Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Obsolete > v4

View Poll Results: How should v4 handle dragon scale breath effects?
Don't allow DS items to grant breath effects at all 7 23.33%
Use the old powerful breath effects but only for body armour 6 20.00%
Use breath effects for all Dragon Scale items, but make them weaker 4 13.33%
Use the old powerful effects, but have only (say) 20% chance of them appearing on a DS item 8 26.67%
None of the above 5 16.67%
Voters: 30. You may not vote on this poll

 
 
Thread Tools Display Modes
Old October 25, 2011, 11:02   #1
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
v4: whither DSM?

(There's no v4 forum yet, so I suggest anyone starting a thread about v4 prefixes the title with v4: ...)

So, the latest version of v4 (6f60915) allows Dragon Scale prefixes on armour, as well as helms, boots, gauntlets and shields. The DSM base items have gone.

What's the same: the Dragon Scale prefixes grant the resists (and ignores) that you would expect. So white DS gives RES_COLD | IGNORE_COLD and so on. They also give -2 to hit.

What's different:
- the AC adjustment is not a flat +10 bonus any more. Instead, DS prefixes increase both base AC and weight of the item. The lower DS types (blue, white, black) only add a few percent, which might not even be noticeable on low-AC items like boots and gloves. The higher types (MH, Balance, Power) add much more (30-60%) - but they are heavy. (The old DSMs increased in both AC and weight as you went up the series.)
- they don't give any breath effects, at the moment.

This thread is to ask how people would like to see DSM breaths handled in v4. Simply replicating the previous breaths on all items would be overpowered - you could end up being able to breathe five times in a row. So I've come up with some suggestions - if you prefer something different ("none of the above"), please say what.
__________________
"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
Magnate is offline  
Old October 25, 2011, 11:17   #2
mumbles
Rookie
 
Join Date: Oct 2011
Posts: 3
mumbles is on a distinguished road
keep the old damage but make a player have a dragon helmet and body armour, as you need a mouth to breath from
mumbles is offline  
Old October 25, 2011, 11:21   #3
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by mumbles View Post
keep the old damage but make a player have a dragon helmet and body armour, as you need a mouth to breath from
Why are the best ideas always a total bastard to code?
__________________
"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
Magnate is offline  
Old October 25, 2011, 11:33   #4
mumbles
Rookie
 
Join Date: Oct 2011
Posts: 3
mumbles is on a distinguished road
might as well make @ eat a rod of fireballs too, seems logical
mumbles is offline  
Old October 25, 2011, 12:01   #5
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 54
Posts: 7,835
Donated: $60
Nick will become famous soon enough
O/FA have artifact sets - combinations of artifacts which give a bonus when you wear them all. You could have a similar sort of arrangement where a DS item gains an activation if a second one is worn.

This could be generalised to all sorts of stuff - matching leather hat and boots give a +CHA bonus, say...
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline  
Old October 25, 2011, 12:03   #6
Nomad
Knight
 
Nomad's Avatar
 
Join Date: Sep 2010
Location: England
Posts: 958
Nomad is on a distinguished road
Restricting the breath weapons to dragon scale helms seems logical.
Nomad is offline  
Old October 25, 2011, 12:06   #7
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by Nick View Post
O/FA have artifact sets - combinations of artifacts which give a bonus when you wear them all. You could have a similar sort of arrangement where a DS item gains an activation if a second one is worn.

This could be generalised to all sorts of stuff - matching leather hat and boots give a +CHA bonus, say...
Yes - I too have planned to borrow this from S! It hadn't occurred to me that it could be extended beyond artifacts - but that's a great idea for this. If that's the preferred solution I'll happily try it out.
__________________
"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
Magnate is offline  
Old October 25, 2011, 13:35   #8
kaypy
Swordsman
 
Join Date: May 2009
Posts: 294
kaypy is on a distinguished road
Use a pval or a couple of near-identical affixes to allow varied damage amounts. Body armour should do most, followed by helms (and shields if available?), then anything else.

Items from deeper in the dungeon should also be eligable for higher damage.

An alternative approach to this might also be to make the breath damage scale with the total AC of the item...

[edit] What I'm aiming at here, in case it isn't obvious, is a breath attack that can avoid both being overpowered too early and worthless in endgame. So an early-game DSM has early-game damage and late-game DSM has late-game damage, without necessarily being different types. Hooking inappropriate armour types into the equation is just a bonus.

Last edited by kaypy; October 25, 2011 at 13:41.
kaypy is offline  
Old October 25, 2011, 15:34   #9
Starhawk
Adept
 
Join Date: Sep 2010
Location: Indianapolis IN, USA
Posts: 246
Starhawk is on a distinguished road
It would be interesting if you only had ONE breath activation, but it became more powerful as you added more dragonscale items to your kit.
Starhawk is offline  
Old October 25, 2011, 16:22   #10
ViJay
Rookie
 
Join Date: Mar 2010
Location: NL
Age: 49
Posts: 10
ViJay is on a distinguished road
How about making the breath stronger if you wear more of the same Dragonscale type..and make the recharge type longer the more pieces you wear. Combining could give a mixed breath or just 1 of the types but less strong than pieces of 1 type..
ViJay is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
3.2.0 DSM frequency? scud Vanilla 6 July 22, 2011 16:14
DSM:s of speed. How to remove? Timo Pietilä Development 5 March 22, 2011 09:28
Arvedui or Law DSM? diabloblanco Vanilla 2 February 27, 2011 03:44
DSM changes d_m Vanilla 33 July 14, 2010 00:43
Squelching DSM Colbey Vanilla 8 March 15, 2008 20:48


All times are GMT +1. The time now is 07:23.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.