Hello.
From what I see in the server code, "count" is used for:
- specifying the number of items to pick/drop (whether with the
pick/drop commands or through the GUI, I think)
- giving a distance for dimension door
- it also may be updated as part of the "ncom" command if not -1 - I'm
not
Hello.
I guess the main issue is that CF has only 4 log levels (error /
information / debug / monster), so I'm not surprised using "debug" spits
many many lines.
Also the logs don't distinguish between "this is a runtime issue which
may lead to real problems" (map not found, out of space,
Hello.
Thanks for the really interesting proposal :)
I think that's a really good idea overall (and as Draug noted quite
ambitious, but worth it!), and hope it will materialize someday - I'll
help if possible ;)
I would too favor non randomness in zones, but making zones related to a
t
Hello.
Thanks for the bug report :)
It should be fixed on SF now.
Best regards
Nicolas
Le 13/04/2023 à 03:07, Preston Crow a écrit :
I think the smith in Scorn is broken. He took my shield and money,
but is never able to finish.
While I have local changes, I don't think anything imp
Hello.
> Does anyone have sound working with the JX Client on Linux?
> If so, care to share any details on your set up or troubleshooting to
> get sound working?
I have sound with JXClient, Debian system (Stretch, pretty old, but shouldn't
matter).
Nothing specific to do for me to get it worki
Hello.
Thanks for the work on flathub :)
> > Short answer, yes - the Java client supports sounds. However, do you
> > specifically mean the in-game sounds (i.e., foot steps or monster
> > deaths) or the background music files?
>
> Well, both. Where should these files be placed so that the java
Hello.
Thanks for the work & the updates :)
Best regards
Nicolas
Le mardi 27 décembre 2022, 21:40:48 CET Jussi Eloranta a écrit :
> Hi,
>
> Just letting you know that I just sent the first attempt to the flathub
> folks. Let's see how many issues they will discover I will keep you
> pos
Hello.
Thanks Jussi for the script!
I'm fine with using Flatpak, but then we'll have the maintenance issue. And
we'll have to decide when/what to release :p
Since we don't do releases lately, well, we can put some Flatpak.
So fine with that, but let's document everything, and automate as muc
Hello.
I've set up a build server for Windows versions of various things, so on
http://crossfire.weeger.org/ you can find daily builds of:
- Gridarta, as a Windows installer
- JXClient, as a Windows installer
- cre, as a simple Windows executable (statically linked, no dependency)
There is a "-
Hello.
> For what is worth, I've setup daily builds of JXClient Windows installer,
> available at http://crossfire.weeger.org/
I also added Gridarta Windows installer daily builds :)
Best regards
Nicolas
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Hello.
> > Should Pupland be part of the main continent, a separate continent, or
> > on a separate plane entirely?
>
> I was hoping to put it on it's own continent, but a fallback is to put
> it on it's own plane, ostensibly "on the other side of the world."
I'd say on its own continent, part
Hello.
I'd like to overhaul the translation / localisation system. So searching good
ideas & suggestions & comments :)
My goal is to be able to handle:
- singular / plural / variants (some languages have more forms apparently)
- genders
- other special cases. For instance in English "the bow
Hello.
> I am asking for feedback on purging old Windows based GTK Client
> snapshots on SourceForge.
Fine with me, thanks for the maintenance :)
For what is worth, I've setup daily builds of JXClient Windows installer,
available at http://crossfire.weeger.org/
Best regards
Nicolas
sign
> My thoughts are to make CRE available as an .exe
>
> Make those aware of it's existence (website, wiki, discord/irc) and see
> if any feedback is collected.
Note that CRE requires some files (config) from the server, and also the
presence of some directories, I think... And arch and maps at th
Hello.
> I have tested the JXClientInstaller.exe and it did alert about the
> unknown publisher. Otherwise, no issues or problems with the client on
> Windows 10.
Thanks for the test :)
Yes, the installer isn't digitally signed, so there is a warning... To sign
requires paying some $$$ of cours
Hello.
I've uploaded Windows versions of JXClient and CRE, available at:
http://nicolas.weeger.org/crossfire/JXClientInstaller.exe
and
http://nicolas.weeger.org/crossfire/cre.exe
(versions of some days ago, I'll see for updating)
The JXClient installer is a all-in-one package, that will ins
Hello.
I wonder if instead of setting custom values for items & monsters on maps, it
wouldn't be better to create artifacts (with a 0 chance of being generated)
and use it in maps.
