Angband 4.2.3
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Hey Nick....one thing im noticing that is a little confusing is that whenb you go to purchase a book at a bookstore and you are playing one of the hybrid classes in my case a blackguard there dosent appear to be anything telling you that you cant use a spellbook...i bought the 2nd book of necromancy spells just to realize i couldnt use it or read it..some display comment when trying to browse or purchase a book you cant use for your class would be appreciated thanks. -
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I assumed something like this. It did around 50-60 acid dmg per turn average, so it was a great find for a half-elf rogue. In hindsight, it was even greater because the quake never did occur.Leave a comment:
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x k -- nothing happens (rogue_like_commands)
Using "x" to look around while using rogue_like_commands seems broken for "k" which should move the cursor upwards. All seven remaining directions works as before though.Leave a comment:
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I'm fairly sure you need to go over a certain amount of damage to trigger a quake which is easy enough for Grond but far less so for a mere shovel.Leave a comment:
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I had a Stonefoot Warrior dropping a Shovel of Earthquakes. Now this is a brand (well not a brand, the real brand there is acid, but you get the idea) I have basically never used for melee. But now, found early, being (+11, +11) <+3> STR, it obviously became my main weapon. Despite the dungeon scrambling, I thought.
My question is: why doesn't earthquake trigger at all? I fought over 20 levels with it and the quake never happened. I'm not saying I like earthquake effect on a weapon, just want to know why is there a gimmick on a weapon that never activates.
Played (and died) on angband.live 4.2.3.Leave a comment:
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Unmappable vault
I just posted a screenshot of a vault that resists mapping. I guess this is an embedded maze that by design is unmappable (which I like). However, I'd prefer that the outer perimeter was still mapped.Leave a comment:
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Arkenstone shown in grey?
Maybe it's same for all versions and not specific to 4.2.3 but just saw this:
Drank potion of enlightenment and it listed 'an arkenstone'. But it was in grey color at the bottom, as if it was a crap item. Turned out to be perfectly fine arkenstone with no negative effects so no reason to show it as junk... good that I went to check it anywayLeave a comment:
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So previously I mentioned the nerfing of rods of Magic Mapping for warrior types.
Now I noticed you did it for rods of Curing too.
Not sure why that was changed. They were pretty bad already...Leave a comment:
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Usually this happens on the town level after inscribing newly bought basic books (I often dump them in the dungeon to make an inventory slot for stuff I wanna drag back up). But I think it also happened before when I was messing with inscribing thrown weapons in the quiver--in that case changing inscriptions from @v2=g to @v3=g for instance.
Anyway what I recall (for now until I can reproduce it) is that after doing the @b1 inscription, when I try to browse the book using the b command (b1), it quit.Leave a comment:
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Code:Application Specific Information: Assertion failed: (0), function -[AngbandAppDelegate beginGame], file main-cocoa.m, line 6051. Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff2046a92e __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff204995bd pthread_kill + 263 2 libsystem_c.dylib 0x00007fff203ee406 abort + 125 3 libsystem_c.dylib 0x00007fff203ed7d8 __assert_rtn + 314 4 org.rephial.angband 0x0000000108981b40 -[AngbandAppDelegate beginGame] + 608 (main-cocoa.m:6051) 5 org.rephial.angband 0x000000010898496a -[AngbandAppDelegate applicationDidFinishLaunching:] + 138 (main-cocoa.m:6398) 6 com.apple.CoreFoundation 0x00007fff20586a53 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 12 7 com.apple.CoreFoundation 0x00007fff206224d9 ___CFXRegistrationPost_block_invoke + 49 8 com.apple.CoreFoundation 0x00007fff20622454 _CFXRegistrationPost + 496 9 com.apple.CoreFoundation 0x00007fff20557cce _CFXNotificationPost + 736
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The latest release from the releases page has the following changes to monsters:- Abyss worm masses, hasty ents, hounds of Tindalos, Makar and storms of unmagic are rarer;
- Greater Balrogs, Lungorthin and Gothmog no longer tunnel.
