Beta 0.0.5 Released

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Chris

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Nov 7, 2010, 9:10:03 AM11/7/10
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Windows binaries for version 0.0.5 of Chengband may be downloaded
here:
http://code.google.com/p/chengband/downloads/list

Source code is available here for other operating systems:
http://code.google.com/p/chengband/source/checkout

Disclaimer:
This is beta software and hasn't been thoroughly tested.

Changes
=======
[1] Toned down Blood Knight's bonuses for Mortal Wound.

[2] Blood Knights resist fear at CL30.

[3] Stair Scum: Only if dungeon level is greater than 30 will the 1
in 7 no return stairs kick in. (Rather than greater than 1 in
0.0.4). This protects some of the early dungeons, like the Orc Cave,
Labyrinth, and Forest. Still affected are: Dragon's Lair (*),
Graveyard, Volcano, Numenor, R'lyeh (*), Mine (*), Anti-Magic, Anti-
Melee (*), Dark Cave where I have starred the popular scumming
dungeons. If this is a real show stopper for some players, I can make
this an option. Also, no connected stairs only works when going in
from the wilderness. Really, if you are going into a DL40+ dungeon
and can't handle a surprise missing return stairs, well, shame on
you. Also, you will now think twice before running to a higher
dungeon with ?Acquirement, though you can still probably get away with
it.

[4] Tweaked Eldritch Horror. If you are 10 levels higher than the
monster, you are unaffected. Also, the frequency of the moron
mutation has been altered.

[5] No resting in the Inn during the day.

[6] Fixed up Wizard Commands
[6.1] 'C' now prompts for an artifact index (See a_info.txt for
codes).
[6.2] 'M' now prompts for a mutation 'index' (See
gain_random_mutation() in mutation.c for codes).
[6.3] 'i' now does *identify*.
[6.4] 'n' now prompts for a monster index (See r_info.txt for
codes). Quest monsters won't show up ...

[7] Added back the option for a variable number of random quests (0 to
49). Added a new birth option to force quest monsters to be unique,
which defaults to true. For the classic Hengband experience, choose
10 quests and force quest monsters unique. Many good ideas have been
proposed for enhancing the variety of random quests, and I'll begin
working on those shortly.


Up Next
=======
The Warlock!

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

Cheers,
--Chris

Djabanete

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Nov 7, 2010, 9:39:58 PM11/7/10
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Blood Knights seem really strong! Warriors in general don't really run
into problems until around depth 30, but my Blood Knight has had an
unusually easy time of it, with ordinary luck. BK's are essentially
warriors that get a free blow when they're below full HP (all the
time, that is) and have a Detect Monster ability.

Blood Spatter seems useless. When you're surrounded by enemies, why
would you injure yourself to do a bit of damage instead of just
teleporting? It seems infinitely worse than Massacre because you won't
gain life from a vampiric weapon. Maybe Blood Knights should get
Massacre --- not that they need to be stronger, but it seems in
character.

IMO the Blood Knight should get a slightly less powerful ability than
+1 attack when they're below full health; maybe a level-dependent STR
boost, or a Bless effect, or something. +1 attack just makes them
superwarriors.

Djabanete

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Nov 8, 2010, 5:08:19 AM11/8/10
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Still getting the feeling that Blood Knights are basically warriors
with numerous advantages and no drawbacks. Just killed "It" with a
24th level BK --- Blood Sight let me track him, and Blood Shield and
the extra damage let me polish him off in melee before he could steal
stuff or summon hydras. Actually this character is quite insane for
his level; XP 24, depth 27, using Forasgil, Holhenneth, armor of
Resistance, a randart shield with +4 Con/Speed... So it's hard to
consider the class objectively with all this good luck, but I still
feel like I'm playing an improved Warrior. And I've played an awful
lot of Warriors, so I would know! ;)

I think that you've gotten the stat boosts almost exactly right. My
only suggestion is that instead of 3/7/10/15/20 for the early levels,
you make it 4/8/12/16/20 (and every 5 levels thereafter), just to
smooth it out.

Chris Kousky

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Nov 8, 2010, 9:47:17 AM11/8/10
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Glad your playing :D

That's a really good idea on the 4/8/12/16/20/25... stat boosts. Done
for 0.0.6.

