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  1. ##### ALENARIS MEGA PATCH THAT FIXES EVERYTHING SO THE GAME CAN FINALLY BE GOOD: LET HIM COOK EDITION #####
  2.  
  3. ### General mechanics
  4.  
  5. * Consecutive miscasts now have (1-failure) chance to refund half the mana spent, rounded up. Energy ego overwrites this behaviour.
  6. * Characters with XL < 3 are no longer affected by exploration traps.
  7. * Picking stats on level up is now 1 stat every 3 levels (reverted 0.28 change).
  8. * Armor skill is now 50% more effective at reducing encumbered ranged weapon penalty.
  9. * All effects that change maximum HP or MP now scale current HP/MP values to be the same fraction of the new maximum.
  10. * Going up or down stairs can no longer be interrupted after the initial delay (15 auts at standard speed).
  11.  
  12. ### Dungeon
  13.  
  14. * Branch ends and custom vaults that feature many weaker/common enemies (e.g. hound L:5 ending (hangedman_lair_caniforms_friends), most Spider/Snake endings) have their monster count reduced, favouring removing weaker monsters.
  15. * Orc/wizard/priest spawn rate in Orc:2 reduced.
  16. * Custom vaults in D:12-15, Vaults and Depths now have fewer enemies.
  17. * Vaults is now 4 levels deep. Gem lifespan adjusted accordingly.
  18. * Depths is now 3 levels deep. Gem lifespan adjusted accordingly.
  19. * Picking up your first/second/third rune now grants 12000/20000/32000 XP (same mechanics as potions of XP, earlier pickup results in more skill XP).
  20.  
  21. ### Species & Backgrounds
  22.  
  23. * All species except Gh, Gn, Mu: Shapeshifting apt increased by 1.
  24. * Fi, Mo, Sh now start with a potion of curing (in addition to what they already have).
  25. * Re starting skills adjusted:
  26. Fighting 2 == 2
  27. Weapon 3 -> 0
  28. Dodging 2 -> 0
  29. Stealth 0 -> 2
  30. Spellcasting 2 == 2
  31. Conjurations 3 -> 4
  32. Necromancy 0 -> 1.
  33. * Co: weapon attack order is now fixed (primary, then off-hand).
  34. * Co: shield apt -3 -> -2.
  35. * Co: fighting apt 0 -> 1.
  36. * DE: Fighting apt -2 -> -1.
  37. * Gh: heal on kill chance 50% -> 100%.
  38. * Gh: stat growth 5:S -> 4:SI
  39. * Mf: Maces & Flails apt -2 -> -1.
  40. * Mf: Axes apt -2 -> -1.
  41. * Mf: Armour apt -3 -> -2.
  42. * Mf: Long Blades apt 2 -> 1.
  43. * Mu: now have infinite Will.
  44. * Mu: XP apt -1 -> -2.
  45. * Na: Spit poison dmg 1d(9+XL/2) -> 1d(9+XL)
  46. * Tr: now gain Tough Skin 2/3 and Shaggy Fur 2/3 @ XL 7/14.
  47. * Tr: stealth apt -5 -> -3.
  48. * VS: MP drain from bite now has a 10 aut cooldown (bite damage unaffected).
  49. * VS: XP apt 0 -> 1.
  50. * Vp: switching forms no longer applies any penalties.
  51. * Vp: switching between Alive and Bloodless now takes 30 auts.
  52. * Vp: switching between Bloodless and Bat Form takes 10 auts.
  53. * Vp: switching to Alive (from Bloodless) or Bloodless (from Alive or Bat Form) now applies -Transform which prevents any transformations until a certain amount of XP is earned.
  54.  
  55. ### Items
  56.  
  57. * All talismans are now guaranteed to generate at least once before certain depth/branch:
  58. Beast D:4
  59. Flux D:7
  60. Maw D:13 | Lair | Orc
  61. Serpent Ibid.
  62. Blade Ibid.
  63. Dragon Ibid. + S | Elf
  64. Granite Ibid.
  65. Death Ibid. + Vaults | Depths
  66. Storm Ibid.
  67. * All talisman drops from uniques are guaranteed to be randarts.
  68. * Scroll of teleportaion will no longer teleport you to a tile in your LOS.
  69. * Scroll of immolation/Inner flame: tiny/normal/giant explosion dmg 3d15/20/25 -> 3d10/15/120
  70. * Scroll of torment no longer affects the user. Applies 15% drain instead (affected by rN).
  71. * Scroll of revelation now reveals invisible monsters for 3-5 turns but produces noise (tt volume) when reading. Scrying duration is unaffected.
  72. * Potion of ambrosia now gives 1dXL damage shaving for the duration.
  73. * Potion of might now works with ranged weapons at 50% effectiveness (1d5 bonus damage). Throwing is unaffected.
  74. * Wand of iceblast's damage scaling with Evocations improved.
  75. * Wand of polymorph's enchantment power increased, average stack size reduced.
  76.  
  77.  
  78. ### Monsters
  79.  
  80. * Kobold, quokka, ball python, rat, giant cockroach, goblin, jackal: EV reduced by 2.
  81. * Torpor snail's slow aura now limited to radius of 3 (7x7 AOE around monster).
  82. * Breath flag cooldown 1-5 -> 2-4 turns.
  83. * Acid dragon's Spit Acid dmg 3d14 -> 3d12.
  84. * Quicksilver dragon's Quicksilver Bolt dmg 3d20 -> 3d17.
  85. * Ironbound frostheart's Creeping Frost now limited to radius of 3 (7x7 AOE around monster).
