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Preparing for 4.2 release
There are now new builds on the nightlies page and angband.live with the following changes:
These are the last gameplay changes (as distinct from bugfixes) that I intend before releasing version 4.2.0. The number of bugs on my list has now dropped below 30; I would appreciate any feedback on this list (things I've missed, things that are incorrect or no longer a problem). So this is now a call for complaints. What's wrong with the current state of the development version? In particular, I am interested in feedback on the new classes and the changes to the monster list, but also on other things that have changed since 4.1.3 like XP penalties (both for races and classes), artifact changes, randarts, lighting. Feel free also to re-litigate changes made from 4.0 to 4.1, or suggest lost features from even older versions or new stuff. Lack of comment will be taken as approval :) |
I'm generally very pleased with the new changes but I got few complaints now that you asked for them:
Packs of Old Forest Trees don't add anything to the game. Other than sometimes blocking a corridor. I just ignore them every time I see one. Another tree complaint is about Hasty Ent. If you wake one up, you basically want to lure it somewhere and destruct the area, because it finds you anywhere and digs walls. I'm not particularly fond of those Huorns either. Mostly because they start to appear bit too early. Wiruin is the kind of unique you just want leave it where you spotted it and never come back. Or destruct it. This, if you can detect it before it gets you. For flavors I don't tend to complain but "Etten"? Staff of Starlight and Wand of Door Destruction I never use, even though they are supposed to be beneficial. Buff em or ditch em. Also, the game has too many fights against canines. Wolves and wargs are everywhere and then come the Z's. I sometimes even let myself to get wounded under 50% HP, just so I can get the whole wolf pack to follow me in the corridor without pelting them moving on and off from doorway (EDIT: this, of course, is a very old issue. Not the new problem). These came in my mind first. Some changes are excellent, like huge buffs on mature dragons, wraith buffs. Nazguls being moved much deeper is kinda good but Uvatha wasn't nowhere near as dangerous as other dlvl70 uniques. |
+1 to this!
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I've liked most of the changes to classes and monsters, except for the big nerf to Rangers. It's bad enough that I stopped playing that class completely, but it did get me to try out the other new classes. :)
The tree monsters don't bother me as much, I think they add a neat bit of Tolkien flavor. Multi-headed hydrae seem a bit too much still. If I detect a pit, I'll avoid it at all costs, I didn't use to do that. And gorgons summoning 8-headed Hydra can get out of hand quickly. |
Ooh, I will enjoy trying the new combat damage thing. I hope weird, big damage dice weapons drop like they do in O and FA, like 2d17 lances. I can't remember much about my recent playthrough of Vanilla... sometime, last year?
Complaints? I still think lanterns should be in the general store. Carry on! |
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New builds up on the nightlies page and angband.live to fix a bug that was stopping randart files from loading.
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Both. Losing resistance and haste is huge. (Same for rogues.) Teleport other is still plenty common, so less of a loss. The supply of resistance potions--along with other utility scrolls and potions-- is way down too, now that Temple and Alchemist are combined.
Finding Scarabtrices was huge in previous releases. The new spell books don't come close to replacing it. |
Also, at least a while ago, ironman ranger was a disaster. No fun. All the nerfs plus you have to carry three shooters to get enough ammo. And minimal incentive to use a bow. A create arrow spell would help a lot and maybe additional to-hit bonus for bows only.
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I really like almost all of the new features so far. I think the new classes have really tightened up and are working well (though I'm inclined to agree with those who think Necromancers and Rangers are still a little underpowered).