The rationale I can see is that it makes it much easier to balance items/
monsters (since artifacts will give al
Hello.
The code currently forbids being connected more than one time per account.
I don't remember what the rationale was for that restriction - game-play ones?
technical ones?
Any hint appreciated :)
I was thinking of removing it, to allow players to exchange easily stuff
between their ch
Hello.
I propose to remove the arch/dev directory totally.
It contains old scripts that probably no one remembers, faces that weren't
used in decades and are in wrong perspective, things like that.
Ideas & opinions?
Best regards
Nicolas
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> I think the problem here is that the density of places worth exploring
> on the world map is too low. If we had more maps to find, exploring
> would result in stumbling on stuff all the time, which would result in
> lots more exploring.
Agreed, on that, but let's face it, there aren't many maps
define her own locations based on her position in
the world map. Basically a free GPS - my concern with items is that it's
useful for low-level players, but definitely not often easy to find...
Best regards
Nicolas
Le dimanche 30 mai 2021, 12:39:25 CEST Kevin Zheng a écrit :
> On 5/30
> Could you explain how that GPS system works?
>
> What I've been thinking about this is to have a sort of Rhyzian amulet
> that can be set and reset. So, once a player finds something interesting
> on the world map, the could program (call it "imbune" or something)
> their amulet to point back to
Hello.
I'm wondering on the use of guilds versus private apartments.
From what I see, the 2 major points of guilds are:
- having portals to many towns and places in the world - that is probably the
most useful for me
- sharing items between players (or even your own characters)
Negative point
Hello.
I think one issue in the game is that many maps aren't easy to find or even to
know that they exist.
Cases in point: three sisters valley, warrior's tower, castle Samorok, whaling
output, things like that.
Merely being in town won't give much information, and if you start exploring
th
Hello.
Fine for me to move.
Best regards
Nicolas
Le dimanche 23 mai 2021, 03:29:40 CEST Rick Tanner a écrit :
> Hello,
>
>
> TL;DR
> Should we move the official IRC channel of Crossfire from Freenode to
> Libera ?
>
>
> There has been a turn of events with Freenode, our current & offici
Hello.
I'd like to remove server-side help files that pertain to client-side commands.
I think that includes:
- bind
- nextkey
- prevkey
_ sort_inventory
- unbind
The rationale is that different clients don't necessarily have the same
commands.
Opinions?
Best regards
Nicolas
signature.
Hello.
I committed the changes for citybell and citylife.
I also moved from a hardcoded configuration to a file-based configuration for
those 2 modules, with files in the "maps" repository (since bells and NPCs are
linked to maps, obviously :)).
And I migrated the 2 files to C++ during the pro
Hello.
I'd like to move some plugins to the server "core" itself, possibly with
option to disable the relevant code at startup (and if required, disabling/
enabling by a DM, like plugins).
The rationale is that the plugin code adds some overhead, and having code
dynamically loaded isn't that
Hello.
Slightly old thread, but well.
The problem, as I see it, is that there is a need for scripting on the client
in the first
place...
CF is, for me at least, a RPG game, not a script-making game...
So let's figure WHY we need scripting, to fix that, instead of fixing the lack
of
doc
Hello.
One issue that happens is server delays when dealing with big loot.
For instance a player selling some thousands rods can stuck the server for
some seconds... Or even dropping many items on a big pile can be quite slow.
So to handle that correctly, I was thinking of changing the server
Hello.
Patch for this rework available on
https://sourceforge.net/p/crossfire/patches/385/
Comments and suggestions welcome of course :)
Best regards
Nicolas
Le dimanche 17 janvier 2021, 19:22:50 CET Nicolas Weeger a écrit :
> Hello.
>
>
> I'd like to rework 'get&
Hello.
I'd like to rework 'get' (and 'take' and 'drop' (and 'dropall') to be more
consistent.
Syntax for both could be (samples with get):
- 'get all' or 'get *' => all items
- 'get part of name' => all items matching 'part of name', like now
- 'get *magic' => all known magic items ; same wit
Hello.
The "sounds" repository contains various sounds for use with the clients.
Unfortunately many don't have a proper license attached (especially the old
ones).
I therefore propose to remove files with an unknown origin, to (re)start with a
clean state.
Best regards
Nicolas
signature
Hello.
I've committed my (massive) changes following the 1.75 release :)
It is now possible to run the server without "packed" archetypes, faces,
treasures, ... ("assets"). But you still can "pack" everything in single files
for speed or distribution reasons :)
There may be some issues yet,
Hello.
