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- Two Worlds FAQ -

Многие ответы на ваши вопросы уже есть. Приглашаю заглянуть.
Отредактировано куратором: DiMMension. Дата: 21.08.2007 2:18



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Ребята ..пробежал всю пустыню от и до...нигде немогу кристалы найти что бы великого белого дракона альбиноса приманить ...где они могут быть ? может кто в курсе а ?


 

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Den_83 писал(а):
Так и делаю, но ведь обидно, что прокаченного перса с одного удара...

это, на каком левеле лучники тебе причиняют, хоть какой то существенный урон? :shock:
и вопрос. где в пустыне камень? белого дракона давно вальнул, он сам в драку полез. если должен был в нем быть, то не было его в нем.

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Люди никогда не прощают причиненное им добро.


 

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mordatiy
Цитата:
где в пустыне камень? белого дракона давно вальнул, он сам в драку полез. если должен был в нем быть, то не было его в нем.

присоеденюсь ..аналогичная ситуация


 

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Откуда: Украина
Всем доброго времени суток! У меня возникла странная проблема....Игра не запускаеться :) Причём пробовал несколько различных дисков с игрой, менял драйвера, поставил последний DirX9.0c August, конфиг второй из профиля.

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Den_83 писал(а):
Задолбали лучники. Некоторые с одного удара валят. Как лечится?

Патчем 1.4 (дистанция и урон луков уменьшены).

Насчет камня в пустыне - ищите в гнезде дракона.
Добавлено спустя 15 минут, 12 секунд
Getman Serjio Стр. 30.


 

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DiMMension писал(а):
Насчет камня в пустыне - ищите в гнезде дракона.

а как выглядит это гнездо? а то всю пустыню прочесал, а не нашел такого

_________________
Люди никогда не прощают причиненное им добро.


 

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DiMMension
Подскажи пожалуйста:
1) Для чего слот, под слотом для колчана стрел?
2) Как увеличить грузоподъемность героя? (Видел перса 71-ого уровня с грузоподъемностью 230кг. А мой 46-ого, и до сих пор 100кг.)
3) Где взять алхимические рецепты? Нашел несколько вещичек повышающих "навсегда" параметры, но их нужно "приготовить". А как??


P.S.: Запишись в кураторы хоть на недельку. Сделаеш хороший FAQ и ссылочку на каждой странице на него, а потом можно и перестать куратором быть. А после, всяких новичков, найдется кому в FAQ носом ткнуть.
Добавлено спустя 8 минут
Где находится курган с могилой короля, от которой мельник ключ дал, когда просил оттуда корону ему принести?


 

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mordatiy Ищи рядом с пустыней, насколько я помню, там есть деревья и пещера.

VII 1) Для кинжалов.
2) До патча 1.4 грузоподъемность ограничена 100 кг. Это глюк (или фича).
3) Не видел нигде, большой секрет разработчиков. Проще всего готовить из 2-х (и более) одинаковых в котле инвентаря.
4) Курган на западе от этого места (далеко).

Насчет кураторства подумаю. Ок. принят. Ждите вскоре FAQ.


 

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DiMMension
А тот курган, хоть както обозначен?
Добавлено спустя 4 часа, 37 минут, 40 секунд
Люди, как можно восстановить репутацию?
Короче, на раскопках, залез в дом, меня естественно засекли, стали угрожать, я в ответ. В конце концов, сказали, уходи из лагеря и больше не приходи.
С тех пор треть карты облазил, — все равно помнят!
И еще тот солдат, что задание на три тотема дает, тоже почему-то на меня обижен. Хотя я его и пальцем не трогал, только тотемы принес отдать.
И еще в том городе, где квест на 10 бутылок водки дают, тоже на воровстве поймали, и тоже сильно обиделись. Ну... на тот случай я не очень в обиде. 10 бутылок водки досталось, как ни как. :)

Немного не в тему. Оказывается лошадью противников можно давить. Но, как оказалось, не только противников. По неопытности заехал на ней в город, лошадь какомуто долбню на ногу наступила, — пришлось бежать. Правда, поговорил с первым встречным, и им попустило.


