Class/magic feature branch

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  • Sky
    Veteran
    • Oct 2016
    • 2309

    ok, *how* do i play necromancer?
    angband-4.1.2-51-g8ce9bc5 only seems to have the new mage as option.

    and angband-win-4.1.2-16-g92fe98c has the two mages and the rest of the standard classes, but still no necro.
    "i can take this dracolich"

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9338

      Originally posted by Sky
      ok, *how* do i play necromancer?
      angband-4.1.2-51-g8ce9bc5 only seems to have the new mage as option.
      That's quite an old version - there's some weirdness on the build page, where older builds occasionally re-appear at the top. Look for the highest number after 4.1.2 (currently 150), or use the links in my most recent update post on this thread.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Philip
        Knight
        • Jul 2009
        • 881

        I would like to note that assuming the distribution of books is at the intended level, you can achieve the lack of inappropriate books through squelch settings (though perhaps making a "ignore books that I can't use" extra setting that takes into account your current class wouldn't be unreasonable) while you can't do the reverse.

        Comment

        • Sky
          Veteran
          • Oct 2016
          • 2309

          wow, the necromancer is hard.

          i like the concept of a darkness-based character. however, at this time it still doesn't work. you need darkness, but ALSO need light. Not to cast, but to see your targets. And instead, mobs do not suffer at all from being in the dark. Elven Mages cast just as well in the dark, mobs always know where you are, and really, i don't know if there is any upside to being in the dark. Is there? A CON bonus doesn't really cut it. If this is to work, it needs to affect you the exact opposite of the way light works - you are harder to see.

          And i'm just gonna have to say it, you need to start with perma pBlind. OR something else which covers the same problem, such as a ESP spell that lasts for a few turns.
          "i can take this dracolich"

          Comment

          • Voovus
            Adept
            • Feb 2018
            • 158

            Originally posted by Nick
            I've considered this, but I like the sense that it gives of there being more to the world than the character you're currently playing. Certainly when I was starting out, I found the idea of books I couldn't read intriguing.
            Would it be possible to stop unusable books mess up the level feeling? But I agree that they add a bit of atmosphere during one's @ish youth. (As, actually, did the rat skeletons and filthy rags in the olden days...)

            A couple more bugs:

            * When hit by a shattering effect (Atlas, Morgoth...) I get the "which direction" query, as if I were casting a spell.

            * I'm now getting slight slowdown occasionally: not drastic, but enough to be annoying. Seems to happen mostly on levels with GVs, possibly when an awake monster (hounds, Saruman) can't find a path to me.

            * Not really a bug, but might be nice to change: could items stolen from monsters have the description "stolen from..." rather than "dropped by..."?

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9338

              Originally posted by Voovus
              When hit by a shattering effect (Atlas, Morgoth...) I get the "which direction" query, as if I were casting a spell.
              Thanks, I was vaguely aware of this but had forgotten.

              Originally posted by Voovus
              I'm now getting slight slowdown occasionally: not drastic, but enough to be annoying. Seems to happen mostly on levels with GVs, possibly when an awake monster (hounds, Saruman) can't find a path to me.
              OK, I'll look out for that.

              Originally posted by Voovus
              Not really a bug, but might be nice to change: could items stolen from monsters have the description "stolen from..." rather than "dropped by..."?
              Good idea.

              As for necromancers and darkness - yes, this is still a work in progress. Once I get the Blackguard class out (which I hope will be fairly soon) I'll go back over all the new classes and do a bit of tweaking.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • mrfy
                Swordsman
                • Jul 2015
                • 326

                Originally posted by Nick
                As for necromancers and darkness - yes, this is still a work in progress. Once I get the Blackguard class out (which I hope will be fairly soon) I'll go back over all the new classes and do a bit of tweaking.
                I've been trying out the new Ranger class (as it was one of my favorite classes to play under the previous versions). Perhaps I'm used to it being overpowered, but now it feels vastly under-powered. But so far, I only have the first spell book, and at 1.2 shots per turn at level 24.

