![]() ![]() ![]() Robert Au (myshkin) - Player since the mid-90s, and on the devteam for 4 years.He was responsible for a ton of recent gameplay changes, and was release manager for 3.3 and possibly some other versions as well. Chris Carr (magnate) - Involved in Angband development for about 10 years.Aaron Bader (fizzix) - Developer for about five years and the release manager for 3.4, the previous version released.(I'm also considering removing MUSIC as a spell type since it's only usable by one very niche class, the Bard, and it adds a lot of code complexity. stand in the way of that, so sometimes it's easier to just outright remove it. ![]() A lot of the more niche classes/skills etc. I'm trying to focus on improving the code quality gradually to (eventually) make it a lot easier to implement e.g. An example would be a bare-hand possessor in a GWOP/Ancalagon's body which transitions to Anti-magic.)Īlchemy was also a ton (several thousand lines, IIRC) of really messy code. They can also be quite tricky and hard to pull off. (Yes, I'm also very aware that there are other classes where you can get crazy strong characters, but they usually have a limitations in other areas to sort-of-balance them. Something like a device-master might be interesting, perhaps. I don't object to an Alchemist-like class on principle, but as it was it was just broken (IMO) and a significant contributor to the TMJ problem. Maybe essences should be gained by destroying ego items/jewelry/etc, and make the player sacrifice an artifact to create a new one? They did add a lot of useless-for-everybody-else items to the game though. It is a very different start than most other race/class combos. there may be people who like that, grinding for ages to get 10k hp or such, whats wrong with it ?Alchemist starts are fun because while your character starts out weak and unable to cast spells, but you start with (or able to immediately make) a potion of detonations, which can be thrown to kill a valuable target for multiple levels. the interesting part about alchemists is actually the start - if you dont mind shopping for "properties", the things you get first make going to different dungeons viable certainly thats a lot more interesting than the optimal melee start - orc cave to get the 3 guaranteed artifacts - and 3. it is not the only way to get super toons, there are others in tome, 2. The ability to blow up your toon out of proportion is there, but as you said, grindy and arguably boring. I have played many alchemists and never made more than 1 or 2 artifacts with each. Produce individual executables for each of the supported platforms ![]() Use (vendored) "jsoncons" instead of "jansson". Use (vendored) "cppformat" for string formatting. Theme: Remove armor restriction for Eagle/Dragon races. Theme: Fix final guardian artifact for Land of Mountains. Use PCG random number generator instead of the old custom one. Remove various mostly inconsequential options. Summoned monsters appear around summoner instead of player. Magic Mapping now maps the whole level instead of only the display Disallow casting for Posessors when they don't have enought SP. Remove pointless player stats such as "gender", "age", "height", Increased size of the home drastically. Responsible for a lot of items that were junk to every other They were horribly brokenĪnd encouraged only scummy play. Removed Alchemist class from ToME module. ![]()
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