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The Bastille Gazette Serving FW since Oct 1998 Archived Article

March 2001

Yet another update...
Posted Thursday, March 8, 2001 by
Stagnynt
As I'd anticipated my report is already outdated.

So here are the key points so far...

-The Fireball bug is still in effect. You can still blast someone through the wall with a fireball as long as you target your side of the wall with your opponent on the other side and within range.

-The teleport bug appears to be fixed!!! Teleport as much as ye please even after you take advantage of the new 12 movement. You can now teleport ten spaces as well. Making this spell a very viable option to the coward on the run.

-Poison Arrows have an initial damage of 2-20 (2d10) now, with the poison damage remaining the same, 2 hp's for 5 rounds.

-The Phantom Missile and Feeblemind spells have had their range increased to 5.

-Fireball and Poison arrow ranges have been increased to 10.

-You can no longer target yourself with Poison arrow. You also have to be at least one space away from your foe to get that bow up now.

-There is now a message when someone dies!!

Acknowledgements...

This is where I debase myself before the people making all of this possible. Culdraug and Scott, thank you for the FFA and all the changes you've been making recently. It's amazing how quickly it is becoming much more complex and challenging. I look forward to what's still to come. A special thanks to Scott for the outstanding Triboar arena type background we have now. Thanks to Kevin and his crew that still work tirelessly on the FW game that we're all looking forward to. Last, but definitely not least thanks to Mavralyn for her hard work making us new icons for both the FFA game and the FW game.

If you see any of these guys in the game or just hanging around give them a quick thanks for their work. They deserve all the praise we can give them and more.

Aluve'



Spell descriptions (for the moment)
Posted Wednesday, March 7, 2001 by
Stagnynt
I probably won't be telling you anything new here if you've been playing FFA regularly, but if you're new to it or just don't have the time for these anal calculations I have made a little list of the currently available spells and exactly what they do. This is as of 3/7/01 at the pace the game is progressing right now, it will likely not be completely accurate by next week. When I state the range of a spell I start counting in an adjacent square, not the square that your icon sits on. Diagonal currently counts the same as horizontal movement and range.

The ESP bug has been fixed. You no longer need to fear the punt monster when you ESP.

No spell points needed
Melee-------------Deals 1-8 damage when it lands. Adjacent squares only. You cannot successfully target yourself. Melee is almost a lost art form as the game stands today. If you're not feebed Fireball is the damage spell of choice. If you are feebed Poison Arrow has the same chance to hit and it does 30 damage overall. The best thing about Melee currently is the message you receive when you miss: Swish

Poison Arrow---Deals 20 damage when it lands, range is 4. Then you lose 2 hp's per round at the beginning of your turn for 5 rounds. Total damage over 5 rounds is a big 30. Without a doubt the favorite weapon of the feebleminded and for good reason.

Bandage---------Heals 1-4 damage. You can target yourself and anybody in an adjacent square.


Spells-----All spells currently use 5 spell points (sp) except Teleport, which uses 10.
Phantom missile-Deals 1-4 damage and always hits, range is 4. This is the melee of the spell world, it's hardly ever used. The low damage it does to one target doesn't make it worth the 5 sp's or the round it takes to cast. A feebed opponent using Poison arrow has you hugely outgunned if you use only this spell. There is one real advantage to this spell, it goes through walls.

Mystic Mine-------Now deals only 2-8 damage and can only be laid one square in any direction. The mine still disappears after 3 rounds. The message you get when you lay a mine is: World Event Placed. Only the person that lays the mine sees this message. This is also rarely ever used anymore. With the advent of ranged attacks and their superior damage this spell is pretty much obsolete.

Feeblemind--------No damage, just drains all your spell points when it lands it has a range of 4. (of course) This spell is even more popular than before now that fireball has been implemented. It's a huge advantage to have a room full of feebs when you're still able to toss fireballs. It's even more of an advantage if you're Scott and your demented mind insists that you win if everyone is feebed and you are not. ;-)

Heal-----------------Heals 1-8 points of damage. Useable on yourself and anyone in an adjacent square.

Fireball-------------Deals 10-60 damage when it hits. Range is 4. It will toast the square you target and 2 more squares in every direction. That includes diagonally so the area of effect is square, not round as it was in NWN. This spell is the main reason you don't want to be feebed. It deals more damage than any other spell to the most targets. With no globes every day is Christmas whenever 2 or more opponents gather, as long as they don't resist. It's all or nothing with this spell now, no saving for half damage. It hits and does full damage or it misses completely. The damage is totalled differently for each person as well, unlike NWN when the damage was constant for all parties affected. Fireball damage goes through walls as well, but you have to target your side of the wall. If an opponent is standing on the other side of the wall within range, he gets blasted. (This effect wasn't intended, however, and it will probably be fixed)

Teleport-----------This spell is still a bit buggy. As long as you don't use all 11 of your movement you can successfully cast this spell. You can teleport up to 9 squares. That effectively makes your movement 19 if you move 10 and teleport 9. Given the relatively small size of the board, the higher cost of the spell (10 sp) and the fact that it doesn't harm your enemies the spell is rarely used at the moment. If you do use all of your movement and cast this spell the game will say that you teleported and you will still lose 10 sp's but you will not teleport.

Updates planned in the very near future...
---Movement will be upped to 12
---Teleport bug to be fixed
---Mine damage upped to 10-20
---Arrow damage lessened to 1-8 + 2 poison damage for 5 rounds. Making the total damage 11-18.
---Ranges will be increased on some spells