 

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VII Пойдешь прямо на запад, не пропустишь.

Прохождение "чистым" вором не предусмотрено. ;)
Но после патча 1.4 в домах воровать и убивать можно безнаказанно (если закрыть за собой дверь).


Последний раз редактировалось DiMMension 24.08.2007 20:47, всего редактировалось 1 раз.

 

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DiMMension
Цитата:
Прохождение "чистым" вором не предусмотрено.

— да какой чистый вор? Я мочилово люблю. А то так... по бедности. :)
Добавлено спустя 1 минуту, 40 секунд
По совету товарищей, поставил патч, и начал сначала. На медведях экспу набираю.
Добавлено спустя 1 час, 15 минут, 53 секунды
Цитата:
FAQ

— Ну вот! Какая красота получилась! А ты боялся.:)


 

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DiMMension писал(а):
Прохождение "чистым" вором не предусмотрено.

вообще в игре не существует каких нить изначально выбираемых классов.

вором играть можно, но сложнее, следовательно интереснее.
просто надо воровать со спины, в режиме тихого убийства, желательно чтоб другие нпс тя не видели. если застукают, то можно дать очень большую взятку стражнику и все все забудут.

необходима прокачка воровских навыков по максимуму, их можа получить в самом начале игры.

FAQ :)

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Каждый из нас сходит с ума по-своему. Max Ernst.


 

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Из ФАКа:
Цитата:
(8) Internet

Это как? Там человек по 50 на карту влезает, никак не 8. Восьмёрку лучше убрать.

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"Если всё пошло не так, сделай вид, что именно так и задумывалось." (с)


 

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donnerjack писал(а):
надо воровать со спины, в режиме тихого убийства, желательно чтоб другие нпс тя не видели. если застукают, то можно дать очень большую взятку стражнику и все все забудут.

"Желательно" здесь неправильное слово, так как если застукают и дать большую взятку, то в чем смысл воровства ?
А квестовые предметы, насколько я знаю, не воруются.

Вышел патч 1.5 (1.08 Гб) (подробнее в FAQ). У кого есть возможность скачать и проверить (особенно на совместимость с Акелловским переводом) прошу отписаться в ветке.

Navern убрал.


 

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Цитата:
При проблемах со звуком или запуском игры нужно обновить WM кодеки (K-lite не поможет) либо установить Windows Media Player 11.


2. Установить этот кодек вручную - скачать (461 КБ)
Распаковать архив, нажать прав. кнопку мыши на wvc1dmo.inf, выбрать "установить"
Пуск - выполнить - C:\WINDOWS\system32\regsvr32.exe C:\WINDOWS\system32\wvc1dmod.dll


Тех.вопрос про твики игры под видео уровня X1600
-- если не сложно, поделитесь оптимальным файлом с настройками на скорость + среднее качество.

Версия 1.4, разрешение 1024х768, AA/AF/v-sync = off и прочее на скорость.

P.S.установил контр.панель 0.9.9RC TwoWorldsCP.exe, в твиках выбрал профиль Low - итого на начальном экране с фоном fps упал с 50 до 10 (fraps). Начал разбираться в причине - выяснил: часть ключей между High & Low перепутано местами.

P.S. Исправил ответ по кодеку.


Последний раз редактировалось Skaarj_ghost 27.08.2007 12:06, всего редактировалось 1 раз.

 

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DiMMension писал(а):
Вышел патч 1.5 (1.08 Гб)

Уря. Пойду опять TW поставлю. =) О результатах отпишусь ближе к рассвету завтрашнего дня.

_________________
"Если всё пошло не так, сделай вид, что именно так и задумывалось." (с)


 

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После установки патча 1.5 проблемы с Акелловской версией (переводом). Удаляйте language.wd или заменяйте на старый, с версии 1.4 (только после этого такой фишки нового патча, как уникальные имена для предметов, естественно, не увидите).
Обладатели лицензии, ждем версии патча от Акеллы, тогда на мультиязычный патч можно будет поставить Акелловский language.wd (или languageRUS.wd, не знаю, как там они сделают). Зачем делать именно так, надеюсь, понятно (SF).


