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Re: Money, money, money

Posted: Fri Feb 03, 2017 4:24 am
by Lady Drager
I feel that the money is not an issue, but rather, there should simply be more to spend it on mid to late game. I think purchased items should progressively get better without gaining drawbacks, while drops should be much better than the items in shops but have drawbacks. Further, you don't expect to see powerful items in the shops early on. So if we could set up the shops so that as (for example) you complete x quests, y items are quietly added to the shop where the item would logically be. Such as the JoF, it should not be on the list until you reach a certain point. Can we set up the shops to recognize your current xp level?

Re: Money, money, money

Posted: Fri Feb 03, 2017 4:41 am
by Tomcat
Dialogs can respond to quest status, but I believe it would take code changes to enable shop list changes in response to quest status. But with the current code, it seems to me that you should be able to treat specific powerful items via a dialog, like the food poisoning antidote from the Fallhaven potion maker. Otherwise, you can only make the shop hard to get to (e.g. Remgard) or make the NPC only willing to trade anything at all in response to quest status (e.g. Minarra in the Crossroads tower).

Re: Money, money, money

Posted: Fri Feb 03, 2017 1:54 pm
by rijackson741
I would like to be able to change a shop or NPC droplist, but I don't think it's possible right now. I think making that possible based on quest status would not be that hard (because we can already make some map changes based on quest status; it would just need to be extended), but making a shop recognize XP level would be more work.

Re: Money, money, money

Posted: Fri Feb 03, 2017 5:37 pm
by Lady Drager
Ok. Go ahead and look into that. If you can get something working it would give us more quest creation options as well as solve the issue at hand.

Re: Money, money, money

Posted: Fri Feb 03, 2017 6:57 pm
by Zukero
Giving orders ?
I have plans for shops, but that'll have to wait v0.8.0.

Re: Money, money, money

Posted: Sat Feb 04, 2017 12:14 am
by rijackson741
If a map replacement could replace a spawn area, which I believe is currently not possible, then an NPC could be replaced by another identical NPC (apart from the internal ID of course) with a different droplist. I have no idea how easy that would be to implement though.

Re: Money, money, money

Posted: Sat Feb 04, 2017 8:15 am
by Lady Drager
Zukero wrote:Giving orders ?
I have plans for shops, but that'll have to wait v0.8.0.
What orders? I'm just saying "let's go for it!"

Re: Money, money, money

Posted: Sat Feb 04, 2017 7:39 pm
by Antison
My level 46 hero ( all completable quests done) had only 9500 gold. One hour in the Gargoyle Cave and he now has 15,800

Re: Money, money, money

Posted: Mon Feb 06, 2017 10:57 pm
by Pyrizzle
I just started a new character and i have to say that the beginning of the game is a lot of grinding meats to try to get the equipment that you need to get to the next spot.

Seems like there could be some way to help by adding some more gold for finishing quests or something.... Not that i mind grinding, it's a great way to pass some time

Re: Money, money, money

Posted: Tue Feb 07, 2017 12:04 am
by nyktos
in an attempt to learn the process better, i've decided to write a (couple?) early quests...

simple enough for the player to complete early & easier for me attempt a seamless content submission.

so, we can make sure the reward is decent to keep the flow going early in the game.