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- Cards branch. Available on CBRO.
- [1] Changelog list draft, [2] To do
- ----
- [1] Changelog list draft.
- * Nemelex Xobeh:
- - Draw One and Peek at Two are no more.
- - Cards have been changed thoroughly over once more.
- - Nemelex now grants destruction decks again.
- --
- * New cards.
- - Elements, which summons beasts representing three of the four elements.
- - Rangers, which summons two or three ranged-missile users.
- - Placid Magic, which removes all status effects and applies heavy antimagic
- on the user and all targets in sight.
- * Revamped destruction cards:
- - Storm can now summon air elementals, an elemental wellspring, or
- thunder clouds alongside a wind blast, instead of rain and swiftness.
- - Pain now summons a flayed ghost to instantly apply its flaying effect
- to living targets at top power, instead of torment.
- - Venom has lost Sting for earlier Venom Bolts and Poison Arrows,
- but at low power will briefly make the user vulnerable to poison.
- - Degeneration now applies a temporary malmutated effect to targets
- alongside the polymorph.
- - Vitriol can now give Corrosive Bolts at higher power.
- * Revamped battle cards:
- - Potion has strictly-negative effects taken out, and will also
- apply the same effects to any allies if possible.
- - Blade now solely gives a cleaving status (which does not stack with
- the reaching of polearms or the original cleaving of axes.)
- - Helm can apply stoneskin or shroud effects to allies at high power.
- - Elixir gives a small amount of temporary vitality to your allies,
- alongside the previous restorative effects to the user.
- - Shadow gives the Darkness status (shrinking LOS) and not invisibility.
- * Revamped summoning cards:
- - Pentagram now summons a more constrained set of demons stronger at
- lower power and weaker at high power, and an additional accompanying
- hell hound, rakshasa, or pandemonium lord.
- - Dance has replaced its short swords with quarterstaves and its dire flails
- with executioner's axes. It also has a chance for summoning a randart.
- - Foxfire has lost butterflies and gained ravens.
- - Repulsiveness can now summon both an ugly thing and a very ugly thing
- at top power.
- * Revamped emergency cards:
- - Cloud now surrounds all monsters with more variable cloud types as
- effected by card power.
- - Shaft now randomly places shafts under other monsters as well, as
- effected by card power.
- - Tomb can now raise rock walls on stone stairs and deep water.
- - Velocity will now always apply positive overall effects with allies
- present.
- - Banshee now also drains targets alongside the fear effect.
- * Revamped other cards:
- - Dowsing is now significantly stronger in duration and range.
- * Decks of war have lost their set of destruction cards, and the Dowsing card.
- * Decks of destruction lost the Cloud card, and decks of escape gained it.
- * Removed cards: [Metamorphosis], Herd, Bones.
- [2] To do?
- Note that none of this should really block trunk placement?
- ----
- bugs and tweaks:
- * Pentagram: Remove summon_any_demon in the code
- and assign some other good-god-checking guilt mechanism,
- wrong summons are produced in Pan otherwise
- * Mercenary: autonote hiring them
- * Pain: remove the redundant You have drawn Pain line,
- adjust the direct damage's relations to damage reduction
- from Fort / DD
- * Elixir: investigate the monster-won't-attack check,
- had it apply the ephemeral infusion effect to a hostile once
- * Storm: While it still has air elementals, the whole default
- red and default message randomness / rest interruption due to
- the unidentified friendliness in the message is bad.
- * Varied gods probably should hate varied card effects but don't
- or in not fully-handled ways, I think. Banshee draining,
- fire / miasma Cloud, haste/berserk from Potion, etc
- * Rename Wild/Placid Magic, Rangers, Elements, Cloud.
- (Respectively, suggestions for each: Overload[?],
- Null/Dampening, Arrow/Bow, Primal[?], ????)
- --
- revisions, edits:
- * Cloud: Adjust the bottom level meph and steam to use
- something else (maybe rare poisonous clouds? hmm.)
- Also, the previously mentioned will-directly-place-some
- iff ring-monster overlap. Could just place clouds under
- monsters and throw it back into destruction.
- * Orb: Make the orb burst non-directed and automatically
- aimed for random valid targets, or keep the target and make
- the other orbs randomly aim in a narrow cone near the target.
- Otherwise, the fancy effect is marred by its large, slow curves.
- * Pain: Add the minor direct damage to the other two effects,
- for consistency and acceptable-tiny-double-edge etc etc
- * Degeneration: Since mutations do _something_ to undead,
- it'd be nice for the effect to do a short daze + minor damage
- or something (instead of nothing due to the poly immunity)
- * [Uncertain:
- Feast: Merge with Swine, keep in Wrath?
- Famine: Apply lichform alongside the hungering
- Mercenary: Buff equipment even further since it
- can't be upgraded? Make blade card apply brands to allies
- only, again, so there's some weird card interactions?
- Shrugging.]
- --
- uncertainy:
- * Storm: Lots of questionable bits left.
- The twister's monster damage seems low, the windblast itself could
- have a little more minimal power and less max power, the air
- elementals are out of place with their summony aspect.
- [On that last note: maybe bring back vapours, make them uninvis,
- and let them airstrike as well as lightning bolt while wandering around?
- Maybe not.]
- * [More deck of battle (buffs) to ally interaction?
- Summon a shadow with each summoned ally when using Shadow?
- Some weapon interaction or ally finesse with Blade?
- Keep shroud in Helm and make stoneskin for Fortitude?]
- --
- mass aoe effect ideas:
- (This is a niche distinctly currently absent from the current destruction decks,
- and while that's valid it'd be nice to differentiate the destructive effects
- some more beyond given resistance check (rPois, rAcid, rElec/Air/Drown, rPoly, rN)
- and some assoiciated random status. Don't need to do all of the below ideas,
- just enough that somebody might choose one card over another in e.g. triple draw
- besides resistance.)
- * Wild Magic: Apply the miscast effects to others in LOS randomly with power,
- maybe Damnation system of self-only-when-insufficient for disincentivizing
- singular targets. Be good in Wonders to replace Shaft, as well as Destruction
- [Might be reasonable to limit the miscast _range_, at minimum summoning and tloc
- to avoid summoned allies or random monster teleports]
- * Vitriol: Some vague idea of an lof-attack that spills out from the first auto-hit
- target to every creature adjascent to that monster? Auto-corrode the player once
- if they get that top effect? Obviously top tier (so acid spit, corrosive bolt,
- acid splash)
- * Hammer: After aiming the current select earth conjuration,
- a disc-of-storms like effect: randomly-targeted (or randomly entirely)
- earth attacks one tier lower (list: sandblast, stone arrow, iron shot,
- crystal spear), and a brought-back orb of fragmentation at a coinflip
- on tier 1 / guaranteed at tier 2.
- * Venom: Olgreb's alongside the poison arrow at top power?
- Steps on the fixedart's toes a little, but you can't spam
- it as easily as the staff.
- --
- non-card tweaks:
- * maybe cut decks of defence and decks of changes?
- the combined decks are awkward for clarity and basically card filler
- for already rare decks since there's not much overlap in their
- individual deck usages
- * [make oddities more interesting and wonders more tempting as a reward]
- * improve changelog draft
- * [inventory management proposal collection]
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