If you've been following TFork you'll notice I made throwing actually useful. You can now pick up a dagger and skewer that shrieker mushroom patch across the room before it starts screaming.
Thing is, throwing is probably a bit too effective right now compared to archery. So I am planning a revamp of the shooting system.
Currently ToME archery has you plinking away with multiple shots per round, for a total of less damage than a warrior could inflict in melee. My thought on the matter is that an archer should be able to get off ONE shot per round, but if they're good they should be able to do some serious damage. So, make the Archer a relatively weak warrior with a powerful ranged attack, best suited to picking monsters off one by one from a distance.
I'm also thinking of downsides to archery. On the less silly end of things, some monsters should probably have a chance of dodging projectiles; on the high end, Sauron might deal with arrows a la the Ultimate Evil in Time Bandits.
Opinions?
[Edit: Also I'll have to make monsters able to throw stuff at some point. Hmm.]
TFork archery changes
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Re: TFork archery changes
I never understood why a warrior throwing a dagger at a floating eye wouldn't be able to kill it easily. So I am glad to see that enhanced.
I have tried to play archers before but they seemed really short on offensive fire power. Also, since I have to carry ammo, and the great stuff doesn't stack, I always had a problem dealing with hordes.
I have tried to play archers before but they seemed really short on offensive fire power. Also, since I have to carry ammo, and the great stuff doesn't stack, I always had a problem dealing with hordes.
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- Uruivellas
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Re: TFork archery changes
Hmm, I'm still having problems with throwing. Stuff seems to miss monsters without actually missing - maybe the code is making it land on the floor on the same space, without checking to see if there was a monster there? No matter how much I increase the hit chance it still misses. This will require some investigation.
Re archery. I plan on removing the increased number of shots and instead adding that number to the damage multiplier, plus an additional damage bonus for the archery skill, and the multiplier from masteries, AND increased critical hit chance from masteries. A powerful archer should more of a sniper than anything else IMO, able to one-shot most monsters, but on the condition that they're not spotted and attacked first.
Re archery. I plan on removing the increased number of shots and instead adding that number to the damage multiplier, plus an additional damage bonus for the archery skill, and the multiplier from masteries, AND increased critical hit chance from masteries. A powerful archer should more of a sniper than anything else IMO, able to one-shot most monsters, but on the condition that they're not spotted and attacked first.
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- Uruivellas
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Re: TFork archery changes
Made more changes and pushed to Git. Things to look out for:
- Archery is very powerful at high levels. That's intended; ideally an archer should be able to one-shot a lot of monsters, but should be in hot water in melee. If archers are too strong in melee or generally just too strong, please let me know; there's a lot of tweaking still to be done.
- Bolas work more like old archery now, though more powerful; you get up to 4 throws per turn. The total damage is less than archery but it's still high if you have a good bola.
- Throwing takes one turn no matter what. Multiplier depends only on your stats, not on any skill. If you have high STR and DEX and a good hit bonus, you should be able to kill most monsters weaker than you with a thrown weapon. Still working out the hit chance thing though, that's not working quite right.
(Ooh, and I haven't tried this with potions of Detonations. I need to check that out, it might be overpowered.)
- Archery is very powerful at high levels. That's intended; ideally an archer should be able to one-shot a lot of monsters, but should be in hot water in melee. If archers are too strong in melee or generally just too strong, please let me know; there's a lot of tweaking still to be done.
- Bolas work more like old archery now, though more powerful; you get up to 4 throws per turn. The total damage is less than archery but it's still high if you have a good bola.
- Throwing takes one turn no matter what. Multiplier depends only on your stats, not on any skill. If you have high STR and DEX and a good hit bonus, you should be able to kill most monsters weaker than you with a thrown weapon. Still working out the hit chance thing though, that's not working quite right.
(Ooh, and I haven't tried this with potions of Detonations. I need to check that out, it might be overpowered.)
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- Uruivellas
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Re: TFork archery changes
Okay, I think it may be time to dial down the throwing multiplier a bit. One-shotting an ancient dragon with a thrown longsword is a bit much, even at level 50. 

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- Uruivellas
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Re: TFork archery changes
One Acidic Meteor Hammer of *Slay Dragon*... One Great Wyrm of Power... One turn. Throwing multiplier was far too high. This has been fixed.
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- Uruivellas
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Re: TFork archery changes
Alright things seem to work pretty well now. Chainmasters are basically on par with other weaponmasters for damage provided a good chain weapon, and archery is exactly where I want it in terms of power.