Other 3.1.1 thoughts and improvements...

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  • dhegler
    Swordsman
    • Sep 2009
    • 252

    Other 3.1.1 thoughts and improvements...

    Does it seem like there are not as many rooms in 3.1.1 as prior versions, per level? Or, is it just how the map view looks now?

    Also, why doesn't fire do more damage to a cold vortex, or cold do more damage to a red dragon? At least, it does not seem that way?

    It seems like there are many more "good" items that drop compared to previous versions... Maybe it's me though. Ego and artifacts seem normal...

    I also just cleared a level where I "feel a little lucky" and there was nothing out of the ordinary in it... Other times, it did not seem as accurate as prior versions' "feelings"...
  • dhegler
    Swordsman
    • Sep 2009
    • 252

    #2
    I am a mage and just found Paurhach (no FA). It said that my hands did not feel... But all my fail rates did not change. I thought if you were a mage and wielded gauntlets/gloves that did not provide FA, my fail rates would skyrocket...

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    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #3
      No Effect on fail rate, but a big hit to your mana.

      Comment

      • dhegler
        Swordsman
        • Sep 2009
        • 252

        #4
        gotcha - thanks

        Comment

        • dhegler
          Swordsman
          • Sep 2009
          • 252

          #5
          Does it also seem like there are more "choke points" instead of interconnecting paths room to room? It makes it more interesting... Just wondering if anyone else noticed that.

          Comment

          • d_m
            Angband Devteam member
            • Aug 2008
            • 1517

            #6
            As far as I know, 3.1.1 has not changed any of the dungeon generation code, in terms of level size, choke points, or anything else.

            There are some changes in HEAD that would affect this.
            linux->xterm->screen->pmacs

            Comment

            • buzzkill
              Prophet
              • May 2008
              • 2939

              #7
              This seemed like as good of a thread as any to hijack

              R1626. A Rod of Probing says 'probed monster' has xxx HP, that's all. But that's not all. You gain quite a bit more info on your enemy. Perhaps is should read something like You feel that you know more about 'probed monsters'.
              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

              • dhegler
                Swordsman
                • Sep 2009
                • 252

                #8
                I'll continue...

                I realize how Kelek's changes the game for a mage... But it has to be too tough to find as is now... I finally found it on dlvl 80 or so.

                Also, what about uniques giving an x% better chance of getting an artifact than if it were randomly generated on the level? Maybe that would help find a few more at low depths, where they are really exciting, as I find them like candy at lvl 80+.

                Maybe I'm wrong, but at lower levels, I must have found 90% armor artifacts until I hit about dlvl 40 or so when it started to generate some weapons... Even the cruddy daggers weren't generated until later. Maybe it is just how the dice rolled for me this game, but I used to have better balance.

                Vaults - could they generate at least x artifacts per vault, depending on size? I have had some that gave 3-4, including monster kills, and others that produced 0.

                Comment

                • d_m
                  Angband Devteam member
                  • Aug 2008
                  • 1517

                  #9
                  Originally posted by buzzkill
                  This seemed like as good of a thread as any to hijack

                  R1626. A Rod of Probing says 'probed monster' has xxx HP, that's all. But that's not all. You gain quite a bit more info on your enemy. Perhaps is should read something like You feel that you know more about 'probed monsters'.
                  I could also imagine it reporting the number of hit points, and then jumping to the recall screen. What do you think?
                  linux->xterm->screen->pmacs

                  Comment

                  • buzzkill
                    Prophet
                    • May 2008
                    • 2939

                    #10
                    Originally posted by d_m
                    I could also imagine it reporting the number of hit points, and then jumping to the recall screen. What do you think?
                    I'm not 100% sure how it works. I don't believe it asks for a target, so it seems to me that it may probe all monsters within line of sight (in which case multiple recalls would be a deal breaker), and IMO make the item too good. (but that's just me, rods and wands should be aimed, staffs should have area of effect or effect self).

                    Additionally, HP's would probably be low priority. Resists and attacks would be at the top of my 'need to know' list. I personally have no problem with having to 'look' and 'recall' post probing.

                    Anything would be better than the current message. I was so used to 'of probing' being crap, that I tossed it away once before realizing what it does. Actually, it's now extremely helpful for a 'deep dungeon novice' playing a comp character with no monster memory.

                    ... and can we finally make the monster memory portable. I don't think that anyone ever had a serious objection to the idea, it just never gets done.
                    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

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #11
                      Originally posted by buzzkill
                      ... and can we finally make the monster memory portable. I don't think that anyone ever had a serious objection to the idea, it just never gets done.
                      What do you mean by 'portable'? If you mean factor it out into a separate file so it is independent of the savefile, we have a ticket for that (http://trac.rephial.org/ticket/950).
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • buzzkill
                        Prophet
                        • May 2008
                        • 2939

                        #12
                        Originally posted by Magnate
                        What do you mean by 'portable'? If you mean factor it out into a separate file so it is independent of the savefile, we have a ticket for that (http://trac.rephial.org/ticket/950).
                        <jumps for joy>.
                        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

                        • Slow
                          Rookie
                          • Aug 2009
                          • 6

                          #13
                          Originally posted by buzzkill
                          R1626. A Rod of Probing says 'probed monster' has xxx HP, that's all. But that's not all. You gain quite a bit more info on your enemy. Perhaps is should read something like You feel that you know more about 'probed monsters'.
                          I'm not completely sure but I think the "has xxx HP" is the monster's current HP. I don't remember exactly what the description says but that's what I think.

                          Comment

                          • buzzkill
                            Prophet
                            • May 2008
                            • 2939

                            #14
                            Originally posted by d_m
                            I could also imagine it reporting the number of hit points, and then jumping to the recall screen. What do you think?
                            .. also, HP's seem to be the one thing that isn't remembered via monster memory. It wouldn't hurt anything to add this info to the recall screen post probe. Maybe add max HP to monster memory as (12d8 HP) once you've probed a sufficient number of them. Certainly, after probing an orc pit, you would know how many HP the typical orc has.
                            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

                            • Marble Dice
                              Swordsman
                              • Jun 2008
                              • 412

                              #15
                              Originally posted by buzzkill
                              .. also, HP's seem to be the one thing that isn't remembered via monster memory. It wouldn't hurt anything to add this info to the recall screen post probe.
                              QFT. HP are kind of a pain to get into the memory currently, needing a sufficient number of kills I think. Actually, maybe that's why probing doesn't put the hp/armor into the memory? If I recall, there's no flag for "player knows hp" in the lore structure, it's just based on your kill count, and probing doesn't affect the kill count, of course.

                              Comment

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