Shattered Kingdoms

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PostPosted: Tue Mar 17, 2009 8:00 am 
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Mortal

Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
My question is does this include anything that carries the (Charmed) flag like pets and such? If so that's gonna suck because it's not only wimping Sorcs but Necros as well since their undead are considered (Charmed). Not only that, this makes it so pretty much any character with flight or able to get flight can just fly up over a city and sit there to hide from a sorc.

Edit: after a quick test, luckily this doesn't affect mounts or undead it seems. Still though, now anyone will be able to hide / fly away quickly from a sorc. =/


Last edited by Kin on Tue Mar 17, 2009 8:02 am, edited 1 time in total.

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PostPosted: Tue Mar 17, 2009 8:01 am 
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Joined: Fri Oct 24, 2003 7:26 am
Posts: 1908
Location: Under my covers... sleeping
Quote:
- Changed to additive multiplier for economic inflation and demand
- Raised prices for potions and scrolls imbued with spells
- Severely reduced the chance of potions/pills/scrolls evaporating
- Fixed so coins stay in large denominations after shopping
- Increased chance of successfully brewing and scribing
- Ammo items change price at 1/10th normal rate


THANK YOU!

Quote:
- Added paging system for all shop lists


I'd still love an auto, but this is a start. :wink:

sleeper


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PostPosted: Tue Mar 17, 2009 8:11 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Kin wrote:
My question is does this include anything that carries the (Charmed) flag like pets and such? If so that's gonna suck because it's not only wimping Sorcs but Necros as well since their undead are considered (Charmed). Not only that, this makes it so pretty much any character with flight or able to get flight can just fly up over a city and sit there to hide from a sorc.

Edit: after a quick test, luckily this doesn't affect mounts or undead it seems. Still though, now anyone will be able to hide / fly away quickly from a sorc. =/


I don't see where the problem lies. Sorcs in today's SK just recite petrification. The only difficulty lying with finding the target. With battle ending the moment it starts, a sorc shouldnt need a charm if the target is waiting patiently in one spot. Dispel magic would also screw the target.. so waiting above a city has severe drawbacks.


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PostPosted: Tue Mar 17, 2009 9:04 am 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Kin wrote:
My question is does this include anything that carries the (Charmed) flag like pets and such? If so that's gonna suck because it's not only wimping Sorcs but Necros as well since their undead are considered (Charmed). Not only that, this makes it so pretty much any character with flight or able to get flight can just fly up over a city and sit there to hide from a sorc.

Edit: after a quick test, luckily this doesn't affect mounts or undead it seems. Still though, now anyone will be able to hide / fly away quickly from a sorc. =/


:(


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PostPosted: Tue Mar 17, 2009 9:17 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Achernar wrote:
From my tests just now, I've discovered that NPC's do not lose the affect when underwater or on lava, but they do lose the affect when entering any air sector. That will make ToM trips more difficult, hm?


The definition of "charm" for these changes is the charm person spell and the domination spell. Anything that actually took lava damage or drowned before will be affected by the changes, but most don't.

I had originally planned to make the air changes PC only, but then I reconsidered. There's no IC logic for discrimination and I think it will be fine for sorcerers to have more trouble using air entrances.


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PostPosted: Tue Mar 17, 2009 9:19 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
ninja_ardith wrote:
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- Fixed spell-casting items to check for sanctuary and law violations


But not intimidate?!


Yes, intimidate too. Sanctuary and intimidate use the same code.


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PostPosted: Tue Mar 17, 2009 9:21 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
So was it supposed to remove the affect affect from the NPCs that I drowned and killed in lava earlier? It worked fine with the air entrance, but the NPC died of drowning in lake Everclear and burned on the volcano until I restored him.


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PostPosted: Tue Mar 17, 2009 9:21 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Dulrik, do you plan to leave the charm code the way it is currently, regarding NPCs?


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PostPosted: Tue Mar 17, 2009 9:26 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Achernar wrote:
So was it supposed to remove the affect affect from the NPCs that I drowned and killed in lava earlier? It worked fine with the air entrance, but the NPC died of drowning in lake Everclear and burned on the volcano until I restored him.

I'll get together with you later to do some tests and decide whether it is working correctly or not.
WickedWitch wrote:
Dulrik, do you plan to leave the charm code the way it is currently, regarding NPCs?

Unless I decide it is bugged (see above) or has overly hurt the playability of sorcerers, then yes. But you will have to convince me of that.


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PostPosted: Tue Mar 17, 2009 9:30 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
At first glance, causing NPCs to be dispelled over air rooms seems a bit harsh, and also dangerous for newbies. (Especially if the releasing causes the NPC to become aggro) I can see a new character easily being turned away because they flew over a city and their charmee killed them, causing them to fall to their death.

Not to mention there are a few PvE places that require flying over air entrances, and that would largely hurt the utility of sorcerors in such places.


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