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Re: [MOD] The Lost Continent
Posted: Fri Oct 05, 2012 12:06 pm
by Hermundure
Hehe,
I think you got me wrong on the snails,
I thought it should be balanced that a party without butcher and cooking skill could survive the early game too, otherwise these two skills should automatically set on novice and the players should be given only 10 global skill points to start with to prevent frustration if they for example start with mining and weaponsmith and they realize they cant survive but I will start such a party later today and see if its doable ^^
But I am completely with you that balancing is very difficult, you need to tune it this way that the early game is survivable but the mid/late game is not to easy and therefor maybe boring. I am glad I only have to test this and not adjust the numbers ^^
Re: [MOD] The Lost Continent
Posted: Fri Oct 05, 2012 1:17 pm
by Omenpapa
About the savegames, in the past i tried to load my save after i updated TLC, and it "worked". I was able to continue, but didnt see some changes what the update should have give us so i just restarted the game in the new version.
Re: [MOD] The Lost Continent
Posted: Fri Oct 05, 2012 1:57 pm
by HaunterV
Omenpapa wrote:About the savegames, in the past i tried to load my save after i updated TLC, and it "worked". I was able to continue, but didnt see some changes what the update should have give us so i just restarted the game in the new version.
i think that's how it is in every case. Not sure tohugh.
Re: [MOD] The Lost Continent
Posted: Sat Oct 06, 2012 3:15 pm
by Neikun
I've got an idea for a gameplay mechanic.
Salvaging. Using the metal_junk_block with the right kind of logical alcove on top of it (Wouldn't you know I just finished designing one?)
You could have the ability to take items out of the rubble and get pieces.
This could then be used in juncture to your crafting system.
Example: Remove large gear from rubble. Craft with leather, get gear shield!
Re: [MOD] The Lost Continent
Posted: Sat Oct 06, 2012 3:27 pm
by Omenpapa
Neikun wrote:I've got an idea for a gameplay mechanic.
Salvaging. Using the metal_junk_block with the right kind of logical alcove on top of it (Wouldn't you know I just finished designing one?)
You could have the ability to take items out of the rubble and get pieces.
This could then be used in juncture to your crafting system.
Example: Remove large gear from rubble. Craft with leather, get gear shield!
Actually the mod already has salvaging

There is an altar where u can put items to, then pressing a button, will destroy that item, and based on ur skills and luck u will get basic materials like ironore or leather etc, which can be used for crafting. In the next version in theory we r going to have a portable version too which acts similiarly to the salvaging altar, but u can bring it with u in ur inventory.
Re: [MOD] The Lost Continent
Posted: Sat Oct 06, 2012 3:38 pm
by cromcrom
There will be. And banging my head now on a selling system for some fine Gold coins and Copper coins.

Re: [MOD] The Lost Continent
Posted: Sat Oct 06, 2012 9:50 pm
by Whalefish
When crafting fist dagger the game crashes.
Undefined object: Poor first dagger
I can't seem to copy/paste the crash message, but you should get it when trying to make the fist dagger.
Re: [MOD] The Lost Continent
Posted: Sat Oct 06, 2012 10:18 pm
by cromcrom
Ok, thanks a lot, fixing this

, done
Re: [MOD] The Lost Continent
Posted: Sun Oct 07, 2012 5:23 pm
by cromcrom
V10.0 uploaded. See top of thread for changelog.
Enjoy and feedback , please.
Re: [MOD] The Lost Continent
Posted: Sun Oct 07, 2012 8:47 pm
by cromcrom
V10.0 hotfixed to V10.1 (autolevel crash repeaired, and scavenging altar removed, as it is not needed anymore.