memorable randarts

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  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    Originally posted by debo
    I'm really curious as to what you think is "broken" in 3.3.
    Pick a concept. I tell what's broken in it.

    Vanilla 3.3 is strongly "work in progress" and not finished product. It has potential being really great, but almost everything has been meddled with and nothing has been really finished, barring some small things (which are subject to change again because larger issues).

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      Originally posted by Timo Pietilä
      Pick a concept. I tell what's broken in it.

      Vanilla 3.3 is strongly "work in progress" and not finished product. It has potential being really great, but almost everything has been meddled with and nothing has been really finished, barring some small things (which are subject to change again because larger issues).
      Just in case people think I disagree with Timo on principle, there's a lot of truth in this statement. It's why I so regret that we didn't create v4 earlier. There *are* a lot of half-finished changes in 3.3, which are now evolving in v4 (new item generation, new combat etc.). I hope someone who's interested will step up and 'fix' V for 3.4, smoothing out a bunch of gameplay stuff and, most importantly IMO, fixing the input layer. I can't see the V wood for the v4 trees, but lots of people seem to have a fair idea of what V needs.

      In fact, takkaria popped up on IRC recently saying something similar. There's absolutely no imperative to keep V and v4 close together: the whole point of the fork was so they can happily diverge. So, to take examples close to my heart, if there's a consensus to rip power-based pricing or fractional blows out of V, to move back towards 3.0.9's gameplay, that would be fine.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Estie
        Veteran
        • Apr 2008
        • 2346

        Boots
        =====

        the Pair of Ethereal Slippers of Eoreth [0,+17] <+6>
        ----------------------------------------------------
        +6 strength, wisdom, dexterity, charisma.
        Provides resistance to dark.
        Cannot be harmed by acid, electricity, fire, cold.
        Feather Falling.

        When aimed, it creates a frost bolt with damage 12d8.
        Takes 57 to 63 turns to recharge.

        Radius 1 light.


        I suppose Gandalf gave her these to avoid tirades about herbs in the future.

        Comment

        • Jay
          Adept
          • Dec 2011
          • 104

          "Memorable" doesn't necessarily mean "good," right? How about this, then:

          The Lochaber Axe of Lostolwe (3d8) (+8, +10) [+5]
          Dropped by Saruman of Many Colours at 3100 feet (level 62).

          Cannot be harmed by acid, electricity, fire, cold.
          Sustains dexterity.
          Grants the ability to see invisible things.

          When activated, it speeds you up temporarily but also makes you mortally afraid.
          Takes 98 to 108 turns to recharge at your current speed.
          Your chance of success is 95.9%



          Lostolwe was apparently a fearsome warrior who ran like hell whenever things got really bad.
          Oh you icky things, don't you know you're driving your mamas and papas insane…

          Comment

          • Estie
            Veteran
            • Apr 2008
            • 2346

            Originally posted by Jay
            "Memorable" doesn't necessarily mean "good," right? How about this, then:

            The Lochaber Axe of Lostolwe (3d8) (+8, +10) [+5]
            Dropped by Saruman of Many Colours at 3100 feet (level 62).

            Cannot be harmed by acid, electricity, fire, cold.
            Sustains dexterity.
            Grants the ability to see invisible things.

            When activated, it speeds you up temporarily but also makes you mortally afraid.
            Takes 98 to 108 turns to recharge at your current speed.
            Your chance of success is 95.9%



            Lostolwe was apparently a fearsome warrior who ran like hell whenever things got really bad.
            If that really was his weapon, then thats understandable

            Comment

            • dzhang
              Scout
              • Jan 2008
              • 47

              Originally posted by Jay
              "Memorable" doesn't necessarily mean "good," right? How about this, then:

              The Lochaber Axe of Lostolwe (3d8) (+8, +10) [+5]
              Dropped by Saruman of Many Colours at 3100 feet (level 62).

              Cannot be harmed by acid, electricity, fire, cold.
              Sustains dexterity.
              Grants the ability to see invisible things.

              When activated, it speeds you up temporarily but also makes you mortally afraid.
              Takes 98 to 108 turns to recharge at your current speed.
              Your chance of success is 95.9%



              Lostolwe was apparently a fearsome warrior who ran like hell whenever things got really bad.
              I guess Olwe was so scared when he was running that he's always lost...

              Comment

              • Estie
                Veteran
                • Apr 2008
                • 2346

                Actually this all sounds more like the alliteration of a mediocre poet: Lostolwes Lochaberaxe....

