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[Announce] EyAngband 0.4.0 changelist (long)

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Eytan Zweig

未読、
2002/01/19 14:31:142002/01/19
To:
Changes from 0.3.6 to 0.4.0:

- Not compatible with 0.3.6 or older savefiles.

## Gamplay Changes ##

- Added room descriptions (taken from UnAngband). Each room now has a
description which can affect its contents. You can turn the display of room
descriptions off by a gameplay option, and also display them in a terminal
window.

- Resistances are now percentile. Instead of having an on/off flag, there is
now a percentile value to each resistance. All resistance sources are now
cumulative. Also, all characters now have intrinsic resistances which rise
with level, and depend on race and class. This severly changes game
balance - probably a lot of tuning will be necessary.

- Added an option to avoid displaying inscriptions in messages.

- Added an option to display a message whenever an item recharges. (Thanks
Behemoth)

- The monster list terminal now shows monster symbols. (Thanks Pav
Lucistnik)

- Invisibility revised. Attacking no longer totally cancels temporary
invisibilty, just shortens it. Monsters far less likely to cast spells while
you're invisible.

- Alchemy rebalanced. Now, all potions have a pval which determines which
combinations they can be in.

- Added amulets and rings to the "squelch by quality" menu.

- Totally revised the item 'I'nspection display. It now uses similar code to
the monster recall. Also, it will correctly display resists and slays.
Finally, it display's the item's history. (based on David Sward's patch)

- The code for generating spoilers has been unified with the monster/item
recall code.

- No more self knowledge. Potions of *enlightenment* no longer provide the
ability. Potions of self knowledge and the self knowledge spell removed.

- Now, the object browser also supports item "r"ecall.

- Chests have been totally removed from the game. They will return in a
future version, in a different form.

- The object recall term window now displays the most recent object recall.

- The character screen now only has two modes.

- You can now display the player's temporary conditions in a term window.

- If you're standing on a trap square, you can activate it by pressing '>'
(down). This is so thieves will be able to use trap doors/teleport traps to
escape monsters.

- New trap system - there is now an edit file that controls trap types
(trap.txt). Glyphs and locks have been re-implemented as traps. Many new
trap types added.

- All players now have a chance to bypass a visible trap - going through the
square without being affected. Thieves have a much higher chance than other
classes.

- Character dumps improved (Thanks to Pav Lucistnik)

- Players can now "magic-lock" doors (well, actually only some classes can).
Magic-locked doors are very difficult for monsters to open/bash, but they
can be easily opened by the player.

- Monsters unlocking doors no longer depends on their HP, but on their
depth. As a general rule, monsters will find it harder to unlock doors.
However, there's a new monster PICK_LOCK flag, which will make it easier for
the monster to unlock doors.

- Monsters bashing doors also now depends on monster depth, BUT the more
damaged they are, the harder it is for them to bash a door.

- Changed the pref file format so that trap types can be assigned graphics
(note that the modify visual command has not been updated). You need to add
"W:" lines for the trap graphics. Windows preferrences now need "T:" lines,
instead of "W:" lines. (yes, that seems to make little sense. But since the
trap info is called w_info and windows are called term windows, that seemed
to actually be the better way around. I'll probably revise the way .prf
files are handled in a future version to solve these problems.)

# Combat #

- Monsters with high AC (relative to your skill) now harder to hit. Bonuses
to hit now more important.

- Changed AC. Now, AC no longer reduces damage, but every point of AC is
more useful in determining whether you will be hit or not. AC value has been
reduced for most items.

- Mana regenration much faster for characters with low mana. This will
hopefully allow low-level mages to keep up after the other changes. Also,
note that spell/item damage has not been toned down, and so improved
relatively to weapons.

- Reduced the maximum damage enchantment bonuses for melee weapons, the
maximum level of rings of damage/slaying, and of ego items and artifacts.
Also, reduced the damage bonus from very high STR.

- Higher strength required to weild heavier weapons.

- Changed the calculation for amount of blows. This will be worse for most
characters. Dexterity is now a lot more important, as is class.

- Weapon weight no longer affects the critical hits. Instead, they are
determined heavily by player level and to-hit skill.

- Slays/Brands multiplier lowered, but now they affect entire damage
(including bonuses).

