feature/monster

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  • Nick
    replied
    Originally posted by Thraalbee
    When I walk in webs sometimes I get stuck. When I RUN, webs are not taken into account. I can run back and forth many many times and nothing happens.

    Also, webs are not affected by lightning, fireball or acid spray. Ok, I guess, but I would have appreciated some more means to clear them than by hand.
    Thanks, filed as a bug. There is work needed on when they're known and/or visible, too.

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  • Thraalbee
    replied
    webs & running

    When I walk in webs sometimes I get stuck. When I RUN, webs are not taken into account. I can run back and forth many many times and nothing happens.

    Also, webs are not affected by lightning, fireball or acid spray. Ok, I guess, but I would have appreciated some more means to clear them than by hand.

    Leave a comment:


  • MattB
    replied
    I love how you actually listen to our "er, feedback".

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  • Nick
    replied
    All right, this one I hope is the final build on this branch before merging. Builds for Windows and macOS are now on the build page (source is here). Changes are:
    • Big changes to humanoids, with D&D dark elves generally replaced (close to just renamed, but losing light sensitivity) by dwarves of the east:
      • Dark elf replaced by eastern dwarf
      • Dark elven mage replaced by blacklock mage
      • Dark elven warrior replaced by stonefoot warrior
      • Gnome mage replaced by drúadan mage
      • Dark elven priest replaced by ironfist priest
      • Dark elven lord replaced by dark dwarven lord
      • Dark elven druid buffed, moved deeper and renamed drúadan druid
      • New monster green elf archer
      • Dark elven sorcerer replaced by stiffbeard sorcerer (this one's for HallucinationMushroom)
      • New monster Fëanorian raider
    • Harowen buffed


    That should be the end of the wholesale changes; I'm expecting further changes to be tweaking/rebalancing. Any opinions, especially about how it all plays, most welcome.
    Last edited by Nick; February 17, 2019, 11:23. Reason: Confusion between fists and feet

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Note that this is missing the URL link for the macOS build.
    Oops, fixed.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    OK, build page updated again with new Windows and macOS builds (source is here).
    Note that this is missing the URL link for the macOS build.

    Leave a comment:


  • mrfy
    replied
    "The druid spews a stream of poison.
    You are poisoned!"

    Ewwww! That's really disgusting.

    I guess that comes from his ability listed to produce poison bolts. I like it.

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  • fph
    replied
    Originally posted by Nick
    Novice druids - hedge wizard seems more like an uneducated wizard than a druid-type for me, and acolyte, novice and initiate all sound a bit more priest than druid. I'm really looking for something like treehugger (which is mildly amusing, but I think doesn't really work in Angband) or naturist (which doesn't work for a different reason). Something implying meditation, or mind over matter, would work (the spells they get are haste, slow and confuse).
    Random ideas for the name for the lower-tier druid: shaman, seer, warlock, witch-doctor, hermit, vedmak, witcher. (I quite like shaman, personally)

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  • Nick
    replied
    OK, build page updated again with new Windows and macOS builds (source is here). Changes are:
    • Old Man Willow now has an armor class
    • Changes to people in response to, er, feedback:
      • Black knights restored to exactly as they were, new monster blackguard which is a bit weaker and shallower
      • Rogue is now the second shallowest thief, brigand is the third
      • Old necromancers are renamed dunedain of Angmar, new (shallower and weaker) necromancer introduced
      • Ninjas renamed southron assassins
      • Dagashis given archery and renamed southron archers
      • Former patriarchs buffed, pushed deeper and renamed lords of Carn Dum
      • New patriarchs introduced, same depth as the previous but with more priestly spells
      • Knights Templar removed
      • New colour scheme introduced in line with the new player books - warriors brown, priests yellow, paladins white, mages light blue, rogues dark blue, druids light green, rangers dark green, necromancers pink, blackguards dark grey


    I think this alleviates a few concerns (and probably raises more). I know the colour changes will take a bit of getting used to, but it seemed like the logical thing to do given that mages used to be red and priests green in line with the books.

    Opinions, as ever, welcome.
    Last edited by Nick; February 16, 2019, 20:34. Reason: Add macOS link

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  • Nick
    replied
    A few comments on various aspects of the last change.

    The main reason for the black knight -> blackguard change was that black knights were almost exactly what I wanted as the blackguard player-class-monster type. A potential solution here is to change the player class name to black knight.

    Novice druids - hedge wizard seems more like an uneducated wizard than a druid-type for me, and acolyte, novice and initiate all sound a bit more priest than druid. I'm really looking for something like treehugger (which is mildly amusing, but I think doesn't really work in Angband) or naturist (which doesn't work for a different reason). Something implying meditation, or mind over matter, would work (the spells they get are haste, slow and confuse).

    I take Pete's point about trees/ents being vulnerable to axes, but having certain monsters affected differently by certain weapon types is a can of worms I'm not sure if I want to open.

    One possible approach to the whole people/humanoids group is to leave all the existing monsters and add a bunch of new ones (which I think would please tangar), but I am a bit wary about expanding this group relative to the rest of the monster list, and I always have the tiles issue in the back of my mind.

    I also note that most of the commentary so far is about names rather than what the monsters actually do

    In any case, I think I'll delay pulling this branch into master for a little longer while some of this resolves a bit better.

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  • Derakon
    replied
    Originally posted by Antoine
    Could the littlest druid be an acolyte, novice or initiate?

    A.
    How about hedge wizard?

    I will also admit some fondness for black nights and death knights.

    Leave a comment:


  • Grotug
    replied
    I agree with Tangar's post, especially the bit about why are we removing black knight but keeping ninja? I would prefer losing ninja to black knight.

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  • Pete Mack
    replied
    Harowen doesn't come off as a master--he is annoying, but never lethal. I think the master should summon thieves and bandits (blackguards)

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  • Antoine
    replied
    Could the littlest druid be an acolyte, novice or initiate?

    A.

    Leave a comment:


  • Sphara
    replied
    As the incentive seems to be adding as much Tolkien lore as possible, then why not use corsairs of Umbar as rogue/thief theme?

    Something like

    master rogue : corsair of umbar
    master thief : elder corsair of umbar
    Harowen : the Captain of the Haven

    Ninjas/dagashi could just be renamed to 'assassins' of some kind.

    Leave a comment:

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