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

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  • Pete Mack
    replied
    Start by taking a look at one of the 'bands that have been updated a bit--angband and FAangband arguably have the most refactoring. The comments and variable names are still primitive, but function names and .h and .c files use better conventions.

    Leave a comment:


  • kzwix
    replied
    Hi,

    I'm quite new on these forums, though I've known of *bands for a long time, now. I'm a huge fan of Hengband and it's large choice of races and classes, and I like ToME very much too, for it's skill and abilities system (at least, for it's idea of a skill & abilities system, even if it's system is underdevelopped, I think)

    I've been interested in compiling Hengband (for a start) and looking at the code, in an effort to gather accurate spoiler information, and maybe implement ideas I had. To no avail, unfortunately.


    I'm a computer science engineer (in my graduating year), and the code almost gave me a heart attack. Well, ok, I'm exagerating a bit, but it IS a huge mess, and lacks "good programming practices" a lot. For example, it lacks comments, explicit variable names, it lacks a lot of headers (which are useful for giving an overview of a file's contents, even if nobody ever includes it), and it most of all lacks modularity (you know, *small*, *human-readable* functions) and logical "storage" of the code. At least, for an outsider. Oh, and it lacks a tutorial file, describing where to find what, and the rough works of the game...


    I know I'm being very critical, and I ask you to forgive me, but I had to let it out. Now, on a more constructive side (if the critics weren't constructive already), I wonder wether a code refactoring could be interesting, or would lose "experienced" *band devs more than it would help newcomers dive in the code ?

    Leave a comment:


  • dzhang
    replied
    Hi guys, thanks for all the support. Just wanted to let people know that I am working on this (albeit rather slowly, since I'm drowning in RL work..)

    Mostly, I've been separating the ideas into "Easy to implement" and "Bitch in implement" bins, and have working on implementing ones from the former (with the hope that all of the latter bin will eventually be implemented in some form or other).

    In the mean time, don't be holding your breathes for a release any time in the near future..

    Leave a comment:


  • Elrosk
    replied
    Great to hear someone might pick up the Hengband mantle... code changes just might make me pick it up again and take 'er for a whirl (and I thought I had managed to kick the Hengband habit, too...)

    Best of luck further developing the variant; sounds like a bunch of other folks are looking forward to checking out the result as well!

    Leave a comment:


  • Djabanete
    replied
    Originally posted by chem
    I am glad to see people still enjoy Entroband.
    Very much so. And yes Dave, good luck, and I am happy to contribute with my thoughts and ideas although I am too busy to play at the moment.

    EDIT: That is to say, if there is anything specific you're looking for input on, I'm eager to help, but at the moment you seem to be DROWNING in ideas so I see no point in throwing random stuff out there =D
    Last edited by Djabanete; April 3, 2008, 21:20.

    Leave a comment:


  • chem
    replied
    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

    Leave a comment:


  • Arralen
    replied
    .. 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 ...

    Leave a comment:


  • Matthias
    replied
    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

    Leave a comment:


  • dzhang
    replied
    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.

    Leave a comment:


  • Pete Mack
    replied
    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.

    Leave a comment:


  • dzhang
    replied
    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&#37; 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, 18:14.

    Leave a comment:


  • Matthias
    replied
    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..

    Leave a comment:


  • dzhang
    replied
    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.

    Leave a comment:


  • dzhang
    replied
    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).

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  • xxitheworld
    replied
    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, 01:50.

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