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Old October 9, 2019, 05:39   #21
DavidMedley
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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]
effectAMAGE
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.
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Old October 9, 2019, 07:20   #22
DavidMedley
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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.
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Old October 10, 2019, 23:58   #23
DavidMedley
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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!!
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Old October 11, 2019, 04:16   #24
Pete Mack
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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.
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Old October 12, 2019, 00:31   #25
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Yes, thank you. Very cool.
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Old October 14, 2019, 05:02   #26
DavidMedley
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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.
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Old October 14, 2019, 08:57   #27
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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).
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Old October 14, 2019, 17:04   #28
Derakon
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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.
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Old October 14, 2019, 19:51   #29
Oraticus
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Quote:
Originally Posted by Derakon View Post
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.
This is actually what I was thinking as I was reading the above comments, except why make it mid/high level? Why not change the "Create Darkness" spell and instead make it "Remove Light"? Darkness is just the absence of light, anyways, so you're not creating it as much as removing existing illumination. Make it a ball spell that, if it detonates in a bright room, darkens the room, and if it detonates on items, it removes their +light property. Added benefit of not having to enter or linger at the entrance to bright rooms... darken from a distance.

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).
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Old October 14, 2019, 23:18   #30
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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.
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