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#671 |
Adept
Join Date: Mar 2018
Posts: 191
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Traps
I thought we'd addressed traps. A chest that fires nine needles? Really?
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#672 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,753
Donated: $60
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A few quick thoughts:
I hope to get an update out this weekend which will address some of the class issues that have come up during the comp (note - few complaints about rogues or paladins...)
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#673 | |||||||||||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,753
Donated: $60
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Here is what I've changed for the next build:
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This is actually a powerful damage spell as well as the thrusting effect - I made it high level because of that. I've left it as is for now, but maybe it should be earlier. Quote:
Chenged the rogue book map colour, and the inventory colour for arcane and divine books.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#674 | ||||
Scout
Join Date: Apr 2008
Location: Singapore
Posts: 31
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Love the changes! Some comments:
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The key issue here is one of user experience, and I think DCSS's solution for this one is pretty good. Translated to Angband, it would look like this:
Will test to see how it plays out Quote:
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No idea, I'll give it another go |
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#675 |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 424
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Played the new HE mage to 1300ft using 3 deep descents. Just some thoughts:
Didn't miss Stone to Mud as much as bunnies. It was a goddamn powerful spell and would have seemed a bit like an overkill to me as mage's starting book also have Detect Monsters and Detect Traps. Disabling traps in some unfortunate situations might become some kinda russian roulette, though. But didn't happen to me yet. Acid spray I still barely have any opinion as frost bolt kills everything that isn't cold resistant. Fail rate is still pretty high. Otherwise I played it just as I used to. |
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#676 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,753
Donated: $60
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Didn't get as far as I would have liked, but the build page now has new builds for Windows and macOS with the updates to mages outlined in my last post in this thread, and a fix to the Tap Magical Energy with full mana crash. Source is here.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#677 |
Adept
Join Date: Mar 2018
Posts: 191
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Le thought, le mage
Working a half-orc mage through the system. Haven't played a lot of mages, but here's my two cents/drachma/peso/copper pieces.
Playing style: the mage has become a tool-user Grab stuff, recharge. Rinse, lather, repeat. I plucked a wand of annihilation fairly early on, and recharged the ever-lovin' heck out of it, essentially turning a spell point into about 200 points of guaranteed, irresistible damage. Racked up a lot of dead uniques with that wand, until it went blooie. Until Dungeon book 4, was using wands of acid bolts, cold balls, etc., etc. I think my playing style has evolved considerably in the last few months, but even being hyper-stupendous-cautious, I lost a whole bunch of mages in the first few levels (deep descent the culprit for a few; summoning another.) The only reason the current one made it to DL 50 (CL36) was due to a DL8 randart bow (x3), iCold, rAcid, pFear, +4 CON that turned it into a ranger - at least on low AC targets. Liking the electric arc. Scales well, I thought, through early levels.. Nerfing stinking cloud was wise, as it did not scale well: became irrelevant too quickly. Not grasping the use of disruption. Doesn't seem ... worth anything. Mana bolt is now the go-to assault. I sense a shift from devices to spells as the mana points accrue, although without serious toys, there's not enough mana points to do serious whittling - yet. The recharge spell - and its lack of blooie - leads to a completely different playing style than I've ever explored before, using a stack of wands/staves. Let's just say that liches aren't allowed to do the touchy-drainy, and I may have to really alter tactics when the balrogs show up more regularly. |
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#678 | |
Swordsman
Join Date: Aug 2015
Posts: 279
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#679 | |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 424
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Wands I found did the killing job a lot better than spells I had in first three books. What I assumed being a 3rd book all-around killer spell, Mana bolt, was a huge disappointment damage-wise. Compared to it, wand of fireballs, destroyed everything that wasn't resistant lot faster. I barely needed Restore Mana in anything else than recovering from late Banishment fails. In the very late I did use some Mana Storm just because it's a mana storm. Still, wasn't as reliable as acid balls wand because of the high fail rate. Thrust Away spell had too short range to be even closely competitive with the wands. Well, at least I killed Khamul with that because he appeared to be omni-resistant. I know the wands have always been great for a mage but now they are just overwhelmingly better compared to this new spell set. And rods? Why bother carrying those when Recharging spell barely fails at all? |
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#680 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,753
Donated: $60
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Thanks for the feedback - note that there is a new build up which probably changes the experience quite a bit.
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Thread | Thread Starter | Forum | Replies | Last Post |
I'm considering making a new Sil branch | Quirk | Sil | 46 | October 19, 2017 18:27 |
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