Re: Beta 0.0.16 Released

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Chris

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Nov 20, 2010, 8:40:45 PM11/20/10
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I'm trying to set a record for most versions in a single day!!

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

Chris Kousky

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Nov 20, 2010, 11:13:24 PM11/20/10
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Hey, Dave. I might have clobbered some of your recent changes to the
Duelist Spoilers sight ... Sorry about that :)

Chris Kousky

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Nov 20, 2010, 11:16:48 PM11/20/10
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Never mind ... Turns out the Wiki is under source control, and I can
see what change you made (Casting Cost on Phase Charge). Since I also
made the same change, no harm done. I'll stay out of your way now :)

Dave Zhang

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Nov 20, 2010, 11:34:02 PM11/20/10
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No worries, just helping you out, since you're busy doing the hard work and all ;-)

Dave

P.S. I'm torn between the Rune Knight (which is very cool because they don't restore SP normally) and the Dervish (which is cool because they always Whirlwind).  Take a look at the two and see which one you like better!  Of course, I'm perfectly happy at the moment playtesting the 5 new classes, so I wouldn't mind at all if you also decide to win once before continuing with the coding!

D.
--
---

                   David Yu Zhang, Ph.D.

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

Dave Zhang

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Nov 21, 2010, 2:47:04 PM11/21/10
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Hi Chris,

I noticed on the project page that you're lengthening the stun duration of the special.  Increasing the stun counter by min{2,currentStun} may be too much.  Maybe you should just set the currentStun to 2 when the duelist stuns.

(Personally, I find the Duelist's mid-game actually not nearly as bad as expected... but that might be because I power-leveled to 30 with the Killing Fields.)

Dave

Dave Zhang

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Nov 21, 2010, 2:53:40 PM11/21/10
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Also, I playtested a Mighty Draconian Time-Lord this morning, and found the Time-Lord to be extremely weak early game, even with the Time Spurt (which does help).  I was falling back to using my Draconian Breath weapon (despite it's hefty 39% fail rate) because it was so much more effective than meleeing with 1 blow with middling accuracy.  I ended up dying a stupid death to Wormtongue (insufficient !oCCW), but it seems like play any other race would have been even more of a grind.

So, instead of starting the Time-Lord with -2 STR DEX CON, maybe let's start them with +0 STR DEX CON, and at the levels where they gain extra speed, they lose -2 STR DEX CON each (so same total effect at clvl 50).

Dave

Dave Zhang

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Nov 21, 2010, 2:54:47 PM11/21/10
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Ah, sorry for spamming, but you really should check the Old Castle reward code before doing that quest with your duelist ;-)

Dave

Dave Zhang

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Nov 21, 2010, 5:07:00 PM11/21/10
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Hrm.  Can't post on OOOK at the moment.

+15+lev saves sounds good.  And actually, now that we're stiffing Duelist CON by -3, we could make WIS -2 or even +0.

One other bug/feature complaint:  I can't charge across dark pits even though I levitate.  Maybe charge shouldn't allow it, but Acrobatic charge should definitely allow charging over pits and trees.

Cheers,

Dave

Dave Zhang

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Nov 21, 2010, 5:25:11 PM11/21/10
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Also, challenging a "friendly" monster should make it immediately go hostile.

Dave

Chris Kousky

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Nov 21, 2010, 6:39:32 PM11/21/10
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I meant to say, I set the counter to Max(2, Current). So, duelist
stunning tops out at 2. But if the monster is already more stunned,
then I don't want to give it a break ;)

Chris Kousky

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Nov 21, 2010, 6:45:37 PM11/21/10
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> Also, I playtested a Mighty Draconian Time-Lord this morning, and found the
> Time-Lord to be extremely weak early game, even with the Time Spurt (which
> does help).  I was falling back to using my Draconian Breath weapon (despite
> it's hefty 39% fail rate) because it was so much more effective than
> meleeing with 1 blow with middling accuracy.  I ended up dying a stupid
> death to Wormtongue (insufficient !oCCW), but it seems like play any other
> race would have been even more of a grind.
>
> So, instead of starting the Time-Lord with -2 STR DEX CON, maybe let's start
> them with +0 STR DEX CON, and at the levels where they gain extra speed,
> they lose -2 STR DEX CON each (so same total effect at clvl 50).
>

Sounds good ... my one and only Time Lord started the game out
shooting, where the speed boost really shines. But early melee should
be allowed as well, and we shouldn't force players to pick good
shooting races.

Dave Zhang

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Nov 21, 2010, 8:04:51 PM11/21/10
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Oh, I noticed that for Nemesis, if you would have been killed by like the 1st of 4 of your foe's blows, then Nemesis negates the first blow's damage, but the remaining blows in the same round can still kill you.  Maybe if Nemesis is activated, you automatically Disengage (teleport, unmark foe)?

Dave

Chris Kousky

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Nov 21, 2010, 9:23:21 PM11/21/10
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On Sun, Nov 21, 2010 at 6:04 PM, Dave Zhang
<David...@wyss.harvard.edu> wrote:
> Oh, I noticed that for Nemesis, if you would have been killed by like the
> 1st of 4 of your foe's blows, then Nemesis negates the first blow's damage,
> but the remaining blows in the same round can still kill you.  Maybe if
> Nemesis is activated, you automatically Disengage (teleport, unmark foe)?
>
I definitely noticed that as well. But a full teleport might be too
strong, making the character unkillable ... Perhaps a strafe instead?
Or we just call off the monsters remaining attacks.

Umm ... did you die already, or did you notice this in wizard mode :P

--Chris

Dave Zhang

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Nov 21, 2010, 9:40:56 PM11/21/10
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Nah, this was wizard mode.  Avenger's clvl 42, and about ready to get Nemesis, so I wanted to make sure I knew exactly what Nemesis did before facing, say, Nodens :)

Dave

Dave Zhang

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Nov 21, 2010, 9:42:48 PM11/21/10
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Oh, I'm OK with either option (Strafing or calling off the remaining attacks).

Dave

Djabanete

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Nov 22, 2010, 12:07:00 AM11/22/10
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Seems like First Aid (Archaeologist spell) cures way more than N
damage. In my original write-up I suggested it cure N damage --- I
just healed 22 hp with it at level 5, and it seems a little strong.

On Nov 21, 6:42 pm, Dave Zhang <David.Zh...@wyss.harvard.edu> wrote:
> Oh, I'm OK with either option (Strafing or calling off the remaining
> attacks).
>
> Dave
>
> On Sun, Nov 21, 2010 at 9:40 PM, Dave Zhang <David.Zh...@wyss.harvard.edu>wrote:
>
>
>
> > Nah, this was wizard mode.  Avenger's clvl 42, and about ready to get
> > Nemesis, so I wanted to make sure I knew exactly what Nemesis did before
> > facing, say, Nodens :)
>
> > Dave
>

Chris Kousky

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Nov 22, 2010, 12:29:40 AM11/22/10
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> Seems like First Aid (Archaeologist spell) cures way more than N
> damage. In my original write-up I suggested it cure N damage --- I
> just healed 22 hp with it at level 5, and it seems a little strong.
>

I've been known to miss things clearly spelled out in specs before ...
It now heals player level (0.0.18).

Glad to see you back playing!! If you get to the Old Castle quest,
make sure you are running at least 0.0.17. Wait, you don't do quests
:D

--Chris

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