Playing with randarts is even more fun than it was before. I actually like the trees, they require a bit of tactics to tackle (much like nexus quylthugs -- yes, they're annoying, but they're an interesting challenge) and make fire-related items much more worth hanging onto. My gameplay style is definitely changing to use items that I previously didn't bother with because they weren't useful enough. It's cool to have new uses for familiar objects that I never took notice of in earlier versions. I agree with whoever said lanterns should be available in the General Store, though I'd be fine with them being relatively rare. Or maybe rings of light should sometimes turn up in the magic shop, or earlier in the dungeon? I'm also frustrated by how often there are no shooters available in the weaponsmith's. Re: someone else's comment about Staves of Starlight, do they actually do more damage than a Staff of Light? If not, then I think they're completely pointless, but if they do significantly more damage they have value, especially for tackling orc or jelly pits. Am I hallucinating or has dragon scale male become rarer? Also, I understand you've reduced drop rates for spellbooks @ can't use, but in my games with the build before this one, I was getting a LOT of prayer books, particularly Cleansing Power and one of the dungeon prayer books (at weirdly early dungeon levels), while playing a Rogue. One random thing I've suggested before but thought I'd throw out there again anyway: I think it would be thematically appropriate for Kobolds to get, say, a +1 or +2 to tunneling given that they're meant to live in the underdark. ETA another point: the behaviour of the Rogue spells Cure Poison and Resist Poison now seems inconsistent in light of the recent change to !RP to both cure and prevent poisoning (especially considering that the Heroism and Berserk Rage spells for other classes both cure and resist fear). I'm not sure this is really a problem (or whether it's already been discussed), but since they get Resist Poison right after they get Cure Poison anyway, maybe those two spells should be rolled together and a different spell added instead. I'm not sure what other spell, but it occurs to me that something that could be super useful for Rogues would be a spell that temporarily enhances stealth in some way -- either by 'quieting' their footsteps or making them invisible/shadowy. Alternatively, some sort of 'backstab' spell might be useful -- phase door to target, make a sneak attack, and phase door away? Or would that be too powerful? I know the half-casters aren't meant to have attack spells but it does seem thematically appropriate. (It'd suit Blackguards as well.) I don't know if this sort of thing has been suggested before because I don't follow the development forums too closely, but I'd be interested to hear what anyone else thinks about it. I'm just spitballing, as is the way of my people. |
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@ STR 18/10 DEX 18/50 Sling of Accuracy (x2) (+19,+6) Rounded Pebble (1d2) (+5,+4) Average damage/round 4.4 Iron Shot (1d4) (+0, +0) Average damage/round 6.4 |
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This is pretty broken, I agree. If you are going to use deadliness, you really need to make the base damage higher, since angband monsters tend to have more HP than O monsters. Or you need to make the deadliness multiplier higher. +10 should be closer to 100% than 50%. You knocked the value of that sling almost to zero here. (Difference between 5 dam and 6.4 dam is just miniscule, and it is worthless after around DL 5.)
Finally, compare it to magic devices. With this calculation, a sling will ALWAYS be worse than a lousy wand of lightning, which I never carry for more than a little while. You need to balance damage with other forms of offense. |
I think those calculations show why in variants that work of damage dice and % damage increase, ammo damage is always set much higher.
The current values are designed for much of the damage coming from damage bonuses. |
Some math: with the new system, melee DPR is
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Ranged DPR, on the other hand, is Quote:
weapon_bonus, launcher_bonus, ammo_bonus all scale from 0 to about 1, very loosely dependent on level, but it's not impossible, with some luck, to find enchanted arrows and a bow of power with high bonus even early in the game. They are forced to have the same scale, if we want enchant weapon scrolls to work in the same way on all targets. The most obvious asymmetry is that there are more multiplicative factors for ranged damage. This might require some more work to balance, but it's not so big of a problem. In my view the biggest problem is that ranged damage scales less sharply with CL, since nshots is a lot more flat than nblows. This makes ranged damage very equipment-dependent, so luck-dependent. A possible solution would be having nshots scale with level like nblows (with rangers getting a bonus), but that would require everyone to blow through much more ammo. What about having a STR-dependent, or DEX-dependent, might multiplier? That would restore some scaling with CL for ranged damage. Another effect of the change is that ranged damage now scales linearly with ammo and launcher type: slings will always deal less than half as much damage as crossbows. This isn't necessarily bad, but it makes them almost useless in the late game. Maybe bows and crossbows should be deeper items, so that there is a gradual upgrade through the game, with crossbow the natural late-game choice for everyone who isn't a ranger. |
Why not make the draw (~multiplier) of a launcher require a minimum strength?
Sling = none. Short bow = low Long bow = bit higher Light Xbow = high Heavy Xbow = very high We already have min strength for lances and other super heavy melee weaps |
Another point to consider is that ranged damage is currently a very effective way to get through the early game, for various underpowered race/class combinations. A gnome mage is much tougher to play without a sling or a bow.
