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Spells (v0.11 and earlier)

Posted: Wed Jul 18, 2001 12:53 pm
by beowuuf
1) Spell don't seem to have ranges. In DM monsters, party spells and some configurations of shooters all had degrading over every half tile. It makes some long corridors in RTC quite dangerous now, and it also means the party can pick off creatrues from a distance much easier too

2) Spell effects (most notably) aren't continued on the next level until the party appears again - firing a spell into a teleporter can be fatal (did that on the lowest pit room of the leve 8 pit area) since you will walk into it coming back, etc.

yeah..

Posted: Wed Jul 18, 2001 1:24 pm
by cowsmanaut
I used to have my hand on the back button all the time just to be sure I could get out of range of a spell. Which brings to mind.. (this is more of a suggestion but oh well) if it's discipating then should it not stand to reason that say a poison cloud for instance if at mon level should be able to travel further but at it's extreme range it would become a lo cloud? same for a fire ball, and lightning. But for things like poison ball (essentially just a glob) it could have a parabolic flight as well.. slowly loosing air and hitting the ground in a poof..

Re: Spells (v0.11 and earlier)

Posted: Wed Jul 18, 2001 1:41 pm
by beowuuf
That's exactly what happened in DM...best way to see this is to shoot a spell into the none shall pass teleporter on level 2, and watch it degrade...the missle part becomes a weaker and weaker spell, so an apprentices first fireball dispaears in a few half steps (a pass or two) while a mon fireball from a higher level will slowly strip down further until by maybe 8 or 9 passes it is exactly the same as the apprentices fireball

The poison blob idea would be a cool alteration to this : )

Right, i'm done posting and surfing...time to se that 3D world again

Re: Spells (v0.11 and earlier)

Posted: Mon Aug 06, 2001 9:46 am
by George Gilbert
Fixed for V0.12