 

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Патч размером более 1 Гига - это уже вообще :abuse: , качать пока не буду, а думал вспомнить старые добрые времена и снова игру поставить, но как увидел размер, пока желание отпало. Может позже появится :D

Цитата:
Two Worlds Service Release v1.5


Size: 1.08GB
Downloads: 3,618 (W: 3,618 - D: 1,023)
Hosted since: August 17, 2007, 2:36 pm

Description:
- unique names for all weapons and equipment parts
- new graphics for all faces
- fast looting of animals
- magic manual aiming option added.
- summoned creatures follows hero
- summoned creatures can't be looted
- neutral animals do not respawn
- quality of objects inside chest depends of lock level.
- magical weapons and armours added to Congregation shops.
- weapon enchanters added to Congregation shops.

- fixed bug with equipment objects - the same looking object with different values.
- When finishing final quest for one guild/Party reputation for opposing party goes to 0. Skelden/Karga Clan Giriza/Association
- Fixed bug in last Association quest and last Giriza quest. Now those quests can be finished.

Интересно было бы взглянуть на новые личики персонажей.... :oops:

_________________
**********
Delenda est.


 

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Дааа, для размера 1 Гб изменения просто офигительные ) За кого они держат игроков данного продукта ?

За очень продвинутых пользователей.
В FAQ есть ссылка на более подробный список изменений (тоже на английском, но раз здесь понятно, то и там разберетесь ;) ).

Отредактировано куратором: DiMMension. Дата: 25.08.2007 0:20


 

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Вчера вечером побегал с 1.5.

После установки слетает русский язык и нет ни малейшего желания разбираться "почему". Всё равно работать не будет.

Названия оружия действительно новые (правда, на английском; сомнительное нововведение, ведь именно из-за этой приблуды слетает локализация).

Мордочки посимпатичнее и поразнообразнее. В целом выглядят лучше, хотя и не сказать, что "ах!".

Анимация речи - отвратительная. Имхо. Ну да, они наконец совместили произнесение звуков с движением губ, но на каждый слог приходится 1-2 кадра анимации. Хотя на это не сильно обращаешь внимание.

За пол-часика увидел мало нововведений. Но вообще и не должен, по идее...
Добавлено спустя 1 минуту, 27 секунд
Цитата:
since we played 1.5, and have seen some positive - really positive! - changes.
Something new will be added to this post on a daily basis, to keep you drooling

Face models and new animations:
- Screenshots
- The lipsync FINALLY looks plausible.
- The meshes are now much better than before, and are much nicer than in e.g. Oblivion (although it's a matter of taste)
- Your character looks NICE by default ... But changes in character creation screen may make him even nicer.
- Giriza traders are much more bearable...

No respawn of the beavers and foxes.
- Finally, there will be no liver-harvesting, or fat-hunting.
- But there is at least 2x as much of beavers and foxes available!

Almost every weapon has now a unique name. No more generic longswords- be prepared to use "Throglin's Toothpick" or "Yatholen's Sting"...

Chests have been fixed so that you no longer have to "aim" at them with your character. You can't walk ON them, and the lock controls(or loot controls) are shown in a greater radius.

Boosters and add damage gems are now BUYABLE!. The multiplayer will now be a much more balanced place. In singleplayer, you will now be able to collect boosters in a more predictable manner. It also seems that boosters are no longer findable in chests, so this will make a great change for those who were tired of booster-hunting. Both add damage gems and boosters are quite rare in selling, but not as rare as permapotions in 1.4.

Magical Aim. Yes, you read correctly. You can now aim with magic almost in the same way as with bow. You can press and hold the right mouse button (by default performs hotbar-selected action) and move the CROSSHAIR (red) to target enemies, ground, air, whatever... Of course, as always, some missiles just won't behave properly('naughty' fireballs, for instance), but now you can switch between targets freely, and are able to use AoE spells MUCH more efficiently (e.g. a meteor in the middle of a bandit camp....sweet!). The magical aim, just as bow aim, can be toggled to manual-acquire or auto-acquire targets via the 'Settings' screen, in the "Interface" tab.

