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View Poll Results: What should I work on next?
Summoning (long, hard implementation) 7 17.07%
Polish- better UI, more races (fast and easy) 27 65.85%
King monsters and race artifacts 4 9.76%
The Adventurer's Guild 3 7.32%
Voters: 41. You may not vote on this poll

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Old January 19, 2011, 19:18   #131
pampl
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Quote:
Originally Posted by Arjen View Post
A reaction on your newest dead troll.

What i notice with randart is that you find better artifact earlier in the game. Especially when you play a non-weapon monster. Maybe this is just luck with finds. And overal i think randarts are way better than the normal arts if you check the normal Angbandladder. Is this on purpose? It doesn't make you want to play with the standart artifacts if you know the chances to survive are higher with randarts.
Not on purpose. I didn't change the randart code so it must have been quirky in the version of Angband I used. Maybe I'll update the Angband code(merge? Not clear on the terminology) before 3.3 if that's the case.
Quote:
Originally Posted by emulord View Post
Nexus hounds should probably have teleporting ability, no? Since their nexus breathes dont teleport, they should have some kind of theme rather than just straight damage.

By the way, don't have their attacks teleport, that would be a nightmare. Maybe you could have them be better at magic devices or something
I could give them phase door/tp. I had assumed that nexus breath would phase/tp whatever didn't resist it, its damage would be slightly lower if I had known it wasn't that annoying.
Quote:
Originally Posted by emulord View Post
Ghosts should start as a poltergeist at level 1-4 or so. From original pos, they wouldn't have boot slots. Gaining some form as you level up feels good as a ghost.
I just copied the first form from the partially-finished Pos implementation.. no idea why he didn't start with poltergeists. Ghosts already evolve every five levels so it'll be a while before I give them new forms.

Djabanete and I were tossing around ideas for new special artifacts. I'd like every PITA unique to have a chance at dropping a relatively strong artifact.. there are already (from Pos) special artifacts for Smeagol, Grip and Fang, Eol, one of the orc captains, and the elemental royalty, plus the racial artifacts. Other uniques we've been talking about adding artifacts to are Nar the dwarf (his clothing is described as ragged, so either a rag or something damaged), Kavlax (a suit of PDSM that's been irradiated by his gravity breath and so weighs a lot and gives a penalty to speed), Gorlim (a dim torch with a bonus to stealth and speed), Saruman (his technicolor robe, not sure what its bonuses and penalties should be), boots or gloves or something for Mim, a pick for Maeglin, and a rag for Ghan-Buri-Ghan (who has to be added as a mob too). Any other tough uniques and artifact ideas? Maybe something for Lorgan or the Tarrasque?

These special artifacts only have a 1/15 chance of dropping, so I'm not worried too much about adding too many.. I'd like players to average 1-3 per game, so 30-40 artifacts in total, or ~20 new ones.
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Old January 19, 2011, 19:32   #132
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Quote:
Originally Posted by Arjen View Post
And overal i think randarts are way better than the normal arts if you check the normal Angbandladder. Is this on purpose? It doesn't make you want to play with the standart artifacts if you know the chances to survive are higher with randarts.
Certainly the randart vs. standart balance has been wonky in various directions for awhile. However, you should also consider that experienced players are more likely to be playing with randarts than unexperienced players, since they already know what all the standarts do. Assuming randarts and standarts are balanced, that means that any given randart game is more likely to produce a winner, because it's more likely to be at the hands of someone who knows what they're doing.

In other words, more randart winners than standart winners does not necessarily mean randarts are better.
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Old January 20, 2011, 18:31   #133
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Quote:
Originally Posted by Derakon View Post
In other words, more randart winners than standart winners does not necessarily mean randarts are better.
There's also the whole "users don't tend to post non-winners" thing. So players who roll a good set of randarts would tend to be posted more often that players with a bad set of randards. (Selection bias, I guess.)
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Old January 21, 2011, 14:24   #134
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RePosBand 0.6.3

When using DVG graphics I get an (non-crash) error reading graf-dvg.prf which prevents the rest of the file from loading, resulting in lots of items appearing as ASCII.
Commenting out the following line eliminates it, and I don't see anything wrong here in the prf, so it must be is the source???

