[Announce] Poschengband 3.3.0 Released

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  • debo
    replied
    Originally posted by mewmew
    Why do playable hounds use health for their breath while playable dragons and possessed/mimiced hounds use SP? It's kind of unfair.
    If you're looking for fairness, this is the wrong game

    I think dragons also used HP until very recently, they're sort of odd ducks among monster races now. (I'm also not sure that all dragon realms use SP for breath, but I haven't played one.)

    Possessors / mimics are also weird. (In a good way.)

    imo the next release should add more incomprehensible japanese things.

    Leave a comment:


  • mewmew
    replied
    Why do playable hounds use health for their breath while playable dragons and possessed/mimiced hounds use SP? It's kind of unfair.

    Leave a comment:


  • Nick
    replied
    Originally posted by EpicMan
    What could be substituted for an xp penalty?
    No XP penalty

    Leave a comment:


  • chris
    replied
    Originally posted by Tulip
    I was hoping for further diversity within those dungeons.
    Such as? Clouded and I recently added close to 300 new room types to the dungeon generator. There are also currently 128 vault types so I don't think we need more of those.

    The wilderness, on the other hand, does currently need a bit of work.

    Leave a comment:


  • debo
    replied
    Originally posted by EpicMan
    What could be substituted for an xp penalty? A score penalty? Maybe reduce the number of stat increases you get from levelling up, where a high-stat race like High Elf starts great but gains fewer stat increases as they level, or maybe gets the same amount but they are given at higher levels?
    I dunno. I've played the most extreme of weak-midgame-high-XP-penalty characters, and even that wasn't terrible once you got rBase, since you can farm ancient dragons literally forever and still get good XP and drops from them. I guess it's just part of the game; also, I am not a game designer

    Leave a comment:


  • mewmew
    replied
    worse item drops?

    Leave a comment:


  • EpicMan
    replied
    Originally posted by debo
    Several of the dungeons have subtleties that I didn't pick up on at first, although these have little to do with terrain. The Arena, for example, prevents monsters from mass-summoning. Anti-melee and anti-magic caves have pretty obvious mechanics. The glass castle and its transparent walls can also make for some interesting close-calls from breathers. ("A wall is crashed. (x99) *** LOW HITPOINT WARNING***")

    Not sure where you're "grinding" right now, but the midgame can certainly feel awful esp. for builds with a high XP penalty.
    What could be substituted for an xp penalty? A score penalty? Maybe reduce the number of stat increases you get from levelling up, where a high-stat race like High Elf starts great but gains fewer stat increases as they level, or maybe gets the same amount but they are given at higher levels?

    Leave a comment:


  • debo
    replied
    Originally posted by Tulip
    I was hoping for further diversity within those dungeons.
    Several of the dungeons have subtleties that I didn't pick up on at first, although these have little to do with terrain. The Arena, for example, prevents monsters from mass-summoning. Anti-melee and anti-magic caves have pretty obvious mechanics. The glass castle and its transparent walls can also make for some interesting close-calls from breathers. ("A wall is crashed. (x99) *** LOW HITPOINT WARNING***")

    Not sure where you're "grinding" right now, but the midgame can certainly feel awful esp. for builds with a high XP penalty.

    Leave a comment:


  • Tulip
    replied
    Originally posted by mewmew
    IMO different dungeons have quite different layouts.
    I was hoping for further diversity within those dungeons.

    Leave a comment:


  • mewmew
    replied
    They get two-handed weapon bonus with a shield since CL1, and they get double AC from their shield since CL5. They would better start with a weapon too though.

    IMO different dungeons have quite different layouts.

    Leave a comment:


  • Tulip
    replied
    I played a shieldmaster and noticed that there are no shield skills available right away.

    I am aware you obtain shield bash at level 10, but I believe it would be suitable for some sort of weaponized shield ability to be available at level 0.


    Are you planning to add more vaults or variety to wilderness? Both dungeons and wilderness can get monotonous at times, barring the occasional firebolt out of nowhere which is more likely to induce panic/fleeing than interest.

    Different dungeon layouts and features would be nice too. Anything to break the boredom of grinding.

    Leave a comment:


  • chris
    replied
    Originally posted by ThunderToads
    A possible bug I noticed is that pet Great Storm Wyrms keep giving me friendly fire with their 'Storm winds' breath attack.

    This happens even when I have the 'allow involve player in area spell' pet option set to 'off'. Pet Great Storm Wyrms never breathe lightning on me and other pets also don't breathe other elements on me. It just seems to happen with storm breath. I wonder if anyone else has noticed the same thing, or maybe a similar effect with other storm breathers (elder storm giants?)?
    Thanks. It will be fixed for next release.
    Code:
    diff --git a/src/defines.h b/src/defines.h
    index 360b5be..ec315ca 100644
    --- a/src/defines.h
    +++ b/src/defines.h
    @@ -3775,7 +3775,7 @@ enum summon_specific_e {
          RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | RF4_BR_DISE | \
          RF4_BR_NEXU | RF4_BR_SHAR | RF4_BR_TIME | RF4_BR_INER | \
          RF4_BR_GRAV | RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
    -     RF4_BR_NUKE | RF4_BR_DISI)
    +     RF4_BR_NUKE | RF4_BR_DISI | RF4_BR_STORM)
    
     #define RF5_BREATH_MASK 0L

    Leave a comment:


  • ThunderToads
    replied
    A possible bug I noticed is that pet Great Storm Wyrms keep giving me friendly fire with their 'Storm winds' breath attack.

    This happens even when I have the 'allow involve player in area spell' pet option set to 'off'. Pet Great Storm Wyrms never breathe lightning on me and other pets also don't breathe other elements on me. It just seems to happen with storm breath. I wonder if anyone else has noticed the same thing, or maybe a similar effect with other storm breathers (elder storm giants?)?


    Originally posted by chris
    has anybody possessed Tiamat?).
    I did, giving up the bounty quest reward to do it. Quite the upgrade over Ancalagon.

    Leave a comment:


  • Arjen
    replied
    Originally posted by chris
    ...has anybody possessed Tiamat?).
    *rolls eyes* Ofcourse! Along with that GWoP. (Both extremely powerful) But the dragon magic is a great addition to keep dragons interesting. (Still on my to-do list).



    It was one of my a-certain-type-of-monster-only possessors. I think possessors are too strong in the endgame with all those insane unique in the endgame. (Most of them are humanoids.)

    Leave a comment:


  • chris
    replied
    Originally posted by mewmew
    Speaking of dragons, I just realized... Why would you play as a dragon when you can play possessor with less exp penalty than many dragons and snatch a great body (ancient dragons aren't that hard to kill pre lvl30) earlier, with innate speed bonus too?
    The Dragon monster race is probably stronger than most dragon possessor forms. For one thing, you get to choose a special dragon realm for spells and skills. For another, your melee attacks might grow to be more powerful than any of the possessor forms (depending on your chosen realm). Possessing a Great Wyrm of Power probably can't be beat, though. And some of the unique dragon possessor forms are rather nice (Nidhogg, Mycen, Bahamut; has anybody possessed Tiamat?).

    Leave a comment:

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