Monsters with fixed loot now can be looted with one mouse click, without the necessity to go into the inventory of the enemy! A special, blue-grey icon will appear insted of a usual green one - to instaloot the enemy, just press it. But a word of caution! If you were used to looting "on-the-go", i.e. while running, it will no longer work. Now you have to stop near the enemy to instaloot.

Loot rarity has been greatly improved. In fact, in 10 hours of playing I have not found ANY unicorn horns, only 2 pearls, and one werewolf spinal core! Talking about "rare ingredients"!

Item requirement bypass by stacking unwearable items from(your) inventory to equipment slots has been fixed! Now you'll have to do with what you have, and what you can wear!

Hotbar finally works as intended!. The spells in the amulet can now be freely assigned to every hotbar, including the custom ones. This time, its SPELLS themselves which are hotkeyed - so if you change the spell in the amulet slot, the hotkeying of the previous spell WON'T go away! Which means, that - while unboosted and severely level depleted - you actually CAN have more than 3 spells on the ready! Sweet! In game it looks like this: You assign e.g. meteor to some slot, and this meteor is boosted and is of some level. Then, you want to change this spellslot to something else, e.g. Aid. You drag and drop spell as usual from the spellbook. Now, the hotkeyed entity in the hotbar will be.... yes, Meteor! It will be "crossed out" to show you it's not in the amulet slot yet, but once you attempt to use this spell via the crossed-out hotkey, the spell will be automatically moved by the game to the previously occupied slot in the amulet (in our example, this will automatically remove the Aid spell from it), only without boosters and of THE SAME spell-level(i.e. the same level as when originally dragged&dropped by you into the hotbar).

Strafeclimbing, Glidebug and Freezejump have been removed! This may sadden some people, but most of us welcome a glitch-free animation system - at last!

MORE and more intelligent LEVEL SCALING! This change will probably receive the most applaud, since the game now offers some more challenge. Bandits, for instant, will almost always be scaled to your level, and their loot will grow even faster than yours - so beware of those thieving scoundrels, they can crush you quite easily! At the same time, cyclopes and ogers are almost always tougher and more experienced than you... On the other hand, low-level enemies are easier to kill, making early levels much more balanced. Also, Level scaling and loot scaling is affected by Game Difficulty! It makes sense to play "Hard" now!

For those of you, who seem to misunderstand: this is NOT level scaling as in Oblivion. There are LIMITS to scaling of any being. Some monsters scale up to you only to offer challenge in the beginning, then they stop! Sentient beings have randomized loot, but mostly scaled to you - to offer something USEFUL (->equipment in 2w is really useful at any level! no "glass armours"!). This is AS WELL capped, so at some point you WILL one-hit kill those sentients. The big creatures (see the list on IGN) are scaled to offer great challenge - they SURPASS your level usually, but - ALSO HAVE A CAP! In essence, it's just like Phalynx said - those are LEVEL RANGES, not Oblivion-type scaling.
In singleplayer, level of being is ruled by a lot of factors:
-> The main of those is LOCATION. The volcanic regions have very tough enemies- and it's waaaaay to the south from the beginning place. The midlands offer very moderate challenges- it's near the beginning. BUT at the same time, some sentients will TRY to overlap/equal your level/power (and fail if you are beyond their range). Also, even near the starting point, you will encounter incredibly strong creatures - which will be EASIER to defeat once you grow out of their range.
-> The second one is TYPE of being (see IGN for types of beings). Big creatures will have a very long level range, to accomodate player - and will be scaled BEYOND player at - again - certain level range. The fauna, on the other hand, will stop advancing past level 15-20. They will be pesky zero-damage one-hit critters for a 50 level player, and incredible challenge for a 5 level player.
-> The third one is level of player - this is just 1/3 of all the reqs for creature's level! This is the so-called level scaling.