Being stronger than a warrior is no big achievement :) However, we
probably have some rebalancing to do. One thing that is not obvious
early on is that your attacks are capped at 3. Warriors can get 7
attacks! You can only get 3 :) So, early on, that +1 attack is a
boost, and it is probably more than warriors normally have at this
stage of the game (Heck, my warriors often only have 2 attacks for a
while ... but that is the fault of being a spectre). I think what I
might do is tweak the number of blows calculation for this class. It
just too easy to start with 3 blows, which is your max, and then there
is no incentive to ever increase your dex. Getting 2 attacks from the
get go should be fairly easy, but that 3rd and final attack should
require a few stat boosts.

I had similar thoughts on Blood Splatter. I did tweak the range up a
bit. Also, I found it useful against lice and similar breeders that
were just starting to wake up. Later on, the damage is OK, so if you
are surrounded by weak monsters, it might get some use. But
generally, I just try to avoid situations where I am surrounded, and
it is so much weaker than melee. But it is in character with this
class ... First, you can cut yourself with Blood Flow. A newb might
be thinking, oh great, that makes a lot of sense! Until they realize
that this boosts their offense (+1 attack, to hit, damage). Its a
good introduction into how this class should be played, and is some
very well thought out design by Dave. Later on, you become more
proficient at cutting, and can use your own blood offensively with the
splatter. Too me, Blood Splatter seems like the logical step up from
Blood Flow. If it is not getting much use, than that probably means
melee is too strong early on.

Keep that blood flowing!

--Chris

PS, Their late game power is insane too. My wizard mode guy had a
pair of diamond edges, so I buffed up, used the feast and what not,
and took down Eric the Usurper in 3 rounds. But that last round of 24
attacks did 360 damage to myself with the feast. All told, I started
at 1000hp (out of 1400hp max), ended around 150hp, and I'm not sure
that Eric did *any* damage to me. If he had blood cursed, I would
have died (except for the wizard Cheat Death, of course)! So, this
class has insane power, but I'm not sure I could actually win with it.
Play conservatively, and you only have 4 attacks. Your blood shield
is near useless, and you avoid the really powerful blood feast because
it hurts too much! Play recklessly, and you start overcutting before
battles, just to kick yourself up to a Deep Gash for some nice buff
... until you go too far! I think this can be a really fun class ...
but I'm sure it needs some rebalancing.

David Zhang

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Nov 8, 2010, 10:23:32 AM11/8/10
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Hi guys,

I agree that the early game is too easy for the blood knight. It seems like the appropriate way to fix this is to decrease the class's str and dex bonuses, and also to make the weight minimum for weapons for calculating blowa higher (maybe 15 pounds, and start chars off with a greatsword?)

I was actually having a pretty tough time in the late game with my debug mode char... But that might be because I was playing sexy... So another way to rebalance is to subtract 3 of their stealth.

Fighting the serpent (or any other 90+ unique) sounds daunting. Your *healing* only restores 600 hp! You'll have to quaff a !oLife if you ever find yourself down to 200 hp, if you want to be safe...

Dave

P.s. Regarding blood splatter, I agree it's kind of useless at the moment. But that's fine, no? Every class has some useless abilities there just for flavor (like warrior's sword dancing). It's also like a baby version of blood explosion, the latter of which I like a lot.

D.

Sent from my iPhone

Djabanete

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Nov 8, 2010, 11:15:38 AM11/8/10
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3 blows max for a BK? I'm almost positive I was getting 4 (without
wounding) with the rapier Forasgil and 18/70+ in each of STR and DEX.
I'll check later.

On Nov 8, 7:23 am, David Zhang <caltech.d...@gmail.com> wrote:
> Hi guys,
>
> I agree that the early game is too easy for the blood knight.  It seems like the appropriate way to fix this is to decrease the class's str and dex bonuses, and also to make the weight minimum for weapons for calculating blowa higher (maybe 15 pounds, and start chars off with a greatsword?)
>
> I was actually having a pretty tough time in the late game with my debug mode char... But that might be because I was playing sexy...  So another way to rebalance is to subtract 3 of their stealth.
>
> Fighting the serpent (or any other 90+ unique) sounds daunting.  Your *healing* only restores 600 hp!  You'll have to quaff a !oLife if you ever find yourself down to 200 hp, if you want to be safe...
>
> Dave
>
> P.s.  Regarding blood splatter, I agree it's kind of useless at the moment.  But that's fine, no?  Every class has some useless abilities there just for flavor (like warrior's sword dancing).  It's also like a baby version of blood explosion, the latter of which I like a lot.
>
> D.
>
> Sent from my iPhone
>

Djabanete

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Nov 9, 2010, 1:45:59 AM11/9/10
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Some more impressions of the BK:

[1] I revise my opinion of Blood Spray. Because of its wide radius it
actually comes in handy quite often. It's strong as it is.

