Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old October 10, 2019, 09:20   #201
PowerWyrm
Prophet
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 2,666
PowerWyrm is on a distinguished road
Quote:
Originally Posted by Diego Gonzalez View Post
The older I get the more I avoid the Tarrasque...
Now imagine fighting the damn thing... in real time!

https://www.mangband.org/scores?v=1....Pal-1186257779
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!
PowerWyrm is offline   Reply With Quote
Old October 10, 2019, 11:44   #202
Diego Gonzalez
Apprentice
 
Join Date: May 2007
Posts: 61
Diego Gonzalez is on a distinguished road
A fragment of your fight:

The Tarrasque breathes disenchantment.
You feel very good.
The Tarrasque breathes disenchantment.
You die...
Diego Gonzalez is offline   Reply With Quote
Old October 12, 2019, 18:38   #203
Sphara
Adept
 
Join Date: Oct 2016
Location: Finland
Posts: 190
Sphara is on a distinguished road
I chose randarts in 4.2.0 and I came up with this.

I already thought Wormtongue boots were quite overpowered because of the double movement, but this item takes movement speed buff to whole new level. +30 speed for running purposes and turncount adds in every fourth step.

I should probably try a massive turncount run with the game I have in hands.
Attached Thumbnails
Click image for larger version

Name:	+30speed.JPG
Views:	53
Size:	44.6 KB
ID:	1760  
Sphara is offline   Reply With Quote
Old October 12, 2019, 18:56   #204
Diego Gonzalez
Apprentice
 
Join Date: May 2007
Posts: 61
Diego Gonzalez is on a distinguished road
In my current game, dwarf druid, my randarts have a noticeable lack of sustains. It was made that way?
Diego Gonzalez is offline   Reply With Quote
Old October 12, 2019, 20:02   #205
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,918
Derakon is on a distinguished road
Quote:
Originally Posted by Diego Gonzalez View Post
In my current game, dwarf druid, my randarts have a noticeable lack of sustains. It was made that way?
Just one game, I'd call that bad luck. If it was happening repeatedly that'd be a different matter.

My experience with randarts is that often there's something you want that just doesn't seem to be available. It's one of the reasons randarts are more interesting than standarts.
Derakon is offline   Reply With Quote
Old October 13, 2019, 13:36   #206
Diego Gonzalez
Apprentice
 
Join Date: May 2007
Posts: 61
Diego Gonzalez is on a distinguished road
Thanks! I opted to wield a crown of might to melee Morgoth.
Diego Gonzalez is offline   Reply With Quote
Old October 13, 2019, 14:06   #207
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,385
Donated: $40
Pete Mack is on a distinguished road
@Diego--
That is a fairly common choice with standard artifacts, too. (Shield of preservation being a second option.) Crown of Might is a very powerful ego item.
Pete Mack is offline   Reply With Quote
Old October 13, 2019, 18:37   #208
fph
Knight
 
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 783
fph is on a distinguished road
Quote:
Originally Posted by Sphara View Post
I chose randarts in 4.2.0 and I came up with this.

I already thought Wormtongue boots were quite overpowered because of the double movement, but this item takes movement speed buff to whole new level. +30 speed for running purposes and turncount adds in every fourth step.

I should probably try a massive turncount run with the game I have in hands.
Boots of pillar-dancing +3 --- I guess this takes "shoot and duck behind a corner" tactics to a whole new level.
__________________
Dive fast, die young, leave a high-CHA corpse.
--
You read a scroll labeled 'lol gtfo' of Teleport Level.
fph is offline   Reply With Quote
Old October 26, 2019, 21:43   #209
archolewa
Rookie
 
Join Date: Feb 2019
Location: Midwest
Age: 31
Posts: 13
archolewa is on a distinguished road
Just finished my first successful 4.2.0 game. I was running a paladin, and have some feedback for that class.

First, I'm really digging the Paladin's new, much more focused spell list. I made good use of just about every spell (except the brandings, because a young gold dragon dropped Fingolfin's sword on floor 42...), and in general I was very happy with it. Just a few criticisms:

1. Protection from Evil - I found this spell to be pretty much useless. By the time I had enough mana, and a low enough spell failure rate to make this worth casting I was well past the point where monters of a lower level posed any sort of threat. If we want to keep this spell, I really think we should do something like make the effective level of the repulsion scale based on the paladin's Wisdom. For example, maybe a level 50 Paladin with maxed Wisdom is considered level 100 for the purposes of the spell. That way at the end game (assuming you have enough +Wis items), pretty much everyone except Morgoth can be repulsed. Not as good as Runes of Warding, but still not just taking up space.

2. Enchant Armor - This came way too late to be all that effective. I used it a few times, because I got *garbage* cloak drops, so my poor Elven Cloak of Stealth was in pretty sorry shape by the time I got this spell. If we put this where Protection from Evil currently is, I think it would be a much more useful spell.

Honestly though I kind of think we should just replace both of these spells with two spells that put temporary resistances to your character's shield (basically the armor equivalent of the temporary brand spells). Maybe resistance to Darkness where Protection from Evil is now, and Protection from Nether where Enchant Armor is now. Note: These would be temporary *armor* resistance, so it wouldn't stack with resistances on your armor like normal temporary resistance does. Like the brands, they would basically let you patch holes and give you equipment flexibility, which feels like the Paladin's strength these days.

This could be confusing though because it breaks the temporary-permanent rule stacking rule. Don't know if that's worth doing.

3. Single Combat - A *wonderful* spell, especially for dealing with monsters who summon (like you know almost all the really dangerous uniques, and the only two monsters in the game you *have* to defeat). However, I'm wondering if it might be a bit too wonderful. It's basically an always-on, cast-for-free Mass Banishment, and sure you don't get to run away either, but nobody can one-shot a paladin by themselves unless the player lets themselves get really low. This probably needs to be nerfed some. A few possibilities:

a. The spell drains mana from the paladin every turn its active. Not much of a debuff in the final fights when you have a ton of mana potions, but it does give you one extra thing to keep a very close eye on. You really don't want your mana to run out and dump you amongst a horde of dragons at an inopportune time.

b. Summoning still doesn't work, but it does have a chance of canceling single combat (the chance would presumably scale based on level and wisdom?).

c. The spell just has a limited duration. This one is the least interesting to me personally.


Anyway, just food for thought. I had a ton of fun, keep up the good work!
archolewa is offline   Reply With Quote
Old October 26, 2019, 21:51   #210
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,918
Derakon is on a distinguished road
Something that just occurred to me re: Protection from Evil: it works similarly to Glyph of Warding, except that it only affects evil monsters. So why not make it basically a "worn" Glyph? That is, it protects against all evil attacks, but each such attack has a chance to break the spell, with the chance depending on the monster's level (or possibly the monster's level vs. the player's level).

The current implementation seems fundamentally unbalanceable -- if it's useful, then it's too good. So it needs to work differently to be usable.

Temporary resists are a reasonable idea as well.
Derakon is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Reviving Iso-Angband, an isometric view addon for Angband Hajo Development 111 August 3, 2014 20:44


All times are GMT +1. The time now is 04:21.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.