- Many weapon weights lowered.

# Quests #

- Random quests are now all stored in the same slot, since there is no
reason to keep the history and it just wastes memory.

- Quest reward allocation improved, less likely to end up giving you only
ammo.

# Spells #

- Armor penalties for spellcasters revised. Rangers, Bards and Mystics can
wear more armor before the penalty kicks in. Also, the penalty is now
non-linear, making for a low penalty for wearing a bit more than allowed, a
very high penalty for wearing a lot more.

- Spell list for most classes changed.

- All calming spells made more powerful.

- New types of glyphs - lesser glyph of warding (available to mages), which
is lot easier for monsters to break than the normal glyph, and holy sigils,
which only block movement of undead and demons (but block all summoning),
and can be broken by any monster.

- Changed the way healing spells/items work. Now, They heal a percentage of
your damage (though each is capped at a minimum). So, for instance, cure
light wounds will always heal 5% of your, and cure critical wounds will
heal 30% of your damage.

# Races/Classes #

- Total reworking of race list:
- Races removed: Half-elf, high-elf, half-orc, dunadan, half-troll,
hobbit.
- New races: Grippli (a frog-like race), Ursa (a bear-like race), Vargr
(a wolf-race), and Lizardman.

- New class: Thief. Thieves have moderate fighting skills, great stealth
(which improves with levels), and can tell the exact type of a trap by
looking at it. They also have the ability to place traps using the 'p'
command. Currently, this uses the Oangband trap system, because I didn't
have time to implement the system I wanted. This will change in future
versions.

- Bards can now get 0% fail rate.

# Items #

- Item destruction has been toned down.

- Musical instruments are now indestructible (this might change in a future
version).

- Added new item flags that protect from certain effect in addition to the
resistances. Big thanks to Richard Smith for helping me assign them to the
proper items.

- Random artifacts removed. They will be back in a future version, once all
the changes to the item system are properly in place, but for now having
them around really complicates development.

- Added armor prefixes. They work in a similar way to weapon prefixes.

- Added several new weapon prefixes.

- Added flexible slays - now, different weapons can have different levels of
the same slay.

- All potions now feed you a little (except for potion of salt water).

- Many new ego item types added.

- Added several items: Hatchet, Cleaver, Stout Stick, Three-Piece-Staff,
Blackrock Quarterstaff, Apples, Piece of Ambrosia, Mysterious Piece of Meat,
Silver Crown, Shirt, Potion of Stealth, Silver Arrows, Silver Bolts, Staff
of Barriers, Talismans of Rapid fire/acid/frost/lightning bolts.

- Removed several items: Lance, Pint of Nectar, Filthy Rag, potion of self
knowledge.

- The Beacon of Om now has an activation.

- The Massive Iron Crown of Morgoth now give +50 stats, not +125 - still
more than enough, but the old value could cause display problems.

- All potions now feed the player the same amount.

- Artifacts added: The Cleaver of Fendilo (Gumband).

- Artifacts removed: The Lance of Eorlingas,

# Monsters #

- Reorganized the letters for many monsters:
- 'y'eeks have been removed.
- 'l'ice have been removed.
- 'F'lies have been removed (some flies become 'I'nsects).
- 'g'olems are now 'A'utomata.
- 'G'hosts are now 'g'hosts.
- Giant 'P'eople are now 'G'iants.
- 'p'eople split to low-level 'p'eople and high-level 'P'eople.
- 'l'ycanthropes added.
- 'F'aeries added.
- 'Y'etis become 'y'etis.
- 'M'ulti-headed reptiles become h'Y'dras.
- 'z'ombies split into 'z'ombies and 'M'ummies.
- 'H'ybrids become 'H'ags. (Harpies remain 'H's, but most other 'H's
becomes 'q'uardrapeds).

- Many new monsters added, many monsters removed, and many monsters changed.
Don't assume anything about monsters just because you know them in another
variant (or an older version).

- Elementals no longer fail when casting spells.

- New "ego" monsters, which currently are for flavor only and don't affect
gameplay.

- New monster flag: EVASIVE. Monsters with this flag have a chance of
evading your blows and blinking away.

- New monster spell: S_FAERY.