Thanks for the release work :)
Best regards
Nicolas
Le mercredi 13 janvier 2021, 19:09:30 CET Kevin Zheng a écrit :
> Hi there,
>
> I'm pleased to announce that Crossfire 1.75.0 is available.
>
> This release brings many changes, fixes, and improvements to the server,
> maps, and c
Hello.
Patch (slightly modified by me so send flames here and not to Preston :))
commited as r21762, thanks :)
Best regards
Nicolas
Le dimanche 3 janvier 2021, 15:36:14 CET Preston Crow a écrit :
> Here's the patch.
>
> It should be compatible with existing servers, creating a new hiscore
Hello.
> Based on IRC and private conversations, it seems that many current
> developers and contributors would prefer to use Git. Therefore, I'm
> proposing to migrate the arch, maps, and server to Git.
Fine by me :)
> - Non-committing contributors can more easily create bite-sized,
>revi
nk it'd be great to first ensure "critical" spells are all available
somehow.
Best regards
Nicolas
Le mardi 12 janvier 2021, 10:54:39 CET Robert Brockway a écrit :
> On Mon, 11 Jan 2021, Nicolas Weeger wrote:
> > Hello.
> >
> >
> > I've been play
Hello.
The patch has been running for a few days on invidious, no issue so far.
Guess I'll commit it soon.
Best regards
Nicolas
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crossfire@metalforge.o
Hello.
I've been playing a Valkyrie follower, so I wanted to share some points & fun
things - everything is my personal opinion of course :p
For reminder, Valkyrie forbids all magic spells.
I choose to not use items or help from my other players, else it would have
been too easy :)
Fun fac
Hello.
Here's a modified version of the patch which doesn't need changing the subtype
for harvesting :)
I think / hope it works the same as your patch! :)
Best regards
Nicolas
Le lundi 4 janvier 2021, 13:37:52 CET Preston Crow a écrit :
> It's much simpler to have a number that can be use
> It's much simpler to have a number that can be used as an array index.
>
> Splitting the harvesting skills simply means there is a case statement
> for each one instead of a single case statement. That's the only change
> required.
It requires updating the archetypes, too :)
Also, "harvesting
Hello.
Couldn't you track skills by name instead of subtype?
I'm definitely against splitting harvesting skills...
Best regards
Nicolas
Le dimanche 3 janvier 2021, 15:36:14 CET Preston Crow a écrit :
> Here's the patch.
>
> It should be compatible with existing servers, creating a new hi
Hello.
I was thinking of reworking the events system, as well as the plugin one.
Currently, "events", events linked to specific objects (through the archetype
in inventory trick) and global events (clock, map loading and such) are in the
plugin system.
I'd like to move the event system to t
Hello.
Been thinking of the game play lately, so I figured I'd share some ideas,
ramblings, thoughts about that :)
I'm not saying I'll change the game to match what I say in this mail, I merely
want to share ideas & such to see what other opinions exist :) I'm not either
saying I'll fight aga
Hello.
The server code is currently divided in libraries, but without a clean
separation IMO.
For instance why is "rod_adjust" in server and not in "common"? (forcing users
of common to declare a stub)
Should we just decide to put all code together and forget the 4 or 5
libraries, or on the
Hello.
I think my code works nicely now :) It's been running on invidious for some
days, no crash as far as I can tell.
What I added as support:
- of course, ability to run the server with a simple "arch" directory, without
any collect to do :)
- ability of the server to read .tar files wit
Hello.
For information, the patch is being tested (and bugs ironed out :)) on
invidious.
Best regards
Nicolas
Le lundi 30 novembre 2020, 19:28:29 CET Nicolas Weeger a écrit :
> Hello.
>
>
> So, anyone courageous (or crazy? :)) enough to have looked at my patch? :)
>
&g
Hello.
So, anyone courageous (or crazy? :)) enough to have looked at my patch? :)
Best regards
Nicolas
Le mardi 24 novembre 2020, 23:00:12 CET Nicolas Weeger a écrit :
> Hello.
>
>
> Here's the latest version of my patch :)
>
> Comments & suggestions welcome o
Hello.
Sounds nice :)
Wouldn't it be worth checking the "is_friendly" flag too? I think some monsters
(raas in particular) have a message defined but will definitely not talk to the
player :)
Best regards
Nicolas
Le jeudi 26 novembre 2020, 12:39:56 CET Kevin Zheng a écrit :
> Hi there,
Hello.
