Allyx pretty much summed it up, though the node slowdowns would definitely be on the top of my list. Plus, I think we need more rangers.
sorcerers to Lvl 20 paladins be able to use the brothel if they choose - then fall lots of stackable poisons (different coloured bottles) potions of disease - see poisons
Infact anyone using the brothel to many times - unless she's exclusive of course then its her catching it from you :blegh:
Another thread resuscitation . . . 1. I think was fixed by Blue/Kal? 2. Anybody got a clue? 3. This has been tackled with mixed results and is still in 'development.' 4. Can this be dealt with fairly easily or no? 5. Waiting on brad's UI revolution? Sounds like more of a feature request to me . . . but has anyone tinkered this? 1. Doable? 2. Doable? 3. Doable? 4. IIRC, this is beyond our means. 1. Part of a much larger endeavor. 2. Agetian's realm . . . No doubt our #1 priority. 1. Am I right that Sorcerer's could get to 20 if we had 8th level spells? Any in the hopper, Darmagon? 2. Sounds doable . . . ? 3. Hmmm 4. Hmmm Weird, this post decided to post itself when I was half way through. Never had that happen before. :blink:
The AoO when NPCs drink potions has not been fixed. As for the automatic abilities, this could be accomplished by using long lasting spells that are cast on first heartbeats, much like NPC caster do now, then script the effects into the spell to work when certain conditions are met (i.e. PCs in range, line of sight present, combat active, etc. ....). I am working on something along these lines for the Hezrou Stench. A lot of the rest are .dll hacks. We are still waiting on Brad.
How fast should fast healing be? A simple heartbeat file running off the critters personalised flags could do it easily. EDit: Speaking of potions, I would LOVE cursed scrolls, poison potions etc for KotB.
Thought I'd mention that it may just be possible to keep those pesky salamanders from being able to throw fireballs clear across the dungeon to hit that mage you purposely left over there to keep him out of combat. I'll post about it again when I know more.
Depends on the rating. A creature with fast healing automatically heals a certain number of hit points every round. Unlike regeneration, it cannot be circumvented by using specific attack forms (like fire or acid) but it doesn't let the creature "come back to life" either. A creature with fast healing that drops to -10 hit points dies.
Easy as pie. Well, as a complicated pie. One to run off the heartbeat file, the other to run off start_combat. Ummm can u elaborate on 'rating'?
Some creatures have Fast Healing 5. Some have Fast Healing 10, 15, 20, etc. The number is how many hitpoints they regain each round. Troika tried to include the ability into the game, as there were already Fast Healing entries in the protos, but it doesn't work. If we were to do this via script, would it show up in the roll window the way Regeneration does? Otherwise, you're going to get some confused players wondering why a certain monster keeps healing itself. And honestly, I was able to kludge fast healing on most creatures by using regeneration. I'd much more like a way to see creatures with gaze attacks to automatically use their ability each round and still act normally instead of using an action to "cast the spell". Umber Hulks are a whole lot nastier when they're able to rip you to shreds while they're confusing you.
Thanks for the heads up, Kalshane, as I'd given the Mephits all Fast Healing 2 (to be accurate, it should be fast healing 2 under certain circumstances with vary from mephit to mephit) - does anyone think I should replace it with regeneration 2 or just drop it? Charles