> I agree with Mark, the armour code is very good I think right now as it > tapers of well, perhaps we could even make it tapering off lower? I like that behavior as well. > And what about Acid? I think we should leave that as protection and > immunity although I don't like how immunity doesn't protect your items. I > can see the logic, but I still don't like it =) Hmm, yes, I guess we cannot use the old protected + immune == protects items hack anymore. How about >100% protection Acid protects items? > Perhaps PR should only work for the major attack_types? > Magic/Fire/Ice/Elec/God_Power? and of course physical which is just > armour. Although if physical is armour, what then is the purpose of > protected phys? Wouldn't it be better to convert protected armours into > arm +50% or something? (obviously not 50%). Hmmmmm I think ALL current protections should be set to 33, for items, and 50, for protections on living things. I think this default will produce a balanced game at the outset of the new protection scheme. Immunities should add 100% protection as before, at least to start. We can then go through and modify some monsters, maps, artifacts, and treasures as needed. > changes in. Pete has already finished the Immolation spell for ruggilli > and the Creeping frost for devourers. These changes are quite big and I These are not spells. They're more like abilities. If Immolation + Immolation_immunity is placed in a player, he may set fire to someone he hits, and it is a god-driven fire. The player does NOTHING to explicitly turn it on. > don't want to do something and get told after I have done it all that it > is no good. Speak now or forever hold your peace ;) Give it a week or so as a review period, dnh. Some of the less active contributors may need a bit of time. However, I will ask: the gods mod is a major shift in direction, everyone interested please weigh in! PeterM