Yeah I'm just doing loads of new threads for every single new idea I have. But who cares? It's not like someone's around here besides me, anyway.
Yes, first of all, weapons: I propose four new fighting skills to be added, to keep some company for the two-weapon combat:
- Single weapon combat: Yeah this'd be used always when you're fighting using just a single one-handed weapon, without a shield. On unskilled, it'd give you some penalty on hitting, but that's all. On basic, some hit and damage bonus, and +1 bonus to AC. On skilled, more hit and damage, and +2 to AC, on expert, even more to hit and damage and +3 AC. Simple. Most classes would start with this at basic.
- Weapon and shield combat: Used whenever you have any one-handed weapon used with a shield. On unskilled, just some penalty on hitting. On basic, hit and damage bonus, and a chance to smite with the shield when attacking, doing some more damage and stunning the enemy for a couple of turns. On skilled and expert, more hit and damage bonuses, and greater chance to smite, for both of them. Knights, valkyries, and priests would start with this at basic.
- Two-handed weapon combat: Used when you have a two-handed weapon on use. On unskilled, penalty to hit. On basic, bonus to hit and damage and some chance to do critical hit (i.e. double damage). On skilled and expert, these bonuses just grow. Wizards, necromancers, flame/ice mages, and barbarians would start with basic skill on this.
- Ranged combat: Applies to all (cross)bows, firearms, and thrown daggers and darts and stuff. On unskilled, hit penalty. On basic, hit and damage bonus, and a chance for critical hit. On skilled, the same stuff but bigger. On expert, the same even bigger, and one extra missile. Rangers, tourists, cavemen, rogues, and wizard slayers start with basic.
Conclusion? Switching from one weapon style to another, such as wizards switching staff to Magicbane, will be much more difficult, but this also reduces the general difficulty when changing just weapon but not style, such as archeologists going from bullwhip to Grayswandir. Actually, wizards and necromancers could just start with a dagger instead of a quarterstaff.
---
Also spells: It'd be cool to make it possible to cast spells directly from the spellbook, with spell failure chance reduced to half, but also spending the charges of the spellbook. So if I hit lucky and find a spellbook of Finger of Death with my wizard in the first level, and chance of failure is 100%, I can cast it directly from the book, with only a 50% chance of failure. But it reduces the charges, and once they run out, chances are I'm gonna meet a horrible end if I try it again without charging.
---
And the floor: Anyone else getting bored with the same old stone floor everywhere? Shouldn't there be like, grass in some of the Quest levels, that're far away from the dungeon, in the surface? Or there could be snow, instead of ice, in some places in Valkyrie's Quest? Zapping a wand of cold or casting Cone of Cold spell somewhere could have a chance of producing some snow around where the cold blast hit: This'd have no effect in game except for some change of look. There could be different kinds of floor, too: Bloodstone, especially in hell, or marble tiles, in the Wizard's Tower, or wooden floor, in Vlad's Tower... The possibilities are endless.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
yea like ADOM double the spell cast MP or something but add a point of spell memory.
I am trying to do extra terrain stuff, but if you really want massive terrain changes you should try slashem-extended. I also would really like to add the grass type and other stuff stuff from dance of death (http://www.nolithius.com/dod) also I just got shallow_water patch and intend on figuring out how to make it into mud or defiled fountains.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Yeah I'm just doing loads of new threads for every single new idea I have. But who cares? It's not like someone's around here besides me, anyway.
Yes, first of all, weapons: I propose four new fighting skills to be added, to keep some company for the two-weapon combat:
- Single weapon combat: Yeah this'd be used always when you're fighting using just a single one-handed weapon, without a shield. On unskilled, it'd give you some penalty on hitting, but that's all. On basic, some hit and damage bonus, and +1 bonus to AC. On skilled, more hit and damage, and +2 to AC, on expert, even more to hit and damage and +3 AC. Simple. Most classes would start with this at basic.
- Weapon and shield combat: Used whenever you have any one-handed weapon used with a shield. On unskilled, just some penalty on hitting. On basic, hit and damage bonus, and a chance to smite with the shield when attacking, doing some more damage and stunning the enemy for a couple of turns. On skilled and expert, more hit and damage bonuses, and greater chance to smite, for both of them. Knights, valkyries, and priests would start with this at basic.
- Two-handed weapon combat: Used when you have a two-handed weapon on use. On unskilled, penalty to hit. On basic, bonus to hit and damage and some chance to do critical hit (i.e. double damage). On skilled and expert, these bonuses just grow. Wizards, necromancers, flame/ice mages, and barbarians would start with basic skill on this.
- Ranged combat: Applies to all (cross)bows, firearms, and thrown daggers and darts and stuff. On unskilled, hit penalty. On basic, hit and damage bonus, and a chance for critical hit. On skilled, the same stuff but bigger. On expert, the same even bigger, and one extra missile. Rangers, tourists, cavemen, rogues, and wizard slayers start with basic.
Conclusion? Switching from one weapon style to another, such as wizards switching staff to Magicbane, will be much more difficult, but this also reduces the general difficulty when changing just weapon but not style, such as archeologists going from bullwhip to Grayswandir. Actually, wizards and necromancers could just start with a dagger instead of a quarterstaff.
---
Also spells: It'd be cool to make it possible to cast spells directly from the spellbook, with spell failure chance reduced to half, but also spending the charges of the spellbook. So if I hit lucky and find a spellbook of Finger of Death with my wizard in the first level, and chance of failure is 100%, I can cast it directly from the book, with only a 50% chance of failure. But it reduces the charges, and once they run out, chances are I'm gonna meet a horrible end if I try it again without charging.
---
And the floor: Anyone else getting bored with the same old stone floor everywhere? Shouldn't there be like, grass in some of the Quest levels, that're far away from the dungeon, in the surface? Or there could be snow, instead of ice, in some places in Valkyrie's Quest? Zapping a wand of cold or casting Cone of Cold spell somewhere could have a chance of producing some snow around where the cold blast hit: This'd have no effect in game except for some change of look. There could be different kinds of floor, too: Bloodstone, especially in hell, or marble tiles, in the Wizard's Tower, or wooden floor, in Vlad's Tower... The possibilities are endless.
yea like ADOM double the spell cast MP or something but add a point of spell memory.
I am trying to do extra terrain stuff, but if you really want massive terrain changes you should try slashem-extended. I also would really like to add the grass type and other stuff stuff from dance of death (http://www.nolithius.com/dod) also I just got shallow_water patch and intend on figuring out how to make it into mud or defiled fountains.