[2] The healing penalty is MASSIVE. You don't encounter it too much in
the early going, but once you have to start chugging !CCW in the early
30's, you really start to feel it. Ouch!

[3] I died to a fatal wound. I had just finished killing Hagen and was
about to get his spear, but I had no healing left. Apparently Elvish
Waybread doesn't cure cuts, so I was sad. :(
I suppose BK's might actually want to carry around _CLW, crazy as it
may seem --- once they get those bad cuts, it's all downhill!

(Funny game note: I found a Spear (Defender). Then I test-ID'd a
scroll of Curse Weapon. Damn, a 0d0 cursed weapon with (-6,-3). But
then I found a ?Remove Curse! And a Long Sword of Extra Attacks! All
in the dungeon! Hooray :D )

Djabanete

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Nov 9, 2010, 4:18:49 AM11/9/10
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I now have a Draconian BK getting into mid-30's depth --- and DAMN,
are these guys powerful when they're about to die! It's all too easy
to let the HP slide downwards just to see how the damage output rises.
But that's a bad policy if I want to survive! Very entertaining class
for sure. I feel like this class is halfway between a warrior and a
zerker in terms of capacity to plunge into gnarly battles. Most things
just get DEMOLISHED, because even when a fight isn't going my way, it
starts going my way in a hurry when the extra blows kick in. Nothing
like doubling your damage output to turn the tables! I'm rocking a
Lance of Westernesse +2 (+11/+13), with 3 blows before extra powers.

Also, my mistake for thinking I was getting 4 blows. Turns out I was
wrong!

On Nov 8, 8:15 am, Djabanete <djaban...@gmail.com> wrote:

David Zhang

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Nov 9, 2010, 4:20:30 AM11/9/10
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Revision to (3): we don't want to make the bk too fragile early to mid game, so maybe only have !oBlood reduce cuts only by half?

Dave

Sent from my iPhone

On Nov 9, 2010, at 4:09 AM, David Zhang <caltec...@gmail.com> wrote:

> Overall, I'm quite OK with the current balance of the blood knight. Tweaking the minimum weight for weapon blows should be enough IMO.
>
> Minor things:
>
> 1. Need an *ID* description for !oBlood.
>
> 2. Blood explosion may be a bit too powerful. I was having a blast abusing !oBlood, LoS, and Blood Explosion against piles of wyrms. Spawning pits became a cakewalk. Of course, one could also interpret this as infinite !oBlood being overpowered... I'm a bit hesitant to just nerf the damage to 300 though. Thoughts?
>
> 3. Potions of detonations were actually very useful, because it consistently gave mortal wounds! But it's rightly rare right now, and doesn't significantly affect gameplay. Maybe healing items should also only reduce cuts level by half, rather than reset it to 0? (only for the blood knight of course!)
>
> Haha, Chris, you crack me up sometimes! Like anyone with a 18/150+ dex won't have at least 1 rod of disarming... I admit the bonus to hit is nice though small, but disarm skill? I don't personally disarm even w rogues, just because it's so much faster and safer with rods.
>
> Cheers,
>
> Dave
>
> Sent from my iPhone

David Zhang

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Nov 9, 2010, 4:09:06 AM11/9/10
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Overall, I'm quite OK with the current balance of the blood knight. Tweaking the minimum weight for weapon blows should be enough IMO.

Minor things:

1. Need an *ID* description for !oBlood.

2. Blood explosion may be a bit too powerful. I was having a blast abusing !oBlood, LoS, and Blood Explosion against piles of wyrms. Spawning pits became a cakewalk. Of course, one could also interpret this as infinite !oBlood being overpowered... I'm a bit hesitant to just nerf the damage to 300 though. Thoughts?