- Removed the ESCORT/ESCORTS and FRIEND/FRIENDS double-flag redundancy.
Added a new flag, MANY, which combines with a group (either kind) to make it
larger.

- Removed the S_WRAITH monster spell. The wraith uniques are now handled
similarly to all other uniques.

- The POWERFUL monster flag has been renamed to the less confusing
WIDE_BREATH, and has been removed from all monsters without breath attacks.

- New attack methods: GRAB

- Monsters with stealing attacks now blink a shorter distance away.

## Non-Gameplay Affecting Changes ##

## Bug Fixes ##

- Fixed a bug associated with spellbook rewards (Thanks to Pav Lucistnik and
Behemoth)

- Fixed a message bug when shooting/throwing your last missile.

- Fixed a bug whereby Lokkak didn't get his summoning spells.

- Fixed a few bugs with monster spoilers.

- Fixed possible freeze error when generating levels.

- Fixed spellcasters' armor penalties.

- Random class selection again chooses a legal class.

- Fixed the incorrect special quest failure bugs.

- Fixed the quest reward artifact bugs. (Thanks to Kieron Dunbar).

- Fixed the special quest failure bug.

- Stacking bugs for wands and staves have been fixed.

- Behavior of rods and talismans in shops has been fixed.

- Fixed mana breathers that actually breathed disenchantment.

- Fixed possible freeze error when generating levels.

silt

未読、
2002/01/20 9:04:202002/01/20
To:
"Eytan Zweig" <eyt...@yahoo.com> wrote in message
news:a2chl7$102h48$1...@ID-101183.news.dfncis.de...

> Changes from 0.3.6 to 0.4.0:
> - Added an option to display a message whenever an item recharges. (Thanks
> Behemoth)

Not sure if it is inferior, superior, or just different, but O has something
similar. (I know because I insisted Leon add it. lol)

> - Totally revised the item 'I'nspection display. It now uses similar code
to
> the monster recall. Also, it will correctly display resists and slays.
> Finally, it display's the item's history. (based on David Sward's patch)

Sounds good!

> - The object recall term window now displays the most recent object
recall.

Sounds sensible. Then again, I've not used a term window since I played Z on
a mac six or seven years ago.

> - If you're standing on a trap square, you can activate it by pressing '>'
> (down). This is so thieves will be able to use trap doors/teleport traps
to
> escape monsters.

Is this the key used in both roguelike and not-roguelike sets?

> - All players now have a chance to bypass a visible trap - going through
the
> square without being affected. Thieves have a much higher chance than
other
> classes.

Means trap effects (level dependent) need to be heavily upgraded.

> - Monsters unlocking doors no longer depends on their HP, but on their
> depth. As a general rule, monsters will find it harder to unlock doors.
> However, there's a new monster PICK_LOCK flag, which will make it easier
for
> the monster to unlock doors.

Neat. Have you played any Angband/64?

> - Monsters bashing doors also now depends on monster depth, BUT the more
> damaged they are, the harder it is for them to bash a door.

Not sure why damage ought to effect it. For play balance, perhaps. Might I
suggest instead of depth, linking it to monster attack damage? A monster
capable of big damage will always have deeper depth or be rare or both. More
complicated, surely--might be a coding nightmare; I've no idea. Hm. Have
monsters "attack" the door? Could assign doors a damage potential to break
them (different than open, I know

Hm. OK, seperate pick lock from break door. For breaking: monsters (and
players?) attack doors, doing damage to them until broken. While
complicated, this allows multiple levels of door strength/barring. Spell to
lock door. Spell to strengthen door. Cast both. For further silly
complication, could figure in stunning potential of monster attacks, as Z
figures them. Of course, all of this, if fully added, would need doors to be
"viewable" by character, to see strength/strength remaining. Could figure in
bash for PC's--that ability needs to do something not suicidal/useless or be
removed.

> - Weapon weight no longer affects the critical hits. Instead, they are
> determined heavily by player level and to-hit skill.

Makes sense. Ideally weapon weight/type ought to affect both critical hit
chance AND recovery time. But that opens so many cans of worms...the speed
system is already darned opaque for even experienced players, I hesitate to
recommend mucking further with it.

