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#151 |
Knight
Join Date: Oct 2019
Posts: 964
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Anyone like this for "Seek Battle"?
if (monsters) msg("These monsters could provide good sport."); else if (context->aware) msg("You smell no fear in the air."); The previous versions were if (monsters) msg("You sense the presence of fearful creatures!"); else if (context->aware) msg("You sense no fearful creatures."); Losing a bit of specificity in favor of atmosphere, but the help text on "Seek Battle" is pretty clear: Detects all monsters susceptible to fear in the immediate area, for one turn only. Once upon a time this spell was called "Smell Fear" and was in the Fear and Torment book, but we moved it up and renamed it. There's a lot I like about both ways. Last edited by DavidMedley; June 1, 2020 at 18:03. |
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#152 |
Knight
Join Date: Oct 2019
Posts: 964
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New description for "Combat Regeneration"
You draw power from the thrill of combat, represented by Spell Points (SP). You gain SP when damaged by an enemy or when you attack in melee. As your blood cools your power fades; you lose SP at half the rate other classes gain them. When you spend SP by casting a spell you regain some health, and fading SP replenish your health even more efficiently. The more damaged you are, the bigger these health gains will be. I included the term "fading" as helpfully suggested by Eric in this thread. Here's the old version for comparison: You draw power from the thrill of combat. This power is represented by Spell Points (SP). You gain SP in combat when damaged by a monster or when you attack in melee. When not in combat you *lose* SP at half the rate others gain it, and you gain hitpoints (HP) at only half the normal rate. When you spend SP by casting a spell you regain some HP, and unspent SP replenish your health even more efficiently. The more damaged the character is, the bigger these HP gains will be. |
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#153 |
Swordsman
Join Date: Feb 2019
Location: Midwest
Age: 32
Posts: 294
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Smashing through a door and tearing into a monster before they even know you're there would be EPIC. It would also open some more tactical options, like allowing you to get into melee range with fortuitously positioned Q's before they have a chance to summon, or closing a door and waiting for your enemy to get right behind it. A Blackguard's very own version of the hockey stick (that only lasts until you smash through the door, but meh).
I'm a sucker for new tricks of abusing LOS, and leveraging the dungeon to your advantage, and I feel like this has a chance of letting you do exactly that. Or maybe it wouldn't really matter most of the time because you can just leap into battle, and you probably won't have the SP to ambush monsters anyway. But still, if it wasn't too hard to code, I feel like this could be a fun little nook in the Blackguard's mechanics. |
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#154 | |
Knight
Join Date: Oct 2019
Posts: 964
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Quote:
I don't remember doing this myself, but you should be able to do it around a U bend (player could be one space further back, but Q could not) Code:
#### .Q.# ##.# .@.# #### Code:
##### ###Q. ###.. ###.. .@... ###.. ###.. ##### |
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#155 |
Knight
Join Date: Oct 2019
Posts: 964
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Like this:
Code:
#### Q..# ##.# .@.# #### |
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#156 |
Knight
Join Date: Oct 2019
Posts: 964
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Hmm. Leaping through doors and passable rubble seems to already work. I guess Nick fixed that...?
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#157 |
Adept
Join Date: May 2007
Posts: 170
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#158 | |
Knight
Join Date: Oct 2019
Posts: 964
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Quote:
I committed what I have here: https://github.com/angband/angband/c...medley:patch-1 |
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#159 |
Knight
Join Date: Oct 2019
Posts: 964
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OK, got all these and a few more tweaks in, pending approval. Thanks everyone!
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#160 |
Rookie
Join Date: Oct 2019
Location: Florida
Posts: 17
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Big fan of the new flavor texts
![]() Looking forward to my next blackguard with more reliable Venom! |
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Thread | Thread Starter | Forum | Replies | Last Post |
Blackguards and melee attacks | hein | Vanilla | 10 | September 16, 2019 21:14 |
Blackguards and Spellcasting | epatton | Vanilla | 2 | September 15, 2019 18:45 |