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October 2nd, 2002, 07:07 AM
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Corporal
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Join Date: Apr 2001
Location: South Pasadena, CA
Posts: 153
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Re: Patches
Any chance of getting a larger inventory? How about a keyring that takes up one slot but can hold many keys? Converting tresure to gold when picked up to free some slots?
Scrolls that go into the magic book, but don't take up a slot, maybe a special book to hold them?
Bag of holding, or containers that hold many items but take up one inventory slot?
Add quick item slots not just health/mana
Maybe it's just me there never seems to be enough inventory slots. I don't see it on your list to fix (except arrow stacking).
Overall I think a larger inventory or better stacking would make the game alot more fun.
How about being able to hold a light source (in a special slot) and a weapon? My Druid can only use the staff (2-handed weapon), so I get light or I can fight but not both.
Empty chests go away when they are opened and nothing is placed in them?
Ability to place teleport in town/dungeons (like Diablo 2) to make going back to town easy (might help with the lack of inventory). Walking back to town all the time isn't all that fun.
Change color of chests/Exit/Entrance on map. It's hard to see that gray color in the ice caves.
Can someone from Malfador please comment on the lack of inventory space. Maybe it's not on a list because they think it's fine the way it is. If so, I'll stop ranting about it all the time
[ October 02, 2002, 06:20: Message edited by: DarkStar ]
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October 2nd, 2002, 02:25 PM
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Corporal
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Join Date: Sep 2002
Location: Québec, Canada
Posts: 139
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Re: Patches
in the menu when you'r playing the game , you should put a button to return to the main menu and then it ask to save or not. that would be very usefull unstead of quiting and reentering the game
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October 3rd, 2002, 01:15 AM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
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Re: Patches
Quote:
Maybe it's just me there never seems to be enough inventory slots. I don't see it on your list to fix (except arrow stacking).
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This was also a complaint among several beta testers.
Quote:
Ability to place teleport in town/dungeons (like Diablo 2) to make going back to town easy (might help with the lack of inventory). Walking back to town all the time isn't all that fun.
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Once you get into the main dungeons, you can find 4 teleporters that lead back to the pads in town. Once you use them to get to the town from the dungeon, they are activated and you can go through them whenever you want.
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October 13th, 2002, 01:20 AM
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Private
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Join Date: Sep 2002
Location: Phoenix AZ
Posts: 19
Thanks: 0
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Re: Patches
There is a bug in the -tilegen program that causes two lines of the error message to overlap. I see this bug every time I get an error.
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October 14th, 2002, 03:28 PM
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Corporal
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Join Date: Sep 2002
Posts: 123
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Re: Patches
Multiclassing. You can switch between classes in town. Each class has a separate exp/level and only the best of HP and mana is used from the different classes. That is, they do not stack. The advantage is that all skills from all classes are available all of the time.
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October 18th, 2002, 01:54 AM
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Private
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Join Date: Oct 2002
Posts: 3
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Re: Patches
First time poster here...be gentle, please.
One suggestion I have for the patch is to have monsters with multiple modifiers only able to draw from each type of modifier once. I was playing today, and my lvl 8 character came across a Ghost Lord which had drawn Iron Carapace TWICE. Yup, you guessed it, no damage to that guy. Good thing I could lead him to a room with a door.... Now just imagine a monster that got STEEL carapace twice, or even three times!
One other thing...I've never seen any mention of this made, but did you all know that using skills multiple times gives you multiple benefits? Rage, Berserk, and Light (yes, I cast Light multiple times to see if it worked. It does) are three examples I know of. Is this intentional, or a bug? I figure that it's a bug, but even if it's intentional, I still couldn't kill a Steel Carapace monster even though I stacked Rage and Berserk 10 times each with a fighter, and had over 2k max damage.
Two words: larger inventory. Please.
There's my two (or three) cents. Hope I didn't waste everyone's time.
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October 18th, 2002, 09:37 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
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Re: Patches
Version 1.03:
1. Fixed - Some testers were getting an Access Violation at startup of the
game.
2. Fixed - The desktop shortcut to Dungeon Odyssey should have a "Start In"
directory.
3. Fixed - Added a sound effects when tabs are changed in the inventory.
4. Added - Added "T" hotkey to cycle through inventory tabs.
5. Fixed - Miscellaneous spelling errors.
6. Changed - Increased time for all light sources.
7. Added - Added rare and expensive vials to the store.
8. Added - Magical effects to glyphs. Glyphs need only be in your inventory
to work.
Version 1.02:
1. Fixed - Added event ids to the Fire Key and the Ice Key so that
they cannot be sold in the store.
2. Fixed - You cannot select a spell slot which does not have a spell
in it. This will hopefully reduce the incidents of players
accidently selecting a spell icon and being unable to attack.
3. Added - Added a lot more inventory slots.
4. Added - Added a field to Settings.txt to generate a debug log. If you are
encountering crashes at startup, set this field to TRUE, run
the game again, then send us the DO_Log.txt file from the
Log directory.
Version 1.01:
1. Fixed - Any monster which does not attack the character, and has
either a store id or an event id, cannot be killed.
2. Fixed - Added 3 new movement strategies to keep the store owners
within their stores.
3. Fixed - Spell name should be "Befuddle".
4. Fixed - Removed Ordering button from the full game.
5. Changed - Made Lord Sertis stronger.
6. Changed - Reduced the types of items that can regenerate mana and
health.
7. Fixed - Added code to help when a machine cannot deal with 16bit
color.
8. Changed - Removed all magical effects from ammo types so that they
can be stacked on each other regardless of class.
BTW: Inventory is now 4x larger.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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October 18th, 2002, 10:08 AM
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Sergeant
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Join Date: Jul 2001
Location: South Carolina, USA
Posts: 369
Thanks: 0
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Re: Patches
I suspect I speak for everybody when I say, Woo-hoo!
Quikngruvn
__________________
The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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October 18th, 2002, 12:26 PM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
Thanks: 7
Thanked 44 Times in 28 Posts
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Re: Patches
Mephisto said: "BTW: Inventory is now 4x larger."
Actually the new inventory is 3.3x the original. It used to be 24 spaces, it lost 4 (for the tabs) and is now 80 spaces total.
Sometimes I can be such a nip-picker!
[ October 18, 2002, 11:28: Message edited by: David Gervais ]
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October 18th, 2002, 04:22 PM
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Private
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Join Date: Oct 2002
Location: Montreal
Posts: 14
Thanks: 0
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Re: Patches
Where can we get Version 1.03?
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