Search found 508 matches

by BansheeXYZ
Thu Oct 17, 2019 1:50 am
Forum: Developer Discussion
Topic: Transparency support for spell icons
Replies: 17
Views: 159

Re: Transparency support for spell icons

Can we also stack them into two columns on the top left corner so that they aren't in the middle of your view?
by BansheeXYZ
Thu Oct 17, 2019 1:29 am
Forum: Mods & Features General
Topic: Custom Smithing / Tailoring
Replies: 9
Views: 153

Re: Custom Smithing / Tailoring

This could also work very naturally with tailors. Why do tailors even have a "sell" function? Are tailors really interested in the clothes you stripped off a bandit you killed in a dirty dungeon? It would feel really natural to custom order clothes from a tailor instead of just browsing through a s...
by BansheeXYZ
Sun Oct 13, 2019 12:30 pm
Forum: Modder Discussion
Topic: Leather/Chain materials?
Replies: 8
Views: 268

Re: Leather/Chain materials?

This would be a huge improvement to the game and I'm honestly shocked no one has done it yet. Finding incremental equipment upgrades throughout the game to improve your character is a huge part of RPG reward systems. It's fun to find rare treasures and feel rewarded, it's just RPG 101. Yet in DF, pl...
by BansheeXYZ
Fri Oct 11, 2019 3:33 am
Forum: Mods & Features General
Topic: Better poisons mod
Replies: 11
Views: 234

Re: Better poisons mod

We do see a lot of confusion caused by poison. Totally agree that it's a bad mechanic. Players either don't know they're poisoned or they do, but can't gauge its effects during rest or travel, resulting in cheap deaths. You know the "You are healthy" message that appears after time and place when pr...
by BansheeXYZ
Wed Oct 09, 2019 10:36 pm
Forum: General
Topic: The Master a Skill mechanic is confusing.
Replies: 10
Views: 543

Re: The Master a Skill mechanic is confusing.

How about restricting max skill % to your attributes? For example, if you have 60 strength, your max Axe, Blunt, Climbing and Jumping skill is 60%. Possibly with a raised max for primary and major skills. So primary skills had a roof of attribute+20 and major had attribute+10, for example. So the O...
by BansheeXYZ
Wed Sep 25, 2019 10:02 am
Forum: General
Topic: NPCs inside buildings and directions
Replies: 7
Views: 284

Re: NPCs inside buildings and directions

it's an incentive to arrive during daytime when you need to locate some target location... I think the OP is mostly asking why a tavern patron or guild member can't tell you where the armory is, regardless of time. Does the player leave his maps by the door before he enters the building? Also, with...
by BansheeXYZ
Mon Sep 23, 2019 8:14 am
Forum: Quest Hub
Topic: Quest Script readable by mere mortals?
Replies: 22
Views: 672

Re: Quest Script readable by mere mortals?

I hate it. Yeah I was being sarcastic. I obviously find it strange. A "start up task" is identical to any other task, except it doesn't have a name and it always runs. I know they're the same functionally. But up to this point, I've only seen that area used to run tasks that needed to be performed ...
by BansheeXYZ
Mon Sep 23, 2019 6:57 am
Forum: General
Topic: DFU vs Classic Differences: Master List
Replies: 60
Views: 5358

Re: DFU vs Classic Differences: Master List

Added interface changes -Controls: eliminate the cart prompt when exiting dungeons and castles.* [LESS CLICKS] -Rest Screen: raise loitering limit up to 12 hours.* [LESS CLICKS] -Rest Screen: display confirmation prompt when resting is vagrancy. [LESS CONFUSING] -Guildmaster Screen: display quests a...
by BansheeXYZ
Sun Sep 22, 2019 3:28 pm
Forum: Quest Hub
Topic: Quest Script readable by mere mortals?
Replies: 22
Views: 672

Re: Quest Script readable by mere mortals?

I like how terminology changes between sections. Clock becomes timer... Person becomes npc... and what's with this "start up task" in A0C01Y01? -- Quest start-up: start timer _S.00_ log 1010 step 0 pc at _qgiverhome_ set _S.05_ create npc at _qgiverhome_ Translated: -- Quest start-up: Do this Do tha...
by BansheeXYZ
Sun Sep 22, 2019 2:50 pm
Forum: Help & Support
Topic: How to finish quest
Replies: 4
Views: 241

Re: How to finish quest

The questfile rolls a 25% chance every 10 minutes. So if you're there by 21:00, you're going to get 17 rolls and they'll almost certainly appear. If you loiter outside and enter the house at say 22:50, then you'll only get 6 rolls and the chance of them not showing up is small, but definitely possib...