> I think when things were changed a while back so that image size &
> footprint of the creature were not tied together, making hill giants 1x1
> footprint (and other similar tall creatures have a square footprint) was
> either done or investigated, but not done or reverted back. For pla
Hello.
Sorry for the late reply :)
Indeed, chaos apparently uses a random attack type, ignoring the weapon's one.
And obviously not caring about what you're hitting :)
So losing life-stealing is logical in this case.
I'm not sure there is chaos resistance on armor, but I may be wrong. In an
Hello.
I finally managed to make good progress, so joining a patch to this message for
comments & review & whatever else :)
This is a work in progress, and may crash at any point :)
The following files are now grabbed from individual files instead of
"collected"
files:
- treasures (from .tr
Hello.
Unless someone objects with good arguments, I'd like to remove support for
discrete damage for each attack type.
This is only used by flame touch, for physical damage, so I guess it can safely
be removed...
Best regards
Nicolas
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Hello.
I've been thinking about game graphics, and I'd like to share some questions
and thoughts.
Monsters like the hill giant (I can also think of the ArchAngel, the
Retributioner, some dragons too) have an incoherent size IMO. They are 1x2 in
tiles, but that only reflects their height, no
Hello.
After a discussion on the IRC channel, I wonder if anyone is currently
compiling the server for Windows?
Latest pre-compiled binaries are 7 years old on SF.
It would be great to have a newer version :)
Did anyone lately try to compile the server? With what toolchain?
Ideally, we'd
Hello.
I've made good progress, with a global skeleton on which to add more files to
read (right now I read .face & .png files).
Right now, partial collect process takes approx 10s. It'll probably take more
at the end, 'cause of more file processing.
I'll just freely troll (to vent some fr
Hello.
> Do maps have a place here, as well?
Didn't think about them, good question.
They could probably, but I don't plan to have them handled right now like
other assets.
> To keep things simple, why keep the collect mechanism? Couldn't we put
> the "official" assets into a big ZIP file, a
Hello.
I'd like to revamp the archetypes / faces / treasures / etc. "collect"
mechanism.
This proposal is opened to discussion & suggestions & criticism of course :)
To simplify, I'll call "assets" everything that is in the "arch" repository:
archetypes, pictures, faces, animations, treasures
Hello.
> Totally true. I tried to balance them somewhat at one point, but it is a
> big task, and hard to get right. Also, because some monsters have
> vulnerabilities, they still become easy to kill if the players know to use
> the right spell/weapon against them.
But that's also part of th
Hello.
Monsters balance (and game balance in general) is a big topic obviously :)
I think right now monsters aren't really balanced, with big gaps in terms of
difficulty (how long it takes to kill them, how dangerous they are for players)
versus experience they give versus rewards they provid
Hello.
Been playing some lately, and I noticed a few things I'd like to change.
I think the following commands should be made DM-only, if needed adding the
player to affect:
- fix_me
- forget_spell
- printlos
Moving in diagonals should cost more than moving horizontally or vertically ;
ok, t
Hello.
Fine by me too, and I agree with Mark on the idea of splitting those files too
:)
Best regards
Nicolas
Le dimanche 1 mars 2020, 11:01:41 CET Kevin Zheng a écrit :
> Hi there,
>
> I'm proposing to move these non-generated files in server/lib to arch:
>
> artifacts
> attackmess
> for
Hello.
There was a discussion on IRC about adding cartography to Crossfire, that is
writing down map plans on a scroll.
So I'm jolting some ideas around on the list, to see if there are good ideas
to use ;)
One idea was giving them a limiter number of uses, so players are motivated in
explo
Hello.
Seems fine to me.
For the archive history, 2 months seems ok to me. It won't be indexed,
apparently.
Besides, everyone knows (I hope :)) that chats on IRC that need to be
persisted should be sent to the mailing list :p
Best regards
Nicolas
Le lundi 18 février 2019 22:29:52, Ric
Hello everyone :)
Happy new year to all members of the list! :)
May that year see even more improvements to Crossfire ;p
Best regards
Nicolas
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crossfi
Hello.
That change will break strict ANSI C conformance, as you can't declare
variables except at the start of a block. Here "turn" is declared only when
assigned.
I'm fine with that change, of course, but then we should clearly state that
ANSI C is no longer relevant :)
Best regards
Ni
Thanks for the hosting and management of the various Crossfire sites :)
Nicolas
Le lundi 18 avril 2016 22:37:09, Rick Tanner a écrit :
> The web forum at forum.metalforge.net is offline for the time being.
