I always pick Rogue as Thief. Is there a problem? I mean it gets an evade chance and a stalk. I usually find it more helpful than an assassin that usually plays horribly. I think the monk's day kill should be non-revealing. Just me.... Edit: Do you think that this theme has enough roles to maintain the 40~ players now required for peak time?
I decided to look over this code after I saw that a game didn't auto-end when it was only Rogue vs. Mistress left, and I have a few suggestions. First, the list of VCLR needs to be reduced. From what I know, VCLR is only supposed to include mayors (and I mean those with a vote greater than +1), vigilantes, and samurais. Archer, swordsman, thief, acolyte, assassin, rogue, ninja, and mage need to be removed from the VCLR because they do not fall into either of these categories, which means they also need to be removed from Thanatos's winifdead roles. (A role should not be VCLR just because it can convert into a VCLR.) The archer needs to be told in his "help" that he also has the option to change into a dancer. Poring and poporing's convert command's fail chance needs to be changed from 1 to 0.95 since it says they have a 5% chance of successfully converting. The knight and monk's "msg" should remind them that their daykills will reveal them. The crusader's "msg" should remind them that their daykill won't reveal them. The sage's "msg" should remind them that their expose will also reveal their own identity. The ninja's "help" should fully explain what happens if the user chooses to buff himself (right now it just says they will lose their evasion, but it also needs to say that they get a 1 time nightkill with a 95% suicide chance). Of course, that also means that the buffed ninja's "help" should tell them that their only nightkill has a 95% suicide chance. The "info" for the Baphomet should include that the daykill has a 5% chance to reveal the user. The "info" for the Golden Thief Bug should include that it gets small hax on heal. Thanatos's "info" should be edited to say that it's inspects are correct only 50% of the time. Saying they are insane implies that their inspections are always wrong (at least that's how I see it). As for gameplay, I feel that the insect mafia is too weak in comparison with the other mafias. Let's take a look at the stronger roles of every side. The insect mafia has a PL and a poison, which isn't that bad, except for when you compare it to the capabilities of the other mafias. The odin mafia has a killer that outspeeds protects and ignores distracts (mistress becomes useless against them) as well as a kuja that has a decent chance (50%) of getting a successful inspect. The demon mafia can inspect and has a vote of 1.1 (helps it win voting phases). While it and it's teammate the Baphomet can still be distracted, the Baphomet makes up for that by having the ability to daykill. I suggest giving the insect mafia a second kill per night with a fail chance, a one time second nightkill, a protect, a voteshield, inspecting/revealing as a Novice, making the kills have a chance to pierce, or any combination of those.
I'd argue that depending on the role/conversion requirements, a role can stay on VCLR/winIfDead. If Archer's kill was a higher priority, I'd support it on the VCLR, but as it goes AFTER all the mafia, even if it distracts + converts, then tries to kill, it will still be outsped. If the Archer had two kills, or a high priority kill, it would need to be on there in order to prevent loss when it could win. VCLR: Archer too slow, kill it Swordsman too slow, can't win in a "tie game", kill it Acolyte too slow, can't win in a "tie game", kill it Assassin has poison + evade, keep it Rogue doesn't have actions, kill it Ninja only kill has high suicide, but it does have priority... I'd let that ride Mage too slow, can't win in a "tie game", kill it winIfDead: Archer- it can still threaten Thanatos, keep it Swordsman- can still threaten, keep it Acolyte- can still threaten, keep it Assassin- same as VCLR, keep it Rogue- can't do anything, kill it Ninja- still has a kill, keep it Mage- can still threaten, keep it So in short: VCLR: remove Archer, Rogue, Mage, Swordsman, Acolyte winIfDead: remove Rogue This still leaves roles that can change the outcome of the game on the lists, and since the conversion is 100% (unlike Stem Cell's like 2% to go Heart in Body) it still poses a threat to Thanatos, but a role wouldn't be able to convert AND beat mafia, assuming everyone is active and playing to their win conditions. Idk what Praixie's activity is like, but the last change to the theme was also the last time they were online. Just to get the fix applied to the server https://raw.github.com/Fuzzysqurl/Mafia/master/Themes/Hosting/RO Still your theme, not trying to take it away from your or anything, just fixing things that could even end in a tie (Think Archer vs 1 mafia. Would require either one player to stand down, or an MA to end)
Made all the changes to infos as referenced in this post cause Beast let me. Over the last two days a few of us started some RO games and noticed that the insect mafia is indeed quite underpowered in big games (take a look at /windata) and in general the village might be a bit too strong. I'd suggest diversifying the insect mafia because you have two hornets, but you could make another role with distinct capabilities (maybe ignoring stalks or poisons, not sure). So yeah the pastebin on server is mine but I didn't take over the theme at all so feel free to replace it if you're active @ Praixie.
Hi. I was playing RO earlier today and converted to a ninja. It said i could cicada during the day to reveal and connect prs but it wouldnt let me use it.
Hello! I will now be taking over the RO theme. Post here in the thread or PM me for suggestions, complaints, bugs, and all that jazz. (Also, it's great to see that people have been playing this theme quite a bit now. [: )
First complaint is flavour nitpick: Monk cannot use Zen, that's a skill exclusive to their transcendent class :x Change it to 'Summon Spirit Sphere', which is actually a Monk skill. Second one is gameplay-related: I stopped playing this theme since it changed to N1 conversions. Pacing is too fast and it takes aways the first jobs' value. If possible, at least delaying Village conversions to N2 would be better. Or giving players a reason to stay on their first form for a bit longer. Third is a role suggestion: Super Novice conversion available for Novices after N3~4 as a Jack-Of-All-Trades role.
http://ragnarok.wikia.com/wiki/Asura_Strike "Asura Strike is the Monk's ultimate attack that consumes all of their remaining SP to deal massive damage to one target." Agreed. Village jobs can't convert until the second night now. Added. They will be able to convert on the third night (while their actions can be used on the fourth night). Super Novices can distract, protect, and inspect once a game.
I said Monk can't use Zen (that's a Champion skill, Monk's evolution). The daykill message for Monk mentions 3 skills (Zen, Fury and Asura Strike), so you should change Zen to Summon Spirit Spheres (Fury and Asura Strike are ok).
Suggestion: Make Poring/Poporing show as their actual role on Current Roles instead of showing as Mafia. That only makes things more confusing and is usually an unnecessary buff for village, since only they have that information. Also, small nitpick: Sidedwith needs a space.
You should add "hide": true to all the demoted version of 1st class roles (acolyte2, mage2, etc) so they won't appear duplicated on /roles. You could also merge the Female Thief Bug entries into a single one. Also, Fire Baphomet is a weird name. Baphomet is mostly associated with Shadow element, not Fire. If you need 2 Baphomet versions, you could use both the normal Baphomet and the Unsealed Baphomet (which is considerably stronger than the normal one in the game, but I don't think many people would mind if they were equivalent in the theme). EDIT: Oh right, Super Novice can't use Bows, so /shoot for a distract command won't do.