Current master post-4.1.3

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  • wobbly
    replied
    Not sure how familiar you are with the poslikes but they have a darkness flag that can appear in various slots. I'd consider adding a darkness curse which may work in general anyway. There's also shadow cloaks to consider.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Considering the light penalty for necromancers, I think I remember floating an idea to Nick that the Palantir be brought back as a "un-light" source for necromancers, mapping and darkening similar to the Arkenstone, but oh so different.
    I've been playing with this general idea a bit - starting by trying to introduce an ego lantern of Shadows - but haven't got it working satisfactorily yet.

    Also the spell to remove light bonuses sounds like a possibility.

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  • Ingwe Ingweron
    replied
    Considering the light penalty for necromancers, I think I remember floating an idea to Nick that the Palantir be brought back as a "un-light" source for necromancers, mapping and darkening similar to the Arkenstone, but oh so different.

    Leave a comment:


  • Estragon
    replied
    Originally posted by Nick
    Yes, I found this too. It should get better when you can use Disenchant. I'm considering whether any adjustment is needed to the early spells.
    Disenchant is amazing when you get it, as is Crush. The biggest nuisance I've found when playing necromancer is that the first ~6 artifacts (bar one) I found all had a light bonus, which only encouraged me to almost completely ditch magic and hammer my way through with melee. Having found a set of non-light artifacts, I still find myself missing the additional resistances that artifact lights can provide. Perhaps necromancers could learn a spell to remove light bonuses from equipment?

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  • Nick
    replied
    Originally posted by Chud
    I took a break for awhile and I'm now back and trying out some of the current changes, with a necromancer at the moment.
    Excellent - I just tried one of those too (although died too early to test much beyond the second book).

    Originally posted by Chud
    Overall I like it -- it does feel a little underpowered when it comes to offense though; I'm currently CL19 at DL13 and still using nether bolt pretty much all the time. It did take me a little while to figure out that I get a casting penalty for being in the light though.
    Yes, I found this too. It should get better when you can use Disenchant. I'm considering whether any adjustment is needed to the early spells.

    Originally posted by Chud
    Tap Unlife is cool, but it's also my only magic weapon against undead, and its high failure rate make it a little sketchy (though you can't argue with the mana cost). It seems like it will be dangerously slow to kill anything except the entry level undead.
    I think it probably should do more damage, but give back less mana.

    Originally posted by Chud
    Am I right that Noxious Fumes just does poison damage to monsters once - they are not continuing to be poisoned over time, possibly dying on their own a bit later, the way the player is? This will be a lot more useful after I get rPoison.
    Yes, there isn't any poison counter for monsters like there is for the player.

    Originally posted by Chud
    Does Create Darkness give you any advantage other than removing the penalty for being in the light, if you are?
    It also maps and darkens the room if you're in one.

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  • Chud
    replied
    So, I just found a whip which "drains experience" and also "sustains your life force."

    Umm.... so, does nothing? :-)

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  • Chud
    replied
    Necromancer first try

    Hi,

    I took a break for awhile and I'm now back and trying out some of the current changes, with a necromancer at the moment. Overall I like it -- it does feel a little underpowered when it comes to offense though; I'm currently CL19 at DL13 and still using nether bolt pretty much all the time. It did take me a little while to figure out that I get a casting penalty for being in the light though.

    Tap Unlife is cool, but it's also my only magic weapon against undead, and its high failure rate make it a little sketchy (though you can't argue with the mana cost). It seems like it will be dangerously slow to kill anything except the entry level undead.

    Am I right that Noxious Fumes just does poison damage to monsters once - they are not continuing to be poisoned over time, possibly dying on their own a bit later, the way the player is? This will be a lot more useful after I get rPoison.

    Does Create Darkness give you any advantage other than removing the penalty for being in the light, if you are?

    Leave a comment:


  • Nick
    replied
    Originally posted by Voovus
    I thought one of the main issues was that certain bonuses weren't given an appropriate power value, e.g. I recently found boots of speed +7 at 1100' and they only generated a level 5 feeling. This fix doesn't correct that, right?
    No, it doesn't; moreover trying to work out how to change that made me realise I need to revert object power from an unreadable edit file to a readable .c file

    Originally posted by Voovus
    On a related note, I'm finding the current curses poorly balanced. More precisely, I don't think I've used a *Remove Curse* in ages. When you first introduced them, curses often appeared on exceptionally strong artifacts, and that was much more fun.
    OK, I'll have a look at that.

    Originally posted by Ingwe Ingweron
    When using Smite Evil or Demon Bane spells, can the damage be reflected on weapon inspection? Right now, it is just a temporary indicator at the bottom of screen, with no idea how effective or ineffective the spells actually are.
    Yes, that's a sensible suggestion.

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  • Ingwe Ingweron
    replied
    When using Smite Evil or Demon Bane spells, can the damage be reflected on weapon inspection? Right now, it is just a temporary indicator at the bottom of screen, with no idea how effective or ineffective the spells actually are.

