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-   -   FrogComposband 7.0.strawberry (http://angband.oook.cz/forum/showthread.php?t=8850)

Sideways March 11, 2018 17:40

FrogComposband 7.0.strawberry
 
Now available (source code and precompiled Windows executable) here.

Note that the Windows-specific file only contains the .exe, so Windows players still need to download the source code for the library files; they just won't have to compile anything.

-------------------------------------------------------

Quote:

Changes in FrogComposband 7.0.strawberry (compared to ComPosband 7.0.3):

* Rebalanced artifact reforging. The goal was to prevent silly-powerful items while still allowing very strong items (so a character can reasonably expect to use reforged items in the endgame and final fights). The importance of fame in reforging was reduced slightly to make early/mid-game reforging more appealing, though realistically reforging will likely remain mostly a late-game thing. Slot weights were also adjusted slightly, with effects on both reforging and randart creation. The hard cap of 90000 on the source artifact's power was removed, although stronger artifacts will still be treated as if they had a power of 90000, or even less for less weighty slots. This prevents situations in which a very strong item is effectively worse than a weaker item because it doesn't fit the player's needs directly and cannot ever be reforged. Reforging is now also slightly cheaper

* Rebalanced shop shuffling. The cheap shuffling introduced in ComPosband allowed characters to acquire silly piles of extremely powerful consumables very easily, as long as they found a dungeon shop and had enough money. The cheap shuffling has been retained, but many of the most powerful items (like !Healing, !*Healing*, !Life, stat potions, ?Genocide, ?MassGenocide and !NewLife) can no longer be generated on a shuffle. Also, Black Market shuffling is more expensive now

* Moved Thalos, and added a new town (Anambar) where Thalos used to be. Prettied up the Thalos map (and edited t_pref to include additional terrain types). Mt. Olympus is now slightly more accessible since Thalos is closer to it than any town was before (originally, I moved Thalos even closer to Mt. Olympus, but then I decided I didn't hate you players enough). There's an option to allow teleporting to Thalos as soon as any two other towns (including Outpost) have been visited (because I decided I didn't want you players to hate me either...!)

* Fixed an old PosChengband bug where quest seeds were lost on save/load, meaning players who exited the game after requesting a quest would receive a seed of 0 for that quest and consequently always get the first item from a list of supposedly random rewards

* Fixed another old PosChengband bug whereby uniques seen through fuzzy telepathy would sometimes acquire a stray "the" in front of their name (e.g. "The Gertrude dies.")

* Fixed an old bug with file handling on Windows

* Fixed several minor old bugs related to weapon slays (chaos weapons were getting massive extra damage against good monsters from the KILL_EVIL flag instead of the KILL_GOOD flag; the displayed damage for a KILL_HUMAN missile didn't match the actual damage; in the character sheet, the *Human* slay's statistics were displayed for weapons with KILL_LIVING rather than weapons with KILL_HUMAN)

* Updated the rumor list and silly name list

* Added a new realm (Law) and two new classes (Lawyer and Ninja-Lawyer)

* Added new monsters (and restored the deleted Egyptian gods)

* Added a few artifacts (and brought back the GHB's T-shirt)

* Added new random artifact names

* Added new quests (I actually feel like there may be too many early-game quests now; feedback on the number of quests, and quests [whether new or old] that players like or don't like, would be particularly welcome; of course, there is no need to attempt to do every quest in the game at depth)

* In ComPosband, if a quest level was buggy and didn't generate properly, the game would crash and the player would be forced to fail it on resuming play. In FrogComposband, while the game will still crash, the player can continue normally on resumption and can retake the quest after it has been fixed. This should make life easier for both developers and test-players

* Gave eldraks a significant buff, they are now stronger than ettins (consequently, swapped ettin and eldrak in the troll evolution sequence; however, player trolls still evolve into ettins rather than eldraks)

* A small number of monsters can now initiate melee attacks from 2 squares away. (Fair's fair - player samurai, dragons and archaeologists with whips can do this!) Currently the only monsters with this ability are large dinosaurs, novice archaeologists, balrogs, samurai, Godzilla and Jormungand. (Jormungand, who was a soft guardian for its depth, also received a number of other buffs; most notably, it now has the CAN_SWIM flag instead of the AQUATIC flag.)

