FAangband 0.3.6
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Yep, FA's kinda funny that way. It takes a while to find a dungeon. You can enter a dungeon like environment (just 1 level) by either falling through a trap door or reading teleport level in the wilderness.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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In FA 0.3.6, did the way squelching works change? I have the "set known worthless items to squelch" option set and it doesn't squelch things like !Weakness, or !Blindness.A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:Comment
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The code changes haven't touched squelch as far as I am aware. However I can replicate what you're seeing - did it definitely work in 035?Comment
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If my memory serves, it did work correctly in 0.3.5
Most of them work now, but some of them don't squelch. If I set them to manually squelch they do squelch.A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:Comment
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That's not really the autoscummer. All the autoscummer does is keep repeating the dungeon generation algorithm and discarding until a sufficiently 'good' level is found. Obviously Thingol at Thar11 satisfied that requirement! I have tweaked level feeling so that it is based more on artifact value. As a relatively cheap artifact (20000), Thingol is not going to cause a really high level feeling on its own (but it will be higher than before).
One other mini-buglet on storekeep prices. Ironbark the Ent really has something against Green-Elves - he's charging 96GP for an unenchanted Robe and 289GP for regular Hard Leather Boots.... (other storekeepers in Menegroth seem OK)...Comment
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Excellent, I found the down stairs. Unfortunately the only way I found it is because I have sense surroundings. The stairs are completely encased in granite.My first winner: http://angband.oook.cz/ladder-show.php?id=10138Comment
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I've never liked the way that happens either. There should be seversal staircases however and you can always use ?TL and you are 50% likely to end up in the dungeonComment
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You can thank Nick for that one. I think it is much better too (and mountains are also easier to traverse now).Comment
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It is now operating the way it was meant to from the start - so basically this is a bugfix from 0.1.0....One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Ironbark has a typo. Here is his entry in lib/edit/shop_own.txt:
Code:N:1:12:Ironbark of Arvernien I:12:25000:2150
The squelch thing looks like a bug. It seems that whether you have ever seen a type of object before is remembered from character to character, but it is only marked to squelch if you haven't seen it before. I pinched this from V, so I'm blaming takkaria.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Ok, since the end of last year, i gave another try and have been playing solely FA. I remember that i had trouble with mountain wilderness before (before 3.x?), but now it seems slighty easier to travel or i might have gotten the hang of it (stocking magic mapping and teleport earlier lol)...
First of all, thank you Nick for maintaining that variant that got me addicted again!
I was tired of dying early to something stupid with Adan or Dwarf or etc, and then finaly decided to use a Maia to "learn" where should i go by the wilderness now, because by the first clvl 40 i made (before 3.x?), I had no clue where to go. Now i have one that is almost set to win: http://angband.oook.cz/ladder-show.php?id=8638
As I spoiled myself, learned and leveled, I found some things that might need to be fixed:
1. It seems that the auto-dump for .prf files is broken; No big problem, but slighty annoying. Squelch also being in the file is what makes me constantly mess with the file instead of just editing it directly.
I tried to delete the PRF and make a new one but same bug, the old prefs aren't automatically deleted, i have to open the file and delete them manually. I tend to use macros quite a bit, and the fact that the file for macros and options are the same might have something with it.
-> It would be cool if the squelched bits were in the character save file, not in the prf.
2. If i set the option 'Player colour indicates low hit points' and pick the spec Unlight, the color of a fully healed character becomes dark grey, making it very hard to see it.
3. I must choose very carefully where to kill critters or open chests, because even if there are free spaces near them, if i kill them over a tree or whatever, drops just go poof... No big deal tho.
4. If i set 'Hide items set as squelchable' then Set Traps become a pain, because the objects are still there... I usually ended dancing the waltz instead of setting a trap right before that dragon or whatever cut the corner
5. Probably the most important:
The changes made in missile damage seem to be balance-breaking in two ways; I am bad with rangers and never won with a Ranger in [O] even having a couple that have gone down to dlvl 9x, clvl50, endgame equipment. (but won w ranger in [V], and already won twice-in-a-row [O] with warriors). I like warriors, but I feel that this change might have weakened the Ranger a lot. Also ranger have to collect, manage and enchant stacks of arrows, and when best arrows r gone, that's it, no more big damage. Ranger must fight in the open, vulnerable to summons and everything else.
About the balance of RANGER and WARRIOR.
In [V], a ranger with good equipment could easily do 1600+ damage per turn with its best arrows, while a warrior meleeing would hardly reach 1200 with a big weapon like Doomcaller and 2 RoDams, much less with other weapons. These calcs were done by Timo a long time ago in the RGRA, if i remember well. I don't know if this was changed from them and how tho...
I did myself some calcs (by the time of [O] 0.70) to compare [O] Ranger ranged vs Warrior melee, and figured that an elf ranger (best bow skill of all races, with skill equipment focus and build completely made for shooting, could crit ~40% of the time) in [O] would already deal less damage than Warrior melee, both with near-optimal equipment and good arrows; Breath attenuation in [O] balanced things out a bit in some situations;
Now, the changes of FA 3.6:
Missile Damage Critical(assuming +1 dice, to simplify, instead of the average of 1.1xx)
BEFORE:
Lead Shot 1d5 ~2d5
Seeker Shot 1d7 ~2d7
Arrow 1d6 ~2d6
Seeker Arrow 1d9 ~2d9
Bolt 1d7 ~2d7
Seeker Bolt 1d11 ~2d11
NOW:
Lead Shot 2d3 ~3d3
Seeker Shot 3d2 ~4d2
Arrow 2d4 ~3d4
Seeker Arrow 3d3 ~4d3
Bolt 2d5 ~3d5
Seeker Bolt 3d4 ~4d4
Now, those changes made:
- The ranger deal yet less damage late-game.