> - Armor penalties for spellcasters revised. Rangers, Bards and Mystics can
> wear more armor before the penalty kicks in. Also, the penalty is now
> non-linear, making for a low penalty for wearing a bit more than allowed,
a
> very high penalty for wearing a lot more.

good

> - All calming spells made more powerful.

good

> - Changed the way healing spells/items work. Now, They heal a percentage
of
> your damage (though each is capped at a minimum). So, for instance, cure
> light wounds will always heal 5% of your, and cure critical wounds will
> heal 30% of your damage.

interesting. will take a lot of getting used to!

> - New races: Grippli (a frog-like race), Ursa (a bear-like race), Vargr
> (a wolf-race), and Lizardman.

someone played Traveler. lol

I hope you've messed around with which races get infravision (and which
monsters appear on it!). The former was one of the silliest failings of
Zangband's 20+ races, of which only two or three didn't have it, and the
latter has always been ridiculous, with some monsters appearing for no good
reason and many others that ought to not appearing. Assigning what appears
on infravision ought to be dead easy, and the lists could be corrected in
fifteen minutes. It is ability to see *heat*. (We will all ignore that it is
really ability to see differentials in heat states, same as casting light
doesn't blind character for a round!)

> - Musical instruments are now indestructible (this might change in a
future
> version).

Probably should. They are intrinsically fragile items. (I'm more than
willing to ignore such "realism" concerns for play balance, always.)

> - Added flexible slays - now, different weapons can have different levels
of
> the same slay.

Makes sense. Will be a big pain in the ass though without real "examine" for
all items. A Defender's info already tends to run off the equipment screen
and be truncated.

> - All potions now feed you a little (except for potion of salt water).

Not sure if this is helpful or not, but it if it simplifies code at all:
could allow salt water potion to still feed a bit since character will still
puke to hungry after.

> - Added several items: Hatchet, Cleaver, Stout Stick, Three-Piece-Staff,
> Blackrock Quarterstaff, Apples, Piece of Ambrosia, Mysterious Piece of
Meat,
> Silver Crown, Shirt, Potion of Stealth, Silver Arrows, Silver Bolts, Staff
> of Barriers, Talismans of Rapid fire/acid/frost/lightning bolts.

What would a Blackrock Quarterstaff be?


Overall, sounds like good stuff.


Igenlode

未読、
2002/01/19 16:13:292002/01/19
To:
On 19 Jan 2002 Eytan Zweig wrote:

> Changes from 0.3.6 to 0.4.0:
>

Sounds jolly interesting :-)

(From another thread: I always pronounced it "ay"-Angband - but then
I spent years speaking of the dragon 'Smorg'! How does one pronounce
Eytan?)
--
Igenlode

'The Day the Stories Went Dark' - story now on-line at
http://curry.250x.com/HoedownII/intro.html

Eytan Zweig

未読、
2002/01/20 13:41:322002/01/20
To:

"silt" <garli...@hotmail.com> wrote in message
news:E7A28.6698$zJ3.8...@typhoon.maine.rr.com...

> "Eytan Zweig" <eyt...@yahoo.com> wrote in message
> news:a2chl7$102h48$1...@ID-101183.news.dfncis.de...
> > Changes from 0.3.6 to 0.4.0:
> > - Added an option to display a message whenever an item recharges.
(Thanks
> > Behemoth)
>
> Not sure if it is inferior, superior, or just different, but O has
something
> similar. (I know because I insisted Leon add it. lol)
>

No idea - Behemoth sent me this as a patch, I decided it was a good idea,
and included it.

> > - The object recall term window now displays the most recent object
> recall.
>
> Sounds sensible. Then again, I've not used a term window since I played Z
on
> a mac six or seven years ago.
>

It turns out this is buggy - it only displays part of the information, by
mistake.

> > - If you're standing on a trap square, you can activate it by pressing
'>'
> > (down). This is so thieves will be able to use trap doors/teleport traps
> to
> > escape monsters.
>
> Is this the key used in both roguelike and not-roguelike sets?

It's the same command used for going down stairs - if you remap that command
(not sure if roguelike does or not), you remap this as well.

> > - All players now have a chance to bypass a visible trap - going through
> the
> > square without being affected. Thieves have a much higher chance than
> other
> > classes.
>
> Means trap effects (level dependent) need to be heavily upgraded.

