[Announce] PosChengband 7.0.0 Released

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  • CyclopsSlayer
    replied
    trying a fresh Monk, with all easy's on, and virtues off.
    One thing I noticed very quickly, Monks absolutely suck versus breeders.
    And being a 'Sexy' Monk none of the breeders ever stop breeding and take a nap. LOL

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  • Derakon
    replied
    Originally posted by CyclopsSlayer
    I had always considered easy_id/lore as spoilerish, cheat mode. Might as well, save file dupe.
    But given the difficulty, sigh...
    There's no wrong way to play the game. One player's "cheating" is another player's "changing the game so it's more fun for them."

    I used to remove the MULTIPLY flag from monsters in ToME 2 because I got sick of the dungeons getting taken over by flying breeding monsters all the time (which, due to the use of trees for walls, meant the monsters effectively had passwall). It made the game slightly easier, in that I wouldn't have to abandon levels as often, but it made it vastly more enjoyable as well. In general, creators make the game that they think is best, and they deserve the benefit of the doubt...but they're not always right!

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  • nikheizen
    replied
    Originally posted by CyclopsSlayer
    I had always considered easy_id/lore as spoilerish, cheat mode. Might as well, save file dupe.
    But given the difficulty, sigh...
    I think Chris feels the same about them, given their in-game descriptions...
    But when you've already played a bunch, it's better to just be able to read which half dozen spells one of the 1500 monsters has instead of remembering. If my savefile persisted between versions I'd have 100% accurate info on everything except the changes in the new version.
    You could probably get a lot farther with save file duplication than by turning on easy lore/id, but it would be a lot more unfun!

    I think of them as "boring bullshit removal" options.

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  • CyclopsSlayer
    replied
    I had always considered easy_id/lore as spoilerish, cheat mode. Might as well, save file dupe.
    But given the difficulty, sigh...

    Leave a comment:


  • nikheizen
    replied
    @Wobbly, oh yeah. I always mix those two up since I'm thinking of Stone of Lore.

    It mainly makes the game easier by virtue of being less obnoxious to play. *ID* is probably one of the dumbest mechanics I've encountered in a loot simulator. If I wanted to enjoy IDing items, I'd play Brogue or something.

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  • wobbly
    replied
    Yeah unless you're a no-spoilers kind of person, Easy lore turns id into *id & makes the game a lot easier to play. Though I think it's actually easy-id & easy lore is monster id. There are 2 settings under = to play with when starting the character.

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  • nikheizen
    replied
    Originally posted by CyclopsSlayer
    Even Identified it tells you little about many of the brands. Like (Craft) this affects Craft School magic in some way I assume, but damned if I know...

    It is also annoying to have Identify tell you basically nothing you didn't already know.

    -An Amulet (unidentified) becomes,
    -A Barbarian Amulet (?)

    umm, yay?
    I'm going to give you a protip right now and just say: play with easy_id on.
    Last edited by nikheizen; August 21, 2017, 23:19.

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  • CyclopsSlayer
    replied
    Originally posted by wobbly
    The brand is mostly flavour text. Armageddon tends to get damage boosts visible on inspect & often an element brand. Death is vampiric & sometimes poison resist or hold life. Craft is just an element brand. You can either *id them or sell a bunch of junk brands till you know all the flavours, but there is actually nothing there that doesn't show up by inspect if fully *ided, except perhaps blessed which gets rid of the pointy penalty on a good priest.
    It might just be the color text wording. The block of text saying that an item might still have hidden powers to be revealed by *ID or selling should probably go away once the item is *ID'd.

    Back in Ang/Zang days one of the primary reasons to *ID was as a protection from memory-loss. Is that still the case? I could swear my now dead Ninja forgot ID'd items on several occasions.

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  • wobbly
    replied
    The brand is mostly flavour text. Armageddon tends to get damage boosts visible on inspect & often an element brand. Death is vampiric & sometimes poison resist or hold life. Craft is just an element brand. You can either *id them or sell a bunch of junk brands till you know all the flavours, but there is actually nothing there that doesn't show up by inspect if fully *ided, except perhaps blessed which gets rid of the pointy penalty on a good priest.

    Leave a comment:


  • CyclopsSlayer
    replied
    Originally posted by Fnord
    1) Yes. Does a lot more damage (3*base or more).
    2) For any fully identified weapon, just pressing i/e and then the letter of the weapon will tell you its properties (or use x in stores). If it's not fully identified, use *identify* (Scroll, spell, town service).
    Even Identified it tells you little about many of the brands. Like (Craft) this affects Craft School magic in some way I assume, but damned if I know...

    It is also annoying to have Identify tell you basically nothing you didn't already know.

    -An Amulet (unidentified) becomes,
    -A Barbarian Amulet (?)

    umm, yay?

    Leave a comment:


  • nikheizen
    replied
    Originally posted by Mocht
    Armageddon weapons have bigger damage dice, and sometimes (always?) weigh more, and nothing else
    You want Armageddon weapons if you are playing a mauler
    The word Armageddon is for flavour or whatever, each spell realm is a weapon ego, like life weapons give bonus life, or death weapons giving lifesteal, there is crusade and trump and so on
    Not to mention they often have large plusses.

    Some feedback on 7.0.0 for Chris:
    Attacking acid veils with acid immunity still triggers the "you are dissolved" message.
    New attack flavour messages seem to trigger even with elemental immunity to the given damage type.
    Healing type effects (staves, potions, spells) all say they cure poison, but do not - Holiness does this as well

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  • Rudiment
    replied
    Originally posted by Mocht
    Armageddon weapons have bigger damage dice, and sometimes (always?) weigh more, and nothing else
    You want Armageddon weapons if you are playing a mauler
    The word Armageddon is for flavour or whatever, each spell realm is a weapon ego, like life weapons give bonus life, or death weapons giving lifesteal, there is crusade and trump and so on
    Thank you. Where did you find this information? Ingame manual or other sources?

    Leave a comment:


  • Rudiment
    replied
    Originally posted by Fnord
    1) Yes. Does a lot more damage (3*base or more).
    2) For any fully identified weapon, just pressing i/e and then the letter of the weapon will tell you its properties (or use x in stores). If it's not fully identified, use *identify* (Scroll, spell, town service).
    I know it, but this broad sword is fully identified. Even in Library (Morivant) there is no option to Research this particular sword and there is no warning left about *identify* in description of this sword. So title Armageddon left unexplained. Maybe this sword power up magic from realm of Armadeddon?

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  • HugoVirtuoso
    replied
    Bug:
    If you're killed by a monster that outside of your LOS, then the Tombstone would say you were killed by 'it'...without identifying what it was...

    Or...Is this something new??

    Leave a comment:


  • wobbly
    replied
    Also worth keeping in mind back-stab works with confusion & a bunch of other stuff unless that has changed in 7.0, it did in the older versions. So look for a staff of confusion for extra fun

    Leave a comment:

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