Just started playing a gnome mage. I guess you can't get less than 1 blows per round no matter how heavy a weapon is? I think I was getting 1.0 blows per round with a dagger, so when I picked up a trident or something heavy I was doing more damage than the dagger, yet the warrior starting out does less damage with a trident (or most heavy weapons) than with a dagger? Don't make no sense. As a starting gnome mage, I shouldn't even be able to wield these heavier weapons. Or something needs to be adjusted.
Bugs and complaints on current master
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been a long time playing for me, and just getting back into it. Last I remember there was a lot of work done on the combat mechanics? It's been a long time so I can't really remember but I want to think Derakon worked on this? I want to think it all boiled down to strength and dexterity and weapon weight.Comment
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been a long time playing for me, and just getting back into it. Last I remember there was a lot of work done on the combat mechanics? It's been a long time so I can't really remember but I want to think Derakon worked on this? I want to think it all boiled down to strength and dexterity and weapon weight.
The v4 combat system was that every weapon had "balance" and "heft" scores (a maul would have high heft and low balance, a rapier the reverse), and the player had "finesse" and "prowess" scores. Damage per blow was (damage dice) * (heft * prowess), and number of blows was (1 + balance * finesse). The only effect of stats was a) needing enough STR to use the weapon at all, and b) STR and DEX substantially boosted the player's prowess and finesse, respectively.
But that doesn't apply to Grotug's character because he isn't playing v4. Mages and priests just don't have the starting stats needed to get more than one blow per round. You shouldn't be using melee as a mage anyway, given their paper-thin defenses; stick to Magic Missile, a sling, and thrown oil flasks.Comment
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Code:#!/usr/bin/env bash ANGBAND_INSTALL_DIR=~/misc/angband ANGBAND_USER_DIR=~/.angband/Angband find_prf() { echo "Searching \"$1\"..." for d in "$ANGBAND_USER_DIR" "$ANGBAND_INSTALL_DIR/lib"; do echo "Checking $d" [ ! -d "$d" ] && echo "\"$d\" is not a directory!" while IFS= read -r -d '' f; do grep -iEHT "monster:$1:" "$f" done < <(find "$d" -iname '*.prf' -print0) done } find_prf Soldier find_prf Kobold
Naturally, change the value of ANGBAND_INSTALL_DIR to where you installed Angband.Comment
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That looks like a problem with .prf files, run this script:
Code:#!/usr/bin/env bash ANGBAND_INSTALL_DIR=~/misc/angband ANGBAND_USER_DIR=~/.angband/Angband find_prf() { echo "Searching \"$1\"..." for d in "$ANGBAND_USER_DIR" "$ANGBAND_INSTALL_DIR/lib"; do echo "Checking $d" [ ! -d "$d" ] && echo "\"$d\" is not a directory!" while IFS= read -r -d '' f; do grep -iEHT "monster:$1:" "$f" done < <(find "$d" -iname '*.prf' -print0) done } find_prf Soldier find_prf Kobold
Naturally, change the value of ANGBAND_INSTALL_DIR to where you installed Angband.Comment
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Playing on a Mac laptop; it is really nice being able to delay the key presses so that I can use the arrows together to go diagonal. However, this doesn't quite work as well as one would hope, since the keys only work together to make diagonal movements during combat or moving around the dungeon; all other times they don't get treated as one keystroke. So when I am pressing up and right to attack diagonally (normally NUM7) and [more] messages appear; they only get cleared by one of the two buttons pressed, leaving the other button as an action in the game; so I end up going right or up, instead of diagonally when the [more] messages are done. Cycling through objects on the map using the look command also doesn't work when using the diagonal combo keys for the same reason as the map doesn't apply the keystroke delay.Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM
Detailed account of my Ironman win here.
"My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --FizzixComment
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This is an old quirk, but now that I've crossed it again, I'll post it as a reminder.
I started a new char, bought some basic armor and entered the dungeon. Stumbled upon a trap that splashed acid on my cloak: "Your cloak is damaged!". And now my cloak says "a Cloak [1] {??}" and the description says: "You do not know the full extent of this item's powers."
Nothings broken as such though. The trap just engraved "the rune of enchantment to armor" to my cloak .
I don't recall contents of the earlier discussions about this issue, but something should probably be done about this at some point. For example learning the rune when your stuff gets damaged/enchanted/unenchanted. Calling this property rune feels also a bit awkward. Maybe it could just be the quality of the garment or something.Comment
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This is an old quirk, but now that I've crossed it again, I'll post it as a reminder.