They are. Also, this is not really significant to anyone but a thief.

> > - Monsters unlocking doors no longer depends on their HP, but on their
> > depth. As a general rule, monsters will find it harder to unlock doors.
> > However, there's a new monster PICK_LOCK flag, which will make it easier
> for
> > the monster to unlock doors.
>
> Neat. Have you played any Angband/64?

Some, ages ago. But I deliberatly decided to rebuild my trap system (which
includes the locks now) from scratch, because it was more fun that way. (I
have no qualms against reinventing the wheel).

> > - Monsters bashing doors also now depends on monster depth, BUT the more
> > damaged they are, the harder it is for them to bash a door.
>
> Not sure why damage ought to effect it. For play balance, perhaps. Might I
> suggest instead of depth, linking it to monster attack damage?

Well, in Vanilla monster HP is the only criteria. I figured that a heavily
damaged monster will be too weakened to bash a door. As for linking it to
attack damage, that's not a bad idea - maybe I'll do that, I need to think
more about it.

> Hm. OK, seperate pick lock from break door. For breaking: monsters (and
> players?)

They are seperate, even in Vanilla.

attack doors, doing damage to them until broken. While
> complicated, this allows multiple levels of door strength/barring. Spell
to
> lock door. Spell to strengthen door. Cast both. For further silly
> complication, could figure in stunning potential of monster attacks, as Z
> figures them. Of course, all of this, if fully added, would need doors to
be
> "viewable" by character, to see strength/strength remaining. Could figure
in
> bash for PC's--that ability needs to do something not suicidal/useless or
be
> removed.
>

Hmm.. not bad ideas, overall, but again, I need to think about them.

> > - New races: Grippli (a frog-like race), Ursa (a bear-like race),
Vargr
> > (a wolf-race), and Lizardman.
>
> someone played Traveler. lol
>
> I hope you've messed around with which races get infravision (and which
> monsters appear on it!).

Humans, Grippli, Lizarmen, Ursa, Vargr, Demons and Angels don't have
infravision.

Elves, Dwarves and Gnomes have good infravision.

Rattikin, Felpurr, and Nilbog have poor infravision, which won't make much
of a game difference.

Note that because there are far less invisible monsters early on now,
Infravision is mainly useful for letting you see things outside your light
range.

> > - Added flexible slays - now, different weapons can have different
levels
> of
> > the same slay.
>
> Makes sense. Will be a big pain in the ass though without real "examine"
for
> all items. A Defender's info already tends to run off the equipment screen
> and be truncated.

Ah, but that's what the new object "I"nspect is for. It shows all the info
wonderfully

> > - All potions now feed you a little (except for potion of salt water).
>
> Not sure if this is helpful or not, but it if it simplifies code at all:
> could allow salt water potion to still feed a bit since character will
still
> puke to hungry after.

It's mainly a side effect of the rebalancing of alchemy - I needed pval for
something other than food, and figured this would be a harmless change.


> > - Added several items: Hatchet, Cleaver, Stout Stick, Three-Piece-Staff,
> > Blackrock Quarterstaff, Apples, Piece of Ambrosia, Mysterious Piece of
> Meat,
> > Silver Crown, Shirt, Potion of Stealth, Silver Arrows, Silver Bolts,
Staff
> > of Barriers, Talismans of Rapid fire/acid/frost/lightning bolts.
>
> What would a Blackrock Quarterstaff be?

Blackrock weapons are immune to disenchantment and cause a lot of damage.
There already was a blackrock sword and a blackrock spear, so I added a
hafted one.

Eytan


Eytan Zweig

未読、
2002/01/20 13:52:212002/01/20
To:

"Igenlode" <Use-Author-Supplied-Address-Header@[127.1]> wrote in message
news:2002012017013...@nym.alias.net...

> On 19 Jan 2002 Eytan Zweig wrote:
>
> > Changes from 0.3.6 to 0.4.0:
> >
> Sounds jolly interesting :-)
>
> (From another thread: I always pronounced it "ay"-Angband - but then
> I spent years speaking of the dragon 'Smorg'! How does one pronounce
> Eytan?)