* Made ninjas slightly less outrageous by nerfing Bunshin (which now gives a 1-in-3 chance of evading attacks, not 1-in-2) and Swap Position (which now requires perfectly clear line of sight) and changing their weight limit equation. The Swap Position nerf also affects the relevant mutation and wild talent (the weight limit change should not affect other classes with a weight limit, apart from ninja-lawyers)

* Restored the option of playing without virtues

* Fixed some typos here and there. (I know this will offend some people! But they can take solace in that there are still plenty left.)

* Buffed Lucifer and made him dungeon boss of Hell

* The name of Sultan the Midget was reverted back to Snafu the Midget (because of the one-Sultan rule - there's a sultan in Thalos)

* Players are now less likely to be ambushed by dangerous high-level sea monsters in coastal towns

* Added some alternatives for non-English keyboards to support play on angband.live: Y and Z for [ and {, Ctrl+Y for Ctrl+W, Ctrl+E for @ and Ctrl+O for ]

* Made free action stronger because Chris's system was somewhat confusing and unpopular, though the change here is not as big as what Gwarl did in ComPosband 7.0.4. 1 source of free action works the same in FrogComposband as in ComPosband 7.0.3 (and the last versions of PosChengband). 2 sources are slightly stronger in FrogComposband (and give total paralysis immunity against low-level monsters), and 3 sources give total immunity against all monsters, except in special cases like ty_curse

* Changed how cur SP is calculated after a change to max SP

* Restored the old non-fuzzy telepathy as an option. Chris's fuzzy telepathy is still the default

* Added an option (off by default) to force a -more- prompt on device/spell fails

* Attempts to charm a monster with the hidden NOPET flag now give the message "X is immune", rather than "X resists"; the NOPET flag is unpopular enough without it making players guess whether the monster has it or not. (It's also now slightly harder for monsters to acquire the NOPET flag.)

* Commented out the Windows pref file (font-win.prf). Windows users will notice this as a change to the default appearance of walls and mountains

* Various minor tweaks and code improvements

Changes copied or adapted from ComPosband 7.0.4:

* Added Gwarl's new quests and adopted some of his changes to existing quests

* The entrance to Hideout is now in Outpost, and the entrance to Icky Cave is now in Thalos

* Adapted the new acid floor

* Magic shop now sells offensive wands

* Moved Tidal Cave

* Battlefield's entrance guardian is now a black wraith instead of a grave wight

* Visual change to the appearance of Crystal Castle's glass floor

* Added Gwarl's buff to non-specialist riding

* Tweaked the depth and rarity of a number of items, especially dragon scale mails (but not quite to the same extent as in ComPosband 7.0.4)

* Tweaked a number of monsters
I haven't had the time to testplay this initial release quite as extensively as I would have liked. It ought to be okay bug-wise, but the new deep monsters may not have the ideal balance yet; I have tested them all repeatedly in wizard mode, but there's no real substitute for tackling them with an actual flesh-and-blood character at depth and seeing how it goes. So if it turns out that Muru-Siloch is even nastier than I intended it to be and will completely ruin your week, blame Gwarl ;)

All suggestions and feedback, both positive and critical, will be highly welcome. I am particularly interested in whether people feel there are now too many quests in the early game and early mid-game (Gwarl and Hugo felt the number of quests is okay, but I still have misgivings). Dragon Slayer and The Volcano will probably be converted into late-game or late midgame quests in 7.0.peppermint.

Good luck, have fun, and don't die!

HugoVirtuoso March 11, 2018 18:05

So far, my only gripe is the "change to the default appearance of walls and mountains". How do I change to the way it was in PCB-Vanilla without having to re-compile?

Here's a link to what I mean: https://ibb.co/c10ZXn
Left - VanillaPCB 7.0.2
Right - FrogComposband 7.0.strawberry

Sideways March 11, 2018 18:14

Quote:

Originally Posted by HugoTheGreat2011 (Post 128447)
So far, my only gripe is the "change to the default appearance of walls and mountains". How do I change to the way it was in PCB-Vanilla without having to re-compile?

You can undo this change (which only affects Windows players) by either 1) editing lib/pref/font-win.prf and removing the # signs from in front of all lines that start with #F:, except for the first two (which were already commented out before me); or 2) by replacing your font-win.prf with a copy of font-win.prf from ComPosband or PosChengband (there shouldn't be any compatibility issues); or 3) in-game through the Interact with Visuals menu (the '%' key, followed by either 6 or 9; don't forget to dump your changes). In your case I'd recommend approach 1 or 2, since approach 3 only creates a .prf file that affects that one character, and you'd have to re-load (and re-dump) that file every time you started a new character with a different name.

