Current master post 4.2.0
				
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 After magic has been reworked, I am sometimes confused about which stat is used for spellcasting by each class. Would it be possible to show it in the character creation screen? For instance "Learns nature magic [WIS]". It would be helpful also for new players.--
 Dive fast, die young, leave a high-CHA corpse.Comment
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 Speaking of which, what if we moved Druids to INT? I know this breaks with some traditions, but the race/ class combos for Druids are also breaking tradition. Would it then be 5 INT and 3 WIS casters? I don't see Blackguards as especially wise, but I don't see them as especially smart, either. Could swap them to WIS and the race combos might improve for both classes. This would disrupt some other things as well, but I think it's worth considering.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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 The philosophy of the current class model (short version) is that there is an original design of Middle Earth and its inhabitants, and traditional knowledge (WIS) emphasises sticking to that. Then there is thinking you're smarter than that (INT), which can be done by changing the world to suit you or perverting the entire scheme of intelligent life. So we get two sets of opposing realms - nature vs arcane on the tech axis, and holy vs shadow on the morality axis.Speaking of which, what if we moved Druids to INT? I know this breaks with some traditions, but the race/ class combos for Druids are also breaking tradition. Would it then be 5 INT and 3 WIS casters? I don't see Blackguards as especially wise, but I don't see them as especially smart, either. Could swap them to WIS and the race combos might improve for both classes. This would disrupt some other things as well, but I think it's worth considering.
 
 Even shorter version - no thanks One for the Dark Lord on his dark throne One for the Dark Lord on his dark throne
 In the Land of Mordor where the Shadows lie.Comment
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 What about dropping normal elves a couple points of INT and raising a couple points of WIS?Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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 Races all got left the same in 4.2, essentially because I'd done a massive shakeup of classes and monsters, and races as well would have been a bridge too far.
 
 For my personal take on races, see here.One for the Dark Lord on his dark throne
 In the Land of Mordor where the Shadows lie.Comment
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 Yeah, that makes sense for sure.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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 Where are we with thrown weapons? I see that the thrown damage is shown upon inspection, but it seems really low compared to shooting.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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 I think thrown weapons have potential, but I find myself never using them.
 
 If I have a good throwing weapon I am unwilling to throw it at a dangerous unique for fear that I have to run away and leave it on the ground. And, for non-dangerous monsters, why using my throwing spear when I can kill them easily even without it...
 
 Maybe it is just my hoarding instinct kicking in though.--
 Dive fast, die young, leave a high-CHA corpse.Comment
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 Throwing for rogues at least should be competitive. The thing I really ought to do is allow thrown weapons in the quiver, but I haven't got to that yet.One for the Dark Lord on his dark throne
 In the Land of Mordor where the Shadows lie.Comment
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 That would sound good to me. The possible objection is "realism", though.
 
 We all know that Angband characters can browse a book while holding a bow, a greatsword, a shield and a lantern. And that they can carry an insane amount of gear and potions in their inventory. So at this point having a reserve of 10 throwing hammers and throwing them at monsters one per turn like a machine gun doesn't sound like a stretch. -- --
 Dive fast, die young, leave a high-CHA corpse.Comment
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 New builds are up on the nightlies page and angband.live (source is here) with the following changes:- Digestion rate fixed (thanks PowerWyrm)
- New data file chest_trap.txt and overhaul of chest traps (thanks to a comment by tangar)
- Removal of obsolete treatment of gold graphics (thanks moosferatu)
- Massive effort of plugging memory leaks from (naturally) backwardsEric
 One for the Dark Lord on his dark throne
 In the Land of Mordor where the Shadows lie.Comment
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 Need to check latest V build, but I ported the chest changes today and when I try to open a "locked" chest, my game crashes with trap->effect = NULL...
 
 EDIT: in latest V build, opening a "locked" chest results is "bad effect passed to effect_do() please report this bug".Last edited by PowerWyrm; April 1, 2020, 18:20.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
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 Thanks, fix pushed.Need to check latest V build, but I ported the chest changes today and when I try to open a "locked" chest, my game crashes with trap->effect = NULL...
 
 EDIT: in latest V build, opening a "locked" chest results is "bad effect passed to effect_do() please report this bug".One for the Dark Lord on his dark throne
 In the Land of Mordor where the Shadows lie.Comment
 
	
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