Forum: Vanilla
April 27, 2019, 21:06
|
Replies: 505
Views: 39,293
|
Forum: Vanilla
July 31, 2018, 15:21
|
Replies: 759
Views: 66,155
|
Forum: Vanilla
July 22, 2018, 15:58
|
Replies: 79
Views: 9,706
|
Forum: Vanilla
July 12, 2018, 04:49
|
Replies: 23
Views: 2,264
For OoD items my initial inclination was to do...
For OoD items my initial inclination was to do some form of a/(mx + b) where x is the level difference and the rest are constants. It will take a bit of effort to fit it into the item generation...
|
Forum: Vanilla
July 11, 2018, 16:07
|
Replies: 23
Views: 2,264
|
Forum: Vanilla
July 11, 2018, 01:28
|
Replies: 35
Views: 3,234
|
Forum: Vanilla
July 10, 2018, 15:33
|
Replies: 35
Views: 3,234
|
Forum: Vanilla
July 9, 2018, 21:55
|
Replies: 35
Views: 3,234
I don't think so. It uses the square_isvault...
I don't think so. It uses the square_isvault function. I don't think that applies to special rooms, but I could be wrong.
Personally, I think the decrease is more to do with the lack of pits.
|
Forum: Vanilla
July 9, 2018, 21:15
|
Replies: 35
Views: 3,234
|
Forum: Vanilla
July 9, 2018, 05:05
|
Replies: 22
Views: 2,708
|
Forum: Vanilla
July 8, 2018, 20:27
|
Replies: 35
Views: 3,234
|
Forum: Vanilla
July 8, 2018, 19:37
|
Replies: 35
Views: 3,234
Luckily these issues are pretty easy to fix....
Luckily these issues are pretty easy to fix. They're just tweaks in various constants. It was my intention to do these sort of balancing fixes after every version. Unfortunately the overhaul to...
|
Forum: Vanilla
July 8, 2018, 17:46
|
Replies: 35
Views: 3,234
|
Forum: Vanilla
July 8, 2018, 17:44
|
Replies: 35
Views: 3,234
|
Forum: Vanilla
July 8, 2018, 17:39
|
Replies: 35
Views: 3,234
|
Forum: Vanilla
July 8, 2018, 17:38
|
Replies: 35
Views: 3,234
|
Forum: Vanilla
July 8, 2018, 15:37
|
Replies: 35
Views: 3,234
|
Forum: Vanilla
July 8, 2018, 05:04
|
Replies: 35
Views: 3,234
Feature branch drop balancing
The last time we did a dedicated balancing effort with regards to drops was 3.4 I think. After that, some of the changes introduced in 4.0 broke stats generation. Over the past few days I've tracked...
|
Forum: Vanilla
July 2, 2018, 17:02
|
Replies: 34
Views: 2,667
Having unaware monsters opens up a lot of...
Having unaware monsters opens up a lot of options, including rogue stabbing attacks and player invisibility.
The way I was thinking of doing it is having an "awareness" bar, sort of like the...
|
Forum: Vanilla
June 30, 2018, 21:32
|
Replies: 34
Views: 2,667
|
Forum: Vanilla
June 30, 2018, 17:02
|
Replies: 34
Views: 2,667
I think Pete is close to what I'm thinking. But...
I think Pete is close to what I'm thinking. But really what I want is to try to take the elements that I've found interesting from many other roguelikes, and incorporate them into Angband. It's also...
|
Forum: Vanilla
June 29, 2018, 19:36
|
Replies: 34
Views: 2,667
|
Forum: Vanilla
June 29, 2018, 16:14
|
Replies: 7
Views: 926
|
Forum: Vanilla
June 29, 2018, 16:02
|
Replies: 34
Views: 2,667
Sure, I think we can approach this from a...
Sure, I think we can approach this from a plausible situation in early Angband that works sort of appropriately.
The scenario is a player vs a uruk or black orc. They are about 30 steps from the...
|
Forum: Vanilla
June 29, 2018, 00:10
|
Replies: 34
Views: 2,667
There's a subtlety which didn't come across,...
There's a subtlety which didn't come across, probably because I'm bad at explaining these things with words. I'm not really proposing a "mortal wounds" type situation, but rather one where you can...
|