Really the only argument I can give against linearization is that I'd have to figure out where all the breakpoints are all over again because I'm used to the current system. Realistically we should probably linearize everything...and maybe get rid of the 18/220 cap while we're at it.
3.2 release candidate is upon us!
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The 18/%% system was incorporated for the AD&D "Unearthed Arcana" supplement, for the Cavalier character class, for Strength, Dexterity and Constitution. I don't entirely remember how it worked, but I believe that they could gain a d10 to their percentile stat every time they leveled... allowing them to increase their physical stats "to human perfection" as they gained levels. From there, it was incorporated into Strength... mostly because it was impossible to tell which of two meaty, 18 Strength warriors was actually stronger.
I should think that since D&D shelved percentile strength stats back around '99, Angband doesn't really have a historical reason to use it anymore either.Comment
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If someone would make a poll I would vote for removal of 18/xxx system.Comment
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The 18/%% system was incorporated for the AD&D "Unearthed Arcana" supplement, for the Cavalier character class, for Strength, Dexterity and Constitution. I don't entirely remember how it worked, but I believe that they could gain a d10 to their percentile stat every time they leveled... allowing them to increase their physical stats "to human perfection" as they gained levels. From there, it was incorporated into Strength... mostly because it was impossible to tell which of two meaty, 18 Strength warriors was actually stronger.
That's my recollection of ~25 years ago, anyway.
There is already a ticket to linearise the stats, btw, so there's no real disagreement about this. It's just a matter of priority - it's a largely cosmetic change, so it's always going to get put off if something more important or exciting needs doing."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Just a quick note to say that the changes of fractal blows and the new multipliers for ranged attacks (arrows/bolts/etc...) are brilliant. I haven't had a chance to look at the rest of the changes, but those are great ideas.NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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The main thing with linearized stats is that we'd need to rework stat gain post-18. If you assign 18/10 => 19, 18/20 => 20, etc, then currently characters zip through the area between 18 and 27 unusually quickly, and then it takes several potions to hit 28 (speaking about internal stats here). Ideally IMO each potion should correspond to a single point gain. Certainly you shouldn't drink a potion and see no apparent improvement -- going from 18/90 to 18/95 would seem to do nothing with linearized stats.Comment
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The main thing with linearized stats is that we'd need to rework stat gain post-18. If you assign 18/10 => 19, 18/20 => 20, etc, then currently characters zip through the area between 18 and 27 unusually quickly, and then it takes several potions to hit 28 (speaking about internal stats here). Ideally IMO each potion should correspond to a single point gain. Certainly you shouldn't drink a potion and see no apparent improvement -- going from 18/90 to 18/95 would seem to do nothing with linearized stats."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I'd prefer the "percentages" to be dropped, but I also like that at high levels potions have lesser effect.
So my ideal solution (and I used this in Cthangband) was to leave the underlying value with the same 3-118 range and leave bonuses as they are, but simply change the display code so that instead of displaying anything above 18 as percentages, it instead gets displayed as whole numbers up to 40.
It's a really trivial change to make, and doesn't affect any kind of game balance because all that's changing is the way numbers are displayed.Comment
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I was resting to recharge an unided rod so I could test it on a trap, and got the message that my rod of disarming had recharged. Sure enough, a rod of disarming in my pack. I am nearly certain [what a meaningless phrase!] it was unaware before the message.
Has this already been reported? I vaguely remember reading something similar, but couldn't find anything searching the forum on various words starting recharg nor clicking on the new bugs link on trac.Comment
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Excellent, thank you for the update. We have only two known bugs left and then 3.2 can be released.
The double-tile-breaks-macros thing we have diagnosed: the redraw mega-hack in screen_load(). It's just a case of thinking up a solution that doesn't break big tiles.
The p-not-recognising-inscriptions thing is easily fixable, but we've decided to unify the p and m commands to sort it properly. Priests and paladins have no fear: the class pref files will automatically map p to m, so your muscle memory (and inscriptions) will work fine.
So hopefully we'll be releasing some time in the next couple of days, unless any more major bugs arise."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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