The Kingdom of Kaliron

a Multiplayer RPG for Warcraft3: TFT
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PostPosted: Wed Oct 17, 2007 6:25 am 
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Er... is it just me or do consumable items erase themselves from the inventory if we try to use it before we have sufficient levels? I tried the scroll to Grom 'Gol (or Nebu, wasn't sure) - it said Requires lv 26, then dissapears.

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PostPosted: Wed Oct 17, 2007 6:33 am 
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the text at the game master 's common knowledge is not correct. "loss 25% percent gold" is only for normal, i think you should change the text

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PostPosted: Wed Oct 17, 2007 6:43 am 
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On warrior (Dunno about other classes)

The skills say "Effected by level", think it should say "Affected by level"

And is it just me or do you get reset to the castle starting point each time you equip an item, I equipped while walking about of town and when i exited the screen I was back to the castle starting point.

Not an issue..but I noticed it. (Might be a town thing?)


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PostPosted: Wed Oct 17, 2007 8:21 am 
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Joined: Fri Jul 27, 2007 8:18 am
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if you have the version with the two scrolls on the ground, you have a version that was never meant to be released, those items weren't supposed to be there, nor do they work as intended

redownload the map from http://war3.incgamers.com/maps.php?id=10811


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PostPosted: Wed Oct 17, 2007 12:17 pm 
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Found a Gnoll Ranger that doesn't seem to be affected by difficulty restrictions

as i was playing solo (*cough*andcheating*cough*) with my rogue (to see if the new system actually benefits them and it does), I was doing Haggart and i found out that one of the Gnoll Rangers was at 150 hp instead of the normal modes like 79 or so, It was at the bottom right of the group; I dont know what thi sis but schway; just pointing it out

also are the rogue's skills SUPPOSED to take your mana if they are unusable? (aka backstab not behind target but takes the 20 ep)


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PostPosted: Wed Oct 17, 2007 12:18 pm 
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Hi,
my code from the older version(1.06c) doesnt work in this new version(2.0 demo) although it works of-cource in the older version! does this require a code converter or something? or maybe its a bug. Thanks for helping me in advance.


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PostPosted: Wed Oct 17, 2007 12:35 pm 
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Nope, it's no bug. With the release of 2.0 (this includes the demo) all codes have been wiped, mainly because of the new inventory system.

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PostPosted: Wed Oct 17, 2007 1:12 pm 
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Uh.... so codes from older versions will never work? or the codes will be reentered again? thanks again.


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PostPosted: Wed Oct 17, 2007 2:44 pm 
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not exactly bugs but these few things cought my attention not done testing but i gotta go for a few.


-your starfall effect on the door is twisted (not straight), looks funny
( it looks like you used a dummy unit, in which case it would make sense because units angle to the terrain, just turn its angle crap off lol, be cool effect if you had a chain from the door to the gnoll leader, like he is hold the gate with a magic chain... may look stupid looks cool in my head though =P )
-I think you should have color coded items, ruined items ( gray ) have general bounus like armor/attack/or reduced attack if two handed
-and then colored like blue for items that have slight enchants ( which are quite a few items atm ) and then continue your color system you have
-The gray ? spins @_@ lol ( one on top of peoples heads that have quests )
-Your potion shop sells items like a generic store while the others ones dont, its kinda of odd possibly make potion shop sells like the otherones to keep the flow? (Cant sell items easily also to general person) Get peoples oppinoins maybe?
-Your using more floating text, ( you named the shops ) lol i dont know about other people but i think floating text thats permanent is distracting and detracts from overall ( combat floaties are fine, cause its informative and not permanent )



-Gnoll suggestion: the Gnoll guarding the vormur town is kinda odd, since the town has people in it already meaning he shut them in there, but really he isnt all that bad the towns folk ( gunners ) could own him XD. Just suggestion to think about adding some more flare to that fight... since its like your first boss fight too. Or have like, towns folk come from the outpost and threw the portal once you set it up, that would give you even more reason to get the portal linked.


continued:

Terrain bug:
in the forest it looks like someone used a sfx model to create a silhouette or something of the effect ( moon ray like ) which is cool, however it moves fast i think you used starfall and stretched it out and used some page up and down action but in any rate it moves quite fast 8/, if you make it a doodad you can then change its animation speed ^_^, to something slower, could always just use little regions to do moonlight weather effect lol. If it is a little region then for some reason i thought it moved slower then that >.>.

Same goes for the green orb sfx used in the forest ( near mushrooms and rocks mainly ) its very nice adds to atmosphere but its animation speed is pretty fast, may want to see if it would look better at a slower speed =)


Quest Funny:

When you complete [ ] and get your reward you can talk to him again and ask for a reward again and he'll do his normal talk and then he will say xp=21, and you already claimed this reward. ( NVM all the quest givers are telling me numbers of xp when i try to re accept their reward. )

And is it possible to remove the ? just on your screen and not for others once you complete the quest or will that cause a server split ?
and if so have you tried using floating text or that other special style of text to see if that looks ok, since you can show that to diffrent players and remove it without one. ( just color the ! ? )










-suggested new function / system
[hr]

use a local variable to count how long an item is on the ground once its been on the ground for like 2 mins ( picking up and dropping counts as a reset ) then sell the item for its worth and distribute it to the players. Suppose you could make it so if you interacted with the item twice it wouldnt be destroyed over the peroid of time ether /

Or you could make it so the items where moved to a location for grabs after 1 min and then sold after another 2, just means low level people would get freebies lol.

[hr]

Should make it so when you go to buy / sell items if you double click real fast or ctrl click or click a button that toggles from 1 click sell on / 1 click sell off.. cause selling right now is just a blast when you have a full inventory lol.

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PostPosted: Thu Oct 18, 2007 4:49 am 
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Er... didn't know that, I just followed the link you gave in the News section.

Anyway, I wanted to talk to the soldier beside the portal (the one in front of loric, forgot the name), then exited the actions menu before I reached him. Suddenly i was teleported back to Tol Calm, and the Sealed Scroll is gone, without the Portal to Vormur restored. Is this just an issue with this wrong version? Just thought you might want to check it.

Still downloading the correct version, my internet is killing me. Will try again as soon as I finished.

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And thus the sun rose again
Bringing new dawn unto the land
A land soaked in crimson tide
Of blood, the Crimson Dawn


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