[Feature Request] # of spells, fear and HP

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  • MKula
    Apprentice
    • Feb 2008
    • 70

    [Feature Request] # of spells, fear and HP

    Ok, so here are a few things things that I'd like to see addressed, since it seems like they should be in the game (well, maybe except for the last one):

    1) How many spells you can learn. As it stands, it seems the only way to see how many spells you can learn is to get a new spell and wait for the "you can learn X more spells" message. Either that, or quit the game and restart. Something as simple as writing "Study (X)" in the place where it says "Study" at the bottom of the screen would be fine.

    2) Fear resistance. From what I understand, @ gets automatic (intrinsic, racial, whatever) fear resistance at CL30, right? Is this still the case? Was is removed at some point along the way? If it's still there, it would be nice if it showed up on the character screen as a racial. If it's been removed, ignore this one.

    3) This one is arguable. But, I wouldn't mind seeing hit points that are a little more standardized. It's really, really annoying to be a dwarf priest (who are supposed to have "good hit points") and get:
    CL1 = 14HP
    CL2 = 15HP
    CL3 = 16HP
    CL4 = 19HP
    Usually, if I get numbers like that (and it happens more often than never, which sucks), a lose a bit ogf morale for the character and suffer YASD from something that was totally avoidable. I mean, it's not a game breaker; you can certainly keep playing with CL4, 19HP, but those are Gnome Mage numbers.
    It breathes on you.
    You die.
  • Djabanete
    Knight
    • Apr 2007
    • 576

    #2
    Originally posted by MKula
    2) Fear resistance. From what I understand, @ gets automatic (intrinsic, racial, whatever) fear resistance at CL30, right? Is this still the case? Was is removed at some point along the way? If it's still there, it would be nice if it showed up on the character screen as a racial. If it's been removed, ignore this one.
    The Clvl-30 RFear only applies to warriors, and it does display as an intrinsic on the resistances grid.

    Comment

    • MKula
      Apprentice
      • Feb 2008
      • 70

      #3
      Originally posted by Djabanete
      The Clvl-30 RFear only applies to warriors, and it does display as an intrinsic on the resistances grid.
      Hmm, indeed. I don't think I've ever gotten a warrior past about CL15 (since I usually play the other classes), so I wouldn't have known that. If that's the case, though, why don't the other classes get it as well? A mage builds up just as much fear resistance fighting all those nasties as a warrior does, so shouldn't they get it as well? The same goes for all the other classes.
      It breathes on you.
      You die.

      Comment

      • Bandobras
        Knight
        • Apr 2007
        • 726

        #4
        Originally posted by MKula
        Something as simple as writing "Study (X)" in the place where it says "Study" at the bottom of the screen would be fine.
        It's done in some variants. Don't remember which.

        Originally posted by MKula
        I wouldn't mind seeing hit points that are a little more standardized. It's really, really annoying to be a dwarf priest (who are supposed to have "good hit points") and get:
        CL1 = 14HP
        CL2 = 15HP
        CL3 = 16HP
        CL4 = 19HP
        It's easy to eliminate this with a few extra lines of code and a few CPU cycles longer character initialization phase. It's actually done in Unangbad long ago (I hope it works), but Un has a simpler internal HP representation than V.

        Comment

        • takkaria
          Veteran
          • Apr 2007
          • 1951

          #5
          Originally posted by MKula
          1) How many spells you can learn. As it stands, it seems the only way to see how many spells you can learn is to get a new spell and wait for the "you can learn X more spells" message. Either that, or quit the game and restart. Something as simple as writing "Study (X)" in the place where it says "Study" at the bottom of the screen would be fine.
          I did this a while ago in the dev version. See, great minds think alike.

          3) This one is arguable. But, I wouldn't mind seeing hit points that are a little more standardized. It's really, really annoying to be a dwarf priest (who are supposed to have "good hit points") and get:
          CL1 = 14HP
          CL2 = 15HP
          CL3 = 16HP
          CL4 = 19HP
          Usually, if I get numbers like that (and it happens more often than never, which sucks), a lose a bit ogf morale for the character and suffer YASD from something that was totally avoidable. I mean, it's not a game breaker; you can certainly keep playing with CL4, 19HP, but those are Gnome Mage numbers.
          It is arguable, yeah, and has been mentioned before. I'm not looking at this kind of change at the moment, but I'll give it consideration when I am.
          takkaria whispers something about options. -more-

          Comment

          • Rizwan
            Swordsman
            • Jun 2007
            • 292

            #6
            Originally posted by Bandobras
            It's done in some variants. Don't remember which.
            NPP for one. And V according to takkaria.

            Comment

            • zaimoni
              Knight
              • Apr 2007
              • 590

              #7
              Originally posted by MKula
              3) This one is arguable. But, I wouldn't mind seeing hit points that are a little more standardized. It's really, really annoying to be a dwarf priest (who are supposed to have "good hit points") and get:
              CL1 = 14HP
              CL2 = 15HP
              CL3 = 16HP
              CL4 = 19HP
              Usually, if I get numbers like that (and it happens more often than never, which sucks), a lose a bit ogf morale for the character and suffer YASD from something that was totally avoidable. I mean, it's not a game breaker; you can certainly keep playing with CL4, 19HP, but those are Gnome Mage numbers.
              The simple solution (sort the hit dice rolls in nonstrictly decreasing order) is a bit munchkinly, however. (Not so munchkinly when the monster AI actually works.)
              Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
              Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
              Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

              Comment

              • MKula
                Apprentice
                • Feb 2008
                • 70

                #8
                Well, as it stands, during character generation, your character receives 1d(class+race) hit points per level, right? The simple solution (to shut me up, anyway) would be to change the equation a bit, and get: 1d(class) + 1d(race) per level. This way the upper range limit stays the same, but at the low end you'd be guaranteed at least 2 hit points per level, instead of the current 1 (unless you're a mage, since they get 0/class lvl).
                It breathes on you.
                You die.

                Comment

                • camlost
                  Sangband 1.x Maintainer
                  • Apr 2007
                  • 523

                  #9
                  Sangband has some code to make sure you're never too far off from your typical numbers. It also standardizes HP at power 100 (level 50).
                  a chunk of Bronze {These look tastier than they are. !E}
                  3 blank Parchments (Vellum) {No french novels please.}

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #10
                    I just suck it up and dive. It averages out pretty fast by cl 10 or so.

                    Comment

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