Angband 4.2.4

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  • Estie
    replied
    Thanks! <extra characters>

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  • Gwarl
    replied
    On angband live, use the carat symbol ^ followed by z to deliver a ctrl+z to the game

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  • Nick
    replied
    Originally posted by Estie
    Awesome. Where is the borg ?
    Ctrl-z should activate it.

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  • Estie
    replied
    Awesome. Where is the borg ?

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  • Nick
    replied
    Latest nightly release includes agoodman's updated borg as mentioned in this thread. Plan is to let that settle for a bit and then release 4.2.5.

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  • Nick
    replied
    Originally posted by PowerWyrm
    Nope, the line is still misplaced
    (sould be at the end of the file_getl() loop)
    *Sigh*

    Fixed now, maybe.

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  • PowerWyrm
    replied
    Originally posted by Nick
    Thanks, fixed.
    Nope, the line is still misplaced
    (sould be at the end of the file_getl() loop)

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  • Nick
    replied
    Thanks, fixed.

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  • PowerWyrm
    replied
    Commit e723430:

    File: option.c
    Method: options_restore_custom()

    In the while (file_getl(f, buf, sizeof(buf))) loop, I think a "++linenum;" was removed from the original code at the end of the loop, making linenum never increase.

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  • Pete Mack
    replied
    Minor bug: plural of 'main gauche' is 'mains gauches' not 'main gauches'.

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  • archolewa
    replied
    Here's an utterly insane thought about combat: make your damage die (and swings) dependent only class and stats rather than weapon. So mages do 1d4, hybrids 1d6, warriors 1d8 base. Warriors gain swings fastest, mages slowest.

    Weapon types only matter because of their properties (which honestly isn't that far from how Angband already works past the early game. You could make Anduril a mace, and it wouldn't affect gameplay one bit).

    Daggers have a chance of slowing the target. Maces have a chance of reducing enemy AC, polearms do double damage to enemies who just moved (towards you? Not sure how implementable that would be). Axes do one swing to a number of adjacent enemies equal to your blow count. Mauls have a chance of stunning the target.

    If you really wanted to be crazy, you could even remove weapon damage enchantments, and maybe let classes' damage die go up as they gain levels.

    So weapon is purely a choice of modifying how you fight, and the additional properties they give. "Better" weapons tend to be weapons with more properties. So a *thanc would be nice early on because they have a brand, but that's it. Meanwhile, Doomwrecker is a big deal because it's got a list of properties as long as your arm.

    Of course something like this would probably be as big a lift as incorporating Sil-style combat...

    But that's what makes the idea insane!

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  • PowerWyrm
    replied
    Originally posted by Estie
    Tome is actually worse than vanilla in this regard; first off, daggers and swords share the same proficiency. Inside it the unintuitive vanilla rules still apply. Second the @ that deals melee damage not only uses daggers like in V, they use the exact same dagger every game (Maedhros). In V with standarts there is at least a chance that you dont find an early *thanc before you move on to something bigger; Maedhros is guaranteed, its the best option early on regardless of what mastery you'll eventually pick.
    Yeah that's a problem. You need to separate daggers and swords. ADOM does that.

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  • Pete Mack
    replied
    @PowerWyrm: RocketBand was made for you.

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  • Estie
    replied
    Tome is actually worse than vanilla in this regard; first off, daggers and swords share the same proficiency. Inside it the unintuitive vanilla rules still apply. Second the @ that deals melee damage not only uses daggers like in V, they use the exact same dagger every game (Maedhros). In V with standarts there is at least a chance that you dont find an early *thanc before you move on to something bigger; Maedhros is guaranteed, its the best option early on regardless of what mastery you'll eventually pick.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Monkey Face
    Ideal combat system:

    I attack a monster.

    Monster dies.

    I move on to the next monster.
    Ideal combat system: I attack a monster. I die if I make a mistake.

    "YOU DIED"

    Leave a comment:

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