3. Potions of detonations were actually very useful, because it consistently gave mortal wounds! But it's rightly rare right now, and doesn't significantly affect gameplay. Maybe healing items should also only reduce cuts level by half, rather than reset it to 0? (only for the blood knight of course!)

Haha, Chris, you crack me up sometimes! Like anyone with a 18/150+ dex won't have at least 1 rod of disarming... I admit the bonus to hit is nice though small, but disarm skill? I don't personally disarm even w rogues, just because it's so much faster and safer with rods.

Cheers,

Dave

Sent from my iPhone

Chris Kousky

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Nov 9, 2010, 10:14:30 AM11/9/10
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Where are you getting !Blood early on? It was my intention that this
object wouldn't be found in the dungeon or the shops ... but I wasn't
sure how to make that happen! (I made the rarity 255). Please let me
know if one ever turns up without you making it!

0.0.6
[1] !Blood now has a description and only reduces cuts (same effect as
CSW). Should we reduce the healing as well? I was thinking it should
only heal 100hp (well, 200 that gets reduced to 100). Thoughts?
[2] BK have +2, -2, -2, +0, +3, -3 for class stat bonuses. No need to
start with a Dex bonus!
[3] BK have a minimum weapon weight of 15lbs when calculating blows.
[4] BK have a modified number of blows calculation. The multiplier
was changed from 5 to 3.

The goal of [2] - [4] was to make starting with 3 attacks more
difficult, as this is the class max and should require some slight
effort to achieve. A Combat HE can still do it, but if I biff too
far, than Djabanete will have problems when he plays Lucky Humans :)

I'll need to play around with the Blood Explosion to see. How many
!Blood did you make? They are annoying to make due to the 500hp cost
and the high fail rate, so you can't really do it in the dungeon. I
think 500hp LoS damage is powerful, but it costs 500hp. !Blood only
heals back 150hp, so its not like you can just cast it over and over.
How will you use it against The Serpent? It will just laugh at you :)

I've been playing a lot of Vanilla Town lately ... man, that should be
an Iron Man option! And why can't I choose anything less than 49
random quests???

--Chris

Dave Zhang

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Nov 9, 2010, 10:22:38 AM11/9/10
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Er.. I haven't found !oBlood randomly, yet.  Did DJ? 

!oBlood for 150 HP actually feels about right for me.  It wasn't the healing per pop, it was the unlimited nature of the potions.  Basically, I would stand next to the healer shop (the one next to the 4 in Telmora), cast Blood Pool, heal twice, rinse and repeat.  Of course, this was a moot point since I was playing a debug character; I just wanted to see how quickly I could do this in game.  A well-programmed macro sped that up immensely :-D  I would vote to limit number rather than to nerf healing.

So, in response to #3, you are starting BKs out with a Two-Handed Sword, instead of a Short Sword, right? 

If you haven't yet programmed an Old Castle reward, consider this:

The Bastard Sword 'Bloodrip' (6d6) (+10,+10)
+2 to CON, Speed
Very sharp
Vampiric
Resist Confusion, Sound, Disenchantment
Free Action, See Invisible
Special: Wielder gains 66 cuts every turn.
Activates for Whirlwind Attack every 66 turns.
Level 66, Rarity 6, 15.0 lbs, 166666 gold

This weapon is infused with the soul of the first Blood Knight.  Beward!  It longs for blood, even the wielder's!  But there is no finer weapon for those who walk the red path.

Cheers,

Dave
--
---

                   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 9, 2010, 10:26:27 AM11/9/10
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Er.. I haven't found !oBlood randomly, yet.  Did DJ? 

!oBlood for 150 HP actually feels about right for me.  It wasn't the healing per pop, it was the unlimited nature of the potions.  Basically, I would stand next to the healer shop (the one next to the 4 in Telmora), cast Blood Pool, heal twice, rinse and repeat.  Of course, this was a moot point since I was playing a debug character; I just wanted to see how quickly I could do this in game.  A well-programmed macro sped that up immensely :-D  I would vote to limit number rather than to nerf healing.

So, in response to #3, you are starting BKs out with a Two-Handed Sword, instead of a Short Sword, right? 

