Effect of Enhance Magic specialty
Do the following qualify as "beneficial magic effects" for the Enhance Magic specialty? If so, which aspects of the spells are modified (duration, stat gains, damage modifier, etc.)?
-Temporary brands such as Smite Evil, Demon Bane, etc.
-Polymorphic spells such a Bat Form, Bear Form, Vampire Form, etc.
-Vampire Strike (as healing spell of sorts)
FAangband 2.0.1
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In obj-design.c's get_property() the handling of OBJ_PROPERTY_MOD and OBJ_PROPERTY_STAT seems suspicious. According to line 235, the passed in value is being treated as an increment to the current value, but the calculated cost for the adjusted value (from line 224) only accounts for the increment and does not include the current value. There's something similarly suspicious about the handling of OBJ_PROPERTY_ELEMENT.Leave a comment:
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I could have sworn that resistances stacked multiplicatively, with diminishing returns (i.e. 50% + 50% = 75%) and that vulnerabilities were applied last, multiplicatively, to the resistance total (so if you have 80% resistance and 50% vulnerability your actual resistance is 40%).
However, Eriloth has a character with rCold (50%, 34%, -55%, 40%, 10%, 35%) which tallied up to ~83%, which seemed too high to me.
Did it work differently in FA1, and I'm remembering from that?Code:.5 * .66 * 1.55 * .6 * .9 * .65 ~= .17
Hm, maybe one of the changes I pulled in from V broke something.Leave a comment:
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Question: How do resistances and vulnerabilities work?
I could have sworn that resistances stacked multiplicatively, with diminishing returns (i.e. 50% + 50% = 75%) and that vulnerabilities were applied last, multiplicatively, to the resistance total (so if you have 80% resistance and 50% vulnerability your actual resistance is 40%).
However, Eriloth has a character with rCold (50%, 34%, -55%, 40%, 10%, 35%) which tallied up to ~83%, which seemed too high to me.
Did it work differently in FA1, and I'm remembering from that?Leave a comment:
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For the "Evasion" special ability, do shields count towards the weight to be considered lightly armored?Leave a comment:
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Crits
Was looking into Mana Burn, but noticed something about crits in general that I'm confused by.
player-attack.c, line 804 seems to imply that melee and throwing share the same crit tiering (and consequently that shooting has a different tiering).
However, the critical_shot function starting at player-attack.c, line 435 seems to imply that shooting and throwing share a crit tiering (and that consequently melee has its own).
Do melee, throwing, and shooting have differences or limitations in which crits they can get? Or is this just the result of obtuse/old code comments resulting in me having the wrong idea? (Also, and I'm pretty sure this has been brought up before, probably even by me, but are crits in fact working as intended?)Leave a comment:
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FA1 Assassins
Wanted to play FA2 again and thought I'd see if problems new and old cropped up offline in the Windows version.
Ended up creating a Rogue, and while going through Rogue's innate specialties it occurred to me there seems to be some overlap with FA1 Assassins, so I wanted to ask: were the Assassin-specific specialties ever considered for being ported, and if not, could that maybe be done? It seems to me that Deadly Shot and Assassinate would be reasonably thematic for Ranger and/or Rogue, at least (either as an innate or a chosen, haven't put that much thought into it yet).Leave a comment:
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Yeah, the thing with FA's monster AI is that it loves to blind and confuse you as much as it can. Stock up on cure serious wounds potions and maybe play as a dwarf (with rBlind) for an easier time. Carry a staff of teleportation and stay far away from black scorpions and nrulings, blindness is a brutal early game killer in FA.Last edited by clouded; March 31, 2022, 21:59.Leave a comment:
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