Are mid-level mages supposed to have effectively limitless mana?
If not, then recharge/tap is probably a broken combination.
But I also note that !mana are reasonably plentiful and eg FA has an outright give-me-more-mana spell, so it may be working as intended...
Possible fixes if needed:
* make recharge drain mana per added charge, limited by player pool- still good for prepping items in advance, but uneconomical for tapping
* make tap able to destroy target item (the recharge phase can destroy items, but its pretty rare, which is probably best for the 'recharging items for actually using them' case)
Class/magic feature branch
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Longer answer is that strength multiplier is part of the calculation of how many blows the player gets; specifically it adjusts the value that is used to look up the strength axis in the blows table. So it's really a relative thing between classes, and you can think of it as a measure of how quickly the number of blows for a class increases with STR. Currently it's 5 for warrior, paladin and blackguard, 4 for ranger and rogue, 3 for druid, necromancer and priest, and 2 for mage.Leave a comment:
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So I was randomly looking at "class.txt", and I noticed that Warriors have "strength-multiplier:5". Shouldn't this be '6' ?Leave a comment:
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A point to be made, though: the WOA was probably a vital reason why he char was able to avoid grinding incessantly, dying, or both.Leave a comment:
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Started to test a ranger. Not a clear big picture yet about it but I think I found a game bug (unless it's already fixed or noted but still present on angband.live):
Successfully casting a spell for a first time gave ridiculous amount of experience. I was already at CL 21 and casting Sense Surroundings for the first time gave me over 800 experience points and got me to CL 22. Right after the level-up I did cast Stone to Mud for the first time. Again over 800 exp and now pretty close reaching CL 23.Leave a comment:
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Annihilation is an endgame wand; it's traditionally one of the weapons of choice for mages vs Morgoth. If you managed to pull one early and recharge it many times without explosion, of course you shredded everything. That's not an indication that anything is OP, but merely that you got a really lucky OOD find.
Wands I found did the killing job a lot better than spells I had in first three books. What I assumed being a 3rd book all-around killer spell, Mana bolt, was a huge disappointment damage-wise. Compared to it, wand of fireballs, destroyed everything that wasn't resistant lot faster.
I barely needed Restore Mana in anything else than recovering from late Banishment fails. In the very late I did use some Mana Storm just because it's a mana storm. Still, wasn't as reliable as acid balls wand because of the high fail rate.
Thrust Away spell had too short range to be even closely competitive with the wands. Well, at least I killed Khamul with that because he appeared to be omni-resistant.
I know the wands have always been great for a mage but now they are just overwhelmingly better compared to this new spell set. And rods? Why bother carrying those when Recharging spell barely fails at all?Leave a comment:
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Working a half-orc mage through the system. Haven't played a lot of mages, but here's my two cents/drachma/peso/copper pieces.
Playing style: the mage has become a tool-user Grab stuff, recharge. Rinse, lather, repeat. I plucked a wand of annihilation fairly early on, and recharged the ever-lovin' heck out of it, essentially turning a spell point into about 200 points of guaranteed, irresistible damage. Racked up a lot of dead uniques with that wand, until it went blooie. Until Dungeon book 4, was using wands of acid bolts, cold balls, etc., etc.Leave a comment:
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Le thought, le mage
Working a half-orc mage through the system. Haven't played a lot of mages, but here's my two cents/drachma/peso/copper pieces.
Playing style: the mage has become a tool-user Grab stuff, recharge. Rinse, lather, repeat. I plucked a wand of annihilation fairly early on, and recharged the ever-lovin' heck out of it, essentially turning a spell point into about 200 points of guaranteed, irresistible damage. Racked up a lot of dead uniques with that wand, until it went blooie. Until Dungeon book 4, was using wands of acid bolts, cold balls, etc., etc.
I think my playing style has evolved considerably in the last few months, but even being hyper-stupendous-cautious, I lost a whole bunch of mages in the first few levels (deep descent the culprit for a few; summoning another.) The only reason the current one made it to DL 50 (CL36) was due to a DL8 randart bow (x3), iCold, rAcid, pFear, +4 CON that turned it into a ranger - at least on low AC targets.
Liking the electric arc. Scales well, I thought, through early levels.. Nerfing stinking cloud was wise, as it did not scale well: became irrelevant too quickly.
Not grasping the use of disruption. Doesn't seem ... worth anything.
Mana bolt is now the go-to assault. I sense a shift from devices to spells as the mana points accrue, although without serious toys, there's not enough mana points to do serious whittling - yet.
The recharge spell - and its lack of blooie - leads to a completely different playing style than I've ever explored before, using a stack of wands/staves. Let's just say that liches aren't allowed to do the touchy-drainy, and I may have to really alter tactics when the balrogs show up more regularly.Leave a comment:
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Didn't get as far as I would have liked, but the build page now has new builds for Windows and macOS with the updates to mages outlined in my last post in this thread, and a fix to the Tap Magical Energy with full mana crash. Source is here.Leave a comment:
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Played the new HE mage to 1300ft using 3 deep descents. Just some thoughts:
Didn't miss Stone to Mud as much as bunnies. It was a goddamn powerful spell and would have seemed a bit like an overkill to me as mage's starting book also have Detect Monsters and Detect Traps. Disabling traps in some unfortunate situations might become some kinda russian roulette, though. But didn't happen to me yet.
