"Doesn't affect granite" bug?
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And yet, you want an extra keypress every time you want to tunnel through the walls. 'Kay.
Also, not quite sure what "The borg is not up to date!" means? Does this mean that it's "modern" and better for the game to automatically explore the dungeon, but not to automatically swap your digger? Seems kind of backwards to me. In Angband at least, swapping diggers requires zero thought, while exploration requires a *lot* of thought. So automating the former makes sense, automating the latter is kind of silly. It makes sense for Crawl's exploration to be automated, because Crawl's exploration game is rather shallow.
Sure, but that doesn't help when you want to wear a ring, and have to remember that 'p' equips rings...
This one I'm inclined to agree with, though I've got the various invocation commands baked enough into my fingers that it doesn't bother me anymore.Comment
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No extra keypresses for tunneling. Ditch the tunneling command for good!And yet, you want an extra keypress every time you want to tunnel through the walls. 'Kay.
Also, not quite sure what "The borg is not up to date!" means? Does this mean that it's "modern" and better for the game to automatically explore the dungeon, but not to automatically swap your digger? Seems kind of backwards to me. In Angband at least, swapping diggers requires zero thought, while exploration requires a *lot* of thought. So automating the former makes sense, automating the latter is kind of silly. It makes sense for Crawl's exploration to be automated, because Crawl's exploration game is rather shallow, so it makes sense to automate.
Sure, but that doesn't help when you want to wear a ring, and have to remember that 'p' equips rings...
This one I'm inclined to agree with, though I've got the various invocation commands baked enough into my fingers that it doesn't bother me anymore.
I'm not justificating the borg thing. It just hasn't been updated since 3.4.1.Comment
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I think I massively misunderstood you. I thought "borg" was some term for when a roguelike automates too much (i.e. you're not playing the game, the game is playing itself). Apparently, you were just talking about a program that someone wrote to play Angband automatically.Comment
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No shit, Sherlock! It means both things anyway.I think I massively misunderstood you. I thought "borg" was some term for when a roguelike automates too much (i.e. you're not playing the game, the game is playing itself). Apparently, you were just talking about a program that someone wrote to play Angband automatically.
Rogue was borged too. Ages ago. https://www.cs.princeton.edu/~appel/...rogomatic.htmlLast edited by invisibletroll; August 23, 2020, 19:22.Comment
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How is there no gameplay change? If you are holding a shovel, you are not holding a sword. So if someone attacks you, you have to spend a turn swapping weapons. But that is not true when you have magical backpack swapping.dComment
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Actually these are things which bother me for a long time.
I can accept that one doesn't want to swap between weapons (though in my opinion that should cost a turn so should not be automatic).
But getting stat bonuses and resistances from a 2 handed weapon + a shield + a shooter is just too much for me.
Since you mention staff usage - not counting the remaining charges is also a bad feature in my eyes.Comment
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Can't you just activate the magical force with one button instead of three buttons?Actually these are things which bother me for a long time.
I can accept that one doesn't want to swap between weapons (though in my opinion that should cost a turn so should not be automatic).
But getting stat bonuses and resistances from a 2 handed weapon + a shield + a shooter is just too much for me.
Since you mention staff usage - not counting the remaining charges is also a bad feature in my eyes.Comment
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In DCSS you have to wear the staff to blast it.Actually these are things which bother me for a long time.
I can accept that one doesn't want to swap between weapons (though in my opinion that should cost a turn so should not be automatic).
But getting stat bonuses and resistances from a 2 handed weapon + a shield + a shooter is just too much for me.
Since you mention staff usage - not counting the remaining charges is also a bad feature in my eyes.
"But getting stat bonuses and resistances from a 2 handed weapon + a shield + a shooter is just too much for me."
High five.Comment
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Staffs are also weapons in DCSS if I recall correctly. In Angband, they're basically wands that primarily have utility and escape spells (mapping, light, teleport, *Destruct*). As opposed to wands, which are primarily offensive spells.
The only ones you are expected to use in a combat that isn't going sideways are Confuse Monsters and Sleep Monsters, and those are rarely worth the inventory slot.
Edit:Well, and Slow Monsters too, which is very useful, and may be worth a slot depending on your playstyle.Comment
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Don't forget that you can use staves when blinded.Staffs are also weapons in DCSS if I recall correctly. In Angband, they're basically wands that primarily have utility and escape spells (mapping, light, teleport, *Destruct*). As opposed to wands, which are primarily offensive spells.
The only ones you are expected to use in a combat that isn't going sideways are Confuse Monsters and Sleep Monsters, and those are rarely worth the inventory slot.
Edit:Well, and Slow Monsters too, which is very useful, and may be worth a slot depending on your playstyle.
It's a serious reason to have 2 staves of teleporting with you.
And if you have means to teleport other, even better.
You can prepare for your deadly attack.
Sniping that bastard from the range!Comment
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Staff of the Magi, Healing, Banishment, TS, Haste Self - these are the ones I find very useful and most of them is used in combat. CLW is also good in early game.Staffs are also weapons in DCSS if I recall correctly. In Angband, they're basically wands that primarily have utility and escape spells (mapping, light, teleport, *Destruct*). As opposed to wands, which are primarily offensive spells.
The only ones you are expected to use in a combat that isn't going sideways are Confuse Monsters and Sleep Monsters, and those are rarely worth the inventory slot.
Edit:Well, and Slow Monsters too, which is very useful, and may be worth a slot depending on your playstyle.Comment
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There's a Staff of Banishment? O_O I don't think I've ever seen a Staff of Banishment.
Don't generally use Staff of the Magi, because I tend to play warrior/warrior hybrids and it was never worth the slot to me (not that I dispute its usefulnes).
Not sure what TS stands for. I already mentioned Teleport, so I don't think that's it.
Haste and Healing I completely forgot about despite making use of them, I'll give you that.
Ok, so let me rephrase my point slightly: "Staves are basically wands that have primarily utility, and defensive spells, as opposed to wands that are primarily offensive."Comment
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Fine. But any magical "sticks" should be activated with the same button. Not like "z", "a", and "u".There's a Staff of Banishment? O_O I don't think I've ever seen a Staff of Banishment.
Don't generally use Staff of the Magi, because I tend to play warrior/warrior hybrids and it was never worth the slot to me (not that I dispute its usefulnes).
Not sure what TS stands for. I already mentioned Teleport, so I don't think that's it.
Haste and Healing I completely forgot about despite making use of them, I'll give you that.
Ok, so let me rephrase my point slightly: "Staves are basically wands that have primarily utility, and defensive spells, as opposed to wands that are primarily offensive."
Just make it "a".
And disable those "sticks" which can't be used.Last edited by invisibletroll; August 24, 2020, 00:50.Comment

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