Forum: Vanilla
August 23, 2020, 02:18
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Replies: 16
Views: 1,218
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Forum: Vanilla
August 22, 2020, 07:16
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Replies: 16
Views: 1,218
Confuse and hold monsters are better in 4.1.x...
Confuse and hold monsters are better in 4.1.x than they were in older versions, but I still didn't use them much. Mass sleep used to be melee range only (and thus entirely useless--or am I confusing...
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Forum: Vanilla
August 10, 2020, 07:07
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Replies: 19
Views: 1,488
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Forum: Vanilla
August 3, 2020, 05:55
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Replies: 14
Views: 1,376
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Forum: Vanilla
August 3, 2020, 05:48
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Replies: 190
Views: 15,942
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Forum: Vanilla
August 1, 2020, 21:46
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Replies: 6
Views: 687
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Forum: Vanilla
July 31, 2020, 00:28
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Replies: 6
Views: 687
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Forum: Vanilla
July 7, 2020, 02:40
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Replies: 5
Views: 602
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Forum: Vanilla
June 25, 2020, 05:54
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Replies: 19
Views: 1,360
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Forum: Vanilla
June 21, 2020, 03:24
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Replies: 19
Views: 1,360
Given that you have found the font you are...
Given that you have found the font you are looking for in the old DOS version, you could try taking screenshots of the DOS font and importing them into something like FontForge...
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Forum: Vanilla
June 15, 2020, 23:57
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Replies: 190
Views: 18,297
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Forum: Vanilla
May 31, 2020, 06:47
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Replies: 31
Views: 2,499
Well, some time ago, there was a discussion of...
Well, some time ago, there was a discussion of having different monster types using different pathfinding methods to reach the player. If that were ever implemented, we could make it that taking a...
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Forum: Vanilla
May 12, 2020, 03:42
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Replies: 37
Views: 2,587
Yeah, wands of wonder can be nifty in the early...
Yeah, wands of wonder can be nifty in the early game, though I've never really gotten the full mage experience; I prefer melee characters. The spell version was overpriced to the point of uselessness...
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Forum: Vanilla
May 12, 2020, 03:20
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Replies: 20
Views: 1,302
Yes, it's well understood that weapon "weights"...
Yes, it's well understood that weapon "weights" in Angband (and D&D, etc.) do not reflect the actual weight of the weapon, but rather how burdensome a weapon is to carry. Even if they all have the...
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Forum: Vanilla
May 8, 2020, 22:45
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Replies: 18
Views: 1,447
The problem is that when you build this by...
The problem is that when you build this by digging, you're stuck at the end closest to the monsters, whereas you really want to be standing at the other end. These sorts of structures are best...
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Forum: Vanilla
May 5, 2020, 20:56
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Replies: 18
Views: 1,447
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Forum: Vanilla
May 5, 2020, 20:42
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Replies: 463
Views: 37,911
It certainly was true back when rune id was...
It certainly was true back when rune id was introduced. Perhaps it's been changed since. This is really an issue where I have no opinion either way--and I expect most players would be similarly...
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Forum: Vanilla
April 30, 2020, 22:47
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Replies: 10
Views: 1,123
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Forum: Vanilla
April 29, 2020, 02:04
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Replies: 463
Views: 37,911
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Forum: Vanilla
March 4, 2020, 04:20
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Replies: 23
Views: 1,627
Why not buff stinking cloud, making it a...
Why not buff stinking cloud, making it a genuinely effective remover of annoying stuff? Just about everything dangerous already is resistant or immune to poison, so even if we double or triple the...
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Forum: Vanilla
March 4, 2020, 04:04
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Replies: 15
Views: 1,131
As long as the spellcaster doesn't retreat when...
As long as the spellcaster doesn't retreat when the player tries to approach, I'd be fine with this. Summoning monsters that step back to maintain distance while still actively casting stuff rather...
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Forum: Vanilla
February 6, 2020, 04:35
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Replies: 463
Views: 37,911
I still think the answer is to remove all...
I still think the answer is to remove all restrictions on stair generation--let the stairs go to every tile within the connected dungeon area with equal probability.
The restrictions on stair...
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Forum: Vanilla
January 21, 2020, 18:08
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Replies: 9
Views: 1,007
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Forum: Vanilla
December 28, 2019, 06:24
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Replies: 304
Views: 41,418
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Forum: Vanilla
November 26, 2019, 23:20
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Replies: 13
Views: 1,501
Perhaps. It would be nice to be able to do...
Perhaps. It would be nice to be able to do something more subtle such as making *slay evil* a 2.5x bonus (stronger than slay evil, 2x), but the Angband code notoriously uses integer arithmetic for...
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