If you haven't yet programmed an Old Castle reward, consider this:

The Bastard Sword 'Bloodrip' (6d6) (+10,+10)
+2 to CON, Speed
Very sharp
Vampiric
Resist Confusion, Sound, Disenchantment
Free Action, See Invisible
Special: Wielder gains 66 cuts every turn.
Activates for Whirlwind Attack every 66 turns.
Level 66, Rarity 6, 15.0 lbs, 166666 gold

This weapon is infused with the soul of the first Blood Knight.  Beware!  It longs for blood, even the wielder's!  But there is no finer weapon for those who walk the red path.

Cheers,

Dave
--
---

                   David Yu Zhang, Ph.D.

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

Website: http://www.dna.caltech.edu/~dzhang/

Quote of the Day/Week/Month/Year/Eon:

Every man is guilty of all the good that he did not do.
  -- Voltaire

Chris Kousky

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Nov 9, 2010, 10:41:56 AM11/9/10
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OK. I think I will nerf the number, then. How does 30 sound?

The starting weapon is a 15lb Broad Sword. The current Old Castle
reward is Zarcuthra, but I like your artifact. It looks really
powerful, but fun. A swap weapon, of course!

Speaking of quest rewards, how does everyone feel about slightly
randomized rewards. My thoughts were:

Cloning Pits: 10% Shiva's Boots. 90% Ring of Speed +4. Shiva's Boots
are just too good, but the speed seems to be super critical at this
point in the game. Often, it is the first permanent speed item you
have seen, or are even remotely likely to see.

Old Castle: 10% Great Item for classes currently getting great items.
So I would restore the possibility of Shiva's Jacket for monks. Other
greats to nerf include Aglarang for Samurai (Taro Dachi might be a
good fall back). Warriors get 10% Slayer, 90% Glaive, etc. Would
this be too frustrating? I don't really like scripted uber items, but
having a chance of getting one might be cool.

I'm just thinking quickly here:
Warrior: 10% Slayer, 90% Glaive.
Mages: 10% Gandalf (or Incanus?), 90% Indra
Priests: 10% Amber, 90% Palantir.
Weaponsmith: 10% BDSM, 90% MHDSM.
Tourist: 100% PYEC!!!!!
Archer: 10% Belthronding, 90% Bard
Blood Knight: 10% Blood Rip, 90% Crisdurian or maybe Calris?
Chaos Warrior: 10% Zarcuthra, 90% Crisdurian
Monk: 10% Jacket, 90% Palantir
Rogue: 10% ??, 90% Buckland
Ninja: 10% Silver Chariot, 90% Pitch Dark Night
Samurail: 10% Aglarang, 90% Taro Dachi
Paladin (Good): 10% Excalibur, 90% Sacred Knights
Paladin (Evil): 10% Doomcaller, 90% Harness

Thoughts?

Dave Zhang

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Nov 9, 2010, 11:05:43 AM11/9/10
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Yeah, actually, now that I look at it again, it does seem a bit overpowered.  Maybe remove the RDisenchant and the +2 speed.

I like the idea of random Old Castle rewards, but I don't like it for the Cloning Pits.  Shiva's boots are like 10x better than a =oSpeed(+4), because of the RNexus, Combat Bonus, +DEX, and lack of suitable alternatives.  On the other hand, around that time you'll be juggling =oCON, =oResist something or other, and =oDamage, so that the =oSpeed isn't nearly as differentially useful.  I'd make it 50% =oSpeed(+5), 50% =oSpeed(+6).

I like the idea for Old Castle though!  Most things look pretty good.  Robe of Incanus for Mage 1st tier (Wizardstaff is useless, IMO...).

I'd do something different for Archer first tier.  They actually get more damage out of Bard than Belthronding, due their extra shots.  Maybe a =oExtraShots of the Hunter. 

Calris is too good to be a second-tier item.  Crisdurian for Blood Knight second tier.

Indra is too good to be a second-tier item.  Mage second-tier should be Thranduil.

Rogue 1st tier: How about Fingolfin?

Time Lord: =oExtraAttacks (+3) (first tier) / =oExtraAttacks (+2) (second tier)

Warlock: Indra (first tier) / Arvedui (second tier)

Magic-Eater: Lohengrin (first tier) / Charmed Pendant (second tier)

Cheers,

Dave

Dave Zhang

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Nov 9, 2010, 11:09:02 AM11/9/10
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Oh, and 30 !oBlood sounds reasonable.

