My own variant (sort of)
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Re CLW, healing does seem odd for mages... I do think I'd like to keep the enhanced CCW potion behavior though, "cure critical wounds" shouldn't be a misnomer.
Also, I need some more help... With gameplay. I just started a mage, and although everything is going fine, she can't run - shift + arrow keys worked for all my other characters, but not for the mage. Known V bug here? What's going on?
Edit: and the period key doesn't work either. Help?Comment
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Enchant scrolls can work on artifacts, but there's a flat 50% chance to fail in addition to the normal failure rates.
As for the inability to run, sounds like you ran into the "100% searching causes disturbance every turn" bug. There was some discussion on it and a possible fix somewhere around here...Comment
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Re CLW, healing does seem odd for mages... I do think I'd like to keep the enhanced CCW potion behavior though, "cure critical wounds" shouldn't be a misnomer.
Also, I need some more help... With gameplay. I just started a mage, and although everything is going fine, she can't run - shift + arrow keys worked for all my other characters, but not for the mage. Known V bug here? What's going on?
I wonder if your changes have invoked a bug that was found in a comp recently. If you get your searching to 100% you cannot run. It was fixed recently, but the bug is surely still in 3.1.2v2 http://trac.rephial.org/changeset/1972 Do your high-int mages search much better than they used to?
If you remove enchant scrolls because of artifacts, you might also want to remove the spells from the dungeon books. The scrolls are typically used on your starting longbow, although some use them on Calris e.g. The book spells are primarily for artifacts and branded ammo. Ammo branding spell might also be worth a look.Comment
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I wonder if your changes have invoked a bug that was found in a comp recently. If you get your searching to 100% you cannot run. It was fixed recently, but the bug is surely still in 3.1.2v2 http://trac.rephial.org/changeset/1972 Do your high-int mages search much better than they used to?
If you remove enchant scrolls because of artifacts, you might also want to remove the spells from the dungeon books. The scrolls are typically used on your starting longbow, although some use them on Calris e.g. The book spells are primarily for artifacts and branded ammo. Ammo branding spell might also be worth a look.Comment
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Version 0.03 is up: http://users/norwoodlight.com/danlev...ry-0.03.tar.gz
This version (hopefully!) fixes the above bug with perception induced disturbance.Comment
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Instead of removing enchantment altogether (which can make finding a decent early-game melee weapon difficult if the RNG is toying with you), why not cap the max enchantment? For melee weapons and missiles, make the enchantment max be equal to the max damage roll -- so a Dagger can only be enchanted to (+4, +4). For launchers, cap it at, say, the multiplier, so an ordinary longbow can only be enchanted to +3.Comment
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Optionally, make traps harder to find the deeper you get. A level 20 mage should have no trouble finding traps on dungeon level 5 or 10, but may have a real hard time finding traps on DL70. (having reviewed both options, I like this one better).www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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Hmm, I see what you're getting at.
My thoughts on this...
- I could reduce the bonus multiplier... And then remove trap detection and disarming spells from the game. Entirely.
(I kind of like this, I think it would add a little more realism without making things too too easy.)
- I could give different classes different bonuses to perception and searching with each level. Warriors and rogues would come first, followed by rangers and paladins, and finally mages and priests.
For now I think I would prefer the first strategy.
Also something to keep in mind - I'm coming mostly from ToME, and traps in ToME tend to get very nasty as the levels go up, doing stuff like destroying artifact gear, draining mana to zero, or even changing your character's gender. So my opinions on traps in V may not reflect their actual nature.Comment
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... And so the spell cleansing begins.
For starters I'm removing trap detection and disarming spells, because I prefer to rely on perception for that stuff, and put mages, priests, and warriors on (almost) equal footing.
Other stuff to go:
- Create Doors spell. Not useful enough to justify its existence IMO.
- Resist Fire/Cold/Poison - sorry we've already got Resistance, these just take up space.
- Enchant weapon/armor - gone for now, maybe I'll fix it later so it doesn't work on artifacts.
- Alter reality - why does this spell even exist? Just use teleport level. :P
Of course this leaves some volumes paper thin, so I should be combining some at some point...
(Also removed all trap detection and destruction items.)Comment
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Create Doors is indeed very useful. Perhaps too useful. It's the only LOS manipulation spell in the game.
Alter Reality is mostly a convenience, but it can be game-changing for ironman games where you can "run out" of new levels to play. That said, I wouldn't worry about ironman when designing your new spell list, especially since the spell is only available to two classes.
Other spells I'd look at:
* Holy Word (provides a big heal, but Purifications and Healings does it better)
* Bless/Chant/Prayer
* Cure Minor/Moderate/Serious/Critical/Mortal Wounds
* The entire Holy Infusions book
* Annihilation
* Word of Destruction (yeah, I love it to bits, but putting it in a spellbook is broken IMO)Comment
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The reason these exist is that you usually need only one res doubled at a time (the one used by the monster you are fighting). The resistance spell is not only available a lot later, it is also a lot more expensive. Nothing wrong with removing the others to make the game harder, but they are far from useless.Comment
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