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#681 | |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 405
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Quote:
Started to test a ranger. Not a clear big picture yet about it but I think I found a game bug (unless it's already fixed or noted but still present on angband.live): Successfully casting a spell for a first time gave ridiculous amount of experience. I was already at CL 21 and casting Sense Surroundings for the first time gave me over 800 experience points and got me to CL 22. Right after the level-up I did cast Stone to Mud for the first time. Again over 800 exp and now pretty close reaching CL 23. |
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#682 |
Adept
Join Date: Mar 2018
Posts: 191
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A point to be made, though: the WOA was probably a vital reason why he char was able to avoid grinding incessantly, dying, or both.
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#683 |
Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 493
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So I was randomly looking at "class.txt", and I noticed that Warriors have "strength-multiplier:5". Shouldn't this be '6' ?
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#684 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,597
Donated: $60
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Quote:
Longer answer is that strength multiplier is part of the calculation of how many blows the player gets; specifically it adjusts the value that is used to look up the strength axis in the blows table. So it's really a relative thing between classes, and you can think of it as a measure of how quickly the number of blows for a class increases with STR. Currently it's 5 for warrior, paladin and blackguard, 4 for ranger and rogue, 3 for druid, necromancer and priest, and 2 for mage.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#685 |
Swordsman
Join Date: May 2009
Posts: 294
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Are mid-level mages supposed to have effectively limitless mana?
If not, then recharge/tap is probably a broken combination. But I also note that !mana are reasonably plentiful and eg FA has an outright give-me-more-mana spell, so it may be working as intended... Possible fixes if needed: * make recharge drain mana per added charge, limited by player pool- still good for prepping items in advance, but uneconomical for tapping * make tap able to destroy target item (the recharge phase can destroy items, but its pretty rare, which is probably best for the 'recharging items for actually using them' case) |
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#686 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,597
Donated: $60
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Quote:
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#687 |
Swordsman
Join Date: May 2009
Posts: 294
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Dimension door: Unlimited range, pinpoint accuracy, works in vaults
This is a placeholder that will get balanced a bit better eventually, right? |
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#688 |
Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 493
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My $0.02 from the comp 216 experience:
1 ) Remove Wands of Annihilation. Drain Life is sufficiently good. 2) Change allowable targeting. Right now, a character one space into a corridor can target like so: Code:
# # #@# #.# ... ..... ....... ......... ........... Code:
# # #@# #.# ... ... ..... ..... ....... I believe this would reduce the worst of the abuses, since monsters in a room approaching the player will do so along the 45 degree vector, and so not be targetable. This would still allow, e.g. indirect fire (area-effect spells landing nearby), and, importantly, preserve the ability to safely teleport-other a monster from "around the corner" when it appears at the mouth of the corridor. I by no means claim this to be a perfect solution or anything, but it seems like it would be an improvement over the current state of affairs. 3) Artifacts are just generally overpowered, and there are too many of them 4) Despite what I just said in (3), there is a relatively powerful thing I'd like to see added. Rand-Arts are fun to play, but I often find myself with difficulties because the gear doesn't mesh together, e.g. 8 things with Resist Nether, but nothing with Confusion Protection. So I'd like to see something, I'd suggest Cloaks of Aman, have an Activation that allows the player to *choose* a resistance or ability. It would have a huge Recharge time (10,000 or 100,000 turns), and of course, only *one* resistance/ability. But it would let the player plug some important hole in their kit, and make Rand-Arts less frustrating. 5) The Paladin's "Single Combat" prayer seems too strong. As an alternative, I'd propose a prayer that protects against Drain Charges for a short time. Such a thing of course has its own set of tradeoffs, but seems (to me anyway) to be very powerful but less disruptive. 6) I really like the way the spells/prayers have been condensed into fewer books. |
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#689 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 48
Posts: 1,851
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Come to think of it, a temporary Hold Life spell would be cool.
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"i can take this dracolich" |
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#690 | ||||||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,597
Donated: $60
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Quote:
OK, a look at balance might be in order. Should mages keep their dmagae boost with attack wands? Quote:
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![]() Potentially, although it would only be useful between starting to need HL and finding a permanent source of it.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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