5 May 2011 development release(s)
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I like that too. What about the other elements?
Frost: "You chill it." (or, to be silly, "You give it a mild case of frostbite.")
Acid: "You irritate it."
Lightning: "You zap it" is currently the strong version; maybe this should be the weak version, and "You shock it" should be the strong version. I thought of "You electrocute it" but technically that would mean you killed it.
Poison: Not sure here... "You sicken it" or "You nauseate it" sounds just as strong as "You poison it" besides the fact that they make it sound like your character is just ugly.Leave a comment:
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It's not really a punishment. Assuming, as you say, the point is to "avoid fights that are not worth fighting", then that is accomplished. If the point was actually to gather a room full of treasure by doing something rather ordinary for a mage, namely casting a spell, then yes it's a punishment.
Now, obvious rule patches can be acceptable or even important if the alternative is seriously broken. Then there's an obvious strong justification -- if we didn't do this, then this undesirable result would occur, with a significant impact on the game. If you don't have that kind of strong justification, though, then obvious rule patches are undesirable, because they break the illusion of a consistent world.
Basically, what we have here is a corner case that is, yes, technically exploitative. The requirements for exploitation require you to be playing a specific class and to have gotten that class's last spellbook, so there's a very narrow window for exploitation before you go on to win the game. If you patch the game to remove this exploitation, then all the other presumably-justified uses of the Banishment ability in more limited form (scrolls and staves) have this bizarre behavior for no real gain.
In other words, I don't think the cost-benefit is there.Leave a comment:
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Magnate added some x2 brands, with the idea that they might be more viable for off-weapon branding (though as far as I'm aware nothing uses them yet in the standard set). Feel free to suggest better messaging.Leave a comment:
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It's not really a punishment. Assuming, as you say, the point is to "avoid fights that are not worth fighting", then that is accomplished. If the point was actually to gather a room full of treasure by doing something rather ordinary for a mage, namely casting a spell, then yes it's a punishment.Leave a comment:
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What is 'weak' branding?
I am at present seeing "You slightly burn the Ethereal hound", and I find the qualifier 'slightly' far more amusing than I probably should...Leave a comment:
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I really don't think this needs fixing, honestly. It's such a niche case, and besides, punishing mages for one of their few useful abilities (namely, to avoid fights that are not worth fighting without having to avoid the monsters involved) just seems uncalled-for.Leave a comment:
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* Being able to cast Banishment renders graveyards and zoos trivially plunderable for their floor items. Of course this is only an endgame mage trick, so I don't know that it's worth fixing. NPP handles this by giving the items to the monsters in the nest, but then there's less temptation to try to clear the thing out.
A.Leave a comment:
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This... or make it cumulative, but not to exceed twice the maximum normal duration.
It always bothered me that it was possible to buy a stack of Protection From Evil (for example), read them all while waiting for recall to kick in, and be protected for a long, long time... probably until you're ready to recall back to town again.Leave a comment:
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It always bothered me that it was possible to buy a stack of Protection From Evil (for example), read them all while waiting for recall to kick in, and be protected for a long, long time... probably until you're ready to recall back to town again.Leave a comment:
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Resetting the duration seems to me to be the most common method in general for other games and probably already fits the mental model of most players as what would happen if they recast the spell. Part of having temporary buffs is having to plan for refreshing that buff if the fight lasts too long.
Just throwing in my opinion.
I'd be fine with Mass Banishment's hitpoint cost going up, since in that scenario you have a good idea of how many monsters are in the area of effect.
Or you can make it not kill you outright from damage, but reduce you to 0 hp and stun you or hallucinate you for a while, or cause a *destruction* around you if you asplode too many baddies at once.Last edited by Zikke; May 17, 2011, 03:12.Leave a comment:
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Well, rarity doesn't work like it used to at all. 100/rarity is the number of entries in the ego_alloc table. So elvenkind gets 3 entries and speed gets 4, making speed 33% more common, currently (assuming both are in-depth).I wouldn't be averse to making speed once again the ultimate boots, and making elvenkind more common. IMO speed boots are too common anyway, and ought to go to 50 or 100 (2 or 1 entries). Elvenkind could then stay as is, with d6 about right.Wait a minute. I was thinking Mass Banishment. Surely a zoo or graveyard is not trivial to clear using normal banishment because of the number of different species?Plus, there aren't that many floor objects anyway, compared with the number carried by graveyard denizens. And surely they can pick up the floor objects too? You have a point about zoos, since you probably only need to banish Z and M, but IMO there shouldn't be much on the floor of a zoo ... anyway, how about making Banishment fail occasionally on a per-monster basis? So you're 90% likely to get rid of a single critter, but if there are ten Black Reavers you're likely to need more than one cast ...Leave a comment:
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Looking at the code, if you aren't currently hasted, then you get 1d(clvl + 20) added to the haste timer. Otherwise you get 1d5. Functionally the latter behavior is useless. I'd rather get "timer = max(cur timer, 1d(clvl + 20))". The goal after all is to guarantee that a casting will last you through the next fight, and the next fight is almost certain to exceed 50 game turns.Looking at egos.txt, current Elvenkind is +d6 speed; I think it's just that the only two examples I've found in-game have both rolled poorly. They're rarity-30 while Speed is rarity 24; I don't know how relative rarities affect drop rates but I'd guess they're on the order of four or five times less common than boots of speed. At that rate you're very likely to have found good speed boots by the time you find elvenkind, so it's low odds that they'd be worth using.
What if Elvenkind were more like rarity 14, and gave 3+d3 stealth and d4 speed? As an intermediary step between the "low" boots (FA, Stealth, Stability) and speed boots?I can't really see that making a difference unless trying to use banishment against a graveyard could kill you from max HP...and since graveyards are full of differently-symboled monsters, that could be problematic. Should you die for banishing 10 Black Reavers? What if you want to remove the one in this vault that's letting all the monsters out and Feagwath's on the other side of the level where you haven't seen him yet?Leave a comment:
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