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Posted by Ighalli, Mar 11, 2016 at 8:04 pm
fejoa wrote
Doesn't intelligence or wisdom influence how much you can enchant something already?

Nope. You have a 1 in (current enchantment - 3) chance to increase the level starting at +5.
Posted by Ighalli, Feb 29, 2016 at 6:31 pm
As far as negative effects for angering the gods, they barely even exist today. As far as I'm concerned, it's about as much of a threat as dissolving yourself in vomit. Every god (except for Valp and Mort, obviously) can be prayed to safely at 2 hours 30 minutes*, unless you've angered them by previously praying or studying a book that's more than 2 alignment steps away. The reason I put that new prayer interface in place was because I was playing with a piece of paper next to me that I was marking when I could pray on it. You are only punished if you don't know the rules; it's not interesting as it stands.

You guys might be right that adding spells is too big of a step in the direction of things that have been done a ton of times already. What I don't like about the current system is being rewarded for having read the source code and knowing what the weird if statements say. The gods are not at all unpredictable today, but if that's what people actually enjoy about the prayer system, perhaps we should embrace that aspect and make them much riskier. I'm not super crazy about it, but it's a thought.

* The timer is longer if you pray to them while they're angry, but you never do that because you know how to pray, so it doesn't matter.
Posted by Ighalli, Feb 28, 2016 at 11:08 am
That's right. That way the player could make the most use of what they're given, as with Mellis. I hope it will be more easy to have interesting effects the player can use without becoming unbalanced.

That said, it's quite a departure from what we have today. Some of the dev notes reference Wisdom as being important for casting priestly spells, but that never happened. It would be interesting if the eventual magic system was at odds with priest spells, to give athiests/communists something special that they lack now.
Posted by Ighalli, Feb 26, 2016 at 5:32 pm
I believe from looking at the game that you don't just have a position, you have a perimeter that you can move within. Anything within -X..+X and -Y..+Y are possible to move to, whatever that means.

I'm with Capristo that we need to have an idea of effects and what magic would cost if not bullets/mana. Are there discrete spells being cast? Does one move around the grid to do these things, or just pick based on which area they encompass?
Posted by Ighalli, Feb 26, 2016 at 3:05 pm
Perhaps we should put together a few detailed proposals for how the pantheon should function and then put it to a community vote? We need a list of all the common behaviors (today, things like angel summoning) and unique features of all of the deities before someone can do the development, in any case. It would be preferable to have as much information as we can easily put together and then debate the finer points and cherry pick the best parts from the proposals. I'll write up my ideas and link to them here.

Edit: Ighalli's Clerical Spells Ideas
Posted by Ighalli, Feb 24, 2016 at 10:55 am
I was already thinking somewhat along the lines of Ernomouse, except for his protection idea. I was thinking of giving all of the gods an effect when (powerful?) enemies are nearby (adjacent?) and another effect for when you're relatively safe. Ernomouse, were you thinking of giving the player the choice of which type of prayer to ask for, or let the game try to determine what's suitable?

My idea for Mellis was to make him function kind of like a store when you pray. You choose something from your pack to sell to him and then you choose something to buy from him (skipping either or both).

I was also thinking of redoing the system so that some or all of the gods grant you spells as in most RPGs when you pray to them. The spells they give you would improve with your relationship and wisdom. Mellis could grant a midas touch effect to transform something into silver / gold if it's under some weight limit. He could also grant a spell to sell an item to him from your inventory, or give you a temporary boost to charisma. Legifer could give you the explosion effect as a spell, and you could later cast it on demand. Limit the total number of spells granted and balance how often a given god will give you a new casting of them, as balance dictates.
Posted by Ighalli, Feb 23, 2016 at 11:25 pm
While that would work, it's not really in keeping with the fairly realistic volumes and densities that give rise to weight. Already, a "potion" is an entire liter, which already strikes me as an unusually large amount of material to be carting around. It's hard to imagine a bottle having close to as much volume than the contents, and the contents are already very large.

If we want to nerf Mellis, we can make him stop giving out awesome potions by the truckload. Maybe only 1 or 2 per prayer, for a start? I could probably make him "trade" things based on their price, so that he would rarely give useful material, but then he'd remain the king of feeding the player with oodles of banana flesh.

I'd rather make the other gods viable rather than only weaken him, but I am open to doing both.
Posted by Ighalli, Feb 23, 2016 at 7:59 pm
I have been thinking about where to go with the gods system for the past few days. The thing I had before was a menu that let you pick an effect each time you prayed and the list of possibilities got longer and longer as you gained more piety. The more powerful the prayer, the longer the prayer timer would be (time until you could pray again). I think some of the prayers also drained your piety. The system was only a proof on concept; I don't think anyone wants to gods to be as bland as that system ended up being. It was basically a menu of common effects (angels, randomly generated gifts, new limbs, harden aligned material) along with their signature effects they have today.

Right now I think Mellis is the most powerful god and the reasons why are informing my plan for how to revamp the religions. Let's talk about Mellis for a bit while I continue to ruminate, so that I can be more confident that I'm not just a strange player who doesn't like pets enough or something.

1) Mellis prayers are always useful. You don't have to be in special (probably dangerous) circumstances (monsters adjacent, low on life, etc.) to get the most out of him. Just hoard all the containers you find and pray every 2.5 hours on the dot.
2) Mellis does not require any micromanagement. I love Loraticus, but to get the best use out of him you have to do things like unequip your boots, make sure they don't have blood on them, and wield them, then pray. Then put your weapons back and put your boots back on. Incidentally, I fixed this before so that he attempts to harden all of your equipment if he can't do one of his current actions. But that code is gone, so he's annoying to me.
3) Mellis prayers are better at many things you want than other gods. Some gods heal you, but Mellis lets you save up as much healing as you care to hang on to by giving you healing liquid and troll blood. Some gods can feed you, but I guarantee you'll never be hungry if you have cans and are pals with Mellis. Sometimes he'll even give you on demand (possibly permanent-able) ESP through cans of floating eye. Sometimes he'll even give you Ommel food and beverages! No extra cost, just pray a lot!
4) Mellis can substitute for effects that other gods surpass him in. I've read about Legifer being useful for knocking down walls. Mellis gives you sulfuric acid, so you can pretty much always break a couple of walls by splitting a bottle of that. How often do you really need to make a bigger hole? Throw poison on enemies with Nefas? Just dip your weapon.

The uniting theme is that Mellis lets you save up power for when you need it and burn through it as rapidly as you need to. Other gods can give you good things, but you can't save up haste from Cleptia or be teleported repeatedly from Sophos.

I think they prayer system either needs to nerf Mellis hard or allow you to get useful effects from your gods always. I'd like to hear other peoples thoughts on this before I try to address any of the issues. Powerful gods? Useless ones? Mellis isn't as great as I've made him out to be, because of X?

(BTW, I've gone through the source code of all of the gods and I think I've updated everything on the wiki https://attnam.com/wiki/Gods.)
Posted by Ighalli, Feb 21, 2016 at 1:02 pm
I believe I've addressed the error fejoa was able to find in the lantern code using wizard mode. The lanterns + fireballs + explosions descriptions it probably ready to merge in.

Warheck, I don't think it will make the enner beast harder to kill. He's not fire resistant is he? Wands of fireball do the same amount of damage as before, but now it's 100% fire instead of 50% physical and 50% fire.
Posted by Ighalli, Feb 18, 2016 at 7:15 pm
Wow that was fast! I wont' be able to get it to work tonight (but did start down the road here), but this weekend I'll see if I can make it happen. Thanks a bunch and sorry about my dubious editing advice!