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#691 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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#692 |
Adept
Join Date: Feb 2018
Location: London
Posts: 136
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Only please don't fully eliminate asymmetric LoS. Currently, asymmetric LoS is only seriously abusive in conjuction with Stone-to-Mud (which is also responsible for pillar-dancing and antisummoning corridors).
It's fun to occasionally play a character who relies on intelligent positioning and use of terrain, rather than on a large supply of HP. Could shooting-from-behind-a-corner be turned into an intended tactic for some characters, e.g. rogues/rangers? |
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#693 | |
Swordsman
Join Date: May 2009
Posts: 294
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Quote:
Even boosted annihilation is less than two mana storms High level wands are nice mana sources though... |
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#694 |
Prophet
Join Date: Apr 2008
Posts: 2,826
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For Single Combat, I have an alternative that I use for Summoners in PWMAngband which is the ability to... prevent summons. To avoid being a "win" button, the antisummoning field that is generated caps at 90%. In TomeNET, there's roughly the same feature, but it caps at 75%.
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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! |
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#695 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,428
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I don't think the damage is the issue. Wands never seem to blow. You can fit more charges in a pack full of wands then you have mana, so it's like fighting with unlimited mana. Your going to recharge it at the end why not casually use annihilition on the grey mushroom patch?
I guess there's a choice here. CPB has devices that recharge but just about everything else does more damage. Anything powerful enough for the serpent is rare & will be around 50% fail on something with a low device skill. It also takes actual mana to fast recharge rather then 4 sps. The old V the top wands blew if you used them on fluff. High damage, limited resource. So what do we have currently? Spell competive damage for 0 sps, unlimited resource, cheap to recharge. Why bother being a swordsman or mage in a world of guns and heavy artillery? Last edited by wobbly; July 4, 2018 at 04:23. |
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#696 | |
Prophet
Join Date: Apr 2008
Posts: 2,826
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Quote:
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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! |
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#697 |
Adept
Join Date: Apr 2016
Age: 50
Posts: 137
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Maybe it's as simple as each use of recharge (and maybe also tap charges) reduces the maximum charges a device can have by one, so eventually they run out. Then they become predictable finite resources, and would add some strategic play around them
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"This has not been a recording" |
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#698 |
Adept
Join Date: Feb 2018
Location: London
Posts: 136
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I quite like the new recharge that doesn't blow up wands, though I agree it's probably overpowered. As a alternative suggestion for a fix, how about making recharge give only 1 charge to a wand per cast, up to a maximum of (number of wands in stack)*(some function of magic device and wand level)? Then if you go into a fight with 3 wands of annihilation with, say, a total of 6 charges, you can freely use it 6 times, but after that have to recharge after every use, so that it loses 50% efficiency until the fight is over.
With the current setup, staves of Banishment, Speed and Magi should probably be removed, as they seem too powerful with access to the recharge spell. Perhaps replace them with stacks of corresponding scrolls/potions instead. (I've only tried it with rogue, and not with a mage.) Alternatively, increase the blow-up-when-recharged probability for staves. This would be a bit annoying for Magic Mapping, Teleportation and the like, though. |
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#699 |
Swordsman
Join Date: May 2009
Posts: 294
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Small bug with necromancers:
The read minds spell is defined in terms of dice, wheras the read_minds effect in effects.c is set up for effect-yx. Also, it doesnt seem that effect-yx can be defined in terms of expressions. |
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#700 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,592
Donated: $60
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OK, new builds for Windows and macOS up on the build page, source is here. Changes are:
I still intend to remove sharp weapon and glove penalties; I'll probably keep blessing of weapons, and give priests and paladins some sort of slight advantage for using a blessed weapon. I also want to nerf shield bashes a bit, and make them available to classes other than blackguards. Please remind me about other bugs that are unfixed (I haven't checked kaypy's read minds bug yet) and balance issues that remain outstanding. I'm aiming to get this to an OK state so that it can be pulled into master once 4.1.3 is released, and I can get on with player races, artifacts and monsters. How hard can it be?
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