EDIT: One question - is there a set of three tiles for passable rubble too?
EDITEDIT: Could you possibly give me a labelled version of the traps like for monsters too? I think I can probably guess them all, but I'd rather be safe.
BTW, the decoy is awesome
There are now, of all 4 variants of rubble, I forgot to do these last night.
Traps and names, there might be new versions of old tiles in here, lost track of everything I've made in the past
Hmmm, maybe time to try playing with tiles. I never liked the reduced viewing range before. But my new screen is 32" 4k so that may be less of an issue now.
EDIT: One question - is there a set of three tiles for passable rubble too?
EDITEDIT: Could you possibly give me a labelled version of the traps like for monsters too? I think I can probably guess them all, but I'd rather be safe.
BTW, the decoy is awesome
Last edited by Nick; May 1, 2019, 22:34.
Reason: Confusion; Request
All traps have been copied from their current locations in the tilesheet and duplicates with 3 levels of light have been created from them, these duplicates are located to the middle of the tilesheets.
Seeing some of the old gas and dart tiles were identical, I took the liberty to add various colors to the duplicates.
All new trap tiles are also located in the same area of the tilesheets, and have been created with 3 levels of light as well.
There is a new impassable rubble tile, also with 3 levels of light.
The tilesheets found in post #1 of this thread have been updated.
I'm in the process of updating the game with your new tilesheet, and thought of another thing that's needed - player character tiles for the three new races, Druid, Necromancer and Blackguard.
I'm in the process of updating the game with your new tilesheet, and thought of another thing that's needed - player character tiles for the three new races, Druid, Necromancer and Blackguard.
Those are fantastic; I think that might be it. I'll try to get them all included in master branch asap, and will also ask on the main development thread whether there are any things I've missed.
EDIT: OK, I've thought of a couple of four things I've missed:
Traps - there are several new traps, and so there are now multiple instances of different traps sharing the same tile. Here is the file containing all the traps.
There are two different types of rubble now, passable and impassable. I found a tile which was OK for it, but not really purpose-built (at least, I think that's what I did). Also, it would be nice if rubble tiles came with three levels of lighting like other terrain.
Oh, and number three of two, maybe traps could have three light levels as well
And one more thing, in the trap file there are also two new trap-like objects - decoys (things that rangers place to fool monsters into thinking they're the player) and spider webs.
Sorry, that was more than I thought. Did I tell you how good your tiles are?
The main things that need new tiles are books. There are now four schools of magic, the old arcane and divine, and new nature (for druids and rangers) and shadow (for necromancers and blackguards). At this stage only five books are needed for each realm, but that may change. Sorry to be so vague
The main things that need new tiles are books. There are now four schools of magic, the old arcane and divine, and new nature (for druids and rangers) and shadow (for necromancers and blackguards). At this stage only five books are needed for each realm, but that may change. Sorry to be so vague
Repainted a few tiles this morning:
White mushroom patch, dark/black mushroom patch, grey and white mouse and the brown tick.
In the spirit of easter, the chicken warrior was added, along with a haystack and three energy wells.
The tilesheets found in post #1 in this thread has been updated with these tiles.
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