The first syllable in Eytan is pronounced similar to the number 8. The
second is like the first syllable in Undo. The stress can come on either -
even within my family, some people call me EYTan, and some eytAN.

Eytan

silt

未読、
2002/01/21 6:42:312002/01/21
To:
"Eytan Zweig" <eyt...@yahoo.com> wrote in message
news:a2f31q$10k94d$1...@ID-101183.news.dfncis.de...

> "silt" <garli...@hotmail.com> wrote in message

> > > - Added an option to display a message whenever an item recharges.
> (Thanks Behemoth)

I somehow forgot to mention it before, but the O version is an item
inscription flag. Clever Leon. (My mage didn't want all his zillion rods to
alert, but the moment-to-moment attack ones had me switching to inventory
every thirty seconds.) Can the Behemoth patch be toggled? I suspect I would
prefer it off. Not a big deal though.

> Humans, Grippli, Lizarmen, Ursa, Vargr, Demons and Angels don't have
> infravision.
> Elves, Dwarves and Gnomes have good infravision.
> Rattikin, Felpurr, and Nilbog have poor infravision, which won't make much
> of a game difference.

Woohoo!

> Note that because there are far less invisible monsters early on now,
> Infravision is mainly useful for letting you see things outside your light
> range.

Do invisibility items tend to be deeper on first appearance now?

> Ah, but that's what the new object "I"nspect is for. It shows all the info

Woohoo!

> > > - All potions now feed you a little (except for potion of salt water).
> >
> > Not sure if this is helpful or not, but it if it simplifies code at all:
> > could allow salt water potion to still feed a bit since character will
> still
> > puke to hungry after.
>
> It's mainly a side effect of the rebalancing of alchemy - I needed pval
for
> something other than food, and figured this would be a harmless change.

Gotcha. What I meant though was: I don't think you need an exception for
salt water having food value. Let it give a bit same as others, then the
puke effect hits. Can't imagine it'd interact with anything else in the
game, given there is no item flag of no_vomit. Then again, doesn't matter
either way. lol


Eytan Zweig

未読、
2002/01/21 7:27:062002/01/21
To:

"silt" <garli...@hotmail.com> wrote in message
news:H8T28.12127$zJ3.9...@typhoon.maine.rr.com...

> "Eytan Zweig" <eyt...@yahoo.com> wrote in message
> news:a2f31q$10k94d$1...@ID-101183.news.dfncis.de...
> > "silt" <garli...@hotmail.com> wrote in message
>
> > > > - Added an option to display a message whenever an item recharges.
> > (Thanks Behemoth)
>
> I somehow forgot to mention it before, but the O version is an item
> inscription flag. Clever Leon. (My mage didn't want all his zillion rods
to
> alert, but the moment-to-moment attack ones had me switching to inventory
> every thirty seconds.) Can the Behemoth patch be toggled? I suspect I
would
> prefer it off. Not a big deal though.
>

Yes, it can - that's why I call it an "option" :) An item inscription flag
is a better idea, though, I'll add it to my to-do list.

> > Note that because there are far less invisible monsters early on now,
> > Infravision is mainly useful for letting you see things outside your
light
> > range.
>
> Do invisibility items tend to be deeper on first appearance now?
>

Do you mean items that give the player invisibility, or item that give him
see invisible? It doesn't really matter, because in either case, the answer
is not significantly (minor changes were made). The main difference is that
in the first 250', there are almost no native invisible monsters. I felt
that invisibility shouldn't be something that's thrust upon the player
immediatly - let him see the monsters first, then not see them :). By the
way, I didn't implement it yet but in the future some monsters (mages, for
instance) will have a temporary invisibility spell.

> Gotcha. What I meant though was: I don't think you need an exception for
> salt water having food value. Let it give a bit same as others, then the
> puke effect hits. Can't imagine it'd interact with anything else in the
> game, given there is no item flag of no_vomit. Then again, doesn't matter
> either way. lol

Well, that's actually how it's implemented - I just didn't feel like
explaining that in the change list. From the player's perspective, my
statement is accurate.

Eytan
>


Timo Pietilä

未読、
2002/01/21 7:35:182002/01/21
To:

Eytan Zweig wrote:

> Yes, it can - that's why I call it an "option" :) An item inscription flag
> is a better idea, though, I'll add it to my to-do list.

