[Announce] PosChengband 1.0.0

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  • Arjen
    replied
    Originally posted by chris
    Are playing an Artemis Demigod? They always start with a shortbow and arrows no matter their class ...
    Ahh, ok. It was good I had em, sold them for some seeker bolts in the 1.

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  • chris
    replied
    Originally posted by Arjen
    Crosbow masters start with a shortbow and arrows (and crosbow+bolts). Why a bow too?
    Are playing an Artemis Demigod? They always start with a shortbow and arrows no matter their class ...

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  • Arjen
    replied
    Crosbow masters start with a shortbow and arrows (and crosbow+bolts). Why a bow too?

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  • chris
    replied
    Originally posted by AnonymousHero
    race_troll.c appears to be missing from the source archive.
    Apologies ... I uploaded a new poscheng-117-src.zip (same filename). Hopefully, that is the only new file I forgot to add!

    Edit: I tested a clean build on windows from the downloaded src archive. It works now.

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  • AnonymousHero
    replied
    race_troll.c appears to be missing from the source archive.

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  • chris
    replied
    Originally posted by wobbly
    Thought I'd try a rage-mage today, they sounded interesting. My starting equipment however: "the weight of your equipment encumbers your movement". Further tested it with a cloak & a dagger, it seems that only when naked & unarmed do I get "You feel able to move freely". I can at least wield a torch but considering the circumstances, might be less embarrassing without it.
    Well, that's a bug. I guess its time to upload version 1.0.17:
    * Fixed Rage-Mage encumbrance.
    * Removed the Virtue system
    * Golems regain Stone Skin
    * Mindcrafter Precognition no longer so costly
    * Fixed Extra Might display bug
    * Slaying weapons (Armageddon) are no longer heavier than normal.
    * Fixed character dump for pets. Riding mount is now displayed properly.
    * Leprechauns lose a bit of stealth
    * Ares demigods now prorate their damage boost when dual wielding
    * Equipment *identifies* at birth
    * Fixed major bug with Troll AC.
    * Fixed equipment bug when restarting a Servant of Khorne.

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  • wobbly
    replied
    Thought I'd try a rage-mage today, they sounded interesting. My starting equipment however: "the weight of your equipment encumbers your movement". Further tested it with a cloak & a dagger, it seems that only when naked & unarmed do I get "You feel able to move freely". I can at least wield a torch but considering the circumstances, might be less embarrassing without it.

    Leave a comment:


  • chris
    replied
    OK, I will remove the Virtue System.

    Player alignment will still exist but will no longer be influenced by your virtues. For example, Balrogs are still evil (so won't be able to summon good monsters) and Archons are still good (so won't be able to summon evil monsters). Most everybody else will behave as if they are "neutral".

    For a Trump summoner, it will be harder to spam Great Wyrms of Power from Trump Ancient Dragon (unless you play an Archon), but this is probably a good thing!

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  • chris
    replied
    Originally posted by wobbly
    by the way I notice potions work thrown (sleep potions will sleep monsters they hit, great for my ninja). Is there an easy way to stop auto-pickup auto-destroying them?
    You can use pickup preferences for this. Type '_' to invoke the editor and add a line like:
    Code:
    potion of sleep
    to the file.

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  • wobbly
    replied
    I'd favour scrapping virtues, or perhaps just leaving it for specific classes where it was thematic (priests,monks..)

    by the way I notice potions work thrown (sleep potions will sleep monsters they hit, great for my ninja). Is there an easy way to stop auto-pickup auto-destroying them?

    Leave a comment:


  • Djabanete
    replied
    I don't think virtues add much to the game right now because
    the player doesn't know what benefits the various alignments
    confer, and doesn't know how to change his alignment in any
    case.

    And even if one *does* know what changes alignments --- and I
    did peruse the old Hengband online spoilers to find out about
    this --- the actions required to leverage this knowledge would
    lead to tedious gameplay.

    If I were in your shoes I would scrap alignment/virtues.

    A simplistic system that just had 3 alignment levels (Good/Neutral/Evil), or the 9 of D&D (add a second dimension of Lawful/Neutral/Chaotic), could possibly be successful, perhaps with alignment depending on equipment instead of player actions (so annoying gameplay isn't rewarded).

    For example I could imagine a Helm of Evil that might favor Death spellcasters and hamper Crusade spellcasters, etc.

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  • wobbly
    replied
    Found Frescia wondering around level 1 of Camelot. Was open door, dead for my little gnome.

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  • AnonymousHero
    replied
    Originally posted by chris
    I'm not really sure what to do with the virtue system. I don't see a way to fix it and it is currently rather relevant for summoning characters
    The answer is simple: remove it. Most of the Hengband mechanics are pretty obvious, but this is not one of them. The summoning issue is moot, IMO -- behave as if the player were exactly on the dividing line.

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  • chris
    replied
    Originally posted by ThunderToads
    I've noticed that having the Temperance virtue has a huge effect on your alignment just for going hungry a little. If you only eat when you're hungry, you'll quickly end up Lawful no matter what else you do. This is a little weird in and of itself, but it's a special pain for characters using an 'evil' magic school where spell failure rate is affected by alignment.
    I too have noticed that alignment is susceptible to wild swings in the early game (but it often settles down later in life). Temperance is by far the easiest virtue to control. Don't eat when you are hungry to "be good" and eat to become bloated to "be bad". Its rather easy to game your alignment when you have this virtue.

    I'm not a fan of Hengband's alignment system but am not sure what to do about it. Basically you have a bunch of hard to guess mechanics to alter your virtues (like selling empty bottles for nature???!) and a complete lack of feedback whenever you do something virtuous or not (The only feedback you get is if your virtue score suddenly crosses one of the description boundaries so that the text changes). So you either source dive to see what all the triggers are or, if you are like me, ignore the system altogether. The effects are small enough and I even halved the spell fail rate, though 10%->5% for wisdom casters is still rather significant. This matters for my nature monks, but there is always the Rebalancing Ritual in Zul.

    I'm not really sure what to do with the virtue system. I don't see a way to fix it and it is currently rather relevant for summoning characters. If your alignment doesn't "match" than you can't summon certain creatures. Moreover, summoning a good monster makes the player good and summoning an evil monster makes the player evil (if neutral). This prevents squabbles among your children

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  • chris
    replied
    Originally posted by wobbly
    A small annoyance, your starting equipment doesn't start fully identified
    That's easy to fix

    Am I not understanding some advantage of potions of boldness over heroism?

    boldness - removes fear, costs 297 gold
    heroism - removes fear, causes heroism, heals for 10, costs 51 gold
    Heroism does not remove fear. In fact, very little in the game will remove fear (mushrooms of cure paranoia, potions of boldness, the Boots of Flora, the spell Remove Fear and walking the pattern come to mind). So if you are fighting Tiamat and suddenly become Terrified, then a potion of heroism won't help at all, but a potion of boldness will.

    Heroism gives resistance to fear, which increases your saving throw against scary stuff, but fear resistance is no longer fear immunity!

    Leave a comment:

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