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Old January 14, 2018, 17:47   #211
Ighalli
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Druid problems

The druid can self-level up to 10 (as a human) by casting his spells in town and buying the 2nd book. The first casting of fox form takes you straight to 3, and from there satisfy hunger puts you to 4, cure poison to 5, confuse monster straight to 7, and so forth until sense surroundings leaves you stuck at level 10 with 439 experience.

I tested all of the starting priest spells and none of them give you more than 4 xp. The mage spells only give you 2 xp.

Also, if you attempt to enter a shop in fox form, you get "There is a scream and the door slams shut!", which is amusing. Unfortunately, changing back doesn't let you into that store, any other stores, or even your own home. I descended and immediately came back, but I'm still unable to interact with any town buildings.

Edit: Casting heroism for the first time took me from level 6 to 9.

Last edited by Ighalli; January 14, 2018 at 18:44.
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Old January 14, 2018, 18:07   #212
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close the game and relaunch it.
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Old January 14, 2018, 20:23   #213
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Quote:
Originally Posted by Ighalli View Post
The druid can self-level up to 10 (as a human) by casting his spells in town and buying the 2nd book. The first casting of fox form takes you straight to 3, and from there satisfy hunger puts you to 4, cure poison to 5, confuse monster straight to 7, and so forth until sense surroundings leaves you stuck at level 10 with 439 experience.

I tested all of the starting priest spells and none of them give you more than 4 xp. The mage spells only give you 2 xp.
Yes, I haven't put a lot of effort into balancing the XP for casting a spell the first time (nor really for fail rates). Thanks for reporting.

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Also, if you attempt to enter a shop in fox form, you get "There is a scream and the door slams shut!", which is amusing. Unfortunately, changing back doesn't let you into that store, any other stores, or even your own home. I descended and immediately came back, but I'm still unable to interact with any town buildings.
OK, I have seen some problems like that, but thought they were fixed. Will check.
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Old January 14, 2018, 21:47   #214
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new angband classes

Well, fine if you guys like it. I dislike playing this way, and so i expect the game will loose me as player. That should not reduce the work of Nick, but for me the stuff presented in the last version is not Angband anymore.
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Old January 14, 2018, 22:37   #215
Darin
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fox form oddity

Been playing around with the Druid class and it is a lot of fun. One oddity is that in fox form I can't pick up objects as expected, but I can pick up gold. Maybe my fox form has a collar that doubles as a money belt?
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Old January 14, 2018, 23:38   #216
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maybe nothing but I see the following error on start up in a win 10 system:

Code:
Parse error in C:\Users\Jeremi\Documents\My Games\angband-win-4.1.2-47-gecdb7011\angband-4.1.2-47-gecdb7011\lib\tiles\shockbolt\graf-shb.prf line 458 column 5: : unrecognized sval
and then all creatures are text characters and money is $, tiles for other things - minor
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Old January 14, 2018, 23:54   #217
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found a bit of an issue with Shape Change. if you are in animal shape, you cannot revert back if you are blind or confused.
in order to un-blind or -confuse yourself, you need to revert back (to use potions). essentially if you get blinded or confused, your only option is to hold down the arrow key and hope to survive.
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Old January 15, 2018, 01:29   #218
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Originally Posted by Tibarius View Post
Well, fine if you guys like it. I dislike playing this way, and so i expect the game will loose me as player. That should not reduce the work of Nick, but for me the stuff presented in the last version is not Angband anymore.
By "last version" do you mean 4.1.2, or the future magic revamp version we've been talking about in this thread? You're more than welcome to continue playing 4.1.2, or to make your own changes as you were talking about previously. From the discussion it sounds like Nick is making it easier to make your own version of the mage class, it's just unlikely to make it back into Vanilla.

There's nothing wrong with continuing to play 4.1.2, if that fits your play style.
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Old January 15, 2018, 02:29   #219
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Long-time lurker/player, first-time poster. Been following this thread with much interest, and I am intrigued to see just where Nick's concept leads.

Posting in response to Tibarius' concerns that Nick's direction is in the wrong direction. If I have read your posts correctly, Tibarius, your primary concern is that a mage in 4.1.2 has too few "power steps" compared to other classes, due to reliance on spellbooks for much of their power, and that Nick's concept is only going to exacerbate that problem. To the contrary, I think it mitigates it somewhat.

While, yes, there will be fewer "power steps" based on spells, as Derakon mentioned the greater reliance on devices (gnome auto-ID ftw) means that while a few steps are lost on spells (due to fewer books), you gain more steps due to the greater reliance on equipment. For example, take lighting spells, now lost to the branch mage in the spellbook. The power curve now makes this mage rely first on scrolls, then on wands/staves, and finally on rods of Illumination (rooms)/Light (corridors). Thus, what was one step (lvl 3 spell in book 1 if memory serves) is now at least 3, smoothing the power curve.

In short, if you take the mage's power solely as being from spells, your concern is valid, but since the equipment side still exists and will be a greater share of the branch mage's power, once tuned the branch mage ought to have a smoother power curve than the existing one, even if a given playstyle is now more dependent upon equipment.

All of that said, I find your idea of a spellbook that you fill with spells found in the dungeon (black market too maybe) to be rather interesting as well, and if you were so inclined to develop it into a variant I'd give it a go. Some interesting directions you could go with that, again if you were so inclined.
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Old January 15, 2018, 03:08   #220
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Originally Posted by olivertheorem View Post
All of that said, I find your idea of a spellbook that you fill with spells found in the dungeon (black market too maybe) to be rather interesting as well, and if you were so inclined to develop it into a variant I'd give it a go. Some interesting directions you could go with that, again if you were so inclined.
I'd also be interested in trying out Tibarius' variant, if he makes one. I'm also content with seeing where Nick's ideas take the magic classes. So far, I've liked what I've heard, but I'm still playing 4.1.2 at the moment.
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