Greatest RPG Fans Forum

"Recent editor's features."

Printer-friendly version of this topic
Bookmark this topic (Registered users only)
 
Previous Topic | Next Topic 
Conferences Wizardry(r) 1-7 Conferences Wiz 7 - CoDS and Gold (Protected)
Original message

mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Dec-25-08, 02:24 AM (Pacific)
"Recent editor's features."
Hi everybody and Merry Christmas.

Thought somebody could get interested:
1. Learning spells from books grants mana (the new fix covers it).
2. Many classes' parameters can now be changed.

  Alert Edit | Reply | Reply With Quote | Top

  Table of Contents

 
 
Lobby | Topics | Previous Topic | Next Topic

Messages in this topic

Scary (16 posts) Click to EMail Scary Click to send private message to Scary Click to view user profile Click to check IP address of the poster
Jan-18-09, 02:33 PM (Pacific)
1. "RE: Recent editor's features."
Great!
I've been trying this out in Bane. Confirmed that I can:
(a) change racial stats (strength, et al.)
(b) change class requirements (again, strength, et al.)
(c) change class skills (e.g., take ninjutsu away from bards and rangers, or add alchemy and theosophy to bishops)
(d) change starting equipment

I can probably change resistances, hit probabilities and mana regeneration, but I haven't tried.

Things that cannot be done (yet?):

(a) spell picks: while there is a field for setting spell picks, changes to it are not saved and seem to have no effect; I'm not sure if this was intended to set starting spell picks or to set spell picks available upon level up, but it does not work either way (for example, I tried to remove spell picks from bards, but they still get them, starting at level 3; I tried to add spell picks to monks, but again, they respond normally: no starting spells and getting theosophy spell picks starting at level 3)

((a1) A side thought: is there a way to set the level at which a class starts learning spells? That way, spell ability could be removed from a class simply by setting that to a very high number, or it could be enhanced for a class by setting it lower.)

(b) musical instruments: musical instruments can still only be played by a bard; making instruments usable by all classes and/or giving all classes music skill has no effect on this (I suspect this is hard-coded to the bard class slot, but I wouldn't know)

(c) merging items: it is not yet possible to create new mergers (e.g., light heal + mod heal = hvy heal) nor to see or edit existing mergers (e.g., rope + hook = rope&hook)

(d) race features and resistance modifiers: these cannot yet be changed (I, for one, don't care much about this; although if we could unlock it, we could really create entirely new races; however, modifying starting attributes is already a good step toward this)

Mind you, NONE of this is a criticism. MG's work is great, and continually opening new horizons to us in all three scenarios. I am just (a) doing some beta testing for the lower versions (since not so many folks bother with them), and (b) voicing my own opinion as to which remaining horizons it would be really great to see next.

  Remove | Alert Edit | Reply | Reply With Quote | Top

mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Jan-23-09, 02:33 AM (Pacific)
2. "RE: Recent editor's features."
It is not a very good idea to test all this in W6, because the most of these changes have been made for W7 only...
  Remove | Alert Edit | Reply | Reply With Quote | Top

WizardryFan85 (1 posts) Click to EMail WizardryFan85 Click to send private message to WizardryFan85 Click to view user profile Click to check IP address of the poster
Jan-26-09, 01:47 PM (Pacific)
3. "RE: Recent editor's features."
LAST EDITED ON Jan-26-09 AT 06:31 PM (Pacific)

*removed*

  Remove | Alert Edit | Reply | Reply With Quote | Top

Scary (16 posts) Click to EMail Scary Click to send private message to Scary Click to view user profile Click to check IP address of the poster
Jan-26-09, 08:40 PM (Pacific)
4. "RE: Recent editor's features."
Ah, but what works does indeed work, and it's wonderful. If you ever get around to unlocking even more, please keep us posted.
  Remove | Alert Edit | Reply | Reply With Quote | Top

Dandiphoot (48 posts) Click to EMail Dandiphoot Click to send private message to Dandiphoot Click to view user profile Click to check IP address of the poster
Mar-25-09, 01:44 AM (Pacific)
5. "RE: Recent editor's features."
LAST EDITED ON Mar-25-09 AT 01:45 AM (Pacific)

LAST EDITED ON Mar-25-09 AT 01:44 AM (Pacific)

I'd like to use this existing thread to ask if/wether there is the option to resurrect killed NPCs in the editor (or if there will be the option to do so in future ).

While wandering around at Guardia (or maybe sleeping the most time for restoring health) some crazy berzerk killed most of the NPCs and nearly 98% of the allies (Umpani, Gorn, Munk)...it wasn't me, so i'm frustrated.

EDIT: Sorry, i forgot to mention: it's about CoDS.

  Remove | Alert Edit | Reply | Reply With Quote | Top

mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Apr-03-09, 08:04 PM (Pacific)
6. "RE: Recent editor's features."
Never thought about resurrecting NPCs...
Could be manageable. I'll think about it.
  Remove | Alert Edit | Reply | Reply With Quote | Top


Lock | Archive | Remove

Lobby | Topics | Previous Topic | Next Topic
Rate this topic (1=skip it, 10=must read)? [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ]
Powered by DCF2000 ©1997-2000 by DCScripts. All rights reserved.