Twisted Resurection and stairs


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Abyss Ambulator

Posts: 1111

Joined: Monday, 18th March 2013, 23:23

Post Tuesday, 2nd April 2013, 07:23

Re: Twisted Resurection and stairs

I wasn't trying to be a dick about it...

I think it would be fun to have zombies/skellies be floor-based, and have Yred/Beogh allies follow you.

And it'd also be cool to have necro/summon allies be different.

Tomb Titivator

Posts: 799

Joined: Saturday, 23rd February 2013, 22:25

Post Wednesday, 3rd April 2013, 18:54

Re: Twisted Resurection and stairs

Kay. I'm done with the coding, but I have a balance question.
How much should each crawling corpse heal the abominations?
I was thinking 1/10 of the abominations total HP, but I'm not sure if that's balanced.
EDIT:
Never mind, I'll just upload the code and start a new thread for it.
EDITEDIT:
Here's that new thread.
https://crawl.develz.org/tavern/viewtopic.php?f=19&t=7502

Dungeon Master

Posts: 1531

Joined: Saturday, 5th March 2011, 06:29

Post Saturday, 29th June 2013, 11:40

Re: Twisted Resurection and stairs

After the introduction of limits for temporary summons, I was having a look at khalil's patch for Twisted Resurrection.

I've made some additional changes and pushed to a branch for further consideration: http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=90f6f3a32f2d

The commit notes from my modifications are as follows:

  Code:
Limit Twisted Resurrection to three abominations  twisted-res-balancing

This uses some of the summons cap code the prevent more than
three abominations being created.

Removed the ability for small abominations to heal from
crawlies: only large abominations can do this.

Made the health gained equal to half the crawlie's health. This might
be too much and needs testing in combat to see if being continually
healed via corpse drop is broken.

Reverted the change to M_NO_REGEN for abominations since this
stopped randomly-spawned aboms from regenerating too. Added
MF_NO_REGEN to the summoned versions instead.

Currently the limit is abusable because off-level allies aren't
counted. This should be fixable with the implementation of
inter-level transit.

Also, correctly flagged the abominations as permanently
summoned, and stored the summon type.


As this notes, there is still a bit of work to make this mergeable (but inter-level travel will improve permanent allies of all types, not just TR.) I will probably still add the decaying-over-time feature too. Please let me know any feedback or comments on these changes.

Snake Sneak

Posts: 97

Joined: Wednesday, 16th January 2013, 05:04

Post Sunday, 30th June 2013, 10:04

Re: Twisted Resurection and stairs

galehar wrote:Doesn't fix the inherent problem of a spell with a strategic effect. It has a tactical cost (MP) but a permanent ally is a strategic benefit.

I just came up with same idea of TR giving single constantly growing abom (considering you level up Necro).
So I want to notice:
-exp you need to get TR online is strategical cost.
-armour limitations/more exp to cast it in armour is strategical cost.
-Necromancy limitations on god pool is strategical cost.
-considering ally-control interface in crawl, ally which don't care about protecting enemies from many ranged attacks is strategical cost.
-fact TR could be given by only two gods (one not guarantees it to be gifted before moment spell is useless at all) is strategical cost, if you want to get it surely.
-corpses are main strategical cost.
If there is god, who just give you strategical resource, which limitedly available on given level for fair price of another strategical resource, which you dont spent much with him anyway and get a lot of it, thus turning latter strategical cost into something non-significant, I guess problem not with spell, but with god.

Also it more interface-wise, abom could just eat corpses on it's own after you summoned him.
What would be fun is a God who uses piety like a fighting game style super meter. Piety decays rapidly outside of combat, builds up during fights, spend it for secret techniques and super moves.
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