>
> There was hardware failure so I am going to move/migrate to a Virtual
> Server and
Honestly, I'm not concerned about executable size, or other things.
Yes, there are other frameworks (and maybe I'll use eg Google Tests instead of
Qt's test stuff).
But I've decided to use Qt :)
If you want to experiment with SDL, or anything else, be my guest & provide
patches :)
Kind r
both are
equivalent.
Though I don't think Boost has a graphical library, whereas Qt has one, which
I'm using for CRE too.
Kind regards
Nicolas
Le lundi 25 mai 2015 11:43:17, Nicolas Weeger a écrit :
> Hello.
>
>
> I'm experimenting with Qt (core only, no graphical
Hello.
I'm experimenting with Qt (core only, no graphical stuff for now) for the
server, and would like to share that.
I can either work on a specific branch in SVN, or in trunk, as people want.
And no, massive OO refactoring is not planned for now - just using base
functions to clean the
Hello.
Thanks for taking care of all that maintenance :)
Regards
Nicolas
Le mardi 28 avril 2015 02:18:27, Rick Tanner a écrit :
> After much work and frequent setbacks, the Crossfire wiki is now up
> and running at it's new server.
>
> http://wiki.cross-fire.org
>
> All user account log
s 'feature requests/current projects'
> system feels more suited to external recommendations than an internal TODO.
>
> Regards,
>
> Saru
>
> On Sat, Sep 13, 2014 at 5:01 PM, Tolga Dalman
>
> wrote:
> > -BEGIN PGP SIGNED MESSAGE-
> > Has
Hello.
Thanks for all the changes :)
I think the global structure is nice, and the welcome page is pretty clear on
what you'll find on the wiki!
About the content, IMO, the wiki should be a developer and map-maker
reference, much more than for players.
Players information is on the offic
> How do you envision the in-game lockpicking skill to change these
> minigames? It really should, shouldn't it?
More time to pick the lock, less chance to break a pick when mistaking,
probably?
> Also, even now, for higher-level characters it is still quite often easier
> to bash in a door tha
> I know some other games have an idea of you can either play the minigame
> (at which point it is largely player skill and the character skill makes
> it easier), or a quick 'use character' skill type thing which is probably
> less prone to work, but also very fast (and in the case of failures,
> I also found it a bit hard to identify where each section ended, which
> made the minigame a little confusing in the beginning.
It's a proof of concept, not a final product :)
> I'm also worried about the frequency of this and other minigames that
> might arise from these changes, while they
> It's difficult to tell where each section ends; in the final version
> it might be useful to highlight the current segment.
Yes, or make the connecting part a different color ;)
> How would breaking a pick be represented in the game? Will there be a
> separate item for each pick depicted, or w
Le jeudi 12 juin 2014 20:35:55, Nicolas Weeger a écrit :
> Hello.
>
>
> I'd like to change various things in the game, to make it funnier (IMO) in
> non combat aspects. So here are random proposals.
>
>
>
> What about "mini-games"?
>
> For ins
Hello.
> Makes sense - would the lockpicks be consumed (or perhaps break) on
> failed attempts? That might be another way to limit special door access -
> yes, you can pick it, but the lockpicks themselves are rare and/or
> expensive, so may not be worth it just for the sake of doing it.
Yup,
Hello.
> I'm not familiar to the original game, but I'd be careful with anything
> that is too time sensitive. I'd also like a better idea of what you
> envision. Is it something like there are 10 (or 20) different lockpicks
> in the game, and the character has to use them in the right order?
/me throws some plain non blessed water to squash the religious war
Nicolas
Le vendredi 13 juin 2014 15:13:22, Kevin Zheng a écrit :
> Hi all,
>
> Crossfire originally lived in the world of CVS, until a handful of brave
> knights ventured to move it to SVN. Today I believe it is time to move
Hello.
I'd like to change various things in the game, to make it funnier (IMO) in non
combat aspects. So here are random proposals.
What about "mini-games"?
For instance, instead of a mere lockpicking, you actually have to use the
picks in the right order in a limited time to pick a lock -
Hello.
I'm ok with using glib everywhere on the client, as long as you have fun with
that :)
Regards
Nicolas
Le jeudi 8 mai 2014 03:25:59, Kevin Zheng a écrit :
> Hi there,
>
> The GTKv2 client sources are split up into two parts, one for "common"
> code that can be shared across differen
Hello.