I started a new char, bought some basic armor and entered the dungeon. Stumbled upon a trap that splashed acid on my cloak: "Your cloak is damaged!". And now my cloak says "a Cloak [1] {??}" and the description says: "You do not know the full extent of this item's powers."
Nothings broken as such though. The trap just engraved "the rune of enchantment to armor" to my cloak .
I don't recall contents of the earlier discussions about this issue, but something should probably be done about this at some point. For example learning the rune when your stuff gets damaged/enchanted/unenchanted. Calling this property rune feels also a bit awkward. Maybe it could just be the quality of the garment or something.
The correct thing to do would be have acid reduce the base armor class not the enchantment to armor. My guess is that that is a more or less neutral change - it makes low AC items slightly better and high AC ones slightly worse. It certainly (to me anyway) makes more sense.
What do people think?One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Lowering the base, aside from being harder to implement, doesn't really make that much more sense. The base AC is intrinsic to whatever type of item something is. A metal cap, say, that gets acid-corroded is still a metal cap rather than any lesser headgear; it's just not as good of one.
In principle, we could separate between magical and non-magical bonuses to AC (or weapon hit/damage). In games like D&D, where there is a significant difference between magical and non-magical gear (due to monsters that are immune to the latter) this is necessary. For Angband, though, it's overkill.
The simplest solution is to just make the runes of AC/damage/hit bonuses automatically known to all characters. This makes it so that those never appear as unknown runes, and thus there is no reason for the player to think of them as runes, and so the question of the implausibility of acid attacks etching magical runes of crappiness into equipment never arises.Comment
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Agreed. Let's just assume that all adventurers, regardless of class, have basic martial training that allows them to recognize the quality and fundamental attributes of weapons.
After all, there's no rune for item weight, or for what inventory slot an item uses.Comment
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I have always assumed that the base characteristics of a weapon are its weight and damage dice, and weight and base AC for armor. The + to-hit, to-dam and to-AC I have always taken as magical enchantments (reinforced by the fact that you could increase them by using the appropriate Enchant scroll). Hence my assumption that acid should really reduce the base AC - so a Metal Cap [3, +4] which takes 3 acid attacks would become [0, +3], and be basically a corroded piece of tinfoil which still repels attacks because of magic.
It seems from the responses here, though, that other people see the + to AC as some combination of magic and good workmanship, which can be reduced by acid attacks down to a negative value of the same size as the base AC, so the cap now gets to go down to [3, -3] and be completely useless.
I still think my way makes more sense. What does everyone else think?One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Playing on a Mac laptop; it is really nice being able to delay the key presses so that I can use the arrows together to go diagonal. However, this doesn't quite work as well as one would hope, since the keys only work together to make diagonal movements during combat or moving around the dungeon
all other times they don't get treated as one keystroke. So when I am pressing up and right to attack diagonally (normally NUM7) and [more] messages appear; they only get cleared by one of the two buttons pressed, leaving the other button as an action in the game; so I end up going right or up, instead of diagonally when the [more] messages are done. Cycling through objects on the map using the look command also doesn't work when using the diagonal combo keys for the same reason as the map doesn't apply the keystroke delay.Comment
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Yes, thanks for that.
The correct thing to do would be have acid reduce the base armor class not the enchantment to armor. My guess is that that is a more or less neutral change - it makes low AC items slightly better and high AC ones slightly worse. It certainly (to me anyway) makes more sense.
What do people think?Cloning Nightwalkers for XP
Originally posted by Pete MackBetter to be down a point in INT than be suffering under 300HP at dl 70.Comment
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It's a bit too big of an adjustment for me to use the qweadzxc keys.
When pushing through [more] prompts, is there a neutral key that will move the prompts along without inputting any command to the game? Enter key brings up some message box. I'm looking for a key that does nothing.
Maybe because I'm used to it the way it is, but I like that armors' enchantments gets eroded by acid, not their base. Plus, as much as I like to complain regularly about how much I hate my gear getting destroyed by acid, it wouldn't feel right if my magical sandals remained [0,+5] after continued attacks from the black dragonfly. Aside from that, I don't understand the point spara is making about the cloak being splashed by acid. Is it that since the cloak has taken damage it should reveal its stats in the same way being hit by a monster reveals the cloak's stats?Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM
Detailed account of my Ironman win here.
"My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --FizzixComment
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