Proper Damage/Interval/Critical Hit calculations This is what have been waiting for for a long time. I can now see *no damage* applied to immune beings (previously - 1 point of damage). However, once 10000(times creature specific constant) of damage is exceeded by a hit (which is still possible, however very unlikely), then the creature MAY in fact be harmed with what it's immune to. Also, damage intervals stated on weaponry are finally properly applied to each hit, meaning that you deal NON-constant amounts of damage per hit per creature. Elemental damage, as previously, is dealt in a non-intervalled manner. What surprised me most, is that misses are actually possible (not exactly as percentages state, but our theory on non-binary damage seems to be still working fine - possibly, the hit/miss is only due to increased Active AEM on the monster's side). Every once in a while, the damage seems to be increased greatly - which suggests that critical hit is finally properly applied (even if at higher levels it still is applied rarely).

Archers WON'T get away I am sure a lot of melee guys out there will like this a lot. Now archers will be locked in a greater radius, and even if they start to escape, the blows from medium sized swords will keep them back in the "bash-lock". "Bash-locking" was - and still is - the best way to deal with archers who can't be one-hit-killed, for melee characters. So, -when archer starts to run, your window of opportunity to start locking him with combo is greater, -archers move away more slowly, and -seem to start bow drawing a bit closer to the player (thus making it feasible to charge at them and bash-lock them).

More varied AI I kill one wolf from afar, and all of them WON'T always target me automatically. Seems, that stealthy kills in crowds ARE possible, at least with non-sentient beings. Also, some rather nice things are now happening in severely depleted mobs; some of them, especially in case of reapers, may lose the aggro state, and actually RUN AWAY... This also happened to me with wolves, and wyverns. Not with Groms, and not with bandits. Quite logical, though.

Possibly REPAIRED cut-off dialogues. Now, I can't be 100% sure this is not random, but I have NEVER (up till now) heard the general greetings from NPCs, when I passed them. This seemed to be always connected to dialogue cutoffs some people had. I think we can say that the problem is gone.

NEW areas to EXPLORE!!!!!!!. Yes folks, you heard right. Several islands, scattered in the sea and river Gon, are now making swimming MUCH more interesting... I won't tell you what's on those NEW islands, see for yourself. Suffice it to say, we really needed something like this.

Special treat for trekkers and sports-freaks. On pressing f5 during the game (by default), you will see some brand new statistics. They include, among other things: - The distance covered on foot. -The distance swam(swum?). -The longest jump. These will surely win over those more competetive of you who'd like to e.g. jump longer than anyone else.

Multiplayer ingredients If you are tired (like we are) of those munchkins who just shuttle between lobby and some map to just find the fixed foxes or bolted beavers or steady saffrons or non-moving northern frostroots, then - you found yourself a true paradise. NO foxes or beavers in most maps. VERY few permaherbs. Add this to the loot scaled to lock, and you have got a HARD multiplayer. Also, it seems that maps sport just some kinds of permaherbs, and not others. Meaning, there are maps with mostly saffrons, or mostly centaurii.

Ghost attack- so you killed 5 wolves, and now just casually stroll through the place at night? NOT ANYMORE! All enemies killed(species specific, see the MOBS guide) return as ghosts. Imagine 5 spectral bears to plough through at level 10. Get the picture?

Fixed and stable day-night cycle - the impact of this on the game has yet to be fully discovered. We almost forgot how it was to trade slowly(singleplayer), or not to rush at cemeteries to be able to kill those ghouls (multiplayer- those who play know what i'm talking about). In addition, ghosts are appearing in a much more timely fashion. Trainers spend less time on vacations. Vendors like to hang out at their stalls. It's a happy Antaloor.

Special treat - bonus update:

Multiplayer(and singleplayer) mobs placement - fauna mobs are now closer to each other. The overall density seems the same, but there is less scattering. I frequently find myself surrounded by 9 or 10 wolves, or !!! bear mobs !!! .

