0.6 is out.
I nerded out this weekend and spent the whole time programming. Now there are standard bearers for monster races (used to be called King monsters, but I don't like that title) whom you can supplant by killing. If you become the standard bearer you get permanent heroism and blessing. ATM hounds, basilisks and crystal/law drakes don't have a standard bearer they can beat. For red dragons it's Glaurung, for hydras it's the Lernaean Hydra, for trolls it's Rogrog the black troll, for Xs it's the King of Earth, for ghosts it's Tsekalus the dreadlord, for liches it's Vecna, for spiders it's Shelob, for angels it's Gabriel, and for Balrogs it's either Gothmog or the Balrog of Moria, I forget. For chaos drakes and GWoC it's a new unique who's native to dlvl 97 and looks pretty mean. Also, these race champions (as well as about 5-10 other uniques, a number I hope to increase*) have a 1/15 chance to drop an artifact that's fairly nice, or a 100% chance if they're your race's champion. Technically it's possible to kill your race champion twice, if you kill Glaurung before level 20 as a red dragon then turn into a chaos drake and kill your new standard bearer. You'll be guaranteed both artifacts, but the permanent heroism/blessing won't be doubled. They also don't stack with normal heroism and blessing. It'll probably be possible to 'double dip' with other combinations in the future, it's not something I really plan on preventing - it actually strikes me as kind of a neat challenge goal.
Minor changes: branding from non-weapon equipment effects innate melee, confusion attacks give more feedback, acid/disenchant can hit any of your slots instead of just the first of a given type, Umber Hulks now properly kill walls (though they do insist on stopping and opening doors before they eat them), some monsters from Pos and NPP ported over. (edit: also, super regeneration and poison immunity work now. Branding from EQ provides a better multiplier than innate branding so there's still a reason to wear that ring of flames even if you're a GHW)
This version isn't save compatible with previous versions. It's going to be the last update I release for a few weeks (besides any critical bug fixes) as I begin work in earnest on summoning.
Quote:
Originally Posted by Sirridan
(Post 46567)
Screwing around with wizard mode before I upgrade to fix the bug for equipment...
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Heehee, nice. How well did wielding two weapons work? I haven't done any work on that yet.
Quote:
Originally Posted by Ycombinator
(Post 46607)
Ugh, isn't this too much for an immaterial undead creature? Or race bonuses increase with level-up?
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They do, but you've got a good point when you imply that PASS_WALL creatures should maybe not have the best stats. If I start getting complaints about the dread/xorn end-game being too boring and easy I'll bump them down some.
Quote:
Originally Posted by Adley
(Post 46616)
You have two weapon slots as a dreadbeing?
And i'm going to add : normal to wield slay foo as a foo?
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Nah, that was from when equipping was broken and any slot could be used for any item. ATM no one has multiple weapon slots, though Xorns and Xaren will have two once I implement multi-weapon combat. I'm not sure if they should also get multiple ranged weapon slots or how that would work.
I have no idea how the player manages to hold their light source, so I dunno what monster characters would ever be able to equip more or fewer light sources.
*I've got the Silmarillion on hold at the library, but I could always use the help of any Tolkien nerds for ideas and description writing.