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Old March 13, 2018, 00:30   #381
Nick
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Quote:
Originally Posted by Antoine View Post
Have you over-nerfed extra shots a little?
Determining the answer to that will require playtesting

My gut feeling is that it is about right. Especially with the added changes to artifacts and egos I have in development - Belthronding is +5, Slings of Buckland are +1d4, etc.
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Old March 13, 2018, 04:54   #382
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Played through a necromancer with randarts and my observations are:
The staying in darkness for extra con gets very painful later, both because of the non-use of the light spot and the need to avoid items with +light. After early - mid game, I gave up trying.

Most of the spells are useful, although Annihilate feels a bit expensive, and crush is almost never useful - it could be doubled or trebled in power without being excessive. Curse also seems too weak, especially given the HP cost.
I also never found a use for Command. If you didn't need line of sight, it would be useful. Vampire Form was extremely effective and used for taking down most of the late uniques (all the living ones).

I think I preferred the balance of 3 town, 2 dungeon books. It does feel odd that undead are the hardest creatures for a necromancer to deal with.

Overall, all of the magic classes are interesting, playable and feel different, so well done.

Now onto the hybrids
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Old March 13, 2018, 23:52   #383
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Quote:
Originally Posted by Nick View Post
Determining the answer to that will require playtesting

My gut feeling is that it is about right. Especially with the added changes to artifacts and egos I have in development - Belthronding is +5, Slings of Buckland are +1d4, etc.
Are you also going to change the the Ranger bonus to apply to different launcher types based on race? Or is it still only bows? I've always thought hobbits should have the bonus applied to slings, maybe half-trolls to crossbows, humans to either bow or crossbow, etc.
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Old March 14, 2018, 08:35   #384
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Quote:
Originally Posted by Ingwe Ingweron View Post
Are you also going to change the the Ranger bonus to apply to different launcher types based on race? Or is it still only bows? I've always thought hobbits should have the bonus applied to slings, maybe half-trolls to crossbows, humans to either bow or crossbow, etc.
I'd leave Ranger with bows and add Archer for bonus to all shooters.
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Old March 14, 2018, 20:42   #385
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Two bugs:

* Stealing occasionally causes a crash.
Trying to steal from Farmer Maggot
Assertion failed!
(File z-rand.c Line 169 Expression M <= 0x10000000)

* Stores don't always display AC, to-hit, to-dam bonuses and known runes properly, and write a "{??}" instead.
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Old March 14, 2018, 21:34   #386
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Originally Posted by Voovus View Post
Stealing occasionally causes a crash.
Trying to steal from Farmer Maggot
Assertion failed!
(File z-rand.c Line 169 Expression M <= 0x10000000)
OK, I think I know what this might be. Has it only been Farmer Maggot? If not, what else?

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Originally Posted by Voovus View Post
Stores don't always display AC, to-hit, to-dam bonuses and known runes properly, and write a "{??}" instead.
Is this at the start of a game only and goes away, or is it ever working OK and then this starts happening?
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Old March 14, 2018, 22:01   #387
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Quote:
Originally Posted by Ingwe Ingweron View Post
Are you also going to change the the Ranger bonus to apply to different launcher types based on race? Or is it still only bows? I've always thought hobbits should have the bonus applied to slings, maybe half-trolls to crossbows, humans to either bow or crossbow, etc.
I'm leaning toward just leaving it as rangers having bow-skill, especially as blackguards will get something that inclines them toward crossbows.

The hobbits and slings thing gets mentioned a lot - can anyone tell me why? I would have thought they'd be good at throwing if anything.
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Old March 14, 2018, 22:09   #388
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Quote:
Originally Posted by jevansau View Post
Played through a necromancer with randarts and my observations are:
The staying in darkness for extra con gets very painful later, both because of the non-use of the light spot and the need to avoid items with +light. After early - mid game, I gave up trying.

Most of the spells are useful, although Annihilate feels a bit expensive, and crush is almost never useful - it could be doubled or trebled in power without being excessive. Curse also seems too weak, especially given the HP cost.
I also never found a use for Command. If you didn't need line of sight, it would be useful. Vampire Form was extremely effective and used for taking down most of the late uniques (all the living ones).

I think I preferred the balance of 3 town, 2 dungeon books. It does feel odd that undead are the hardest creatures for a necromancer to deal with.
Thanks, that's helpful.

I have some ideas to make darkness work a bit better, and will keep thinking about that.

Command may still need some work; there should be lots of variability depending on what monster you command. Possibly if the commanded monster attacks another one, the other one should attack it rather than the player.

Curse should be mainly good for finishing off stuff.
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Old March 14, 2018, 22:20   #389
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Originally Posted by Nick View Post
OK, I think I know what this might be. Has it only been Farmer Maggot? If not, what else?

Is this at the start of a game only and goes away, or is it ever working OK and then this starts happening?

Stealing has crashed with a couple of others too. Had it with Uldor and with Wormtongue, both when they were far deeper than normal (around 3500'). Could it be that it crashes if you steal from a particular unique a bit too often?

Oddly enough, the stores bug doesn't seem to be there at the very beginning, but to start appearing when you return from the dungeon.

I can generate a savefile, if that helps.
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Old March 14, 2018, 22:28   #390
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Originally Posted by Voovus View Post
Stealing has crashed with a couple of others too. Had it with Uldor and with Wormtongue, both when they were far deeper than normal (around 3500').
If my theory is correct, you would have had speed > 28 when the Uldor crash happened?

Quote:
Originally Posted by Voovus View Post
Oddly enough, the stores bug doesn't seem to be there at the very beginning, but to start appearing when you return from the dungeon.

I can generate a savefile, if that helps.
Yes, that would help.
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