Yes. I really like this idea. We move some temples out of scorn (to far away) and we give them the flag convert_player_religion. We make these altars very rare (for example mostrai could be a lost relic from a by gone era of dwarves living just east of navar). Indeed we could even make the temple of the firegods final altar, a special god or something the possibilities are much more interesting. I would certainly like to see this, cause I really hate how easy it is to kill yourself on an altar. mids, can you conduct a poll? dnh On Thu, 21 Jun 2001, Mark Wedel wrote: > On Thu, 21 Jun 2001, dnh wrote: > > > Interestingly it seems the code should move the player in the opposite > > direction from where he/she came. > > > > move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. > > */ > > > > Why did I not get this affect? > > It reverses the direction you are currently facing. This may not be direction > you approached the altar from. > > Consider the case below: > > > | > |---- > A > |---- > | > > Area to the left is a big room, and the altar is where the A is, > and the passage is single width. > > When you first come to the altar, the code above would work fine. > But suppose the case is now: > > | > M|---- > A > |---- > | > > With M being the monster you are attacking in melee. Reverse the direction > does no good, as it just puts you into a wall > > Probably the easiest fix is to require something more than just praying > to be a following. Maybe you need to do something like > 'use_skill praying become_follower' > > or the like. > > Or the idea of only some altars doing automatic conversions (as MT suggest) > is completely reasonable. It should be hard to come up with some flag > that does that. Altars found in dungeons could still assist in getting > grace and other benefits, but would not change your religion (praying > over one may still have bad effects, like reducign grace). > > I'm not sure making conversion from one religion to another for free is > a good thing. I could then see characters saying 'hmm. About to go > on the dragon quest - let me follow the god that gives me really good > fire protection. Ok, done with that, now time for undead, so let me > worship the undead destroying god', etc. Making the altars harder to get to > may not make it quite so bad, but do realize that experienced players will > quickly learn where these altars are, and they will probably end up on > web pages or other spoiler information, so effectively everyone will know > where they are. > > This is one reason for the row of gods in the start town. The other is > that gods are very important, and before when the altars showed up randomly, > it could be a real pain to find the altar that you really want. > > Now adding in advanced temples could be interesting. You've gained some > levels, and to progress your learning, you need to visit the high temple > of sorig at the mountain tops. > > The actual effect of this could be mean several things. Each altar > could have a level, and this transfers to what power of benefits you > may get from that altar (so for the ones in scorn, praying over them is > not going to get you much in the way of special benefits). This level > could also be used to determine the maximum preist level spells you can > cast - so maybe you can cast up to level 5 from the temples in scorn, > but the high temple of sorig lets you cast up to level 15 (praying > on a lower level altar does not reset this value lower, but to be > able to cast these high level spells means you need to make at least > one journey to the higher level temple). > > Of course, this is a lot of work - new maps would need to be done, > changes to altar and praying code, etc. > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >