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  • archolewa
    Swordsman
    • Feb 2019
    • 400

    #46
    Originally posted by Pete Mack
    Agreed. I much prefer the model that wands should be reserved for when you jeed them, and rods should be used for the simple cases. With this observation, perhaps some rods should be deleted? I haven't carried a rod of fire bolts or the like in a looong time.
    I've been running some rogues lately, and I'm going to have to disagree with this. I really like that rogues are so reliant on wands. Not only does it make for a really different game than the paladins and priests that I've mostly been playing, but at least with the new spells, it makes the rogue *feel* much more like a rogue, i.e. a tricksy fellow who heavily relies on "mechanical" tools rather than swords or spells.

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    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #47
      @Arch--
      This doesn't mean that recharge shouldn't sometimes fail catastrophically. For what you describe, archery is the right answer, possibly with a poison brand spell to juice it a little in the endgame.

      Comment

      • archolewa
        Swordsman
        • Feb 2019
        • 400

        #48
        Originally posted by Pete Mack
        @Arch--
        This doesn't mean that recharge shouldn't sometimes fail catastrophically. For what you describe, archery is the right answer, possibly with a poison brand spell to juice it a little in the endgame.
        I wasn't disagreeing that recharges shouldn't fail catastrophically sometimes, I was disagreeing with the idea that wands should be used "only in emergencies." I don't see any reason why we can't have a class that leans heavily on wands, and supplements with weapons and arrows. Especially since wands provide things that arrows don't (like a success chance that depends solely on the player, and AOE). Besides, rangers are already the archer guys. No sense in making rogues a poor man's ranger.

        Maybe Rogues get a recharging spell with a higher success chance than mages, since it sounds like it's the tap-recharge combo that's broken and not necessarily recharge by itself. Not sure if Rogues get the Tap spell, because I haven't found all three spellbooks yet but if they do, you could always remove Tap from their spell list.

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        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #49
          Oh, sorry. By 'when you need them' I meant more than just emergencies. I also meant 'really worthwhile fights that you otherwise couldn't afford.' Which is not to say that a poison brand spell wouldn't be a good idea, too...

          Comment

          • wobbly
            Prophet
            • May 2012
            • 2633

            #50
            So, quiver shenanigans.
            I went over the 10 stack limit: 9 pebble/shot stacks + 1 bolt stack + 1 arrow stack. My best stack of sling shots ended up in the inventory & the bolts & arrows remained in the quiver despite the fact I'm using a sling. My inventory goes up to the letter 'w', a full pack.

            I then inscribed all my pebble/shots so they'd move into the quiver. Now my inventory goes up to the letter 'v' suggesting I have room for 1 more item, except it wont let me pick another item up, it thinks the pack is still full.

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            • archolewa
              Swordsman
              • Feb 2019
              • 400

              #51
              Originally posted by Pete Mack
              Oh, sorry. By 'when you need them' I meant more than just emergencies. I also meant 'really worthwhile fights that you otherwise couldn't afford.' Which is not to say that a poison brand spell wouldn't be a good idea, too...
              My bad on the misinterpretation. Still like the idea of an arcane-based character whose offensive "spells" come from tools rather than knowledge/innate-power/wherever-it-is-arcane-spells-come-from-in-Angband.

              That being said, I would also not turn down a poison brand. It could replace the steal-and-teleport spell. Haven't found a use for it yet, since near as I can tell, you only teleport if you steal successfully.

              Comment

              • DavidMedley
                Veteran
                • Oct 2019
                • 1004

                #52
                Originally posted by Nick
                Yes - it's a percentage bonus to damage from when your device skill is greater than the object level. It can be up to 138%.
                Revisiting this... INT is already such a dump stat for all non-INT casters. Shame to take away one of the few things it does well for all classes.
                Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

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                • Sky
                  Veteran
                  • Oct 2016
                  • 2321

                  #53
                  i tried playing some 4.2 with little success.

                  my two main observations are:

