On Wednesday 05 May 2004 01:35 Mark Wedel wrote: > ERACC wrote: > > Greetings Developers, [...] > >>From Neil Reynolds - DrachenNiall (aka Niall, SlasherNiall) > >> > >>When doing the demon quest from scorn castle, the sixth quest; on > >> the final map, I forget the pathname, but it was one of the > >> peterm quests. [...] > I'll have to try to reproduce this, is deal with a core file on > metalforge - problem comes in that with frequent updates of > metalforge, core dump analysis is difficult. [...] > >>On the Demon Quest Scorn Royalty Map, the server crashes when the > >>Boss quest create (sumoner i think) is killed > > Can I get a more specific map name on this instead of hunting for > the right one? I believe it is the same as the one mentioned above: euthville/demon_quest [...] > >>Is item power +50 for Rings of Miracles and Elrond intentional? > >>Just curious > > > > (I'm thinking "yes" <g>. Gene) > > Well, the item power adjustment (in the artifacts file) is 30 and > 25 respectively. I'm not positive where that 50 number is coming > from, but it could be some oddity in how the item power for those > objects is getting calculated. So an item_power of +50 may *not* be the intent? Frankly a +40 to +50 item is nearly impossible to equip with other good items even at high player levels. Two +50 items would make using other equipment problematic or impossible, depending on the equipment, even at level 110+. If the +50 is not intended is there some way that may be adjusted down a bit? Maybe so the items are at +30 - +35 or so? That would make them more useful and less a curiosity item. Example: My character Galahad has a ring of Elrond. As of now Galahad is a level 48 human Paladin and has to wear a lot of equipment. I'm calculating that to be able to equip that ring with his other good equipment, with high item_power values, he will need to be level 80. Even then some of his equipment will not be able to be equipped with that ring. That makes ring of Elrond only useful to very high level players and completely, or nearly, useless for mid-level players. > >>Are cone spells only supposed to go 4 tiles when using "stay > >> fire" regardless of the casters level? Increase in level never > >> seems to increase the range of the cone spell with "stay fire". > > > > (Seems I've seen this one discussed here before. Gene) > > If you fire in direction 0 (360° radius), the range is ¼ that > compared to if you fire in a direction. However, a minimum range > of 2 is still done even in that mode. > > Thus, if for example a spell has a direction range of 5, it will > still go 2 spaces when cast in direction 0. And until the player > gets it up to a direction range of 12, they won't see its 0 > direction range increase (12/4 = 3, fractions are dropped). > > IT can be argued that dropping the range to only 25% for casting > in direction 0 is a bit harsh, so dropping it by 1/3 or the like > could be fairer. That is open to discussion - cutting by 1/4 just > made sense at least as far as hitting the same number of spaces is > concerned. I understand the argument. Perhaps hitting a few more squares with a cone spell cast in direction 0 would not really be a bad thing. I need to try some direction 0 casts with my character poof. How is the direction range calculated? What is the curve on that? Knowing that will help me see if I agree with 1/4 or 1/3 for the value. :-) Gene (aka poof|Galahad) -- Linux era4.eracc.UUCP 2.4.22-28mdkenterprise i686 10:41:07 up 67 days, 4:38, 12 users, load average: 0.05, 0.04, 0.05 ERA Computer Consulting - http://www.eracc.com/ eCS, OS/2, Mandrake GNU/Linux, OpenServer & UnixWare resellers _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel