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Pete Mack July 3, 2019 11:40

Yes, I just verified that is the case. It wasn't always so, however. You could ignore low-dice weapons when you got strong enough.

Quote:

Originally Posted by Nick (Post 138956)
As far as I'm aware, you can't ignore daggers - you can only ignore object kinds which appear somewhere in the main ignore menu (before the quality and ego menus).


Ingwe Ingweron July 3, 2019 11:54

Quote:

Originally Posted by Pete Mack (Post 138963)
Yes, I just verified that is the case. It wasn't always so, however. You could ignore low-dice weapons when you got strong enough.

Are you talking about Vanilla? In all the years I've played this game, there's never been an ignore of artifacts, and when has there ever been an "ignore", or previously a "squelch", based on values in Vanilla? Maybe you're talking about a variant? Having an ignore based on values is something Fizzix tried to workout, if I recall, but never found a good implementation or interface, so the effort was shelved.

fph July 3, 2019 12:53

I think Vanilla gets it about right in the balance between power and complexity. Tome's automatizer was extremely powerful, but it was also a mess to use.

Pete Mack July 3, 2019 13:12

Ingwe--
You had to pick and choose the weapons you wanted to ignore. Alas, there is no reasonable way to do something similar for armor types, because even very low base AC armor (such as soft leather boots!) has excellent artifacts, even in standarts.

Ingwe Ingweron July 3, 2019 14:19

As far back as 2.5.1, I don't remember ever having it squelch artifacts.

Pete Mack July 3, 2019 14:46

Squelch was added in 3.0.6

Ingwe Ingweron July 3, 2019 14:49

For kicks, or to relieve boredom more likely, I just read back through all the release notes for Angband versions on rephial. Nick, I must say, you've done an amazing amount of work in these past four years! Thank you!!! :D

Ingwe Ingweron July 3, 2019 14:59

Quote:

Originally Posted by Pete Mack (Post 138970)
Squelch was added in 3.0.6

3.0.8, when you and Andrew Sidwell did TONS of fantastic work improving the game! :D

Pete Mack July 3, 2019 18:52

Alas, so many changes happened *before* the game was refactored, so it is very hard to go back to tweak 3.0.x with just those changes that (say) Eddie Grove would like. Such are the wages of an engineering deficit.

Quote:

Originally Posted by Ingwe Ingweron (Post 138972)
3.0.8, when you and Andrew Sidwell did TONS of fantastic work improving the game! :D


Voovus July 4, 2019 22:12

Returned to Angband from a holiday elsewhere. Some comments for Nick on the new version:

1. New hunger mechanic. Sorry, no. I find it even more of a nuisance with the gorge effect.

2. Tunneling with shovel in inventory. Wonderful! :D

3. New damage rules. Interesting. This was the first time I ended up carrying a spare weapon. Normally I find it's too much of a hassle (+30% damage to dragons - meh), but now it felt that it was worth it (+200% damage to dragons - yes please!). Not convinced that the details are right, but it's going in the right direction.

4. New damage rules applied to ranged damage. Um. Needs work. Heavy Crossbow of Extra Might (x5) (+12,+18) <+1>, only does 29 damage/round with a normal bolt. Seems a bit pathetic. Maybe just double or triple all ranged damage?

5. Exp modifiers. Are High-Elf and Dunedain meant to be "easy" races, since they don't appear to get any exp penalty? Could cause difficulties for competitions.

6. This has probably been reported plenty of times, but there's still a bug with @ not stopping in time when running. For instance, my @ automatically moved onto a trap with 100% searching skill.

7. Please address the Rogue's thieving skill before 4.2. It was a lot of fun originally (though overpowered). Now it's basically worthless. :(


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