Angband 4.2.1

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Sideways
    replied
    The code specifies occasional acid damage (including acid inventory damage) from big poison attacks. The good news is that you can protect yourself from this, all you need is acid immunity.

    Leave a comment:


  • Sphara
    replied
    I lost some Constitution within the same attack. Got some message like "your skin itches" or something.

    Gorgo spider was the only monster in the screen and it's poison breath was the only attack of the turn in question. "Your Staff of Banishment is destroyed!" was unfortunately one of the outcomes.

    EDIT: oh, and I'm playing V 4.2.1. stable in angband.live. In case it matters.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sphara
    So big poison breaths can destroy wands and staves now?
    Not that I'm aware of - and there's nothing in the code to indicate that would happen. What else was happening at the time?

    Leave a comment:


  • Sphara
    replied
    So big poison breaths can destroy wands and staves now? Didn't know that but now that I know, I don't think it's a very good change.

    This makes even more monsters dubious to fight. Well, at least for me, today was the last time I'm gonna fight a Spider of Gorgoroth ever.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Nick
    Sadly, process_pending_commands() is only in PWMAngband, inside process_player(); in V decrease_timeouts() happens inside process_world(), which is only called once every ten turns. Moreover, the PWMA game loop is quite different, and it's not clear to me exactly where I should move decrease_timeouts() to. My current thinking is in process_player() before the main do..while loop, but only on the tenth turn - do you think this sounds plausible?
    The loop is different but the order should be roughly the same. Just move decrease_timeouts() before the code that checks for player input, since it should be where the timeouts are set.

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Effects with dice:x turns are actually lasting (x-1) turns, which means trying to set an effect with dice:1 actually does nothing. This is probably the reason why some temporary effects like stun disappear immediately since I think they are supposed to last one turn.

    To fix this, I think decrease_timeouts() should be called before process_pending_commands() and not after so a duration of one turn actually lasts one turn.

    Edit: this seems to work fine in PWMAngband after the change.
    Sadly, process_pending_commands() is only in PWMAngband, inside process_player(); in V decrease_timeouts() happens inside process_world(), which is only called once every ten turns. Moreover, the PWMA game loop is quite different, and it's not clear to me exactly where I should move decrease_timeouts() to. My current thinking is in process_player() before the main do..while loop, but only on the tenth turn - do you think this sounds plausible?

    Leave a comment:


  • Pete Mack
    replied
    But speed increase is not commensurate with shots (or or movement or spellcasting.) the former gives you more energy per player turn. The latter all cut energy use by some amount. The effects are very different, except in the special case of starting from normal speed.

    Originally posted by DavidMedley
    Well this is more passion than I was expecting! Aren't +1 speed, +1 shots, +1 blows all essentially +10% from starting values? Should these all be properly named +0.1?

    Leave a comment:


  • DavidMedley
    replied
    Originally posted by fph
    What about making them *really* speed bonuses? So if you have +10 speed and +10 movement speed, when you spend an action moving you regain energy as if your speed was +20. And similarly for shooting and attack speed.
    I agree this is better. I think I saw Wobbly championing this a while back, too. Thing is, the diminishing returns are very punishing. With those in place, specific speed bonuses will do very little when you have high general speed bonus. I don't love the artificial diminishing returns; they feel forced... a way to cover up for broader mistakes (perhaps RoS +10 is too high, for example). But now we're talking about a major overhaul that I can't even give a confident opinion upon.

    For example, if you have +30 speed and put on +1 movement boots, you'd only go from 3.8x to 4.2x -- about +10% moves against your enemy instead of the current +100%! And that's setting aside the fact that general speed help gain energy and specific speeds affect spending energy.

    Leave a comment:


  • DavidMedley
    replied
    Originally posted by Pete Mack
    @David:
    No! And again no!
    Well this is more passion than I was expecting! Aren't +1 speed, +1 shots, +1 blows all essentially +10% from starting values? Should these all be properly named +0.1?

    Leave a comment:


  • Voovus
    replied
    Originally posted by fph
    What about making them *really* speed bonuses?
    Or maybe completely removing the usual "speed" and replacing it all by movement speed? No more worrying about M getting two moves against you, no more pillar dancing, and a huge amount of rebalancing.

    Leave a comment:


  • fph
    replied
    What about making them *really* speed bonuses? So if you have +10 speed and +10 movement speed, when you spend an action moving you regain energy as if your speed was +20. And similarly for shooting and attack speed.

    Advantages:
    * simpler and more natural for the player.
    * attack/shoot speed have diminishing returns exactly like "flat" speed, because they use the same mechanic. This reduces the amount of cheese (e.g., machine-gun rangers).
    * reduces the importance of flat speed bonuses in the game. Currently speed bonuses trump basically everything else.

    Disadvantages:
    * more complicated to code
    * will require some rebalancing for items that grant +attack / shots.

    Leave a comment:


  • Pete Mack
    replied
    Here is an alternative, if you don't like the +1 display. Show fast action as a multiplier, so +1 movement and fast cast (and + 10 shot) are shown as x2. But whatever you do, don't follow the existing +shots model, which shows an misleading number that appears commensurate with speed but means something completely different

    Leave a comment:


  • Pete Mack
    replied
    @David:
    No! And again no! Fast movement and the like are NOT equivalent to +10 speed, and it is misleading to show them as such. The issue is that the archery description is broken. What is shown as +1 shot should be +0.1 shot, though its raw pval display can remain as +1.

    Leave a comment:


  • DavidMedley
    replied
    I think a good point has been made here... What we're calling moves +1 should be moves +10 to stay consistent. This also opens up more gradations of movement speed, which I think is very good also.

    On topic but a much bigger project: really fast moving stuff like birds should use +moves instead of +speed. Slow stuff like Colossi -moves. Their attacks would have to be adjusted. Then AC could have a built in bonus or penalty to ranged combat only based on moves. Thanks for coming to my Ted Talk.

    Leave a comment:


  • Sphara
    replied
    I don't know. I'm playing on angband.live and with my subwindow settings, this is how it looks like. No borderlines

    Settings:
    right cols 40
    right split 10
    top rows 0
    bottom rows 10

    term1 - monsters
    term2 - items
    term3 - messages

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