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#21 |
Veteran
Join Date: Oct 2019
Posts: 1,004
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Vampire Form Discrepancy
Finishing transcribing all the necro spells to my spreadsheet and I noticed a discrepancy: Vampire Form description says it costs you half your HP, but the formula in shape.txt seems to say 1/4th.
Code:
spell:Vampire Form:37:20:60:140 effect:SHAPECHANGE:vampire effect:JUMP_AND_BITE dice:$B expr:B:PLAYER_LEVEL:+ 0 desc:Allows you to assume the form of a vampire at the cost of half your desc: current hitpoints, than teleports you to the nearest living monster desc: and drains a level-dependent number of hitpoints, healing and nourishing desc: you. When first transformed you will temporarily be able desc: to take hitpoints from living monsters with your bite attack. name:vampire combat:3:3:-5 obj-flags:SEE_INVIS | HOLD_LIFE values:LIGHT[-1] | STEALTH[3] | INFRA[3] effect:DAMAGE dice:$B expr:B:PLAYER_HP:/ 4 effect-msg:taking vampire form effect:TIMED_INC:ATT_VAMP dice:10+1d20 blow:bite |
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#22 |
Veteran
Join Date: Oct 2019
Posts: 1,004
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All Necro Spells
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#23 |
Knight
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 515
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A few random issues with 4.2 I noticed while running in the competition:
The description of both the "Read Minds" and "Banish Spirits" spells say they are effective with creatures that have a spirit. Unfortunately, the monster named "fire spirit" does not have a spirit as far as these spells are concerned. I suppose one could pedantically argue that there is a difference between "having" a spirit, and "being" a spirit. But it looks bad, and is confusing. The monsters or the spells should be renamed. While in Warg form, you cannot pickup new items off the floor. However, you CAN auto-pickup items that match your existing inventory. A bolt of "slow monster" does NOT wake up a sleeping monster; it sorta seems like it should. As noted elsewhere, Sauron and Morgoth cast spells only half as often as they are supposed to. Coupled with the Necro "disenchantment" effect, this tends to make them too vulnerable to ranged attacks. They are still tough, don't get me wrong. But they are much easier than they ought to be. I think Annihilation wands are too strong and should be deleted from the game entirely. I think the "device skill" damage boost should be removed. |
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#24 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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How about renaming the elemental "spirits" to wisps? Earth Wisp is a bit of an odd combination, I must admit, but I think it works for the others at least.
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#25 |
Knight
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 515
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Maybe "sprite"? I admit the word looks a little too much like "spirit", but would be an improvement.
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#26 | |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,127
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Quote:
I disagree with you about removing device skill damage boost. Rebalance, yes, but not remove. I believe it an important distinction for the gnome race as well as for certain "magic skill" classes.
__________________
“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 |
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#27 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,127
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Why the need to identify it as a spirit in the first place? How about an Elemental is an elemental, is an elemental? Just like most everything else is the thing itself.
__________________
“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 |
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#28 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,127
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Necromancer is definitely not my favorite class to play. Maybe it works as a challenge class, but it is far out of whack in balance with the other classes.
__________________
“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 |
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#29 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
I guess one option would be to have Elementals for the current "spirit" tier, and Elder/Greater/Angrier Elementals for the current "elemental" tier. I'm not personally as fond of so explicitly calling out "this is just a buffed-up version of a previous monster" if there's a way to make them more thematically different, but it does make it clear how the monster works. |
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#30 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,613
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I think the spirit tag is unfortunately fairly arbitrary & unclear. While you eventually start memorizing which are & aren't it isn't that intuitive.
Plenty of those may be corrected marked, but as a player taking a guess, you might go either way. |
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