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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It happened that players died while casting spells in
autofire-mode. Getting respawned on the savebed in their
appartment, they blasted the inventory.
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for startx, starty in every map. Changing these caused
some inconvenience, so I set them back to 1,1.
This should fix all the map-bugs that appeared after my
HallOfSelection-patch.
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alchemy as initial spell to the class "alchemist".
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These will now show up during the race-selection process.
was nice teamwork: Mark did the coding, Peter wrote the
descriptions, and I humbly inserted them in the arches. =)
While at it, I also fixed the animation problems for
Quetzal and Half-Orc.
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Short in-game playguides for newbies.
After character creation, one will find
one of these among the start-equipment.
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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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The restoration-spell and -potion have *nothing* in
common, so to prevent confusing ppl I renamed the latter.
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- potions with 95% resistance: extremely rare and expensive
- potions with 90%: more common, and to get for a fair price
- potions with 50%: for newbies only, very cheap and rather common
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of the new PR-system.
In general, vulnerabilities are much lower since more
severe. I also removed some small paralyze/draining
vulns because they would be very nasty.
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Basically it could be considered a kind of "acid dragon".
It's attacktypes are physical, poison, acid and slow, it
uses the vitriol-spell as primary attack too.
This beast is quite tough to fight without high acid protection.
Especially in groups "Giant Worms" are a deadly force.
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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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so it will animate (animation already in place, just was not being
used.)
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the png-set. Correcting the worst flaws...
It�s looking better now but still needs lotsa work.
--AndreasV
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