[Announce] Poschengband 3.3.0 Released
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Perma curse prevents using it as a swap item. You should never equip a terrible item without first *identifying* it! BTW, the easiest way to equip Beruthiel is to polymorph into a Demon Lord. You might only need another +5 to +10 con from your gear to max out, depending on race/class/personality/etc.But its perma cursed, so you can't check if you can wield it without instantly dieing to the first Jackel you see.
But you are correct about the -25 -> -20.
Btw, what is the succesrate of mimics learning a new form? I've some serious problems getting forms (11 mana hounds and no form kind of situation). Getting a unique form requires a lot of luck with <10% succesrates.
Mimics have a 5% chance to learn, so yeah, you need to get lucky.Leave a comment:
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But its perma cursed, so you can't check if you can wield it without instantly dieing to the first Jackel you see.It's still usable and you can get 700 to 800 hp with it. For something as gamebreaking as Beruthiel, there really needs to be a serious drawback and my first stab at that was the AFC, but that drew complaints. Besides, it used to have -25 Str/Dex/Con so this is better, no?
But you are correct about the -25 -> -20.
Btw, what is the succesrate of mimics learning a new form? I've some serious problems getting forms (11 mana hounds and no form kind of situation). Getting a unique form requires a lot of luck with <10% succesrates.Leave a comment:
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It's still usable and you can get 700 to 800 hp with it. For something as gamebreaking as Beruthiel, there really needs to be a serious drawback and my first stab at that was the AFC, but that drew complaints. Besides, it used to have -25 Str/Dex/Con so this is better, no?
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I saw you really ruined Beruthiel now. Next to the -20 str/dex/con it also has -20 hp and perma curse? Do you even have positive hp when you have such a reduction? Sucks... I liked that artifact. Now it's really a piece of junk.
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You can also earn money very quickly with a shovel + scrolls of treasure detection. Camelot has such ridiculous amounts of money in the walls that it doesn't actually take much real life time to scum the walls.Leave a comment:
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In the newest version, you can quickly level up with the Hounds in the wilderness.
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@Chris
I didn't know fire bolts aren't longer available.I am playing mainly older versions.
The money is quickly earned trough the random wilderness houses and the scumming of the first level of the icky cave,also,from sea monsters like lizard kings and trolls,and,of course,grendels pack :-).Leave a comment:
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Perhaps the grown mold should appear as mold first and then morph later in the Chameleon cave.
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I just used 'grow mold' in the chameleon caves... and it summoned a bunch of random monsters
They constantly shift like the chameleons do too. This is super entertaining, but not sure if it's WAD
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Can you elaborate? I assume you are buying wands in the town? If so, fire bolts are no longer available but frost bolts still are. How much gold are you spending to do this and where are you getting so much gold so quickly? Perhaps you just got a few lucky drops?
At any rate, having 99 frost bolts early in the game isn't that over powered. For a class that doesn't melee well, they really needed some early game help anyway.Leave a comment:
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I greedily stole Vanilla's idea for item stack generation for this release. Namely, the stacks are controlled on a per item basis (in k_info's M line) and there is a separate probability for actually generating a stack. While I was at it, I adjusted the stack size for various items. Many things now stack in sizes like 1d5 which means you might just find one of them. For Teleport Level, this also only has a 50% chance of generating a stack, so you will find singles quite a bit. On the other hand, there is now a (very small) chance of getting a stack of stat potions so it ain't all badThe new item generation in 3.3.2 is interesting. I see *a lot more* of the early-game game essentials, like which is great for dungeon exploration incentives. But, this is counter-balanced by lesser stacks or just single non-stack generations of deeper items. While this new change makes sense, I actually liked the old stack generation more, where you see stacks of Teleport Level Scrolls and so on.
Also, I added a TOWN attribute to k_info to determine what is allowed to be stocked in town (excepting the Black Market, of course). You'll notice many changes this release with what is available in town. Many weapons and armors are no longer accessible (e.g. Long Bows and Heavy Crossbows). This will allow finer grain control and is more manageable that hard coding switch statements for town stocking.Leave a comment:
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That would be hard to do with the current code base. At the moment, ridable monsters have a flag (RIDING in r_info) that enables riding for everyone. (Aside: In this game, everything is a flag so it is hard to parametrize stuff). Having size restrictions on riding might be interesting and certainly would be more realistic but is probably too much work for me just now. There is no concept of monster size and while there used to be a concept of player size, I hastily removed it long ago!Leave a comment:
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