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  • fph
    Veteran
    • Apr 2009
    • 1030

    Originally posted by fph
    What do necromancers wear in the light source slot? Maybe there could be a non-artifact item such as a "lantern of unlight" that they can use with some advantage?
    OK, probably someone has already explained this, but I'm confused. How does the new light mechanic work with necromancers? I just found a phial with +3 light, and even if I wear it I am still in darkness, apparently.
    --
    Dive fast, die young, leave a high-CHA corpse.

    Comment

    • Chud
      Swordsman
      • Jun 2010
      • 309

      Originally posted by fph
      OK, probably someone has already explained this, but I'm confused. How does the new light mechanic work with necromancers? I just found a phial with +3 light, and even if I wear it I am still in darkness, apparently.
      As far as I can tell, necromancers see in the dark, and they naturally project an aura of dark around them for a certain level-dependent radius. This is not strong enough to darken part of a lighted room, but it does work against any light source you equip.

      So, your natural darkness will make an equipped light source not work, but in addition, the light source will actually *reduce* how far you can naturally see in the dark.

      Until/unless some necromancer-specific items exist to fill that slot, best to leave the light source equipment slot empty, unless perhaps you find an artifact with enough other benefits to be worth the tradeoff.

      Comment

      • fph
        Veteran
        • Apr 2009
        • 1030

        Thanks! And how do these light sources affect fail rate? It seems that the randart phial I have found still raises my fail rate, even if it doesn't cast light around the room. Maybe it reduces me to radius-0 light? Is there a way to know how much 'dark/light aura' I project?
        --
        Dive fast, die young, leave a high-CHA corpse.

        Comment

        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          Originally posted by Gauss
          Yeah !Experience should restore before increasing as all other stat potions do. Otherwise it would be wasting them.
          I must disagree. Stat potions are far less powerful or valuable than !Experience. I see no good reason to further increase their power. If @ has been exp drained, then find a !restore life levels first if you don't want to take the reduction in the !experience effectiveness.
          “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

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            !Experience is also considerably more rare, so it stands to reason that it'd be more powerful. Plus, if you are experience-drained when you find the potion, having to find !RLL before you drink it just becomes one of those little things that veterans know to do but will trip up newbies. I guess there's some small chance that you'll lose the !EXP before you find !RLL, but that doesn't feel particularly interesting to me.

            Comment

            • Ingwe Ingweron
              Veteran
              • Jan 2009
              • 2129

              Originally posted by Chud
              I don't usually find rogues very satisfying, personally. It seems like conceptually rogue = thief, more or less, and as a thief you generally want to avoid fights. Avoiding fights doesn't really play very well in Angband though - it can be done, sure, but it's a bit painful and tedious. So, you end up tweaking the rogue into a somewhat weaker fighter with somewhat better utility spells, but that's about it. Meh. (IMO )
              Odd, rogue is my favorite character class. Mostly for the object detection ability so I don't waste time or take risks going after worthless or unhelpful items.
              “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

              • fph
                Veteran
                • Apr 2009
                • 1030

                Bug: necromancer polymorphed as a bat, typing E tells me "you have no food to eat" even if I have mushrooms in my inventory.
                --
                Dive fast, die young, leave a high-CHA corpse.

                Comment

                • wobbly
                  Prophet
                  • May 2012
                  • 2631

                  Typo on one of the hydras.

                  name:3-headed hydra
                  desc:A 2-heded hydra with an extra head, it's mouth dripping venom.

                  Comment

                  • Grotug
                    Veteran
                    • Nov 2013
                    • 1637

                    I haven't played Necromancer yet, so maybe I'm unfit to make the following suggestion, but I think it would help distinguish Necromancers from other classes (and overall make the game more rich and interesting) if they are natively immune to blindness from being hit by darkness of any kind and heavily resist darkness attacks (so that they always take only 1/6 damage--hello Ungoliant, you shall die now) but are sensitive to light (so they take an additional +50% damage from light attacks). If they have rLite then they suffer the same amount of damage from light attacks as everyone else does who doesn't have equipment based light resistance. But if they don't have light resistance then instead of taking 400 damage from a light attack they'd take 600. So they really need to be wary of Pseudo dragons. Not sure who else has big light attacks in the new bestiary. Maybe to balance out their heavy resistance to dark a few more light attacks could be added (maybe some As aligned with good?)
                    Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

                    Detailed account of my Ironman win here.

