Thanks, I'll put the newest version online this weekend.
Incidentally, the main branch has been updated with the weapon damage fix etc
Class/magic feature branch
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I've just pushed the latest changes (the bug fix to shapechanged acid resist level); I'll update this post once the build page has fully updated, and from now on I'll include the zip in these update posts.
EDIT: OK, build page now has bugfixed Windows and macOS versions.Leave a comment:
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Yes, indeed. I am thinking, though, that there might be something in necromancers treating undead with the SPIRIT flag (ghosts, liches, vampires, wraiths, which are approximately Tolkien undead) differently from the others (skeletons and zombies).Leave a comment:
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Immunity bug appears to be caused by fox form. I'm getting it again with Thorin equipped. I didn't have the problem in vampire form with Narya. Save file attached.
Angband Vanilla undead have been around for 25 years, since their childhood in Moria, so I guess it's too late to ask them to change into something more Tolkienesque.Attached FilesLeave a comment:
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Thanks again for the feedback.
Undead. These are still the most unpleasant opponents for the necromancer, which feels thematically wrong. Admittedly, I now realise that I forgot to try Command on them. Also, they seem to be perfectly killable with Storm of Darkness, which may again be thematically wrong.
Inventory space. I found both my necromancers more space limited than standard characters, to the extent that I threw away spellbooks 1 and 2 first time round, and spellbook 1 and nearly 2 the second time. I think the issue is that, unlike other spellcasters, the necromancer doesn't get any spells that replace essential gear, like Word of Recall, Satisfy Hunger, Haste, Slow monster, or any digging or healing.
Darkness. This generally works very well. There's a slight problem in that the necromancer will automatically step onto a lit square when running, which is simply dangerous. The Create Darkness spell also wants a larger radius, as at present to safely darken a room from a corridor requires two casts - first for the door square and then for the room. Enlightenment is a little annoying, without some sort of a Mass Darkness spell, to switch the light back off in the entire dungeon (or at least in the corridors). Finally, Huqhox correctly predicted that the Arkenstone would be a troublemaker - it successfully pursuaded my necromancer to change all gear to get the extra +4 Con. Maybe this is as it should be, as the Arkenstone doesn't show up all that often. (The downside is that, as a result, I didn't playtest the darkness rule in the late game.)
Vampire form. I played a magic oriented kobold necromancer, so didn't try this out much, but it seems to be *very* powerful against living creatures. Even with pathetic melee gear (200 damage) my necromancer (with fire immunity) gnawed both Carcharoth and Ungoliant to death.Leave a comment:
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Sadly I don't have a suitable savefile for the druid with the immunity bug, only an obituary.
On a different note, I played through with another necromancer (before today's changes, obviously). The class now works pretty well, I think, and I would encourage the real veterans here to try it out. Great work, Nick!
There are still a few issues that need some thought:
Undead. These are still the most unpleasant opponents for the necromancer, which feels thematically wrong. Admittedly, I now realise that I forgot to try Command on them. Also, they seem to be perfectly killable with Storm of Darkness, which may again be thematically wrong.
Inventory space. I found both my necromancers more space limited than standard characters, to the extent that I threw away spellbooks 1 and 2 first time round, and spellbook 1 and nearly 2 the second time. I think the issue is that, unlike other spellcasters, the necromancer doesn't get any spells that replace essential gear, like Word of Recall, Satisfy Hunger, Haste, Slow monster, or any digging or healing.
Darkness. This generally works very well. There's a slight problem in that the necromancer will automatically step onto a lit square when running, which is simply dangerous. The Create Darkness spell also wants a larger radius, as at present to safely darken a room from a corridor requires two casts - first for the door square and then for the room. Enlightenment is a little annoying, without some sort of a Mass Darkness spell, to switch the light back off in the entire dungeon (or at least in the corridors). Finally, Huqhox correctly predicted that the Arkenstone would be a troublemaker - it successfully pursuaded my necromancer to change all gear to get the extra +4 Con. Maybe this is as it should be, as the Arkenstone doesn't show up all that often. (The downside is that, as a result, I didn't playtest the darkness rule in the late game.)
Monster light radius. This works very well. Minor suggestion: maybe remove the light radius for (monster) necromancers, and increase the light radius for, say, paladins and ainur?
Vampire form. I played a magic oriented kobold necromancer, so didn't try this out much, but it seems to be *very* powerful against living creatures. Even with pathetic melee gear (200 damage) my necromancer (with fire immunity) gnawed both Carcharoth and Ungoliant to death.Leave a comment:
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Build page now has new builds for Windows and macOS.
The main change is a fix to the bug reported by jevansau, where things that breathed nexus or gravity at the player were blinked or teleported instead of that happening to the player. I couldn't reproduce the acid immunity bug. Tested with Water hounds and an AMHD wielding Thorin (that's me, not the dragon) and acid immunity held up fine. Voovus, let me know if you have a savefile with the behaviour (if it's a randart, I'll need the randart file too).
Other changes were some more tweaks to teleportation to make it less likely to ping-pong between the same two locations, and an increase to melee skill for druids and necromancers.Leave a comment:
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Got killed by acid breath while wearing a randart shield that gives acid immunity. In fact, it seems to have removed my acid resistance altogether, rather than added the immunity - took about 500 damage from an ancient multihued D. Was in fox form and had the poison resistance spell up at the time, in case they might be responsible for the bug.
I'm pretty sure I also had Thorin fail to protect from corrosion by acid in an earlier game.Leave a comment:
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Got killed by acid breath while wearing a randart shield that gives acid immunity. In fact, it seems to have removed my acid resistance altogether, rather than added the immunity - took about 500 damage from an ancient multihued D. Was in fox form and had the poison resistance spell up at the time, in case they might be responsible for the bug.
I'm pretty sure I also had Thorin fail to protect from corrosion by acid in an earlier game.Leave a comment:
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One odd bug I think I've seen with build 110 is that breaths that should move the player - gravity, inertia seem to be moving the breathing monster instead. I've definitely seen it with kavlax (in a vault if that matters), and I think with Inertia hounds. I don't currently have a save in a position to reproduce the issue.
EDIT: Found it, the teleport effect is getting the wrong parameters and blinking the monster instead of the player. Will work out the best way to fix it.Leave a comment:
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One odd bug I think I've seen with build 110 is that breaths that should move the player - gravity, inertia seem to be moving the breathing monster instead. I've definitely seen it with kavlax (in a vault if that matters), and I think with Inertia hounds. I don't currently have a save in a position to reproduce the issue.Leave a comment:
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Summoners have pure summon spells, so you get different "pets" from different spells (golems, vortices, hydras...). Necromancers have "control" spells, which only work on undead, so you find an undead monster, use a control spell on it, and make it your slave.Leave a comment:
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New Windows and MacOS builds now up on the build page, with these changes:- Crashes fixed
- Player can learn about shape properties as they would for object properties
- Shape properties now appear on the player resist screen
Probably worth noting how necromancers and darkness work now. I went with -2 CON in light (ie player is carrying a light, standing on a lit grid, or next to lava or a monster which gives off light) and +2 CON in the darkness.Leave a comment:
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