That all sounds very reasonable. But it doesn't happen.
Also, armed or unarmed the dex blows breakpoint is the same, so that's good.
Current master post-4.2.1
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The new default points code is fairly simple, and not perfect. What it does is:- Buys 7 points of STR at a cost of 8
- Buys 7 points of DEX, taking note of the last point where blows increased (except casters and classes with the LIKE_SPELLS flag - currently blackguards)
- Sell back DEX to that breakpoint (same exceptions as 2)
- Spend half remaining points on spell stat (except warriors)
- Spend other half on CON
- Spend any remaining points on DEX, then non-spell stat
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To be fair, the fancy breakpoint code wasn't working before, either. 4.2.1 Dwarf Paladin, for example, invests 12 points to get Dex to 15, granting almost no benefit for the 9 extra points invested. Brutal.Leave a comment:
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I tried a bunch of race/class combinations and it seems reasonable to my cursory glance... The code promises decisions about DEX blows breakpoints but I couldn't find any evidence of that actually happening. Seems like there's a default buy for each class, which I think is a very simple and reasonable solution anyway.
Is this the case? If so, where is that stored?Leave a comment:
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The @ should be able to pick up 23 of the pebbles, but can't pick up any? Have to drop an item from the pack, then can pick up 23 pebbles, then re-pickup the dropped item. Not a good "fix".Leave a comment:
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Is it just me, or are enemies barely affected by confusion in this version. I'm currently playing a High-Elf Mage and regularly using a staff of confusion on tough enemies. The staff works reliably but when the enemies are confused, they almost always perfectly pathfind toward me and hit me in melee, its as though the confusion only stops them from casting spells, they never seem to stumble about aimlessly, meanwhile I still suffer from those effects if I get confusedLeave a comment:
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New macOS and Windows builds and source are now on the github release page. Changes are:- Tweaks to default birth stat points, mainly to fix blackguards (#4607)
- Adjust extra shots knowledge description (#4621)
- Remove redundant fragile description (report by PowerWyrm)
- Nerf all powerful modifiers in randarts, especially extra moves (prompted by Grotug's +3 moves cloak)
- Make Morgoth destroy decoys properly (#4636)
- Stop weapons that are too heavy being selected as the best digger (#4641 - thanks backwardsEric)
- Stop autopickup of quiver items forcing drop of an inventory item (#4642, backwardsEric again)
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Confusion
Is it just me, or are enemies barely affected by confusion in this version. I'm currently playing a High-Elf Mage and regularly using a staff of confusion on tough enemies. The staff works reliably but when the enemies are confused, they almost always perfectly pathfind toward me and hit me in melee, its as though the confusion only stops them from casting spells, they never seem to stumble about aimlessly, meanwhile I still suffer from those effects if I get confusedLeave a comment:
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I never noticed this before, but how is it that killing the Witch King of Angmar is worth more experience than killing Sauron?Leave a comment:
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