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Re: Crossfire's Rebirth.



I'd like to be on the coding team.  MOre specifically, I'd like to contribute
a lot of code I've already done.  I am willing to install it myself into
a server.

Things I've done:

  Runes:  magical traps which can contain ANY spell.  Step on a rune, and
you set off the spell.  Adds a whole new dimension to dungeon design, and
their visibility is tunable.`

  New spells:  I and others at soda have added a great many new spells.   Some
of these are very cool, such as comet and counterspell.  You can now magically
support a friend who's in hand-to-hand combat by nullifying the magic thrown
at him.

  Consolidation of spell parameters:  I've moved control of many spell parameters
from compiled in arrays and from the archetypes into a readable-on-the-fly spell
parameter file.  One of the biggest problems facing crossfire is tuning the spells.
SOme spells are far too sexy while others are useless.  Having this file readable
on the fly will make the DM's task of balancing much easier--the dm may now
change dynamically things like how much damage a spell does, how many sp it
costs, its duration, and its level.

  New archetypes:  (for runes and the new spells)  The soda crew has generated
a lot of new archetypes, in support of our other changes and to add new monsters
to the game.  Some of these are liches and spectres--powerful undead creatures.


corpse.ecst.csuchico.edu (tvangod's server) has 
most of this stuff already--the chico people and we at Berkeley have communicated
a bit.  They don't have the latest rune code, the version they have is a
bit buggy, I think.

Regards,

Peter Mardahl
peterm@soda.berkeley.edu