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If you mean the multiplier is based on str(draw) thats odd on mechanical device like a crossbow. It takes str or a mechanism to load it, not to shoot it. I've been contemplating str based shots/round with a bonus for rangers with str being draw on a bow or reload on a crossbow. The idea being slings are fast first (like the dagger) and the crossbow never getting enough shots/round to be ideal for late game rangers, but never got round to plugging in numbers to see if it worked out right. |
New builds up on the nightlies page and angband.live which try to deal with some of the issues raised so far in this thread:
Thanks for all the discussion of the percentage damage option - hope people are having fun thinking about it. I'll probably play with it a bit to see if I can make it viable without wrecking regular damage, but it really was a spur-of-the-moment addition. So probably I'll be more focused on bugfixing. |
I really like the idea of using staff level to improve the quality of the arrows! Well done!
It would be interesting to have both combat approaches available through options. You will keep the new one? |
I like *all* these changes. Especially 'Create Arrows', which is so brilliant it feels like it should have existed all along. Thanks for your hard work, Nick. I feel like you've improved the game by leaps and bounds already.
My blackguard is making good use of the Knight's Shield, even though I still haven't found a really decent melee weapon at CL29. (And I had a major setback during my first dive when a room full of dragonflies ruined most of my armour. Those things are NASTY.) |
The help files, especially birth.txt, are outdated. That file is missing the new classes, and description about old classes should probably be revised (for ex: rangers use wisdom instead of intelligence now).
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Apologies, Nick, if you've already thought through all of this. Please feel free to ignore it. :)
I believe you should be able to get the balance for percentile damage boosts mostly right through pure analysis, though it will of course take gameplay testing to really dial it in. I am assuming however that the goal is "bigger weapons should deal bigger damage" without otherwise affecting balance -- i.e. players will choose different weapons to use, but will otherwise have similar DPS as under the standard rules. Under that assumption, you "merely" need to look at a variety of scenarios, representing different classes/stats and different "optimal gear". For example, a level-1 half-troll warrior with a Main Gauche under the old rules ought to map to a level-1 half-troll warrior with a Bastard Sword or a Lead-Filled Mace under the new rules. As long as they do comparable damage, you should be within spitting distance of correct balance. There's a couple of caveats of course, to wit: * The current system has very flat damage, because most of the damage is constant and the player gets multiple blows per round. Moving to a dice-multiplier situation while at the same time reducing blows per round means that damage will be massively more variable, and should probably be increased somewhat overall to compensate (e.g. 50 damage per blow @ 1 blow/round instead of 10 damage per blow @ 4 blows/round). * Classes that cannot manage the strength to wield heavier weapons should not be excessively penalized. * Why would anyone ever want to use a weapon with small damage dice under the new rules? What happens to small-dice artifacts? * Somewhat minor, but at level 1 characters will not be able to afford the bigger weapons, so damage output in the very first dungeon dive will be substantially reduced compared to current. In general melee characters will have a slower start. This will particularly hurt ironman characters, as few early weapons have big dice. You may find that this option will also require altering damage dice on weapons. It's possible that you could do this automatically but it'd probably be easier to have two sets of dice in the data files. |
I like the idea of a spell for rangers to create arrows. For most of the rangers I've run, the main reason they decide to head back to town is because they've burned through all of the 80 arrows they started the trip with. Other classes go home because they've got full inventories or are overburdened, but ranger just run out of arrows. This should help avoid that.
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@Derakon got it right. Do compare the expected mean damage output of a 'good' distsnce weapon wutb a 'good' melee weapon for a given dungeon level. Same for ego items. Distance weapons are way low just now.
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Thanks again everyone for the discussion of the new damage option. I am indeed planning to keep it. I agree with Derakon that the small-dice weapon issue is probably the trickiest; I'll give it more thought, and I'm sure I won't be the only one :) |
Looking at the decoy code, all pathing with PROJECT_STOP flag stops when hitting a decoy, which means player spells and probably missiles will hit the decoy if there is one in a corridor between the player and a monster. Shouldn't that be limited to monster spells only?
