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#31 |
Adept
Join Date: Jun 2012
Posts: 206
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Those are extremely rare and still get destroyed or drop on the ground. Ranged shouldn't be any more of a chore than melee, it doesn't do any more damage (in this part of the game) and you are still limited by good ammo (for any class that isn't Archer). Lots of things get phased out later in the game, plain ammo from town shops should be too.
Last edited by clouded; December 22, 2016 at 15:31. |
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#32 | |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 1,168
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Quote:
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#33 |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 325
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This has become my favorite variant, Chris!
Feature Request: Please ID average weapons/armor/ammo/lights on pseudo-ID, since their bonuses are fixed and well-known by anyone playing more than a few games. This is a situation where the player knows something but the character doesn't unless you spend gold to ID stuff. |
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#34 | |
Prophet
Join Date: Dec 2009
Posts: 8,208
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Quote:
Ideally archery would deal less damage than melee, but not have the inventory management hassle. However, Vanilla's still trying to work out how to handle that without making archery overpowered, so it's not really surprising that PosCheng doesn't have a good solution. |
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#35 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 1,168
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Not sure this is 100% true for poschengband. Monsters are more likely to use their ranged attacks when you do.
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#36 |
Prophet
Join Date: Dec 2009
Posts: 8,208
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More likely, sure, but presumably they don't use them 100% of the time; some turns are still dedicated to movement (or attacking in melee). A character standing in melee range will thus still take more damage than a character at range unless the monster's ranged attacks are so much more dangerous than their melee that the increased ranged attack rate more than makes up for the decreased melee damage received. I guess there's probably some monsters in PosCheng where that's true. On the other hand, there's surely plenty of monsters that are incredibly dangerous in melee and not so much at range; an archer can deal with those with relative impunity.
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#37 | |
Adept
Join Date: Jun 2012
Posts: 206
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Quote:
Last edited by clouded; December 21, 2016 at 04:53. |
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#38 |
Knight
Join Date: Jan 2012
Location: Mid-Atlantic, U.S.
Age: 35
Posts: 967
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Someday, Chris should incorporate a form of CMovie into PosChengband. ToME 2.3.x has such a known in-game recording feature.
__________________
Hugo = usually plays Halo, PosChengband and its Forks, and Sil My YouTube channel, where I'm known as YggdrasilTid (includes my PosChengband gameplay+music): https://www.youtube.com/channel/UCqG...vf4c0P8ipsIeQQ My most recent good try at PosChengband 7.0.0's nightmare-mode on Angband.live: https://www.youtube.com/watch?v=rwAR0WOphUA |
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#39 |
Apprentice
Join Date: Jan 2016
Posts: 85
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The happiest day of an Archer's life is when he finds an OOD staff of dispel life and he can suddenly kill orc packs without spending 15 minutes picking up arrows afterwards.
There should be an upgraded version of the rod of telekinesis that just grabs everything in sight and puts it under your feet. Maybe give ranged classes a power that does a similar thing but only for ammo. |
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#40 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 1,168
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Or replace ammo with quivers that have charges like a device. Then either use 'R'est to recharge it or a ranger spell or a device(fletchery kit) that recharges, or something else...
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