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Post by Variaz on Dec 31, 2008 14:33:25 GMT -5
So, the next build is started, so I'm creating this thread! I've started implementing the Music skill, and this will definitely be available in the next build. Other plans for this one: - Implement Bard and Phase Knight(abilities will have to be discussed and agreed upon). - Remake the Rogue and Marksman. - Fix everything mentionned in the "Horrow Show" thread. - Add a couple more things in terms of quests, plot, etc... Possibly finish the second main quest chapter(no guarantees here). I also want to finish the Stealthy Viper questline once and for all, and perhaps start the Lancer questline. Also have plans for a new town and related quest. - Perhaps some new spells. I know a lot of peoples have been requesting teleport spells, so they could be added. - Difficulty levels. Death and score calculation could use some rework as well. - Other stuff mentionned in various threads. And then some new vaults, monsters, etc... Some new artifacts would also be nice(and answer that preserve mode thing once and for all! ) And also, I am cleaning up the code a bit, deleting old junk from old versions that makes save files bigger and probably take up some memory too.
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Post by junyortrakr on Jan 2, 2009 19:51:59 GMT -5
With the Stealth Viper quest (I suppose this could apply appropriately for other quests for races as well), I was wondering if kobolds you meet in the dungeons would at least have a chance to be friendly as you improved your standing with the guild. Since kobolds are rather numerous, though, I wouldn't want them to be friendly unless all the 'ally' messages could be eliminated, though.
Actually, I would hope something could be implemented soon that would automatically or by choice eliminate 'ally' messages. I never want them, and they are very annoying.
I was also wondering if a 'view known magic' option of some sorts or other(I'm not too picky as long as you can do it in the dungeon without going to the create menu.) might be possible in the next release.
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Post by Variaz on Jan 9, 2009 23:00:11 GMT -5
Did more source code cleaning. Really, there was a lot of old junk in there, and it's not finished yet! Most of it was just dead old junk, but some other actually interferred a bit with the gameplay. Nothing major, but interference nonetheless. For example, who would have thought that a wise Priest would have more difficulty sensing items than a brutish Fighter? (the irony being that item sensing, itself, is a piece of obsolete junk, since we have the much nicer colored items!). Both would be very possible for the next release! The ally message is actually quite mandatory, especially since companions will finally get some nice support through the new Bard class.
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Post by Gando on Jan 10, 2009 12:45:40 GMT -5
I wouldnt mind the ally comments if they didnt force the --more-- which is just really annoying and I wish we could automatically clear the way we used to be able to in angband.
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Post by paulblay on Jan 22, 2009 23:47:39 GMT -5
Talking about "view known magic" I would suggest that on using G to study a magic book that you already know you get a message pointing out that fact instead of having the book consumed. Books are worth a fair bit of money at the start of the game, and it's very easy to G them into non-existence.
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Post by Variaz on Feb 3, 2009 19:39:35 GMT -5
Changed the character's stats screen a bit.
First of all, age has been removed, as I have no plans to use it for the game's quests. Instead, it has been replaced by your current Misfortune, which is useful if you carry red items, and are worried whether you should recall soon, or you think you can go on.
Also, the stats will now display base stat, modifiers and the final stat, so it will be easier to know what stat will be used when you use some abilities that uses only base stats instead of the final stat. Will probably add a mutated stats modifier as well, so you'll know just how badly(or goodly) you were affected by radiations. I'll probably modify the skills screen in a similar manner too.
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Post by Variaz on Feb 5, 2009 9:08:12 GMT -5
junyortrakr was kind enough to rework the k_info and update all rings and amulets! Changes includes removing the useless rings(weakness, stupidity, etc...), and updating their bonus. For example, amulets like golem provides +10 to strength and constitution I believe, instead of +4. Also, he made all rings and amulets craftable! A very appreciated effort that will definitely be included in 008. Thanks again, junyortrakr!
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Post by hairybolox on Feb 6, 2009 4:18:23 GMT -5
ABSOLUTELY - class effort Junyortrakr !!!
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Post by Variaz on Feb 9, 2009 0:45:32 GMT -5
In addition to their enchanting function, Nightmare Licialhyds have a new power. They can now be used to grant you a unique ability that is independant of normal class abilities. Each Nightmares have their own ability that you can gain when using their licialhyd. Even though the licialhyds are useful, I felt they were still meager rewards for defeating monsters that are on a whole different league than anything else in the game, and should a character attempts to fight one, there should be some sort of unique reward for succeeding. I originally though of associating an item with each Nightmares, but then I thought that there's already many things that enhance items, yet little than enhance the character. So there you go, unique abilities that are accessible to both normal races and monsters. Right now, you can learn a new ability, or improve an existing one, once every 2 levels, so there is a limit to how many times you can do it. A lot of these abilities will be much stronger if you wear cursed items and have a high Misfortune, thus bringing greater rewards for players who risks wearing reds. But they are still useful even if you keep Misfortune at 0. Here's a preview of what you get for Nightmare Scout, Phantom of Misery and Vengeful Orc!