LESS cluttered minimap - I am not entirely sure, that it's really the case, but I seem to be finally able to navigate solely with a minimap. It's still uncustomizable, but it seems to only show what's really near the player.

Skill bonuses back in business - The rings and robes with +to some school are back from the dead. This is important, cause while they seem to add feebly(+1/+2), they count in spell requirements and spell power. The skill bonuses are really varied and again more logical (an attempt in 1.4 still resulted in illogical skill bonuses, like +to archery on plate armours). On the other hand, magic staves have been repaired and now add 1 to a school level(no infos yet on how it goes - if it goes - beyond the maximum level). Archmages staves DO NOT offer +to school, only lower staves (with appropriately lower willpower/school requirement). An exception is Necromancy, where Archmage's Staff offers full +5 bonus.

Magical vendors are selling interesting stuff - it appears, that magical vendors sell - apart from the previously mentioned boosters and add damage gems - also the enchanted items. What's so interesting about it? These are no longer just robes staves or rings. It can now be anything, from magical quivers, to enchanted armour. What's really important, they sell it at very low levels, even when other traders are not yet familiar with the enchanted equipment.

New Old Boosters - all boosters are now sometimes available at vendors, thus they have been reduced in stacks. While first of each will - as before - affect given entity by 20% or 2, each next one will add 10% or 1 to this number.
The progression now looks like this:
1 card: +20%/+2 to entity
2 cards: +30%/+3 to entity
3 cards: +38%/+3 to entity
4 cards: +44%/+4 to entity
5 cards: +50%/+5 to entity
6 or more cards: same effect as 5 cards. No further increase. Tested on: summoning booster, damage booster, mana saver.

Paralysis? What paralysis? - so you enter the arena.... you smile viciously as your pumped-up, iron-clad, undefeatable warrior opponent charges at you... Then, with a single finger flick, you break his stride by few simple spells... like, say, Dead Hands... or Freeze Wave... or Chains... And now you have him, surely, now he will fall from your mighty Necropower!
NO!
This time, first hit of anything damaging(spell, melee, archery, summons...) - and the frozen/immobilized being is FREE - the spell is broken! You can cast it again, sure.... But you won't be able to bash completely defenseless target... Munchkins in multiplayer MUST DIE!
PS. All this works in similar fashion in Singleplayer. Now those spells function solely as crowd control, or selective foe-browsing .

Quest update: Karga Clan Camp- The entrance to Karga Clan Camp is now exploit-proof. The teleport is located OUTSIDE of the camp, and additional precautions were taken against "teleport-spoof" to obtain a Relic Frame too early in the game.

Summons are repaired, yeah! Just as announced, the summons have been repaired. What does that mean? -They can't be looted, the whole unsummon/death sequence has been reworked. -They can't be targeted by summoner, thus he can't kill his/her own summons, -They follow the player, and follow him/her very dilligently and bug(at least for now) free. So, in essence, welcome back, fellow Summoners! Rejoice! Armies of beings at your disposal are REALLY at your disposal!

Infos on state of the char This is great feature, indeed. Now, when you learn a skill, it's shown on the screen (exactly the name of what you learned). When you are disarmed - a large BLINKING message will remind you of that(sweet, right?). When you deinvest too much, and become encumbered, the message will show you WHY you move at such a low speed (this is also the next point in the update).

Intelligent deinvesting - On deinvesting skills/params, all unwearable equipment due to new restrictions (or old, if you wish) will be removed, and put into your backpack. YES, this will cause an overload in your inventory, and will SLOW your character DOWN to the sneaking speed, which will be explained by an appropriate message on screen. This will, no doubt, further restrict possibilities to exploit the game engine to have unwearable items equipped.