Dave

Chris Kousky

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Nov 9, 2010, 11:30:05 AM11/9/10
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I'm trying to remove Shiva's Boots as a fixed item for every
character. They are just too good, as you mention, and characters
that get them, generally wear them and then forget about the boot
slot. Consequently, they never have to worry about Nexus, Levitation
and FA again.

We could try throwing Thror into the mix as well. I think players
need some sort of speed boost at this point. Currently, I couldn't
figure out how to fix the pval on a Ring of Speed for the reward, so
they are actually getting a new artifact ring that is +4 speed. Yes,
this is a nerf relative to the boots, but I'm open to suggestions. I
just really want to remove Shiva's Boots as a fixed gimme ... but I
don't also want to make the game too much harder, or unplayable
because the boots are so necessary at this stage of the game.

Current Reward:
The Ring of Frodo (+4)
Increases Speed and Stealth. Gives Free Action and See Invisible.

So you see I already couldn't resist buffing over a normal +4 ring of
speed :) I'm open to ideas on this one, though.

So, what should the Cloning Pits reward be? Ideas?

--Chris

PS A hobbit ring doesn't make too much sense, but I want to add a new
suite of hobbit artifacts. The Cap of Samwise, the Boots of Bilbo,
etc. They should be weak artifacts, found early, and perhaps give
tiny speed boosts. The game really has a hump in difficulty around
DL35 were monsters are fast but players are not, unless they are
lucky.

So, anybody want to take a stab at hobbit artifacts: Samwise, Frodo,
Bilbo, Merry, Pippen.

Something like
The Cap of Samwise (+1, +1) (+1)
Gives +1 speed, str. (Sam wasn't very stealthy as Gandalf caught him
eavesdropping)
Some minor resist or ability. Resist fear, maybe?

Chris Kousky

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Nov 12, 2010, 11:28:33 AM11/12/10
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> Rogue 1st tier: How about Fingolfin?
Aglarang! Definitely, Aglarang :)

Chris Kousky

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Nov 12, 2010, 12:38:12 PM11/12/10
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> I like the idea for Old Castle though!  Most things look pretty good.  Robe
> of Incanus for Mage 1st tier (Wizardstaff is useless, IMO...).

I have to disagree here ... Gandalf rocks!

I still need ideas for Beastmaster and Cavalry. I thought of giving
Ringil since it has the RIDING flag, and would also be a bit of a
funny joke :) But not totally useless, in case their mount dies ...

Here's what I have so far, and I can't do rings yet. I'll look into that:

Cloning Pits:
Boots of Shiva's Avatar or Boots of Frodo

Old Castle (* means help!)
Weaponsmith: BDSM or MHDSM
Tourist: PYEC
Archer: Brand or Bard
Ranger: Belthronding or Yoichi
Blood-Knight: Bloodrip or Crisdurian
Warrior/Berserker: Slayer or Pain
*Beastmaster: Eorlingas
*Cavalry: GaeBolg
Chaos-Warrior: Zarcuthra or Crisdurian
Rogue: Aglarang or Buckland
Monk/Forcetrainer: Shiva's Jacket or Palantir
Ninja: Silver Chariot or Pitch Dark Night
Mage/High-Mage/Sorcerer/Blue-Mage: Gandalf or Thranduil
Priest: Aule or Palantir
Bard: Amber or Palantir (Someone design Harps for me, please)
Mindcrafter: Robe of Eternity or Palantir
*Mirror-Master: Numenor
*Time-Lord: Numenor
Samurai: Aglarang or Taro Dachi
Good Paladin: Excalibur or Sacred Knights
Evil Paladin: Doomcaller or Harness
Warrior-Mage/Red-Mage/Magic-Eater: Lohengrin or Charmed Pendant
*Imitator: Gogo
Sniper: Brand or Tuor (Willhelm Tell instead or Tuor??)

--Chris

Dave Zhang

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Nov 12, 2010, 12:56:19 PM11/12/10
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I have to disagree here ... Gandalf rocks!


