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#21 | ||
Scout
Join Date: Nov 2018
Posts: 35
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#22 | |
Scout
Join Date: Dec 2020
Posts: 39
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![]() 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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#23 | |
Scout
Join Date: Nov 2018
Posts: 35
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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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#24 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,602
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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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#25 |
Apprentice
Join Date: Sep 2013
Location: virginia, usa
Posts: 88
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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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He did the mash. He did the morgoth mash. The morgoth mash. It was an angband smash. |
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#26 |
Scout
Join Date: Dec 2020
Posts: 39
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Yeah I have considered some terrain changes. Sil-style chasms (giving feather falling some utility
![]() 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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#27 |
Scout
Join Date: Dec 2020
Posts: 39
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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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