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Alpha Release - 2008/05/23

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  • Alpha Release - 2008/05/23

    A new release is available from Nightblade's Testing Page. The changelog lists what has changed, but give a brief summary:

    - One of the first mutators I ever created was sticky scouting orbs for Thievery. These, like normal scouting orbs, provided remote viewing capabilities. Additionally they could be attached to guards, allowing you to watch what they were doing. The implementation was pretty crude though. Anyway, Scouting Orbs are now in Nightblade, with a variety of new abilities.
    - Paralyze Bolts implemented.
    - Added in the Guard Voices
    - Implemented support for sketch maps at arbitrary angles.
    - Started work on some Nightblade specific kismet features. In this case an actor that can be set up to be repairable,frobbable and/or pickable, which produces kismet events when these occur, as well as when it is splashed.
    - A few bug fixes.
    Attached Files
    Immortius' Forge

  • #2
    Sexy as usual immort. Thanks!
    I'd Be More Apathetic... If I Wasn't So Lethargic

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    • #3
      Them bushes, they are well-trimmed.
      Wenn ist das Nunstück git und Slotermeyer? Ja! ... Beiherhund das Oder die Flipperwaldt gersput.

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      • #4
        Any chance of some some more tut map conversions? It'd be great to play an updated Asylum.

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        • #5
          new maps would be better. DE is fine as a test map.
          .: Daymaster - Mockers Thievery Guild :.

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          • #6
            Asylum would be great... but then we'd have the same 4 maps over and over from TUT... New would be best
            I'd Be More Apathetic... If I Wasn't So Lethargic

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            • #7
              News maps would be great, and I'm sure we'll see them in time, but converting an tut map I assume (correct me if I'm wrong) is a lot easier and quicker than building new ones. It'd be a good stop-gap in the mean-time.

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              • #8
                Gets quite difficult to kill the doctor with no lethal weapons.

                I guess you could maybe mario him. Tho a good KO = kill in Asylum for the poor doc
                Last edited by -KewlAzMe-; 28th May 2008, 04:27 PM.
                I'd Be More Apathetic... If I Wasn't So Lethargic

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                • #9
                  Do the thieves not have a sword yet? On that note, I think that a dagger a la Thief 3 suits more the thief style personally.

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                  • #10
                    You can covert the geometry, but it still takes time to get the map up and working.

                    Start a separate discussion thread if you wish. But I think there is a lot to be said for having no lethal weapons for thieves on the grounds that they ruin stealth and upset game-balance.
                    Currently the blackjack provides a sneak-attack 30 second take-down, which is sufficient for a thief to escape and/or grab some loot.
                    .: Daymaster - Mockers Thievery Guild :.

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                    • #11
                      you're a thief, not a murderer haha
                      .: Daymaster - Mockers Thievery Guild :.

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