Class/magic feature branch

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Nick
    replied
    Originally posted by mrfy
    It wasn't entirely clear that the "You get in a shield bash!" generated damage, since it didn't report how much. I do have the Show damage player deals to monsters option on.
    OK, that's something for me to add.

    Leave a comment:


  • mrfy
    replied
    Originally posted by Nick
    Blackguards get a chance to bash with their shield sometimes, before they hit with their weapon. Sometimes they then stumble, and get less blows.

    The amount of damage you inflict with a shield bash is based on the dice for your shield (1d1), with a multiplier that's based on player weight (including gear), DEX, player level, and shield weight. Good bashes can confuse or stun.

    This is all taken from shield bashes in O, modified a bit.
    Thanks. It adds a new dimension to melee, which I like so far.

    It wasn't entirely clear that the "You get in a shield bash!" generated damage, since it didn't report how much. I do have the Show damage player deals to monsters option on.

    Leave a comment:


  • Nick
    replied
    Originally posted by mrfy
    Trying out the new Blackguard class. Early on, I get in a hand-to-hand with Snagas and get the messages:

    You get in a shield bash!
    You stumble!
    You get in a shield bash!
    You miss the Snaga.
    The Snaga is stunned.

    So I'm hitting him with my Wicker Shield instead of primary weapon when this happens?
    Blackguards get a chance to bash with their shield sometimes, before they hit with their weapon. Sometimes they then stumble, and get less blows.

    The amount of damage you inflict with a shield bash is based on the dice for your shield (1d1), with a multiplier that's based on player weight (including gear), DEX, player level, and shield weight. Good bashes can confuse or stun.

    This is all taken from shield bashes in O, modified a bit.

    Leave a comment:


  • mrfy
    replied
    Trying out the new Blackguard class. Early on, I get in a hand-to-hand with Snagas and get the messages:

    You get in a shield bash!
    You stumble!
    You get in a shield bash!
    You miss the Snaga.
    The Snaga is stunned.

    So I'm hitting him with my Wicker Shield instead of primary weapon when this happens?

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Derakon
    This is specifically referring to a paladin ability to force single combat with a foe, where neither can escape until one is dead. Since summoning doesn't work anyway, the foe now won't waste turns on trying it.
    This basically means Maeglin is screwed if challenged by a Paladin right? Or worse, Qzzllqzzulp...

    Leave a comment:


  • Nick
    replied
    OK, new builds for Windows and macOS now up on the build page - source zipfile is here. Copying monster.txt to lore.txt now works again, and Rogue detect stairs is fixed.

    Leave a comment:


  • Nick
    replied
    Originally posted by jevansau
    Looks like the rogue detect stairs is still wrong. Just needs the dice line changed to an effect line.
    Thanks for the reminder.

    Leave a comment:


  • jevansau
    replied
    Looks like the rogue detect stairs is still wrong. Just needs the dice line changed to an effect line.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Any ETA of the lore.txt / monster.txt fix?
    I knew there was something I was forgetting. Do you know if his is specific to this branch, or whether it is in 4.1.2?

    EDIT: OK, looks like it's only this branch, I have a fix, and it will be in the next update.
    Last edited by Nick; March 22, 2018, 20:33. Reason: Actually check

    Leave a comment:


  • Derakon
    replied
    Originally posted by Ingwe Ingweron
    What does this mean? Morgoth won't summon if you fight him while he's alone? Huh?
    This is specifically referring to a paladin ability to force single combat with a foe, where neither can escape until one is dead. Since summoning doesn't work anyway, the foe now won't waste turns on trying it.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Monsters in single combat no longer try to summon
    What does this mean? Morgoth won't summon if you fight him while he's alone? Huh?

    Originally posted by Nick
    Opinions encouraged
    Any ETA of the lore.txt / monster.txt fix?

    Leave a comment:


  • Huqhox
    replied
    Originally posted by Antoine
    > The problem with that is that if you banish or run away from a unique, the next time that unique is generated, it counts as a new monster

    So then, the game just needs to remember whether a unique has been pickpocketed before, and if so, set the 'immune to pickpocket' flag when that unique reappears.

    A.
    Or an alternative would be to remember how many items the unique is carrying. Then stealing one would reduce that by one. No need to carry a pre-generated inventory around then, just a number

    Leave a comment:


  • Nick
    replied
    New builds for Windows and macOS now up on the build page - source zipfile is here. Changes are:
    • Hit to shatter no longer asks for a target
    • A code rework for player timed effects
    • Necromancers get a "darken level detect all object" spell - like a dark version of !Enlightenment
    • Monsters in single combat no longer try to summon
    • Stealing has been made harder - nothing has been done to prevent the player stealing and then teleporting, but I think this might be enough; we'll see


    Also Blackguard class

    Blackguards are fighters powered up by dangerous necromancy spells. I had a lot of fun making them. It's possible that they're over-powered. From reading some posts about ComChengPosFrogBerryBand, I think they're a little like Maulers.

    Opinions encouraged

    Leave a comment:


  • Antoine
    replied
    > The problem with that is that if you banish or run away from a unique, the next time that unique is generated, it counts as a new monster

    So then, the game just needs to remember whether a unique has been pickpocketed before, and if so, set the 'immune to pickpocket' flag when that unique reappears.

    A.

    Leave a comment:


  • luneya
    replied
    Originally posted by Antoine
    Why not simply say that a given monster can only be pickpocketed once?

    Then you don't need monster inventories.

    A.
    The problem with that is that if you banish or run away from a unique, the next time that unique is generated, it counts as a new monster. This leaves 3 options for avoiding pickpocket abuse:

    1. Remove pickpocket entirely
    2. Make it impossible to pickpocket uniques. Simply making the fail rate 100% on such attempts will work, but isn't user-friendly. A better implementation is that when the pickpocket command is issued targeting uniques, the action is aborted, and an error message such as "You wouldn't dare try that on %NAME" is displayed.
    3. Fully implement monster inventories, and moreover make it so that a unique's inventory does not reset when the monster is generated for a second time (except that if the unique had an artifact, this artifact is returned to the item generation pool when the unique is removed from the game by banishment or leaving the level, and replaced with a new item if it is no longer available upon subsequent generations of that unique).

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