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Old February 2, 2019, 22:43   #131
Ingwe Ingweron
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Quote:
Originally Posted by tangar View Post
Still I can not understand why people prefer Shockbolt over Gervais. Shockbolt is a great artist, but his Angband tiles doesn't have enough contrast, it's hard to distinct one monster from another.
I doubt you meant it to be rude, but if I were Shockbolt I'd find this comment pretty offensive. Personally, I stick with the plain ASCII because I play on a laptop. I've played quite a lot on Gervais when I had a regular size computer screen, however, if I were fortunate enough to have a large monitor then I would play Shockbolt tiles, hands down. They are gorgeous!
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Old February 2, 2019, 23:23   #132
tangar
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Quote:
Originally Posted by Ingwe Ingweron View Post
I doubt you meant it to be rude, but if I were Shockbolt I'd find this comment pretty offensive.
I'm sorry if I hurt someones feelings, but what's rude or offencive in sharing an opinion about gameplay experience with different tileset? As I said:
Quote:
Originally Posted by tangar View Post
Shockbolt is a great artist
..and his tilset for ToME is marvelous. But Angband is more playable with Gervais; at least at current state, while Angband using his old tileset which mixed with Gervais tiles and looks pretty weird.

All what I say is my IMHO, there are a lot of people who wouldn't agree with me

I myself created open-source 1-bit tileset (btw, it's completely free, anyone are free to use it without any obligations): http://tangar.info/en/t/tileset and I don't expect that everyone would like it, no matter how much hundreds of hours I've spend to create it
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Old February 3, 2019, 00:30   #133
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I’m happy/excited/impressed by most of the changes. But here’s a few preliminary worries...

Whip sounded awesome, until I realised you’d sneakily buffed Balrogs. I bloody HATE Balrogs! Then I read further and you buffed then again!! Argh!!!
*&%*'s sake...

Quote:
> Some of your Arrows (0) were destroyed!
> The lesser Balrog resists a lot.
> The lesser Balrog breathes fire.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> One of your Arrows (0) was destroyed!
> The lesser Balrog resists a lot.
> The lesser Balrog sets off a blinding flash.
> You repel a sudden bleariness.
> You resist the effect!
> The lesser Balrog breathes fire.
> You die.
> The lesser Balrog resists a lot.
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Old February 3, 2019, 01:52   #134
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Why are you fighting them at all? Unless you have double fire resist and can kill them quickly at a distance, they are a sure net negative to fight. Making them stronger changes very little.
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Old February 3, 2019, 11:03   #135
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Quote:
Originally Posted by Pete Mack View Post
Why are you fighting them at all?.
I wasn’t fighting them!!!
I set off a trap on level 45 (latest feature branch) and summoned 4 Balrogs, a Glabrezu and a Gelugon. I panicked and took a step back. That one step was as far as I got, lol.
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Old February 3, 2019, 12:05   #136
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Well, that was the Weekend of the Undead.

New builds for Windows and macOS are up on the builds page (source is here). Changes are:
  • Wraiths:
    • White, grey, black and nether wraiths all buffed and moved deeper, so the wights are all shallower than wraiths
    • Major changes to Ringwraiths:
      • They all get a new melee attack which inflicts the Black Breath; this only lasts a short time, but has nasty stat and experience drain effects while it lasts
      • They are all able to summon Ringwraiths
      • They are all now deep monsters, below level 75
      • Their spellcasting and melee have been upgraded accordingly; they still have individual differences, though
  • Vampires:Vampire lords and elder vampires moved a few levels deeper
  • Ghosts:
    • Shades and spectres buffed a little and moved a little deeper
    • Phantoms buffed a little and should have been moved deeper, except I missed editing that line; will be deeper in the next release
    • Shadows buffed considerably and moved deeper
    • Dreads and dreadmasters moved deeper
  • Skeletons:
    • Eye drujs buffed slightly and moved deeper
    • Skull drujs buffed a bit more and moved even deeper
    • Cantoras buffed a bit
  • Nagas: Medusa replaced by non-unique gorgons
  • Bats:
    • Fruit bats movement made a bit random
    • Giant tan bats now move less randomly and come in packs
    • Doombats sped up
  • Golems:
    • Colbrans given more spells and moved deeper
    • Drolems moved deeper
  • The "cause wounds" spells have been unified into a single spell, with damage dependent on monster spell power
  • A similar thing has been done for the arrow "spells", and shot and bolt versions have been added
  • Sundry other tweaks to spells

So that's quite a lot. Opinions and testing encouraged.
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Old February 3, 2019, 13:14   #137
Thraalbee
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My new firewall blocks the windows binary. Not sure why. I get:
"This request is blocked by the Firewall Gateway Anti-Virus Service. Name: Artemis.A_394 (Trojan) blocked."
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Old February 3, 2019, 13:26   #138
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Really appreciating all your hard work on monsters I decided to brush up the monster viewer. It seems to work fine with the latest release. Enjoy!

https://thraalbee.azurewebsites.net/monview/

It runs locally too without a web server. Downloadable with the same link, just add monviewer.zip to the url.

[EDIT] The selector for a specific group is temporarily removed
[EDIT2] On further testing I see a few monsters don't display properly. Regexp issues... Will post when fixed

Last edited by Thraalbee; February 3, 2019 at 17:47.
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Old February 3, 2019, 13:45   #139
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The "Plot" is a bit slow. Click a glyph for details
[EDIT] oops, quite crappy code, fixed in dev

Last edited by Thraalbee; February 3, 2019 at 17:47.
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Old February 3, 2019, 15:05   #140
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Every time I play Angband, I always think:
'You know what could really use buffing? Drujs!'
Actually, hang on...
;-)
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