Class/magic feature branch

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  • Pete Mack
    replied
    There are two or three priest spells that matter: detection (PB6) and Heal300 (PB4.) Orb is good in until your melee catches up with damage. And TO with zero fail is good. But unlimited heal is just crazy good.

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  • wobbly
    replied
    So half-troll priest is still amazing & I'm only up to the 3rd book so far.

    Edit: Can we display the weight on weapons & armour at the characters feet?
    Last edited by wobbly; June 5, 2018, 01:31.

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  • Voovus
    replied
    Originally posted by PowerWyrm
    I have a bastard sword that activates for teleport "randomly about 606f the largest distance you could go"...
    Colannon Cloak effect (which also has "606f the largest distance").

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  • PowerWyrm
    replied
    I have a bastard sword that activates for teleport "randomly about 606f the largest distance you could go"...

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  • bron
    replied
    Originally posted by Derakon
    The bug is that the description is now misleading by a factor of 10.
    Yes. The description should be changed to something like "+20% of an additional shot" rather than "+2 shots" (assuming multiple items simply add linearly).

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  • Pete Mack
    replied
    Nick: suggestion for extra shots: figure out how much damage you want rangers to mete out in the final fight under optimal and usual conditions (using standarts.) Then scale extra shots accordingly. I would suggest making it roughly 500 dpr with Wounding ammo, and 650 with Holy Might ammo.

    Rationale:
    * Rangers don't have a lot more HP than mages, but have significantly worse spellcasting. So they should do significantly more damage than a mage with Annihilation (a bit more than 400 dam/turn.)
    * Rangers have significantly less HP than warriors, and their spellcasting in the endgame gives them only a few real advantages.
    * In Tolkien, it was a ranger who killed Smaug with one (artifact) arrow.

    And yes, this will potentially give nearly the same dam/turn for any class with a good sling of Buckland. But those are (a) very rare and (b) hard to find high-end ammo for.

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  • Derakon
    replied
    Originally posted by Nick
    No, it's a feature. +10 shots now means 1 extra shot. Extra shots got nerfed in a big way; possibly too much.
    The bug is that the description is now misleading by a factor of 10.

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  • Nick
    replied
    Tap Magical Energy currently crashes the game if used at full mana. Fix in development, and will be in the next build.

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  • Nick
    replied
    Originally posted by bron
    1) I had a randart with the CURE_MIND activation. The printed description say is restores 10 SP, but in fact it restores 20 SP. Either the description or the activation should be changed so that they match.
    Thanks.

    Originally posted by bron
    2) I found a randart ring that grants "+2 shots". But when I wield it and look at the character description, it says that my character gets "Shots 1.2/turn". Testing this, I can't say for sure that I'm getting 1.2 shots/turn, but I'm definitely NOT getting 3 shots/turn. Intrinsically, I've got nothing against fractional shots, but I'm thinking that this is a bug, not a feature ?
    No, it's a feature. +10 shots now means 1 extra shot. Extra shots got nerfed in a big way; possibly too much.

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  • bron
    replied
    A couple of issues I noted while playing in the current competition:

    1) I had a randart with the CURE_MIND activation. The printed description say is restores 10 SP, but in fact it restores 20 SP. Either the description or the activation should be changed so that they match.

    2) I found a randart ring that grants "+2 shots". But when I wield it and look at the character description, it says that my character gets "Shots 1.2/turn". Testing this, I can't say for sure that I'm getting 1.2 shots/turn, but I'm definitely NOT getting 3 shots/turn. Intrinsically, I've got nothing against fractional shots, but I'm thinking that this is a bug, not a feature ?

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    'name' description includes "class number", which is no longer used.

    description for 'info' is obsolete. should describe the now broken-out line items (i.e., 'hitdie', 'max-attacks', 'min-weight', 'strength-multiplier').

    description for 'flags' should now be 'player-flags'.

    description for 'book-graphics' says, "...as used in object.txt." But that is no longer the case, is it? Aren't the books solely described in class.txt now?
    Thanks for these.

    Originally posted by Ingwe Ingweron
    Note: Still can't have a class that uses books from more than one realm (e.g., an arcane, magic book and a nature, nature book) - the game just crashes, or rather, won't open. (However, you can use (insert) the spells from any realm, provided all the books for a @'s class are defined as being of one realm).
    OK, that shouldn't happen; I will follow up at some point. Keep reminding me

    Originally posted by Ingwe Ingweron
    Will "effects" end up in an edit file at some point? It would be nice to really understand what all these great new spells actually do. That might be too unwieldy or impossible, though, from a coding perspective.
    The short answer is no; for the most part the effects are smallest possible bits of code that can be given parameters in class.txt (and other data files). That said,
    • some of them can be further refined (for example, maybe DETECT_EVIL, DETECT_VISIBLE_MONSTERS, etc can become DETECT_MONSTERS with a parameter) and
    • there should be documentation somewhere of what all of them do and what parameters they take.

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  • Ingwe Ingweron
    replied
    Since my @'s last ignominious death in the feature branch comp, I turned my attention to reviewing the edit files of the feature branch.

    A few things for Class.txt:

    'name' description includes "class number", which is no longer used.

    description for 'info' is obsolete. should describe the now broken-out line items (i.e., 'hitdie', 'max-attacks', 'min-weight', 'strength-multiplier').

    description for 'flags' should now be 'player-flags'.

    description for 'book-graphics' says, "...as used in object.txt." But that is no longer the case, is it? Aren't the books solely described in class.txt now?

    Note: Still can't have a class that uses books from more than one realm (e.g., an arcane, magic book and a nature, nature book) - the game just crashes, or rather, won't open. (However, you can use (insert) the spells from any realm, provided all the books for a @'s class are defined as being of one realm).

    Will "effects" end up in an edit file at some point? It would be nice to really understand what all these great new spells actually do. That might be too unwieldy or impossible, though, from a coding perspective.
    Last edited by Ingwe Ingweron; June 1, 2018, 23:36.

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  • Derakon
    replied
    Originally posted by Nick
    Surprisingly, not a bug - it cures 10HP and fear, and the heroism effect only kicks in at CL20. Maybe the name is confusing.
    "Heal 10HP and cure fear" is a pretty underwhelming spell even at level 12. Why not fix the UI issue by actually granting the full Heroism effect from the get-go? I mean, we're only talking about temporary fear resist and +10 to-hit; these are not exactly gamebreaking buffs. They can be replicated by a common low-level potion that costs less than 50AU.

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  • PowerWyrm
    replied
    Originally posted by Nick
    Surprisingly, not a bug - it cures 10HP and fear, and the heroism effect only kicks in at CL20. Maybe the name is confusing.
    Yes I noted that when looking at the spell description. Maybe simply hide the duration part until CL15?

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  • Nick
    replied
    Originally posted by PowerWyrm
    Playing latst version as a Paladin: I learn Heroism at level 12, but when I cast it... it does nothing. Turns out it has a duration of... -2!
    Surprisingly, not a bug - it cures 10HP and fear, and the heroism effect only kicks in at CL20. Maybe the name is confusing.

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