The unstated presumption is that an artifact must have extra attacks to be an endgame-viable weapon. You could also find an artifact like Deathwreaker, which just does monstrous damage. Anything like that in the randart file?
Bugs and complaints on current master
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I have created a few (about a dozen) randart files, and only one had a weapon in the same league as a top ego. Standarts have at least 3 (Deathwreaker, Ringil, Doomcaller).
It is certainly possible to make good enough randart weapons without the extra attack mod, but why ? Btw, extra shots still exist - its what makes me think this must be an error.Comment
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Yeah, that's much nicer than my flawed attempt at a solution.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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So it sounds like the issue really is that the relative frequency of "endgame-quality" ego weapons is higher than that of artifacts. It's not like most standart players find any of Ringil/Deathweaker/Doomcaller either.
Whether the answer is to make top-tier egos more rare or to make top-tier artifacts more common is a question for the game balance folks. Keep in mind of course that you can win the game with punching if you're patient and have enough consumables (i.e. there's no objective definition of what "endgame-quality" actually is), so really the question is how long you want fights to last.Comment
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Yes, one change I made reduced that significantly. Thanks for telling me - this is precisely the sort of feedback I wanted. I'll put it backOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Nick-
The trouble with randarts has always been the attempt to improve value by piling on brands and slays on a weapon with mediocre base damage and bonus. No matter how many are piled on, a 2d5 weapon can never be better than just a 'good' blade of chaos. You end up with a lot of decorated junk and glorified Defender weapons.
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Nick-
The trouble with randarts has always been the attempt to improve value by piling on brands and slays on a weapon with mediocre base damage and bonus. No matter how many are piled on, a 2d5 weapon can never be better than just a 'good' blade of chaos. You end up with a lot of decorated junk and glorified Defender weapons.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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This is true. It is a result of putting max level on ego types and weapon types. In 3.0, Big 3 weapons with big 3 ego types (it was big 4 back then) were pretty rare. They are now found essentially every game.
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This in turn sounds like a failure of the allocation system to make allocation rates of ego 1 be independent of allocation rates of ego 2. We shouldn't need to make there be more crappy items just to ensure that there are fewer good items. I smell a theorycrafting post coming...Comment
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@Nick--
These are the faults I'm aware of:
* the issue that throwing brands on a weapon will make it better
* the possibility for ridiculously overpowered bows
* the possibility of off-weapon brands or blows. (This is guaranteed to be unbalancing)
* the possibility of truly high power items in every slot. (This is guaranteed to be unbalancing too.)Comment
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Until recently nightlies the maximum level on egos wasn't actually enforced - there was a number in the ego file but it wasn't used anywhere. So it seems likely there is another explanation.takkaria whispers something about options. -more-Comment
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Curses:
When I read a scroll of remove curse, it prompts first the item choice, then the available curses. When I press "arrow down" in the 2nd situation, the game crashes.
Also: How do I select a curse to remove ? When I press "return" on the 2nd prompt, the popup closes without any message, the curse is still there and the item has not become fragile. Did the game attempt to remove it, or does return just exit ? The scroll is gone, so I hope its the former. It would be helpful to get some dialogue feedback on what is going on.Comment
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Curses:
When I read a scroll of remove curse, it prompts first the item choice, then the available curses. When I press "arrow down" in the 2nd situation, the game crashes.
Also: How do I select a curse to remove ? When I press "return" on the 2nd prompt, the popup closes without any message, the curse is still there and the item has not become fragile. Did the game attempt to remove it, or does return just exit ? The scroll is gone, so I hope its the former. It would be helpful to get some dialogue feedback on what is going on.
I'll try to fix that.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Code:if (powerful) { if (one_in_(2 * art->modifiers[mod])) { art->modifiers[mod]++; } }
From the old code, this should be:
Code:if (powerful) { if (art->modifiers[mod] == 0) art->modifiers[mod] = randint1(2); else if (one_in_(2 * art->modifiers[mod])) { art->modifiers[mod]++; } }
Last edited by PowerWyrm; December 14, 2016, 16:15.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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