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Re: Lodar's potions

Posted: Sat Jan 20, 2018 1:08 am
by Shadow Slayer
Thats good to know, I was worried something went wrong :D

(I used the AT Master dev version of the source code, the one you find on github, got the link in the contribution guide...)

Re: Lodar's potions

Posted: Sat Jan 20, 2018 1:36 am
by rijackson741
I see, you compiled the apk yourself. But Stoutford should not exist in the master branch. There is a version of it in the stoutford_tests branch, but that is very out of date. Either way, the NPCs in Fallhaven should all be there (the existing, released, ones, that is).

There is much more new material
here: https://github.com/Zukero/guynmart
here: https://github.com/Rijackson/graveyard1
and here: https://github.com/Zukero/stoutford_combined

but the repositories are structured as ATCS projects, so you would need to pull them into ATCS, export them, copy the files to the correct locations in the sources, modify loadresources.xml, and then compile (as with your own content). I don't recommend doing that though, because they are all nearing completion, but they are still works in progress. So they would just be big, but inaccurate, spoilers.

Re: Lodar's potions

Posted: Sat Jan 20, 2018 7:16 am
by Zukero
Stoutford maps are in master IIRC. They're empty, but the maps are there. It's weird for fallhaven though.

Re: Lodar's potions

Posted: Sat Jan 20, 2018 1:47 pm
by rijackson741
I have been thinking (it's something I do occasionally :lol: ). Why do only 1% of Arulirs have a skin? Were the others born without skins, or did they lose them somehow? How do they survive without one?

Re: Lodar's potions

Posted: Sat Jan 20, 2018 3:33 pm
by Zukero
These are so tough that it's hard to grab one, even from their dead body.

Re: Lodar's potions

Posted: Sat Jan 20, 2018 5:53 pm
by Nut
And it is hard to kill an Arulir without masking nasty holes into his skin.

Re: Lodar's potions

Posted: Mon Jan 22, 2018 9:07 am
by Shadow Slayer
Or maybe you are so lazy that you can't be bothered to peel one off, and you only pick one up if by a very small chance (1%) it falls off by itself! :lol:

Re: Lodar's potions

Posted: Mon Jan 22, 2018 12:40 pm
by rijackson741
OK. So Arulirs naturally shed their skin every now an again. When you kill one, if the Arulir is right at the point of shedding, the skin just falls off. I'll buy that :?

Re: Lodar's potions

Posted: Tue Jan 23, 2018 7:07 pm
by Duke
Zukero wrote: Fri Jan 19, 2018 9:18 pm 5AD for the first one sounds like a reasonable yet useful boost. Require two dead spiders though.
For the second one, you should just avoid selling things just because you think you won't need them.
The last one is fair IMHO, as long as you use a DR-heavy build like the one that was presented here not so long ago.
I would agree with 5 AD for the first one and two dead spiders.
For the second one, make it 25 BC.
And for the third, it should be 2 DR.

Re: Lodar's potions

Posted: Wed Jan 24, 2018 3:08 pm
by Shadow Slayer
Duke wrote: Tue Jan 23, 2018 7:07 pm
Zukero wrote: Fri Jan 19, 2018 9:18 pm 5AD for the first one sounds like a reasonable yet useful boost. Require two dead spiders though.
For the second one, you should just avoid selling things just because you think you won't need them.
The last one is fair IMHO, as long as you use a DR-heavy build like the one that was presented here not so long ago.
I would agree with 5 AD for the first one and two dead spiders.
For the second one, make it 25 BC.
And for the third, it should be 2 DR.
I agree, but I also think that instead of increasing the stats they should last longer :?: :)