Variant writing.. quickstart guide? Also, Hengband variant suggestions?

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  • Matthias
    Adept
    • Apr 2007
    • 201

    #16
    Entro also made the Serpent more difficult by giving her the same blood curse trigger the chemist has if you attack her with less than level50. If anything, I'd prefer that to be the other way around.

    Also noticed a minor bug yesterday: If you have confirm destruction off for cursed items, it will also destroy wanted corpses without confirmation. Of course that one is easy to conquer in the autodestroyer.

    oh and I would definitely play any Heng upgrade you throw at me if time allows it

    Comment

    • dzhang
      Scout
      • Jan 2008
      • 47

      #17
      Originally posted by Matthias
      Entro also made the Serpent more difficult by giving her the same blood curse trigger the chemist has if you attack her with less than level50. If anything, I'd prefer that to be the other way around.
      Hm, that's a pretty good idea! Have some monsters whose can access more abilities if you're higher level... or maybe just increase the chances of casting at higher levels.

      Comment

      • dzhang
        Scout
        • Jan 2008
        • 47

        #18
        ***************
        Order School:
        ***************

        Description: The Lords of Amber, after their repeated battles against the Chaos Lords, have learned to cultivate their own strengths against Chaos. By enforcing a disciplined approach to the arcane arts, one can tap a wide variety of effects, both constructive and destructive. (Utility and Blasting; notably no Teleport)

        Game rules: No spells have variable effects. Failing to cast a spell does not consume SP. Cannot be selected by Evil Priest. Cannot be selected with Wild (even by Mage or Factotum). When wielding a crystalline weapon, spell failure rates are reduced by 5%.

        Spells:

        --------------------------------------
        Book 1: Initiates of Discipline
        --------------------------------------

        Slow Metabolism: Grants Slow Digestion for 100 turns
        Crystalline Shard: fire a bolt of shards. Damage is 6+X*0.4
        Sleep Monster: As standard spell
        Detect Doors and Stairs: As standard spell
        Light Area: As standard spell
        Bless: As standard spell, except for 15 turns
        Trap and Door Destruction: As standard spell
        Regeneration: As standard spell, except for 120 turns

        --------------------------------------
        Book 2: Entropic Minimizations
        --------------------------------------

        Detect Objects: As standard spell
        Satisfy Hunger: As standard spell
        Beam of the Unicorn: Fires a beam of Light, doing 15 + X * 0.6 damage with range (X/8)+3.
        Offensive Matrix: Grants Heroism (+10 to hit) for 30 turns, heals 10 HP.
        Defensive Matrix: Grants Crystal Skin (+20 AC) for 40 turns
        Cure: As standard spell (with no healing)
        Magic Mapping: As standard spell


        --------------------------------------
        Book 3: Crystalline Evocations
        --------------------------------------

        Crystal Blast: Ball of radius 5 centered on you, does ((75+X) *2) points of shard damage at center (doesn't damage you)
        Identify: As standard spell
        Order Branding: Brands a non-ego weapon with Crystalline
        Remove Curse: As standard spell
        Stone to Mud: As standard spell
        Shard Storm: Ball of radius 4, does (100 + level * 2) of shard damage.

        --------------------------------------
        Book 4: Moments of Perfect Order
        --------------------------------------

        Refresh Mind: Level 30, 1SP, 40% Fail. Regain 5 + X/5 SP.
        Refresh Body: As spell "Restoration."
        Dimension Door: As standard spell, except with no hidden "random teleport" clause. If your target position is illegal (i.e. occupied or on a vault square), the spell simply fails.
        Soul Strike: Do damage = 2 * CurrentHP, take damage = CurrentHP / 4. Radius 0 ball that cannot be resisted.
        Summon Angels: Summons angels as following chart. They are always friendly.
        Level Effect
        0-35 1 Angel
        36-40 1 Angel + 1 Archangel
        41-43 1 Angel + 1 Archangel + 1 Archon
        44-45 1 Archangel + 1 Archon + 1 Planetar
        46-47 2 Planetars
        48-49 1 Planetars + 1 Solar
        50 2 Solars
        Last edited by dzhang; February 1, 2008, 09:43.

