Side comment: Having pact monsters occasionally be friendly seems
like a good idea.
Also, dragon needs more melee boost. Wraithform and Invulnerability are currently 7 actions at 0 speed and 23 actions at +30 speed. This is way too powerful, even at 100 HP cost.
Double blast needs to be removed, as discussed previously.
An angel pact warlock got to magic device skill legendary(5), making the skill boost less meaningful for demon. Let's nerf the base device ability a bit.
Why do dragon warlocks show self as cursed on the stat screen? No others do...
Cheers,
Dave
Sent from my iPhone
Sorry ... you see why I want to fix up quests! I put that stub quest
in my private Hengband build to prevent me from farming quartz veins.
It will be replaced with a real quest in Chengband. In fact, today is
going to be quest day. I already have an idea for a starting quest
before the Thieves, and I have a candidate Tower replacement in mind.
So the Duelist will have to wait a bit, I fear :)
>
> Also, dragon needs more melee boost. Wraithform and Invulnerability are currently 7 actions at 0 speed and 23 actions at +30 speed. This is way too powerful, even at 100 HP cost.
>
Melee was 50 skill, prorated by level. It is now 100. (Warriors get
150 as a benchmark).
Wraith was 5 + 1d5 turns, which is 1/5th what the spell does. I made
it 2 + 1d2.
Invuln was 3 + 1d3 (Mutation gave 8 + 1d8). I'll make this 2 + 1d2 as
well. Invulnerability has a nasty side effect when it wears off, so
the duration better have a random aspect. Also, if it is too short,
it will be deadly!
Of course, you see that player speed plays a role in the number of
actions you can take ... I'd rather not play around with the existing
wraithform and invulnerability timers since they would effect the
spells as well. Also, I'd rather not add new timers since it is a
PITA. And finally, I like the turn mechanism since it leaves players
guessing as to how long it will last in terms of actions. Especially
with the random speed system.
Thoughts?
> Double blast needs to be removed, as discussed previously.
Agreed. What did we decide to replace? I'm getting lost with all the
discussion, but you are correct. Why use Empowerment when you can use
Double (Although the fail rate is high enough to make a difference)?
Are we doing the summoning? Well, that is my vote: Summoning! What
do you guys think?
>
> An angel pact warlock got to magic device skill legendary(5), making the skill boost less meaningful for demon. Let's nerf the base device ability a bit.
>
They were 33 + 13 * clvl/10, same as a bard. How does 24 + 10 *
clvl/10 grab you? This is the same as a Paladin.
> Why do dragon warlocks show self as cursed on the stat screen? No others do...
Weird bug, or some stupid hack I don't understand. I'm reporting that
you have a strength boost (TR_STR) but the game queries flag 0 to see
if you are cursed. TR_STR is flag 0, so you are reported as cursed :)
I'm not sure when the player is ever cursed, and reporting you as
having the TR_STR flag doesn't effect anything, so I just removed it.
A weird bug, though, and I'll look into it more when I get time for
less important stuff.
in my private Hengband build to prevent me from farming quartz veins.
It will be replaced with a real quest in Chengband. In fact, today is
going to be quest day. I already have an idea for a starting quest
before the Thieves, and I have a candidate Tower replacement in mind.
So the Duelist will have to wait a bit, I fear :)
Melee was 50 skill, prorated by level. It is now 100. (Warriors get
150 as a benchmark).
Wraith was 5 + 1d5 turns, which is 1/5th what the spell does. I made
it 2 + 1d2.
Invuln was 3 + 1d3 (Mutation gave 8 + 1d8). I'll make this 2 + 1d2 as
well. Invulnerability has a nasty side effect when it wears off, so
the duration better have a random aspect. Also, if it is too short,
it will be deadly!
> Double blast needs to be removed, as discussed previously.Agreed. What did we decide to replace? I'm getting lost with all the
discussion, but you are correct. Why use Empowerment when you can use
Double (Although the fail rate is high enough to make a difference)?
Are we doing the summoning? Well, that is my vote: Summoning! What
do you guys think?
Weird bug, or some stupid hack I don't understand. I'm reporting that
you have a strength boost (TR_STR) but the game queries flag 0 to see
if you are cursed. TR_STR is flag 0, so you are reported as cursed :)
I'm not sure when the player is ever cursed, and reporting you as
having the TR_STR flag doesn't effect anything, so I just removed it.
