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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9648

    #91
    Originally posted by Tibarius
    a) 6 books, 30 spells => ok?
    Not sure. Currently town books are readily available but can burn, whereas dungeon books are harder to find but indestructible; this has to be considered when deciding how many of each to have. I'd probably rather go with 5 books for the extra inventory slot. 30 spells is about right.

    Originally posted by Tibarius
    b) is it ok to leave banishment and mass banishment out?
    => if not, then i guess mass banishment replaces globe of protection in #6
    and banishment replaces explosion in #5
    I'm inclined to leave the banishment spells in for now, but make it so that they (and Destruction and Earthquake) don't affect vault squares.

    Originally posted by Tibarius
    c) the name for the mage hybrid class is not fixed yet it seems, while the others seem to be agreed on:
    Warlock, Battlemage, other title? Warlock sounds pretty cool tho
    At this point I'm not looking at a hybrid class for each pure spellcaster class, but rather at designing interesting class concepts and then deciding what magic they need. For example, I don't think there's an obvious halfway class to necromancer, but there are several possibilities which might dabble in death magic.

    To the actual spells and order, it mostly looks OK to me; I'm going to keep adjusting what I have rather than adopting it as a whole, though. Some specifics:
    • probe and telepathy don't feel arcane to me, and I don't really want to give mages stone to mud either
    • fire ball I would probably want earlier as a crowd control measure; it can start off weak
    • shield and globe of protection are interesting ideas, but I suspect the second is too powerful
    • I'd rather have just one recharge spell, I think it can be set up so it scales well enough
    • resist cold and resist fire are pretty useless by themselves, I don't think they're worth spell slots
    • I still like some spells you've removed, like Disruption, Thrust Away, Door Creation


    I will be trying to get an update out in the next couple of days.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9648

      #92
      Originally posted by Antoine
      > In terms of adding realms and re-arranging spells and books, both paths can be done almost entirely in data files.

      Can you show here a snippet from one of these data files?

      A.
      Further to what kaypy said, here's the whole first bit of the new mage class:
      Code:
      ############### NEW MAGE ###############
      name:New Mage
      stats:-3:3:0:0:-2
      skill-disarm-phys:30:10
      skill-disarm-magic:35:12
      skill-device:36:13
      skill-save:30:9
      skill-stealth:2:0
      skill-search:10:12
      skill-melee:34:15
      skill-shoot:20:15
      skill-throw:20:15
      skill-dig:0:0
      info:0:30
      attack:4:40:2
      equip:food:Ration of Food:1:3
      equip:light:Wooden Torch:1:3
      equip:sword:Dagger:1:1
      equip:scroll:Word of Recall:1:1
      flags:CUMBER_GLOVE | ZERO_FAIL | BEAM | CHOOSE_SPELLS
      title:Novice
      title:Apprentice
      title:Trickster
      title:Illusionist
      title:Spellbinder
      title:Evoker
      title:Conjurer
      title:Warlock
      title:Sorcerer
      title:Arch-Mage
      
      magic:1:300:5
      
      book:magic book:town:[Detection and Escape]:7:arcane
      book-graphics:?:R
      book-properties:25:40:1 to 100
      equip:magic book:[Detection and Escape]:1:1
      
      spell:Find Traps, Doors & Stairs:1:1:20:2
      effect:DETECT_TRAPS
      dice:22d40
      effect:DETECT_DOORS
      dice:22d40
      effect:DETECT_STAIRS
      dice:22d40
      desc:Detects all traps, doors, and stairs in the immediate area.
      Notice that the book lines create the entire definition of the book - it doesn't appear in object.txt at all any more, which is why the giving the player a copy at birth requires an equip: line after the book definition. The realms are defined in realm.txt:
      Code:
      name:arcane
      stat:INT
      verb:cast
      spell-noun:spell
      book-noun:magic book
      and the only hard-coding required is a line in list-tvals.h:
      Code:
      TV(MAGIC_BOOK,	"magic book",	0)
      and some other basically informational stuff which could probably come out to the data files with a bit of work.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • kaypy
        Swordsman
        • May 2009
        • 294

        #93
        Originally posted by Nick
        and the only hard-coding required is a line in list-tvals.h:
        Code:
        TV(MAGIC_BOOK,	"magic book",	0)
        and some other basically informational stuff which could probably come out to the data files with a bit of work.
        Is there any consequence of the TV of a book? Or, if someone was doing a minimal effort rejig of the magic system, is there any reason they would need to recompile, or could they just shoehorn books into the existing TVs?

        There's the object memory categorization of course, but I don't offhand think there's much else affected... Am I missing anything?

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9648

          #94
          Originally posted by kaypy
          Is there any consequence of the TV of a book? Or, if someone was doing a minimal effort rejig of the magic system, is there any reason they would need to recompile, or could they just shoehorn books into the existing TVs?

