Current master post-4.1.3

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  • khearn
    replied
    Sounds like telepathy would be pretty important for necromancers. Maybe they should have a spell that provides it for a while? Won't help vs. mindless things like molds and jellies, but should be useful against things with breath weapons.

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  • Chud
    replied
    Another Necro observation... the dark affinity actually seems to be a significant handicap, since your sight range is so limited in open spaces. This is a problem because you can't target things you can't see, so you're largely forced to work at close range as a spellcaster, which is pretty dangerous.

    Hallways aren't quite as bad, because you can detect and then fire blindly, but open rooms get really dangerous if you have breathers you can't see but that can target you for several turns before you can target them. You can alternate detect and fire, but now you're effectively at half speed.

    I don't know how thoroughly intertwined the seeing-things and area-light mechanisms are in the code, but I could imagine this might be pretty difficult to change? If so... maybe a new spell along the lines of Detect Monsters but with a duration rather then one turn, and limited to LoS if possible?

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  • Diego Gonzalez
    replied
    Originally posted by gglibertine
    I just encountered a similar issue -- there was a red star that turned out to be not an object, but a mold. Could the issue be that molds are being identified as objects because slime molds are objects?
    Yes, it happened to me yesterday but I forgot about it until now. I think it was some kind of mold or scroll mimic (perhaps this last one isn't a bug).

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  • gglibertine
    replied
    Originally posted by Nick
    OK, I see this and it's very odd. Most of those red stars aren't actually objects. Further investigation required.
    I just encountered a similar issue -- there was a red star that turned out to be not an object, but a mold. Could the issue be that molds are being identified as objects because slime molds are objects?

    Leave a comment:


  • Chud
    replied
    Originally posted by Nick
    New builds are now up on the nightlies page, with the following changes:
    • Shockbolt's trap and rubble tiles added
    • Some memory leaks fixed (thanks elly)
    • Some other technical bugfixes (thanks kusunosetoru and steils)
    • Changes to necromancer spells - basically swapped the places of Disenchant and Vampire Strike, and doubled Vampire Strike effect


    Interested in how the necro change works.

    EDIT: Also updated on angband.live
    Trying a new Necro now with this nightly; will let you know. Early on, it still seems that Evil's damage resistance to nether (and thus the Necro's main attack) is pretty crippling, but if I survive to the point where I can deal more damage I'll let you know how that goes.

    Leave a comment:


  • Nick
    replied
    Originally posted by jevansau
    Trying a necro with the latest build.
    Don't seem to have as much see in the dark any more. 4 spaces at L20

    Also found a pricing bug: In the weapon store:
    a Light Crossbow of Extra Shots (x3) (+2,+7) {??} for 15635907
    I guess it could be some outrageous shooting speed.

    Save and randart file attached if you need to look.
    Thanks, will investigate.

    Leave a comment:


  • fph
    replied
    Tried a couple of the new necros, but in both cases I got greedy and died before statgain depth. So I couldn't really try reliably the new change to the spells. I think they mitigate the problem, but the main issue could be in the even-earlier game, when the only way you have to deal damage is a magic missile that deals half damage to evil and no damage to undeads. I met an early skeleton kobold in a corridor before getting book 2 and before finding a sling in the shops, and basically I had no way to damage it...

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  • jevansau
    replied
    Trying a necro with the latest build.
    Don't seem to have as much see in the dark any more. 4 spaces at L20

    Also found a pricing bug: In the weapon store:
    a Light Crossbow of Extra Shots (x3) (+2,+7) {??} for 15635907
    I guess it could be some outrageous shooting speed.

    Save and randart file attached if you need to look.
    Attached Files

    Leave a comment:


  • Nick
    replied
    New builds are now up on the nightlies page, with the following changes:
    • Shockbolt's trap and rubble tiles added
    • Some memory leaks fixed (thanks elly)
    • Some other technical bugfixes (thanks kusunosetoru and steils)
    • Changes to necromancer spells - basically swapped the places of Disenchant and Vampire Strike, and doubled Vampire Strike effect


    Interested in how the necro change works.

    EDIT: Also updated on angband.live
    Last edited by Nick; May 11, 2019, 14:27. Reason: live

    Leave a comment:


  • PowerWyrm
    replied
    Commit 3b3a1e2 adds temporary slays and brands. In PWMAngband, I already added temporary lightning brand for the Elementalist class, so I checked my implementation. Was similar, except that I added a temporary message ("it is branded with lightning") when inspecting an object (in describe_slays and describe_brands) and calculated the damage accordingly (in obj_known_damage). I didn't see that part in the commit, no idea if it was implemented later, but it would be nice to add it in V too if not.

    Leave a comment:


  • Chud
    replied
    Originally posted by khearn
    From post #1 of this thread:
    • Arcane caster glove penalty removed


    Please understand, I write the above with no intention of snarkiness, although I realise it could very easily come across that way. My intention really is to just be helpful.
    Ayup.

    No worries, my own fault for not reading (or remembering).

    Leave a comment:


  • Nick
    replied
    Originally posted by Chud
    Huh - it looks like the Mage penalty for handwear other than free action has gone away. (Current nightly.) I bet this happened a while ago and I only just now noticed, hm?
    Correct

    Leave a comment:


  • khearn
    replied
    From post #1 of this thread:
    • Arcane caster glove penalty removed


    Please understand, I write the above with no intention of snarkiness, although I realise it could very easily come across that way. My intention really is to just be helpful.

    Leave a comment:


  • Chud
    replied
    Huh - it looks like the Mage penalty for handwear other than free action has gone away. (Current nightly.) I bet this happened a while ago and I only just now noticed, hm?

    Leave a comment:


  • wobbly
    replied
    One last comment for now. I'm not convinced by the new centipedes but I think I'd be more convinced if they had descriptions that matched their elemental attacks.

    Leave a comment:

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