        Comment

        • dzhang
          Scout
          • Jan 2008
          • 47

          #19
          Any thoughts on the spells in the Wild or Order school? Too overpowered? Too underpowered? Also, taking suggestions for what to fill the remaining slots with (there should be 8 spells in each book). General guideline is that Order can have no variance and should have no healing, while Wild should have huge variance.

          Comment

          • konijn_
            Hellband maintainer
            • Jul 2007
            • 367

            #20
            Originally posted by dzhang
            Hm, I can't seem to get spacing right... is there a character for "tab" or "space" that I don't know about?
            You can select the text and then click the # icon ( code ) which will preserve the spacing and tabs.
            * Are you ready for something else ? Hellband 0.8.8 is out! *

            Comment

            • xxitheworld
              Rookie
              • Feb 2008
              • 19

              #21
              It could also be interesting to add a class like the possessor from tome and also trapsets,

              A class that could be a little underpowered but interesting granted you give it priest-like combat skills could be alchemist, an alchemist would use random stuff found in the dungeon to craft wands/staves/rods or make potions and write scrolls. Alchemists could also be given some sort of summoning ability (Artificial life)

              As for the order spells, the last spellbook could have something like incarnation of order, which could (I'm just throwing ideas) make you resistant to elements, make you immune to all states (confusion, fear, etc), heal all hp, summon angels and deal damage to all monsters in sight.

              There could be a spell like "Peaceful moment" which teleports away all monsters in a radius x circle around the player, another idea for the same spell would be either destroying them, sleeping them, makes them unable to act, or a combination of all of this (i.e. attempts to destroy them, else attempts to teleport them away, else attempts to sleep them)

              Also, order magic could have a spell similar to mindcrafter's "The world" (This would take away the exclusivity of this spell for mindcrafters but stopping time for all your mana fits really well with the theme of order)

              Still for order, a lower level spell could be "Eat mana", it would drain all or half of your mana and recover that many hp
              Last edited by xxitheworld; February 16, 2008, 02:50.

              Comment

              • dzhang
                Scout
                • Jan 2008
                • 47

                #22
                Regarding Order spells, I'm trying to resist making it too powerful. The idea is that it should feature a few cool new spells to make people want to try it, but not so many that none of the other schools ever get picked. As it stands, it's already a pretty strong school both offensively and defensively (maybe too much so that it needs to be nerfed somewhat).

                Comment

                • dzhang
                  Scout
                  • Jan 2008
                  • 47

                  #23
                  Almost ready to start coding.. some other ideas to bounce off the forum:

                  Market Saturation: The sell price of items is multiplied by 5 / (2 + days); so initially your items give you a little more money, but if you shop/town scum more than 10 days or so, it really starts taking a toll on all your future income. And money will actually be somewhat important due to:

                  Unidentified magic shop: Buy unidentified weapon, armor, and jewelry at a high premium price, they can be anywhere from {good} to {special}, including decent chances of randarts (no fixed artifacts though).

                  New class: Eternal Blade

                  Your blade is guided by the collective experiences of all your ancestors, and their wisdom imbue you with the ability to sustain your mind and body.

                  A melee class with the special ability of being immune to stat damage.
                  Sustain All (level 1) and Hold Life (level 20) and Resist Time (level 30).
                  5 blows, Ranger-like melee skill.
                  Uses the AVERAGE of INT, WIS, and CHA for determining SP.

                  The Eternal Blade also have a very limited set of class abilities fueled by SP:
                  Lvl 5: Light Speed Charge. Move up to 4 squares and full melee attack foe. Costs 12 SP.
                  Lvl 20: Ravages of Time. Melee attacks cause unhealable damage. Each attack costs 5 SP.
                  Lvl 30: Greater Light Speed Charge. Move up to (SP / 8) squares and full melee attack foe. Costs ALL current SP.
                  Lvl 40: Collective Insight. For 1 round, melee damage is multiplied by 1+(SP/150). Costs ALL current SP.

