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Nethack vs angband
Nethack vs angband













nethack vs angband

It might be flavourful to cook up some class-specific ones. No classes have received class-specific escape spells, so the tools are just generically TA. How does the new collection of escape tools play for you? Locking, the wind items, swap places, etc? Perhaps a few more ideas here would be nice. Though I wonder if it (+ the summoning nerf) has left rangers a bit overpowered in particular. The halved breath/spell damage does make resists feel less "i must have this" than in V. This is particularly the case in late game TA. Dangerous situations often develop quite slowly, compared to V. I was ambushed by osse and makar at the same time. In TA you often end up fighting in unideal situtations, that teleport-other would prevent in V. Furthest I got was a gnome warrior killed by osse. I've been trying to win with a warrior, and man has it been tough. So far other things are still killing me a lot more than incurable status effects.

nethack vs angband

I hadn't considered the blind & confused loop. Yeah I've enjoyed the nasty blindness & confusion during playtesting. Then instead of late-game equipment choice being a matter of "How do I cover all the low resists and most of the high resists?", it would be "Which three or four resists do I want the most?". A more ambitious change in this direction could be greatly reducing both the availability and the necessity of most resistances. Umber hulks can be nasty in vanilla even if you have a big stack of potions of cure light wounds. I like the sound of that, although some other change might be needed to prevent the player from getting in a blindness or confusion loop from being around monsters that can inflict it repeatedly. The duration might need tweaking for balance. The intention is to make blindness & confusion more than just "next turn is a forced potion quaffing". Duration of the effects are reduced (mostly a fixed 3d2 player turns). Easy cures for blindness and confusion are removed. This build contains an additional change planned for 0.7: blindness and confusion are non-stacking and with duration measured in player turns (like 0.6 did for paralysis).















Nethack vs angband