But devourers grant nightfall as divine spell,
which is of path light. Therefor, I set the
path light from denied to repelled, for devourers.
--AV
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impossible to get from gods:
The spell is called "retributive strike",
not "cause retributive strike".
--AV
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lack of low/medium level spells for killing.
Added cold attack to the avatar.
--AV
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avatar to 60%. According to feedback and testing,
it really was too low (30% before).
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It will add fire attack, to make the monk's
life easier.
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Set "resist_confusion 20" and blinding immu instead.
This has long been planned, now it is finally done.
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and set "resist_confusion -10" instead.
Vuln confusion might be slightle less "logical" for
Mostrai, but it is simply better for playability.
Confusion can be cured, and protections have more
effect than for paralyze. Vuln paralyze is just
plain deadly after say level 10.
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from "/arch/gods/god_spelldirect/" and moved them
into "/arch/gods/randomitems/". Thus, all arches that
existed doubled have been replaced.
Now we should have some order finally. Please be
careful not to mess it up again.
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After I put them into /arch/gods/, someone else
put the same stuff into /arch/gods/randomitems/ recently.
Since we need some order, I decided to make
"/arch/gods/randomitems/" the one and only dir to contain
the god_*.arc - gods' treasure arches.
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low = level 10
medium = level 6
high = level 4
To see how these values affect the player's level
requirements for enchanting, see "server/gods.c".
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I tried to stick to the proposions in dnh's
god-"pantheon", these have been set up and accepted
by the developers on cf-devel.
Of course here and there I felt that there was more finetuning
needed, so I tried my best to make it truely balanced.
Explaining all the details would take too long to post it
here, please read my comments on cf-devel instead.
However, I tried to give every god a unique "personality"
(according to the pantheon). Furthermore, I carefully
adjusted every god to have both pros AND cons. So that
there hopefully won't be one god that can always be
considered the "best one". --AndreasV
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Added new archetypes & god changes for new god code. Changes by Jan E.,
checked in my MSW.
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They had several resistances set (of the same type!).
Moreover I had to reduce the amount of fire and cold
vulnerabilities. With PR these cults would get *very*
unpopular otherwise.
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Commit for PR code. General changes was to clean up archetypes that
were immune/protected/vulnerable to the same attacktype (ie, protected &
immune). Disease code changed to use last_grace instead of armour for
contagious values. Gods still need to be fixed up.
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