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Post by junyortrakr on Feb 11, 2009 19:59:20 GMT -5
The idea of having the reds be useful like this sounds good. I had a couple questions about the abilities you listed so far, though.
First, when are the misfortune adjustment made for the 'cursed treasure seeker'? I would think they should be made when you pick up the item. If not, I'd just haul the good ones to the surface, load up on high misfortune items, and then identify them with a very high misfortune level. Also, is there any reason to have this unless you're carrying a bunch of misfortune? I can't see any benefit without it.
Second, for 'ghostly misfortune', is there a limit on the physical resistance? It seems like it could be overly powerful if you could get 100% passive resistance from just 10 of them.
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Post by Variaz on Feb 11, 2009 22:18:45 GMT -5
It's made when they are generated. I did forget to put it to not work with scrolls of magic items though, which I will fix. Otherwise, this one doesn't have any non-misfortune benefits, making it risky to use. But then, Nightmare Scout is one of the easiest nightmare horrors, so it's normal that it's ability isn't necessarely the best. Still, I might add a small bonus for 0 misfortune as well.
As for phantom, yes, at 10, you gain immunity to physical, but that only apply to the Physical element. A fire melee attack will still hurt you. Physical immunity, while extremely powerful early on, becomes more balanced later on, as the monsters gets a larger variety of attacks to use. By the time you become strong enough to defeat a Phantom of Misery(lvl 25-30 I'd say, and with good equipment), it's also at this time that attacks starts getting more varied, and Physical immunity loses it's power. At this point, the ability is much more useful for it's countering power, and moving through walls is always good to have.
One of the issues to address will be the "loading with red items" strategy. While this is a good way to boost your death count in a normal dungeon, in quest levels where misfortune has no side effect, this could be a problem. I might just pur misfortune to 0 for quest levels, so that only the no-misfortune effects triggers. A simple, easy way to balance it, but perhaps not very fun... This will need to be thought of I guess.
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Post by junyortrakr on Feb 13, 2009 20:09:37 GMT -5
It'd be fun to see a few more of the red licialhyde bonuses. I haven't quite prepped a character to take out a restless dead yet(I have managed to be killed by one, though), but I may get to it this weekend. The other misfortune 20 one(I think it a violet nightmare, but I can't remember at the moment), though, I have killed. I think the mechanon or whatever it is should be killable, too. I'm not so sure about the higher level ones, though: they look tough. Still, it'd be nice to know what I'd get for offing one.
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Post by Variaz on Feb 14, 2009 1:08:46 GMT -5
Before you fight Restless Dead, here's a quick fix to it's code: In events.lua, under the function "monster_events_code", the first effect "Complete Regeneration", right below "monster(m_idx).lives = m_race(monster(m_idx).r_idx).lives", add this line: if (m_race(monster(m_idx).r_idx).cursed > 0) then monster(m_idx).lives = monster(m_idx).lives + multiply_divide(monster(m_idx).lives, monster(m_idx).level, 100) end I forgot to take into account that RD might have extra lives if you meet it at high levels. And since I don't want to deprive you of any death count increases, I thought I might as well post the fix. ;D Good luck.
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Post by junyortrakr on Feb 15, 2009 22:33:54 GMT -5
That's sooooo thoughtful of you. Unfortunately, due to technical difficulties, it may take a while to make that small upgrade. I guess I'll have to limit my contact with them to low levels so I don't miss out on the effect. How deep would you have to be before it mattered, anyway?
I'm not concerned the 'Cursed Treasure Seeker' not getting any bonus without any misfortune, but I thought it might have one that I was missing. Of course, I'll take whatever I can get.
Of course, I'm not complaining that 'Ghostly Misfortune' may allow you to become completely immune to physical, I was just surprised. You'll need the ability to walk through walls at higher levels if you have that much misfortune. I can see the cancellation would be very nice, too.
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Post by Variaz on Feb 16, 2009 9:56:13 GMT -5
I'm always thoughtful of dedicated players. On another subject, I replaced the near-useless knuckles by the more useful Pickaxes, meaning that Mining is now officially part of 008. They were based on great axes. In comparison, they are slightly weaker, but make up for it by giving a small bonus to Mining, so that anyone can take a pickaxe and get good digging, even if you don't put natural skill points in Mining. As for the knuckles, if they come back, it will be in the form of gauntlets that will give a huge damages bonus, but will not actually provide an AC bonus.
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