There was a lot of discussion on other threads about not single-combatting Wiruin the Maelstrom. I completely disagree with this. Paladins cannot corner-wall scum him with ball spells, and his summonses of aether and time vortices are really a problem. I would NOT do this without a very strong character but if you have 1000 HP and very good speed over 3.0, it's really the only way to kill it. Just make sure you have (A) sound resistance (B) a nice stash of restore Mana (C) some decent consumable healing just in case.
One of my biggest beefs with the current implementation/balance is the TIME attack. It's a real PITA and I just don't think it should be able to banjax your stats when you have sustains. I'm good with it screwing your experience, but it's just too unfair. Even though I have now foound 2 rods of restoration, I just won't engage Hounds of Tindalos/aether/time hounds and vortices and Great Wyrms of Annihilation. I don't mind the implementation non those nasty wyrms because they are not pack monsters and have speed 2.0 allowing you to TO and avoid them. But the pack monsters with time are too much. I think Black Breath should be special and I like that it screws up even sustained stats because it's limited to the Ringwraiths that have special lore and their damage is supposed to be a big threat. We really do not need time hounds and can we just remove time from Aether/Tindalos hounds? Leaving the vortices adds to the difficulty of Wiruin which is fine, and the fact they aren't detected by telepathy is a pain too.
I like the overall balance of paladins--they would be too easy with portal and OOD, and those are the whole reason to play a priest. Paladins get single combat which is totally awesome. I wonder if I should try to pull a Fingolfin and single-combat Morgoth--then again Fingolfin lost, and I don't even have Ringil 8-). In this manner single-combat *is* supported in the lore, but really kinda only that one instance. Most characters don't get to insist on single combat--that's the whole reason Morgoth used up his power creating Balrogs and dragons etc.
Items balance:
Standarts: I find that after powerful amulets went into the game (older versions basically had just wisdom and then the artifacts), the big non-artifact amulets became a little too powerful relative to the best artifacts. In particular I think Ingwe (the highest elf of all) and the Nauglamir--legendary, so powerful and beautiful it caused wars should really stand out, and with amulets of trickery and weaponmastery being so good, I find these two artifacts don't really shine. I think Elessar was recently nerfed of combat bonuses which is OK--it's a 3rd age non-ring artifact worn by a Dunadan. Would you consider slight buffs to Nauglamir and Ingwe that might elevate them above Weaponmastery and Trickery? Maybe an immunity or a modest combat bonus, broader stat bonuses, or increasing the damage done by Ingwe activation and/or its charge frequency... Also I always found Tulkas' ring to be kind of underwhelming--only a major God and the best fighter of all time, maybe his ring should rival the elven rings of power? But of course he really didn't need much help from items (he didnt bother with a weapon) so that makes sense too...Last edited by kineahora; September 24, 2021, 07:55.👍 1Leave a comment:
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quits after inscriptions
Hi im playing on a MAcbook. I been playing versions of this game going back to Moria or UMORIA in 1988 LOLz
Still getting occasional quits when doing certain inscriptions. Latest was when doing a @m1@b1=g2 inscription on the basic prayer book for paladins. I noticed ti didnt give me problems with @m1=g2. Something about the browse inscription...
Admittedly I don't know how to get the very latest builds of 4.2.3 I think I downloaded in August. I think my greater Balrogs still tunnel.Last edited by kineahora; September 24, 2021, 07:33.Leave a comment:
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Not sure if this is intentional behaviour or not.
Playing a Dwarf Druid (with Infravision) and using the call lighting spell I can cast and target it upon a mob which I can "see" but is not on a lighted square. The spell doesn't execute however, just cancels the operation until I'm close enough that they're in my light radius.
By way of testing it exectues fine for MoB's in any LoS in a lit room so I presume there's something that prevents the target from being registered on darkened squares.
(4.2.3 Windows release on Ubuntu c/o WINE)Leave a comment:
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