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#101 |
Knight
Join Date: Nov 2008
Posts: 878
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Werewolves will start with food and light in 7.1.toffee.
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#102 |
Apprentice
Join Date: Jan 2009
Posts: 70
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Toffee?
Do you have a release date in mind for 7.1.toffee?
Maybe it could be the subject of the next monthly contest. As the first non-7.0.x release, should we expect more changes compared to previous incremental releases? |
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#103 | |
Knight
Join Date: Nov 2008
Posts: 878
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Quote:
A pre-release of toffee went up on github and angband.live today, usually it takes a week or two of testing and last-minute changes from pre-release to official release so expect toffee at some point in the first half of March.
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#104 | |
Apprentice
Join Date: Jan 2009
Posts: 70
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Quote:
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#105 |
Knight
Join Date: Nov 2008
Posts: 878
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Yes, also the dreaded Filthy Rag, which is still somewhat beta due to my repeated failures to survive long enough to get a feel for what their endgame is like.
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#106 |
Adept
Join Date: Oct 2009
Posts: 207
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I think the filthy rag is FAR too weak right now. I played it a whole bunch to try to get the feel for it. Only make it up to about level 30-35 at best with any character because Im not the best player. The speed at getting to that level was very noticeable however.
Compared to the death sword levels 1-30 Less damage Similar HP Better AC Similar skills Less resists, abilities due to essences being split across slots and not being able to absorb as many egos as death swords. Compared to a random character 1-30 (Chaotic Nibelung Wild talent) Less Damage Less Skills Less HP Less AC Less Resists Less utility (Activates from equipment, spells) I think they'd be balanced if they upgraded in body type like the death swords do. Only needing 1 essence at Filthy rag for a pip would help early game, and then you can increase the requirements as the armor type improves to give a smoother gameplay like the Death sword. Also, to get to level 30 it took 2 death sword attempts, about 11 filthy rags, and 1 normal character. Yes being overpowered late game is a balancing factor, but if its that difficult to actually get there is it still overpowered? You wouldn't win any competitions in speed |
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#107 |
Knight
Join Date: Nov 2008
Posts: 878
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What I'd like is for filthy rags to be not-easy, but also not-grindy in a way that encourages playing at the limits. I am not sure how to go about that, any ideas would be welcome; I will likely need to play them more to figure it out; but for now I need to play different characters so development doesn't get bogged down entirely.
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#108 |
Swordsman
Join Date: Jun 2012
Posts: 267
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My issue with rags is that they are very challenging without any potential power boosts from finding items (literally only devices matter) and no unique abilities or mechanics. To me it's just very uninteresting, too much so to play even for bravado.
Just to throw an idea out there: they could destroy all armour types for their bonuses and be able to wield a number of aux armour types increasing with level. Jelly slots so you could have your base rag and gloves and boots, or gloves and helm, or two gloves etc. And then throw in some abilities. These could be symbiosis themed or if going with the above idea you could unlock abilities based on what aux armours you have equipped, for example wearing many cloaks gives you some stealth things, helms defensive things, boots evasive things, gloves offensive things. |
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#109 | |
Apprentice
Join Date: Jan 2014
Location: Sufficient for living and internet.
Posts: 69
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Quote:
Longer than I'd thought I'd write, but I was suspicious there was some detail in there you were missing while I lacked any idea which one it could be. I think you even brought up one or two of these at some point? *One reason I tended to not use the in-built armour-detection ability they have is because I usually considered armour less valuable than devices, and so I was going to be using Detect Objects regardless. |
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#110 | ||
Knight
Join Date: Nov 2008
Posts: 878
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Quote:
Coffee-break mode is this mechanic to some extent, I suppose, though like wobbly has said it's still possible to grind in coffee-break mode. Certainly I feel like coffee-break rags aren't that dull, and that's one reason I've resisted redesigning rags from the ground up. Though before I do anything dramatic like forcing rags to always play in coffee-break mode, I'd like to actually get beyond the mid-thirties on a coffee-break rag... Quote:
Possibly I should reduce the rag stat maluses a bit to make early-game melee more accessible with non-combat-oriented personalities.
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