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Online help ...
Good job Takkaria to do an online help.
I just think it does the game no good if the download page and the online help page are not the same one. |
Angband Live?
My search did not show any results to Angband live (or did i just overlook them?).
Please what is Angband Live? |
Necromancers
Even tho i dislike the reduction of book numbers a lot,
i must admit that on 2nd look the new books seem to make sense overall. I just toyed around character generation and i thought that high-elves should never be necromancers or blackguards. Just my imagination? |
discriminating females
The character background always refers to the father alone ...
to make babies you need a female as well. You are the son of a human royal prince and an elven woman. More like this ... |
birth option usefull kit
I start usually with the birth option usefull kit off.
As mage you have a hard time then ... no starting books available in the shop ... doh! |
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Considering how weak mages are in the early game, I could absolutely see someone deciding to e.g. get an attack wand instead of spellbooks. |
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Feminism? In *my* Angband? It's more likely than you think! I wonder if adding some professions as well might be add a bit of flavour. The key would be not to assign them by gender or use gendered terminology, e.g. 'dancer' is gender-neutral but 'dancing girl' is problematic. There's no reason the father can't be a weaver or a tailor (note that 'seamstress' is again problematic), and no reason a mother can't be a warrior or a priest. There are all sorts of other potentially interesting professions you might add as well, e.g.,
Alternatively, you could go Pythonesque and just say, "Your mother was a hamster and your father smelt of elderberries." |
You see 2 Gloopy Green Potions.
Your body starts to scramble... You see a Gloopy Green Potion of Surprise. um, when did this get added? It's quite a surprise. :D |
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https://www.youtube.com/watch?v=NCdUfAE5Rz8 :D |
Minor cosmetic bug using Create Arrows spell. It stays 'untried' in the spell list, even after you have already successfully cast it. You don't get extra scum EXP casting it over and over again, though :)
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I'm playing with UndefinedBehaviorSanitizer enabled and when a monster cast a darkness spell, it emitted the following message:
project-player.c:874:28: runtime error: index 26 out of bounds for type 'element_info [25]' Apparently, the function 'project_p' does not expect the projection type ('typ') to be outside of the element projections (ELEM_MAX: 25), which DARK_WEAK (26) is. |
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Thanks for those last two bugs, both easily fixed in development.
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New builds up on the nightlies page and angband.live with the following changes:
There are also a few things which have been reported a while ago and I'm not sure if they're still problems:
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So had my 1st death to bloated, & while there was a good chance I was dead anyway it still just felt like a bad way to die. I don't see what this adds if the solution is to press R x if full. My own opinion is this is just reverting to a bad mechanic that was originally removed because it was in fact bad.
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On Ingwe's idea, we could always have a meter of some sort. |
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To clarify my opinion a little, I'm not absolutely against a speed penalty, I just think -10 is well over the top. If the intention is to catch the player out & kill the @ it makes sense. If it's just there to annoy the @ enough to stop stuffing its face with rations you could probably achieve that with as little as -2 or so.
I also wouldn't mind seeing food a little less plentiful or filling, but not necessarily by much. I don't think there's many people who'd want to play angband as a food management game. |
It doesn't resemble a hunger mechanic anymore rather than not-being-gorged mechanic.
I got gorged against Morgoth in the middle of fight drinking healing potions. So this is what I have concentrate in the future? To rest off satiation level before big fights? Personally, I would remove food altogether but I think there's enough vocal opposition against that. At least show the satiation level if this is really where the food mechanic is going. |
OK, I have some ideas. Next build should include them.
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Little bug on Beorn. In monster description, his human form is supposed to move at normal speed and bear form is supposed to move quickly (+10). Still, Beorn has normal speed in both forms.
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Shouldn't it be everything but hps? I'd expect AC to change for instance. I'm also a little curious about what happens if something shapechanges into a breeder.
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I think it's wrong that shape-changed monsters get the high-end powers of the new shape. You might look like Huan, or even get the hitpoints, but really, you get all the supreme powers too? And what about shape-changing into things with spell powers? Did the shape-changer get an instant education that took years for the actual one to learn?
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Just something I spotted while porting some stuff to PWMAngband...
