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Old January 9, 2023, 09:44   #11
PowerWyrm
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I'm wondering how it would go if consumables were reworked the way ToME 4 did: instead of potions of cure wounds/healing and scrolls of phase door/teleportation you would have infusions of healing/runes of teleportation that would be engraved in limited slots (2-5 depending on character level) and have cooldown of a few turns so you couldn't spam them and have to carefully plan when to use them. I think this would be a good variant to try such feature.
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Old January 21, 2023, 16:46   #12
Kodiologist
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Having scratched the surface of this variant, it seems pretty cool. How do you cheat to get full monster memory, though? Copying `monster.txt` to my user `lore.txt`, as described here, works fine in vanilla 4.2.4, but in Tactical Angband, it seems to get ignored and then overwritten when I next save my game.
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Old January 22, 2023, 00:46   #13
tom
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Quote:
Originally Posted by Kodiologist View Post
Having scratched the surface of this variant, it seems pretty cool. How do you cheat to get full monster memory, though? Copying `monster.txt` to my user `lore.txt`, as described here, works fine in vanilla 4.2.4, but in Tactical Angband, it seems to get ignored and then overwritten when I next save my game.
Hm, I thought this was a known bug of 4.2.4, but you say it works on 4.2.4. Next tactical angband release I may pull in vanilla master branch, and this might be fixed (?).

[edit]I can confirm this is fixed by pulling in vanilla master branch. If you are willing to use a pre-release version, here it is: https://github.com/tomm/tactical-ang...243-gc20ff8342

Last edited by tom; January 22, 2023 at 01:49.
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Old February 1, 2023, 02:47   #14
Van
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Monster summoning and extremely strong and reliable escape options are two of Angband's biggest problems. Got high hopes for this.
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Old Yesterday, 20:07   #15
tom
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Tactical Angband 0.6

Tactical Angband 0.6

https://github.com/tomm/tactical-ang...leases/tag/0.6

The main thing this release is an extensive item rarity rebalance, this time using the wizard stats generator, to closely match V drop rates for essential speed items, dungeon books, stat potions, and others. This should mean that stat gain ends about when it does in V, speed turns up roughly as in V, the last dungeon book does actually appear at some point, etc.

You could say it's Scientifically Balanced for a Smoother Finish (TM).

* Extensive rebalancing of monster drops to match vanilla angband stat gain, speed items, dungeon spellbooks, end game staves and rods, gold.
* Phase door reduced from 7 to 5 tiles, to match the general rescaling of distances.
* Restore the ability of most monsters that could teleport themselves to the player, or teleport the player to them (in V).
* Monster group sizes adjusted from 1/2 Vanilla to 2/3.
* Paralysis is now measured in player turns, which means the higher your speed, the shorter absolute game time you will spend paralysed.
* Pulled code from vanilla master branch up to 4.2.4-232-g6e34fd35f. Many fixes.
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