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Daevryn | Fri 16-Sep-11 07:09 PM |
Member since 13th Feb 2007
11117 posts
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#2460, "Greater Undead Changes!"
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You can see Help Greater Undead; here's more detail.
There are 20 new special greater undead; much as you could previously have only one mummy or ghoul at a time, you can still only have one greater undead at a time. Alternate greater undead each possess their own unique abilities but should overall be roughly as strong as a ghoul, even if they'll often be clearly better than a ghoul in some situations and clearly worse in others.
Each necromancer randomly gains the ability to create 4 of the 20 new greater undead. (This means that, finally, not every necromancer you make will have completely identical abilities.) Each special greater undead can be created in one or more specific graveyards. If a necromancer casts greater undead in one of these graveyards and is able to make the undead for that graveyard, they'll create this undead in place of a mummy or ghoul.
Let's illustrate with a fictitious example.
I go to Peter Rabbit's Graveyard and cast greater undead. If Bunnicula is one of the 4 greater undead I've "drawn", I'll make Bunnicula instead of a ghoul. If it's not, I'll make a ghoul as normal. If I cast greater undead at a graveyard that doesn't have a special undead associated with it, I will also always make a ghoul (or mummy).
The ability to get "extra" greater undead options is in our special reward toolkit as immortals; it probably will also be available as an edge at some point.
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Greater Undead,
Mad Quester (Anonymous),
22-Sep-11 07:51 PM, #13
As a minimum,
incognito,
23-Sep-11 08:16 AM, #14
RE: Greater Undead,
Daevryn,
23-Sep-11 08:15 AM, #15
RE: Greater Undead Changes!,
Splntrd,
18-Sep-11 08:35 PM, #8
RE: Greater Undead Changes!,
Daevryn,
18-Sep-11 08:38 PM, #9
ditto,
Scarabaeus,
19-Sep-11 11:09 AM, #11
A little more detail:,
Daevryn,
19-Sep-11 12:49 PM, #12
RE: Greater Undead Changes!,
Kalageadon,
18-Sep-11 08:35 PM, #7
Wow!,
Explosion,
17-Sep-11 11:26 AM, #3
RE: Wow!,
Scarabaeus,
17-Sep-11 03:06 PM, #6
Hehe ),
Explosion,
19-Sep-11 12:52 PM, #10
What prompted this change?,
Oldril,
17-Sep-11 11:26 AM, #2
RE: What prompted this change?,
Daevryn,
17-Sep-11 11:31 AM, #4
Neat, thanks guys for your hard work!,
Oldril,
18-Sep-11 08:35 PM, #5
Peter Rabbit Died?!,
Twist,
16-Sep-11 10:55 PM, #1
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#2480, "Greater Undead"
In response to Reply #0
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Not sure if this is something y'all want to answer but I was just curious if in larger graveyards new undead will only be summoned in a certain room or is it just the graveyard in general.
Do they also only craft at certain ranks? Just curious if I am wasting my time trying to find every graveyard I cant.
If these are answerable questions without compromising the mystery I'd appreciate any feedback.
Thanks for the new toys fellas.
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incognito | Fri 23-Sep-11 07:23 AM |
Member since 04th Mar 2003
4495 posts
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#2486, "As a minimum"
In response to Reply #13
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I suspect you have to be able to summon a ghoul, since they said the undead are roughly as strong as a ghoul.
So if you can currently only get mummies, I reckon you'll not have much luck.
Just an educated guess.
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Daevryn | Fri 23-Sep-11 08:15 AM |
Member since 13th Feb 2007
11117 posts
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#2487, "RE: Greater Undead"
In response to Reply #13
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>Not sure if this is something y'all want to answer but I was >just curious if in larger graveyards new undead will only be >summoned in a certain room or is it just the graveyard in >general.
Implementation-wise, it's by room, but in practice it tends to be the whole graveyard if there's a bunch of graveyard rooms together. There could be an exception to this but I can't think of one.
>Do they also only craft at certain ranks? Just curious if I am >wasting my time trying to find every graveyard I cant.
As soon as you can cast greater undead you're good to go.
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Splntrd | Sat 17-Sep-11 10:59 PM |
Member since 08th Feb 2004
1096 posts
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#2469, "RE: Greater Undead Changes!"
In response to Reply #0
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So - just so we know before someone tries to do this - how tightly-guarded are we considering graveyard information? Is this FAQ material a la shifter forms? Or restricted material a la ABS? Splntrd
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Daevryn | Sun 18-Sep-11 08:38 PM |
Member since 13th Feb 2007
11117 posts
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#2470, "RE: Greater Undead Changes!"
In response to Reply #8
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What would personally make me happy is:
Kept pretty quiet for now, but then in 3 or 6 months or whenever the fun of the "experimentation period" has largely passed, more like shifter forms.
It'll show up in logs even now and that's fine, but I think a little period of "Necrodude has a Sparkle Vampire as his greater undead? Crap, I wonder what that can do to me?!" is fun for all.
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Daevryn | Mon 19-Sep-11 12:49 PM |
Member since 13th Feb 2007
11117 posts
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#2477, "A little more detail:"
In response to Reply #9
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Part of the reason I'm not opposed to this information being ultimately available more broadly is that, for a veteran player, I think at least a good half of it is intuitive.
e.g., if you see a necromancer tomorrow with a Dracolich greater undead (not on the real list -- and now I'm regretting that slightly) and you've been playing CF for a while, I bet you could guess one place to go get it. Maybe it's available three places and two of them aren't as obvious, but I bet you'd know one.
Not all, but I think half or more are on that level of obvious once you know what the possibilities are.
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Kalageadon | Sat 17-Sep-11 10:06 PM |
Member since 23rd Oct 2003
1049 posts
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#2468, "RE: Greater Undead Changes!"
In response to Reply #0
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Even though I hardly ever play the class, and really don't like necros overall, it is stuff like this that you guys and gals put together that helps make this game great to play.
You all earn "A Job Well Done." from me.
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Explosion | Sat 17-Sep-11 02:59 AM |
Member since 06th Jul 2011
381 posts
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#2463, "Wow!"
In response to Reply #0
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Either I've guessed with my suggestion a month or two ago, either you really listen player's suggestion? Anyways, nice and thanks!
Btw, can they see list of their possible greater undeads somehow, like shifters can see their forms?
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Oldril | Sat 17-Sep-11 12:01 AM |
Member since 20th Jan 2011
641 posts
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#2462, "What prompted this change?"
In response to Reply #0
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Daevryn | Sat 17-Sep-11 11:31 AM |
Member since 13th Feb 2007
11117 posts
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#2465, "RE: What prompted this change?"
In response to Reply #2
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Oh hell no. There's still close to 200 bugs in the queue.
This is something Valg and I talked about doing on and off for years and at some point I decided it was the next thing I wanted to work on.
Other people on staff jumped in with additional ideas; Scarabaeus in particular had a lot of things he wanted to see and Valg and my's back of the virtual napkin idea of 10 not extremely unique special undead became 20 special undead, several of which are very unique. I threw together the infrastructure and Scarabaeus and I busted it out bit by bit over the last few months.
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Oldril | Sat 17-Sep-11 11:59 AM |
Member since 20th Jan 2011
641 posts
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#2466, "Neat, thanks guys for your hard work!"
In response to Reply #4
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Twist | Fri 16-Sep-11 10:55 PM |
Member since 23rd Sep 2006
3431 posts
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#2461, "Peter Rabbit Died?!"
In response to Reply #0
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