Acid spray I still barely have any opinion as frost bolt kills everything that isn't cold resistant. Fail rate is still pretty high.
Otherwise I played it just as I used to.Leave a comment:
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Love the changes! Some comments:
The key issue here is one of user experience, and I think DCSS's solution for this one is pretty good. Translated to Angband, it would look like this:- On poison, display 3 numbers for HP: current / afterpoison / max e.g. 100(80)/150. 80 is the remaining HP after poison wears off
- On a single R&, wait until poison wears off. If poison would cause death i.e. afterpoison HP is < 0, warn user, or disallow R&
- On subsequent R& without poison, heal to full as per normal
Only two commands required for healing to full. No more "wait spamming" until poison wears off, it's annoying and dangerous. I think this would be a "truer" solution, and !NeutralizePoison doesn't have to be made more common, although it could serve as a stopgap fix
Will test to see how it plays out
No idea, I'll give it another goLeave a comment:
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Here is what I've changed for the next build:
+ Losing CurePoison. Annoying, but non lethal. I used to mbd and R& (both macroed), which takes <5 seconds. Now I have to spamwait to wear off Pois, while !CLWing to top myself up, while watching for monsters. Annoying. !CCW and !NeutralizePois is not always available at this stage
+ Losing SatisfyHunger. Annoying, but non lethal. It used to be when PermLight was available I could keep going without surfacing. Now I have to use a slot or two on food / ?SatisfyHunger (more weight), and keep food unsquelched (more junk on floor to parse). Although food is almost always available in the dungeon, it's annoying when you've spent alot of time clearing a vault and go hungry without food on the level
++ Losing DisableTraps. There is no way to overcome traps if I haven't found devices or book2. If I want to walk through a corridor in a mini vault with a trapdoor or summontrap in the way, I used to disabletrap, or tunnel around the problem. Now I can do nothing except turn back, or roll the dice and pray
++ Losing SpearOfLight. Ranged lighting into rooms and down corridors was a crucial spell in the mage repertoire for advance vision and gathering intel at all stages of the game. Now I'm crippled until I find devices, and they occupy a slot in my inventory nearly the entire game (unless I find 'A' enlightment)
++ Losing StoneToMud. Terraforming the environment is another crucial mage spell, for gaining tactical advantage, taking shortcuts, getting to vaults, and is relevant at all stages of the game. Similar to previous I have to collect devices and occupies a slot in my bag the entire game, and I feel crippled without it
+++ Losing TeleSelf. This one is lethal. It used to be available at cLvl 7, now I need _Tele which costs 2900gp and isn't always available in the shop. The spell isn't just escape, it disengaged. Now if I get into a bad situation I spam ?Phase and run to staircase hoping whatever isn't fast and doesn't catchup
++ TapEnergy. I love the concept behind this spell, but I couldn't make it work. Failrate is too high when I get it. When the failrate is low enough the amount of sp I get in return is too low to justify it's usage. I tried to continously recharge a stack of low wands + tap combo, but it's not worth the effort. It's easier to just R& in a safe spot, or !Mana during a fight.
++ MeteorShower vs ManaBolt. I used to take down mobs using a combination of Haste + MeteorShower. ManaBolt feels like a poor replacement. The damage dice is actually almost similar to FrostBolt, but costs 3sp more. If the monster doesn't resist cold I just used FrostBolt, if it does and it's tough I just avoided. In fact I barely used ManaBolt throughout the whole run
This is actually a powerful damage spell as well as the thrusting effect - I made it high level because of that. I've left it as is for now, but maybe it should be earlier.
++++ FastCast. I love the concept of this spell, it gels so well with how mages are supposed to play. Unfortunately, it's only available so late in the game. But when I got it, it's so overpowered when used in conjunction with temp speed that I feel it should be nerfed. I used this together with ManaStorm to blow away all the end game content
Chenged the rogue book map colour, and the inventory colour for arcane and divine books.Leave a comment:
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A few quick thoughts:- Rangers will not be a complete looking class until the monster list is redone; I'm aiming to have monster tracking of the player done by smell, sound, sight and "life force detection", and rangers will get spells to manipulate the first two or three of those
- For now I'll probably give rangers better archery, and possibly do monster traps
- Some of fizzix's priest issues are improved by removing race experience modifiers; I'm also considering playing with the experience curve
- Monster list redo is needed to improve pacing as well (some actual deep monsters, for example)
I hope to get an update out this weekend which will address some of the class issues that have come up during the comp (note - few complaints about rogues or paladins...)Leave a comment:
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Traps
I thought we'd addressed traps. A chest that fires nine needles? Really?Leave a comment:
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