None of these approaches will require you to recompile.

HugoVirtuoso March 11, 2018 18:38

Good to know that this doesn't require re-compiling. Thanks! I was wondering...were those wall graphics only for Windows players in Vanilla-PCB? If so, they should have been made available to work for other ports. Heck, even the webserver port too! (My real question was: Why did you change the default graphics for the walls and mountains for the Windows port? To make the Windows port similar to all other ports? :) )

fph March 11, 2018 19:24

Nice version naming scheme. Can I write it as 7.0.🍓? :)

I wonder what will come next... Fruits ordered by increasing size?

HugoVirtuoso March 11, 2018 20:07

Quote:

Originally Posted by fph (Post 128451)
Nice version naming scheme. Can I write it as 7.0.🍓? :)

I wonder what will come next... Fruits ordered by increasing size?

Sideways noted that the next version will be FrogComposband 7.0.peppermint. :)

Ingwe Ingweron March 12, 2018 00:19

Quote:

Originally Posted by fph (Post 128451)
Nice version naming scheme. Can I write it as 7.0.🍓? :)

I wonder what will come next... Fruits ordered by increasing size?

I believe it's a reference to ice-cream flavors, c.f., Vanilla Angband.

Sideways March 14, 2018 13:55

I found a really dumb bug that had somehow slipped through the cracks. It's not game-breaking, but it will make the library in Thalos inaccessible past a certain point. Downloading a fixed copy of t_thalos.txt will solve the problem without any need to recompile, my apologies to everybody.

HugoVirtuoso March 14, 2018 21:38

Quote:

Originally Posted by Sideways (Post 128504)
I found a really dumb bug that had somehow slipped through the cracks. It's not game-breaking, but it will make the library in Thalos inaccessible past a certain point. Downloading a fixed copy of t_thalos.txt will solve the problem without any need to recompile, my apologies to everybody.

CC: Gwarl on this please

HugoVirtuoso March 18, 2018 06:21

Future suggestion:
Re-instate Staves of Holiness...because these grant Protection from Evil while healing the player at the same time

Also, I am wondering if Sideways and Gwarl can look into this thing (still present in CPB and FrogCompos):
http://angband.oook.cz/forum/showpos...6&postcount=28

Sideways March 18, 2018 13:11

Quote:

Originally Posted by Mocht (Post 128586)
Have the Angband quest rewards been changed
In Poschengband, weaponmasters had a good chance of obtaining class specific weapons this way

Feature request: no selling option

Has the bug with maul, the Mauler skill, been fixed

This one?

Quote:

Originally Posted by Mocht (Post 126351)
I've found a bug
When my mauler was ambushed outside the volcano and he attacked a monster, the monster would move back, say, 3 squares and my character would move forward 3 squares
When I deactivated maul the problem disappeared
Maul did not cause problems earlier but the problem also happens sometimes in volcano
I think it is to do either with the tile the monster or character is on, or with nearby tiles
If there is no lava or whatever, just normal tiles, then the problem doesn't occur

At least it hasn't been fixed by me, so it's probably still there. I'll have a look at it.

Bringing back the no-selling option is on my to-do list.

Rod rarities have not been changed in any way since PosChengband. I'd guess you're seeing random variation (or playing subtly differently in some way that causes you to see fewer low-level rods). Of course, if you need a rod of detect traps, there's always the infamous 1-charge one in the Thalos arena :)

Angband quest rewards have not been changed, and the code that gives you tailored rewards is still there. But since both PosChengband and FrogComposband accept lots of non-weapons as "tailored", there's a lot of randomness in whether your tailored drop happens to be a weapon, and you can easily be lucky or unlucky.

Sideways March 18, 2018 13:55

Quick poll: how many players would be upset if I made Utgard-Loke resist confusion? (Gwarl has emphatically voted against this, but I want to know if anybody else would object.)

Gwarl March 19, 2018 00:09

This is like the riding thing; nobody else is going to have an opinion because nobody else takes advantage of status effects just like nobody else tries to ride things without playing beastmaster/cavalry/skillmaster (except perhaps bostock now that I've trained him).