GREAT multiplayer monsters - We all remember, how in 1.4 multiplayer you'd get random groms/varns/orcs or scorpions to fight even at higher levels, and in teams of 2-3 players. This wasn't challenging, and did not make levelling easy or rewarding. We all hunted for Dragons, and were sooo happy if 2 of those were there...
This has changed.
Imagine your 30lvl char, starting a game with a friend, just to unlock a new area. Imagine strolling casually through the wilderness, exterminating usual wolves/wyverns/bears... Suddenly, you see a Lava Dragon (which is level 40 and red). Great, you think, my goal for the session is here...
You defeat the Dragon. Content, you rush out to find some permaherbs, or maybe a chest or two - nothing else here, right?
WRONG.
You see another Lava Dragon.
And after a while, yet another.
.... Ten Lava Dragons later, and 4 levels richer in experience, you find some Giant Trachidis, as an icing on this FireBreathing Cake. And they come in normal numbers, 3 or 4 at most...
The trouble is, they're now spawned like Wyverns previously... Every 100+ meters apart...
30 Giant Trachidis later....

Improved Physx and Ragdolls - while still far from perfect, now (most of the times) killed enemies don't disappear into horizontal objects when killed near them. The system is more intelligent and after their death attempts a much better position, allowing efficient looting. Since this error was the reason for "disappearing" enemies when killed from horseback, this also seems gone(reports Youngneil1). Also, there is NO more twitching and shaking of the corpses between the moment being is dead and physx are turned off. Now the transition is smoother, and corpses do not move violently before finally resting.

Quest rewards in Multiplayer - now quest rewards are only applied to the person which comes first to the questgiver. Possibility of failing a quest when someone started it along with player, then finished it earlier, is fixed. Maps unlock whenever the taken quests are solved, no matter by whom (which will make some "taxi drivers" from mp very happy). In general, quest triggers for quest status "solved"/"failed"/"in progress" now work much more efficiently, and are more dynamic (the status-update for quests is almost immediate now, there is rarely if any delay in messages).
Special update - after de-learning the skill, if it drops to 0, it becomes properly unlearned after some time, so you can't use 0 level skills anymore!

Weapon trails and gore - there are more pronounced weapon trails, also "bloodied" weapon trails on weapon hit&return. Blood spatter seems more varied, and seems to come in bigger quantities/more randomly. This still isn't "proper" gore and blood so many people miss, but it's a step in the right direction.
Shield equipped with twohanders - Youngneil1 points out, that shield is now staying in its left hand slot even when twohander is equipped. This ensures, that when you switch between weapons (2hander for 1hander) the shield is not dropped or misplaced. The shield is marked as unusable then (coloured red), and no longer applies any bonuses, but is easily accessible.

Spells rebalanced - a lot of spells were changed/polished; their mana costs, and damage outcomes are now more suited for both single and multiplayer difficulties. Missiles were changed quite extensively, and now are more damaging even when unboosted. They also seem to move faster, making them a bit more deadly (although it might be only an illusion). Because boosters are now reduced in power and capped, spellfights need thinking instead of spamming. Summons - aside from the previously mentioned changes - also last much longer (even when unboosted). The spell-level booster doesn't work on them anymore, so there is a reason (finally!) for using summoning boosters. Duration boosters now yield radically slower duration increase in time-unquantified spells (such as necropower, or lightning storm). Spell appearance in loot and at vendors is level-locked (so there are very, very slim chances of getting high-level spells too early), in addition necromantic spells appearance has been severely reduced in loot, and the appearance in loot now seems to rule over which ones are available at vendors (it seems that until you find some spells on your own, you are limited to very few basic spells from this school at necromantic vendors - this is also level-restricted). As before, you cannot become a grand master in the school before level 20, and cannot become Councilor before level 30. Magic is now properly challenging, and requires thinking and strategies (if you keep in mind new hotbar, new boosters, new staves and new summons).
Cloning removed - possibility of cloning/duping items in multiplayer has been fixed.
Summoning exploits for levelling and looting were also removed from both multi- and singleplayer (which is also mentioned in summons update above).
Self-made potions no longer stack in chest/shared inventory/trade interface in multiplayer, previously they occupied (those highest potions, using the "Fox Heart Potion" bottle) the same slot regardless of their properties and quantity. This makes trading/storage much more organized in multiplayer.

Отредактировано куратором: DiMMension. Дата: 25.08.2007 19:46

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