  86. * Ironbound frostheart's Creeping Frost dmg 3d19 -> 3d20.
  87. * Ironbound thunderhulk: removed.
  88. * War gargoyle: speed 14 -> 12.
  89. * Alligator snapping turtle: HP 144 -> 122
  90. * Jumping spider: removed.
  91. * Pharaoh ant: speed 14 -> 12.
  92. * Naga sharpshooter: attack 17 -> 14.
  93. * Blink frog: blink radius (both spell and on-hit) limited to radius of 3 (7x7 AOE around monster).
  94. * Blink frog: dmg 20 -> 18.
  95. * Killer bee: pack size reduced by 1.
  96. * Ghost moth: Will 100 -> 70.
  97.  
  98. ### QoL/Misc.
  99.  
  100. * Orc sorcerers, orc high priests, wargs, hell hounds, blink frogs, goliath frogs, nexoqecae, hellwings, executioners, merfolk aquamancers, ilsuiw, alligator snapping turtles, orb spiders, emperor scorpions, anacondas, shock serpents, nagarajas, salamander tyrants, deep elf blademasters, humans, very ugly things, ancient liches, vault sentinels, yaktaur captains, orc warlords, hellions have their glyphs recolored.
  101. * Zot and net traps have their glyph recolored.
  102. * Monsters with inner flame status are now highlighted instead of recolored.
  103. * Allied orc apostles now have different colors depending on the follower slot they occupy.
  104. * Shopping lists can now be sorted by distance to player.
  105. * Gauntlet's arenas are now automatically revealed on entry.
  106. * Autopickup now distinguishes between different dart types.
  107. * Rc file: added option to assign custom keys for switching left/right ring.
  108. * Confusing Touch no longer causes enemy targeter to show confusion chance when aiming with ineligible weapons.
  109. * Force casting Magnavolt with only electricity immune monsters in sight now sets the target on the closest monster instead of on caster.
  110.  
  111.  
  112. ### Spells
  113.  
  114. * Cigotuvi's Putrefaction: no longer drains. Spell power affects range (2+p/25).
  115. * Hailstorm: now always hits.
  116. * Flame Wave: dmg 2d(4.5+p/6) (max 2d21) -> 2d(4+p/4) (max 2d29).
  117. * Magic Dart: dmg 1d(3+p/5) (max 1d8) -> 1d(4+p/5) (max 1d9).
  118. * Momentum Strike: now always hits. Damage 3d(8+p/18) (max 3d11) -> 3d(6+p/10) (max 3d11)
  119.  
  120.  
  121. ### Gods
  122.  
  123. * Beogh: Blood for Blood is now a targeted ability with range of 2 (3x3 AOE around caster).
  124. * Cheibriados: Bend Time no longer costs piety.
  125. * Cheibriados: Temporal Distortion now also advances time on the player.
  126. * Cheibriados: Step From Time MP cost 10 -> 5.
  127. * Sif Muna: reworked.
  128.  
  129.  
  130. ### Appendix
  131. Sif Muna:
  132.  
  133. Piety is now gained on exploration. Invocations scaling removed (could be made to scale off spellcasting, but too similar to Kiku and many species have bad or middling spellcasting).
  134.  
  135. 1*: Welcoming Gift - choose from 4 randomly-generated spellbooks of 1-4 low level spells. Sum of spell levels across the books is roughly maintaned (i.e. receiving lower level spells is offset by there being more of them and vice versa).
  136. 2*: Refraction - for a duration, emit a vexing aura that causes enemy spellcasters to suffer a variety of ill effects when attempting to cast (wizard flag), chance scaling with player XL. Effects include, from most to least common: fail to cast (same as antimagic/dazed, also works on magical flag), take unresisted damage, get slowed, get confused, get banished. You have a chance to restore MP for every enemy affected. Only one effect per enemy per turn. 3 MP, 3-4 piety.
  137. 3*: Flash of Inspiration - for a duration, receive Inspired status and instantly memorize 3-5 random (unweighed) spells for the duration. These spells have wizardry x 2 and brilliance. You can not receive spells you have already memorized, but can receive spells that are in your library, which will overwrite them with the boosted version of the spell for the duration. Can not be used if already Insipred. 5 MP, 4-6 piety.
  138. 5*: Invariant - you are immune to silence and all forms of mana drain.
  139. 6*: Parting Gift - choose from 4 randomly-generated spellbooks of 5-8 high level spells. Sum of spell levels across the books is roughly maintaned.
  140.  
  141.  
  142. This is a draft for the idea of Sif Muna rework, but really any rework that makes sense would be good, this is just how I would probably do it. I don't like the idea of making Sif a melee/hybrid-oriented Invo god for flavour reasons, but it's certainly possible. You could take something like Refraction, and then rather than gifting books, capitalize on the fact that many melee/hybrid chars already naturally collect a huge library of spells that is almost entirely useless to them. Make spell scrolls a thing - inscribe any spell from your library to get a single use, invo scaling, cast from abilities spell, either gift "empty scrolls" like Nemelex or have it as a piety-cost active ability. You can only ever inscribe any given spell once, but it is guaranteed to be successful and costs no mana. Honestly it'd probably suck but I have such a hard-on for an idea of spell scrolls that I want to shoehorn it somewhere and a librarian god is the perfect candidate. There used to be some evocations god (Pakellas), maybe dig his corpse up, put him in a tuxedo and make him gift you some magic gizmo evocable and put this mechanic there? I want a way for my 3 runer to benefit in some capacity from the "incredible luck" of finding annihilations or necronomicon on D:2.
  143.  
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