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#1 |
Apprentice
Join Date: Feb 2008
Location: Seattle
Posts: 70
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[Feature Request] # of spells, fear and HP
Ok, so here are a few things things that I'd like to see addressed, since it seems like they should be in the game (well, maybe except for the last one):
1) How many spells you can learn. As it stands, it seems the only way to see how many spells you can learn is to get a new spell and wait for the "you can learn X more spells" message. Either that, or quit the game and restart. Something as simple as writing "Study (X)" in the place where it says "Study" at the bottom of the screen would be fine. 2) Fear resistance. From what I understand, @ gets automatic (intrinsic, racial, whatever) fear resistance at CL30, right? Is this still the case? Was is removed at some point along the way? If it's still there, it would be nice if it showed up on the character screen as a racial. If it's been removed, ignore this one. 3) This one is arguable. But, I wouldn't mind seeing hit points that are a little more standardized. It's really, really annoying to be a dwarf priest (who are supposed to have "good hit points") and get: CL1 = 14HP CL2 = 15HP CL3 = 16HP CL4 = 19HP Usually, if I get numbers like that (and it happens more often than never, which sucks), a lose a bit ogf morale for the character and suffer YASD from something that was totally avoidable. I mean, it's not a game breaker; you can certainly keep playing with CL4, 19HP, but those are Gnome Mage numbers. |
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#2 | |
Knight
Join Date: Apr 2007
Posts: 576
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#3 |
Apprentice
Join Date: Feb 2008
Location: Seattle
Posts: 70
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Hmm, indeed. I don't think I've ever gotten a warrior past about CL15 (since I usually play the other classes), so I wouldn't have known that. If that's the case, though, why don't the other classes get it as well? A mage builds up just as much fear resistance fighting all those nasties as a warrior does, so shouldn't they get it as well? The same goes for all the other classes.
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#4 | |
Knight
Join Date: Apr 2007
Posts: 726
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Quote:
It's easy to eliminate this with a few extra lines of code and a few CPU cycles longer character initialization phase. It's actually done in Unangbad long ago (I hope it works), but Un has a simpler internal HP representation than V. |
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#5 | ||
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
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#6 |
Swordsman
Join Date: Jun 2007
Posts: 292
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#7 | |
Knight
Join Date: Apr 2007
Posts: 590
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#8 |
Apprentice
Join Date: Feb 2008
Location: Seattle
Posts: 70
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Well, as it stands, during character generation, your character receives 1d(class+race) hit points per level, right? The simple solution (to shut me up, anyway) would be to change the equation a bit, and get: 1d(class) + 1d(race) per level. This way the upper range limit stays the same, but at the low end you'd be guaranteed at least 2 hit points per level, instead of the current 1 (unless you're a mage, since they get 0/class lvl).
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#9 |
Sangband 1.x Maintainer
Join Date: Apr 2007
Posts: 523
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Sangband has some code to make sure you're never too far off from your typical numbers. It also standardizes HP at power 100 (level 50).
__________________
a chunk of Bronze {These look tastier than they are. !E} 3 blank Parchments (Vellum) {No french novels please.} |
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#10 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,862
Donated: $40
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I just suck it up and dive. It averages out pretty fast by cl 10 or so.
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