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Archer vs. Weaponmaster?
I'm curious what the pros and cons are of playing an Archer vs. playing a Weaponmaster (bows, crossbows, slings)? Clearly the Weaponmaster gets some great class powers - I especially love the sling master's powers. The Archer gets the advantage of being able to effectively use all bows, not just one type. What else? Do Archers get better damage from bows? Are they better at melee? Because right now I'm struggling to see what advantage an Archer could have that would outweigh those Weaponmaster class powers.
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Quote:
Essentially they lose out in the utility of the Bowmasters abilities for being better at basically everything else. |
Bug: Throwing and Throw Weapon Abilities
Had cause to look up how throwing worked, and noticed that due to the way that throwing multiplier context->mult is initialized in multiple places, it's also calculated in multiple ways, which results in some of those calculations not taking into account some things they probably should.
For instance, the Daggermaster's Dagger Toss initializes context->mult to (100 + (CL * 4)). However, in py_throw.c line 165, it's initialized to (100 + (100 if you have the throwing mutation) + (100 if the weapon has the throwing flag) + (a STR-based modifier)), only if context->mult isn't already initialized. This means that Dagger Toss won't benefit from you having the throwing mutation, the weapon having the throwing flag, or a STR-based modifier . . . which arguably, it should. This probably applies some other abilities besides Dagger Toss as well. |
Wow
There are so many cool things to discover even after a long time. Small things like there is a suit of armor that allows you to breathe even when there is no air and that there is actually a monster in the game that makes this feature useful. But this made me laugh out loud when I found it ...
The Great Maul of Vice - activates for Lightspeed (speed 99) for 16 turns with only 1.6% fail rate for my Warrior. Useful as a swap unless you are a mauler. Code:
The Great Hammer 'Great Maul of Vice' (8d8) (+8,+8) [+8] (+2) (charging) |
There's more...Do you know what happens when you run out of money?
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Interesting. Thanks for the warning! My guess would be it disappears but keeps drawing money from the player's gold pool.
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Bug: Thieving Monster Interactions
[13:51] reijesa: You attack the Ninja Tonberry: You cruelly attack it! (It retaliates: It hits.) You feel uneasy. You grab hold of your backpack! The thief flees laughing! Your weapon drains life from it! You swing wildly at nothing. It seems weakened. You swing wildly at nothing.
[13:52] reijesa: looks like the "can't attack if it's gone" fix doesn't check vampirism |
Monster Leprechaun starts with zero gold in Thrall mode.
Not a bug but that is a bit mean, isn't it? |
Resurrection Machine can choose Basement Cat, which won't ever generate randomly again. A similar bug was fixed with random Angband quest guardians but this one's still at large.
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Bug: Summon Gods
[16:40] picklenugget: Apparently casting summon gods crashes the game
[16:40] picklenugget: as a possesor |
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