Bob's RPG Era

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Re: Bob's RPG Era (huge update!)

Postby ForestDragon » April 17th, 2016, 4:28 pm

Pyrochemik wrote:Hello, i didnt read through any posts before me so sorry if I only repeat somebody else - ability darkens is way weaker than brightens, no slef effect, and even doesnt seem to atleast negate brighten ability in same area (white mage boss).


ChaosRider said it doesn't work, otherwise it is supposed to be equal to illuminates
oh and by the way, playing the era in 1.6.3 a bit, i noticed that some items lack images in the inventory meny (or have wrong path) (while being perfectly normal on the part displaying all the stuff equipped), examples are:enchanted robe, leather gloves, skirts (all of them), rusty breastplate, knackered old boots, hiking boots,nym boots and probably more, i sincerely hope you look into that
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Re: Bob's RPG Era (huge update!)

Postby Bob_The_Mighty » April 20th, 2016, 12:26 am

Pyrochemik - I actually thought I had disabled the darkens ability, because it has always had problems. I will do so in the next release (bit of a shame for the necro magicians, but oh well).

ForestDragon - Thanks for the report. I'll look into that and fix those. Let me know if you spot anything else.
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Re: Bob's RPG Era (huge update!)

Postby ForestDragon » April 20th, 2016, 4:03 am

actually you can use darkens like in other add-ons, like this (just replace value=-25 with value=-15)
Code: Select all
#define ABILITY_DARKENS
    [illuminates]
        id=darkens
        value=-25
        min_value=-25
        max_value=25
        cumulative=no
        affect_self=yes
        name= _ "darkens"
        female_name= _ "female^darkens"
        description= _ "This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.

Any units adjacent to this unit will fight as if it were dusk when it is day, and as if it were night when it is dusk."
    [/illuminates]
#enddef
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Re: Bob's RPG Era (huge update!)

Postby taptap » September 4th, 2016, 12:47 pm

I recently played a bit of this era in the designed scenarios both with partners and solo. I played with someone insisting on taking psycho on his warrior, surprisingly it triggered on the defence as well (shortening the game a lot). This is either a bug or at least not hinted at by the text in game.
I am a Saurian Skirmisher: I'm a real pest, especially at night.
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Re: Bob's RPG Era (huge update!)

Postby Pine » October 3rd, 2016, 2:45 pm

I noticed some minor issues when we tries to use competitive mode for SXRPG:

Competitive mode is broken for network games. Simple fix would be:
Spoiler:


Then there was some conflicts with added weapons and possibility to remove weapons.

Character improvement weapon modifications could be applied to all weapons like.
Spoiler:


Weapon changes should apply to Bob's weapons only

Spoiler:


There could be still more issues but these were once hat I managed to find so far.

EDIT:

We noticed that mount/dismount breaks weapons for rider. To fix that I figured out better way to fix weapon name/description/icon change code if weapons are removed. That is to use object/effect to do the change that also keeps game state valid for mount/dismount.

Spoiler:
Last edited by Pine on October 4th, 2016, 2:04 am, edited 2 times in total.
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Re: Bob's RPG Era (huge update!)

Postby Pine » October 4th, 2016, 1:19 am

taptap wrote:I recently played a bit of this era in the designed scenarios both with partners and solo. I played with someone insisting on taking psycho on his warrior, surprisingly it triggered on the defence as well (shortening the game a lot). This is either a bug or at least not hinted at by the text in game.


psycho is supposed to be active from triggering until begin of next turn. The first description could be better in that sense but descriptions could be better in many other places too.
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Re: Bob's RPG Era (huge update!)

Postby Computer_Player » January 13th, 2017, 1:13 pm

Hi Bob, I've recently tried to see how Bob's RPG competitive would fare (I imagined it would be pretty fun!)

It fared quite well in terms of funnability, but there were a number of bugs.

Specifically, all the bugs. XD

I exaggerate perhaps, but there's

the item equip bug which when equiping items crashes the game
the conjuration/ summon bug which oos the game and the summons don't appear in enemy wesnoth instance
the shop bug which somehow just standing on shop causes oos
the usable item bug which causes oos by just buying them
the speed serum bug which causes oos sometimes (you remain where you are in enemy instance)
the smite bug which isn't capped to 15

I imagine it is just that the co-op updates weren't transfered to pvp (although smite description is updated)

On another note, some semi-bugs / balance

Mount / Vagabond can steal castle on first turn with speed serum (problematic on multi-castle maps)
Conjurer summons can move even after being summoned on top of vil.
Conjurer summons are rediculously underpriced. They have best economy in pvp due to this
Conjurer can't summon dragon (lol)
Thief can pickpocket own units (but if it fails the retal triggers)

Hoping for some love on pvp in next update, its really fun and has some real potential. Willing to test if we come upon each other :)
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Re: Bob's RPG Era (huge update!)

Postby Bob_The_Mighty » January 16th, 2017, 8:54 pm

Hey Computer_Player, good to see back around again. I don't think I ever really considered this style of game using the RPG Era, but I'd like to try and get it working. I'm baffled why you were getting so many errors, the code is the same for competitive mode except for the recall list and the keep shop.

In any case, I have done a ton of work on the era bringing up to scratch for 1.13.6 and adding a few new bits. Would you be willing to test the new version?

p.s. pickpocketing your own troops is pretty amusing...
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village
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Re: Bob's RPG Era

Postby Bob_The_Mighty » April 21st, 2017, 5:14 pm

Just an update to say that I've been working on a new version of Bob's RPG Era for 1.3.x. There are major changes including new items and abilities, some visual improvements and tons of little bug fixes. I've also got a new RPG scenario in the works, but maybe that's just a rumour...

Anyway, in the meantime here's a chart of all the available 'talents' players can pick for their characters.
Attachments
talents.jpg
I made this some time ago, but I can't remember why. I figured I'd post it here for reference.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village
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