(This thread is for me to toss out ideas about DaJAngband development and see if anyone has any input.)
Matthias pointed out that my alchemist class needed some improvement and I agreed, so I'm switching out some of the class spells.
I replaced the element bolt spell (boring) with an enhance wand spell which enhances the damage or effectiveness of wands (and if you're at least character level 30, you can enhance rods, elemental rings, and some activatable artifacts also). I just got an enhanced wand of slow monster to work on Sangahyando of Umbar while testing the spell in wizard mode.
I figure that's a good start for improving the alchemist class. I don't know if I'll put in potion mixing though. (Supposedly, all the spells in the alchemy realm are potions or formulas of some kind. Of course with any realism, this would make the spell take much longer to cast, but certain qualities of realism are best to leave out..)
Also, thinking about re-introducing the passifist class. As a passifist, the object of the game would be changed (I'll probably have to find a way to implement the destruction of the One Ring which I think I can do -the rarity of the One Ring would have to be specially changed for the passifist class so that he'll find it.), and you'd get experience for a bunch of things besides killing monsters, but no XP for killing anything that's alive (maybe an XP penalty instead). My previous attempt at a passafist class a while back didn't work very well, but I think I can make it work.
I would be like a variant within a variant. Then again, I might never get around to implementing it. There are other things of high priority.
Matthias pointed out that my alchemist class needed some improvement and I agreed, so I'm switching out some of the class spells.
I replaced the element bolt spell (boring) with an enhance wand spell which enhances the damage or effectiveness of wands (and if you're at least character level 30, you can enhance rods, elemental rings, and some activatable artifacts also). I just got an enhanced wand of slow monster to work on Sangahyando of Umbar while testing the spell in wizard mode.
I figure that's a good start for improving the alchemist class. I don't know if I'll put in potion mixing though. (Supposedly, all the spells in the alchemy realm are potions or formulas of some kind. Of course with any realism, this would make the spell take much longer to cast, but certain qualities of realism are best to leave out..)
Also, thinking about re-introducing the passifist class. As a passifist, the object of the game would be changed (I'll probably have to find a way to implement the destruction of the One Ring which I think I can do -the rarity of the One Ring would have to be specially changed for the passifist class so that he'll find it.), and you'd get experience for a bunch of things besides killing monsters, but no XP for killing anything that's alive (maybe an XP penalty instead). My previous attempt at a passafist class a while back didn't work very well, but I think I can make it work.
I would be like a variant within a variant. Then again, I might never get around to implementing it. There are other things of high priority.
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