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adamantyr

+AtariAge Subscriber
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Everything posted by adamantyr

  1. It does, it will increase their duration potential.
  2. Affinity adds a bonus to power's base value and double that for range value. It does not affect spell cost in fatigue. I had considered that in early design, but found it could create situations where spells became too trivially easy to cast. Instead I focused on just making the spells more noticeably potent when you had affinity. Yes, wands use ranged skill to determine hit chance. Thank you! I really did use his GIMLET system while doing a lot of the design, to address shortcomings that were all too frequent in old-school CRPG's. I suspect, though, he rated games like Ultima IV and V a long time ago, and he will not be as generous with his scores. He's admitted that Ultima III's score is a little high.
  3. Also... https://store.steampowered.com/app/1539750/Realms_of_Antiquity_The_Shattered_Crown/
  4. Hopefully Chet is honored and not like "So I'm DEAD here? And Irene too?!"
  5. Looks like a line got cut off by the option screen... that's hard to predict happening. After the last line he says: "The sealed gate lies in the burial mounds to the west. Seek the circle of stones." I'll add in a pause to press any key to break up the screen in that instance.
  6. I considered that in early design, but decided just omitting the option to equip would tell you that you can't equip it. The main time errors happen is when you try and do something like equip an offhand item while wielding a two-handed weapon, or equipping different ammunition to what you already have.
  7. Yeah, interface limitations made that impossible. There are ways around it; casting magic blade for example will allow you to damage anything.
  8. The 52k was I think if you had a mini memory cartridge installed. That was during TIs support phase the only cartridge that offered RAM in the cart space address. Honestly, it just feels like if it weren't for expense (RAM chips didn't drop in price until 82-83), the 32k expansion should have been part of the base console.
  9. You know, I wondered if the "pounce" ability with bosses would have some issues... I'm surprised none of the beta testers ran into that and said something. Ugh! I will dig into it. Adam
  10. So a whole other game then? Sounds like a great project for someone else!
  11. I'm slightly confused. Do you mean an actual DM screen with game artwork on it, but otherwise the charts, tables, etc. used for D&D? Or do you mean some live running program on the TI?
  12. Yep, that's a bug. Easy fix fortunately! I'll get a new build out tomorrow for it.
  13. 1. Trial and error was the only way. 2. Rogues can use crossbows too. Rangers have a disinclination for mechanical devices.
  14. Sleep wears off at any point that you take direct damage from an opponent. However, some of the enemies (like the plains dragon) seem to have hit upon the tactic of attacking THEN hitting you with sleep again. I didn't intend it that way but DAMN...
  15. Nope, there is a secret pass there. I made sure it works. Check the northwestern corner very thoroughly.
  16. He's referring an early work of mine, converting Eastern Front 1941 from the Atari 8-bit line to the TI. I was able to do so because I had a source code listing for the game in 6502 assembly. I got a good clip of the way through it but stalled when even translated the AI routine didn't make a lot of sense. I'm not sure I will pick it back up again or not; translating someone else's code was not so much fun.
  17. Wow awesome! And that is a technical accomplishment, building it in the line by line assembler. I bought this back in the day from Asgard, and was just blown away by the bitmap graphics. I'd heard of a "half bitmap mode" but none of the few assembly books mentioned it. It wasn't until the TI Tech Pages that I got the technical rundown on it. (And even that's incomplete; apparently in half-bitmap you only have eight sprites due to the address masking mucking about with sprite usage.) One thing I especially liked about the game was you could just choose to play any level you wanted, rather than force the player to play them through sequentially. A very good game design decision!
  18. I apologize for the fact I keep releasing new builds! I really don't want to disrupt people's fun.
  19. Ugh... well the SAV file contains your characters and their stuff and what quest items and stuff they have done. The SG# files are the map mob files so NPC states as well as monsters are in those. If you somehow overwrote them it unfortunately lost your game.
  20. Well as long as you didn't overwrite the SAV file you should be fine. None of the files changes should directly impact a current game at all.
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