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#1 |
Adept
Join Date: Jan 2009
Location: BC, Canada
Age: 44
Posts: 227
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New spell lists
Hi all,
I am not a programmer, but I really wanted to help the development process of Angband. I started looking through the files to see if there was something that I could/wanted to modify. I noticed that, though convoluted, I could change the spell lists (something that I have seen talked about a number of times on this site) and decided to take a run at it. I have been around long enough to know the arguments against doing this: that spell lists are broken, that classes need to be rebalanced, that this spell or that is essential. But I think that with all the recent changes, especially to consumable rates, that this is a good time to try some new spell lists for the classes. Effectively, all classes have lost spells. Some just a few (mages), some a lot (rangers). I think there is much more differentiation between classes and the changes will forces players to use more items from the dungeon (both good things). Guiding principles of each class spell list: Mage: powerful, offensive magic Ranger: supplementary, nature-based, protective magic Rogue: detection and trickery magic Priest: healing and anti-evil magic Paladin: minor healing and buffing magic It won't be perfect, but I hope that people will try the new lists out and give feedback. Even if they are not used officially, they can give some insight into how the classes can develop in the future. I have included a table of the changes as well as the p_class file that can be dropped right into the angband directory to make the changes. |
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#2 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Looks very promising
A.
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#3 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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If I'm reading that chart right, it seems that Bless, Chant and Prayer have been taken away from priests. I was thinking it might be nice to replace some or all of those with an AC buffing or hold life spell. I realize it's beyond the scope of altering the edit files, just throwing it out there.
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#4 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Mage doesn't get resistance but Ranger and Rogue do? That should be other way around. Ranger loses all detections? That's serious crippling. You make ranger basically a archer-class (warrior with good missile weapon skill) by that change. How about making Ranger use priest book instead? Minor healings and buffings from that, "detect evil" feels right for Ranger, though detect monsters is even more in theme. No orb or high-level spells at all IE no books 7,8 and 9 at all. I would also like to swap books 5 and 6 in priest lists and move detect monsters to Beginners Handbook as paladin/ranger only spell. Detection is a game changer for priests currently (maybe deny it from paladin/ranger), and lack of that makes stat-gain depths a real slowdown because (mainly) of hounds. Swapping those two books would make game a bit smoother (no danger, danger, danger, near miss, GI, dive, dive, dive, kill Morgoth) Rogue seem to retain satisfy hunger while everyone else loses it. Bug? Also loses light room which is one of the main utility spells. Somehow rogue losing utility spells feels wrong. Changing which spell is in which book in which order requires editing spell.txt. (BTW. it looks like you are using old edit-files. No "reveal monsters" for example) |
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#5 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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IMO priests and mages should get all spells in their realms. In particular, priests require buffing magic. They need buffs just to break even. If you take that away, they need to have their hit rolls increased to compensate.
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Yeah, priests are completely hopeless in melee until they pass stat-gain, and melee is their primary damage source until post-stat-gain as well as OoD is too expensive/failure-prone.
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#7 |
Adept
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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This.
Rogues feel pretty good at the moment to me, having detect treasure as a spell is an absolutely huge advantage over all other classes, so i don't know how making it available to mages might change things though. And as i already stated in the (almost countless) threads in the past about spell list changes, i fell the branding and enchanting spells should be altogether removed. As the fact that all of the various bless spells could be merged into one with clvl dependent duration. And many more suggestions, which i'm too tired to think about atm... I'm totally in favour of making some substantial changes to rangers though, they don't feel that distinctive to me right now, with the exception of the extra shots bonus which is way overpowered anyway i think.
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#8 | |||||
Adept
Join Date: Jan 2009
Location: BC, Canada
Age: 44
Posts: 227
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You have touched on a lot of the points that I considered while coming up with this scheme.
Quote:
OoD has been long discussed as overpowered on this forum. I think that it should be nerfed by reducing the damage/making it effective only on evil creatures/changing from ball to bolt. I can't do this, so I wanted a way to ween priests off of it being their only major source of damage. Quote:
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I think that a rogue walking around the dungeon lighting up every room feels wrong... They should be stealthy, relying on cunning and guile. I would rather see them get extra infravision instead. It was for the table. It was based on old spoiler files. The p-class file was recent. |
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#9 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Rogues get dObj at CL12 and mages get detect enchantment at CL30. It is a difference, but not a big deal.
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#10 | |
Adept
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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Quote:
Based of course on my playing style, by clvl30 i have no need for the (costly) spell since i always carry a nice stack of -DetectTreasure, which i will throw away only when i reach high sp thresholds. In the early levels on the other hand barring huge amounts of scrolls in the shop i always lack sufficient means of object detection. But i freely admit that i compulsively use it whenever i can ![]() Also having early access gives a more noticeable boost to divers, making early relevant item finding a lot easier.
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