          There's the object memory categorization of course, but I don't offhand think there's much else affected... Am I missing anything?
          It's pretty much just how they display in inventory, object memory and ignoring. I was actually thinking of putting a dummy tval TV_OTHER_BOOK, call it "strange book" or something, and have it display as "Book of Mystery"; that way adding new distinct realms would seem less hacky.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Tibarius
            Swordsman
            • Jun 2011
            • 429

            #95
            good job

            Just would like to mention that you do a good job Nick. You know, i play this game since ... three centuries now. And you keep it up to date and in form. I realy like the last changes from you. The direction is very good in my eyes.

            Idea for birth options:
            I think instead to have a birth option with a yes/no flag for connected stairs
            it would be better to increase dungeon difficulty level by making un-connecting stairs more common the deeper you go. Almost always connected (1/10) till DL 30, 1/4 for unconnected stairs till DL 60, 1/2 chance for unconnected stairs deeper than DL 60
            Blondes are more fun!

            Comment

            • Tibarius
              Swordsman
              • Jun 2011
              • 429

              #96
              announce update

              Originally posted by Nick
              I will be trying to get an update out in the next couple of days.
              Please post a notice in this thread if an update is out. Thanks!
              Blondes are more fun!

              Comment

              • Antoine
                Ironband/Quickband Maintainer
                • Nov 2007
                • 1010

                #97
                Thanks for posting the file
                Ironband - http://angband.oook.cz/ironband/

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2987

                  #98
                  Originally posted by Nick
                  For example, I don't think there's an obvious halfway class to necromancer, but there are several possibilities which might dabble in death magic.
                  Rogue is pretty obvious no? Create Poison, Stinking Cloud, Invisibility...
                  PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                  Comment

                  • Tibarius
                    Swordsman
                    • Jun 2011
                    • 429

                    #99
                    +1

                    Originally posted by PowerWyrm
                    Rogue is pretty obvious no? Create Poison, Stinking Cloud, Invisibility...
                    I thought so too that rogue is basically a very 'natural' hybrid class for necromancer.
                    Blondes are more fun!

                    Comment

                    • Ighalli
                      Scout
                      • Oct 2017
                      • 32

                      Originally posted by PowerWyrm
                      Rogue is pretty obvious no? Create Poison, Stinking Cloud, Invisibility...
                      I figured rogues would remain arcane and keep their tricksy ways of detection and escapes. Black knight, death knight or anti-paladin would seem a better death hybrid theme to me.

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9648

                        Originally posted by PowerWyrm
                        Rogue is pretty obvious no? Create Poison, Stinking Cloud, Invisibility...
                        I could certainly visualise rogues using death magic, but I don't think they're the obvious candidate in the same way as, say, paladin is for holy magic - where it's kind of in the definition of what you mean by paladin. In fact, rogues might be a good multi-realm candidate - death and arcane.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 9022

                          An assassin would be a good Death hybrid class, but I agree that a rogue, in the popular conception, is more of a technical/sneaky/acrobatic/generalist kind of character. In fact, the popular rogue isn't capable of spellcasting at all; their primary job in the classic party is to deal with traps and provide a wide variety of support skills.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9648

                            New builds up on the build page (or will be shortly) with an updated new mage, as follows:

                            [Path of the Mage]
                            Magic Missile
                            Find Traps, Doors & Stairs
                            Phase Door
                            Detect Monsters
                            Recharging
                            Fire Ball

                            [Attacks and Knowledge]
                            Identify Rune
                            Lightning Beam
                            Treasure Detection
                            Fire Bolt
                            Reveal Monsters
                            Acid Spray

                            [Magical Defences]
                            Disable Traps, Destroy Doors
                            Teleport Self
                            Teleport Other
                            Resistance
                            Disruption

                            [Arcane Control]
                            Door Creation
                            Mana Bolt
                            Teleport Level
                            Dimension Door
                            Thrust Away

                            [Wizard's Tome of Power]
                            Shock Wave
                            Explosion
                            Banishment
                            Mass Banishment
                            Mana Storm
                            I've also nerfed Banishment, Mass Banishment and *Destruction* so that they don't affect vault grids.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Tibarius
                              Swordsman
                              • Jun 2011
                              • 429

                              erm ?

                              Just some questions Nick:
                              + frost bolt removed (so that magic missile must alst way longer than CL 7)
                              + fire bolt damage stayed same, but mana cost increased from 3 to 5
                              + most important mid level spell acid beam was removed to acid spray which is much less usefull
                              + haste self was removed
                              + stone to mud was removed
                              + light and spear of light was removed
                              + ok , mana bolt does slightly more damage than meteor shower
                              + mana storm still has damage 400

                              So playing mage becomes even MORE harder, much harder indeed than before. Was that the intention? Or what do you have in mind as compensation?

                              Edit: After thinking about it, i won't testplay that. That is no fun to play - at least for me.
                              Last edited by Tibarius; January 7, 2018, 11:31.
                              Blondes are more fun!

                              Comment

                              • Philip
                                Knight
                                • Jul 2009
                                • 909

                                The Detection and information suite of spells seems somewhat weak there. I imagine it's still supposed to be one of the great strengths of the class, along with teleportation/control effects and recharging? If so, the Detection spell is extremely handy for a lot of reasons, as is magic mapping and Enlightenment, which don't really belong in the Priest set anyway.

                                Comment

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