                  1. the new color for the ground and walls looks really bad - iam having a hard time distinguishing stuff from the background. too bright by far. I would really be much happier if there was an option to have the background set as it was in 4.1
                  2. the new dice size thing doesnt work on ranged weapons, and also works in weird ways on ordinary weapons.
                  Stuff that i know should be doing a lot more damage, doesn't; but i guess this was the intended result, to have bigger weapons hurt more and lighter ones hurt less. However, wouldn't this simply result in endgame stuff being even stronger? Things like MoD - or anything heavy, really, when you already have high stats.
                  "i can take this dracolich"

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                  • wobbly
                    Prophet
                    • May 2012
                    • 2633

                    #54
                    Does the cover tracks spell do something useful at the moment? or is it actually a minus to have this cast?

                    I've been seeing this funny effect in the AI where sometimes you phase out of melee & the enemy takes a few steps in the wrong direction before correcting itself & tracking you properly. I'm guessing that's the monster picking up the scent of where you were a few turns ago. It seems as currently implemented scent is actually a penalty to monsters tracking you.

                    Comment

                    • backwardsEric
                      Knight
                      • Aug 2019
                      • 531

                      #55
                      Originally posted by mrfy
                      Font seemed to change. There's extra space between characters, making it hard to read in the windows...I had been using fixed width Menlo size 14, but now to make it fit in the inventory window i have to set it to 12 point but there's still extra space between the characters.
                      I've attached a set of patches from git format-patch for the Cocoa rendering in the nightly build so that the text is more compact. It will still take more space for the same content than 4.2.0.
                      Attached Files

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                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9647

                        #56
                        New builds up on the nightlies page and angband.live (although still not playable on angband.live - we're not sure why yet). Source here. This update has some technical fixes to the macOS and X11 ports from backwardsEric, and a fix for teleport messages by sanedragon.

                        Not a lot of development happening at the moment, but I should have some more time soon.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2987

                          #57
                          Code:
                          name:EAT_LIGHT
                          power:0
                          eval:5
                          desc:absorb light
                          lore-color-base:Yellow
                          lore-color-resist:Light Green
                          effect-type:eat-light
                          [B][COLOR="Red"]lore-color-base:Light Green[/COLOR][/B]
                          lash-type:MISSILE
                          This line is probably a copy/paste error.

                          Code:
                          name:SHATTER
                          power:60
                          eval:300
                          desc:shatter
                          lore-color-base:Yellow
                          lash-type:MISSILE
                          Wouldn't "SHARDS" be better here?
                          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                          Comment

                          • Grotug
                            Veteran
                            • Nov 2013
                            • 1637

                            #58
                            I just noticed that daggers have been increased to 150 gold, yet main guaches are still 84. Shouldn't they cost at least 184 or 200 gold? Rapiers are still 104 gold.
                            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

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                            • DavidMedley
                              Veteran
                              • Oct 2019
                              • 1004

                              #59
                              "Creature" in Recall

                              The word "creature" seems to be a informationless noun used to drape adjectives like "evil" and "non-living" onto. It could be replaced by the "base" creature. It would be a bit redundant at times, but at other times would be very informative to someone who doesn't know the bestiary very well. This would also take a bit of pressure off the "name" and "desc" fields.

                              Examples: Recently I saw complaints that a "Water Spirit" doesn't have a spirit (for Necromancer purposes). Putting "elemental" in place of "creature" might clear that up. The "Tamer" often confuses me because Shockbolt's tiles make it look like a centipede, and he doesn't have any "taming" powers. Having "person" (or perhaps "human" or "humanoid") in there would clarify what this lover of nature is.

                              EDIT: We're already replacing the word "creature", but I think only in line with "slays". Could get a bit awkward to say "natural spider" for pretty damn unnatural spiders! But leaving off natural and just going with the base creature name would lead to ambiguity about what "slay animal" slays. Most of the slays seem pretty obvious when the player is given the base creature title.
                              Last edited by DavidMedley; December 5, 2019, 09:58.
                              Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

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                              • Ingwe Ingweron
                                Veteran
                                • Jan 2009
                                • 2129

                                #60
                                A nit-picky "bug". We should probably review the class "title" names. E.g., Can a necromancer "Summoner" anything?
                                “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

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