                    "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

                    Comment

                    • Adam
                      Adept
                      • Feb 2016
                      • 194

                      Originally posted by Grotug
                      ... But if they don't have light resistance then instead of taking 400 damage from a light attack they'd take 600. So they really need to be wary of Pseudo dragons. Not sure who else has big light attacks in the new bestiary. Maybe to balance out their heavy resistance to dark a few more light attacks could be added (maybe some As aligned with good?)
                      Ethereal dragons. I hate them (big light/dark breath, blind, confuse, pass wall).

                      Comment

                      • fph
                        Veteran
                        • Apr 2009
                        • 1030

                        It's not clear to me, but looking in the source, it seems that necromancers get dark resistance, even if it doesn't show in the character screen:

                        Code:
                        	/* Unlight - needs change if anything but resist is introduced for dark */
                        	if (player_has(p, PF_UNLIGHT) && character_dungeon) {
                        		state->el_info[ELEM_DARK].res_level = 1;
                        	}
                        --
                        Dive fast, die young, leave a high-CHA corpse.

                        Comment

                        • wobbly
                          Prophet
                          • May 2012
                          • 2631

                          Wrong depth:

                          ### Dungeon level 33 ###

                          name:drĂșadan druid
                          depth:29

                          Comment

                          • Chud
                            Swordsman
                            • Jun 2010
                            • 309

                            Minor level-generation quirk: I just went down some stairs, and came out here. Being a passably capable mage with some detection and a handy wand of stone to mud, this is no big deal, but if I happened not to have any way to get through granite and happened not to have any teleport or phase door (ok, unlikely), there would be no way to leave these 4 spaces other than via the stairs.

                            I don't know if this could happen when playing with disconnected stairs, but if so, that might not end well.

                            Comment

                            • khearn
                              Rookie
                              • Jul 2007
                              • 18

                              I've just come back to Angband after not playing it for several years, but I'm a long-time player. When i started playing, Angband was spelled "Moria".

                              So I recently downloaded the 4.1.3 sources and compiled them and have been playing and finding it very familiar (although I have run into some issues that I'll ask about in a different thread). But it looks like there are a whole slew of new changes coming along, as discussed in this thread. Looks like a bunch of new classes, and I'm not sure exactly what else.

                              Change isn't necessarily bad, more classes got added to rogue, which eventually resulted in nethack. So I'm curious about the new stuff being done.

                              Is there somewhere I can look for a description of all the new changes in head? I assume there will need to be such a doc before there is a release with all the new stuff, so I'm hoping it's being maintained as stuff is added and hopefully someone can just point me to it.

                              Thanks,

                              Keith

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9638

                                Originally posted by khearn
                                Is there somewhere I can look for a description of all the new changes in head? I assume there will need to be such a doc before there is a release with all the new stuff, so I'm hoping it's being maintained as stuff is added and hopefully someone can just point me to it.
                                First thank you for your complimentary view of my state of organisation

                                There is no such documentation currently, but the changes can be summed up briefly as
                                • Complete rework of classes; you really need to play them to get a feel, but the short version is
                                  • Two new realms of magic added, nature and shadow
                                  • Three new classes added - Necromancer (shadow), Blackguard (shadow) and Druid (nature); also rangers moved from arcane realm to nature
                                  • Full casters now use only five books, half casters only two or three
                                • Major rework of monsters - summary here


                                There are many new mechanics added to enable all of this (shield bashes, player and monster shapechanges, and lots of others), but that's a quick overview.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

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