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#121 | |
Adept
Join Date: Sep 2007
Posts: 150
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Quote:
That said, if you wanted to increase the frequency of GCVs... hehehe. Eventually the vault distribution has a real impact on my gameplay because I do need to blindly recall down to deep angband and start hunting at the endgame. Last edited by chem; January 19, 2014 at 19:42. |
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#122 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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I pushed a woefully undertested interim release (3.0.5) in the usual place:
* Stairs no longer collapse in the wilderness when using the ironman_rooms option. Previously collapsed stairs should now be available again (untested). * Wilderness now correctly prints town status when scrolling about. * Mirror Master spell stat fixed to Int. Mirror Concentration power now correctly detects current mirror status. * Some new lance ego types added for riding classes and a couple miscellaneous new artifacts added. In addition, I added some new Mauler goodies as requested (untested): * Dice boosted ego weapons and rand-arts now gain extra weight, but only for the Mauler. * 3 New mauler artifacts added. Also, the Mauler now has a good shot at some of the heavy monster king rewards. Finally, a couple of already heavy artifacts got a bit extra weight to make them useful for the mauler. |
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#123 |
Adept
Join Date: Sep 2007
Posts: 150
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cool, downloaded. I'll give it a shot!
edit: confirming the castle has stairs in the wilderness again for me Last edited by chem; January 20, 2014 at 00:15. |
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#124 |
Adept
Join Date: Sep 2007
Posts: 150
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back in action now, and looking for kit advice after reading a zillion acq and *acq* scrolls... http://angband.oook.cz/ladder-show.php?id=15474 helpppp
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#125 | |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Quote:
![]() I usually start with a key piece of gear or too, and then work around that. Your principle weaknesses hitherto have been poor fighting stats. So perhaps begin with either Julian or Yositsune for your armor and Thror for your boots. Gloves are either Sprite or Lawmaster (You will need a lot of dex!). After that, build up your remaining kit trying to cover all resists and get all 3 blows, as well as telepathy if you feel like you need that (Palantir?). Make sure your speed is +25 or higher. You should use the Jewel of Judgment eventually, as well as Vilya (a gimme with your gameplay options). Your kit will never be "optimal" ... just get something that works. -OR- Robe of the Twilight and call it done! (That's a joke, btw ...) Also, try mundanity on your Mace of Disruption of *Slay Undead* followed by Artifact Creation. You never know! Get more Mundanity and repeat! With your gameplay options, you will have trouble finding non-ego heavy weapons for your artifact scrolls! |
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#126 | |
Adept
Join Date: Sep 2007
Posts: 150
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Quote:
Does dlvl of where you read a SoAC affect results? |
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#127 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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#128 |
Adept
Join Date: Dec 2010
Location: The Netherlands
Age: 37
Posts: 240
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Bullroarer dropped a Barbarian talisman (+1). It only had -1 int. How is this a {good} drop? Shouldn't it have at least 1 positive flag?
edit: It was sold of 1 gold. |
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#129 |
Scout
Join Date: Jul 2013
Posts: 49
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Wielding a wizardstaff seems to increase the cost of spells to 1 if they were already cost 0 (like a Mindcrafter's Clear Mind). Looks like just a one-line fix: http://bpaste.net/raw/171931/
Also I was looking up Demigod mutations out of curiosity (since I'm playing a Human at the moment and level 30 is the point where I normally die), and it looks like Fell Sorcery ("Your spells will grow more powerful.") and Untouchable ("You will gain a bonus to armor class.") don't actually work? I could easily be missing something with how mutations work though, and Angband debug modes are a pain so I haven't tried just testing them ingame yet. :P Last edited by MarvinPA; January 25, 2014 at 11:50. |
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#130 | |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Quote:
The Fell Sorcery and Untouchable mutations are MUT_TYPE_BONUS mutations (see the table in mut.c) which means they receive the SPELL_CALC_BONUS event (see mut_calc_bonuses, which is called from calc_bonuses in xtra1.c). Thus, if you look at fell_sorcery_mut in mut_a.c, you can see the code handler for SPELL_CALC_BONUS. Ditto with untouchable_mut. In short, I think both of these mutations should be working, but did not actually test to make sure. |
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