Re: [crossfire] Rebalancing, difficulty curve -- simple ideas

2006-09-03 Thread Lalo Martins
On Sat, 02 Sep 2006 14:47:34 -0700, Mark Wedel wrote: For most of the mental skills, the complication of things gets cut off. Readables above level 10 are pretty darn rare. I'm not sure about find/detect traps, and the item identification skills are another issue all together. I have

[crossfire] Weather system

2006-09-03 Thread Nicolas Weeger (Laposte)
Hello. Following different bugfixes in the code, it seems to me the weather code is now operational, even at level 5. The tests I made seem to be correct. Weather correctly changes tiles, puts snow/rain, in short behaves like it should from the code, and like one would expect. Rednexela made

Re: [crossfire] Progressive exp table and removal of a bad hack: death_penalty_levels

2006-09-03 Thread Raphaël Quinet
On Sat, 02 Sep 2006 18:52:22 -0600, Alex Schultz [EMAIL PROTECTED] wrote: One little note on this, I would say the levels 95-100 are fairly tricky actually (of course not as much as 100-115 of course), and that your statement might be a more accurate with level 50 to level 95, but yes, despite

Re: [crossfire] Progressive exp table and removal of a bad hack: death_penalty_levels

2006-09-03 Thread Mark Wedel
Raphaël Quinet wrote: Proposed solution: - Get rid of death_penalty_levels. This option hides the real problem instead of solving it. I'm personally more inclined to leave the death_penalty_levels option, but set it's default to unlimited, so server admins could do things such as make