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#1 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Ramblings on latest RC
So, I took a poke at the latest today (june 26 - 9367950). Doing this in one post, since it's mostly rambling, and too many different things to make posts about...
### When starting new player, you can leave the name field blank, and get a character without name. This character can then be saved and get's a save file called PLAYER. # Monster drains your mana. It notes that you don't have any mana. Then drain you again. And again note that you have no mana. And keep on... First when this appeared I assumed it was to show that the monsters could learn, but now I'm not so sure they are learning... # When identifying something in inventory, would it not be more helpful if the reordering of items happened first? I know, not strictly logical, but more helpful: - read scroll of inventory on wand in slot q, output from game: In your pack: Wand ... (q) You have 3 scrolls of Identify (j) You reorder some items in your pack. Now the wand has moved to slot (o), but I need to check that if I want to find out. Would be helpful if the message game the relevant information from the start... # DSM: All enchanted items should be considered magical, that the base is an enchantment of +10 does mean that +10 is average, but it is also magical, and it would be more consistent with player intuition to say that it is magical. # Too many DSM, and too early as well, not saying that they are too good at that level, but just feels like it's too early. Maybe I'm just used to them taking some time to show up... # Dropping too many egos and artifacts. I suggest we go and tweak that number somewhere that sets the chance for egos to be created... # Halucination lasts for too long. Even if we want for it too be a really long and annoying effect we could cut it in half and it would still be. # Wand/staff of slow monster still too good. Slowed uniques twice on second attempt, 6 on first attempt (OTH never succeded a second time) (playing H-Troll Warrior). And then usually tough uniques were push overs. I always had time to kill the monsters I had slowed before they sped up. My suggestion is to make it just a bit harder to fail, but shorten the time a lot, so they are only slowed like 4 turns or so. # I really like the new spikes and doors. I think it might really bring out new plays, at least in the early game. But, stuck doors are too hard to bash down. My H-Troll Warrior doesn't really have a problem, but earlier when I was playing a mage he could never open a stuck door. I wasn't really testing it, and he only encountered 2 doors. |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Regarding Slow Monster: harder to fail, or harder to succeed? I.e. should the wands be more reliable or less?
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#3 | ||||||
Angband Devteam member
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Congrats to artes on the doors and spikes code.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#4 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Less reliable. But I'm not sure if there might be a break point where they suddenly become to unreliable, so it's easier to balance by reducing the power, rather than reducing the control. A very good item that you can only use very seldom, while technically balanced, is IMO not very good for the game.
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#5 | |||||
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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What does WAD stand for? The problem for my mage was that he found those doors before he had stone to mud. Now he could just ignore that part and move on, but I can see situations where you might get stuck in the dungeon because you can't open a door. Would be a shame after ensuring that dungeons are connected. Maybe make the strengths on the door somewhat dependent on dlvl? That way he'd have a chance of having the spell before getting to doors he can't open. |
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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WAD = Working As Designed.
Mages should get Phase Door pretty early to deal with doors, but priests don't. Other classes should all be strong enough to break doors down, at least early on. I wouldn't mind seeing door strength vary with dungeon level though. Messaging for monster mana drain got changed somewhat recently; I reported that I was getting messages when they tried to drain my warrior's mana -- this is new. Previously the monster would just silently waste a turn, I suspect. When ai_learn/ai_cheat is off, what would the desired messaging be? |
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#7 | |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 436
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#8 | ||
Angband Devteam member
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__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#9 | |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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So, what is required for us to be able to remove the broken sign? |
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#10 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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One thing would be to fix the chain-healing problem with deep uniques. IIRC truly smart monsters are basically unkillable because the odds of them not healing long enough for you to kill them are so close to nil.
It's been a long time since I played with smart monster spellcasting, though. |
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