Future of Angband development

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  • buzzkill
    Prophet
    • May 2008
    • 2939

    #61
    IMO, (at least part of) the problem is that a starting character can get three blows...
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #62
      Originally posted by buzzkill
      IMO, (at least part of) the problem is that a starting character can get three blows...
      Nailed it. That's my impression of the problem as well.

      Comment

      • artes
        Adept
        • Jun 2011
        • 113

        #63
        The house has too little space. It's a pain to organize one's stuff. To think strategically and use different outfits against different opponents is not practical. The house can hold less than two pages of items. Make it bigger.

        Comment

        • Shockbolt
          Knight
          • Jan 2011
          • 635

          #64
          What happened to the restore potions? struggling with my rogue here, his STR stat currently dropped to 3 and no help in sight..

          using this version: 21 Dec 2011 at 19:50 UTC, revision 700d8c8 for Windows
          Last edited by Shockbolt; December 26, 2011, 14:18.
          http://www.rpgartkits.com/
          Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

          Comment

          • Jungle_Boy
            Swordsman
            • Nov 2008
            • 434

            #65
            Originally posted by Shockbolt
            What happened to the restore potions? struggling with my rogue here, his STR stat currently dropped to 3 and no help in sight..

            using this version: 21 Dec 2011 at 19:50 UTC, revision 700d8c8 for Windows
            Your stat is automatically restored when you level up. Though I think you can still find some restore potions in the dungeon, none in stores though.
            My first winner: http://angband.oook.cz/ladder-show.php?id=10138

            Comment

            • Shockbolt
              Knight
              • Jan 2011
              • 635

              #66
              Originally posted by Jungle_Boy
              Your stat is automatically restored when you level up. Though I think you can still find some restore potions in the dungeon, none in stores though.
              Sucky change...bring back the potions!

              Also, traps should perhaps be transparent tiles overlaying the dungeon floor, much like items on dungeon floor are shown.
              http://www.rpgartkits.com/
              Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

              Comment

              • fizzix
                Prophet
                • Aug 2009
                • 3025

                #67
                Originally posted by Shockbolt
                Sucky change...bring back the potions!

                Also, traps should perhaps be transparent tiles overlaying the dungeon floor, much like items on dungeon floor are shown.
                I agree with the second. But there's a problem with the restore potions. Namely that it led to town scumming for restore potions.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #68
                  There actually aren't restore potions at all, currently. Your options for restoring stats are to level up, eat a mushroom of Restoring, or drink one of these potions:

                  * Stat-swap that boosts the stat in question (e.g. Brawn for STR drain)
                  * Stat gain for the stat in question
                  * Augmentation
                  * *Enlightenment* (for INT/WIS only)
                  * Life

                  In the early game you should generally rely on levelups; later on stat potions become more available. There's a brief window where you're around level 25-30, so levelups are harder to come by, but the various potions are in short supply. In which case, well, I hope you either hoarded a ,Restoring or have a good launcher handy.

                  Comment

                  • takkaria
                    Veteran
                    • Apr 2007
                    • 1951

                    #69
                    Hmm, with trap detection, here's my summary of where we're up to:
                    1. They're a do-X-avoid-death mechanic, which is boring
                    2. Traps outside of combat situations are boring, inside combat situations they aren't
                    3. Searching is currently a relatively useless skill

                    The solutions so far have been some combination of:
                    * remove 100% accurate magical detection
                    * make searching 100% accurate, either passively or actively
                    * make searching LOS based instead of vicinity based
                    * make trap doors and teleport runes always visible dungeon features
                    * make traps more avoidable with a trap evasion skill, based on DEX
                    * merge perception and searching skills

                    I think as an additional constraint, bio_hazard has it totally right: "Angband just wouldn't be the same without the exquisite agony of killing some important monster, walking over to pick up the loot, and falling through a trap door you forgot to detect."

                    My suggestions:

                    Removing 100% accurate magical detection combined with making searching LOS based seem no-brainers. 100% accurate passive detection is good for gameplay but not for theme. Merging perception and searching seems sensible, too.

                    If we want to remove the possibility for rewarding tedious play, we could make it so that if you don't spot a trap the first three times you see a grid, you're never going to spot it.

                    Other idea for traps I had when thinking about this were traps that trigger the second time you walk onto them and traps that trigger when you leave a square, not when you enter it. (Encouraging you to teleport away, I guess.)

                    Stat restore

                    One incremental change that isn't "revert it" is to make stat potions restore only one point of each stat per level. Maybe also be worth splitting out body/soulkeeping into three separate rings rather than just the two. Maybe STR/INT DEX/WIS CON/CHR?

                    Combat

                    Same things came up as always. Relatively easy wins that could be tweaked in isolation:
                    • rejigging blows to ensure starting characters just can't get 3 blows/round
                    • make critical hits for heavier weapons significantly more important


                    Also, UnAngband restricts to-dam bonuses to no higher than the max weapon damage. This is an easy win. Maybe we could do a similar thing to restrict STR bonuses with light weapons. After all, even if you're really strong, there's only so much you can do with a dagger on a single blow...
                    takkaria whispers something about options. -more-

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #70
                      Originally posted by takkaria
                      My suggestions:

                      <snip traps discussion>
                      As I've said before, I don't really care that much what happens to traps so long as traps are either always 100% detectable or otherwise are completely rethought as a concept. The current trap system amounts to "detect regularly or risk being randomly dicked over"; changing that to "randomly get dicked over" isn't an improvement.

