Feature request: add Teleport Self to MB7 (Mordy's)

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  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    Feature request: add Teleport Self to MB7 (Mordy's)

    Title says it all, but I don't care to carry around MB2 in the late game, just for a single (escape/transportation) spell.
  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #2
    I thought 1-spell books were the point! If you go down this path, I'd like the 300 pt heal spell copied into one of the priest dungeon books.

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #3
      Originally posted by PowerDiver
      I thought 1-spell books were the point! If you go down this path, I'd like the 300 pt heal spell copied into one of the priest dungeon books.
      And maybe a second copy of Call Light in Godly Insights... Not to mention Magic Mapping
      (This one really bothers me for Paladins--they end up stuck having to choose between the Phial or the Star, too often.)

      Comment

      • Psi
        Knight
        • Apr 2007
        • 870

        #4
        Well I think with the quiver in the next version, those sort of inventory problems are a little more manageable - particularly for a ranger.

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by Pete Mack
          And maybe a second copy of Call Light in Godly Insights... Not to mention Magic Mapping
          (This one really bothers me for Paladins--they end up stuck having to choose between the Phial or the Star, too often.)
          Rather than footle around with the existing books, I would favour a more radical change to spellbooks, which I think has been proposed by someone else before: keep the books as they are, and have a blank extra dungeon book into which you can copy up to, say, half a dozen spells from any other book.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • fph
            Veteran
            • Apr 2009
            • 1030

            #6
            Originally posted by Magnate
            keep the books as they are, and have a blank extra dungeon book into which you can copy up to, say, half a dozen spells from any other book.
            ToME 2.x has it, but you can get a single copy of the blank spellbook (can't remember if it is because it is a quest reward or an artifact). I think that's important in V as well. I must also say that you can't really complain about "which spellbook do I carry?" until you have played a ToME sorceror.
            --
            Dive fast, die young, leave a high-CHA corpse.

            Comment

            • Psi
              Knight
              • Apr 2007
              • 870

              #7
              Originally posted by fph
              I must also say that you can't really complain about "which spellbook do I carry?" until you have played a ToME sorceror.
              ...however ToME sorcerors are so powerful that you barely need to carry anything but your spellbooks

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by fph
                ToME 2.x has it, but you can get a single copy of the blank spellbook (can't remember if it is because it is a quest reward or an artifact). I think that's important in V as well.
                Yes. I meant to add that I see this as a natural partner of dungeon spellbooks being artifacts: find them only once, and they're indestructible. If they get stolen, watch out for trap doors ...
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • fizzix
                  Prophet
                  • Aug 2009
                  • 3025

                  #9
                  Originally posted by Magnate
                  Yes. I meant to add that I see this as a natural partner of dungeon spellbooks being artifacts: find them only once, and they're indestructible. If they get stolen, watch out for trap doors ...
                  you also then would have to make them unaffected by mana storms. It would suck to have feagwath drop this spellbook only to have the black reaver he summoned obliterate it.

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #10
                    Originally posted by Magnate
                    Yes. I meant to add that I see this as a natural partner of dungeon spellbooks being artifacts: find them only once, and they're indestructible. If they get stolen, watch out for trap doors ...
                    IIRC Artifacts cannot be stolen.

                    I rather like the idea that dungeon books should be artifacts. How may "Raal's Tome of Destruction" did Raal wrote? Not many I think. That also removes the problem with finding unnecessary extra copies and priest books with mage and vice versa all over the place. Less junk.

                    Comment

                    • fizzix
                      Prophet
                      • Aug 2009
                      • 3025

                      #11
                      Originally posted by Timo Pietilä
                      IIRC Artifacts cannot be stolen.

                      I rather like the idea that dungeon books should be artifacts. How may "Raal's Tome of Destruction" did Raal wrote? Not many I think. That also removes the problem with finding unnecessary extra copies and priest books with mage and vice versa all over the place. Less junk.
                      It raises the problem of them being too rare. It's really hard to win as a mage without any of the dungeon books. It's pretty risky getting deep in the dungeon without R&S even. If they were artifacts, they'd have to be much more common than any other artifact so you were guaranteed to find one of each in, say, a 1M turn game.

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        #12
                        Originally posted by fizzix
                        It raises the problem of them being too rare. It's really hard to win as a mage without any of the dungeon books. It's pretty risky getting deep in the dungeon without R&S even. If they were artifacts, they'd have to be much more common than any other artifact so you were guaranteed to find one of each in, say, a 1M turn game.
                        That should not be any problem, just tweak with rarity-setting.

                        Of course you could make entirely different spellbook scenario with several different kind artifact books with overlapping spells, so that you don't always end up with same set of books. Maybe even possibility of überset that can replace all town books. Something like The One Ring of spellbooks. Leó Szilárd's Tome of Atomic Bomb for Dummies.

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #13
                          Originally posted by Timo Pietilä
                          That should not be any problem, just tweak with rarity-setting.

                          Of course you could make entirely different spellbook scenario with several different kind artifact books with overlapping spells, so that you don't always end up with same set of books. Maybe even possibility of überset that can replace all town books. Something like The One Ring of spellbooks. Leó Szilárd's Tome of Atomic Bomb for Dummies.
                          I like this idea a lot - good one Timo.
                          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #14
                            Artifact spellbooks do sound like a good idea to me. With randarts on, I suppose you could find randart spellbooks that have a random selection of spells, chosen so that every spell is covered at least once, and each book has a good spread of low- and high-level spells.

                            ToME's "write your own" spellbook is a quest reward; you pick three spells and the game gives you "The Tome of <your name here>". Three always felt kind of piddling to me, but I still found it useful, and it's probably better to not be overgenerous. Of course V has a different set of spells to pick from than ToME, so a different number of copies would be warranted.

                            Comment

                            • PowerDiver
                              Prophet
                              • Mar 2008
                              • 2820

                              #15
                              I've been thinking about what I would call "random spellbooks". Separate all of the spells into maybe 10 categories, such as (1) healing or curing, (2) bolt of damage, (3) area effect damage, (4) detect etc. All books readable by all classes, but not all spells readable, and some would have slightly different effects depending upon class. So combine detect evil and detect visible, combine portal and teleport self, etc. Then each book for spell (d) gets some form of detection spell.

                              Depth of the book determines the distribution on the spells in each slot.

                              I gave it a half-hearted attempt once, but have not summoned the energy to do it yet.

                              Comment

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