                  Comment

                  • Matthias
                    Adept
                    • Apr 2007
                    • 201

                    #24
                    Hmm that class is missing something that actually depends on the number/level/class of your ancesters. Something like an extra blow/toHit/stats/whatever bonuses for every 20 levels of ancestor eternal blades. With dimishing returns of course.

                    As in the first Eternal Blade starts as a challenge race with 3 blows and bad melee skills, then dies at level 30. The next then starts with 4.5 blows.. Late incarnations will then only get minor bonuses for level50 ancestors.

                    I really like your ideas for the shops..

                    Comment

                    • dzhang
                      Scout
                      • Jan 2008
                      • 47

                      #25
                      Originally posted by Matthias
                      Hmm that class is missing something that actually depends on the number/level/class of your ancesters. Something like an extra blow/toHit/stats/whatever bonuses for every 20 levels of ancestor eternal blades. With dimishing returns of course.
                      Hm, wouldn't players be tempted to just run lots of early characters to power up their Eternal Blade though? I know I would (getting from level 1 to 20 generally takes under 1.5 hours for me with any decent class).

                      Anyways, I was thinking some more, and here are some new Monster and item ideas:

                      Death Beast (Z)
                      1 in 2 chance of Disintegrate (100 damage, radius 1), Breath Nether, Breath Time.
                      Attacks: Hit to reduce all stats, Hit to Time, Hit to drain charges.

                      Ultimate Magus (p)
                      Wild Position (free Blink radius 10 every round)
                      1 in 1 chance of Heal Self, Teleport Other, Teleport Self, Blink, Mana Storm, Disintegrate (250 damage, radius 2), Soul Strike, Greater Wildstrike, Bloody Curse, Wall of Stone, Dispel Magic

                      Animated Death Scythe (/)
                      Does lots of damage, plus appropriate slays against the player

                      Spellwarp Automaton (g)
                      Resists ALL magic (i.e. Metal Babble level of Magic immunity)
                      4 melee attacks to shatter

                      Talos, Masterwork Spellwarp Automaton (g, Unique)
                      Resists ALL magic
                      1 in 3 chance of Summon Spellwarp Automaton, Disintegrate (250 damage, radius 2), Mana Storm, Breath Logrus, Psycho-Spear, Dispel Magic,
                      4 melee attacks to shatter

                      Tonberry (h)
                      1 attack doing 50d30 damage
                      Speed +0, AC 200, Moves Erratically

                      Ninja Tonberry (h)
                      1 attack, Hit to steal items for 30d30 damage
                      Speed +15, AC 150

                      Master Tonberry (h, Unique)
                      1 in 3 chance of Summon Tonberries and Ninja Tonberries, Heal Self, Teleport Self, Teleport Level
                      1 attack, doing 80d30 damage
                      Speed +23, AC 300

                      ---

                      New Artifacts:

                      Crown of the Stalwart Sorceror [0, +15] (+4)
                      +4 CON, +4 Speed
                      Sustain STR, DEX, and CON.
                      Resist Base, Resist Nether, Resist Disenchant.
                      Special: 2/3 of damage taken (after resistances and armor) goes to SP, where it's further divided by 2. If SP is insufficient, damage is removed from HP as normal.
                      Example: An attack from the Serpent would normally do 300 without this. If the wielder has at least 100 SP, then he instead takes 100 HP damage and 100 SP damage. If instead he only has 50 SP, he take 200 HP damage and 50 SP damage.
                      Level 120 (?), Rarity 15


                      Robe of Desperation Magic [2, +28] (+3)
                      +3 INT, +3 WIS, +3 CON, +3 CHA, +3 Speed
                      Resist Chaos, Resist Confusion, Resist Sound, Resist Shard, Resist Nexus.
                      Activate for Heal (700) every 800 turns
                      Special: Can cast spells with HP when SP is insufficient, at +2% Fail rate (over normal spell failure rates when SP is not low).
                      Level 120 (?), Rarity 10


                      Guantlets of the Master Tonberry (+10, +50) [2, +0] (-3)
                      -3 Speed, -3 Attacks (minimum 1)
                      Free Action, Sustant STR, Sustain CON, Resist Time, Resist Disenchant
                      Level 110, Rarity 3 (Likely drop from Master Tonberry)

                      Glass Slippers (editted)
                      Activates for Instant Recall to Town every 100 turns.
                      Last edited by dzhang; March 7, 2008, 19:14.