A weird bug, though, and I'll look into it more when I get time for
less important stuff.
Well, the first time a player does this quest, they will just die. I
don't think that is too fair. They'll probably die anyway, but at
least Earthquake gives them a way out (Forest Creation helps too).
Recall won't save 'em, and just forces players thru the druj room to
get to the exit stairs. Again, that's just not fair!
> (2) give an actual reward. Given how bad this quest is, I'm tempted to make
> this a strong reward. Maybe a pair of Ego dragon gloves?
I'm losing patience with quests. Its such a PITA ... for example, it
took me over 30 minutes to figure out the exact characters to type
into one of the town edit files to get something to allocate. Not
fun. But there now is a reward for this quest. Its not what you
asked for, but its something.
Other quest ideas are going on hold for a bit until my Patience Points
regenerate. They are at 0 now ...
BTW, designing quests is something that can be done outside of code.
Take a look at lib\edit\q0clone0.txt for example. You do need to know
a little bit on the format, but you could certainly allocate specific
monsters and items. The Old Castle is q0000027.txt which is another
one worth looking at. If you want to, feel free to design some
quests, or maybe tweak some of the existing ones.
Once the quest file is done, there is work that needs to be done on
the town side to hook them in, and to give rewards, but I don't mind
doing that too much. Actually designing a good quest takes time.
For The Tower replacement, I added The Barrow Downs quest. It took a
few hours to do, and could probably use some tweaks, but it wasn't
really that hard once I got going. Monsters use r_info.txt for
indices, objects use k_info.txt, and artifacts use a_info.txt. I
can't figure out how to get egos to work, though there is a field for
it. The Barrow Downs needs some westernesse ...
Many existing quests could use improvements, but new quests are welcome, too!
Quest Ideas:
The Misty Mountain ... or something. Go kill Smaug. Smeagol should be lurking.
Farmer Maggot: I was going to do this. A new starter quest. Farmer
maggots mushrooms have gone bad (so lots of cursed, crappy mushrooms,
but a single restoring in the bunch) and are poisoning the townsfolk.
His dogs have been harassing the elderly, and even a few wimpy
upstarts have been killed by the out of control canines. We have
asked Farmer Maggot to leave, but he just won't go. I don't care how
you do it, but get rid of the bastard! Monsters are Farmer, his dogs,
and maybe some sparrows and crows. Reward is just a pair of good
boots or something.
I'm sure we can come up with more.
> deathtraps!! No easy escape!Well, the first time a player does this quest, they will just die. I
>
don't think that is too fair. They'll probably die anyway, but at
least Earthquake gives them a way out (Forest Creation helps too).
Recall won't save 'em, and just forces players thru the druj room to
get to the exit stairs. Again, that's just not fair!
Originally, all the Pacts had CL45 stuff:
Undead: Wraithform mutation.
Dragon: Double Resist mutation.
Angel: Invulnerability mutation.
Demon: Break Wall
Aberration: Telepathy.
We were at a loss for what to do for CL50. I did Double blast because
it is all I could think of.
So now, the CL45 abilities will be:
Undead: None
Dragon: Double Resist mutation.
Angel: None
Demon: Break Wall
Aberration: Telepathy.
The CL50 abilities will be:
Undead: Wraithform activation.
Dragon: Big 'ol breath of some sort.
Angel: Invuln activation.
Demon: None
Aberration: Dimension Door.
CL50 Double blast will be removed. There will be no summoning
ability. Is this correct? Perhaps Undead and Angel got short changed
by losing their CL45 ability? Perhaps Demon gets short changed by not
getting a CL50 ability?
So now, the CL45 abilities will be:
Undead: None
Dragon: Double Resist mutation.
Angel: None
Demon: Break Wall
Aberration: Telepathy.
The CL50 abilities will be:
Undead: Wraithform activation.
Dragon: Big 'ol breath of some sort.
Angel: Invuln activation.
Demon: None
Aberration: Dimension Door.
CL50 Double blast will be removed. There will be no summoning
ability. Is this correct? Perhaps Undead and Angel got short changed
by losing their CL45 ability? Perhaps Demon gets short changed by not
getting a CL50 ability?