- Criticals now are UNCOOL and also do little added damage; Marksman is now a pretty weak spec. It was really cool to do a really big crit of 200+ damage (one shot in 100 or so) that would take out 2 stars of something big... and know that the next shot could take like 3 hp of my target heh...
- The damage potential for the first tier missiles is in some cases, BETTER than of the second tier missiles! Of course, taking into account the finding of missiles with similar added dices. This could be fixed by making the late missiles have 2 dices instead of 3, with more damage; Of course, this apply only if the way [FA] calculates missile damage is unchanged from [O]...
I am taking into account rapid shots too now as a spec, more valuable than marksman with the current missile dices; But still, it is only a spec; It seems balanced raising max shots from 2.5 to 3, but Athletics, Piercing Shot and Marksman (with old dices) were incredibly valuable, on par with the new Rapid Shots.
My sugestions: either:
- Leave damage as it was before, but lower all damages from the high-tier missiles; 1d6, 1d8 and 1d10 are already very good values for seeker shots, arrows and bolts respectively. This would make Marksman on par with Rapid Shots. and completely fix the uncool crits... but this might make the sling a little bit too weak for a rogue slinger late game, in this case, balance in the speed of shooting.
- Make dices be in the middle range between before and now: Seeker Shot 2d4, Seeker Arrow 2d5, Seeker Bolt 2d6; This would also fix somewhat the uncool-critical weak marksman problem, but still marksman would be weaker than rapid shots.
- Just edited in: How about 1d7, 1d8, 1dX for the seeker ammos? That way slings wouldn't be too weak, arrows would deal slighty less damage than before and slighty more than now, and i'm not sure about bolts... And then leave the first tier missiles multi-diced, as criticals have little effect in the start and the multi dices would make them worse later on.. Heck, thinking how closer the actual dices are now, could even be this way (normal and seeker): Shots: 2d3 and 1d6; Arrows 2d4 and 1d8; Bolts: 2d5 and 1d10; heh. Off to make a ranger to test...
Now, i've come to think that I am making plenty of points for a guy that barely got into [FA], and for this change to happen, some sort of discussion might have occurred, and i just found it, made by a player i deeply respect (PSI).
I agree with some points, but we must take into account that this dude (PSI) has nerves of steel and reflexes of a kilrathi and is very probably the best player of [O] combat variants and [FA]:
>Rangers can do probably twice as much damage a round as a magic user (even taking misses into account)
>and at the expense of just 3 or 4 arrows rather than 30-40 MP.
Yea, but this is part of game balance; Magic users have only get the book and cast away, !restore mana, cast away...
Rangers have to get arrows, enchant, preserve and save them, do all those boring arrow-related stuff... and good arrows don't last forever.
Actually, the necromancer can deal more damage per energy than the OLD ranger with some damage builds (the extreme being Fastcasting, HMagic, Channeling and main spell:Mana Bolt(Frightful Realms), using only 7x energy per cast) and the mage is designed to be the king of utility spells for everything, not be a high-damage dealer anyway...
>Ranged attackers obviously have an advantage against Morgoth, because he is going to waste turns moving
>whilst melee chars will get hit by Morgoth or by his spells every turn.
>Another thing is that I may just have been lucky... I remember taking Psironic up against Morgoth
>and she got hit by ancient dragon summons almost every time Morgoth came into LoS. Thankfully I was
>only hit by one more after I lost my _BanishEvil otherwise things would have got really tricky.
Yes, that's the point... The ranger is ranged, but do not have many choices to deal with the summons... Mages and necros already have their tools in their spell lists. I found it a pain killing mages with ranger in [O], especially the ones that could summon, because they deal full damage on me and also can call for their pets. In the other hand, most breathers go down easy.
>I think I favour the speed increase - otherwise casters who go the charm offensive route could slow
>Morgoth to +10 which is ridiculous. So I think +25 to speed and maybe the rest of the problem is still
>more with rangers/archery rather than Morgoth himself (I find all uniques a lot easier with rangers).
Hum... was Morgoth nerfed? This is bad. I usually tend to overprepare late game just to completely wipe the floor with him, going "huh, didnt think he was such a wimp". Ok, i know that against him i can use all the [O] *HARD EARNED* healing and consumables i've found thru the game (IE no wasting !heal against most midlvl uniques)... but in [FA] consumables are sooo easy to find and can also ask the town guys to get them that it would be already easier to deal with 30 spd morgoth...
>Possible solutions... (for the missiles balance)
>- reduce the thb (to_hit for bow) of various classes so more arrows miss.
>- reduce the multipliers for slays and brands on ammo
>I think I favour the latter of those.
Yes, missing is extremely annoying, much more than dealing smaller damage.
The ranger is also already pretty hard to play for an average player... having to balance everything and decide where to toss the best arrows.
My point is that reducing the multipliers for slays and brands might be already a big nerf to the Ranger, reducing maximum damage, and this change might be on par with the fact that we have more of everything (including ammo) in [FA], but also messing with damage dice might be too much; Yes, the ranger can deal sometimes more damage per turn than some classes, but already less than melee fighting and less than some spellcaster builds, and has all the annoyances of saving and managing ammo. The reward for that i think should be damage slighty better than other classes, as long as his best arrows last.
Then, i might be wrong in all of this... just my feelings of balance as it is nowLast edited by Atriel; February 19, 2009, 08:32.Comment
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