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6883

                        #26
                        Originally posted by dzhang

                        Glass Slippers (editted)
                        Activates for Instant Recall to Town every 100 turns.
                        I think those are the red slippers. Glass slippers are just +5 CHR.

                        Comment

                        • dzhang
                          Scout
                          • Jan 2008
                          • 47

                          #27
                          Originally posted by Pete Mack
                          I think those are the red slippers. Glass slippers are just +5 CHR.
                          Doh! You're right. For some reason I forgot they were red.

                          Comment

                          • Matthias
                            Adept
                            • Apr 2007
                            • 201

                            #28
                            Originally posted by dzhang
                            Hm, wouldn't players be tempted to just run lots of early characters to power up their Eternal Blade though? I know I would (getting from level 1 to 20 generally takes under 1.5 hours for me with any decent class).
                            This depends on how you implement it. You could give the bonus for low level ancestors only once. And even if repeated mid level deathes ends up as the best tactic, doing it will still combine to about the same total playtime for winning. This would create yet another class that plays very different from all the others, not just a new type of Samurai

                            Comment

                            • Arralen
                              Swordsman
                              • May 2007
                              • 309

                              #29
                              .. is it possible to have the code check for the existence of a well-filled bones file? .. you actually would get to fight your ancestors to get their strength ...
                              No, I don't have a clue 'bout C, and I'm not starting my own variant.
                              Never. Ever.

                              Comment

                              • chem
                                Adept
                                • Sep 2007
                                • 150

                                #30
                                I endorse Dave Z. or anyone else taking over the Entroband tradition and releasing a new version. I am the old maintainer / creator of entroband.

                                Here is an email from a Hengband maintainer, Takeshi Mogami, granting his blessing for creating a variant off Hengband:

                                From: mogamitakeshi@yahoo.co.jp
                                Subject: Re: hengband 1.7.0? and a variant.
                                Date: October 10, 2005 3:50:05 AM CDT
                                To: bcbarnes@artsci.wustl.edu
                                Cc: avengerofmang@gmail.com, hengband-dev@lists.sourceforge.jp, echizen@s5.xrea.com, mogami@het.ph.tsukuba.ac.jp, henkma@kmc.kyoto-u.ac.jp

                                Hello, Brian.
                                And hello, Acebfer; I'm CCing this mail to you for reference.

                                Thank you for your mail.
                                As you all notice, development of Hengband was completely stopped;
                                as I have lost high motivation for Hengband and found something othing interesting thing.

                                It's very good if someone overtake the development and make variants.
                                Thank you for your interest.

                                Anyway, I will write English changelist and some missing help files from now.
                                These were only pieces really nesessary before releasing 1.7.0 .

                                Thank you.

                                Here is a list of suggestions I had saved, to be evaluated for possible use in future entroband releases:

                                Dave Zhang <dzhang@centrosome.dna.caltech.edu>
                                1) Unique companions/pets. Why should Zantesuken be the only thing with
                                personality? As Ranmaband was going to be based on an Anime-theme, I was
                                going to just borrow a lot of personalities for pets/companions (including
                                annoying tendencies to, say, be noisy and randomly wake up
                                monsters, attacks other pets, run away in battle, etc). I think there is
                                a lot of be gained by moving the game from a single-person hack-and-slash
                                to being a team-based tactical game, or at least having the option of
                                semi-permanent pets in a class. Right now, Paladins use summoned knights
                                as fodder--shouldn't having a reputation of having 1000 pets/companions
                                killed be *somewhat* bad for recruiting/summoning more?

