Angband 4.2.0

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  • spara
    replied
    In a fight with a blue ooze, my blackguard got a shield bash in. The following log says that the ooze is stunned and right after that it says the ooze is unaffected. The question is, unaffected from what? Can shield bash do something on top of stunning or something? The character is a lvl 6 beginning character that has absolutely nothing special on him.
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  • spara
    replied
    Originally posted by Ingwe Ingweron
    just remember that CCW, etc, have a "food" component, so that when you're quaffing those healing potions in the battle with Morgoth that you don't get gorged and slowed at the wrong moment in the final fight!
    Indeed. It does not even need to be one of the big guys out there. I got into trouble with a measly kobold when I was suddenly slowed down after quaffing some healing! It's an interesting mechanic, but not very intuitive imho. Not exactly sure how it could be simplified or made clearer, but in it's current state, I find it a bit challenging.

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  • Ingwe Ingweron
    replied
    Originally posted by spara
    A thought to consider. Would it be an idea to warn the player, when @ is going to eat something that will overgorge him? Ask for confirmation or something. That speed penalty is a killer.
    just remember that CCW, etc, have a "food" component, so that when you're quaffing those healing potions in the battle with Morgoth that you don't get gorged and slowed at the wrong moment in the final fight!

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  • spara
    replied
    Oh man. I'm still learning the ropes with the new hunger mechanic. Not the most intuitive thing, but I'm getting there . I guess 90 % is where you get overgorged and slowed down. I guess that percentage is the fill rate of the stomach and 100% is obviously painful. Mild green font does not really reflect this very well, maybe a more dramatic color would work better.

    A thought to consider. Would it be an idea to warn the player, when @ is going to eat something that will overgorge him? Ask for confirmation or something. That speed penalty is a killer.

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  • Oraticus
    replied
    Oh, and massive thanks to Nick and everyone who worked on this new version! Crazy that this game still has so much love after so many years!

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  • Oraticus
    replied
    First things first... I'm an stupid excited about the new versions and the new classes. I'm on vacation, but had to use phone data to download this... no way I was not playing it!!!

    I don't know if there is going to be a "bug section", so I'll post here. I've already seen people mention the wand of darkness not doing damage, so I won't go into that, but I have noticed that both that wand and "raise earth" haven't been updating the relevant elements in monster memory (I assume raise earth is shards damage).

    Not getting weakness and resistance info is annoying when you're trying to fill out monster lore.

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  • Derakon
    replied
    Originally posted by Nick
    Well, it does damage to darkness-sensitive monsters, in the same way wands of light only damage light-sensitive monsters and StM only damages rock-like monsters. The fact that there aren't any darkness-sensitive monsters is surely not my fault
    If an item claims to be useful for a purpose but is in fact not, then that deception ought to be removed -- even if the reason why they aren't useful is due to circumstance (lack of vulnerable enemies) rather than game logic. Same reason why healing potions shouldn't claim they can be thrown for damaging effect.

    Besides, enemies that are specifically vulnerable to darkness feel a bit weird. What are they doing in a dark dungeon?

    You'll notice dark hounds breathe dark, whereas the wand creates darkness. This is (clearly) a bit confusing - how do people think it should be resolved?
    The easy fix is to remove the claim that the wand does damage. Failing that, you could make it deal less damage, but of the "hard" darkness element (that damages everything, as per Dark Hound breath). I believe orcs and undead are resistant to darkness by default, which would somewhat limit the wand's utility against most early groups.

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  • Gwarl
    replied
    Originally posted by Sphara
    Ok, thanks. I knew there yet isn't RES_DARK or VULN_DARK flag for monsters at all. But if the item knowledge says it does 6d8, it clearly should do plain damage (just like starlight now does). Although, 6d8 sounds quite strong given how early WoD:s start to appear.
    wand of light item knowledge always used to say 6d8..

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  • spara
    replied
    Originally posted by Nick
    I feel like it's actually reasonable for the player to know fairly precisely how full they are - in the same way as they know stuff like SP and HP. Maybe percentage is a bit too fine-grained, but it's easily understandable and I think other methods would be more intrusive. Also I do feel that it'll just become background as people get used to it.
    Yup. That was just my first impression after opening the game for the first time in a while. UI-wise using percentage differs from other elements. Personally I would have preferred a bar of somekind somewhere with the other stats, but that's just me of course. I'll get use to it quickly. And the use of colors to indicate thresholds helps a lot.

