Towards FAangband 1.2

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  • HallucinationMushroom
    replied
    I declare mega bonus points for the first At-man to shoot himself twice with one shot, and live to tell the tale.

    I'd finally take piercing shot as a specialty just to make it happen!

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  • LostTemplar
    replied
    Normally you fight in corridor, or anyway AI just move stright towards you, so player will allways hit anyway, even more, you can fire before monster appear in los, but monsters will hit rarely at high distance with slow attacks. It will definitely make dame easyer, and add some chance against off screen one shot attacks etc. Well most attacks may remain instant, just add few huge damage slow projectiles for fun.

    Player attacks can be instant, or final speed this is mostly irrelevant, but final speed monster attacks make a hude difference.

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  • Derakon
    replied
    Ehh, that I'm not so fond of. Hitting your targets then requires not just anticipating where they'll move to, but also measuring your distance to target and knowing how fast they move relative to the arrow's speed and knowing where they are in the turn order. That last is killer -- it's not shown anywhere.

    Such an approach would also have the side-effect of making missile weapons much less useful in the late game, when everyone's running at an appreciable fraction of the speed of the missiles (missiles: 100 energy/game turn; player and monsters: 40+ energy/game turn).

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  • LostTemplar
    replied
    Not like this, real flying objects, so you can dodge them, fire in advance, etc.
    just like arrow travel 1 tile per game turn.

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  • Mondkalb
    replied
    Originally posted by LostTemplar
    I have played Dwarf Fortress a bit and seen a cool feature of flying objects, e.g bolts, so they dont instantly hit, but travel over time. It may be nice to add this to angband. Before is thought, that something like this will be hard to do or bad looking in turn based roguelike game, but now I see it is fine.
    That feature is already available:
    Delay Factor
    The "delay_factor" value, if non-zero, will slow down the visual effects used for missile, bolt, beam, and ball attacks. The actual time delay is equal to "delay_factor" squared, in milliseconds. A value of five works well on many machines.
    You can change the value of the delay factor via the options menu (press =).

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  • Derakon
    replied
    You can add a delay factor from the options menu that will cause distance attacks to animate. They will still take zero game time to reach their targets though.

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  • LostTemplar
    replied
    I have played Dwarf Fortress a bit and seen a cool feature of flying objects, e.g bolts, so they dont instantly hit, but travel over time. It may be nice to add this to angband. Before is thought, that something like this will be hard to do or bad looking in turn based roguelike game, but now I see it is fine.

    Leave a comment:


  • Nick
    replied
    Originally posted by andrewdoull
    (Stupid message length restrictions prevent me making this message just be 3 characters long.)
    Never mind - you still managed to make it too obscure for me

    EDIT: even with the clarification - it's brain-Fried-day here

    EDIT2: OK, now I get it. Much too subtle for me.

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  • andrewdoull
    replied
    Originally posted by andrewdoull
    ...
    And by that, of course, I'm implying that you're writing JRPGAngband...

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  • Nick
    replied
    Originally posted by Bostock
    I'm really looking forward to this!
    Good! I think it will probably happen, and am thinking about how to do it, but it won't be in until 1.3.

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  • andrewdoull
    replied
    Originally posted by Nick
    perhaps have actual NPCs you can buy from.
    ...















    (Stupid message length restrictions prevent me making this message just be 3 characters long.)

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  • Bostock
    replied
    Originally posted by Nick
    Well, I'm thinking (some vague ideas upthread) of redoing wilderness
    I'm really looking forward to this!

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  • Nick
    replied
    Latest

    Looks like the advice on this update will be "Don't update a live character" - I'm in the process of breaking the way existing specialties are stored.

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  • Fendell Orcbane
    replied
    Originally posted by Nick
    Well, I'm thinking (some vague ideas upthread) of redoing wilderness, and might make the buying mechanic a bit different - perhaps have actual NPCs you can buy from. We'll see.
    I think that having NPC's that you can buy stuff from would be so cool : )

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  • Nick
    replied
    Originally posted by Fendell Orcbane
    So no more stores? Why ?
    Well, I'm thinking (some vague ideas upthread) of redoing wilderness, and might make the buying mechanic a bit different - perhaps have actual NPCs you can buy from. We'll see.

    Leave a comment:

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