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Re: Lots of misc. stuff
- To: Mark Wedel <>
- Subject: Re: Lots of misc. stuff
- From: Peter Mardahl <>
- Date: Mon, 28 Nov 1994 18:26:27 -0800
- cc: crossfire (at) ifi.uio.no
- In-reply-to: Your message of "Sun, 27 Nov 1994 15:36:03 PST." <>
In message <>, Mark Wedel writes:
>
> Just a bunch more of my thoughts I would put out on the list.
>
>1: Artifacts: Right now, there are two distinct types of artifacts,
...
>a ring if mithrandir, etc.) And the disdavantage with the common artifacts
>is there is no way to control where they are placed - any amulet or ring
>coudl become something incredible.
That's not quite true.... On all the artifacts I made I used the
difficulty modifier to make sure that a good artifact isn't found
someplace easy. You can at least force them to be found on hard maps.
> For the true artifacts, you at least have the random_artifact treasure
>you can put in. So thus, you can put this at the end of a quest as a good
>reward.
How about this, a new treasure-generator which selects from the "common
artifacts" list.
> Perhaps have of the common artifacts should be made true artifacts?
I think it's a lot more straightforward to make common artifacts
than new archetypes.
>2: >armor & shield and beholder eye shield.) I think this has several
>nice aspects - first, it means that it is possible for anyone to eventually
It'd be neat if there were more such conversions, and scrolls which
would improve other objects as well.
>3:...
Ghosthit should be fixed. It is not really an attacktype, I guess.
Neither, really, is AT_CHAOS. AT_CHAOS just causes the attacktype
OR'd with this object's attack to be changed randomly,
ghosthit makes the object disappear when it attacks.
AT_GHOSTHIT and AT_CHAOS are sort of convenient, however, probably
not worth the effort of changing. I'd just make it so that
AT_GHOSTHIT couldn't do damage all by itself.
PeterM