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Old February 13, 2019, 23:21   #191
Nick
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New builds of this branch for Windows and macOS are now up on the builds page (source is here). Changes are:
  • New monster type added, trees/ents, with five monsters:
    • old forest tree
    • Old Man Willow (from ToME)
    • huorn
    • black-hearted huorn
    • hasty ent
  • Ochre jellies and gelatinous cubes return, acidic cytoplasms leave, we'll see if that's the end of the jelly story...
  • Remember how I nerfed summoning by making nonliving summons evaporate? Well, the more I thought about that the less sense it made, and it was a never-ending fountain of bugs, so it's been reverted
  • Some changes to people, specifically player-class monsters:
    • Healer replaced by tamer (novice druid)
    • Bandit replaced by ruffian (novice blackguard)
    • New monster witch (novice necromancer)
    • Easterling warrior renamed warrior
    • Master rogue renamed rogue
    • Black knight tweaked and renamed blackguard
    • All player class monsters' spell lists examined, and made more like the spells the actual player classes use

I still intend to make more changes to people and humanoids (as discussed in this thread), but I feel that they still require some thought and discussion.

I am considering this as the last update to this branch before pulling it into the master branch. This doesn't mean "no more changes to monsters", it means that the major surgery is done, and it's mostly balancing and tidying up now.

Any opinions on this update, or the whole branch, or the plan are most welcome.
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Old February 14, 2019, 02:55   #192
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Nick
If you are adding trees, make them vulnerable to axes (and halberds, maybe SoS.) They should be invulnerable to blunt weapons, too...

Also: black-hearted huorn should be evil. All should be fire vulnerable (and maybe electric.) Probably resist cold.l and certainly poison.
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Old February 14, 2019, 07:46   #193
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Nice! Need to find time to do another test run.

NOTE: Old Man Willow has no AC defined and none inherited from the monster_base either.
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Old February 14, 2019, 08:06   #194
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Quote:
Originally Posted by Thraalbee View Post
NOTE: Old Man Willow has no AC defined and none inherited from the monster_base either.
Thanks! He'll be easy to hit until I fix that, then.
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Old February 15, 2019, 00:59   #195
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Slight oddity, but admittedly from a few nightlies back, so may have been fixed by now.
If I kill Beorn as one of his shapes, the other ones still shows on my tilde list as alive. Presumably I don't have to kill him twice. Or do I?...
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Old February 15, 2019, 01:01   #196
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Soooo relieved that gelatinous cubes escaped their execution - I love/hate those little beggars! Whereas I feel no strong emotion either way for acidic cytoplasms. Black puddings do make me smile a little, though.
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Old February 15, 2019, 07:50   #197
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Quote:
Originally Posted by Nick View Post
Healer replaced by tamer (novice druid)
Bandit replaced by ruffian (novice blackguard)
Easterling warrior renamed warrior
Master rogue renamed rogue
Black knight tweaked and renamed blackguard
- Tamer - is a guy who tame animals (in a lot of games it's so, like in Ultima Online). Healer is logical and understandable.

- Bandits are cool. Ruffians too. Let's have both?

- Easterling warrior.. I just get used for this guy, it adding 'salt', flavour to boring warriors.

- Master rogue.. Classic. Also do not want it to go. How much meetings with Master rogue had an unpredictable consequences.

- Black knight Why do we have ninjas then, which are certanly are off-Tolkien - this feels like double standarts (someone likes ninjas, so they should stay in the game no matter what?). How come that ninjas which are off classic fantasy genre at all are still in game and Black knights should go away? Blackguard is ok to add as a new monster, but it's even nearly close to Black knights 'spirit'.

Quote:
New monster witch (novice necromancer)
'Witch' is a good name for town folk ('t'), not for a monster, and not for a necromancer especially..
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Old February 15, 2019, 11:20   #198
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I wanted novices for the three new classes. Tamer I agree isn't a standout, but it was the best I could come up with - happy to consider other suggestion. Ruffian I'm really happy with. And I'm actually pretty happy with witch too - reminiscent of the Witch-King. Healer was an introduction (in 4.1 IIRC) by takkaria to test the HEAL_KIN spell, and I think giving it to priests (and possibly some other monsters) seems like a sensible evolution.

Easterling warrior was OK, but I hope to have something more specifically Easterlingish when I do more on people, and I wanted to have each of the player classes appear as an actual monster. Similarly master rogue becoming rogue seems like a win, because master rogue and master thief are a bit similar, and I'd like to add some more interesting thieves (like maybe O's legendary hobbit rogues). Bandits could easily come back in, as could black knights - I certainly haven't finished with people. In fact, having blackguards be more like ninjas might be a decent plan.

As usual, opinions welcomed and considered.
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Old February 15, 2019, 14:16   #199
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As the incentive seems to be adding as much Tolkien lore as possible, then why not use corsairs of Umbar as rogue/thief theme?

Something like

master rogue : corsair of umbar
master thief : elder corsair of umbar
Harowen : the Captain of the Haven

Ninjas/dagashi could just be renamed to 'assassins' of some kind.
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Old February 15, 2019, 14:39   #200
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Could the littlest druid be an acolyte, novice or initiate?

A.
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