                                2) Custom starting classes. Rather than having a fixed set of classes,
                                implement a "point buy" system. Each Hit Die gained per level can be a
                                certain number of points. Each Magic School can cost a certain number of
                                points to "learn" (i.e. getting some spells), "specialize" (i.e. getting
                                all spells, but at 5% min), or "master" (0% fails). Think race creation
                                in games like Master of Orion II.

                                3) Separated speeds. While I don't mind the idea of Boots of Feanor
                                magically speeding all actions, where is the difference between an Olympic
                                level sprinter versus a kickboxer? Number of blows? But that's a bit too
                                arbitrarily discrete for me.. (come on! Increasing 1 point of STR to
                                double your attack speed?) If there's interest, it might be interesting
                                to revamp the entire game into 4 different speed ratings, and do away with
                                # of blows and # of shots entirely. i.e. A warrior might be +10 move, +30
                                attacks, +20 shots, +0 magic. The speed system will also have to be
                                tweaked, of course, but with current processor powers, I think it's silly
                                to keep the game at 10 game rounds player round at 0 speed... we should
                                easily be able to increase this to 100 or 1000.


                                4) Curses. Quite frankly, I find curses on items just plain annoying to
                                deal with, without affecting gameplay, because ?oRemoveCurse is cheap.
                                Maybe add a feature of the player (or pet/companion) being cursed, as well
                                as equipment curses. These could be seriously handicapping (i.e.
                                permanent blinding until quaffing a !o*Healing*), or silly (ailurophobia..
                                you are struck with unresistable fear whenever you sense a feline in the
                                vicinity).

                                5) Spells. One of the greatest things about Heng is the great variety of
                                features implemented, but I find that a lot of spells tend to be just
                                mirror copies of each other.. you have your bolt spell of whatever
                                element, your ball spell of whatever element, etc. I'd like to see more
                                variety (and more spells in general!). Here are some spell ideas:
                                Crusade: Willful Smite. Monster takes 400 + clvl * 4 Holy damage,
                                player has 1/2 chance of taking 0 damage, and 1/2 chance of taking 100 +
                                clvl damage (maybe affected by Virtues? I'd like to see virtues have
                                more effect in general, and also vote for getting rid of Ritual of
                                Balance)
                                Craft: Enhance Stat. Grants +5 temporarily to a stat.
                                Craft: Kinetic Barrier. Gives damage reduction 5/- (i.e. all physical
                                damage is reduced by 5 points)
                                Life: Resurrect. Resurrect a dead pet, or possibly with Unique
                                pets/companions, allow them to resurrect you.
                                Trump: Trump Crystal. Makes your weapon Crystalline for X turns.
                                While your weapon is crystalline, the base damage dice is doubled (i.e.
                                normal dagger would be 2d4) but there is a small chance during every
                                attack that your weapon shatters. Artifacts get an extra saving throw?
                                Sorcery: Counterspell. If your energy is 80% charged when an opponent
                                starts casting a spell, you may choose to spend your next turn to counter
                                the spell. Lots of prompts might be annoying though.
                                6) NPP-like monster Mana. It really upsets me when a single Dark Elven
                                Warlock casts Mana Bolt X times consecutively. Monster Mana will
                                regenerate, of course.

                                7) Monsters using items. We've all wondered why monsters drops things
                                like Potions of Life, or how one dying to an Acid Ball spell could have
                                been carrying Thorin or Luthien. Can we make it so that the monster
                                drops are generated upon the generation of the dungeon level, and the
                                monster attributes are actually affected by these items? For example, any
                                monster carrying an Armor of Resistance automatically picks up the 4 base
                                resists. Monsters should also be able to quaff !oHealing and such, so
                                that !oHealing should really be able to be found through unexpected (to
                                the monster) double-move kills, rather than through attrition deaths.
                                Give Oberon and the Serpent a good stock of potions as well to make the
                                game harder ^^

                                8) Inventory-access speeds and Diablo-like potion belt. A player turn is
                                supposed to be 6 real time seconds, right? I have trouble imagining a
                                fighter rummaging through his backback in the middle of a fight to find a
                                potion. Maybe have a belt of 20 potions that are easily accessible, and
                                all other inventory accesses should take energy for 3 turns.

