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Post by zekk on Apr 14, 2009 14:36:38 GMT -5
Alright! this sounds pretty good, so far. I hope the re-made marksman and rogue work out well, and I've been looking forward to the bard class for quite a while. Maybe I'll actually get past level 20 this time....
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Post by Variaz on Apr 14, 2009 15:58:31 GMT -5
Not only will Marksman be remade(and Gunner will most likely get a new boost as well), but from now on, ranged and thrown weapons will be able to gain extra shots bonus. So no more bows with +3 melee attacks. Now you'll get +3 shots. Of course, this will be the most expensive bonus to get yet, since extra shots are really powerful for ranged characters. I think it's ok to get more of them, since in any case, you won't get more than your weapon allow(a six shots pistol can't fire more than 6 shots in one turn, for example). The new Marksman active abilities will follow the model of the Monster race ranged attacks, in that extra points will allow you to use a certain number of extra shots with the ability, and up to the maximum shots you have.
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Post by zekk on Apr 14, 2009 16:35:11 GMT -5
Eeeenteresting. Whatabout the rogue?
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Post by Variaz on Apr 14, 2009 17:59:49 GMT -5
I haven't really decided for the Rogue yet. Thing is, it's one of the hardest class to make, since there's so many possibilities. At least we figured out Thievery the other day, but that's one ability out of 10.
Problem is that there's many variations of the same class. You have the stealthy assassin, the common thief, the swashbuckler, the lockpicker, the street thug and so on...
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Post by junyortrakr on Apr 15, 2009 19:04:10 GMT -5
Not only will Marksman be remade(and Gunner will most likely get a new boost as well), but from now on, ranged and thrown weapons will be able to gain extra shots bonus. So no more bows with +3 melee attacks. Now you'll get +3 shots. Of course, this will be the most expensive bonus to get yet, since extra shots are really powerful for ranged characters. I think it's ok to get more of them, since in any case, you won't get more than your weapon allow(a six shots pistol can't fire more than 6 shots in one turn, for example). The new Marksman active abilities will follow the model of the Monster race ranged attacks, in that extra points will allow you to use a certain number of extra shots with the ability, and up to the maximum shots you have. An increased number of shots is awesome, but I'm confused about how that will work with a weapon such as a crossbow that only has one shot before reloading. Would that mean it could only get one shot no matter how many extra shot bonuses you get? For that matter, would a regular bow get more than one shot?
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Post by Variaz on Apr 15, 2009 20:26:57 GMT -5
If you use a returning bolt with a crossbow, then no reload is needed and you can fully benefit from extra shots. Besides, there's always the possibility that new crossbows with larger ammo capacities be added. I will probably add an ability that will allow you to enhance ranged weapons to add larger ammo capacities.
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Post by Gando on Apr 15, 2009 20:53:59 GMT -5
Hmm the only thing I would ask is that the Marksman have an ability that can upgrade bows/xbows/guns for greater shot capacity.
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Post by zekk on Apr 16, 2009 18:37:40 GMT -5
It isn't like bows have an issue with this to begin with...
Also, About Rogues... I've never tried traps before, but it seems like a huge inconvenience to have to carry large amounts of weapons (do they stack?) to constantly use traps. I mean, it makes sense, but you really can't rely on traps as a stable source of damage. What I'm getting at, is, do traps really need this requirement? Rogues already have the ability to pull stuff out of nowhere (poison weapon... where'd the poison come from?)
I know this would require the damage calculation to be redone completely.... If not remove it entirely, you think you could have the item drop on the floor (or put as a monster drop from the affected enemy) after the trap is triggered? As I said, I've never tried traps before, but the thing is, it seems like no-one has, and I think the reason is that the item requirements are too hard to make the ability worthwhile.
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Post by Variaz on Apr 17, 2009 0:30:42 GMT -5
I don't even think I will put back the traps in the new Rogue class. I think it's better to focus on the other aspects of the class, such as stealth, thievery, and perhaps some dex/agility related combat abilities.
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Post by Variaz on Apr 26, 2009 14:47:31 GMT -5
Here's some changes to some of the spells that I think will be good ones. The effects Blessing and War Blessing have been moved from Alteration to Mysticism instead. After all, Mysticism is the Priest's favored school, and a priest should be able to cast blessings, right? Right. And speaking of Mysticism, the Harm spell's cost is now equal to any standard elements, so it's much easier to use now. This is because while very, very few monsters have natural resistances to it, any monsters can potentially resist it if they have enough strength, as it requires a roll vs the monster's level and strength. So it's not an unbalanced type at all, and a huge cost was not justified. Now, for Alteration. It lost two spells, but they have been replaced by the following spells: Stone to Mud: This was requested not too long ago, and I think it's a good idea. So I made it. It destroys any types of non-permanent stone walls and rubble. And it can also cause damages to certain enemies, provided they are weak against it. Enemies affected includes all golems except the ice and mud golems, as well as earth elementals. Monster players who plays earth elementals or golems are advised to be careful using this against magic returning foes, because you WILL take damages if you're weak to it! Alter Position: Basically a phase door spell. I don't know how many times this one was requested, so here it is!
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Post by junyortrakr on May 4, 2009 20:10:02 GMT -5
What is the total maximum number of different abilities one can have? I was thinking it was 20, but I can't remember for sure. Do the new nightmare abilities count toward the limit?
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Post by Variaz on May 5, 2009 0:20:59 GMT -5
It's 30 now. And yes, the Nightmare Abilities DO count.
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Post by Variaz on Jun 18, 2009 10:29:31 GMT -5
Implemented items descriptions! It's now possible to add descriptions to regular items, just like artifacts! Now, that doesn't mean each and every items will have a description by the next build. I mean, there's 1000+ items out there, that's quite a bit! But the possibility of adding a D: line in k_info is there now. Another thing, regarding cursed items, instead of having an ability line saying "Nightmares..." at the end, the Misfortune level of the item will be displayed right below it's value, so it will be faster to see what level it has and whether you wish to risk keeping it or not.
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Post by Variaz on Jun 29, 2009 9:00:28 GMT -5
Ok, so my vacations are now finished. If you've been wondering why this board seemed dead in the past few days, well, it's because I was on vacations and didn't want to spend my entire vacations coding, especially after the rather ugly weeks at work that I had before them.
Well, it's finished now, and so I will also resume my work on Portralis. Next step will probably be to implement item-based events, scripts called when you pick up an item, drop an item or just carry it or wear it. It will allow more complex items to be created!
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Post by Gando on Jun 29, 2009 11:16:03 GMT -5
By Days you mean weeks right? Welcome back and glad to hear you relaxed. No one ever says they love their job. They might love their work but their job bites every time. The item scripting sounds great, can't wait to see what you do. (I'm looking forward to another update.) Ive been playing MTGO alot and a zillion other things including a magic coding project that I help beta test (continuously) so I haven't been playing much. On the other hand new updates get my attention for awhile anyway.
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