This is just my feedback; things I'm thinking of while playing through the game as someone new to Unangband but not to Angband in general. I fully expect that some of it will be disregarded entirely.
The other stats may be useful (I haven't seen any spoilers for what they do, though), but are they as important in the early game as the ability to kill things and survive being hit in melee? Take a look at what an early-game warrior needs to survive: he needs STR and DEX for multiple attacks, CON for some extra health (or maybe SIZ, but then you start worrying about your AGI for speed reasons), and a decent light weapon. He can try to pump his other stats, and he might get boosts from them that are useful in the long term, but in the short term, the warrior is very much a "make it fall over before it makes me fall over" character.
In comparison, the mage doesn't need hitpoints so much, because he won't be in melee nearly so often, but he needs to be able to kill his opponents before they get into melee range. That means being able to reliably cast enough spells to kill his enemies before having to run off to rest and recover. Especially in the early game, "running off" if you haven't killed your opponent often means fleeing the level, since you have no reliable way to get away from enemies otherwise (phase door and hope you land in a nearby-but-disconnected room?). So he needs plenty of spellpoints, and as low a failure rate as he can manage. 5% failure rate is still very high in these situations, since each failed spell is a bit hit to his ability to finish a fight with very limited mana.
Basically my point is that mages in the early game have a much harder time with their core competencies than warriors do. Maybe this is intentional.
You say that SIZ is rarely useful for mages. Why is this? Improving your hitdie gives massive increases to your overall hitpoints.
Okay, what is "adult" mode, then? I'm certainly not being given the option to play certain race/class combinations that I think would work perfectly well.
It'd be really fantastic if this were communicated in the documentation.
So in exchange for a permanent reduction in spellpoints and hitpoints compared to other races, I get better ranged attacks (that I can't use effectively anyway because I'm a mage) or better magic devices (which I'd wager still don't scale in the endgame...but this is the early game I've been discussing, so fair enough).
Ehh, I can accept that including myself in the area of effect of a ball spell is a bad idea. I just don't like being able to shoot myself with a bolt spell by targeting my own square. I can't think of any non-suicidal situation in which this would be helpful, and suicidal players already have plenty of options available.
Oh, they're the same all right.
It's bad, mostly because it means that after I cast Detect Monster spells, I have to use the L look command to take a look around and figure out where those creatures on my visible monsters list actually are in relation to myself.
Oh, I'm not arguing about the spell effects. Just the language is...weird.
Sure, but you gain stats from the start and you can choose which requirements are most important for your early survival strategy and which to raise later on. e.g., you may choose to totally disregard the stat that decides how many spells you get and settle on 50% failure on magic missile, but pump enough spell points to cast it at will. Or something (haven't played in a long time, but it's been tested with different strategies).
Not really. In Un you really have a lot of different, good choices. E.g. CHA is not a throwaway, SIZ is rarely useful to mages, while warriors may rather ignore CON and choose SIZ because of charging multiplier, etc.
Not really. In Un you really have a lot of different, good choices. E.g. CHA is not a throwaway, SIZ is rarely useful to mages, while warriors may rather ignore CON and choose SIZ because of charging multiplier, etc.
In comparison, the mage doesn't need hitpoints so much, because he won't be in melee nearly so often, but he needs to be able to kill his opponents before they get into melee range. That means being able to reliably cast enough spells to kill his enemies before having to run off to rest and recover. Especially in the early game, "running off" if you haven't killed your opponent often means fleeing the level, since you have no reliable way to get away from enemies otherwise (phase door and hope you land in a nearby-but-disconnected room?). So he needs plenty of spellpoints, and as low a failure rate as he can manage. 5% failure rate is still very high in these situations, since each failed spell is a bit hit to his ability to finish a fight with very limited mana.
Basically my point is that mages in the early game have a much harder time with their core competencies than warriors do. Maybe this is intentional.
You say that SIZ is rarely useful for mages. Why is this? Improving your hitdie gives massive increases to your overall hitpoints.
Everybody can play everything. At least in the adult mode. Greyed out choices just show that some stats will be _very_ low, which requires nontrivial character design decisions.
Both [CON and WIS] do [determine spellpoints].
Sure, but they [smart, frail races] also tend to have good skills, e.g. ranged attack or magic devices skills (think: abundant cheap low-level wands), which is yet another source of survivability.
Wretched apprentice wizard fate. I don't remember exactly which macro I did use (probably 'm1d0'?) nor how to define this one safely. I only remember I used to target an enemy and then just press one key repeatedly, being sure that when I'll pummel him as long as it takes to kill him, instead of alternating between enemies, as our distances change. Also, when he was dead or out of sight or I had HP warning, I was interrupted, so even leaning on the key wasn't that disastrours.
Could you compare their content in the ~ screen? Some have similar titles but different content. Or it's a bug...
Is it [the overhead view not redrawing] good or bad? If bad, why?
Hard to say. I guess it would paralyse you if you didn't have Free Action of good save throw.
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