This will make the game interesting. Up to this point, my game has been giving me useless randarts: weapons for fighters, armor with +str, wis, dex or chr (I'm playing a mage). I'll have probably to wait until something based on a powerful artifact shows up to use it...
I've found that mages are usually the least hobbled by a bad artifact set since the spellbooks and devices don't change.
Low HP is really the biggest problem with a mage. It's a double whammy because the classes you most want to play with as a mage tend to have low hit dice too (elf, hobbit, gnome). I've been down at dlevel 98 with less than 200 HP and no ESP. Personally I think giving the mages a small HP bonus would be ok (2 points per level, say). But I think the general feeling is that mages should be a challenge class, so it would take a lot of lobbying to get this across.
I probably will have better luck convincing people to raise the spell-point regen rate early in the game, or give a starting SP pool of 6 or so.
This will make the game interesting. Up to this point, my game has been giving me useless randarts: weapons for fighters, armor with +str, wis, dex or chr (I'm playing a mage). I'll have probably to wait until something based on a powerful artifact shows up to use it...
I'm curious to see how you will play a mage. I'm currently playing a gnome mage myself using my playstyle from the MAngband variant (mostly using spells to kill stuff) and I'm struggling to make my way through the midgame with such abysmal hps. I just hope the RNG will favor you as it did with my char (RoS+12 already found at 1900ft)
Yep, visuals are passable as far as I reckon....perhaps a bit more tinkering can help with any image tearing when moving and the like but overall a good enough baseline on top of reckoning not everything is fully optimized on the new tiles and animations even if all is implemented.
Good Stuff!
The visual tearing bothered me enough that I spent some time working on it. I managed to reduce it significantly on the second video. It'll come at the cost of me having to do some extra post-production work and limiting lengths to under 30 minutes, but it's probably worth it.
I set base delay to 80 ms and i'm capturing a frame every 40 ms so the animations should show up reasonably well.
Yep, visuals are passable as far as I reckon....perhaps a bit more tinkering can help with any image tearing when moving and the like but overall a good enough baseline on top of reckoning not everything is fully optimized on the new tiles and animations even if all is implemented.
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