I've just release a new beta update to Poschengband here. There are substantial changes to Archery and Extra Attacks in melee, so I think this update warrants a new minor release (3.0 -> 3.1). You may update savefiles if you like, but, as always, I recommend making a backup first. I definitely updated my characters from 3.0 to 3.1 without issue, but that doesn't mean I didn't mess up something obvious.
Source code is available here. A full diff of changes can be found here.
So, what changed?
[1] Archery:
* The bow multipliers are now specified in the edit files rather than being inferred.
* The game supports fractional bow multipliers.
* Ego bows of Velocity get +.25x to the multiplier.
* Extra Might now "dice boosts" the bow on item generation (Warning: Upgrading will only give +.75x for ego bows)
* Extra Shots now always use the object's pval, and grant +.25 shots per plus (Warning: Upgrading will give a pval of 3 if one is not present).
* Equipment combat bonuses now mostly apply to archery as well as melee. Exceptions include all gloves (except sniper), rings of combat (of course) and a few combat helms like Terror Mask and Hammerhand.
* Pickup preferences now treat dice boosted shooters like dice boosted melee weapons, so you can see these at a glance in map mode or with the object list command (']').
* Various shooting classes have had their extra shot values toned down.
* Rings of Archery are less likely to grant both Extra Might and Extra Shots.
[2] Melee changes
* Extra attacks are now fractional, and you get +.5 attacks per round per plus.
* Many items have had their pvals shuffled to compensate.
[3] Device changes
* Magic Mastery no longer gives device power. Instead, there is a new Device Power flag and it is currently extremely rare.
* Magic Mastery can now spawn on some of the wizard amulets.
* Wands of Rockets are more rare (and deeper)
* Wands of Disintegrate are also more rare (and deeper).
[4] Miscellaneous
* Death Swords now gain fractional blows for extra attacks. The number of blows possible is open ended, but in general, the final form will have a limited number of extra attacks.
* Death Sword retaliation for the Death Scythe form now only triggers 1 in 3.
* Scouts got some minor adjustments and an improved character dump. Scout terrain effects to AC and Saving Throw now scale with level.
* Mariliths get a usable starting weapon and their Enchantment power is now super cheap and easy (since they must eat corpses for food).
* Monsters with Pass/Kill Wall will no longer spam spells when a player is hiding out of line of sight.
* The out of bounds wilderness bug has been fixed.
* Rand-art helms/crowns are more likely to gain ESP.
Source code is available here. A full diff of changes can be found here.
So, what changed?
[1] Archery:
* The bow multipliers are now specified in the edit files rather than being inferred.
* The game supports fractional bow multipliers.
* Ego bows of Velocity get +.25x to the multiplier.
* Extra Might now "dice boosts" the bow on item generation (Warning: Upgrading will only give +.75x for ego bows)
* Extra Shots now always use the object's pval, and grant +.25 shots per plus (Warning: Upgrading will give a pval of 3 if one is not present).
* Equipment combat bonuses now mostly apply to archery as well as melee. Exceptions include all gloves (except sniper), rings of combat (of course) and a few combat helms like Terror Mask and Hammerhand.
* Pickup preferences now treat dice boosted shooters like dice boosted melee weapons, so you can see these at a glance in map mode or with the object list command (']').
* Various shooting classes have had their extra shot values toned down.
* Rings of Archery are less likely to grant both Extra Might and Extra Shots.
[2] Melee changes
* Extra attacks are now fractional, and you get +.5 attacks per round per plus.
* Many items have had their pvals shuffled to compensate.
[3] Device changes
* Magic Mastery no longer gives device power. Instead, there is a new Device Power flag and it is currently extremely rare.
* Magic Mastery can now spawn on some of the wizard amulets.
* Wands of Rockets are more rare (and deeper)
* Wands of Disintegrate are also more rare (and deeper).
[4] Miscellaneous
* Death Swords now gain fractional blows for extra attacks. The number of blows possible is open ended, but in general, the final form will have a limited number of extra attacks.
* Death Sword retaliation for the Death Scythe form now only triggers 1 in 3.
* Scouts got some minor adjustments and an improved character dump. Scout terrain effects to AC and Saving Throw now scale with level.
* Mariliths get a usable starting weapon and their Enchantment power is now super cheap and easy (since they must eat corpses for food).
* Monsters with Pass/Kill Wall will no longer spam spells when a player is hiding out of line of sight.
* The out of bounds wilderness bug has been fixed.
* Rand-art helms/crowns are more likely to gain ESP.
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