![]() |
#131 |
Scout
Join Date: Dec 2019
Posts: 49
![]() |
|
![]() |
![]() |
![]() |
#132 |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 403
![]() |
I don't know. I'm playing on angband.live and with my subwindow settings, this is how it looks like. No borderlines
![]() Settings: right cols 40 right split 10 top rows 0 bottom rows 10 term1 - monsters term2 - items term3 - messages |
![]() |
![]() |
![]() |
#133 |
Knight
Join Date: Oct 2019
Posts: 903
![]() |
I think a good point has been made here... What we're calling moves +1 should be moves +10 to stay consistent. This also opens up more gradations of movement speed, which I think is very good also.
On topic but a much bigger project: really fast moving stuff like birds should use +moves instead of +speed. Slow stuff like Colossi -moves. Their attacks would have to be adjusted. Then AC could have a built in bonus or penalty to ranged combat only based on moves. Thanks for coming to my Ted Talk. |
![]() |
![]() |
![]() |
#134 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,912
Donated: $40
![]() |
@David:
No! And again no! Fast movement and the like are NOT equivalent to +10 speed, and it is misleading to show them as such. The issue is that the archery description is broken. What is shown as +1 shot should be +0.1 shot, though its raw pval display can remain as +1. |
![]() |
![]() |
![]() |
#135 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,912
Donated: $40
![]() |
Here is an alternative, if you don't like the +1 display. Show fast action as a multiplier, so +1 movement and fast cast (and + 10 shot) are shown as x2. But whatever you do, don't follow the existing +shots model, which shows an misleading number that appears commensurate with speed but means something completely different
|
![]() |
![]() |
![]() |
#136 |
Knight
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 951
![]() |
What about making them *really* speed bonuses? So if you have +10 speed and +10 movement speed, when you spend an action moving you regain energy as if your speed was +20. And similarly for shooting and attack speed.
Advantages: * simpler and more natural for the player. * attack/shoot speed have diminishing returns exactly like "flat" speed, because they use the same mechanic. This reduces the amount of cheese (e.g., machine-gun rangers). * reduces the importance of flat speed bonuses in the game. Currently speed bonuses trump basically everything else. Disadvantages: * more complicated to code * will require some rebalancing for items that grant +attack / shots.
__________________
Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
![]() |
![]() |
![]() |
#137 |
Adept
Join Date: Feb 2018
Location: London
Posts: 136
![]() |
|
![]() |
![]() |
![]() |
#138 |
Knight
Join Date: Oct 2019
Posts: 903
![]() |
|
![]() |
![]() |
![]() |
#139 | |
Knight
Join Date: Oct 2019
Posts: 903
![]() |
Quote:
For example, if you have +30 speed and put on +1 movement boots, you'd only go from 3.8x to 4.2x -- about +10% moves against your enemy instead of the current +100%! And that's setting aside the fact that general speed help gain energy and specific speeds affect spending energy. |
|
![]() |
![]() |
![]() |
#140 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,912
Donated: $40
![]() |
But speed increase is not commensurate with shots (or or movement or spellcasting.) the former gives you more energy per player turn. The latter all cut energy use by some amount. The effects are very different, except in the special case of starting from normal speed.
|
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Reviving Iso-Angband, an isometric view addon for Angband | Hajo | Development | 111 | August 3, 2014 20:44 |