Beta 0.0.28 Released

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Chris

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Dec 13, 2010, 9:24:36 PM12/13/10
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New Class: The Rune Knight. I put it up without any real play
testing, other than a 10 minute hobbit run thru the Wargs. My initial
observation is that you will want to cast Absorption on your Thieve's
quest longsword reward. However, since you need full sp to do so, you
are out of luck and stuck using the initial broadsword until you can
absorb (Sorry, I needed Magic Missile to save my life!). Early on,
there is virtually no way to absorb, other than novice mages for 1sp,
and they are rare. And as you level up, your max sp keep going up,
and the odds of being able to cast absorption become more and more
remote. At the moment, I need to take 60 or so magic missile spells
before I can regain my spell points. I recommend that the casting
cost of Absorption be fixed at 10sp rather than current max sp,
though. Perhaps all of the runes should have hard coded maximums, in
the sense that they cost Min(max sp, some hard coded max).

Anyway, play around with it and let me know your thoughts.

Get the latest release here: http://code.google.com/p/chengband/

Stay tuned, and submit issues and ideas at:
http://code.google.com/p/chengband/issues/list

Cheers,
--Chris

Dave Zhang

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Dec 13, 2010, 9:31:06 PM12/13/10
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Hi Chris,

Your suggestions regarding Runespell costs sounds reasonable.  Alternatively, you could fill up the player's SP bar to max at level up when they would gain a Runespell.  Quick question:  How are you handling the case when a player dual-wields weapons with Runes of Absorption?  Do the damage reduction / SP gain stack?  I was thinking of making damage reduction NOT stack, but having SP gain stack.

Dave
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                   David Yu Zhang, Ph.D.

Howard Hughes Medical Institute Fellow of the Life Sciences Research Foundation
Wyss Institute, Harvard University

Chris Kousky

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Dec 13, 2010, 9:37:58 PM12/13/10
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At the moment, they do stack (I will probably add both Amulets of
Magic Resistance and Amulets of Magic Absorption some day, since I
think they are cool!)

I'll make Magic Resistance cap out at 25% but place no limit on Magic
Absorption for the next version.

BTW, don't even try to scum the Eat Magic mutation ;)

--Chris

Dave Zhang

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Dec 14, 2010, 12:00:53 PM12/14/10
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Quick note:  Sexy Rune Knights should start with a Whip <<Absorption>> rather than a normal whip...  >_<

Dave
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