> The plugin logic has pluses and minuses - the ability to right plugins
> that register themselves is good, but the entire dynamic loading adds a
> bit of code complexity and another place for errors. But also, at one
> time, the python plugin was optional, so you could run the server
Hello.
> The real question is: what is the future of Crossfire ? I agree to Nicolas
> that focussing on game content is more important than code. However, the
> current code architecture restricts the maintenance and addition of new
> features. I'd like to improve this situation.
What are you tr
Hello.
Thanks for your interest in Crossfire :)
Concerning the first point, I'd say Windows is relevant (though having
statistics on clients running Windows would be nice), others I don't know.
For point 2), not sure, I think the code is globally ANSI C. See next point
though :)
And for poi
Agreed, feel free to clean up stuff :)
Regards
Nicolas
Le mercredi 2 avril 2014 23:14:16, Rick Tanner a écrit :
> Unless someone speaks up on reasons to keep them or other ideas in the
> next week or so, I say proceed with your suggestions.
>
>
>
>
> __
Hello.
I agree on the need to do a release :)
I can't guarantee I'll do a Windows packaged version though.
Regards
Nicolas
Le dimanche 30 mars 2014 16:06:32, Kevin Zheng a écrit :
> On 03/28/2014 10:56, DraugTheWhopper wrote:
> > Right, so assuming that this email gets to the intended pl
Thanks Leaf!
Regards
Nicolas
Le lundi 13 janvier 2014 04:32:12, Rick Tanner a écrit :
> On 12/27/13 2:49 PM, Kevin Zheng wrote:
> > The Crossfire bug/patch tracker on SourceForge uses states to keep
> > track of the state of a bug report/patch. In order to make it more
> > useful, I propose
Hello.
> The Crossfire bug/patch tracker on SourceForge uses states to keep track
> of the state of a bug report/patch. In order to make it more useful, I
> propose removing several states and adding new ones to clear things up.
Seems all fine to me, thanks for handling those kind of things :)
Hello.
> During an IRC discussion, the question was asked: How much work would
> it be to merge trunk back in to the the Pup Land big world branch?
Whao, I totally forgot this branch ever existed :)
> I decided to find out with r18935, and it appears to be possible.
>
> The tricky part wil
Hello.
> A number of overhauls in the banking code have been committed between
> r18853 and r18875. Changes with this overhaul include:
Many thanks for all those fixes! :)
Invidious has been updated with the latest changes from SVN so players can
test there.
Regards
Nicolas
--
Mon p'tit
Hello.
> Kevin Zheng has contributed a number of patches to maps that have been
> added and accepted to the Crossfire code base.
>
> He now has the necessary access and permissions to directly contribute
> code changes.
>
> Kevin - thank you for all your work and contributions. Welcome aboard
>
Hello.
The "gnome" archetype is defined as having a race of "gnome", but in the
lib/races file it is defined (and reset by server) as "dwarf".
So I guess one should be fixed, which one?
I admit to not knowing, maybe the easiest fix is to let the race as "gnome",
there are other monsters with
Hello.
I've gone ahead and added the various "raw" gems as well as the upgrade
recipes.
Right now I use the standard great value / exceptional beauty / flawless beauty
faces, this can be fixed later :)
Regards
Nicolas
--
Mon p'tit coin du web - http://nicolas.weeger.org
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De
Hello.
> One thing I've been thinking would be nice is a pyro spell for melting ice,
> a bit like there is a "earth to dust" spell. Messing around with flints
> (specially the humorous bit about mistakenly lighting the flint with
> itself, and burning it completely up) seems somewhat, er, medieva
> I like the idea of being able to assemble or craft items in the game.
Which is why it's nice to add more formulae, imo, makes non combat stuff more
interesting :)
> Thaumaturgy to assemble lesser gems in to a flawed gem.
>
> Jeweler skill to cut/polish the flawed gem in to the gem "of
> grea
Hello.
I was wondering of adding gem "upgrades" alchemy recipes, something like:
- 20 diamonds => 1 diamond of great value
- 20 diamonds of great value => 1 diamond of exceptional beauty
- 20 diamonds of exceptional beauty => 1 diamond of flawless value
(with the number high enough to ensure th
Hello.
> I would like to suggest starting the migration on 2013-feb-25 at 18:00
> UTC.
Seems ok to me.
> Starting the process is a matter of completing a web form and then
> waiting - which I volunteer to do.
>
> I will post status updates as they are available, and any changes that
> might be
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