Current master post-4.1.3

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Yes - if you've cast this and you steal from a monster, you will then teleport (just like thieves do to the player).
    Um... I think he'd referring to the odd spelling error. "prepres"

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  • Nick
    replied
    Originally posted by PowerWyrm
    spell:Hit and Run:23:20:40:20
    desc:Prepres you to teleport a short distance after stealing from a monster.

    No idea what you mean here... Prepares?
    Yes - if you've cast this and you steal from a monster, you will then teleport (just like thieves do to the player).

    Originally posted by wobbly
    Is decoy actually meant to vanish as soon as you cast another spell?
    Ahh, I'd forgotten that one - it's a bug, and I'll fix it NEXT.

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  • Chud
    replied
    Originally posted by Nick
    So the nightly build from two weeks ago - 81f7f3bff - was meant to have a bit of a power reduction for randarts. Any sense of how that's playing out yet?
    So far it feels okay, though my game isn't really long enough yet to say with much confidence. I have definitely found a number of junk ones though including one that I think had sustain wisdom and everything else was a curse. :-)

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  • wobbly
    replied
    Is decoy actually meant to vanish as soon as you cast another spell?

    Leave a comment:


  • PowerWyrm
    replied
    spell:Hit and Run:23:20:40:20
    desc:Prepres you to teleport a short distance after stealing from a monster.

    No idea what you mean here... Prepares?

    Leave a comment:


  • Hounded
    replied
    Originally posted by Derakon
    Crap artifacts are generally amusing at least.

    What do y'all think about making artifacts more rare, possibly as an option? I know there's artifactless, but that's a little absolutist. It might be nice to have a game mode where you found, say, maybe half to a third as many artifacts for a given amount of playing, and had to rely more on ego-items or artifacts that don't give you quite what you want.
    I like this. There's always a disappointment to me in "finally" finding that x of Westerness or Gondolin etc and... it's inevitably nowhere near whatever artifact I'm already hauling around. I've often wished to see some of the higher ego items before I start finding the mid to high level artifacts.

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  • Nick
    replied
    Juts a quick status update. I am currently
    • Trying to play a decently long game to get a feel for the current state
    • Reacting to the many reports on this thread
    • Looking at artifacts to see if anything needs doing
    so if progress seems slow, that's not surprising.

    I've also been looking at this thread - largely for the artifact stuff - but am having a hard time getting any coherent things that need changing out of it. Any opinions welcome.

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  • Thraalbee
    replied
    I'm playing two games on that right now. Priest L39/2650' and Rogue slightly behind. Too early to tell really, but feels ok so far

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  • Nick
    replied
    So the nightly build from two weeks ago - 81f7f3bff - was meant to have a bit of a power reduction for randarts. Any sense of how that's playing out yet?

    Leave a comment:


  • Derakon
    replied
    Originally posted by Thraalbee
    Sorry, I didn't mean we should change anything about the standarts. That road is fine. At least for your n first games. But for randarts I don't see any value of giving crap artifacts to experienced players (mainly the ones using randarts)
    Crap artifacts are generally amusing at least.

    What do y'all think about making artifacts more rare, possibly as an option? I know there's artifactless, but that's a little absolutist. It might be nice to have a game mode where you found, say, maybe half to a third as many artifacts for a given amount of playing, and had to rely more on ego-items or artifacts that don't give you quite what you want.

    Leave a comment:


  • Thraalbee
    replied
    Sorry, I didn't mean we should change anything about the standarts. That road is fine. At least for your n first games. But for randarts I don't see any value of giving crap artifacts to experienced players (mainly the ones using randarts)

    Leave a comment:


  • mrfy
    replied
    Originally posted by Thraalbee
    But no matter how good the standarts set is - I’m pretty much done with games starting with a find of a *thanc, followed by the Phial and then later Arvedui and Caspanion.
    Certainly finding a *thanc and then the Phial can immensely help early characters. I don't think we should take that ability away. They're not that great that we should push them deeper, they'd never be used again.

    Originally posted by Thraalbee
    My humble requests are
    * Don’t nerf randarts except possibly off-weapon xtra shots and blows
    * Don’t try to mimic what is aleady there and working (standarts)
    * No need for randarts with min level < 30 (think about it, I really believe in this)
    * Look at min/max level, they often seem a bit off
    * Concentrate any big change to provide new interesting scenarios like “I keep finding Deathwreaker and its sisters but there is simply no artifact jewelery out there” rather than making them “perfectly balanced”
    Extra shots have already been nerfed quite a bit, btw.

    Finding an average randart < level 30 is still a great (and lucky!) find. Don't take that away, please.

    Leave a comment:


  • Thraalbee
    replied
    Thoughts on randarts (and changes to...)

    Permadeath is accepted or even embraced by most Angband players. This leads to requirements for a “fair” dungeon in which randomized monsters and uniques has a very hard time to fit in. Only the dungeon and the order in which items and consumables are presented is randomized. (Sure, combat rolls etc too, but that is more of a tactical thing).
    Standard artifacts are balanced in many ways and offer a large set of interesting items. Also, I feel the lore around these is a central part of the game. So, definitely keep standarts as default! But no matter how good the standarts set is - I’m pretty much done with games starting with a find of a *thanc, followed by the Phial and then later Arvedui and Caspanion.
    Looking at the number of entries in “Interesting randarts” threads I guess they are important to more people than me. Randarts are also constantly criticized, but remember very few finds make it to those threads!
    My humble requests are
    * Don’t nerf randarts except possibly off-weapon xtra shots and blows
    * Don’t try to mimic what is aleady there and working (standarts)
    * No need for randarts with min level < 30 (think about it, I really believe in this)
    * Look at min/max level, they often seem a bit off
    * Concentrate any big change to provide new interesting scenarios like “I keep finding Deathwreaker and its sisters but there is simply no artifact jewelery out there” rather than making them “perfectly balanced”

    Leave a comment:


  • fph
    replied
    I think fragile items only have a chance to be destroyed on a removal attempt, so it's not a bug if you got several attempts out of the staff. You were just lucky (but I don't know what the exact chance is).

    Regarding the description: I guess that the item is still fragile; if it were to become cursed then it would matter (I don't think it's possible in the current game, but who knows; maybe Scroll of Curse Item could reappear one day). But I agree that it's misleading now.

    Leave a comment:


  • Sphara
    replied
    Managed to remove a teleportation curse from a cap of telepathy (powered 38) with staff of remove curse (power 20+d20).

    I got several attempts after the Cap was already fragile (I dunno if this is a bug).

    Also the item has unnecessary description now that it's already clean:

    j) a Hard Leather Cap of Telepathy [2,+7]
    Dropped by a death knight at 2300 feet (level 46)

    Grants telepathy. Can be destroyed if you attempt to remove its
    curses.

    (played on angband.live)

    Leave a comment:

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