Shattered Kingdoms

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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 7:47 am 
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Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I agree with patrisaurus here. It looks like a lot of thought was put into these changes. I'm sure the necromancer class is still pretty good because even with animate dead taken away entirely, they'd be good. Fear + sleep + maledictions + controls will even allow for the occassional successful 1v4 against newbs. No reason to get too bent out of shape about this, Edoras.

Sorcerer does look more appealing, though. I wouldn't want to play either on account of voodoo, but that's a different discussion.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 8:16 am 
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Immortal (Inactive)

Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
StylesP wrote:
Edoras just needs to do some releasing of aggro undead with weapons in inns.


I remember when this used to be punishable.

Also,

Quote:
- Updated poison/plague to be immune to MP
- Updated poison to use fast affect system


Whoa.

Anyways, does this mean that a necromancer now has to make a barbarian/mercenary friend to use the best skill in the game for them? If so, I am okay with this.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:07 am 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1082
Location: DC
Ridiculously great improvement to the enchantment system, more of an incentive to play bards, and more strategy to necros than o all bash and zap self (with a peppering of c 'fear' vs groups). Wish it came 3 months ago, but I approve. Madly. Necros are now only a reasonable extent better than sorcerers for a pet army, and have swapped utility for now over-the-top maledictions.

Do zombies still have the ridiculous HP base per level they used to? If they can have that at level 50, #&*$ just got serious with animate dead.

My only suggestion:
Have there be a special liquid in the game (blood? oil? lemonade? "alchemical fluid?") that you can fill a water container with. Make this special liquid excepted from the malediction timer, so that if you cast poison/plague on it (also consider allowing weaken/curse on water containers after this change), it will never fade unless you use the empty command (or run out of liquid in the container).

Then have a command such as "dip" or "coat" which allows someone to put a weapon in this liquid source that allows instant transfer of maledictions to weapons. Retain the timer for maledictions once they reach the weapon.

Also, why doesn't this update include sprite priests?


Last edited by jerinx on Mon Dec 10, 2012 9:09 am, edited 2 times in total.

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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:18 am 
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Mortal

Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
And delf bards!


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:22 am 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Songs of antimagic need to be made aggro due to the dispel thing, I think


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:28 am 
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Mortal

Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Yes, I do agree with that, since dispel is also an aggressive action.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:31 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Teh_Peso wrote:
Songs of antimagic need to be made aggro due to the dispel thing, I think

Good point. Only when it gets to the point of actually dispelling though.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:33 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Dulrik wrote:
Teh_Peso wrote:
Songs of antimagic need to be made aggro due to the dispel thing, I think

Good point. Only when it gets to the point of actually dispelling though.

I disagree, once it gets to the point of dispelling it's really screwing people over, like turning charms against their owners.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:43 am 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Sprite merks :(


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 2:17 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Wow. These are sweet changes. The game has a completely different face than it did a couple weeks ago thanks to all of Dulrik's hard work! :drunk:


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