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#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 54
Posts: 7,865
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4.1 feature branches
There are many planned gameplay changes for 4.1, which we're planning to implement (mostly) one at a time. This will be done in feature branches - branches off the codebase which just implement the intended feature.
It seems like a good idea to make these branches available to the adventurous, so they can be tested by a wider audience than the devteam for bugs, balance and a general sense of whether they are improving the game. We're not quite clear yet on how best to make them available, but for now this thread will do. The first one changes monster breaths from being just like a ball spell to being a cone-shaped spray emanating from the monster. This results in the player only getting the full blast when very close to the monster - this is broadly a nerf to monster power, but does bring in new tactical considerations. There is also a change to force breath, so rather than just being a clone of plasma it pushes the player and other monsters away from the breather. The source code for this branch is here on Github, and there are also Windows and OS X builds. All opinions welcome.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#2 |
Knight
Join Date: Sep 2013
Posts: 526
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#3 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 54
Posts: 7,865
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Basically the same as currently - the breath is aimed at the player, but if a monster is in the way they get hit too. The other difference is that ball-breaths currently go over all monsters and explode on the player, whereas cones just spray out and collect everything in the zone.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#4 |
Knight
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 794
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This is probably going to need a rebalance between melee and ranged attacks. The constant risk of getting hit by a train strongly discourages melee. Giving warriors tons of hp to compensate would result in disqualifying melee as an option for rogues and priests.
Anyway, don't flag this down as a negative comment. It's a path worth trying. I believe that the only game that does not change is a dead game.
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Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#5 | |
Veteran
Join Date: Jun 2007
Posts: 1,367
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Quote:
Thus the pull req for the feature becomes the "go here to see the current state" regardless of what feature it is. WDYT? (Aside: I am not a fan of using "/" in branch names (like feature/foo) because it can be very confusing in some instances when using the git command line: There are cases where "origin/foo" means "the branch 'foo' in repository 'origin'" and some where it means "the branch 'origin/foo'". This is needlessly confusing: Just use a descriptive name for the branch and delete it when gets merged. Simple! If you really insist on a prefix for all feature branches I would suggest using a dash.) |
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#6 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,008
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Quote:
A.
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Ironband - http://angband.oook.cz/ironband/ |
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#7 |
Swordsman
Join Date: May 2008
Posts: 473
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Great job.
Is it too late to talk about what the gameplay changes are going to be? |
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#8 | |
Prophet
Join Date: Dec 2009
Posts: 8,951
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Quote:
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#9 | |
Swordsman
Join Date: May 2008
Posts: 473
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#10 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,002
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Quote:
I think we might want some monster AI that makes monsters disfavor breaths when they'll catch allies in blast, but we'll see. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Angband source branches vs trac | ctate | Vanilla | 1 | July 14, 2007 12:43 |