                That Lostolwe guy never existed and the weapon is a fake.

                Comment

                • ghengiz
                  Adept
                  • Nov 2011
                  • 178

                  Originally posted by Estie
                  That Lostolwe guy never existed and the weapon is a fake.
                  congratulations! you found the cheap plastic imitation of the axe of Thorin
                  edit: rebranded as Lostolwe for copyright reasons

                  Comment

                  • Jay
                    Adept
                    • Dec 2011
                    • 104

                    This one just showed up in the game that's being used in Comp 119:

                    The Dagger 'Halebrim' (11d4) (+6, +14) [+9] <+2>
                    +2 DEX
                    Slays undead
                    Provides resistance to acid, cold, sound
                    Grants the ability to see invisible things

                    An 11d4 dagger! And, of course, the character in the comp is a priest.
                    Oh you icky things, don't you know you're driving your mamas and papas insane…

                    Comment

                    • ranger jeff
                      Apprentice
                      • Jan 2012
                      • 78

                      Nice shield for my 3.3.2 priest:

                      (+0,+4) [12,+11]
                      +3 int, wis
                      causes melee attacts to *slay* demons
                      immunity to cold
                      res lightning

                      Activate for berserk rage, bless, and resistance

                      Comment

                      • Jay
                        Adept
                        • Dec 2011
                        • 104

                        This showed up in Competition 119. Glad it activates for enchant armor; would have been almost useless otherwise.

                        the Morning Star 'Elethalad' (5d6) (+10,+31) [+10] <+4>
                        Found lying on the floor at 3450 feet (level 69).

                        +4 strength, intelligence, tunneling.
                        Slays animals, trolls, giants.
                        *Slays* dragons, demons, undead.
                        Branded with weak flames, acid, lightning.
                        Provides resistance to cold, dark.
                        Provides protection from fear, confusion.
                        Cannot be harmed by acid, electricity, fire, cold.
                        Slows your metabolism. Feather Falling. Grants the ability to
                        see invisible things.

                        When activated, it attempts to magically enhance a piece of
                        armour.
                        Takes 205 to 252 turns to recharge at your current speed.
                        Oh you icky things, don't you know you're driving your mamas and papas insane…

                        Comment

                        • debo
                          Veteran
                          • Oct 2011
                          • 2402

                          Originally posted by Jay
                          This showed up in Competition 119. Glad it activates for enchant armor; would have been almost useless otherwise.

                          the Morning Star 'Elethalad' (5d6) (+10,+31) [+10] <+4>
                          Found lying on the floor at 3450 feet (level 69).

                          +4 strength, intelligence, tunneling.
                          Slays animals, trolls, giants.
                          *Slays* dragons, demons, undead.
                          Branded with weak flames, acid, lightning.
                          Provides resistance to cold, dark.
                          Provides protection from fear, confusion.
                          Cannot be harmed by acid, electricity, fire, cold.
                          Slows your metabolism. Feather Falling. Grants the ability to
                          see invisible things.

                          When activated, it attempts to magically enhance a piece of
                          armour.
                          Takes 205 to 252 turns to recharge at your current speed.
                          Looks like thunderfist
                          Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                          Comment

                          • Jay
                            Adept
                            • Dec 2011
                            • 104

                            Originally posted by debo
                            Looks like thunderfist
                            It's similar, but Thunderfist doesn't have all those *slays*, does it? I know there was a version of vanilla at some point that listed the basis for each randart -- don't know what happened to it, but I thought that was cool. Maybe it's a user option and I just missed it.
                            Oh you icky things, don't you know you're driving your mamas and papas insane…

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              Originally posted by Jay
                              It's similar, but Thunderfist doesn't have all those *slays*, does it? I know there was a version of vanilla at some point that listed the basis for each randart -- don't know what happened to it, but I thought that was cool. Maybe it's a user option and I just missed it.
                              It's in the description text, shown on the 'I'nspect screen. It doesn't get printed in dumps.
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

                              • Jay
                                Adept
                                • Dec 2011
                                • 104

                                Originally posted by Magnate
                                It's in the description text, shown on the 'I'nspect screen. It doesn't get printed in dumps.
                                I don't see it in 3.3.2. The description ends after the part about how many turns it will take to cut through rubble, magma, etc.
                                Oh you icky things, don't you know you're driving your mamas and papas insane…

                                Comment

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