[GAME] Tolkien Test

Nota
Member
 
Posts: 17
Joined: Wed Feb 14, 2018 07:49

[GAME] Tolkien Test

by Nota » Wed May 09, 2018 17:47

License:
- LGPLv2.1
- Sounds.txt in the base directory contains sound info
- See the license.txt or README of each mod for information regarding authorship


Description:

Since I could not contact the original creators of Lord of the Test, I have forked it. Much of the orginal content remains untouched because it's amazing stuff (thanks guys). I've been running a server with my forked version for a few months now.

Also, thanks very much to all the mod authors I have borrowed from (either direct content or ideas). Hyrule was VERY helpful, as well as some of DOOMED's mobs.

Not *everything* is compatible with Tolkien lore, but I went for fun and function over immersion.

I've added a lot to the base game:

- Weapons like Sting, Glamdring, Staff, Grond, High Elven Bow. All have different magic functions and are useful for scouting, detection, travel, and of course smiting evil.

- Mystic Rods. Not very lore friendly, but really fun and powerful, especially before you get ring crafting going.

- Rings of Power overhaul. All four are now worth making, and all VERY useful and powerful.

- Ring crafting failure (destroying all ingredients) reduced to basically zero, because that was a drag.

- Lore books overhaul to describe ring/rod/weapon crafting, and what the new items do.

- Existing guidebooks (palantir, rings) heavily tweaked for readability and grammar. Book recipes also modified.

- New monsters including one VERY scary new one that is a challenge even with all the advanced rings/weapons. She has 8 legs, evil offspring, and wields a *deadly* venom. If you are very deep in the earth, watch out! She may creep up on you before you have a chance to react.

- Silver Dwarf harp, for those evenings at the local inn where you just need some Irish jams.

- Silver Dwarven whistle, improved version of the "lesser" whistles.

- The One Ring (rare drop from scary new monster, who has... ingested it)

- Added items from Cottages for more homely houses, and beds to sleep the night away.

- Armor formula reworked. You now have a value 0-100. 100 armor drastically reduces damage from mobs/players, and can even give immunity to lesser damage.

- Changed GUI icons to bars, added armor and mana for a total of five bars

- Mana added to balance use of more powerful weapons.

- Graves become lootable by everyone after 20 minutes, and can then be removed from the world. Previous versions left the grave there forever, which was annoying.

- Various items from "church" mod added: Bells, benches/pews, crosses, candles, stained glass. They are perfectly compatible with my family's ideas of "lore", but if you don't agree you can easily take these out.

- Areas mod added for easy server admin

- Added signs you can write on

- Tom Bombadil may be rarely found near Hobbiton! He doesn't care much for worldly currency, but is known to love pipeweed...

- Added anvils

- Added some new use/armor textures for rings.

- Wooden armor speeds you up slightly. Mithril armor speeds you up VERY slightly. Galvorn armor slows you down very slightly.

- Added four ocarinas which play different tunes (from Hyrule). Three are magical and will summon different things (handy when you run out of food in a cave, hint hint). Again not very lore friendly, but fun.


Bugs and TODO:

- Has been tested with damage ON and creative mode OFF. "Remove far mobs" should be set to "disabled", otherwise summoned guardians may not work correctly (required extensive testing).

- You have to right click on your summoned guardians to get them to attack the right things.

- Code is all over the place, not always where you expect it. Partly my fault and partly the original game. "grep -r" is your friend.

- If you are sitting (horse, chair, bench) and you die you do NOT get a grave, all your stuff in inventory will be gone. I didn't code this part, just figured it out.

- Shooting weapons don't work well when firing directly up or down (they hit player). Also a problem with mobs that shoot. I've tweaked this to reduce the effect, but it's still a problem.

- First player to log in is automatically an admin, and therefore a wizard. This removes the race the player chooses permanently, I think? Best way to avoid this is to make sure the admin is always on first, or is the same client that hosts the server.

