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Post by Variaz on Jun 29, 2009 16:29:30 GMT -5
Implement your item suggestions. For many of them, passive item scripts will be required. It will also add interesting possibilities, such as scripts that triggers when you pick up, drop or destroy an item.
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Post by challtdow on Jun 29, 2009 18:24:24 GMT -5
I can't wait for items that explode when you destroy them. Delayed explosion grenades might also be possible.
Chall T. Dow
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Post by Variaz on Jul 24, 2009 0:07:45 GMT -5
Item events are now implemented. Now, onto making some fun items!
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Post by Gando on Jul 24, 2009 8:28:38 GMT -5
Is there any chance of you implementing the Quest status screen for the ~ menu? We talked about this in the past as a note thing for Quests so those of us who are forgetful don't lose track of what we have done etc. You said you would implement it and then we all got sidetracked (I think). Anyway that would be really good, along with a listing of all spell books already "G" learned.
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Post by Variaz on Jul 28, 2009 19:50:35 GMT -5
I've added spells browsing, which will display the list of learned spells effects when using the "b" command.
I'll admit that it's MUCH easier to get a list of known effects that way.
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Post by scout on Jul 30, 2009 16:21:22 GMT -5
As someone who's mostly a lurker on this forum and never posts, just wanted to say that I continue to play (currently working on a celestial kensai) and much appreciate all of the hard work that's been put into this mod. Call me perverse but I love how difficult and frustrating Portralis can be if you try to rush things. Definitely a thinking man's mod.
Looking forward to all of the new features you've highlighted in the next build. Now if I could only play as a vampire dark elemental lord / stalker like I did back in the days of NewAngband...
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Post by Gando on Jul 30, 2009 17:52:54 GMT -5
As someone who's mostly a lurker on this forum and never posts, just wanted to say that I continue to play (currently working on a celestial kensai) and much appreciate all of the hard work that's been put into this mod. Call me perverse but I love how difficult and frustrating Portralis can be if you try to rush things. Definitely a thinking man's mod. Looking forward to all of the new features you've highlighted in the next build. Now if I could only play as a vampire dark elemental lord / stalker like I did back in the days of NewAngband... Welcome then lurker. Yeah well now adays you can play bloodthirsters into other vampire goodness via the "M"onster race.
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Post by Variaz on Aug 15, 2009 19:58:29 GMT -5
Three new Nightmare Abilities! Restless Dead's ability: Put 1 point in this and you can decimate any towns without fear! (towns being dungeon level 0) A useful ability for any characters who uses red items. 90 Misfortune and 10 points in this would give you a 50% chance of faking death on dungeon level 100. Make it 180 Misfortune for 50% fake death on dungeon level 200. Mechanized Golem's ability: Two shots for the price of one! I was originally thinking of making this gunner-exclusive, MG being a robot and all, but I've decided to make it available to all ranged attackers. With 10 points, you get a total of 6 shots! This ability is very nice with a pair of pistols too! You get two shots per pistols! And Violet Nightmare: Useful for any characters to get some damages returning. But it's especially useful for Alteration-focused casters, who gets a bonus to Life Blast success rate. In other words, this ability turns you into a Violet Nightmare! I'll try to make some more for the other Nightmares. But at least now, all rank 40 and lower Nightmares have an ability!
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Post by Gando on Aug 15, 2009 21:48:46 GMT -5
I look forward to the next download. In the meantime I am playing MTGO, and Kings Bounty.
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Post by warmonger on Aug 17, 2009 4:29:30 GMT -5
I have a few ideas for new boss\elite monsters abilities
Double HP Extra lives Extra attacks Double attack\ranged\magic skills Double speed(or +20 speed if monster`s speed less than 20) Double defense Double hit rate Double Str\Dex\Mind
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Post by Gando on Aug 17, 2009 5:24:40 GMT -5
Imho some of those would just make the elites/bosses impossible at the higher levels.
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Post by warmonger on Aug 17, 2009 6:04:25 GMT -5
When boss monster generated with immunity AND return melee AND return magic they sometimes become VERY HARD to kill too.
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Post by Gando on Aug 17, 2009 8:38:26 GMT -5
Actually I used think so too but there is a technique for meleers to kill immune monsters with double returning. You need an indirect attack such as Accuracy (for magically immunes) or Holy Bolt (for physically immunes). Accuracy doesn't deal all that much damage since it is only one attack and by the time you start encountering immune + double returning bosses you should have multiple attacks. So thats the downside but it does work. Another thing you can do is get a magic element weapon (cf the new quests) and switch to that weapon when you are faced with such a boss. Again use an indirect attack and the phys immune suddenly dies to accuracy. So you don't HAVE to be a paladin to use this. Also keep in mind that Counter Attack of the Warriors abilities is very powerful against monsters that melee, particularly if you can get your AC up. Now the thing is those triple ability bosses are really insane so sometimes you just have to run anyway. I think Variaz made them like that so that we will have a high % chance of dying down below certain levels (40) no matter how beefy our characters get.
Now mages have a tough time with Magic Immune Magic Returners unless they can do some of the above tricks but it does help to be a Zulgor mage since all Zulgor's spells are chaos which they are immune to. The downside to that is missile damage doesn't do anything to magic immunes when it's converted to chaos so again you need to rely on an alternative trick.
No matter what you do expect to be dying a lot in Portralis. Variaz set it up so death penalties don't matter as much if you take precautions and eternalize any equipment you want to keep. Which is really the only upside to the bosses being insane. Lets not even talk about Nightmares that can just 1 hit kill you from the shadows. (Technically it takes 3 hits for a Violet to kill you but since it gets Lifeblastx3 (35% each (which btw is nigh impossible to get your character to do)) it amounts to the same thing.
This might not be your typical roguelike anymore with all the various changes that have occurred in the last several years but it definitely still quite frustrating at times and it really requires you to learn the mechanics and the ins and outs of survival and then still you need to think through the major steps. Unfortunately a good portion of the game is monsters you autokill and probably enmass after the first 10 levels or so, which can really lull you into a false sense of security.
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Post by warmonger on Aug 17, 2009 12:36:55 GMT -5
Against powerful boss enemies i usually use "grow trees" with radius 1 to make "safe enclosed areas" in corridors(great way to rid of nasty friendly monsters).After setting retreat area i am using against magic immune\2-returners physical bolt spell(cause missile type damage will be halved by immunity).With "spell absorption" skill you have no problems with mana regeneration from your own returning spells.After few bolt strikes return to safety ,heal ,repeat.
Btw is it possible to change order of spell blocking : Shield Mastery(with 10 or more points) to work AFTER Spell Absorption ?.
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Post by Variaz on Aug 17, 2009 15:47:41 GMT -5
I have a few ideas for new boss\elite monsters abilities Double HP Extra lives Extra attacks Double attack\ranged\magic skills Double speed(or +20 speed if monster`s speed less than 20) Double defense Double hit rate Double Str\Dex\Mind Elites already have 3 times the hp of a normal enemy. Bosses have 6. Extra attacks and lives would be too evil! Double speed, while uber early on, would eventually become a useless boss ability. They already have enhanced hit rate and defense and stats and skills. Good idea about making Spell Blocking apply after Spell Absorbtion.
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