                Comment

                • mrfy
                  Swordsman
                  • Jul 2015
                  • 326

                  Playing Ranger (level 25), getting 1.2 shots per turn with a regular Long Bow. Found a Sling of Buckland (x4) (+15,+11) <+4, +3, +2>, which should give +4 Dex, +3 shooting speed, +2 shooting power. Info screen says Shots 1.3/turn. Wouldn't same weapon with any other class give 3 shots per turn?

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9338

                    Originally posted by mrfy
                    Playing Ranger (level 25), getting 1.2 shots per turn with a regular Long Bow. Found a Sling of Buckland (x4) (+15,+11) <+4, +3, +2>, which should give +4 Dex, +3 shooting speed, +2 shooting power. Info screen says Shots 1.3/turn. Wouldn't same weapon with any other class give 3 shots per turn?
                    Nope, the extra shots nerf applies to everyone. Your ranger is getting their + .2 shots from being a ranger; the sling is getting 1 plus +.3 for the +3 to shooting speed.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2940

                      The problem here is having Ranger bonus being only +0.5, which makes a level 50 Ranger as powerful as a non Ranger using Belthronding. I'd say to compensate Rangers should probably also get some +extra might in the mix.
                      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

                      • Voovus
                        Adept
                        • Feb 2018
                        • 158

                        Another insect, I'm afraid: the Rogue's Detect Stairs doesn't detect stairs.

                        On a different note, I'd like to propose changing the name of the Rogue's version of the Teleport Other spell to "Teleport Away", in honour of the original Rogue from the 80s.

                        Comment

                        • Ingwe Ingweron
                          Veteran
                          • Jan 2009
                          • 2110

                          Originally posted by Voovus
                          Another insect, I'm afraid: the Rogue's Detect Stairs doesn't detect stairs.

                          On a different note, I'd like to propose changing the name of the Rogue's version of the Teleport Other spell to "Teleport Away", in honour of the original Rogue from the 80s.
                          I disagree. It was changed for a reason, as Teleport Other and Teleport Self are much clearer about who or what is being teleported "away".
                          “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 Dead

                          Comment

                          • Voovus
                            Adept
                            • Feb 2018
                            • 158

                            Originally posted by Ingwe Ingweron
                            Teleport Other and Teleport Self are much clearer about who or what is being teleported "away".
                            Yes, which is why I suggested tweaking it in only one character's (Rogue's) spellbook, where it comes with a spell description anyway. But if people think it's confusing, annoying or just plain too silly, then there's, of course, no point.

                            Comment

                            • jevansau
                              Adept
                              • Jan 2009
                              • 200

                              Played through a dwarf paladin on build 144 - ended up playing like an augmented warrior, which seems reasonable.

                              The slay evil, kill demon spells let you just choose a weapon for maximum base damage, so quite powerful. Finding a 7d9 randart accentuated this, although a +2 blows MOD would likely have been better. Would be nice to see the effect on the weapon though.

                              The single combat is very powerful - makes summoners powerless, and gives you a lot of free turns against most late monsters. I know there is no escape, but by the time you have it, most things are easy one on one.

                              All the spells were useful, and mostly all through the game.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9338

                                Originally posted by jevansau
                                Played through a dwarf paladin on build 144 - ended up playing like an augmented warrior, which seems reasonable.

                                The slay evil, kill demon spells let you just choose a weapon for maximum base damage, so quite powerful. Finding a 7d9 randart accentuated this, although a +2 blows MOD would likely have been better. Would be nice to see the effect on the weapon though.

                                The single combat is very powerful - makes summoners powerless, and gives you a lot of free turns against most late monsters. I know there is no escape, but by the time you have it, most things are easy one on one.

                                All the spells were useful, and mostly all through the game.
                                OK, this sounds like it's pretty much working as designed. Do you think single combat is overpowered?
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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