from one "down" area to another requires much more food per turn than exploring, the levels.
I am sorry but do not understand your comment,
with 'common' areas, do you mean the worldmap, the villages or something else ?
Sorry for the poor description. The worldmap requires much more food per turn than any other area (for me).
The villages are ok. To go from the Tavern starting point
to the far left (next screen) world map. I am hungry by the time I get to the next screen, even if I start "full".
thanks for clarifying that !
The worldmap is supposed to make you hungry, you are trekking through the world ;) It is fitting with the 'story telling' aspect that you go buy some food to eat during your trek.
( It's not a bug, it's a feature )
The only thing that I could do to help you is to have on the first map a minor quest for 'survival' or for you to play a Barbarian which has survival. This skill allows the player to gather food while traveling.
this not documented, so I granted it as known : food consumption is _much_ higher in mountains, hills and forests, so stay as much as you can in the plains to reduce food consumption.
Just one thing: That "Peity" as it is implemented now seems to cause unlimited wishes granted. Well, please don't fix, I like it that way ;-)
Confirming this new version has no peity loss with wish grants; seems like it will be a very good system once the bugs are worked out.
Will different wishes take up differnt ammounts of peity, will your total piety level effect the strength of the wishes (more stat poitns on a stat point wish, etc?)
I was actually thinking about the peity system and how it could best allow praying but not make it game breaking; It seems that it's now impossible to pray for items (which is fine) leaving:
Praying for stats
Praying for a map of the current area
Praying for spells
Praying for a full heal
Praying for knoledge (new abilities/training in existing abilities)
Prayre is pretty potent off the bat due to being able to pray for non-class abilities at will, but praying for class abilities really only saves you a trip to the trainer; I propose the following peity costs;
Stats- 5x current stat value
map of the current area- dungeon level
spells- level required to learn spell
full heal- 1/100 restored HP
new abilities- 50 peity
training in existing abilities- 10 peity (really only saves you a trip to the healer)
Obviously this is right off the top of my head and would be subject to change, but it's something.
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