Search found 197 matches

by Casper
Wed Mar 29, 2006 12:35 pm
Forum: Suggestions
Topic: Die and lose to much XP! He he... it is funn right?
Replies: 39
Views: 4017

You could avoid that by adding severe and uncurable weakness (stat depletion) after death, which heals on its own over one hour (as the player gets better and recovers after death). They will still be able to do what you suggest, but it would be pointles, as the player would have no chances of ...
by Casper
Wed Mar 29, 2006 2:35 am
Forum: General chat
Topic: rant of the day
Replies: 3
Views: 649

Making signs consistent - some are activated by walking over them, others you need to apply to read. This would involve going through all the maps and is very tedious.
by Casper
Wed Mar 29, 2006 2:24 am
Forum: Help and Support
Topic: Help
Replies: 4
Views: 361

Me too :)

If you want to compile from source on Windows, cygwin "tar -xvzf" will untar the tarballs quite comfortably. Then you can either "./configure && make && make install" from cygwin as cavehippo said. Thsi will generate binaries compiled against Cygwin libraries, so to run it you will need ...
by Casper
Wed Mar 29, 2006 2:13 am
Forum: Programming and Development
Topic: top level
Replies: 18
Views: 2106

...then levelling up can be made easier (by modifying exp loss settings), and overall the game will stay the same, but there will be a higher feeling of progress.
by Casper
Wed Mar 29, 2006 2:11 am
Forum: Programming and Development
Topic: top level
Replies: 18
Views: 2106

exp table with about 200 levels, with the first 115 levels roughly the same as they are now would be interesting...
by Casper
Wed Mar 29, 2006 2:05 am
Forum: Suggestions
Topic: Die and lose to much XP! He he... it is funn right?
Replies: 39
Views: 4017

now if we can just get max stats de-hard-coded

...and reduce the natural heal rate to something close to 0, and reduce resistance gains by wearing resistance granting equipment.

This would make the level difference of player-monster a more important factor.


As for dying experience loss, I like ...
by Casper
Wed Mar 29, 2006 1:55 am
Forum: Suggestions
Topic: enchanted staves as weapons
Replies: 14
Views: 1259

IMO it is a good idea to remove rods - they effectively give unlimited mana to the caster. Even the recharging time is defeated by carrying 3 rods.

I was about to say that rods for spells like town portal and dimension door should stay, as they are utility spells and can not really get abused, but ...
by Casper
Wed Mar 29, 2006 1:46 am
Forum: Suggestions
Topic: mage class balencing
Replies: 27
Views: 2469

At the moment class selection is mostly to chose the face. If class was to be made more important, there would need to be more faces to chose from (a face for each class of each race, and for dragons, for each colour).

One way to make skill development in some skills more difficult for some players ...
by Casper
Tue Aug 23, 2005 5:29 pm
Forum: crossfire.metalforge.net
Topic: novelty/seasonal items
Replies: 11
Views: 1269

A great idea! Additionally this could be automated if the random treasure lists could be made to only have some items come up on specific days.

This could then have impacts for alchemy, where a recipe could say "get a flower gathered on the 2nd friday of a month" or something like that.

If ...
by Casper
Sat May 14, 2005 12:36 am
Forum: Bugs
Topic: Client problems on Linux
Replies: 10
Views: 1510

Was it not to do with the native windows thing integtation (when GTK will use the Windows theme used as if it was the GTK theme)?