It happened often with stacking items, one time in town when I was buying ammo.
Class/magic feature branch
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Thanks for the requested reports. I have realised that it was a stupid request, and removed the responsible piece of code - my apologies for wasting your time.
The latest builds are now up for Windows and macOS on the build page (which thanks to myshkin should from now on be only producing the latest builds), with source here.
This build has the nerfs to the blackguard class discussed upthread - impaired HP regen; reduced damage, and confuse and stun chance, from shield bashes; and reduced stacking of blessing and berserk buffs (casting when buffed will only extend by 5 turns). Also, if anyone notices whether the slowdown is fixed, please let me know.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Been playing necromancers for the feature branch on angband.live (no win yet), but have a few observations/comments:
Necro
1. I think starting fighting is nerfed too much (not just for necro). Survival in the first 5 levels of the dungeon is almost entirely dependent on luck.
2. I find shape changing is virtually useless. Then again that may be because I'm not versed in its intricacies.
3. Now that there is a necro class, consider having darkness scrolls, staves, and spells show contours of room when used in a room (c.f., light).
4. !*enlightenment* used to show location of every monster on level for one turn (in vanilla) but now shows only close by. Was this changed for the feature branch, or also for vanilla? Why? Given their extreme rarity, I don't think it was overpowered to have that one glimpse into monster location for one turn on the entire level. [I always saved these VERY rare items, if I could find one, to hunt Sauron, and if extremely lucky enough to get two, then to hunt Morgoth].
5. Holleneth used to map an area commensurate with a scroll or stave of mapping, but now shows only a very small area. Why?“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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Current plan is to get all the issues on this thread (plus a couple more balance tweaks to 4.1.2, which will then com in to this branch as well) roughly sorted over the next few days. Then Gwarl will run a comp for this branch, probably with no savefile and it's just play whatever race/class you want, in the hope of testing them all out at onceOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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All right! New builds are up for Windows and macOS on the build page, source zipfile here.
Changes are:- Banish, Mass Banish and Destruction now affect vault monsters again
- Druids start with a whip
- Fix bug where monsters hardly ever hit the player
- Fix bug where player didn't get a move for ten turns after throwing something
- Fix bug where monsters were not detected by !*Enlightenment*
- Make darkness cast by necromancers map rooms in the same way that light spells do
I think this now covers all the bugs and balance issues reported in this thread, but please tell me if I'm wrong. I hope this branch is now competition-ready, so please do let me know if I've missed something or if there are further issues. Thanks very much everyone for your helpful reports and discussion.
On your Necro comments, Ingwe:- I'll leave this one for now and see what people think after the comp
- Others have liked shapechanges (in particular, I think the necro's Vampire is really powerful), and they are optional - again, the competition may give more enlightenment
- Good idea; added
- Bug; fixed
- Actually, Holhenneth used to not map at all; continue complaining and I may take it away again
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I have levelled a necro to 50; dump: http://angband.oook.cz/ladder-show.php?id=21608
The game version I played on was angband-4.1.2-180-gabe3acb9d.
Save file and randart file are uploaded here, if anyone wants to play around with an endgame necromancer:
where the the first one needs to be placed in the save folder, the second in the user folder.
Reading Ingwe´s report, I picked halftroll, distributed points between str dex and int, bought a lucern hammer with my starting gold and took it from there.
Playing without light takes some getting used to, but it kindof works. Which is as well, since the only artifact lightsource I found was cursed - .
Sometimes constitution gets increased for no apparent reason; I found that annoying, as change in hp is a danger signal and draws my attention. Whats the point of this behaviour ?
Some of the spells seem off; others are great utility. I didnt bother with damage spells as my start was with low int. I am going to play around a bit more before drawing conclusions.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Estie's suggestion for the spell fail instead of Con change for necromancers sounds like a good idea, and I think it's worth trying. With the current setup (yes, I know I'm sort of responsible) I found myself constantly pushing for an extra +4 Con, just to be on the safe side.
