FAangband 1.0

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  • Nick
    replied
    Originally posted by LostTemplar
    1) Currently monsters with blink away spell use it without reason, it looks strange, when monster goes to you, and blink away without even being hit and immediately strat approaching again. They should blink away exectly in same case, when monsters without blink try to run away.
    It is hard to be very precise about this sort of monster behaviour. In any case, hitting and then blinking away seems like quite a god strategy.

    2)Summons vs range attacks vs dispel, blind, etc. spells.
    It seems, that when fighting in open place, monsters only summon, but not damage and i narrow corridor only damage, but not summon, while using
    blind, dispel, etc. allways. Maybe better would be to have damage spells, especially dragon breaths in the first place allways.[/QUOTE]

    Most spellcasting monsters will try harassing spells early in a fight and then move on to damage spells. The choice of whether to summon or not is based largely on how many squares are available around the player.

    Also mages have imba abusing trick with pushing monster out of sight range
    immeditely with thrust away spell, giving it no chance to act. Maybe limit knockback range, so monsters never got pushed away more then 20 distance from player.
    Thrust Away is possibly a little too powerful.

    Leave a comment:


  • Nick
    replied
    Originally posted by Mr.Peanut
    Are the maximum values of character attributes affected by race?
    Yes. The Internal stats all reach 18/100 maximum, which is then modified by race, class and equipment.

    Are the underground wilderness areas worth the trouble of visiting? Do they have more spoils than the surface world?
    Underworld and wilderness are similar on average - it's just a change of scenery, I guess.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Mr.Peanut
    Are the underground wilderness areas worth the trouble of visiting? Do they have more spoils than the surface world?
    Whats the trouble? I intentionally drop through a trap door every now and again, just for a change of scenery.

    Although I don't believe the item generation is tweaked, IMO you will find that they are more heavily populated (than the wilderness) with more enemies that can carry items, so I'd say yes, as long as you kill stuff.

    Leave a comment:


  • LostTemplar
    replied
    I have some minor suggestions about monster AI.
    1) Currently monsters with blink away spell use it without reason, it looks strange, when monster goes to you, and blink away without even being hit and immediately strat approaching again. They should blink away exectly in same case, when monsters without blink try to run away.
    2)Summons vs range attacks vs dispel, blind, etc. spells.
    It seems, that when fighting in open place, monsters only summon, but not damage and i narrow corridor only damage, but not summon, while using
    blind, dispel, etc. allways. Maybe better would be to have damage spells, especially dragon breaths in the first place allways.

    Also mages have imba abusing trick with pushing monster out of sight range
    immeditely with thrust away spell, giving it no chance to act. Maybe limit knockback range, so monsters never got pushed away more then 20 distance from player.

    Leave a comment:


  • Mr.Peanut
    replied
    Race Attribute Limits + Underground

    Are the maximum values of character attributes affected by race?

    Are the underground wilderness areas worth the trouble of visiting? Do they have more spoils than the surface world?

    Leave a comment:


  • Nick
    replied
    Originally posted by Zikke
    Hey Nick, did you ever get the "no wilderness" mode working in FA? I remember a while ago it was an option in the game, but didn't make a "vanilla-like" dungeon environment.
    I was actually thinking about that possibility recently, so it will probably happen at some point. The only option I've had that's anything like that is thrall mode.

    Leave a comment:


  • Zikke
    replied
    Hey Nick, did you ever get the "no wilderness" mode working in FA? I remember a while ago it was an option in the game, but didn't make a "vanilla-like" dungeon environment.

    I know that wilderness is a big part of your variant, but I don't like it but I'd like to play FA anyway for the itemization and many other cool features you've added.

    Leave a comment:


  • Nick
    replied
    Warning!

    Some time soon, there are going to be significant changes to objects (specifically rings and amulets) in the development code. When this happens, these objects in an existing character's savefile will not translate nicely. So at some point (1.1, or sooner if playing the dev version) upgrading with an existing character will be a Bad Idea.

    Leave a comment:


  • Nick
    replied
    Originally posted by buzzkill
    FA 1.0.3

    There's a problem with targeting enemies off screen.
    Thanks, I'll look at that.

    Leave a comment:


  • buzzkill
    replied
    FA 1.0.3

    There's a problem with targeting enemies off screen. Target nearest doesn't work, but if you attempt to target manually [*,o] then moving the targeting cursor using the directional keys, it will automatically lock onto the nearest target as soon as the targeting cursor moves off screen (jumping from the edge of the new screen directly to the nearest target). I always play with tiles, so this comes up quite often and may also be exclusive to tiles. Sorry if my explanation isn't very clear.

    Leave a comment:


  • Nick
    replied
    Originally posted by Mr.Peanut
    If fighting unarmed, does wielding a shield diminish my attacks in any way?
    Unarmed characters have a much higher chance of getting shield bashes. If you get a shield bash, you have a chance of stumbling and getting less blows. So if that's happening a lot (it happens more at low DEX) and you're not getting much damage with shield bashes, you could end up with less total damage. But I don't think that's likely, and it will get less likely with high DEX and a heavier shield.

    Leave a comment:


  • Mr.Peanut
    replied
    Unarmed with shield?

    If fighting unarmed, does wielding a shield diminish my attacks in any way?

    Leave a comment:


  • Nick
    replied
    Originally posted by LostTemplar
    Thank you. Just one more strange thing about ID.
    This happens with some items like rings of darkness and dawn, maybe others too.
    First time when ring is found and identified the 'I' command shows all bonuses correctly, but when I found more rings of this type 'I' commnad do not show any of thier bonuses, just name and general description. ID cannot be applyed on them, saying "you have nothing to identify". But if I sell a ring to store and then use 'l' command it describe bonuses correctly.
    Thanks - I am currently playtesting to find exactly this sort of bug.

    EDIT: In fact, it just occurs to me, if you want you can file bugs here.
    Last edited by Nick; February 2, 2010, 20:30.

    Leave a comment:


  • LostTemplar
    replied
    Thank you. Just one more strange thing about ID.
    This happens with some items like rings of darkness and dawn, maybe others too.
    First time when ring is found and identified the 'I' command shows all bonuses correctly, but when I found more rings of this type 'I' commnad do not show any of thier bonuses, just name and general description. ID cannot be applyed on them, saying "you have nothing to identify". But if I sell a ring to store and then use 'l' command it describe bonuses correctly.

    Leave a comment:


  • Nick
    replied
    Originally posted by LostTemplar
    I have some problems with your last revision 59,
    On attempt to save and quit it drops out with "segmetation fault" error, attempts to panic save and corrupt save file, so it cannot be loaded (no error message, just lockdown).
    Seems you have made some unsafe changes in save/load code which not allways work.
    Sorry, yes - I'm not used to people playing from the dev version

    If you have a character from revision 58 or before that you're attached to, you can email me a save file and I'll fix it for you. Alternatively, just edit load.c in r59 by replacing line 1208:

    Code:
      if (!older_than(1, 1, 0)) rd_u32b(&p_ptr->score);
    with
    Code:
      if (older_than(1, 1, 0)) rd_u32b(&p_ptr->score);
    then loading the file, saving again, reverting load.c and recompiling.

    Leave a comment:

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