Hello,
Great, fantastic work. Few questions: How are dungeon cards assigned now? It still looks like it could be the same spot in the save file, but I can't get the numbers to work out. I was able to swap out dungeon 'permanently in effect' cards easily and change dungeon rules, but I can't figure out how to swap the dungeon cards. For example, the first dungeon's data starts at 0x000222c8. The hex data is
- Code: Select all
d8 18 00 00 e6 24 00 00 4c 27 00 00 70 0e 00 00 29 00 00 00 34 00 00 00 58 00 00 00 02 82 00 00 00 00 00 00 80 00 00 00 ff ff ff ff ff ff ff ff
The first 4 bytes used to be the first dungeon card, but 18d8 is 6360,
Daru Sanctifier not
Mox Sapphire. All of the other things I've changed in the dungeon data have worked fine (e.g. 70 0e above, 13th and 14th bytes, is
Arcane Laboratory and working properly), is there something special going on with the dungeon rewards now (I also have the same problem with owned cards in the save data - I own none of the cards it appears to say I own)? Also, would there ever be any way to get the Vanguard cards in Shandalar? Some of them would make great environment cards.
Dungeon in play cards chosen which I'm enjoying:
- | Open
- Underworld Dreams, Invoke Prejudice, Vernal Bloom, Electropotence, Noble Purpose in castles, Arcane Laboratory, Grave Pact, Larceny, Coastal Piracy, Treasure Trove, Call of the Wild, Cursed Scroll, Glorious Anthem, Maze of Ith, Furnace of Rath
Would love to hear what others are using.
Second, ancillary question: I noticed when editing dungeons and castles, that castles and a few dungeons have their rule byte set to '03'. Any idea what that does?
Third, ancillary question: Any way to modify or create any static dungeon cards that cannot be destroyed (wtb
Arcane Laboratory, etc that's indestructable and untargetable)?
Fourth question: Where exactly are amulet and base gold costs stored? I am finding many new powerful commons and uncommons to be far too cheap, and in combination with the weak enemy decks makes the game not challenging. Additionally some of the old 'power' buyable cards no longer need such a high cost (e.g.
Shivan Dragon) and I'd also like to remove the lottery of finding stuff like
Sewers of Estark where the card is useless but paradoxically worth a bundle. Why is that even a card anyway?
Fifth question: Is there any way to adjust the frequency of various types of goodie hut rewards? Specifically, I'd like to lower the chance or remove the chance to get just a basic land.
Sixth question: Possible to tweak village / town card costs?
Seventh question: How exactly does the game determine which monsters are stronger than others / which ones to send at various times? Is it simply based on the order they are entered in the data? Automatically done based on their starting HP? Something else entirely?
As a random aside, I originally didn't like the idea of randomizing enemy decks when you fought them (or drawing them from tiered pools) but it's clear with the amount of new cards that there won't be enough AI decks to use all the cards or even represent all the cool themes available. However it might be a little weird seeing a Sainted One using a rebel deck or something. Is it significantly harder to add more, different enemy avatar types than to randomize the deck they select?
I think that's all for now... thanks very much for the great work so far.