So it is measured like decibels on a logarithmic scale? Hmmm. Interesting. New question: I was under the impression that all spawned monsters spawned awake. Has this been changed in 3.5? Because I just had about 20 Apprentices spawn sleeping. Or I managed to walk right passed/through a room full of them. Just curious if I misunderstood how that works all along or if it was recently changed.
Dan's OFFICIAL Angband Question Thread
Collapse
X
-
-
Comment
-
That makes sense because it just happened with an invisible something. I was attacked after unintentionally attacking, then the pop, then I cast detect invisible, and there was nothing. I thought maybe I killed it or something.Comment
-
I believe ghosts and such also make pop when teleporting.Comment
-
I understand that many aspects of Angband, namely dice rolls, are nontransparent intentionally. (Although, I notice in 3.5 that your damage results are shown; which so far I like)
The amount of SP that you are penalized for excessive equipment weight; left nontransparent intentionally? Or has this just been overlooked so long that people have learned to simply deal with it without much more than a thought?
Either way, this is something that can be checked by removing your equipment, so I don't see why there couldn't be a line on your character sheet specifying your penalty.
I am open to agreement and/or disagreement.
Is this something that can be considered?Comment
-
Comment
-
The SP penalty only applies to armor you are wearing; the only penalty for having a heavy pack is a speed penalty.
There's an additional penalty for arcane casters (mage/rogue/ranger) if they wear gloves that don't provide FA or a DEX boost; I believe that their SP is simply cut to 1/3rd in that case.Comment
-
I was really confused because I thought you meant the same weight limit as your regular encumbrance limit.Comment
-
How balanced are the elements as far as enemies are concerned? I am on dlvl 15 and have both a ring of resist fire and cold, and need to choose... I feel like they fall into the following order of commonality:
Acid
Fire
Cold
Lightning
Poison
That is just kinda how it feels to me. Does anybody know more about this?Comment
-
It varies strongly depending on where you are in the dungeon, but generally speaking by, oh, dungeon level 30 or so you want to have resistance to the "base four" elements (fire/cold/acid/elec) all the time because they're all relevant. Sooner if you play a fragile class, a bit later if you play a sturdy class. Those rings can be potentially useful for patching holes in your resistance, if you haven't found better options, but usually you're better off spending your ring slots on things that help you kill better -- damage, stat boosts, and the like.
At level 15 it doesn't really matter much. I guess I'd favor resist cold in this situation just because there are spellcasters who can sling around ice bolts at this point, but none who can use fire bolts. Melee and breath elemental damage at this stage is pretty trivial so resistance is irrelevant there, but ice bolts can hurt.Comment
-
If I can't find any decent resistance armor early, I try to buy an amulet of resist acid from the bm or the magic shop. Water hounds show up a bit later (around level 20), but they really can damage your entire gear if you lack racid.
For small dragons and other hounds it might be wise to have some means of protection as a swap until you find protective gear.Comment
-
If I can't find any decent resistance armor early, I try to buy an amulet of resist acid from the bm or the magic shop. Water hounds show up a bit later (around level 20), but they really can damage your entire gear if you lack racid.
For small dragons and other hounds it might be wise to have some means of protection as a swap until you find protective gear.Comment
Comment