v4: whither DSM?

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  • mumbles
    replied
    might as well make @ eat a rod of fireballs too, seems logical

    Leave a comment:


  • Magnate
    replied
    Originally posted by mumbles
    keep the old damage but make a player have a dragon helmet and body armour, as you need a mouth to breath from
    Why are the best ideas always a total bastard to code?

    Leave a comment:


  • mumbles
    replied
    keep the old damage but make a player have a dragon helmet and body armour, as you need a mouth to breath from

    Leave a comment:


  • Magnate
    started a poll v4: whither DSM?

    v4: whither DSM?

    30
    Don't allow DS items to grant breath effects at all
    0%
    7
    Use the old powerful breath effects but only for body armour
    0%
    6
    Use breath effects for all Dragon Scale items, but make them weaker
    0%
    4
    Use the old powerful effects, but have only (say) 20% chance of them appearing on a DS item
    0%
    8
    None of the above
    0%
    5

    The poll is expired.

    (There's no v4 forum yet, so I suggest anyone starting a thread about v4 prefixes the title with v4: ...)

    So, the latest version of v4 (6f60915) allows Dragon Scale prefixes on armour, as well as helms, boots, gauntlets and shields. The DSM base items have gone.

    What's the same: the Dragon Scale prefixes grant the resists (and ignores) that you would expect. So white DS gives RES_COLD | IGNORE_COLD and so on. They also give -2 to hit.

    What's different:
    - the AC adjustment is not a flat +10 bonus any more. Instead, DS prefixes increase both base AC and weight of the item. The lower DS types (blue, white, black) only add a few percent, which might not even be noticeable on low-AC items like boots and gloves. The higher types (MH, Balance, Power) add much more (30-60%) - but they are heavy. (The old DSMs increased in both AC and weight as you went up the series.)
    - they don't give any breath effects, at the moment.

    This thread is to ask how people would like to see DSM breaths handled in v4. Simply replicating the previous breaths on all items would be overpowered - you could end up being able to breathe five times in a row. So I've come up with some suggestions - if you prefer something different ("none of the above"), please say what.
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