                                9) New class idea:
                                Wrestler (OK, someone help me come up with a cooler name). A
                                fighter-type class, where the primary attack isn't with a weapon, but
                                rather to throw monsters. You can throw a monster into a wall, into
                                another monster, or just throw him far away and deal with him later.
                                Throwing damage and range should obviously depend on weight and clvl.
                                Maybe also allow the receiving monster to be knocked back if you want to
                                be fancy. Maybe also allow player to take the position of the monster he
                                just threw.
                                10) Ego potions:
                                Just as you can have rings of speed and slaying, why not allow for
                                potions of Resistance and Heroism? Or potions of ruination and
                                detonations ^^ We may need to tweak with stacking code to prevent these
                                from just being single-use ones. Either that, or make an alchemy
                                skill/class.

                                That's it for now, since this email's getting long. I have other ideas,
                                but I'll see what you guys think of these first.



                                Matthias Rudolf <matthias.rudolf@gmail.com>
                                So, could you add Artefactsless Mode to the todo list? Thank you in advance&
                                keep up the good work!




                                Chris Kousky <chriskousky@hotmail.com>
                                Silver Chariot ... 2d6 with Slay Evil so it is 4d6 against the Serpent. +2
                                attacks, good resists, etc. About as good as it gets for a Ninja, though I




                                Leon Marrick <lmarrick@runegold.org>
                                - Wielding weapons is very flexible, but the frequent query "equip which
                                hand", or "Dual wielding [y/n]" can be annoying, especially if you do a
                                lot of specialized weapon or shovel swapping. Sangband had this problem
                                too, and I reduced it through various means.

                                Try diffing Angband main-win with your own. Focus especially on
                                the functions "analyze_font()", "term_force_font()", and
                                "term_change_font()".

                                Hmm, that does change the terms of the discussion a bit. It is
                                truly hard to say what would get you the most gameplay "bang for your
                                buck". If I were to recommend one thing, it would be a update to
                                "update_view()" and related code (all in cave.c).

                                >> credit, but I see that Eytan Zweig's work lacks any sort of credit or
                                >> mention. Would you be very kind and add his initials to his stuff,
                                >> particularly in cmd4.c?
                                Although revisions have been made since, he is responsible for the
                                functions "collect_monsters()", "display_group_list()",
                                "browser_cursor()", "display_monster_list()",
                                "do_cmd_knowledge_monsters()", and "display_object_list()". Basically,
                                the pretty monster and object knowledge interfaces. His initials are -EZ

                                > 1. sangband's town shop code
                                No problems that I can see. Also relatively easy to port in.


                                (patch from Serge via Takeshi)


                                Victor Wang <kingvictory2003@yahoo.com>
                                Only one thing regarding crap artifacts that I would change: Thingol. I don't know if
                                it's just me, but by the time I find Thingol (with rare early exceptions) it is absolutely
                                and completely useless. Recharge item? One of the most useless attributes in the game as
                                something truly worthy of the High King of the Teleri (I think I have that right, at least
                                according to Silmarillion). Maybe add +Int along with the dex and chr to make it more


                                Patricio Galarce <patricio@galarce.com>
                                But you doesn't really need a spanish or german keyboard to test it. You can make it
                                the same way that i do it but instead of adding "English - USA" you can add the others
                                languages for the device (control panel - Keyboard - Languages). In the case of
                                the "Spanish (Chile) - Latinamerican" keyboard the key to get "~" is the one at the
                                left of the "Enter" in the row of the QWERTYUIOP, but combined with the "alt gr" (alone
                                is the "+").