File: player-util.c Code:
void player_over_exert(struct player *p, int flag, int chance, int amount) |
OK, new builds up on the nightlies page and angband.live which will probably break savefiles (although probably not if the character's food counter is below 1/2). Changes are a couple of bugfixes plus a biggish rework of food; in detail:
These are quite big changes, which aim to integrate the food system more thoroughly into the game. I think they work well, but let me know how they play. |
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Looking at the change that adds random attack to bloodlust-affected characters... it involves modifying the process_command() function. Ouch... When I look at this function in PWMAngband... it's a client function. This means modifying the code like in V doesn't prevent anyone from hacking the client and removing/tweaking it. Not something that I would want...
Now looking where I could implement that on the server instead... it seems the best location would be the "has_energy" function which rejects commands if the player doesn't have enough energy to act. Including the code there and returning "false" when a random attack occurs should work fine. |
File player-attack.c, about shield bashes:
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bool attempt_shield_bash(struct player *p, struct monster *mon, bool *fear, int *blows) |
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Later I ate two slime molds (yum!) which take me to 83% and slow, so I cast Satisfy Hunger and back to normal 49%. I can also verify that the Satisfy Hunger scroll acts the same way. |
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Reading that function signature, I *do* wish it included const correctness. All those mysterious pointers, and I am trying to figure out what arguments might change underfoot!
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Satisfy hunger used to put you at, but not above, satiation. It was a dangerous spell if you planned to get into a big fight. Having it as a replacement for potions of salt water is a much better solution.
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PowerWyrm - keep it up :) |
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Here are some notes I wrote up over the last few weeks. Some of these items have been on my mind for years, some are from last week. There are bug reports, wishes, and ideas. Some are very minor. Some not so minor. I think most of these are still relevant to the nightly from last week. I haven’t played the most recent nightly yet.
I play on a mac with Shockbolt’s tileset. 1. Stealing Bug. If you steal from a monster when your pack is full, your pack overflows and the last item gets dropped even if the item you stole is on your ignore list, so it also is not in your pack. So, you have an empty slot and an item on the floor that you have to pickup. 2. Lighting Bug. If you enter a dark room and explore it fully, it becomes fully lit. Then a monster spits darkness at you, so a region around @ becomes dark again. Once you can see again, the region of magical-dark becomes lit while your light source covers it, but if you move away while staying in the room the magical-dark region becomes shadowed, even though you are still in the room. Is this intentional? I guess there could be a distinction between natural-darkness and magical-darkness, but it still seems like a bug. Walking over magical-dark with a light source only temporarily lights the region, while walking over natural-dark with a light source permanently changes it. 3. Easy Digging Bug. I can’t pin this one down. But sometimes it becomes impossible (or at least impossibly long) to dig. I mean it takes thousands of turns to dig into quartz, or so many turns that I give up. This has only happened when I have had 2 shovels (+0,+0) in my pack and was wielding a normal weapon (like dagger or main gauche), but it hasn’t always happened under those circumstances. I thought maybe if there was a stack of an even number of diggers, the wielded weapon gets selected as your best digger. But I can’t reproduce this one reliably. 4. Display Bug. Some items like Cammithrim or the Battle Axe of Balli Whatshisname get their name (that displays at the top of the window when you are looking at them) truncated. But it truncates the start and leaves the last characters. Surely, it should truncate the end and display the beginning. 5. Acid Attack Bug. Cones of Acid have no visual representation. Fire cones have little flames in each square, cold cones have little blue snowballs, etc. But acid cones are completely absent. There is just a slight stutter. I think @ flashes once. And you take damage, get comments, etc. (I am guessing this only applies to Shockbolt’s tileset.) 