FAangband 1.0

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    #46
    Originally posted by Pete Mack
    Do it too much in the wilderness and you will die: a running battle is not necessarily compatible with the primary strategy of sneaking around. (You'll run into one of those horrible 'p's or 'h's (yellow perils?), and that will be that.)
    Wilderness ain't what it used to be - it's almost tame now. It's mostly the 'p's you're talking about, I think - beastmasters, druids and animists. With the latest race changes, a lot of druids and animists won't be hostile any more.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • JimmyMike
      Rookie
      • Aug 2009
      • 3

      #47
      I realize that I'm new around here, and this may be a silly question and all, but I noticed on the "Big Things" page (planned new features for FAangband) that there will be "No Selling to Shops" and just wondered that really means what I think it means and what the reasoning for this is. Can anybody shed some light on it?

      -JimmyMike
      Last edited by JimmyMike; August 11, 2009, 23:10.

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9637

        #48
        Originally posted by JimmyMike
        I realize that I'm new around here, and this may be a silly question and all, but I noticed on the "Big Things" page (planned new features for FAangband) that there will be "No Selling to Shops" and just wondered that really means what I think it means and what the reasoning for this is. Can anybody shed some light on it?
        This is an idea of Eddie Grove's. The basic idea is that it removes the collecting of gear just to sell, and gets away from "Angband:Game of Shopping". You can't just ban selling and do nothing else, because then you don't have enough money to buy consumables; Eddie's solution is to increase gold drops.

        I actually have a new idea on this, but I'll post it in a separate thread.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • buzzkill
          Prophet
          • May 2008
          • 2939

          #49
          Originally posted by Psi
          I suppose it depends how you play. I haven't yet tried to scoot and shoot an opponent - and I wouldn't have the patience to do that with a wimpy firebolt. I've been using the activation as a means of preventing having to rest (to keep my turncount down).
          It is cheesy, but that wimpy firebolt is quite formidable when your supply of them is unlimited. Cheesy, but irresistibly tempting. Even relatively strong enemies falls easily to the firebolt (x10)/phase/activate/repeat combo. It will carry you to DL20 quickly. It used to work for 1/2 casters too, but I think that has been disabled.
          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

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #50
            Originally posted by Seany C
            Heh, fair point for many chars but sneaking around with a Longbeard tends to turn into a firefight pretty damn quickly...
            Yellow perils - druids
            Yellow perils, as in yellow p (Beastmaster) or h (Gavernians) that cause no end of headache in the wilderness.

            Comment

            • JimmyMike
              Rookie
              • Aug 2009
              • 3

              #51
              Originally posted by Nick
              This is an idea of Eddie Grove's. The basic idea is that it removes the collecting of gear just to sell, and gets away from "Angband:Game of Shopping". You can't just ban selling and do nothing else, because then you don't have enough money to buy consumables; Eddie's solution is to increase gold drops.

              I actually have a new idea on this, but I'll post it in a separate thread.
              I'm glad to hear that; I was a bit worried that it would be impossible to sustain ration reserves, let alone get new equipment. So this would mean that a player would have to simply drop items they felt they didn't want? Would this also impact the amount of found items?

              -JimmyMike

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9637

                #52
                Originally posted by JimmyMike
                So this would mean that a player would have to simply drop items they felt they didn't want?
                Yes, that's right

                Would this also impact the amount of found items?
                Well, my favoured option (today, anyway) is the squelch for gold idea. This means that squelched items, instead of being still there but hidden, get turned into gold - probably in an amount that is some fraction of their sale price.

                The no selling idea does remove one of the current chief purposes of the towns - so I will probably have a rethink of all the town functions as well.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Seany C
                  Swordsman
                  • Apr 2007
                  • 283

                  #53
                  Originally posted by Pete Mack
                  Yellow perils, as in yellow p (Beastmaster) or h (Gavernians) that cause no end of headache in the wilderness.
                  Ah - it's only the summoner (beastmasters/animists/druids) that I have a problem with, once my CL's into double figures. Archers can be nasty for low-level chars but a decent AC seems to cut the risk down significantly...

                  Nick - 15+d10 sounds good - that should stop it from being ready to recharge as soon as your mana's depleted...

                  Comment

                  • Seany C
                    Swordsman
                    • Apr 2007
                    • 283

                    #54
                    Two questions I forgot to ask - are the mobs of mixed 'p's, without any guarded items, deliberate? I seem to encounter them reasonable frequently from DL2 onwards...

                    Secondly: I spotted the change about reducing the number of artifacts generated at Anf58 - however, this seems, at first glance, to have nerfed the number of items of any quality appearing at Anf 56/58 - or is it that the items are there but just hidden by sand dunes?

                    Comment

                    • Psi
                      Knight
                      • Apr 2007
                      • 870

                      #55
                      Originally posted by Seany C
                      Secondly: I spotted the change about reducing the number of artifacts generated at Anf58 - however, this seems, at first glance, to have nerfed the number of items of any quality appearing at Anf 56/58 - or is it that the items are there but just hidden by sand dunes?
                      The change to nerf artifacts is purely reducing the bar for the autoscummer on levels with dungeon entrances. So that will not have caused that.

                      I believe it is probably to do with the sand dunes, but I haven't actually investigated it too deeply.

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9637

                        #56
                        Originally posted by Seany C
                        Two questions I forgot to ask - are the mobs of mixed 'p's, without any guarded items, deliberate? I seem to encounter them reasonable frequently from DL2 onwards...
                        Yes. The way this now works is that if a player-race monster (for example, an Easterling novice mage) that normally appears in groups is generated, instead of a group of novice mages, you will get a mixed group of Easterlings. Another thing to note is that a given player-race is more common close to its home town.

                        Secondly: I spotted the change about reducing the number of artifacts generated at Anf58 - however, this seems, at first glance, to have nerfed the number of items of any quality appearing at Anf 56/58 - or is it that the items are there but just hidden by sand dunes?
                        It's basically the sand dune thing. Previously, deserts were made up of rock and rubble, so all items had to be generated on floor or grass, and tended to concentrate on the paths. Now there are a lot of sand dune grids, which can also have items generated on them - so the number of potential spots for items has grown enormously, and the (same number of) items are more spread out.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • Psi
                          Knight
                          • Apr 2007
                          • 870

                          #57
                          Originally posted by Nick
                          It's basically the sand dune thing. Previously, deserts were made up of rock and rubble, so all items had to be generated on floor or grass, and tended to concentrate on the paths. Now there are a lot of sand dune grids, which can also have items generated on them - so the number of potential spots for items has grown enormously, and the (same number of) items are more spread out.
                          I assume you can you see objects on sand dunes rather than them being disguised like on rubble? (If it wasn't for other dunes removing LoS anyway).

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9637

                            #58
                            Originally posted by Psi
                            I assume you can you see objects on sand dunes rather than them being disguised like on rubble? (If it wasn't for other dunes removing LoS anyway).
                            Yes, that's right - in particular, they're visible if you use Object Detection.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Bandobras
                              Knight
                              • Apr 2007
                              • 726

                              #59
                              Congratulations!

                              1.0! Ho-ho! Some variant maintainers are really brave.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9637

                                #60
                                Originally posted by Bandobras
                                1.0! Ho-ho! Some variant maintainers are really brave.
                                Meh - it's just a number. It doesn't mean it has any less bugs than previous versions.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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