                                Artagas <artagas@yahoo.co.uk>
                                2) easy_door and repeat obvious commands dont work
                                together. more specifically (unlike in any variant i


                                Dana Otken <danaotken@emilystrange.net>
                                A Vampire (the player race) who enters a town's monster arena (casino,
                                not "The" arena) during the day will find that the "viewing booth" is
                                sunlit, and the player will be unable to heal or create darkness for the
                                length of the fight. This can kill, and it's not guaranteed that the
                                (in general, buff vamps)

                                Pia Kraft <ZarahNeander@t-online.de>
                                cmd4.c: 3178
                                #ifdef JP
                                msg_format("'%s'%G���磻��ﳤ��ﴤ﷿꓿�����%@", tmp);
                                #else
                                msg_format("Failed to load '%s'!");
                                #endif

                                missing tmp argument in non JP causes entro to crash.

                                patch main-win.txt
                                functionality added in 1.7.0 (but I maybe wrong). So to narrow the bug down,
                                you could replace the the block below 'case WM_KEYDOWN' in main.win.c :4636
                                with the block in 1.6.x or apply the attached patch. For testing you could
                                temporary install a german keyboard in syscontrol or send me the exe for
                                testing. <Alt2>-Shift7 (alt2= the alt right of the space key, dunno if us
                                keyboard has one) should call inscribe-item


                                Aaron J. Anderson <stile@imsa.edu>
                                ould also love to see an option, ironman or otherwise, of having NO
                                standard artifacts. Only having randarts.

                                We hate how you keep seeing the exact same std artifacts over and over
                                in character dumps. In pursuant to that, we'd like randarts to be more
                                powerful or at least more ... working together. The random part of
                                randart comes out pretty heavily sometimes. They just don't work as a


                                trying out a weaponsmith now, and it lists

                                "Resist fear, resist light, resist darkness, resist blindness, resist
                                confusion, resist sound, resist shard, resist nether, resist nexus,
                                resist chaos, and resist disenchantment costs 10 points."

                                But they're really all 20, not 10.

                                For example. Berserk heals you 30 hp roughly, and you can still do it
                                over and over even if you have zero mana,

                                Dave Zhang <dzhang@centrosome.dna.caltech.edu>
                                2. Nightmare Mode tweaking: Put back the +speed advantage in Nightmare mode!
                                Also, I'm not sure if this is true, if but there is an adverse effect to
                                drops, I'd like to recommend to remove that. In fact, if anything, you
                                could make good drops more frequent in Nightmare Mode. Right now,
                                Nightmare Mode isn't really more difficult, just more tedious because we
                                have to kill low-level mobs and/or wait scum the BM. Ideally, I think we
                                want Nightmare Mode to be much more fast-paced and high-adrenaline.
                                3. Ironman: Put in an option to disable the generation of all artifacts.
                                A few players and I have been interested in doing artifactless challenges
                                recently.

                                4. Mutations: Way too many good ones at the moment, and too many of the
                                bad ones can be neutralized. Add in more neutral/bad effect ones, and
                                also make it unfavorable to rack up too many mutations. E.g. Every so

                                5. Upgrading issues: How difficult would it be to, say, convert all
                                monster HP and damage info, etc, into longs? Serpent having only 20k HP
                                isn't enough :-D
                                6. New/editted features:
                                6.a. Manaburn. Give Mages and High-Mages (and possibilty
                                Mirror-Masters) something like Double-Revenge. Cast a spell at heightened
                                effects for more SP.

                                6.b. Evocation. The Dark Priest's Evocation abilities sucks right now
                                because of the teleport-away effect. Remove the teleport-away effect, and
                                it might actually see some use.
                                6.c. GP toss, thrower class. Make a Master Thrower class that gets huge
                                bonuses to throwing speed and multiplier, and also has the ability to GP
                                toss. It should be relatively simple to implement. They probably should
                                also get +dmg modifiers in order to be competitive with the Archer/Ranger
                                classes. For example, I imagine in the end-game their staple attack
                                might be to throw Blades of Chaos (+10, +10). That's 6D5+10 base damage
                                = 28 damage. Since Blades of Chaos are *so* much heavier than a Seeker
                                Arrow/Bolt, I'd argue they should be able to do the equivalent of 1400
                                points of damage per full turn. So reasonable class features may be:
                                +(clvl * 6 + 100)/100 throws per turn (so starts at 2x throwing speed,
                                goes up to 5x throwing speed), +(clvl * 10)/100 multiplier (so starts at
                                normal throwing damage, goes up to 6x damage), +(clvl/3) to damage (so +16
                                damage in the end). So the damage per turn would be:

                                clvl 10, using 1D4(+0,+0) daggers: (2.5 + 3) * 2.6 (throws per round) *
                                2 (multiplier) = 28.6

                                clvl 20, using 2D5(+4, +4) long swords: (10 + 6) * 3.2 * 3 = 153.6

                                clvl 30, using 6D5(+6, +6) blades of chaos: (24 + 10) * 3.8 * 4 = 516.8

                                clvl 40, using 6D5(+8, +8) blades of chaos: (26 + 13) * 4.4 * 5 = 858

                                clvl 50, using 6D5(+10, +10) blades of chaos: (28 + 16) * 5 * 6 = 1320

                                So, summary of class: Pros: Great damage dealing abilities, easy to find
                                good ammo. Cons: Ammo super heavy, doesn't stack well.


                                Shayne Steele <steele@cs.fsu.edu>
                                # The Leather Gloves of Shiva's Avatar
                                N:51f Shiva's Avatar
                                Ef Shiva's Avatar
                                I:31:1:1
                                W:30:20:5:100000
                                P:1:0d0:12:12:19
                                F:BLOWS | XTRA_SHOTS | XTRA_MIGHT | FREE_ACT | RES_DISEN | RES_CHAOS |
                                F:SH_COLD


                                New Race: Klingon

                                Klingons are a warrior race, physical aggressive competition is the
                                norm for this race from birth till death. They revel in physical
                                combat, and are the best melee combatants among all the races. Klingon
                                physiology is noted for the multiple redundancy of all major
                                organs. They advance in level very slowly due to their extreme
                                physically aggressive natures.

                                * at birth: Fear Resistant
                                * at birth: Constitution sustained
                                * level 15: gain permanent extra melee blow
                                * level 20: gain regeneration
                                * level 35: gain permanent extra melee blow

                                --------------Racial Power--------------------------------

                                Lvl Cost Stat Diff. Effect
                                Klingon 30 20 Con 10 Battle Frenzy (Same as Death spell)

                                --------------Race Statistic Bonus Table------------------

                                STR INT WIS DEX CON CHR Hit Dice Exp Penalty
                                Klingon 3 -1 -1 0 4 -2 13 75%

                                --------------Race Skill Bonus Table----------------------

                                Dsrm Dvce Save Stlh Srch Prcp Melee Bows Infra
                                Klingon 0 0 9 3 3 7 15 -3 20


                                New Race: ShadowMan

                                They are the masters of stealth. It is said they are seen only when
                                they choose to be seen. Their eyes are vestigial, they "see" through
                                their chameleon like skin that is loaded with photoreceptors. They are
                                very resistant to light and darkness attacks.

                                * at birth: light resistance (double strength resistance)
                                * at birth: darkness resistance (double strength resistance)
                                * at birth: blindness resistance
                                * at birth: see invisible
                                * at birth: telepathy
                                * gain +1 to stealth for each 10 levels of advancement

                                --------------Racial Power--------------------------------

                                Lvl Cost Stat Diff. Effect
                                ShadowMan 15 12 Int 12 Dimension Door (Same as Sorcery spell)

                                --------------Race Statistic Bonus Table------------------

                                STR INT WIS DEX CON CHR Hit Dice Exp Penalty
                                ShadowMan -1 2 2 0 -2 -1 9 75%

                                --------------Race Skill Bonus Table----------------------

                                Dsrm Dvce Save Stlh Srch Prcp Melee Bows Infra
                                ShadowMan 15 12 15 7 15 15 -3 -2 60





                                Good luck, Dave. And I am glad to see people still enjoy Entroband.

                                -Brian

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