[Announce] Poschengband 3.3.0 Released

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  • HugoVirtuoso
    replied
    Question - What decides the Blood-Mage's failure rates nowdays in 3.3.2? INT? CON?

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  • wobbly
    replied
    Random thought: Have you considered opening up more ride-able creatures for the smaller races? I would love for my gnome to be able to ride a dog, a wolf or a wild boar.

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  • HugoVirtuoso
    replied
    Regarding 3.3.2:
    Potions of Speed seem much more rare now than before...or is it just me?

    Edit: It WAS just me. I encountered a stack of Potions of Speed during the Sting while playing my Archon Wild-Talent in 3.3.2. Ok, I'm happy.
    Last edited by HugoVirtuoso; June 8, 2014, 04:18.

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  • poschengbandplayer
    replied
    you didn't implement my other suggestions :-(.
    anyway,i'd suggest you to take a look at the magic eater for the next class being rebalanced.it's fairly easy to get 99 castable fire bolts in under 1 hour.

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  • HugoVirtuoso
    replied
    The 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.

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  • chris
    replied
    Version 3.3.2 is now available. This release is mostly a bug fix and rebalance release:

    * Removed infinite experience exploit with player resting.
    * Hounds now spawn in the wilderness.
    * Spiders get a better paralysis attack: Paralysis is no longer sleep.
    * Fixed (nothing) object bug in wilderness.
    * Rebalanced the Blood-Mage. They can no longer choose the Life realm and other healing spells are either illegible (Herbal Healing) or don't work to restore hp. There may be one or two weak exceptions, though. Also, they now have to deal with armor and glove encumbrance issues just like all other mages, but the effects manifest thru higher fail rates rather than decreased spell points.
    * The Town weapon shop is kinder about stocking archery supplies.
    * Town stocking of certain essentials (Food, Light, Diggers, Recall) is also kinder, but not 100% guaranteed.
    * Finding food and recall in the dungeon is also easier. In fact, the ironman_shops option should now be playable as it enables the player home.
    * More Possessor/Mimic forms can benefit from Economical Mana (e.g. wizardstaves).

    As usual source and a diff are available.

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  • chris
    replied
    So, more evilness then?

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  • debo
    replied
    I still think Sil has the advantage here, but among "traditional" variants poscheng is the best I've found. In general, given how massive and weird the setting and rules are, I'm constantly amazed at how consistently fun this variant is. I haven't been this badly addicted to anything (except sil) in a long while.

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  • HugoVirtuoso
    replied
    Originally posted by debo
    This is one of my most agonizingly favorite things of poscheng
    In my opinion, PosChengband has the most interesting monster Al I have EVER seen. I have not seen many variants with such monsters that find you from miles away, mass summon to flush out players hiding in walls, breath disintegration to reveal hide-away players without hesitation, ambush and flank players, try to double-triple-quadruple move players, and so on. Having monster packs waiting inside a room to do the let's-instakill-the-player-by-ambush... is genius (I do intend to mean this in a GOOD way.). Don't get me wrong. Sil has an intuitive monster Al. But, PosChengand's monster Al brutality is seriously on another level, which is a grandmaster's work on how monsters should really behave.

    I once had a peek-a-boo Scylla that flanked and killed one of my Merle's from Comp 153!

    By the way, I'm actually VERY favorable of how this monster Al works. It prevents boredom, reinforces players to make different decisions, think differently, and most definitely gives PosChengband its unique touch and its very high replayability.

    My two cents.
    Last edited by HugoVirtuoso; June 7, 2014, 05:33.

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  • debo
    replied
    This is one of my most agonizingly favorite things of poscheng

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  • HugoVirtuoso
    replied
    Originally posted by Fnord
    I'm currently still playing 3.1.4, but I've read notes since then and not mentioned this being fixed.

    Pretty certain this is a bug, and I think it's related to escorts and/or summons (not sure if they're related code-wise).

    I've seen this before with Kronos, but right now I'm seeing it with a bunch of Inertia Hounds. They don't move at all. They're active, and if I step into LOS, they breath at me, but no matter what I do, they don't move at all. They were summoned by Charcharoth (I think - possibly also Cerberus).

    I saved and copied that if you'd like to have a look - not sure how I can send you a file here.

    With Kronos, it was the same - him and his escort were refusing to move at all. If I stepped into LOS, they threw rocks etc, but they weren't chasing me no matter what I did. I made sure to wake them up, I shot stuff at them, but no matter.
    I doubt this is a bug and I think this is working as intended.

    This is actually how the monster pack Al works in PosChengband sometimes. Some types of monster groups DON'T ALWAYS chase you once they see you. Instead, they (Hounds and probably Giants in particular) just stay here and then blast you the second you appear in the pack's LOS. Depending on "what's in the monster pack's minds" they might start chasing you once you kill off some of the monsters in that group. Yes, that will **HURT** to get pummeled by 10 giants at once. Just imagine if 10 Great Wyrms were doing that simultaneously............
    Last edited by HugoVirtuoso; June 7, 2014, 03:42.

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  • Fnord
    replied
    I'm currently still playing 3.1.4, but I've read notes since then and not mentioned this being fixed.

    Pretty certain this is a bug, and I think it's related to escorts and/or summons (not sure if they're related code-wise).

    I've seen this before with Kronos, but right now I'm seeing it with a bunch of Inertia Hounds. They don't move at all. They're active, and if I step into LOS, they breath at me, but no matter what I do, they don't move at all. They were summoned by Charcharoth (I think - possibly also Cerberus).

    I saved and copied that if you'd like to have a look - not sure how I can send you a file here.

    With Kronos, it was the same - him and his escort were refusing to move at all. If I stepped into LOS, they threw rocks etc, but they weren't chasing me no matter what I did. I made sure to wake them up, I shot stuff at them, but no matter.

    Leave a comment:


  • HugoVirtuoso
    replied
    Originally posted by debo
    Fun fact: If you reforge an artefact onto a poison needle, you get nothing back!
    And doing this causes the "<nothing> taking up space" bug to occur also. Workaround: reload savefile.

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  • debo
    replied
    Fun fact: If you reforge an artefact onto a poison needle, you get nothing back!

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  • debo
    replied
    Thank you!

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