This alert-when-recharged inscription should be added to vanilla too. At
least when rods/wands have decent damage and/or stacking so that somebody
would consider using them.

Timo Pietilä

--
A(2.9.3) CI(x) "Wanderer" DP L:40 DL:2250' A+ R++ Sp w:Orb of Draining
A/Gu L/W/D H- D c-- f PV+ s-(+) TT- d(+) P++ M+
C-- S+ I-(++) So+ B++ ac GHB- SQ RQ++ V+ F:Z Rod Stacking

shren

未読、
2002/01/22 10:13:042002/01/22
To:
silt <garli...@hotmail.com> wrote:

> What would a Blackrock Quarterstaff be?

Blackrock is a mythical (of course) material originating in the
Ultima series from OSI. As I recall, it is 'ether blocking' yet
can be used to make powerful magical items. Weapons and armor
made of blackrock are usually the best in the game. If blackrock
existed in Tolkien's Middle Earth, the One Ring would be made of
blackrock - it's that kind of thing.

Expect a Blackrock quarterstaff to kick arse.

--
I had a strict rule, which I think secret services follow, too;
No piece of information is superior to any other. Power lies in
having them all on file and then finding the connections.
- Casaubon, _Foucault's_Pendulum_

DarkGod

未読、
2002/01/22 10:36:032002/01/22
To:
While under the effect of mushrooms of hallucination "shren"
<sh...@hagbard.io.com> wrote:

> silt <garli...@hotmail.com> wrote:
>
>> What would a Blackrock Quarterstaff be?
>
> Blackrock is a mythical (of course) material originating in the
> Ultima series from OSI. As I recall, it is 'ether blocking' yet can be
> used to make powerful magical items. Weapons and armor made of
> blackrock are usually the best in the game. If blackrock existed in
> Tolkien's Middle Earth, the One Ring would be made of blackrock - it's
> that kind of thing.

Mhhhh why ? the one ring aint made of the bets material of middle earth
you know, it is just plain gold, it isnt the material that makes it
special.


--

-----------------------+----------------------------------------------
DarkGod comes from | Do not meddle in the affairs of wizards
the hells for YOU ! :) | because they are subtle and quick to anger.
-----------------------+----------------------------------------------
Pe W Olorin YSo L:50 DL:696 A+++ R+++ Sp++ w:Mage Staff of Mana(240%)
Pe*/PM*(Cr) D H- D c++ f- PV s- TT- d++ P++ M+ C- S++ I+++ So++ B/-
ac- GHB- SQ+ RQ V+++ F:Mage playing Mage-like(see Pernangband Sorcerors)

shren

未読、
2002/01/22 11:48:322002/01/22
To:
DarkGod <dar...@ifrance.com> wrote:

> Mhhhh why ? the one ring aint made of the bets material of middle earth
> you know, it is just plain gold, it isnt the material that makes it
> special.

To clarify, if there had been a "One Ring" ring in Ultima,
it probably would have been made of blackrock. Most of the U 7+
major artifacts were.

> -----------------------+----------------------------------------------
> DarkGod comes from | Do not meddle in the affairs of wizards
> the hells for YOU ! :) | because they are subtle and quick to anger.
> -----------------------+----------------------------------------------
> Pe W Olorin YSo L:50 DL:696 A+++ R+++ Sp++ w:Mage Staff of Mana(240%)
> Pe*/PM*(Cr) D H- D c++ f- PV s- TT- d++ P++ M+ C- S++ I+++ So++ B/-
> ac- GHB- SQ+ RQ V+++ F:Mage playing Mage-like(see Pernangband Sorcerors)

--

Eytan Zweig

未読、
2002/01/22 11:57:462002/01/22
To:

"shren" <sh...@hagbard.io.com> wrote in message
news:AJg38.47639$TC1.4...@bin5.nnrp.aus1.giganews.com...