Really!?  I never understood why people liked this.  The things that distinguish it from a plain Wizardstaff are:

3d2 instead of 1d2        -     OK, but not very useful
+4 INT, WIS CHA          -    +4 INT is nice
Slay Evil, Force Brand  -    Horrible!  I have to switch weapons if I want to melee a few Trolls in the end-game.  
Resist Fire, Blindness,
Confusion, Nether         -   Nice.
Hold Life; See Invisible;
Slow Digestion; Regeneration
Additional Ability.           -   OK, but not very useful
Activates for probing,
detection and full id
every 100 turns              -   OK, but not very useful.  You should have detection either from spell or Rod already, and Full ID is a luxury that you can afford to wait to go to town for.

Let's compare and contrast.  [Wizardstaff of Gandalf and Arvedui/Hithlomir]  Vs.  [Soulsword/Werewindle/Hagen and Incanus].  Incanus provides +3 INT (instead of +4), but artifact weapons are a lot more plentiful than artifact armors.

Note:  I'm not fighting with you here; I'm honestly confused and want to know why you like it!  Maybe I'm missing something...


*Beastmaster: Eorlingas
*Cavalry: GaeBolg

Tetsuga-of-Flame?  Randart Heavy Lance?
 
*Time-Lord: Numenor
*Imitator: Gogo

Both of these classes use melee a lot.  Why not give a =oExtraAttacks?

Dave

Chris Kousky

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Nov 12, 2010, 1:44:56 PM11/12/10
to chengband-...@googlegroups.com
On Fri, Nov 12, 2010 at 10:56 AM, Dave Zhang
<David...@wyss.harvard.edu> wrote:
>
>> I have to disagree here ... Gandalf rocks!
>>
>
> Really!?  I never understood why people liked this.  The things that
> distinguish it from a plain Wizardstaff are:
>
> [snip]

> Note:  I'm not fighting with you here; I'm honestly confused and want to
> know why you like it!  Maybe I'm missing something...

I know ... I'm not fighting either :)

I like Gandalf for the following reasons:

[1] My pure spellcasters never melee. If they do, it is to clear weak
mobs since that is quicker than using spells. Eat Magic and Regen
negate the spell points lost to the Force Brand.

[2] My pure spellcasters always use a wizardstaff, and never find a
good one (Quartz farming and BM scumming has improved this lately, but
that's cheating ;). So Gandalf is generally replacing a vanilla
wizardstaff. Incanus is usually replacing BDSM, or Lohengrin, or ...
whatever. There's lots of great armor out there. There's virtually
no great wizardstaves out there. So its a question of opportunity
costs as well.

[3] The resists are the ones that help out casters: Confusion and
Blindness. Nether is nice too. Sometimes, this allows one to use
Brand over Crimson.

[4] Regeneration is huge for a pure caster. Mages need ways to get
their spell points back. Eat Magic blows up precious rods, so should
be used as sparingly as possible until the end game. Without regen,
you must eat magic or many monsters will regain all their hp back.
Killing monsters often takes 5 or 10 runs thru mana ... Not many mage
items give regen. There is Dwarves, but I'd prefer the Charmed
Pendant most times. There is Amber, but it is pretty rare.

Incanus is good, don't get me wrong, but its just RBase. Usually, I'd
prefer plain old Resistance armor with poison and some needed high
resist, assuming I need the poison also. End game, BDSM is often
essential.

Anyway, that's my take :)

Also, Gandalf might drop Incanus. He never drops his wizardstaff!
Incanus is way more common then the Wizardstaff, so you are likely to
find Incanus anyway. I've gotten Gandalf less than Feanor!

>
>
>> *Beastmaster: Eorlingas
>> *Cavalry: GaeBolg
>
> Tetsuga-of-Flame?  Randart Heavy Lance?

I can't do the Randart Heavy Lance at the moment. Quests are all done
outside of any code. Take a look at lib/edit/q*.txt. So, I need a
way to beef up the quest scripting mechanism to do things like this.
I might just create a fixed art heavy lance for the time being. The
game doesn't have any ...

