Bugs and complaints on current master
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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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The way I interpret the current AC is that the base is the basic AC for all like armors. Pluses and minuses include both physical and magical alterations. The modifier can go up with enchantmets and come down with physical damage and disenchantment. Does it make sense, is a whole other matter.
The idea of dedicating the modifier to magical enchantments and the base to physical property is an interesting one and I would like to test it. All artefacts should probably be protected from physical damage though and it might be an idea for an armour to destruct on negative base AC.Comment
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For realism, you could have non magical armors lose 1 AC for every 1000 damage taken, {ego} 20,000 damage taken, {splendid} 100,000 damage taken and artifacts unchanged to how they are now.
I used to hate that artifacts can be disenchanted but rDisenchant is easy enough to come by that it doesn't much bother me now.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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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.
It makes sense to drop the AC of the item, but without a method of restoring the item to normal the more OCD players will be driven to distraction.Comment
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IMO the plus to-AC can't solely encompass magical enchantments, because there has to be some variation in quality level of armors throughout the game, but they all have the same base AC value. If nothing else, artifact armors should have a higher base AC than store-bought armors under that rule.
The fact that scrolls of Enchant Armor have the same max enchantment regardless of how the plus was achieved is a thorny issue, of course.
Just letting the player always see pluses to-hit/dam/AC is a simple change that elides these issues rather gracefully, IMO.Comment
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IMO the plus to-AC can't solely encompass magical enchantments, because there has to be some variation in quality level of armors throughout the game, but they all have the same base AC value. If nothing else, artifact armors should have a higher base AC than store-bought armors under that rule.
This whole conversation also kind of explains why I thought it was a good idea to have the plusses as runes and everyone else didn't. I'll de-rune them, then.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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For realism, you could have non magical armors lose 1 AC for every 1000 damage taken, {ego} 20,000 damage taken, {splendid} 100,000 damage taken and artifacts unchanged to how they are now.
I used to hate that artifacts can be disenchanted but rDisenchant is easy enough to come by that it doesn't much bother me now.
Ego and artifact armor is already a no-brainer over average and good armor, is there any reason to weaken poor items further?Comment
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Starting position trapped by lava
Had my shortest game ever today- I began on the edge of town, with a vein of lava cutting me off from everything else. No way to get anywhere so I just had to try to move through it and find out how much damage lava does. Enough to kill a first level half-orc paladin in one turn, it seems.
I think this is probably a bug- maybe the starting position should be able to pathfind to the stairs? This is in a new build of master branch, updated today.
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Character starts on the stairs in the town, so no need to pathfind. However, this is still a bug, because a player does not have the option to go down then back up. The town is the only static level, so the lava will still be there. Even if that weren't the case, a forced descent player would still be screwed.“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
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Character starts on the stairs in the town, so no need to pathfind. However, this is still a bug, because a player does not have the option to go down then back up. The town is the only static level, so the lava will still be there. Even if that weren't the case, a forced descent player would still be screwed.Comment
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Probably best to ensure that all non-lava floor tiles can be reached from the player's starting position. You can do this with a pretty simple DFS or BFS followed by a scan over the entire town map to ensure all floor tiles have been seen by the search algorithm.Comment
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Had my shortest game ever today- I began on the edge of town, with a vein of lava cutting me off from everything else. No way to get anywhere so I just had to try to move through it and find out how much damage lava does. Enough to kill a first level half-orc paladin in one turn, it seems.
I think this is probably a bug- maybe the starting position should be able to pathfind to the stairs? This is in a new build of master branch, updated today.
takkaria whispers something about options. -more-Comment
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