Class/magic feature branch

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  • Ingwe Ingweron
    replied
    Bug: @, a Dunadan Rogue, successfully cast "Teleport Self" from The Book of Trickery. The information for that spell now shows the word "range", but without any number for the range.

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  • Gwarl
    replied
    new build is up on live

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  • Nick
    replied
    Originally posted by mrfy
    Is there a problem with the nightlies? Looks like the last build is from 22 July.
    Yes, me. That was the last time I did anything. In fact, that actually had me thinking the page was broken for a little while...

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  • Ingwe Ingweron
    replied
    Crash Bug: Just used "Command" on an Ancient Green Dragon, successfully took control, and commanded the AGD to attack a neighboring AGD. Instant game crash.

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  • mrfy
    replied
    Originally posted by Nick
    This branch has now been incorporated into current master (post 4.1.3), so the latest build with the new classes is on the nightlies page.
    Is there a problem with the nightlies? Looks like the last build is from 22 July.

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  • kaypy
    replied
    Druids' Lightning Strike has hilariously broken targeting mechanics- it ignores both range and LOS.

    Why settle for a hockeystick when you can randomly bombard the far end of the map?

    Also, Meteor Swarm isn't hitting monsters is it targeted through, so you cant get the kill-and-keep-going effect unless you fire cardinal directions.

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  • Nick
    replied
    This branch has now been incorporated into current master (post 4.1.3), so the latest build with the new classes is on the nightlies page.

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  • Nick
    replied
    Originally posted by kaypy
    Low level spell "Tap Unlife"

    Autotargets nearest undead monster, including invisible or wall-embedded monsters (Or it isnt much use against early undead which tends to be invisible passwall)

    Inflicts damage starting about 2 or 3d4 and scaling up slower than other spells (reasonable early, but insignificant later). But gives the same amount to the caster as mana.

    Expected result: early undead become cheap targets and may even be situationally beneficial (if you happen to find one when you need the mana)

    Later undead you still have the option of slurping a bit of mana which wont do real damage, but might fuel a real spell.

    Completely obsoletes once Power Sacrifice or an unmanagable pile of !mana and _magi make the the whole mana recovery thing laughable.
    That looks promising.

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  • wobbly
    replied
    Not sure about the spells in Sangband (which are partially just the O/FA stuff) but the blood domain skill has a bunch of bonus if you're looking for ideas. Most of them are for warriors but there's resists and detects too.

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  • Derakon
    replied
    I like the idea of being able to drain lesser undead for some benefit to the caster. What if you could use them for healing? I feel like that would do a good job of making them non-threats in the early game, since any damage they dealt you could heal while also dealing damage to them.

    Maybe something like:
    * Drain clvl HP from target unthinking undead monster.
    * If attempted on a thinking (visible to ESP) undead, either it fails outright or they get a strong saving throw.
    * If successful, the spell refunds its SP cost.

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  • kaypy
    replied
    Originally posted by fizzix
    Angband has long been missing the ability to have allied monsters. Druid and necromancer classes are perhaps good motivators for introducing them. It would be a lot of work though.
    Given the necromancer Command spell, it seems to be heading that way already...

    OK, brainstorming idea:

    Low level spell "Tap Unlife"

    Autotargets nearest undead monster, including invisible or wall-embedded monsters (Or it isnt much use against early undead which tends to be invisible passwall)

    Inflicts damage starting about 2 or 3d4 and scaling up slower than other spells (reasonable early, but insignificant later). But gives the same amount to the caster as mana.

    Expected result: early undead become cheap targets and may even be situationally beneficial (if you happen to find one when you need the mana)

    Later undead you still have the option of slurping a bit of mana which wont do real damage, but might fuel a real spell.

    Completely obsoletes once Power Sacrifice or an unmanagable pile of !mana and _magi make the the whole mana recovery thing laughable.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Yes, this has been noted. I don't have a very good answer to it yet.
    Maybe it would be enough to make the lesser undead "neutral" toward a necromancer, sort of like some persons are neutral in FAAngband.

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  • fizzix
    replied
    Originally posted by Nick
    Yes, this has been noted. I don't have a very good answer to it yet.
    Angband has long been missing the ability to have allied monsters. Druid and necromancer classes are perhaps good motivators for introducing them. It would be a lot of work though.

    Leave a comment:


  • Nick
    replied
    Originally posted by kaypy
    Thematic gripe with the necromancer class:
    The so-called-necromancer is initially perhaps the worst class at dealing with undead, and throughout the game they are weaker against undead than any other monster type.

    A proper necromancer class would be looking at level appropriate undead as less of an obstacle and more of a resource.
    Yes, this has been noted. I don't have a very good answer to it yet.

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  • kaypy
    replied
    Thematic gripe with the necromancer class:
    The so-called-necromancer is initially perhaps the worst class at dealing with undead, and throughout the game they are weaker against undead than any other monster type.

    A proper necromancer class would be looking at level appropriate undead as less of an obstacle and more of a resource.

    Leave a comment:

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