>
>>
>> *Time-Lord: Numenor
>>
>> *Imitator: Gogo
>
> Both of these classes use melee a lot.  Why not give a =oExtraAttacks?
>

Same as above. The issue here is controlling the pval. I tried
scripting a ring of speed in barrow downs, but I wanted to force the
pval to 2-4 or something similar. My first go found a +9 RoS, which
is too much for an early quest. You might find -7 and get mad :D

Basically, I need to work on the quest engine ... I guess it is worth
the time, so maybe I'll do that today. Then we could do your
suggestions:

Cavalry/Beastmaster: Rand-art HL for the big reward.
Gogo: Ring of Attacks +2 for the High reward:
Time-Lord: Ring of Attacks +3 or +2 (or is that too much ... we can
do +2 or +1 instead)

--Chris

Chris Kousky

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Nov 12, 2010, 1:48:22 PM11/12/10
to chengband-...@googlegroups.com
> Let's compare and contrast.  [Wizardstaff of Gandalf and Arvedui/Hithlomir]
> Vs.  [Soulsword/Werewindle/Hagen and Incanus].  Incanus provides +3 INT
> (instead of +4), but artifact weapons are a lot more plentiful than artifact
> armors.

I would do Gandalf *and* Soulsword/Werewindle. Since I'm not
fighting, I might as well dual wield, unless Thorin shows up, or
Celegorm/Dragon Shield fills in the missing holes.

I don't know why, but I end up with BDSM a lot for the end game ...
Shards and Disenchantment, I guess.

Djabanete

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Nov 12, 2010, 5:46:09 PM11/12/10
to Chengband Discussion
For a Mirror Master, what about the Mirror "Yasaka-no-Kagami" (or
something)? It's pretty decent and it's a mirror.

I threw out a couple of artifact harp ideas in the New Artifact thread
on the development page.

Chris Kousky

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Nov 12, 2010, 6:09:40 PM11/12/10
to chengband-...@googlegroups.com
On Fri, Nov 12, 2010 at 3:46 PM, Djabanete <djab...@gmail.com> wrote:
> For a Mirror Master, what about the Mirror "Yasaka-no-Kagami" (or
> something)? It's pretty decent and it's a mirror.

Already done :)

> I threw out a couple of artifact harp ideas in the New Artifact thread
> on the development page.
>

Yup, I'm working on the Harps now. I'm starting to get overwhelmed
with all the issues in e-mail, discussion groups, and on the Issues
site. If I forget to do something, let me know about it :)

But, to this end, the Issues database will trump all. I'll probably
do some things without telling you guys (like giving Ents a racial
power to summon tree ... notice the singular!). But those will just
be minor tweaks, and I'll try not to break the game.

There are still lots of issues in the database, and most issue morph
into discussions. Maybe we could discuss new ideas on the discussion
group until we hammer out that we want this or that, at which point an
issue could be created? Don't know.

Anyway, we need to rank what we want, so I started filling in the
Milestone field. Hopefully you guys have the ability to do this as
well ... Let me know if you don't. Basically, tell me what you want
next!

If you want something next, mark it as Milestone-0.1. If you want it
bad, but not real bad, set to Milestone-0.2. If you don't care when,
but think it should be done, mark as Milestone-Unkown. If Milestone
is blank, I probably won't do it :)

My current priorities are:
[1] Quests (I'm going to add two more: Mad Sorcerer and Lonely
Mountain ... If you want to do a quest, please let me know which one
you are doing so we don't accidentally do the same thing. If you
don't want to do a quest, that is fine too ... I don't blame you :D
[2] Some code cleanup (avoided until now, but necessary to handle some stuff)
[3] New artifacts/items/monsters (these are easy, for the most part)
[4] Archaeologist
[5] Duelist
[6] Clean up mutations code.
[7] Clean up race/class bonuses code. Pave the way for sub classes
and sub races. For example, All Warriors start with the same skill
and stat boosts. Subclasses (like berserker, runic knight, etc) layer
another set of skill and stat boosts. When figuring boosts for the
subclass, you add up all the entries. Races also give the same thing.
The initial birth options are getting full, and if we don't do this,
we won't be able to add new classes.
[8] Monster AI changes.
[9] Extra Paladin realms.

At some point (much later):
[10] Clean up the spells/effects code. Allow scrolls to contain a
single spell which may be used once. Use means cast, or copy into a
spellbook. Any spell can be found in a scroll. Spellcasters don't
find fixed books, they find scrolls. That sort of thing ...

All cleanup type stuff I'll probably just do, without an issue,
whenever I just can't stand the current code anymore :)

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