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Old December 13, 2018, 07:10   #81
jevansau
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Having an odd problem with the latest build - attempting to run: . direction moves one square and keeps prompting for direction. At that point hitting escape prompts with Cancelled. -more- and prompts one more time for direction.
the given direction works for 1 square and then I'm back to the original situation.
Windows 10, but other builds work fine.
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Old December 13, 2018, 08:09   #82
Nick
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Quote:
Originally Posted by jevansau View Post
Having an odd problem with the latest build - attempting to run: . direction moves one square and keeps prompting for direction. At that point hitting escape prompts with Cancelled. -more- and prompts one more time for direction.
the given direction works for 1 square and then I'm back to the original situation.
Windows 10, but other builds work fine.
Yeah, this is a known issue. Use the second-latest build.
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Old December 13, 2018, 20:15   #83
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Nick,

A few comments on the new mage. I appreciate that you're working on other aspects at the moment, but I'm liable to forget otherwise. These are all fairly minor.

1. I found the mage pretty powerful. There's a good selection of really excellent spells. The hp is low, as it should be, and the power for devastation is high at the end (Banishment, Mass Banishment).

2. Mana bolt more or less obsoletes all the earlier damage spells. This is not so much an issue with mana bolt, but rather with the fact that very few late game monsters and uniques are specifically vulnerable to cold/fire/lightning/acid.

3. Mana Channel could reasonably be replaced by a passive speedup to casting, like shooting speed for the Ranger.

4. The combination Tap Magical Energy plus Recharging makes it possible to replenish SP during a battle. To some extent this is necessary, as the Mage's SP pool (even with max Int) is insufficient to deal with most late game uniques. Thematically, however, if feels a bit wrong. Tap Magical Energy converts wand charges into more SP than it takes for Recharging to put those charges back - surely this violates the first law of thaumodynamics? Maybe Tap Magical Energy should always blow up a wand?

5. Mana Storm probably comes too late - my minions often finish before getting to character level 45.
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Old December 13, 2018, 21:00   #84
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Thanks for the comments.

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2. Mana bolt more or less obsoletes all the earlier damage spells. This is not so much an issue with mana bolt, but rather with the fact that very few late game monsters and uniques are specifically vulnerable to cold/fire/lightning/acid.
OK, noted.

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3. Mana Channel could reasonably be replaced by a passive speedup to casting, like shooting speed for the Ranger.
True, and worth thinking about.

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4. The combination Tap Magical Energy plus Recharging makes it possible to replenish SP during a battle. To some extent this is necessary, as the Mage's SP pool (even with max Int) is insufficient to deal with most late game uniques. Thematically, however, if feels a bit wrong. Tap Magical Energy converts wand charges into more SP than it takes for Recharging to put those charges back - surely this violates the first law of thaumodynamics? Maybe Tap Magical Energy should always blow up a wand?
I don't necessarily mind that (although points for "thaumodynamics"), but I'll think about the balance.

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5. Mana Storm probably comes too late - my minions often finish before getting to character level 45.
One way to fix that is to make the game harder

Another thing is that (especially if you were playing High-Elf or similar) I'm planning for races, like the new classes, to have no XP penalty.
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Old December 13, 2018, 22:24   #85
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I just happened to finish a mage game half an hour after Voovus's post there and I can agree every 5 points he made.

I would add that Mana Storm having 16% failure rate for XL49 wizard with maxed INT doesn't feel right. Mana Storm itself isn't overpowered spell. Combined with Explosion knockback though, any attack spell starts to feel overpowered. Explosion - Mana Storm - Explosion - Mana Storm and Morgy went down even with several failed MS castings.
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Old December 14, 2018, 01:21   #86
Philip
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I have played a bunch of mages, and always ended up dying in extremely silly ways to missing resists (notably, not noticing that resistance apparently no longer gives resistance to poison?). Mana Channel is, to put it simply, broken. It's reliable, cheap, and sufficiently more impressive than any device you could possibly have around the point you get it that you would in fact rather tap all your devices and only really use them as batteries. Given how much work has gone into making devices fun over the years, it is disappointing to see the utility and device specialist use their devices primarily as batteries for mana bolts.
I think the Tap Magical Device + Recharging issue is largely a function of the prior issue. If using devices and then Recharging those devices and using them again were productive, then there would be no reason to abuse Recharging + Tap. Tap is fine as a last-ditch device drain, Recharging is a core gameplay component, and their interaction is, if a bit silly, not entirely free (destruction chance) and ultimately, fine, so long as Tap isn't objectively the best choice for any device. Unfortunately, it is, so long as Mana Channel is running.
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Old December 15, 2018, 12:17   #87
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There is now a new build up on the nightlies page which I believe
  • fixes the (or at least a) crash bug, and
  • fixes the run bug.

Let me know if there are still issues.
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Old December 27, 2018, 08:25   #88
Ingwe Ingweron
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An mana point bug. If @ has mana points, but dons Gorlim dropping those points to zero due to its intelligence penalty; the points remain at zero even if @ dons a different hat. I.e., the max points stay at zero, not just the used points. This condition disappears if the game is saved and reloaded, but happens again the moment Gorlim is worn.
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Old December 27, 2018, 20:43   #89
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Originally Posted by Ingwe Ingweron View Post
An mana point bug. If @ has mana points, but dons Gorlim dropping those points to zero due to its intelligence penalty; the points remain at zero even if @ dons a different hat. I.e., the max points stay at zero, not just the used points. This condition disappears if the game is saved and reloaded, but happens again the moment Gorlim is worn.
Thanks, filed.
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Old December 28, 2018, 05:02   #90
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Minor information leak. I've got an un-ided weapon I can't give to the weaponsmith. Presumably this means it's cursed & has a value less then 0.
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