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#1 |
Knight
Join Date: Mar 2015
Posts: 945
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TL;DR
make Experience potions based on player's level from T' discord: [09:38] igroglaz: -- we need to change this potion: HTML Code:
name:Experience graphics:!:d type:potion level:65 weight:4 cost:25000 alloc:50:65 to 100 effect:GAIN_EXP dice:100000 effect:RESTORE_EXP [09:39] igroglaz: otherway if player find it and accidentally drink it (to auto-ID) - he will 'pass' possibility to visit some dugeons -> get loot there ... [21:50] PowerWyrm: about xp potion you should adjust dice in your local file, maybe 200 * player level [21:52] PowerWyrm: we should talk about xp potion in angband forum [21:53] igroglaz: :thumbsup: [21:53] PowerWyrm: it's fun to find it at 50ft and go level 1 -> level 31 be then what... you'(re stuck with level 1 equiupmetn at level 31 [21:53] PowerWyrm: and you have no other way to ID but sell in shop and lose it cos you won't be able to buy it back [21:54] PowerWyrm: let's ask V mainteiner if the pot could be made giving xp based on player level
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https://tangaria.com - Angband multiplayer variant tangaria.com/variants - Angband variants table tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian |
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#2 |
Swordsman
Join Date: Feb 2019
Location: Midwest
Age: 34
Posts: 395
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While I understand the concern with potions of experience in a variant where you have dungeons based on player level (as seems to be the case referenced here), I don't really understand the concern in Vanilla? Being level 31 means you can drop like a stone and very quickly pick up better equipment, so I don't get how "high level, but poor equipment" is a problem.
The only complication I can imagine is that it makes early game stat drains a bigger issue. Despite that, as it is now this is the kind of rare sudden power spike that makes playing Angband so much fun (for me). That being said, I would be fine with (though not enthusiastic about) the change if the potion was changed to have a much more shallow native level, and/or be more common. |
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#3 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 49
Posts: 2,071
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i would remove them altogether.
so, let's say that by CL40 you are ready for morgoth. You may want those extra 10 CL of HP and to-hit bonus. If you are a caster, maybe CL45 for spell failure. You should have to risk something to get those. And by CL40 the only thing that makes you go up in exp is Greater Wyrms and Balrogs. or, you know, potions of !Exp which are, right now, the easiest way to level up. If you put side by side two CL40 identical characters, one only uses TO and scrounges for !Exp, and one only kills mobs, the !Exp guy will get to CL50 sooner - DL98 is full of !Exp.
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#4 |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 298
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Keep them as they are, at least in Vanilla. Finding one early is amazingly rare and fun.
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#5 |
Swordsman
Join Date: Apr 2020
Location: DC Area
Posts: 275
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As I recall, the original POE would level you up to the next level until you went to needing more than 100K - at which point it would give you 100K
That didn't seem fair to @'s which needed 5 XP to level up so they went to 100K regardless. They are rarely seen at low level, so I'm fine with them the way they are. But as a hunter/killer rather than a TO/Scrounger - I encourage any change away from Coward's Quest |
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#6 | |
Swordsman
Join Date: Feb 2019
Location: Midwest
Age: 34
Posts: 395
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Quote:
For warriors and paladins, yeah I kill lot in the endgame, but I like having an alternative for the frailer, sneakier classes. |
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#7 |
Knight
Join Date: Nov 2008
Posts: 870
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Original Potion of Experience was half your previous XP plus 10, or 100K XP, whichever was lower. Still the case in many variants, but as mrfy noted, finding one really early is more fun with the new design.
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#8 | |
Scout
Join Date: May 2012
Posts: 38
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Quote:
![]() EDIT: and now a rod of healing! My lucky day. ![]() joe b. Last edited by jgbrowning; September 14, 2020 at 10:36. |
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#9 |
Knight
Join Date: Mar 2015
Posts: 945
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I've modified exp potions in my variant, so they give only lesser exp buff as I've got complex system of dungeon level brackets which makes gameplay especially challanging and remove any possibility to cheeze.. But in V getting lot of levels at once might be fun indeed.
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#10 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 49
Posts: 2,071
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well, they could be modified to add 1 level or 100k, whichever is less. Probably sucks for people who are 1xp away from levelling up, although that's very much a typical Angband thing. In my opinion, 10k xp is plenty to make people happy, but not be too overpowered.
They were probably balanced in a Angband where you still had potions of explosions and winning was more gambling than tactics.
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