"We love the Vanilla Maintainer" day celebrated in AngbandComment
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Estie's suggestion for the spell fail instead of Con change for necromancers sounds like a good idea, and I think it's worth trying. With the current setup (yes, I know I'm sort of responsible) I found myself constantly pushing for an extra +4 Con, just to be on the safe side.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Edit: Now up to CL 42, and still less than 600 hps.
All in all, I haven't found the feature branch that great. The new classes are interesting, the new spells add some flavor, but the nerfs to fighting make all of them much less viable, much more grindy, and less fun to play.
In the first 5 levels the nerfs to fighting result in reliance on luck for survival.
The necro constitution malus is pretty horrible, a 42 level High Elf with max Con and +7 Con gear, and still has less than 600 hps.
The extra shots nerf has made even the greatest bows pale in comparison to melee, even for rangers.
The pull-back of utility spells across virtually all the magic using classes far outweighs the reduction in number of books. A lot more inventory slots have to be used to make up for it. I find it tedious. And by the time fail rates are low enough and mana pools high enough, the "battle" spells (including shape changes) are pathetic compared to melee.
The nerfs have gone much too far, in my opinion. For all the changes, might as well just play a warrior. The changes have pretty much pushed all the classes into melee anyway.
The beginning game is too reliant on luck, and the end-game has become a boring grind. I'm not having fun.Last edited by Ingwe Ingweron; May 12, 2018, 19:26.“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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I do think Estie's idea about spell failure might be the way to go here.
The pull-back of utility spells across virtually all the magic using classes far outweighs the reduction in number of books. A lot more inventory slots have to be used to make up for it. I find it tedious. And by the time fail rates are low enough and mana pools high enough, the "battle" spells (including shape changes) are pathetic compared to melee.
In fact, I think the important point here is that this entire branch is a starting position. The plan for 4.2 has expanded somewhat to include- Rework of classes (partly done in the current branch) and races (not started);
- Rework of the monster list (I've thought about this a lot but only done a little in development);
- Some work on artifacts and some other stuff (see this thread);
- Some other miscellaneous stuff (there's been discussion of vaults and how they're selected, for example).
At the moment we're in the first part of point 1, and so there's a lot to happen before we actually have a fully balanced new version. I'm not playtesting a lot, so I don't have a very good idea of how the new stuff is working over the course of a game.
So my advice is to complain more frequently, and be specificOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Hopefully, a change to spell failure instead is the way to go, but please make it similar to the edged-weapon malus for priests; that failure rate is overcome as the priest increases in level and wisdom. A high level necro with maxed Int should find light irrelevant. Heck, even the uruk-hai fight just fine in the mid-day sun.
I'll try and give more specifics on the rest when I don't feel on tilt. Right now, I'm taking a pause from the grind.“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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New builds for Windows and macOS up on the build page (and source zipfile) with the following changes:- Double values of extra shots appearing on egos and standarts, and ranger shot bonus - still about half what they were before;
- Changes to blows calculations, the interesting bits being:
- Druids, necros and blackguards get 5 blows max;
- Strength multipliers (which affect how quickly the class gets more blows) are: Mage - 2; Priest, Druid, Necro - 3; Rogue, Ranger - 4; Warrior, Paladin, Blackguard - 5;
- Rogues minimum weapon weight for blows calculations is now 2 pounds, so they can get more blows by using light weapons; blackguards' minimum is 10 pounds, so they may as well use heavy weapons;
- Starting weapons have been changed to be more sensible in line with the above changes;
- Necro penalty for being on a lit square is now the same as the priest's sharp weapon penalty;
- Class hitdice are now: Mage - 0; Druid, Priest, Necro - 2; Rogue - 4; Ranger - 5; Paladin - 6; Blackguard - 7; Warrior - 9.
This class melee and HP stuff has been a bit random up to now, because I failed to even think about these values for the most part. Hopefully it all makes sense - let me know.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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