    Leave a comment:


  • Voovus
    replied
    Originally posted by Nick
    *For those interested in the detail, the current method of assigning power for an artifact of a particular type (sword, cloak, etc) is
    1. Calculate the average, minimum and maximum power of the standard artifacts of the given type
    2. Pick a power by sampling from a normal distribution with mean the average just calculated, and assuming that the maximum is M standard deviations above the mean, and the minimum is m standard deviations below

    I have just changed from M=3 and m=2.5 to M=m=2.
    I thought one of the main issues was that certain bonuses weren't given an appropriate power value, e.g. I recently found boots of speed +7 at 1100' and they only generated a level 5 feeling. This fix doesn't correct that, right?

    On a related note, I'm finding the current curses poorly balanced. More precisely, I don't think I've used a *Remove Curse* in ages. When you first introduced them, curses often appeared on exceptionally strong artifacts, and that was much more fun.

    Leave a comment:


  • Nick
    replied
    New builds on the nightlies page with the following changes:
    • Mages and druids (the monsters) no longer evil
    • Adopted Grotug's description for the blood falcon
    • Great wyrms of chaos and law are back
    • Ossë is back, a bit deeper and a bit nastier
    • Some fixes to pits that weren't working because of monster changes (thanks mrfy)
    • A couple more changes of monster colour
    • Priests marked as having the right number of books (thanks PowerWyrm)
    • Teleport description fixed (thanks Estragon)
    • No teleport curse now prevents teleport to and teleport level (thanks Thraalbee)
    • Fixed radius description in spellbooks (thanks mrfy)
    • Randarts nerfed a bit


    Let me know how randarts are going now. I have just done a quick fix*, and I have plans to have a more thorough look at generation method.

    *For those interested in the detail, the current method of assigning power for an artifact of a particular type (sword, cloak, etc) is
    1. Calculate the average, minimum and maximum power of the standard artifacts of the given type
    2. Pick a power by sampling from a normal distribution with mean the average just calculated, and assuming that the maximum is M standard deviations above the mean, and the minimum is m standard deviations below

    I have just changed from M=3 and m=2.5 to M=m=2.

    Leave a comment:


  • mrfy
    replied
    Just got my dwarf priest to level 30, and while it appears that the Orb of Draining prayer does do radius 3 damage now, the prayer book still says "dam 45+3d6, rad 2". Shouldn't it change to show "rad 3"?

    The description of the prayer looks to be correct, "The bigger area of effect is attained at character level 30."

    Leave a comment:


  • Nick
    replied
    Originally posted by Grotug
    I think tongue in cheek descriptions are okay for certain kinds of enemies, but it doesn't seem appropriate for a genuinely menacing foe like the new Blood Falcon. Maybe the latter part of the description isn't meant to be tongue in cheek, but I might suggest you type into google: rip and tear and let me know what comes up.
    I had no idea, thank you for pointing that out. Clearly I'm getting old. I like your description, and will use it.

    I'm inclined to think the speed is OK; I'll wait to see how many people squeal about it

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  • Grotug
    replied
    I think tongue in cheek descriptions are okay for certain kinds of enemies, but it doesn't seem appropriate for a genuinely menacing foe like the new Blood Falcon. Maybe the latter part of the description isn't meant to be tongue in cheek, but I might suggest you type into google: rip and tear and let me know what comes up.

    While I really like the implementation of this glass cannon (and DL20 seems very appropriate for such a foe) it does seem a tad early for introducing "incredibly quickly" monsters. What do others think? Certainly Very Quickly would be fine. Very few monsters are incredibly quick. Even the Phoenix isn't. I'm not necessarily advocating its speed be reduced, just putting it out there.

    At any rate, its description should probably reflect its otherworldly speed: a blinding whirlwind of fear and feathers. Its razor sharp beak and talons fill its foes with terror as it seeks to rend flesh from bone with unbridled ferocity.
    Last edited by Grotug; March 8, 2019, 15:05.

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  • Grotug
    replied
    Pile integrity failure at obj-pile.c:214

    Guilty object
    =============
    Name: Heroism
    Next: Berserk Strength

    Guilty pile
    =============
    Name: & Bolt~
    Name: Cure Light Wounds
    Name: Phase Door
    Name: & Pair~ of Leather Sandals
    Name: & Rounded Pebble~
    Name: Light
    Name: & Bolt~
    Name: & Arrow~
    Name: & Cloak~
    Name: Treasure Detection
    Name: Detect Invisible
    Name: True Seeing
    Name: Stun Monster
    Name: Second Sight
    Name: Light
    Name: & Set~ of Leather Gloves
    Name: & Whip~
    Name: Soft Leather Armour~
    Name: Stinking Cloud
    Name: & War Hammer~
    Name: & Metal Cap~
    Name: Cure Light Wounds
    Name: & Lantern~
    Name: Digging
    Name: Cure Serious Wounds
    Name: & Arrow~
    Name: Infravision
    Name: & Arrow~
    Name: Cure Critical Wounds
    Name: Speed
    Name: & Ration~ of Food

    Leave a comment:

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