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Old March 9, 2018, 11:56   #371
Nick
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Build page now has new Windows and macOS builds with latest master bugfixes, and Paladins. Source zipfile is here (note that this is just a link to the tip of the feature/magic branch, so will get the most recent push every time).
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Old March 9, 2018, 13:38   #372
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And it's finally available to play online
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Old March 10, 2018, 02:33   #373
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What about a link to the live server on the front page ? Maybe a tab "live play" or so.
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Old March 10, 2018, 20:21   #374
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Quote:
Originally Posted by Nick View Post
Build page now has new Windows and macOS builds with latest master bugfixes, and Paladins.
Oooh, shiny!

Nick, before I forget: this is from a melee necromancer experiment.

1. Warg form should probably cure fear and give fear immunity. Could do with a bit more damage, though I find it hard to gauge just how much difference the to-hit bonus makes.

2. Darkness works well until the endgame, when I find it far too tempting to put on gear with extra +4Con and then use enlightenment, Arkenstone/randart lightsource and not worry about creature light radius. Not sure what a good fix would be. Maybe the right thing would be for the necromancer in a lit square to have a max Con of 18/180 instead of 18/200, though I realise that this is not consistent with usual rules.

3. At the risk of being shouted at by the veterans... ... Maybe if usual light sources had a significantly larger radius (like the necromancer's darkness vision), we wouldn't all be relying on the light area spell or rods.

4. On a happier note, the new noxious fumes is great. It's powerful, but its short radius makes it more dangerous to use than normal spells, especially against lit monsters. Also, this was the first time I actively collected Salt Water...
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Old March 11, 2018, 01:58   #375
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Build page now has new macOS and Windows builds, with Rogues (no changes to necromancers at this point). Source zipfile is here.

Changes to Rogues include:
  • Less books (duh)
  • Melee is worse to start out with, but gets to the same point at CL50
  • Better throwing
  • Can steal items from monsters (use the alter command, '+')
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Old March 12, 2018, 10:40   #376
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Build page now has new macOS and Windows builds, with the new Ranger class. Source zipfile is here.

Changes to rangers include:
  • Nature spells, and not many of them
  • Worse throwing, better melee, and the odd other skill tweak
  • Massive nerf to extra shots (for everyone), where +1 extra shots now means 1/10 of an extra shot; rangers get +1 every 10 levels

Note that I'm not thinking of any of these classes as the finished product - I'm expecting to have to rebalance. The extra shot thing will probably mean some rebalancing too (for example randart power is going to be all wrong).

One more hybrid to go on current planning, the Blackguard - probably won't be out in such quick succession as the last three.
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Old March 12, 2018, 12:34   #377
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Quote:
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Massive nerf to extra shots (for everyone), where +1 extra shots now means 1/10 of an extra shot; rangers get +1 every 10 levels
Applause!!!
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Old March 12, 2018, 15:04   #378
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Interesting. How is extra shots messaged to the player now? Do items look the same as before or does it show as "+.1 extra shots" or "+10% shooting speed"?
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Old March 12, 2018, 19:55   #379
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Quote:
Originally Posted by Derakon View Post
Interesting. How is extra shots messaged to the player now? Do items look the same as before or does it show as "+.1 extra shots" or "+10% shooting speed"?
It's still +1 in object descriptions, and details say "+1 to shooting speed" so far. You can see the exact effects on the character screen where it will show
Code:
Shots      1.1/turn
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Old March 13, 2018, 00:23   #380
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Have you over-nerfed extra shots a little?

A.
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