- Over many hours of the server being up, the stamina system gets broken. Food drains very quickly (walking, crafting, etc). I have tweaked the stamina mod values a bit to compensate, but I've found the best way to fix it is to just restart the server every day or so. No idea what causes this.

- Armor bar doesn't always update on login. Switching out one armor item fixes this.

- When playing "random" audio, as in the Silver Harp/Whistle, each player in range hears a different choice. Would be nice if it was the same, so you could dance around to the same tune!


Contributing: If you'd like to contribute something or report bugs, email ben@theholtsite.com


DOWNLOAD LATEST VERSION HERE

HORRIBLY UNCOMPRESSED SCREENSHOTS HERE
Last edited by Nota on Fri May 25, 2018 06:02, edited 9 times in total.
 

User avatar
Phoenixflo44
Member
 
Posts: 370
Joined: Fri Jul 28, 2017 15:01
Location: Behind my PC, in Germany
In-game: Phoenixflo44
 

Chem871
Member
 
Posts: 748
Joined: Sat Aug 19, 2017 21:49
Location: Ankh-Morpork, Sometimes the Nether
GitHub: Chemguy99
In-game: Chem Nyx
 

User avatar
Phoenixflo44
Member
 
Posts: 370
Joined: Fri Jul 28, 2017 15:01
Location: Behind my PC, in Germany
In-game: Phoenixflo44

Re: [GAME] Tolkien Test

by Phoenixflo44 » Wed May 09, 2018 20:11

Chem871 wrote:Is it a public server?

No, it's a game. You even wrote that yourself.
 

Nota
Member
 
Posts: 17
Joined: Wed Feb 14, 2018 07:49

Re: [GAME] Tolkien Test

by Nota » Wed May 09, 2018 21:31

Chem871 wrote:Is it a public server?


No it's just for my family right now, but you can try it out yourself!
 

User avatar
LMD
Member
 
Posts: 399
Joined: Sat Apr 08, 2017 08:16
Location: Bonn, Germany
GitHub: appgurueu
In-game: LMD + PRO_LMD + Limo

Re: [GAME] Tolkien Test

by LMD » Thu May 10, 2018 11:42

Nota maybe consider contacting KGM, he's been making his own LOTR MT Subgame as well : LOTH. It's also very good and I believe if we could merge both subgames together, the result would be magnificient. KGM has focused on mobs, and therefore, has much better and much more mobs than LOTT. Plus, he made some special things (3 new dimensions), map, etc...
 

Nota
Member
 
Posts: 17
Joined: Wed Feb 14, 2018 07:49

Re: [GAME] Tolkien Test

by Nota » Thu May 10, 2018 22:52

I'm cool with that, he can use my ideas or send me his!

Did you check out my version, what do you like/dislike about it?
 

User avatar
LMD
Member
 
Posts: 399
Joined: Sat Apr 08, 2017 08:16
Location: Bonn, Germany
GitHub: appgurueu
In-game: LMD + PRO_LMD + Limo

Re: [GAME] Tolkien Test

by LMD » Fri May 11, 2018 13:17

No, sry, didn't check it out yet, but I know original LOTT. What I disliked most was that there are only odd melee mobs.
 

Joeqqq
New member
 
Posts: 1
Joined: Wed Jul 05, 2017 21:30
In-game: Joeqqq

Re: [GAME] Tolkien Test

by Joeqqq » Tue May 15, 2018 21:49

I thought this sub game was great. It is so much better than the old LOTT.
 

Nota
Member
 
Posts: 17
Joined: Wed Feb 14, 2018 07:49
 

Nota
Member
 
Posts: 17
Joined: Wed Feb 14, 2018 07:49

Re: [GAME] Tolkien Test

by Nota » Thu Jul 12, 2018 19:17

I'm currently adding some things and fixing bugs! Fixed a guard-related crash, added two Silmarils (and guidebook), fixed some shooting weapons hitting shooter, modified a bunch of weapons. Changes not reflected in download yet, but soon.
 


Return to Game Releases



Who is online

Users browsing this forum: No registered users and 2 guests