Current master post-4.1.3
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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
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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
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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 DeadComment
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!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
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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 )“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 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." --FizzixComment
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... 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?)Comment
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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; }
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Dive fast, die young, leave a high-CHA corpse.Comment
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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.
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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,
KeithComment
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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.
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.Comment
- Complete rework of classes; you really need to play them to get a feel, but the short version is
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