    Thanks for the information on the blackguard and shield bash. It would be awesome if that info would be found somewhere in the manual. And actually for all classes. A table showing the relevant character levels and class abilities that follow or something. Also a full chapter on shield bash would be much valued here.

    I love the new enemies so far. I haven't got very deep yet though.

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  • Sphara
    replied
    Originally posted by Nick
    Well, it does damage to darkness-sensitive monsters, in the same way wands of light only damage light-sensitive monsters and StM only damages rock-like monsters. The fact that there aren't any darkness-sensitive monsters is surely not my fault

    You'll notice dark hounds breathe dark, whereas the wand creates darkness. This is (clearly) a bit confusing - how do people think it should be resolved?
    Ok, thanks. I knew there yet isn't RES_DARK or VULN_DARK flag for monsters at all. But if the item knowledge says it does 6d8, it clearly should do plain damage (just like starlight now does). Although, 6d8 sounds quite strong given how early WoD:s start to appear.

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  • Nick
    replied
    Originally posted by Sphara
    Wand of Darkness is supposed to do 6d8 dmg according to item knowledge, which would be a very nice ranged attack in the early game. Right?

    It does next to nothing. It creates a beam that doesn't do any damage.
    Well, it does damage to darkness-sensitive monsters, in the same way wands of light only damage light-sensitive monsters and StM only damages rock-like monsters. The fact that there aren't any darkness-sensitive monsters is surely not my fault

    You'll notice dark hounds breathe dark, whereas the wand creates darkness. This is (clearly) a bit confusing - how do people think it should be resolved?

    Originally posted by Sphara
    Heck, it doesn't even make the squares dark

    Tested in angband.live 4.2.0 with a Kobold Blackguard.
    It does. Try darkening some squares in a lit room, and then watch your light meter as you step on and off them.

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  • Sphara
    replied
    Wand of Darkness is supposed to do 6d8 dmg according to item knowledge, which would be a very nice ranged attack in the early game. Right?

    It does next to nothing. It creates a beam that doesn't do any damage. Heck, it doesn't even make the squares dark

    Tested in angband.live 4.2.0 with a Kobold Blackguard. Tried to aim it at various monsters, even at Light Hounds.

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  • Nick
    replied
    Originally posted by spara
    The food percentage. Maybe it's just me, but it feels a tad too numbery. Knowing the percentage of hunger feels like a bit too much information. But I'll probably get used to it after a couple of games.
    I feel like it's actually reasonable for the player to know fairly precisely how full they are - in the same way as they know stuff like SP and HP. Maybe percentage is a bit too fine-grained, but it's easily understandable and I think other methods would be more intrusive. Also I do feel that it'll just become background as people get used to it.

    Originally posted by spara
    Does the effect of shield bash depend on the shield @ is wearing?
    Yes, heavier shields and especially bigger damage dice both improve bash damage.

    Originally posted by spara
    Does shield bash do damage or does it only stun?
    It does damage.

    Originally posted by spara
    I suppose bg tries to shield bash every time he hits, but what is the success percentage and what does it depend on?
    There's a succession of things that get checked:
    • Basic chance depends on the player's to-hit skill and DEX
    • Player doesn't bother with a shield bash for low level monsters
    • Chance is increased if the player has a weapon with small dice, and increased by more if they have no weapon
    • Higher level monsters are harder to bash


    Originally posted by spara
    At what level blackguard gets the first spell?
    Level 8.

    It's also worth mentioning that warriors and paladins also get shield bashes.

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  • Ingwe Ingweron
    replied
    Originally posted by Derakon
    Would it be better if we came up with a set of 10 descriptors of how hungry @ is, like the "very bad <-> superb" scale, and displayed that instead of a percentage? That would give you a pretty clear idea of your hunger state without breaking it down to a specific number.

    Let's see...

    Starving
    Ravenous
    Famished
    Hungry
    Peckish
    I Could Eat
    Not Hungry
    Full
    Stuffed
    Bloated

    So, Instead of hitpoints, why not have:

    dying
    perishing
    withering
    moribund
    declining
    mortal
    lively
    sturdy
    robust
    vigorous

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  • Ingwe Ingweron
    replied
    Originally posted by Hounded
    No objection to the percentage myself but I grok the "it's another number I have to maintain" perspective.
    Gotta love Martian language.

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