                      My personal favored approach is to replace traps with terrain (which would create interesting combat decisions without having to be detected) and NPP-style turret traps (which should be obvious on sight, most likely, but even so create interesting decisions especially in vaults).

                      One incremental change that isn't "revert it" is to make stat potions restore only one point of each stat per level. Maybe also be worth splitting out body/soulkeeping into three separate rings rather than just the two. Maybe STR/INT DEX/WIS CON/CHR?
                      The bodykeeping/soulkeeping rings are really marginal anyway; making them weaker just means that nobody will ever use them. Well, outside of the "I just found an X-keeping ring and I'm about to fight a drainer; might as well equip it for that one fight" type of situation.

                      Combat
                      I don't know if you've been paying any attention to the v4 subforum, but we're completely reworking combat. To summarize the changes:

                      * to-hit is replaced by DEX-influenced attack speed ("finesse")
                      * to-dam is replaced by a STR-influenced percentile multiplier on the dice damage ("prowess") (i.e. +50 == +50% damage)
                      * Every weapon has two multipliers that control how strongly they're impacted by these two values ("balance" and "heft"). A dagger has excellent balance but bad heft, so you can get a high attack speed with it but won't get much benefit from improving your prowess.
                      * Every class has different skill growths in finesse and prowess

                      The basic mechanics have been implemented and are apparently working reasonably well so far, though we of course have a lot of balancing work to do. Meanwhile, Fizzix is implementing evasion and armor for monsters, to replace the existing AC system.

                      I know you're talking about minor changes that could easily be implemented, and these are instead major. I just wanted you to be aware of recent developments.

                      Comment

                      • Malak Darkhunter
                        Knight
                        • May 2007
                        • 730

                        #71
                        Just to chime in for a sec, it seems like lately everybody has been on the same page lately and development fired back up again, things are moving in a good direction for 2012!

                        Comment

                        • Jungle_Boy
                          Swordsman
                          • Nov 2008
                          • 434

                          #72
                          Originally posted by Shockbolt
                          Sucky change...bring back the potions!

                          Also, traps should perhaps be transparent tiles overlaying the dungeon floor, much like items on dungeon floor are shown.
                          Actually I like the change since it means you can restore stats much easier at low levels and by the time your level is higher you can find a mushroom of restoring or you at least have options to avoid the stat drain fights.
                          My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                          Comment

                          • d_m
                            Angband Devteam member
                            • Aug 2008
                            • 1517

                            #73
                            Originally posted by Derakon
                            My personal favored approach is to replace traps with terrain (which would create interesting combat decisions without having to be detected) and NPP-style turret traps (which should be obvious on sight, most likely, but even so create interesting decisions especially in vaults).
                            I agree with your premises. But I think hidden traps are a flavor thing that we can't afford to lose completely.

                            Solution that follows Takkaria's post and your own approach is:

                            All trap detection is passive. No search command. You get one chance to notice a trap based on your current search/score. Once you've seen the square you get no more chances even if you have better search. The chance can be relatively high or not depending on whether you want traps to be mostly known or mostly unknown. That obviously has an impact on how lethal they should be also.

                            Passive means it's not repetitive and you don't have "press X not to die." The reason the "only 1 chance" thing is important is to prevent a weird, detection-style play where you wander to the "last known safe" square, equip your +Search gear to "see" the other squares, take it back off, and proceed. With only 1 chance, either you wear your +Search gear or not and that's it. It functions more like a swap and less like a rod of detection or something.
                            linux->xterm->screen->pmacs

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              #74
                              Originally posted by d_m
                              I agree with your premises. But I think hidden traps are a flavor thing that we can't afford to lose completely.

                              Solution that follows Takkaria's post and your own approach is:

                              All trap detection is passive. No search command. You get one chance to notice a trap based on your current search/score. Once you've seen the square you get no more chances even if you have better search. The chance can be relatively high or not depending on whether you want traps to be mostly known or mostly unknown. That obviously has an impact on how lethal they should be also.

                              Passive means it's not repetitive and you don't have "press X not to die." The reason the "only 1 chance" thing is important is to prevent a weird, detection-style play where you wander to the "last known safe" square, equip your +Search gear to "see" the other squares, take it back off, and proceed. With only 1 chance, either you wear your +Search gear or not and that's it. It functions more like a swap and less like a rod of detection or something.
                              Yes yes yes. One-shot passive trap detection all the way. I vote that traps are quite hard to spot, but don't completely dick you over. So -2 to speed instead of -10, for example. Much much shorter durations of blindness, confusion etc., so you might actually survive them if it happens in combat. (If you're not in combat, it doesn't matter how long they are.) Weaker summoning traps (single monsters?). But trap doors still mean you don't get to that 4d5 longsword ...
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

                              • AnonymousHero
                                Veteran
                                • Jun 2007
                                • 1393

                                #75
                                What about teleport traps? Those can be quite lethal, even if you have zero-fail escapes.

                                Comment

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