Imagine not having opinion! That's a player who doesn't understand the usefulness of confuse.

HugoVirtuoso March 19, 2018 00:41

Found a bug with Mangy looking lepers:
If you use '5' repeatedly for long periods of time against the Mangy looking leper, it crashes the game. In my case, it happened with my Tonberry Skillmaster in Outpost. I can reproduce this if I could get someone to spectate me. (or better yet, Gwarl, if you're reading this - You can go ahead and give Sideways my current FrogComposband savefile [the one that is now named 'Van232' in-game] so he can look for the bug)

I was able to slow down my ongoing OBS recording to see what really happened - this message shows at the top of the screen and then crash:
/home/angbandlive/games/frogcomposband: software bug

Sideways March 19, 2018 01:56

@Mocht: Where do you feel you usually found your first rod of detect traps in PosChengband? Knowing that, I could generate lots of random levels at that depth in both Pos and FrogCompos and see if there's any difference in how many rods of detect traps show up.

Sideways March 19, 2018 02:08

I think I've solved the maul bug: as far as I can tell, that's exactly what maul is supposed to do.

Sideways March 19, 2018 02:48

Quote:

Originally Posted by HugoTheGreat2011 (Post 128602)
Found a bug with Mangy looking lepers:
If you use '5' repeatedly for long periods of time against the Mangy looking leper, it crashes the game.

Confirmed and fixed.

Sideways March 19, 2018 15:59

Quote:

Originally Posted by Mocht (Post 128613)
Are you saying that enemies (sometimes) being pushed back multiple squares and the mauler following is intended behaviour

Yes, there's 70 lines of code in cmd1.c that have the sole purpose of making that happen. PosChengband (and by extension, FrogComposband) has a lot of obscure mechanics that are not very well documented, or not documented at all.

-----

Re: the Angband quests, there's a few things that might make a difference.

Firstly: Chris changed the way those rewards work recently. That change was in PosChengband, but if you're thinking of old PosChengband before that change, you might think of it as a difference between PosChengband and FrogComposband. What Chris's change did was improve the quality of those drops but decrease their number; in particular, the second Angband quest is now likely to generate only 1 tailored reward drop instead of 2, and the same is true to a lesser extent of the third Angband quest. Overall the effect of that should be pretty close to a wash - in a trial run I did, the improvement in quality and the decrease in quantity cancelled each other out - but it might give a different feel that you're noticing, and it likely has a negative impact in the specific case of the second Angband quest.

Secondly: GREAT_OBJ, a constant that affects several things about item generation, is more favorable to the player in FrogComposband; but this probably only has a very small effect.

Thirdly: Gwarl added a bunch of early orc uniques in ComPosband that are also in FrogComposband. That might have a negative effect on early quest "rewards", for the following reason: in FrogCompos there's a high chance those early quests will be for some unexciting orc unique that doesn't have guaranteed excellent drops of its own, but in PosChengband you have a higher chance of getting someone like the Variant Maintainer, or Hagen (66% chance of dropping his spear), or even It. In other words, the ancillary drops native to the unique would be slightly more exciting in Pos, and it would be hard for the player to tell those apart from the actual quest reward.

Fourthly: it really is super-easy to underestimate how much randomness there is. In the trial run I mentioned, when I played old Pos before Chris's change, essentially nothing useful dropped on the first ten attempts - and then the next ten times completely turned it around, with artifacts and valuables dropping left and right.

Sideways March 20, 2018 19:57

You've played maulers more than me; but I don't see any problem with it. Maulers get other attacks (Knockback and Scatter) that knock enemies back; it doesn't seem unthematic that they'd have an attack that knocks the enemy back but also allows the player to follow, and the visual image of a mauler charging the enemy and driving it further back with every blow works. It also seems interesting from a gameplay point of view, requiring care but potentially allowing the player to either drive the enemy into more favorable terrain or escape being surrounded by melee-ers in an alternative way to Scatter. That it only works in 8 directions is a bit unfortunate maybe.

HugoVirtuoso March 21, 2018 00:42

As of right now, Gwarl says he has incorporated all of the post-7.0.strawberry fixes, up to the March 20 2018 commit with mentioning a dungeon relocation [spoiler] (as noted on Sideway's GitHub page), into the FrogComposband on Angband.Live.

