![]() |
#21 |
Knight
Join Date: Oct 2019
Posts: 905
![]() |
Bat Form (Necromancer)
I didn't appreciate Bat Form at first. I saw the speed boost and thought "Oh, I can maybe use this to get away from normal speed creatures." But it's a really amazing way to explore! From level 3 a Necromancer can scoot around picking up treasures, finding stairs, and picking his fights carefully. There's not much XP to be gained in this, but you need equipment/money/dive or climb more than XP at times.
From shape.txt: name:bat combat:0:-10:10 obj-flags:FEATHER | SEE_INVIS | PROT_BLIND values:SPEED[3] | STEALTH[3] | INFRA[5] effect ![]() dice:5 effect-msg:taking bat form blow:bite blow:scratch Not sure what that combat info means exactly. It's supposed to be +0 to hit, -10 to dam and +10 to AC but my to dam seems to drop much more than this. Anyway, the speed, stealth and infra benefits are obvious. |
![]() |
![]() |
![]() |
#22 |
Knight
Join Date: Oct 2019
Posts: 905
![]() |
Minor suggestion for shapechange: I see that my name is changed to "Bat" but it would be nice to have it noted on the status bar.
Last edited by DavidMedley; October 9, 2019 at 07:25. |
![]() |
![]() |
![]() |
#23 |
Knight
Join Date: Oct 2019
Posts: 905
![]() |
Better Readouts
I REALLY REALLY LOVE the improved amount of information that is getting to the player. Additional information in the status bar, character sheet, monster recall, and probably lots of other places. I played an older version after playing 4.2 and really missed the additional info! Great job on that, Nick and whomever else!!
|
![]() |
![]() |
![]() |
#24 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,913
Donated: $40
![]() |
Dave--
Have you discovered the 'knowledge menu'? I am not sure which variant created it, but i saw it in UnAngband first, liked it, and made it portable. Useful for objects and stores, also finding out what uniques are left. Use ~ key to access it. |
![]() |
![]() |
![]() |
#25 |
Knight
Join Date: Oct 2019
Posts: 905
![]() |
Yes, thank you. Very cool.
|
![]() |
![]() |
![]() |
#26 |
Knight
Join Date: Oct 2019
Posts: 905
![]() |
Remove Curse
I find it a bit odd that cursed items don't stick on you anymore, but I guess it makes sense since you have to wear just about everything now. The Remove Curse spell, then, actually removes attributes of the magic item. So can we get Remove Curse to remove any attribute, not just the ones marked as curses? I'm mainly thinking of light for necros, but I'm sure there are other instances where a supposedly positive aspect of an item is detrimental.
|
![]() |
![]() |
![]() |
#27 |
Knight
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 952
![]() |
That seems like a nice idea to me (and a great solution to the necro light-bonus randart problem). It would probably need some balancing for some early mixed-blessing items though; for instance, =mouse and =escaping, but nothing that cannot be solved (for instance: +4 speed and permanent fear are two effects of the same removable item property; or permanent fear is a 100-power curse).
__________________
Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
![]() |
![]() |
![]() |
#28 |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
I like the idea, but it'd require either special-coding the attributes you'd want to remove, or else writing UI code to let the player select attributes to remove.
The issue fph raised is also a good one. Personally I'd solve the example listed by removing Rings of Escaping from the game. ![]() Another possibility to specifically solve the necromancer's problem would be a mid/high-level necromancer spell that removes the +light effect from your equipment. |
![]() |
![]() |
![]() |
#29 | |
Apprentice
Join Date: Sep 2014
Posts: 84
![]() |
Quote:
Pretty much everything resists dark anyways, so it's damage is pretty much a moot point, but it has the thematic use of "Create Darkness" but makes more sense (IMHO). |
|
![]() |
![]() |
![]() |
#30 |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
The main reason to make it higher-level is that thematically, magic powerful enough to suppress, say, the light of the Phial of Galadriel literally did not exist in-setting. The Silmarils likewise do not get extinguished so far as I'm aware. The Trees were burnt rather than magically suppressed, but we'll chalk that up to using substandard materials.
![]() Gameplay-wise, being able to cast the spell early on is certainly more convenient for the player. The only question there, I think, is how much value there is in making the player work for their rewards. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
3.5 Thoughts | EpicMan | Vanilla | 5 | March 29, 2014 00:45 |
Thoughts on v4 | CunningGabe | v4 | 11 | March 2, 2012 01:11 |
S thoughts | Philip | Variants | 5 | June 19, 2011 17:30 |
My thoughts on 3.1.1 | TJS | Vanilla | 2 | August 14, 2009 05:20 |
3.1.0 thoughts | TJS | Vanilla | 11 | January 15, 2009 17:39 |