DSM changes

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  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    DSM changes

    All DSM recharge times have been reduced to 50, and all the artifact DSMs now weight the same as their non-artifact counterparts (20 lbs). We'll see if this combined with a minimum 25% activation chance makes them more attractive to people.

    On the off-chance that DSM is too good, I will just increase the recharge times again. I always hated the 1d450 though so that will probably stay out.

    (Also, FYI, the quiver is now susceptible to elemental damage. I didn't want to start a new thread just for that).

    r1986 has the changes.
    linux->xterm->screen->pmacs
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    Awesome. Though, I would have said that the quiver being susceptible to elements is a bigger change than making DSM actually possibly worth using.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Derakon
      Awesome. Though, I would have said that the quiver being susceptible to elements is a bigger change than making DSM actually possibly worth using.
      I plan to make some further changes to DSM when overhauling the AC range, but reducing the recharge time was definitely on my list. I think it's a bit odd having no random element to the recharge time at all - is that common? I thought almost every device was X+1dY?
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • TJS
        Swordsman
        • May 2008
        • 473

        #4
        Sounds like a good change.

        Is the dungeon level they start dropping still the same? I've normally got something better when I find one. Can you get ego DSM?

        Incidentally I got a randart dragon scale mail the other day, but it didn't have an activation. Is this intended?

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by TJS
          Sounds like a good change.

          Is the dungeon level they start dropping still the same? I've normally got something better when I find one. Can you get ego DSM?

          Incidentally I got a randart dragon scale mail the other day, but it didn't have an activation. Is this intended?
          Yes - randart activations are now completely random, so randart DSM might not have any activation at all.

          You can't yet find ego DSM, but that might change soon. I have a ticket open to look at all body armours and try to make the currently unused ones more useful. This will include looking at the rarity of DSMs and the ego-ness. I think some DSM-specific ego types might be nice - I don't see DSM of Resist Foo being up to much by the time you find it, and DSM of Elvenkind makes no thematic sense, but I quite like the idea of DSM of Stealth or DSM of Speed ....
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            #6
            Thanks for fixing that quiver immunity issue!

            Comment

            • d_m
              Angband Devteam member
              • Aug 2008
              • 1517

              #7
              Originally posted by Magnate
              I plan to make some further changes to DSM when overhauling the AC range, but reducing the recharge time was definitely on my list. I think it's a bit odd having no random element to the recharge time at all - is that common? I thought almost every device was X+1dY?
              Rods are never random. Most of the artifacts have a random component but some don't. I personally don't love having a huge random recharge element. You could certainly change it to something like 40 + 1d20 or something I guess. 1d450 is just stupid.
              linux->xterm->screen->pmacs

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by d_m
                Rods are never random. Most of the artifacts have a random component but some don't. I personally don't love having a huge random recharge element. You could certainly change it to something like 40 + 1d20 or something I guess. 1d450 is just stupid.
                Agreed. I'm not overly fussed about randomness - I guess I've spent too long with artifacts and didn't realise that the random element was the exception rather than the rule.

                P.S. I can't really get worked up about this until Takkaria agrees to make recharge times based on total energy instead of any kind of turns ...
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • PowerDiver
                  Prophet
                  • Mar 2008
                  • 2820

                  #9
                  Originally posted by Magnate
                  P.S. I can't really get worked up about this until Takkaria agrees to make recharge times based on total energy instead of any kind of turns ...
                  I'm finally not vehemently opposed to this.

                  I could never see how player speed should affect a rod, but if you take Timo's interpretation that the player is encased in a zone where time moves faster, then recharge should go faster too. It is consistent with potions of resist fire conferring opposition to elemental destruction in the pack but not on the floor. It is inconsistent with slowing due to encumbrance, but maybe I can manage to ignore that somehow.

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #10
                    Originally posted by PowerDiver
                    I'm finally not vehemently opposed to this.

                    I could never see how player speed should affect a rod, but if you take Timo's interpretation that the player is encased in a zone where time moves faster, then recharge should go faster too. It is consistent with potions of resist fire conferring opposition to elemental destruction in the pack but not on the floor. It is inconsistent with slowing due to encumbrance, but maybe I can manage to ignore that somehow.
                    Yes, I like Timo's explanation too. It does mean you should regenerate faster though - are you ok with that?

                    What is your issue with encumbrance? The nonlinearity?
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • Tiburon Silverflame
                      Swordsman
                      • Feb 2010
                      • 405

                      #11
                      Being slowed by encumbrance can't be explained by the notion of the time bubble.

                      Comment

                      • ekolis
                        Knight
                        • Apr 2007
                        • 921

                        #12
                        Yes it can... according to the theory of relativity, more massive objects (e.g. an encumbered player) dilate time in their vicinity, causing the... hmm, that's not right, an encumbered player should be able to take MORE actions, if we're going by that!

                        Though then, I suppose the "weight" stat should be used here as well as encumbrance... :P
                        You read the scroll labeled NOBIMUS UPSCOTI...
                        You are surrounded by a stasis field!
                        The tengu tries to teleport, but fails!

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #13
                          @Eddie--
                          Potions of Resist Heat (or anything else) are vulnerable to breakage from cold under all circumstances. Things in the pack are protected only against higher elements. If they weren't, every mana attack would empty the pack of everything except artifacts.

                          If there's a problem with rod recharge times, fix it by changing the timeout.

                          @Magnate--
                          Because slowness from encumbrance isn't a magical effect.

                          Comment

                          • LostTemplar
                            Knight
                            • Aug 2009
                            • 670

                            #14
                            You can just add +4 speed to all DSM to make them more usefull just like in FA and/or add them to the list of base items for ego item generation.

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              #15
                              Originally posted by Pete Mack
                              @Magnate--
                              Because slowness from encumbrance isn't a magical effect.
                              So are magical and non-magical effects on speed immiscible? Why would that be?
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

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