6. Recall Walking Bug. Once when I was recalling back to town, I was walking down a dungeon corridor until the recall took effect. When I arrived in town, @ landed on the down stairs in town and then immediately stepped onto the lava next to the stairs. There was no warning asking if I really wanted to step onto lava. I am guessing the last keypress to walk along the corridor in the dungeon carried over as it happened after the recall event. (Or is this related to the running bug previously reported that causes @ to step one extra step when running. I may have been running. Can’t really remember.) In any case, why was there no warning? “Do you really want to step onto lava?” (Happened once.) 7. Feather Falling. I like diving and find the opportunity to do so in game limiting (not enough Deep Descent). From my point of view Feather Falling is a malus not a bonus. I know it helps with spike pits etc. But those are such minor events in most cases. I would never wear a ring of feather falling. What I am suggesting is that Feather Falling should be considered one of the new curses. It has an upside: spares you spike damage. But also a downside: stops you from descending more than one level. So, when it occurs on a shield or shoes etc. it should be removable. For anyone who doesn’t like diving, they would just never remove that “curse”. 8. Summoning. Are low level summoners sometimes way over-summoning? I think there was a recent tweak to make high level summoners summon less. But did the tweak flatten the curve so low level summoners now summon more. I had a priest summon a bunch of blackguards and more priests who then summoned more etc. I died very quickly. (Happened once.) 9. Drop All. From the item menu you can Drop (press d) or Drop All (press shift+d). If you choose Drop All, you then get asked to confirm (y/n). Seems if Drop All is meant to be a shortcut, it should require fewer keystrokes than d+*+enter, but it’s the same shift+d+y. I would get rid of the y/n. 10. Pick-up All. I often play with the pick-up everything option. When monsters die and drop something that rolls beneath my feet, I never remember to pick that something up until I have walked one square away and then have to go back and pick it up. It would be nice if when you have the pick-up everything option, if you leave a square with something on the floor you pick it up, not only when you enter the square. 11. Poisoning. It would be nice to have a poison meter or grades of poison (like now for hunger). Especially, it would be nice to distinguish “You are Mortally Poisoned” meaning the amount of poison will kill you at your current hp from “Slightly Poisoned” which means you have more hp than the poison will take from you. Also, it would be nice to be able to run when you are Slightly Poisoned or whatever it would be called. 12. Uniques Dropping Cursed Items. Several times I have had uniques drop items with the new curses on them. This is annoying. I think uniques should drop something special. At least, they should not drop cursed items. 13. No-Magic-Devices Option. Sometimes I like to play a warrior without using any devices (no wands, rods, staves). And of course books are irrelevant for warriors. It would be nice to have an option that squelches all devices and books from the start, so you don’t have to do it one item at a time. Just some thoughts. I want to take the time here to thank everyone who posts here. I really appreciate it. I have read almost everything posted for the last ten years. A big thank you to Derakon, takkaria, and Nick! |
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It is still a pain to figure when it's safe to eat. The food is described in terms of turns, but the hunger "clock" is in terms of percentage. I think this still renders this mechanic to be more a pain in the @$$ than an interesting rework, but it's getting closer. |
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Bought a ring of escaping for 0 gold at the BM. That's a bit of a bargain
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Is inability to enchant artifact armour an intentional thing? I'm on 4.1.3-465-g2a840212b still (so as not to corrupt my savefile) and while I've been able to enchant artifact weapons, armour fails every time. It *could* be coincidence, but I've tried a LOT, given that all my armour is artifacts, and it's failed a couple of dozen times at least, including with *Enchant Armour*.
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Chance to successfully enchant depends on how enchanted the item is already. It's flat-out impossible to enchant anything above +15, and it's pretty hard to get above +10. Most artifact armors have AC bonuses well above +10.
If I recall correctly, artifacts also have some degree of "enchantment resistance" that makes them additionally harder to improve, presumably to counterbalance their innate resistance to being disenchanted. |
Ah, interesting. I didn't know they resisted disenchantment! I must've used up a couple of dozen scrolls of Enchant Armour on a +9 artifact cloak, though. I know you can't get above +15, but I've managed to get above +10 with things if I'm persistent enough in the past. This time, though, absolutely NONE of my artifact armour has taken an enchantment, whereas the weapons have, so I started to wonder if there might be a bug.
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It's a flat 50% fail chance for an artifact & I think 30% chance for +9. It's this table anyway, & chance is out of 1000
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static const int enchant_table[16] = |
The rate you get hungry at with regen seems crazy & I barely use the rest command (190 rest turns by dlvl 37). While it's nice that slow digestion has a use, I think this is currently over the top. Certainly I wouldn't want to play iron man with it like how it is now.
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