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#71 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Here's my votes for weak/strong brands:
Frost: chill / freeze Fire: singe / burn Lightning: shock / zap (I feel "zap" sounds stronger than "shock", personally...) Acid: corrode / dissolve Poison: poison / strongly poison (...I got nuthin', aside from that "weakly X" is worse IMO than "strongly X" since the weak variant is still stronger than a bog-standard attack) My day job, oddly enough, is software development. But thanks for the compliment. ![]() |
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#72 |
Angband Devteam member
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The x2 cold brand is on Paurnimmen in the nightlies. So far it doesn't appear to be dramatically unbalancing.
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#73 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,369
Donated: $60
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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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#74 |
Swordsman
Join Date: Jun 2010
Posts: 324
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#75 | |||||
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Before we go any further, I'm discussing what I believe to be Mass Banishment (hereafter referred to as Banishment), the one that removes everything around you, not the one that targets a specific race. My bad if I'm off topic.
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#76 |
Adept
Join Date: Apr 2011
Posts: 111
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For what it's worth, I side with Derakon on Banishment (the spell at issue here is Banishment, not Mass Banishment--the one where you eliminate a monster symbol, formerly known as "genocide"). Leave it alone. Mages are weak enough and others don't get unlimited banishment except if they have Celeborn--thus its limited availability is already a balancing factor.
As for branding language: I like: Flame: STRONG: Scorch, Incinerate, Immolate, Burn WEAK: Singe, Braise, Char Frost: STRONG: Freeze WEAK: Chill Lightning: STRONG: Electrocute WEAK: shock, zap Venom: STRONG: Poison WEAK: Sicken, toxify, blight Acid: STRONG: Blister, Burn (if we decide to go with a different word for flame) WEAK: corrode, scathe I also propose better language for *slay* vs slay for dragon and demon (don't like "fiercely smite" much) *SLAY*: Wallop, Lambaste, Smash slay: smite Taking this further, one could also extend specific words to weapon types: Blunt: Strike, Hit, bash Slashing swords: Slash Scythes: slice puncturing weapons: Impale, pierce But this would be harder and there are combo type weapons like Halberds... Last edited by SSK; May 18, 2011 at 06:39. |
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#77 |
Adept
Join Date: Jun 2009
Posts: 128
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Mass Banishment, if it also removes items, becomes Destruction minus the messy terrain, but with damage to the character so less useful as an escape. If we really want to go down that road (my vote is against it), then I think we are better off removing Mass Banishment rather than changing it into a less useful version of Destruction.
Normal one monster Banishment is just as easy if you are talking about clearing pits with a mage; by the time a mage has the spell, he has more than enough mana to cast it repeatedly, and it can be done from any range. With destruction removing artifacts from the floor, luring the monsters out of an undead pit before destructing them has already become a relevant strategy. This just leaves you with another spell requiring the same thing. |
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#78 |
Swordsman
Join Date: Jun 2010
Posts: 324
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Bug ignoring unidentified rod
I have hard-coded some squelch settings into my copy of the game, so that items that I think are always useless are pre-squelched to save myself the trouble. Because of this, I have several items that are squelched before they are identified. I had an unidentified rod in my inventory, and I used the ignore command on it. My choices were:
a) This item only b) Unignore all Iron Rod I suspected that this meant that this was one of the rods I had "pre-squelched" so I identified it, and sure enough it was. So if you try to ignore an unidentified item that would be squelched if it were identified, you get tipped off that it is an item in your squelch list. A very patient player could ID an item for free (assuming it had been seen in previous games to show up in the squelch list) by squelching items of the same kind, ignoring the unknown item (but aborting the command), then refining the squelch list and repeating until the item is isolated. It's not a major exploit, because it requires a lot of work for a pretty minor gain. |
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#79 | |
Adept
Join Date: Apr 2011
Posts: 111
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Can we have the default at the beginning of the game set to ignore certain worthless items without having to set them all by hand every dang time you play? I mean can't we have it begin as default to squelch "bad" for quality settings instead of "none"? |
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#80 | |
Swordsman
Join Date: Jun 2010
Posts: 324
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This fix is as simple as changing a '0' to a '1' in squelch_init (or maybe it is init_squelch, not 100% sure ATM). |
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