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#91 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,115
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Thanks, Nick. Also noticed another bug that you can see in that same savefile. @ has the Palantir of Avallone, which I understand should activate for Detection, but the one in @'s equipment is not activatable.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#92 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,350
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Quote:
Traps should be more reasonable now too. The maximum trap power (which gets subtracted from raw disarm skill to get a chance of success) is now 115; before this fix it was upwards of 16000. Luckily there is a lower bound on success chance, so one in fifty times the disarm would have worked ![]()
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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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#93 |
Scout
Join Date: Apr 2020
Location: Donetsk
Age: 26
Posts: 40
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Hello! How about to make trees "diggable" in Nan Dungortheb? It is pretty difficult to play as a mage without being able to use a ranged attack haha. I don't think it's right but I would like the discussion to begin
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#94 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,677
Donated: $40
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Why not burn them down?
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#95 |
Scout
Join Date: Apr 2020
Location: Donetsk
Age: 26
Posts: 40
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At the moment, there is no way to burn them with a fireball (I play last version).
But if we had such feature.. There is a question of balance. If the feature arises, what about other classes? Mages have the ability to cast fireballs, but what about warriors, archers? Of course, there are wands, rods...Non mages should dig then with their own hands! ![]() There is something to think about, hmm
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#96 |
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Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,115
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Bug: Note that the descriptions for lines in the txt files should be cleaned up. For example: Class.txt in the description lines at the beginning:
replace “# skill-disarm:base:increment” with # skill-disarm-phys:base:increment # skill-disarm-magic:base:increment and their associated full-blown descriptions that follow. same for #hitdie:increment, etc.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#97 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,115
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Bug: Description in Recall spells, and I assume items as well though I didn't check. Takes @ to the chosen recall point, not necessarily to the deepest level of the dungeon reached thus far.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#98 |
Scout
Join Date: Nov 2018
Posts: 30
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Hey Nick, I haven't played FAangband, but I would suggest adding a description (brief or detailed) of how it differs from vanilla in the README, on http://nickmcconnell.github.io/FAangband/ , or on http://angband.oook.cz/faangband/ . You put a nice writeup on Roguebasin ( http://www.roguebasin.com/index.php/First_Age_Angband ), but it's from way back when you created the page in 2006, so I wonder how well it reflects the game today.
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#99 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
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Thanks for all the reports and suggestions. I have filed a couple of bugs.
I think I want to leave Nan Dungortheb as is - it's meant to be horrible. Note, though, that elves and druids/rangers (and especially elven druids/rangers) get easier tree movement, so some characters will not mind it.
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#100 |
Rookie
Join Date: Apr 2018
Posts: 12
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Just played through this to completion as a warrior, here's the dump.
Great variant, moving around the greater map through the different outdoor areas is really cool. Too bad 90% of the game is still in the regular dungeon. Would be better the other way around IMO. I only noticed a couple of bugs, one is that items sometimes say they were found in the Arena. The other is that town building locations reroll every time you visit the town. Also no quest on level 99 but I assume that's deliberate. Going to play through again as a spellcaster I think. Is the idea to move fully to Tolkein lore? As I noticed there's still lots of D&D monsters and stuff. |
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Thread | Thread Starter | Forum | Replies | Last Post |
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