80 new posts? Come on... alright, part 1..
QUOTE(Red_Piotrus @ Aug 13 2009, 23:04)

Moving on, I think that the fixed prices in bazaar are a bad call. With all due respect, you cannot predict how much something will cost (hence [
en.wikipedia.org]
communism (understood as the economic system) didn't work and free market does). Dynamic prices, shaped by laws of demand and supply, are much better (and you mentioned something about turning them on later), but even the starting price that will be set may alter the market; as I wrote previously, I would prefer to see an auction based system instead of the normal shop.
Prices aren't fixed, they will fluctuate depending on supply and demand, and there will be other ways to trade items, but one thing at a time.
QUOTE(Red_Piotrus @ Aug 13 2009, 23:04)

In other news, I presume you will fix the equipment stat display, as you mentioned before, so you are aware of this:
It's not enabled yet, as it says. (IMG:[
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QUOTE(Red_Piotrus @ Aug 13 2009, 23:04)

Any chance of telling us a little about what dissipate, burden, interference, limitation, array, pa_dex and so on mean? (IMG:[
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Most should be fairly obvious, but ok, here's my annotated "initialize" array with comments. (IMG:[
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CODE
'patk' => 'crsh', // attack type of primary weapon
'attack_dmg' => 0, // damage modifier
'attack_acc' => 0, // bonus to hit chance
'spell_dmg' => 0, // magic damage modifier
'spell_acc' => 0, // magic hit chance modifier
'spell_pbonus' => array('melemental' => 0, 'mdivine' => 0, 'mforbidden' => 0, 'mdeprecating' => 0, 'msupportive' => 0, 'mcurative' => 0), // proficiency bonuses
'spell_ebonus' => array('fire' => 0, 'cold' => 0, 'elec' => 0, 'wind' => 0, 'holy' => 0, 'dark' => 0), // elemental damage bonuses
'defense_abs' => 0, // absorbed damage on physical attacks
'defense_mit' => 0, // mitigated damage on physical attacks
'dissipate_abs' => 0, // absorbed damage on magical attacks
'dissipate_mit' => 0, // mitigated damage on magical attacks
'mitigations' => array('none' => 0, 'phys' => 0, 'crsh' => 0, 'slsh' => 0, 'prcg' => 0, 'fire' => 0, 'cold' => 0, 'elec' => 0, 'wind' => 0, 'holy' => 0, 'dark' => 0), // specific damage mitigations
'evade' => 0, // additional evade chance
'block' => 0, // additional block chance
'parry' => 0, // additional parry chance
'burden' => 0, // slows down action time
'interference' => 0, // chance of failing to cast externally focused spells
'primary_bonus' => array('pa_str' => 0, 'pa_dex' => 0, 'pa_agi' => 0, 'pa_end' => 0, 'pa_int' => 0, 'pa_wis' => 0), // direct bonuses to primary stats
'hitproc' => array() // can contain: 'bleed' 'stun' 'armorpenetration' pointing to => array('p' => procrate, 't' => ticks, 'd' => damage)
QUOTE(cptkleenex @ Aug 13 2009, 23:28)

My two questions: will legendary trophies ever do anything more than just something to sell right now or keep on your virtual mantle and also what about the plan for the artifact items? I could buy the last two pieces of the chainsaw if I wanted to waste 100k but I I'd like to know what I'd be walking into if I did.
They will have other functions, but like most things in the future, those aren't set in stone either.
QUOTE(hitokiri84 @ Aug 13 2009, 23:51)

@Tenboro: I've got a multi part question about the Soul Stone item. It says it increases Overcharge by 20% for 5 turns and can increase it past the normal limit. Does the overcharge stay at that past-the-limit value, and do they stack if I use more than one, i.e. if I have 100% overchage and the first one goes to 200%, would a second one used increase Overchage to 300%?
It stays past the limit, and if you use more than one, the second keeps going where the first left off.