[CF-Devel] about acid & drain
Andreas Vogl
andi.vogl at gmx.net
Wed Dec 20 16:30:18 CST 2000
We must face it: Acid and drain have been considered a great
nuisance both by most players and map-makers. That of course is
the reason why there are these easy-to-get immunities.
And that again caused map-makers to insert acid/drain-monsters
without particular care.
Before even thinking about making acid/drain "more nasty"
we must implement at least the following features:
o A serious way to "repair" the effects of acid-corrosion:
Collecting artifacts is what CF-players usually enjoy
most. If we carelessly ruin them, players get annoyed real
hard.
o Ways to figure out a monster's attacktypes *before* learning
the hard way (Maybe a spell, call it "analyze monster"?):
A lot of high level special monsters have acid/drain/depletion-
attacktypes just for the fun of it. Nobody cared about these,
since players were supposed to wear immunities at those levels.
It would surely suck to loose 10 exp-levels or have stuff
corroded just because this "Fred, the Big Demon" had a few more
attacktypes than you would have expected.
While I actually do like the idea of items with different states
of quality, the thought of having to reduce grimreapers/rustmonsters..
does not please me.
Search for those monsters with grep in the mapdir, and you will
instantly know the reason.
Andreas V.
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