Magic/mana (v0.07)

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beowuuf
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Magic/mana (v0.07)

Post by beowuuf »

These are comments on how DM worked, and how RTC seems to work, so more for confirmation/discussion than bug reporting.

DM scaled runes when casting by multiplying by the power, so that each additional spell level required the same mana again as the first (a MON spell cost 6 times as much as a LO). Now runes seem to be scaled by adding the power value to each rune, so that for example VI of a PA level VI spell needs only 8 mana rather than 3 of the original, and the 15 in DM

Once characters gain magic levels they start recovering mana normally, so I am guessing that this isn't a bug - that to get a non-magic no mana character to become a magic user it's not as simple as giving him a wand and getting mana, he has to 'know' magic first (use a vorpal blade, give him artificial potion mana, use a magic box, etc) and gain a neopyte level first.

Casting time also seems to be a bit odd - miscasting a spell gives harsh penalties for low level magic users (I actually thought I'd discovered a bug when my fighter didn't recover his action hand, it took well over 1 minute to recover, i even slept him for 10 secons thinking that would shift it). While in higher levels I think it has gotten faster to cast spells correctly.

Also, a niggle but neophytes can always cast a YA potion, when you needed to be into Novice size expereience to successfully cast one all the time in DM. It made it slightly more challenging (lol, then again currently this is a ncie break against the hard task of gaining higher levels)
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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George Gilbert
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Re: Magic/mana (v0.07)

Post by George Gilbert »

Fixed for V0.08
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