Code:
##### Dragon Scale Mail #####

...
K:dragon armor:Multi-Hued Dragon Scale Mail~:0x80:0xC4
K:dragon armor:Pseudo-Dragon Scale Mail~:0x80:0xC0
K:dragon armor:Law Dragon Scale Mail~:0x80:0xC2
# K:dragon armor:Bronze Dragon Scale Mail~:0x80:0xBE
K:dragon armor:Gold Dragon Scale Mail~:0x80:0xBF
K:dragon armor:Chaos Dragon Scale Mail~:0x80:0xC1
K:dragon armor:Balance Dragon Scale Mail~:0x80:0xC3
K:dragon armor:Power Dragon Scale Mail~:0x80:0xC5
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Old January 21, 2011, 15:35   #135
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Quote:
Originally Posted by buzzkill View Post
RePosBand 0.6.3

When using DVG graphics I get an (non-crash) error reading graf-dvg.prf which prevents the rest of the file from loading, resulting in lots of items appearing as ASCII.
Commenting out the following line eliminates it, and I don't see anything wrong here in the prf, so it must be is the source???

Code:
##### Dragon Scale Mail #####

...
K:dragon armor:Multi-Hued Dragon Scale Mail~:0x80:0xC4
K:dragon armor:Pseudo-Dragon Scale Mail~:0x80:0xC0
K:dragon armor:Law Dragon Scale Mail~:0x80:0xC2
# K:dragon armor:Bronze Dragon Scale Mail~:0x80:0xBE
K:dragon armor:Gold Dragon Scale Mail~:0x80:0xBF
K:dragon armor:Chaos Dragon Scale Mail~:0x80:0xC1
K:dragon armor:Balance Dragon Scale Mail~:0x80:0xC3
K:dragon armor:Power Dragon Scale Mail~:0x80:0xC5
Does the same thing happen with the V nightlies? My guess is that this was caused by the change to confusion from an element that's breathed to just a status effect. I'll add it to the bug list.
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Old January 22, 2011, 02:46   #136
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Quote:
Originally Posted by pampl View Post
Does the same thing happen with the V nightlies? My guess is that this was caused by the change to confusion from an element that's breathed to just a status effect. I'll add it to the bug list.
I don't play nightlies, but it does not happen in 3.2 proper. Anyone who does play nightlies can confirm or deny by simply switching to DVG graphics. The error message will appear immediately (but won't crash and shouldn't affect you game in any way).
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Old January 22, 2011, 02:49   #137
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Quote:
Originally Posted by buzzkill View Post
I don't play nightlies, but it does not happen in 3.2 proper. Anyone who does play nightlies can confirm or deny by simply switching to DVG graphics. The error message will appear immediately (but won't crash and shouldn't affect you game in any way).
IIRC there was an issue with the BDSM (heh) in V at some point - I would recommend just removing it.
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Old January 22, 2011, 03:17   #138
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Quote:
Originally Posted by pampl View Post
Does the same thing happen with the V nightlies? My guess is that this was caused by the change to confusion from an element that's breathed to just a status effect. I'll add it to the bug list.
IIRC BDSM (not BaDSM) was removed from the game.
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Old January 22, 2011, 08:11   #139
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Quote:
Originally Posted by Nick View Post
IIRC there was an issue with the BDSM (heh) in V at some point - I would recommend just removing it.
If you remove it completely, any savefiles containing it will be unable to load. I just set its rarity to 0 in V so it is not generated.
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Old January 22, 2011, 16:29   #140
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Tried the crystal drake, lot's of fun. Downside, hard to get FA ring (found FA at clvl 28), no other source because you can't wield boots, gloves and weapons. I bet i'm forgetting a source, but i bet it isn't a common source (or it has -3 speed). Same with speed, i only found a staff of speed.

So i realised that the FA was making them a nice challenge(yay!) and shouldn't be changed. But the speed is kinda hard, you can't wield speedboots. And monsterraces don't get speed even if the monster itself is hasted. (Most Wyrms have more than normal speed.) So maybe thats something to change? I know Posband had speed implented in the races.

Ow and i met some nasty golems and i wanted to play them! So maybe a next race new can be golems. (flesh -> iron -> steel -> mithril -> colbran -> colossus ->bone/bronze/drolem). As being a golem, they should have stuff like HL, FA, res conf/poison, no_cuts (even saw a piece of metal bleed or been poisoned?).
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