V 3.5 now in feature freeze
Collapse
X
-
-
Is it a bug that if you choose location targeting, but a monster happens to be on the location, the targeting reverts back to monster targeting? It seems to me that when I choose to target a location rather than a monster, that I really mean to target the location. As it currently stands, if a monster happens to be there when I target the location, the targeting reverts to targeting the monster and when I kill it, I have to retarget the space. Anyone else find this frustrating?takkaria whispers something about options. -more-Comment
-
Well, this was an intentional change. But maybe it shouldn't have been. Someone wanted it to be the case that if they targeted a grid with a monster on, it targeted the monster and that seemed like a good idea to me because sometimes you want to target a monster the game won't let you, so you have to target the square instead. But, I can change it back. Seems most people were happy with the previous behaviour.“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
-
Also, why are they removing charisma? I know that it had limited utility and I'm sure this part has been discussed elsewhere, but why not add more usefulness to charisma instead? (perhaps affecting the chance of spells like slow, confusion, sleep, etc.)?Comment
-
It would require big changes and new game mechanics to make Charisma equally good with physical stats. There isn't any consensus among Angbanders about what those effects should be. I guess removing Charisma was the easier option, and perhaps the best one.
On the other hand, I like pretty much all the wildly different takes on Charisma introduced in variants. (At least Un, Iron, PosCheng, and HoM come to mind.)Comment
-
It would require big changes and new game mechanics to make Charisma equally good with physical stats. There isn't any consensus among Angbanders about what those effects should be. I guess removing Charisma was the easier option, and perhaps the best one.
On the other hand, I like pretty much all the wildly different takes on Charisma introduced in variants. (At least Un, Iron, PosCheng, and HoM come to mind.)
In old days shops also were affected by CHR as well as race quite a bit.Comment
-
There's still one or two junk stats left, INT and/or WIS depending on class. Thankfully there's only one non-spellcaster class in Angband, so usually you only have one junk stat.Comment
-
I suspect when we test it that we'll find that the spell is basically as reliable as it used to be, i.e. you shouldn't cast it when you're 1 turn from death anyway. My hope is that it will fix the problem where you get bounced between 2 or 3 bad situations when there's plenty of dungeon left that you could land in.Comment
-
I think it would be good to use the non-spellcasting int/wis stat as the fail rate stat. I'm not going to lobby for this to go into V but it would make sense.takkaria whispers something about options. -more-Comment
-
To me, both Stealth and Perception make more sense as Angband stats than Charisma.
How about this:
Strength
Dexterity
Constitution
Power (magical ability)
Cunning (Perception + Stealth)
Power should contribute heavily to the Magic Device skill. Especially Warriors with low Power stat would be completely useless with devices. Power would also increase your spell save.Comment
-
We've had this conversation a number of times before. A couple of cautions:
* Warriors don't need nerfing, especially with magic devices. They're totally reliant on detection items to be playable at all; meanwhile, they don't get much use out of the others (attack items, rare rods, artifact activations, etc.) already. So the current balance is fine, really.
* Stealth, as currently implemented, only has 32 possible values; it uses exponentiation (every +3 stealth makes you about twice as stealthy). As a result, there's not much room to "play". This is fine currently because stealth is just race modifier + class modifier + equipment modifier. But if you make Stealth a "first-class" stat, then that implies to me the existence of Potions of Stealth that permanently make you more stealthy. I mean, what's the difference otherwise between the first-class stats and the others?
Assuming you fix that, if you want stealth to have a meaningful progression, then you end up with practically everyone aggravating monsters in the early game and being nigh-totally silent in the late game. Fixing that would require scaling monster alertness with depth, so that e.g. great hell wyrms would be preternaturally alert compared to novice rogues. And at this point I'm really not certain what we've gained.
I'm not saying these problems can't be overcome, but you will need solutions to them, and I'd say you also need to demonstrate that the new system would be superior to the old.Comment
-
Thanks for reminding me that stats max out in Vanilla, and that limits design possibilities. I tend to forget it since I mostly play my own variant where stats almost never hit the maximum.Comment
-
I was just proposing that you tie Warrior's Magic Device progression purely to his Power stat -- or let's say Intelligence -- and not to gaining warrior levels. Other classes would also gain bonuses to Magic Device from experience levels, but not warriors.
You could do the same thing with Wisdom and Spell Save. Make the stat much more meaningful, and reduce the relevance of gaining levels. Late game would be identical to what it is now, but early game would be more varied.Comment
-
The difficulty is that when the game tries to place you far away, it has very few valid locations where you can land. That's what creates the problem with the current system. The spell needs to accept closer targets.
I suspect when we test it that we'll find that the spell is basically as reliable as it used to be, i.e. you shouldn't cast it when you're 1 turn from death anyway. My hope is that it will fix the problem where you get bounced between 2 or 3 bad situations when there's plenty of dungeon left that you could land in.
The second solution I can think of (which isn't as pretty) is just keep choosing numbers between 0 and max * max * 4 and then check the location of that offset until you find a valid location.
The only other problem I can see is when you get into those maze levels where the distance from one end to the other isn't that far. So maybe the min distance should be sensitive to the level size.Comment
Comment