![]() |
#421 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,431
Donated: $60
![]() ![]() |
OK, thanks, that might help me track that down.
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
![]() |
![]() |
![]() |
#422 |
Swordsman
Join Date: Jun 2010
Posts: 309
![]() |
Not necessarily - you're assuming only the human hearing range. If you have Ears of the Bat, well, some bats can hear as high as 200kHz, which would give a wavelength of 1.7mm if I'm correct. (In 20-degree air.)
|
![]() |
![]() |
![]() |
#423 |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 498
![]() |
You can SHIFT+DIR fast-travel through webs without tearing them up. Again, I don't know if this is a bug and furthermore, this behavior actually provides smoother gameplay. Especially, since a pack of Mirkwood spiders usually leave quite a webby scenery after they are killed.
|
![]() |
![]() |
![]() |
#424 |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,017
![]() |
Just a random comment: many of the recent changes go in the direction of making the game more Tolkien-themed, but the necromancer at the moment feels more like a Dracula knock-off: fears light, turns into a bat, bites monsters to drain their life... What's next, vulnerability to wooden stakes?
![]() I don't have specific suggestions on how to reduce this effect, though.
__________________
Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
![]() |
![]() |
![]() |
#425 |
Prophet
Join Date: Apr 2008
Posts: 2,946
![]() |
Commit b6ebf27 (timed monster disenchantment), typo in look_mon_desc:
Code:
if (mon->m_timed[MON_TMD_HOLD]) my_strcat(buf, ", disenchanted", max); Code:
if (mon->m_timed[MON_TMD_DISEN]) my_strcat(buf, ", disenchanted", max);
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
![]() |
![]() |
![]() |
#426 |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,017
![]() |
Another random piece of feedback on necromancers: I realized that I basically never cast Create Darkness. In the very first levels, 3 mana for a spell that just creates darkness is a lot (especially when compared to the priest's Call Light, which costs only 1), while in the later levels the spell penalty matters a lot less and it feels like a waste of a turn.
What if "create darkness" was instead the side effect of another spell that does something useful? For instance, something like "channel the light nearby into a bolt that damages monsters for XdY". Maybe a different version of Dark Spear, moved earlier, or a ball effect to replace Noxious Fumes (another spell I basically never cast, because who wants to become poisoned to kill a couple of worms or clear mushroom patches?).
__________________
Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. Last edited by fph; May 17, 2019 at 14:08. |
![]() |
![]() |
![]() |
#427 |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
What if the necromancer just had their own darkness aura, like some monsters do? So they're automatically in darkness all the time unless a monster with a strong enough light aura gets close. That does away with a lot of the fiddliness of staying in darkness, but means that you can make the penalty for stepping into light much more extreme, like "taking significant damage every turn" or "automatically blinded".
|
![]() |
![]() |
![]() |
#428 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,596
![]() |
Dark aura might be ok. Damage from light is taking them even more into vampire teritory. Stealth bonus or penalty might be ok. At least that takes some sting out of not being able to see as far.
|
![]() |
![]() |
![]() |
#429 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,123
![]() |
That sounds to me more like a "race" based innate quality rather than the "learned" skill of a class. Maybe an advanced necro would gain such ability after reaching a certain level, like rangers extra shots or warriors overcoming fear, but I don't think it should be from "birth".
__________________
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
![]() |
![]() |
![]() |
#430 |
Adept
Join Date: Jan 2009
Age: 64
Posts: 200
![]() |
One other necromancer disadvantage, particularly with randarts is the number of artifacts rendered unsuitable because they have a small bonus to light radius.
Speaking of randarts, one thing that really needs to be looked at is max depths - particularly bad for lights, but can also be an issue for other weaker object types. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Master of Magic | TJS | Idle chatter | 5 | August 14, 2017 14:44 |
Issues on current master | Nick | Vanilla | 277 | June 18, 2017 23:30 |
Bugs and complaints on current master | Nick | Vanilla | 588 | April 27, 2017 23:54 |
Master Thief | Grotug | Idle chatter | 1 | March 27, 2017 00:54 |
Artifacts in 3.2 (Master List) | Tregonsee | Vanilla | 8 | March 6, 2011 12:33 |