Mocht:
Hengband is actually still maintained to this day. The latest English version is 2.1.5. The very latest version is 2.2.1 (as noted here), but is in Japanese.

Sideways March 24, 2018 02:34

Thanks. There's probably plenty of rewards like that, not just in Frog; e.g. Royal Crypt gives Bilbo to everybody in both FrogComposband and PosChengband. And there will probably always be some rewards like that because the standard reward is so thematic for the quest and can - if all else fails - be sold for decent $$$. (Yes, the development version now has the no_selling option, where that argument doesn't apply.)

But there's absolutely no reason why Trouble at Home should give a hard studded leather to everybody, including characters with no use for it; and I will put alternative rewards there and some other quests (at least anti-paladin).

Sideways March 24, 2018 14:29

Cop Quest doesn't have any random monsters, but does have one summoner (the priest); I'd assume he summoned the Variant Maintainer, which is pretty unlucky and not something you should expect to happen regularly. Even summons apart, the priest is the most dangerous enemy in that quest, and killing him should be a top priority.

Bostock March 25, 2018 21:02

Quote:

Originally Posted by Mocht (Post 128601)
This interests me, I wonder how many interesting/powerful things are in the game that everyone ignores
An example is duelists
No-one played them, then a few people won with them, and said that duelists are wrecking machines at high level

Duelists would probably bring more enjoyment to more people if they started stronger, even at the cost of ending weaker.

Rudiment March 26, 2018 20:18

I have a question about weapon proficiency. My high-elf ranger of level 15 has only beginner (+0 to hit) in short bow and this is very weird because i am shooting everyone out since beginning of the game. Is there some hidden mechanics and my weapon prof is actually rise?

Sideways March 26, 2018 21:41

Quote:

Originally Posted by Rudiment (Post 128727)
I have a question about weapon proficiency. My high-elf ranger of level 15 has only beginner (+0 to hit) in short bow and this is very weird because i am shooting everyone out since beginning of the game. Is there some hidden mechanics and my weapon prof is actually rise?

The proficiency mechanics are highly obscure, they're explained in various help files but unfortunately not very well anywhere. Basically, you will gain proficiency by shooting monsters, but only if the monsters are of sufficiently high level compared to your proficiency.

Beginner (+0 to-hit) sounds not so great, but it's a lot better than Unskilled (-20), and sufficiently good that you must shoot monsters of native level 15 (or deeper) to gain any proficiency. My guess would be that you haven't shot enough level 15 monsters yet, and that's why you haven't gained any proficiency.

(Also, the more proficient you are, the slower you gain proficiency.)

Pete Mack March 26, 2018 22:22

Also: this makes carrying buffs significantly more useful.

Rudiment March 27, 2018 20:54

Quote:

Originally Posted by Sideways (Post 128728)
The proficiency mechanics are highly obscure, they're explained in various help files but unfortunately not very well anywhere. Basically, you will gain proficiency by shooting monsters, but only if the monsters are of sufficiently high level compared to your proficiency.

Beginner (+0 to-hit) sounds not so great, but it's a lot better than Unskilled (-20), and sufficiently good that you must shoot monsters of native level 15 (or deeper) to gain any proficiency. My guess would be that you haven't shot enough level 15 monsters yet, and that's why you haven't gained any proficiency.

(Also, the more proficient you are, the slower you gain proficiency.)

But my ranger began with beginner (+0 to hit) in short bow from level 1. I cleaned warrens and now cleaning hideout (lvl 12). So i met plenty of monsters with equal of even higher lvl, but i didn't manage to get even silly beginner (+1 to hit).

Sideways March 27, 2018 21:20

Quote:

Originally Posted by Rudiment (Post 128741)
But my ranger began with beginner (+0 to hit) in short bow from level 1. I cleaned warrens and now cleaning hideout (lvl 12). So i met plenty of monsters with equal of even higher lvl, but i didn't manage to get even silly beginner (+1 to hit).

With +0 proficiency, you need to shoot monsters of native level 15 or deeper. That limit isn't set by your clvl - it's purely coincidental that your clvl happened to also be 15. The limit is set by your +0 proficiency, and was already dl 15 when you were clvl 1; apologies if my previous post didn't explain this clearly enough. As you go a bit deeper your proficiency should start rising.

