[CF-Devel] Immunities and partial protections.
Peter Mardahl
peterm at tesla.EECS.Berkeley.EDU
Wed Sep 13 19:45:33 CDT 2000
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Everything can be found somewhere else in pupland, same applies
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for wdsm: If you solve the eureca-quest and defeat gothwolte in
Ah. Thanks for the explanation.
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ancient pupland, you´ll get a 1:24 chance to receive the true wdsm.
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For example: If you do the quest 20 times, you got an overall chance
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of 56% to get a wdsm during that process (hope the math is correct).
I calculated 57.3%. I'd say you were "correct enough".
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Armour enchanting increases both ac and armour value. The amount
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of armour added depends on the player´s level. A total armour of
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99 is easy to get and common for high level characters - yet.
*sigh*.
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Sure, that´d requires some work. To find the balance between
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too easy and too hard... A few maps might need some adjustments as
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well. E.g. I can only guess what the Chaoslair would be like without
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perfect fire immunity.
Well, I think ALL the maps would need adjustment, or else objects which had
the "protected" bit set should add 25% (in a rule similar to armor,
so 4 "protected" doesn't mean "immune" but only something like 75%).
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Btw, what should happen to the immunity potions then? Temporarily
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raising the protection to some high level I guess?
I forget what was done. Maybe leaving them as they are....
I don't like to use potions very much....
PeterM
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