> DarkGod <dar...@ifrance.com> wrote:
>
> > Mhhhh why ? the one ring aint made of the bets material of middle earth
> > you know, it is just plain gold, it isnt the material that makes it
> > special.
>
> To clarify, if there had been a "One Ring" ring in Ultima,
> it probably would have been made of blackrock. Most of the U 7+
> major artifacts were.
>

There was a suggestion in Ultima 7 (and mainly in Ultima Underworld II) that
blackrock is somehow associated with the Guardian - that he was in some ways
responsible to causing it to appear in Britania. Like many similar
suggestions, it was never followed through - the disasterous turn the game
took with U8 and U9 kind of prevented it, but I don't think they intended to
anyway - but I think that in Ultima the case was that blackrock was there in
order for the artifacts to be built out of it, an alien material to fit the
alien enemy. Earlier artifacts associated with earlier ultima villians were
not blackrock.

I added blackrock to Ey because I wanted a material which was supernatural
and also alien; presumably if I ever add a plot to EyAngband, blackrock will
originate from wherever Nilbogs come from.

Eytan

Eytan Zweig

未読、
2002/01/22 12:01:222002/01/22
To:

> I added blackrock to Ey because I wanted a material which was supernatural
> and also alien; presumably if I ever add a plot to EyAngband, blackrock
will
> originate from wherever Nilbogs come from.
>

Hmmm... I wonder if Origin will sue me if I add the big red muppet as a
Nilbog boss...

Eytan

shren

未読、
2002/01/22 12:30:232002/01/22
To:
Eytan Zweig <eyt...@yahoo.com> wrote:

>> I added blackrock to Ey because I wanted a material which was supernatural
>> and also alien; presumably if I ever add a plot to EyAngband, blackrock
> will
>> originate from wherever Nilbogs come from.
>>

> Hmmm... I wonder if Origin will sue me if I add the big red muppet as a
> Nilbog boss...

> Eytan

Heh...
I know that the people who did Dungeon Keeper wanted to have
the Avatar of Legend as one of the enemy bad guys, but OSI was
not game to it.
He could:

Attack to break the ultima series
Summon the avatar, who kills him
Attack to cause silly plot twists
Attack to cause bad voice acting

I enjoyied playing through U9, more or less, but the engine
went bad with U8 and and the plot went bad with U9.

Chris Kern

未読、
2002/01/22 12:01:442002/01/22
To:
On Tue, 22 Jan 2002 15:13:04 GMT, shren <sh...@hagbard.io.com> posted
the following:

>silt <garli...@hotmail.com> wrote:
>
>> What would a Blackrock Quarterstaff be?
>
> Blackrock is a mythical (of course) material originating in the
>Ultima series from OSI. As I recall, it is 'ether blocking' yet
>can be used to make powerful magical items. Weapons and armor
>made of blackrock are usually the best in the game.

Actually there's only one blackrock weapon in the game, the Black
Sword, which gains most of its power because a demon is inside the
sword (and you can get it to kill Lord British, pretty amusing).
Ultima 7 was the first game with blackrock.

-Chris

silt

未読、
2002/01/22 12:40:462002/01/22
To:
> Well, that's actually how it's implemented - I just didn't feel like
> explaining that in the change list. From the player's perspective, my
> statement is accurate.

Heh. My bad!


silt

未読、
2002/01/22 12:42:552002/01/22
To:
"Timo Pietilä" <timo.p...@helsinki.fi> wrote in message
news:3C4C0B06...@helsinki.fi...

> Eytan Zweig wrote:
>
> > Yes, it can - that's why I call it an "option" :) An item inscription
flag
> > is a better idea, though, I'll add it to my to-do list.
>
> This alert-when-recharged inscription should be added to vanilla too. At
> least when rods/wands have decent damage and/or stacking so that somebody
> would consider using them.

I can't think of a good reason not to have it in every *band. It's not like
a player has to use it--it is less than an option in that sense. It reduces
hassle (always good) without any play-balance changes at all (so ought to be
wholly uncontroversial). Gets my vote for a must in next vanilla.


Eytan Zweig

未読、
2002/01/22 12:01:522002/01/22
To:

> I added blackrock to Ey because I wanted a material which was supernatural
> and also alien; presumably if I ever add a plot to EyAngband, blackrock
will
> originate from wherever Nilbogs come from.
>

Hmmm... I wonder if Origin will sue me if I add the big red muppet as a
Nilbog boss...

Eytan

> Eytan

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