(Technically, you can get some proficiency from shooting dl 14 monsters; just not enough to reach the lofty heights of +1 to-hit.)

Sideways March 29, 2018 12:49

Four dungeons - the anti-magic cave, the anti-melee cave, Heaven and Mine - don't have bottom guardians in the official release of 7.0.strawberry. (Heaven and Mine will have guardians in 7.0.peppermint, and already have guardians in the development version.)

Rudiment March 29, 2018 18:28

Question about Virtues system. My ranger have +3% to fail rate in Nature realm. I think it is because "You have sinned against Nature". On my way many hostile animals and my spiders from Trump realm not always help to avoid killing animals. Maybe it is worth adding spells like calm animal or something.

Sideways March 29, 2018 22:03

You can gain nature points by healing animals or charming animals, and by recycling (selling) empty bottles. (Or you can simply not enable virtues and consequently not worry about any of that stuff.)

That said, adding a spell that charms animals to the Nature realm doesn't sound like a bad idea at all.

Gwarl March 31, 2018 13:35

For this particular piece of info, nikheizen's spoiler site has it covered:

http://nikheizen.github.io/

in general if you want to poke around inside the code itself, download a copy and learn to grep.

Rudiment April 5, 2018 12:44

I noticed a strange thing about Griffons. They have an ability to shoot arrow at you. But griffons are animals without hands. How they do suppose to use bows for shootings?

Sideways April 5, 2018 13:19

I'm not sure it's actually impossible for griffons to shoot arrows; but I have no idea why they do shoot arrows, either. If someone can think of a more humorous description for their reflectable 4d5 ranged attack I'm all ears :)

wobbly April 5, 2018 14:53

If you replace them with manticores then tail spikes work.

Rudiment April 5, 2018 18:57

I discovered a minor bug. Sometimes i throw away junk from my inventory via 'v' button. If there is a wall (which hero cant see) on path of flying object then object may pass through it and appear right behind the wall.
Well even *uck this bug. During another level up my chaos-warrior receive characteristics swap and now my str and int is low as fu*k but now i have high charisma and wisdom. Result is rage quit. Fuc* this chaos-warior. 90% of level up gift are totaly useless

Sideways April 5, 2018 21:08

Quote:

Originally Posted by Rudiment (Post 128939)
I discovered a minor bug. Sometimes i throw away junk from my inventory via 'v' button. If there is a wall (which hero cant see) on path of flying object then object may pass through it and appear right behind the wall.
Well even *uck this bug. During another level up my chaos-warrior receive characteristics swap and now my str and int is low as fu*k but now i have high charisma and wisdom. Result is rage quit. Fuc* this chaos-warior. 90% of level up gift are totaly useless

7.0.peppermint, which will be released tomorrow, offers a no_scrambling birth option that prevents stat swaps if turned on. (Other bad things may happen instead... but at least they're not permanent.)

Thanks for the bug report; bostock reported the same thing on angband.live last week, it will also be fixed in 7.0.peppermint.

TheQuest April 6, 2018 13:34

Quote:

* Rebalanced shop shuffling. The cheap shuffling introduced in ComPosband allowed characters to acquire silly piles of extremely powerful consumables very easily, as long as they found a dungeon shop and had enough money. The cheap shuffling has been retained, but many of the most powerful items (like !Healing, !*Healing*, !Life, stat potions, ?Genocide, ?MassGenocide and !NewLife) can no longer be generated on a shuffle. Also, Black Market shuffling is more expensive now
I do not now if this is related to rebalancing, but I have noticed that !heroism became extremely rare for me, and since they are very cheap it probably means that they are easy to make and they should be available almost all the times.

My Klackon monk has no rFear gear and relies on !heroism so far.

Sideways April 6, 2018 15:10

I think you've just been incredibly unlucky, but I'll tweak item generation in the Temple slightly. I won't rule out more radical tampering with !heroism's allocation stats later, but I don't want to accidentally unstabilize 7.0.peppermint just before the release.

Gwarl April 10, 2018 13:46

Quote:

Originally Posted by wobbly (Post 128938)
If you replace them with manticores then tail spikes work.

Wow! We don't have manticores. Good catch.

ghost0087 April 18, 2018 07:27

Graphic Tiles in xtra/graf
 
How do I get them to work? The other tile sets work in game but there are some other tiles in the xtra/graf folder that don't appear in game options.


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