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#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,350
Donated: $60
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Current master post 4.2.0
The first post-4.2.0 builds are now up on the nightlies page and angband.live, with source here.
Changes are:
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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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#2 |
Veteran
Join Date: Oct 2019
Posts: 1,004
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Thanks!!! I like the direction you and others have taken the game.
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#3 |
Adept
Join Date: May 2019
Location: Indio, California, United States
Posts: 185
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same here! keep up the great work
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#4 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,350
Donated: $60
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New builds up on the nightlies page and angband.live (source is here) with the following changes:
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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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#5 | |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 298
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Quote:
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#6 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,350
Donated: $60
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Excellent
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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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#7 |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 486
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Necromancer's light penalty has been discussed before. Still, the amount of +Light artifacts bum me. I know a necromancer is supposed to be bit of a challenge but +Light items make things even worse. So many EARLY artifacts have this property. Cammithrim, Forasgil, Sting, Orcrist, Eriril just to name five outside light source +Light items. Disenchantment is close to 50% with a light source even at CL 25 and thus pretty much useless by the time it should one of your main attacks.
I do understand that it fits thematically well necromancers getting penalties from 'benevolent' items. Nevertheless, I wouldn't mind +Light disappearing from majority of artifacts. I don't seek it even playing other classes. What do others think? |
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#8 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Having a big light radius is a substantial quality of life improvement for everyone that isn't a necromancer. It's like ESP but available earlier, works on mindless enemies, and (of course) shorter-ranged. It's not essential, but I'm not convinced that we should remove it from artifacts just to give necromancers an easier time. Especially since it's an established thing in Tolkein that magical equipment glows.
What if necromancers had a "break the light on this item" spell that followed the remove-curse rules? That is, it could remove the +light modifier from an item, but it might fail, with a chance to render the item fragile or destroy it. You could have different "strengths" of +light on items if you want some to be more resilient against the ability than others. |
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#9 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
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Quote:
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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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#10 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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I would in fact argue that Sting, Orcrist, and Glamdring should glow because having them never give off light is far worse than having them always give off light. Especially when you're basically constantly close to Morgoth's minions. Players will look at them and go "Oh yeah! I remember this weapon glowing in the books!" Whereas if they don't glow (while other items do, showing that glowing is clearly a possibility), they'll wonder "hey why doesn't Sting glow? It's supposed to glow!"
Cammithrim, Gothmog, etc. I'm less attached to having +light on, because I don't remember them as a canonical thing. But I note that you carefully didn't render an opinion on giving Necromancers the ability to corrupt the items they find, stripping that cursed light from them. ![]() |
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