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Old February 19, 2023, 14:43   #21
Kodiologist
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Quote:
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the way I reduced monster blows to 1 per round caused knock-out monsters to be ultra-deadly
Oh, okay, that makes sense. Thanks for tending to it.

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This build contains an additional change planned for 0.7: blindness and confusion are non-stacking and with duration measured in player turns (like 0.6 did for paralysis). Easy cures for blindness and confusion are removed. Duration of the effects are reduced (mostly a fixed 3d2 player turns). The intention is to make blindness & confusion more than just "next turn is a forced potion quaffing". The duration might need tweaking for balance.
I like the sound of that, although some other change might be needed to prevent the player from getting in a blindness or confusion loop from being around monsters that can inflict it repeatedly. Umber hulks can be nasty in vanilla even if you have a big stack of potions of cure light wounds. A more ambitious change in this direction could be greatly reducing both the availability and the necessity of most resistances. Then instead of late-game equipment choice being a matter of "How do I cover all the low resists and most of the high resists?", it would be "Which three or four resists do I want the most?".
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Old February 19, 2023, 16:02   #22
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Oh, okay, that makes sense. Thanks for tending to it.


I like the sound of that, although some other change might be needed to prevent the player from getting in a blindness or confusion loop from being around monsters that can inflict it repeatedly. Umber hulks can be nasty in vanilla even if you have a big stack of potions of cure light wounds. A more ambitious change in this direction could be greatly reducing both the availability and the necessity of most resistances. Then instead of late-game equipment choice being a matter of "How do I cover all the low resists and most of the high resists?", it would be "Which three or four resists do I want the most?".
Yeah I've enjoyed the nasty blindness & confusion during playtesting. I hadn't considered the blind & confused loop. So far other things are still killing me a lot more than incurable status effects. I've been trying to win with a warrior, and man has it been tough. Furthest I got was a gnome warrior killed by osse. In TA you often end up fighting in unideal situtations, that teleport-other would prevent in V. I was ambushed by osse and makar at the same time. Dangerous situations often develop quite slowly, compared to V. This is particularly the case in late game TA. I like it

The halved breath/spell damage does make resists feel less "i must have this" than in V. Though I wonder if it (+ the summoning nerf) has left rangers a bit overpowered in particular.

How does the new collection of escape tools play for you? Locking, the wind items, swap places, etc? Perhaps a few more ideas here would be nice. No classes have received class-specific escape spells, so the tools are just generically TA. It might be flavourful to cook up some class-specific ones.

much stuff to ponder. and also doing it without making the game feel like a totally different game than V. is that possible?
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Old February 20, 2023, 00:04   #23
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The halved breath/spell damage does make resists feel less "i must have this" than in V.
That's true. My last character had a difficult relatively early fight with a basilisk that I ultimately won, but probably would've been suicide in vanilla without poison resistance.

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How does the new collection of escape tools play for you? Locking, the wind items, swap places, etc?
They look cool, but I've only been making room for potions of running so far. I'm not great at Angband (I've never won on any variant; I have much more of a history with NetHack and Cataclysm DDA) and I struggle to make optimal use of the limited number of inventory slots. I've tended to carry a ring of teleportation as a swap, for both the speed and the teleportation, and recall has proved useful for escape so long as I make sure to trigger it early enough.
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Old February 20, 2023, 08:06   #24
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Have you considered adding any movement based combat ala Sil?

Sil has options to flank - move adjacent and strike, ZOC - like flanking with the target moving, controlled retreat and set polearms

Also might be a nice variant to use some basic terrain
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Old February 23, 2023, 20:50   #25
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i just thought of this

it came to mind that long range attacks might benefit from the passable rubble by using it as cover. ball spell damage reduction. might be ranger specific, idk. may need to actively use a command to initiate the cover which in turn would need to use same command to get out of cover. this could also slow down the game as a whole. i think it should be tested. just a thought.
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Old February 28, 2023, 00:49   #26
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Yeah I have considered some terrain changes. Sil-style chasms (giving feather falling some utility ), and other terrains that give particular sorts of cover.

Some weapon type flavouring is another thing I'd like to do, though I'm a bit clueless about medieval weapons. The idea of a whip vs a dagger being more than 3 lb vs 1.2lb, 1d3 vs 1d4. Whip could have a range 2 strike, like some orcs have in recent vanilla versions. Daggers could get special criticals against sleeping foe. Lances and other huuuuge polearmy could give monsters a poke if they approach you. Some variants have had axes attack multiple targets when you are surrounded? or is that dcss... Dunno how realistic that is, but realism isn't an important guide for fantasy roguelikes, I'd say.

Many things to ponder. Currently I'm trying to win with a Druid. Next, Priests need some love (as they are my least favourite class).

The item drop balance feels quite good now, and incurable blindness/confusion has not proven to be impossibly deadly, and has produced some fun & nasty situations.
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Old March 4, 2023, 21:33   #27
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Here's Tactical Angband 0.7

https://github.com/tomm/tactical-ang...leases/tag/0.7

Changes in this version:
* Fixed a bug where monsters capable of knocking out the player (mystics and trappers) could do so in a single turn.
* Blindness and confusion are now non-stacking, shorter duration, measured in player turns, and mostly incurable.
* Ringwraiths can now summon each other again. This is a special exemption from the general summoning nerf, which restricts summons to two-thirds the level of the summoner.
* Fixed a bug preventing individual monster friends from appearing. This fixes issues like Bill, Tom and Bert not appearing together.
* Gravity now teleports monsters 5 tiles, not 10 (to match shortening of distances generally).
* Tweak to detection rod rarity.
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